- The host sends its source for the current song and the next two with
every anchor, so guests switch to the same recording before the song
starts. Guests drop the cached audio and stream URL for a re-pinned
song and reload it.
- Pins are retried once the room's queue arrives, instead of being lost
when a guest joins before the queue.
- A guest that finishes a song a little early waits for the host instead
of jumping back to the old song, and guests don't start endless
playback on their own.
- Position tracking restarts on every song change, ignoring stale
reports from the previous song.
- The device queue keeps its queue and current-entry flows live all the
time. With WhileSubscribed they went stale when nothing on screen
watched them, and the stream proxy answered 404 for queued tracks.
- Simulation tests run on the real device queue, cover recording
switches, early song ends, idle CPU use and a long soak session.
The jam room server now lives in https://github.com/team-spotube/jam-server.
Remove jam-server/ and its deploy workflow, and point code comments, test
instructions, AGENTS.md and the self-hosting note (all locales) at the new
repository.
Security:
- Participants connect with a per-room key derived from a random per-install
secret; others only see an id derived from it, so nobody can reconnect as
someone else (including the host).
- "create" only works on a fresh code or for the room's own host, so empty
rooms can't be taken over.
- Per-socket message and queue budgets disconnect clients that flood; the
host throttles itself well under them.
- Bans also cover the device: a hashed digest of device traits combined with
the network, stored only as an opaque per-room value. Earlier members are
never caught by someone else's ban.
- Peer queue items and suggestions are sanitized (streaming tracks only, no
URLs, https covers); suggestions are credited to the server-attested sender;
local file paths go out as opaque ids. Names are cleaned server-side.
- Room codes and keys use a secure random source; the deploy workflow is
read-only.
Names:
- Participants get a stable generated name ("Mellow Otter") per install, and
can pick their own on the Jam screen or in Jam settings. The participant
list marks "(you)".
Also translate the Jam strings into all locales and add tests for the above.
- Add jam-server/: a Cloudflare Worker with one Durable Object per room code.
It tracks membership, host handoff and kicks/bans, keeps the queue for late
joiners, routes guest commands to the host and serves the room clock.
- Sync playback: devices estimate the server clock, the host sends position
anchors in server time, guests follow by nudging playback rate (seeking only
when far off) and stream the host's audio source when they share a plugin.
- Seek, play/pause, skip and jump apply to the whole room.
- Recover from network loss instead of crashing: socket failures reconnect
with backoff, silent sockets are detected, and an expired room is recreated
by its host.
- Keep cost and battery low: anchors only on change (plus host drift and a
60 s heartbeat), kept in memory rather than storage, free runtime keep-alives
once a minute, rare clock re-syncs, and no polling while paused or buffering.
- Remove the MQTT broker settings and libraries.
- Add sync unit tests, client/session integration tests (JAM_TEST_URL) and a
network-loss test, plus a deploy workflow for the server.
Read sheet progress in draw/derived scopes instead of composition so a
drag no longer recomposes the player every frame, keep the expanded
player, floating player and bottom bar composed once shown instead of
building them mid-drag, and settle with a spring that carries fling
velocity. Add a drag test for CompactPlayerOverlay.