fix(ios-audio): activate session before voice joins (#38)
* fix(ios-audio): add voice join session coordinator * fix(ios-audio): activate session before voice joins * docs(ios-audio): align activation lifecycle comments * fix(ios-audio): keep session active when already-in-channel The 'already in channel' server response (code 0x0302) is treated as a successful join by _onJoinChannel: the user stays in the channel and local state is updated to reflect the joined target. But the underlying voiceJoin call still raises BridgeError_ServerRejected, which the joinVoiceChannelWithIosAudioSession helper used to interpret as a join failure and deactivate the iOS audio session. Result: the UI shows the user as joined while the audio session is dead and capture/playback remain silent. Add an isJoinSuccess predicate to the ordering helper. When the predicate matches, the helper rethrows (so the caller can still run its success-on-already-joined branch) without deactivating the session. Wire _onJoinChannel to pass _isAlreadyInChannel as the predicate so the 0x0302 path keeps the session active. Adds two regression tests covering the success-on-rethrow and the predicate-false-still-deactivates paths. * docs(security): regenerate license inventories Cargo inventory: pick up chanora_resolver bump from 0.1.0 to 0.2.0-beta.1 so it matches the workspace; also adds a trailing newline so 'cargo about generate' is idempotent in CI license-drift checks. Flutter inventory: pick up flutter_local_notifications (+ platform interfaces) and timezone pulled in by the prior notification permission work.
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@@ -10,9 +10,9 @@ const iosAudioSessionChannelName = 'chanora/ios_audio_session';
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/// launch and leaves it inactive. The session is only switched to
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/// `.playAndRecord` + `.voiceChat` (with `.mixWithOthers`) while a
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/// voice channel is actually active. This controller is the Dart
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/// side of that contract — call [activate] when the Rust engine
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/// emits `BridgeEvent::AudioStarted` and [deactivate] on
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/// `BridgeEvent::AudioStopped`.
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/// side of that contract — call [activate] before the Rust engine
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/// starts VoiceProcessingIO and [deactivate] on
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/// `BridgeEvent::AudioStopped` or failed joins.
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///
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/// On non-iOS platforms both methods are no-ops; the platforms
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/// handle their own session lifecycle elsewhere (Android via
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@@ -0,0 +1,36 @@
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typedef VoiceJoinCallback = Future<void> Function({
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required BigInt channelId,
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required String password,
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});
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typedef IosVoiceSessionActivation = Future<void> Function();
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typedef IosVoiceSessionDeactivation = Future<void> Function();
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/// Predicate used to recognise `voiceJoin` errors that the caller treats as a
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/// successful join outcome (e.g. the server replied "already in channel").
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///
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/// When this returns `true` for a thrown error, the iOS audio session is kept
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/// active because the user is still considered joined to the channel. The
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/// error is still rethrown so the caller can run its success-on-already-joined
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/// branch and update local state.
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typedef VoiceJoinSuccessPredicate = bool Function(Object error);
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Future<void> joinVoiceChannelWithIosAudioSession({
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required BigInt channelId,
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required String password,
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required VoiceJoinCallback voiceJoin,
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required IosVoiceSessionActivation activateIosAudioSession,
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required IosVoiceSessionDeactivation deactivateIosAudioSession,
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VoiceJoinSuccessPredicate? isJoinSuccess,
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}) async {
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await activateIosAudioSession();
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try {
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await voiceJoin(channelId: channelId, password: password);
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} catch (e) {
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if (isJoinSuccess != null && isJoinSuccess(e)) {
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rethrow;
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}
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await deactivateIosAudioSession();
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rethrow;
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}
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}
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