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https://github.com/vector-im/element-call.git
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Improve internal model of ringing, expose ringing intent to call UI
I found our code's internal model of ringing a little overgrown (it had superfluous states like 'unknown') and difficult to extend with metadata or callbacks relating to ring attempts. By modeling ringing instead as a stream of ring attempts, where each attempt has an intent, a recipient, and an eventual outcome (accept/decline/timeout), I find it more natural to work with. This makes room for a future 'try again' callback to allow ringing someone again after a timeout, and also forced me to look for a simpler solution to the duplicate leave sound effects. I exposed the intent of the ringing attempt to the call UI so I can later use it in the header.
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@@ -266,7 +266,7 @@ export const InCallView: FC<InCallViewProps> = ({
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() => void toggleRaisedHand(),
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);
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const ringing = useBehavior(vm.ringing$);
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const ringingIntent = useBehavior(vm.ringingIntent$);
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const audioParticipants = useBehavior(vm.livekitRoomItems$);
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const participantCount = useBehavior(vm.participantCount$);
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const reconnecting = useBehavior(vm.reconnecting$);
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@@ -289,7 +289,7 @@ export const InCallView: FC<InCallViewProps> = ({
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// While ringing, loop the ringtone
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useEffect((): void | (() => void) => {
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const audio = latestPickupPhaseAudio.current;
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if (ringing && audio) {
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if (ringingIntent !== null && audio) {
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const endSound = audio.playSoundLooping(
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"waiting",
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audio.soundDuration["waiting"] ?? 1,
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@@ -300,7 +300,7 @@ export const InCallView: FC<InCallViewProps> = ({
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});
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};
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}
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}, [ringing, latestPickupPhaseAudio]);
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}, [ringingIntent, latestPickupPhaseAudio]);
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// iOS Safari doesn't reliably fire `click` on plain <div>s, so we listen
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// for `pointerup` instead. Scrolls end in `pointercancel`, not `pointerup`,
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