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https://gitlab.com/Kwoth/nadekobot.git
synced 2025-09-11 01:38:27 -04:00
Fixed around 140 wrong namings and other refactorings which were marked as warnings
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@@ -42,9 +42,9 @@ public sealed partial class MusicQueue : IMusicQueue
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{
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// just make sure the internal logic runs first
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// to make sure that some potential indermediate value is not returned
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lock (locker)
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lock (_locker)
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{
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return _index;
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return index;
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}
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}
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}
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@@ -53,128 +53,128 @@ public sealed partial class MusicQueue : IMusicQueue
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{
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get
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{
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lock (locker)
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lock (_locker)
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{
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return _tracks.Count;
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return tracks.Count;
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}
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}
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}
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private LinkedList<QueuedTrackInfo> _tracks;
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private LinkedList<QueuedTrackInfo> tracks;
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private int _index;
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private int index;
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private readonly object locker = new();
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private readonly object _locker = new();
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public MusicQueue()
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{
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_index = 0;
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_tracks = new();
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index = 0;
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tracks = new();
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}
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public IQueuedTrackInfo Enqueue(ITrackInfo trackInfo, string queuer, out int index)
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public IQueuedTrackInfo Enqueue(ITrackInfo trackInfo, string queuer, out int enqueuedAt)
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{
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lock (locker)
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lock (_locker)
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{
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var added = new QueuedTrackInfo(trackInfo, queuer);
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index = _tracks.Count;
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_tracks.AddLast(added);
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enqueuedAt = tracks.Count;
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tracks.AddLast(added);
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return added;
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}
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}
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public IQueuedTrackInfo EnqueueNext(ITrackInfo trackInfo, string queuer, out int index)
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public IQueuedTrackInfo EnqueueNext(ITrackInfo trackInfo, string queuer, out int trackIndex)
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{
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lock (locker)
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lock (_locker)
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{
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if (_tracks.Count == 0) return Enqueue(trackInfo, queuer, out index);
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if (tracks.Count == 0) return Enqueue(trackInfo, queuer, out trackIndex);
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var currentNode = _tracks.First!;
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var currentNode = tracks.First!;
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int i;
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for (i = 1; i <= _index; i++)
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for (i = 1; i <= this.index; i++)
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currentNode = currentNode.Next!; // can't be null because index is always in range of the count
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var added = new QueuedTrackInfo(trackInfo, queuer);
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index = i;
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trackIndex = i;
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_tracks.AddAfter(currentNode, added);
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tracks.AddAfter(currentNode, added);
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return added;
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}
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}
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public void EnqueueMany(IEnumerable<ITrackInfo> tracks, string queuer)
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public void EnqueueMany(IEnumerable<ITrackInfo> toEnqueue, string queuer)
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{
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lock (locker)
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lock (_locker)
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{
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foreach (var track in tracks)
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foreach (var track in toEnqueue)
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{
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var added = new QueuedTrackInfo(track, queuer);
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_tracks.AddLast(added);
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this.tracks.AddLast(added);
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}
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}
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}
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public IReadOnlyCollection<IQueuedTrackInfo> List()
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{
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lock (locker)
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lock (_locker)
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{
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return _tracks.ToList();
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return tracks.ToList();
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}
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}
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public IQueuedTrackInfo? GetCurrent(out int index)
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public IQueuedTrackInfo? GetCurrent(out int currentIndex)
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{
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lock (locker)
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lock (_locker)
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{
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index = _index;
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return _tracks.ElementAtOrDefault(_index);
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currentIndex = index;
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return tracks.ElementAtOrDefault(index);
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}
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}
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public void Advance()
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{
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lock (locker)
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lock (_locker)
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{
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if (++_index >= _tracks.Count)
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_index = 0;
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if (++index >= tracks.Count)
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index = 0;
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}
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}
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public void Clear()
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{
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lock (locker)
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lock (_locker)
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{
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_tracks.Clear();
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tracks.Clear();
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}
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}
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public bool SetIndex(int index)
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public bool SetIndex(int newIndex)
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{
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lock (locker)
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lock (_locker)
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{
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if (index < 0 || index >= _tracks.Count)
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if (newIndex < 0 || newIndex >= tracks.Count)
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return false;
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_index = index;
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this.index = newIndex;
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return true;
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}
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}
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private void RemoveAtInternal(int index, out IQueuedTrackInfo trackInfo)
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private void RemoveAtInternal(int remoteAtIndex, out IQueuedTrackInfo trackInfo)
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{
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var removedNode = _tracks.First!;
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var removedNode = tracks.First!;
