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.
This commit is contained in:
Edison Jwa
2026-06-09 19:28:54 +09:00
parent 703f44d731
commit c7e51c2e48
3 changed files with 84 additions and 1 deletions
+5
View File
@@ -1308,6 +1308,11 @@ class _BetaHomeState extends State<_BetaHome> with WidgetsBindingObserver {
voiceJoin: rust.voiceJoin,
activateIosAudioSession: iosAudioSessionController.activate,
deactivateIosAudioSession: iosAudioSessionController.deactivate,
// Server says we are already in the target channel: the user is
// still joined to a voice channel, so the iOS audio session must
// stay active. The catch below converts this rethrow into the
// success-on-already-joined branch.
isJoinSuccess: _isAlreadyInChannel,
);
if (!mounted) return;
setState(() {
@@ -6,17 +6,30 @@ typedef VoiceJoinCallback = Future<void> Function({
typedef IosVoiceSessionActivation = Future<void> Function();
typedef IosVoiceSessionDeactivation = Future<void> Function();
/// Predicate used to recognise `voiceJoin` errors that the caller treats as a
/// successful join outcome (e.g. the server replied "already in channel").
///
/// When this returns `true` for a thrown error, the iOS audio session is kept
/// active because the user is still considered joined to the channel. The
/// error is still rethrown so the caller can run its success-on-already-joined
/// branch and update local state.
typedef VoiceJoinSuccessPredicate = bool Function(Object error);
Future<void> joinVoiceChannelWithIosAudioSession({
required BigInt channelId,
required String password,
required VoiceJoinCallback voiceJoin,
required IosVoiceSessionActivation activateIosAudioSession,
required IosVoiceSessionDeactivation deactivateIosAudioSession,
VoiceJoinSuccessPredicate? isJoinSuccess,
}) async {
await activateIosAudioSession();
try {
await voiceJoin(channelId: channelId, password: password);
} catch (_) {
} catch (e) {
if (isJoinSuccess != null && isJoinSuccess(e)) {
rethrow;
}
await deactivateIosAudioSession();
rethrow;
}