fixed various bugs with inserting and adding tracks
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+15
-16
@@ -46,19 +46,19 @@ var (
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)
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type App struct {
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Config *Config
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ServerManager *ServerManager
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LyricsManager *LyricsManager
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ImageManager *ImageManager
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AudioCache *AudioCache
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AutoEQManager *AutoEQManager
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EQPresetManager *EQPresetManager
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PlaybackManager *PlaybackManager
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LocalPlayer *mpv.Player
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UpdateChecker UpdateChecker
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MPRISHandler *MPRISHandler
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WinSMTC *windows.SMTC
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ipcServer ipc.IPCServer
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Config *Config
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ServerManager *ServerManager
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LyricsManager *LyricsManager
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ImageManager *ImageManager
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AudioCache *AudioCache
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AutoEQManager *AutoEQManager
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EQPresetManager *EQPresetManager
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PlaybackManager *PlaybackManager
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LocalPlayer *mpv.Player
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UpdateChecker UpdateChecker
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MPRISHandler *MPRISHandler
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WinSMTC *windows.SMTC
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ipcServer ipc.IPCServer
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// UI callbacks to be set in main
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OnReactivate func()
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@@ -653,7 +653,7 @@ func (a *App) LoadSavedPlayQueue() error {
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return nil
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}
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a.PlaybackManager.LoadTracks(playQueue.Tracks, Replace, Both, false)
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a.PlaybackManager.LoadTracks(playQueue.Tracks, Replace, false)
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if playQueue.TrackIndex >= 0 && playQueue.TrackIndex < len(playQueue.Tracks) {
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// TODO: This isn't ideal but doesn't seem to cause an audible play-for-a-split-second artifact
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a.PlaybackManager.PlayTrackAt(playQueue.TrackIndex)
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@@ -673,8 +673,7 @@ func (a *App) LoadSavedPlayQueue() error {
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if slices.Equal(serverStatePlayQueue, clientStatePlayQueue) {
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fmt.Println("Loading unshuffled items into playQueue")
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a.PlaybackManager.SetShuffle(true)
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a.PlaybackManager.LoadTracks(unshuffledPlayQueue.Tracks, Replace, PlayQueue, false)
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a.PlaybackManager.LoadTracks(unshuffledPlayQueue.Tracks, Replace, false)
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} else {
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a.PlaybackManager.SetShuffle(false)
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}
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