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int i;
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for (i = 0; i < index; i++) removedNode = removedNode.Next!;
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for (i = 0; i < remoteAtIndex; i++) removedNode = removedNode.Next!;
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trackInfo = removedNode.Value;
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_tracks.Remove(removedNode);
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tracks.Remove(removedNode);
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if (i <= _index)
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--_index;
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if (i <= this.index)
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--this.index;
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if (_index < 0)
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_index = Count;
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if (this.index < 0)
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this.index = Count;
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// if it was the last song in the queue
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// // wrap back to start
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@@ -188,10 +188,10 @@ public sealed partial class MusicQueue : IMusicQueue
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public void RemoveCurrent()
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{
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lock (locker)
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lock (_locker)
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{
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if (_index < _tracks.Count)
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RemoveAtInternal(_index, out _);
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if (index < tracks.Count)
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RemoveAtInternal(index, out _);
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}
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}
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@@ -204,29 +204,29 @@ public sealed partial class MusicQueue : IMusicQueue
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if (to == from)
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throw new ArgumentException($"{nameof(from)} and {nameof(to)} must be different");
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lock (locker)
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lock (_locker)
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{
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if (from >= Count || to >= Count)
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return null;
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// update current track index
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if (from == _index)
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if (from == index)
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{
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// if the song being moved is the current track
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// it means that it will for sure end up on the destination
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_index = to;
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index = to;
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}
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else
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{
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// moving a track from below the current track means
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// means it will drop down
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if (from < _index)
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_index--;
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if (from < index)
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index--;
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// moving a track to below the current track
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// means it will rise up
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if (to <= _index)
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_index++;
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if (to <= index)
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index++;
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// if both from and to are below _index - net change is + 1 - 1 = 0
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@@ -236,78 +236,76 @@ public sealed partial class MusicQueue : IMusicQueue
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}
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// get the node which needs to be moved
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var fromNode = _tracks.First!;
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var fromNode = tracks.First!;
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for (var i = 0; i < from; i++)
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fromNode = fromNode.Next!;
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// remove it from the queue
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_tracks.Remove(fromNode);
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tracks.Remove(fromNode);
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// if it needs to be added as a first node,
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// add it directly and return
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if (to == 0)
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{
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_tracks.AddFirst(fromNode);
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tracks.AddFirst(fromNode);
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return fromNode.Value;
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}
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// else find the node at the index before the specified target
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var addAfterNode = _tracks.First!;
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var addAfterNode = tracks.First!;
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for (var i = 1; i < to; i++)
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addAfterNode = addAfterNode.Next!;
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// and add after it
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_tracks.AddAfter(addAfterNode, fromNode);
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tracks.AddAfter(addAfterNode, fromNode);
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return fromNode.Value;
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}
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}
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public void Shuffle(Random rng)
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{
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lock (locker)
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lock (_locker)
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{
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var list = _tracks.ToList();
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var list = tracks.ToList();
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for (var i = 0; i < list.Count; i++)
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{
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var struck = rng.Next(i, list.Count);
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var temp = list[struck];
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list[struck] = list[i];
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list[i] = temp;
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(list[struck], list[i]) = (list[i], list[struck]);
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// could preserving the index during shuffling be done better?
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if (i == _index)
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_index = struck;
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else if (struck == _index)
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_index = i;
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if (i == index)
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index = struck;
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else if (struck == index)
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index = i;
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}
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_tracks = new(list);
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tracks = new(list);
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}
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}
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public bool IsLast()
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{
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lock (locker)
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lock (_locker)
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{
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return _index == _tracks.Count // if there are no tracks
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|| _index == _tracks.Count - 1;
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return index == tracks.Count // if there are no tracks
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|| index == tracks.Count - 1;
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}
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}
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public bool TryRemoveAt(int index, out IQueuedTrackInfo? trackInfo, out bool isCurrent)
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public bool TryRemoveAt(int remoteAt, out IQueuedTrackInfo? trackInfo, out bool isCurrent)
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{
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lock (locker)
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lock (_locker)
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{
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isCurrent = false;
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trackInfo = null;
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if (index < 0 || index >= _tracks.Count)
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if (remoteAt < 0 || remoteAt >= tracks.Count)
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return false;
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if (index == _index) isCurrent = true;
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if (remoteAt == this.index) isCurrent = true;
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RemoveAtInternal(index, out trackInfo);
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RemoveAtInternal(remoteAt, out trackInfo);
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return true;
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}
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