self._current_index += 1
# always signal update if the PlayerState changed
- if new_state != prev_state:
+ if new_state[0] != prev_state[0]:
self.signal_update()
- # update queue details if we're the active queue for the attached player
+ # update queue details only if we're the active queue for the attached player
if self.player.active_queue != self or not self.active:
return
track_time = elapsed_time_queue - total_time
break
duration = (
- queue_track.streamdetails.seconds_streamed or queue_track.duration
+ queue_track.streamdetails.seconds_streamed
+ or queue_track.duration
+ or 48 * 3600
)
if duration is not None and elapsed_time_queue > (
duration + total_time