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Fix unplayed propagation
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@@ -2112,12 +2112,23 @@ namespace MediaBrowser.Controller.Entities
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// I think it is okay to do this here.
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// if this is only called when a user is manually forcing something to un-played
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// then it probably is what we want to do...
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ResetPlayedState(data);
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UserDataManager.SaveUserData(user, this, data, UserDataSaveReason.TogglePlayed, CancellationToken.None);
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}
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/// <summary>
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/// Clears the played state on the supplied user data.
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/// </summary>
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/// <param name="data">The user data to reset.</param>
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protected static void ResetPlayedState(UserItemData data)
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{
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ArgumentNullException.ThrowIfNull(data);
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data.PlayCount = 0;
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data.PlaybackPositionTicks = 0;
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data.LastPlayedDate = null;
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data.Played = false;
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UserDataManager.SaveUserData(user, this, data, UserDataSaveReason.TogglePlayed, CancellationToken.None);
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}
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/// <summary>
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@@ -364,9 +364,9 @@ namespace MediaBrowser.Controller.Entities
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/// </summary>
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/// <param name="user">The user.</param>
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/// <param name="played">The played status to apply to the alternate versions.</param>
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/// <param name="resetPosition">When <c>true</c>, the playback position of each version is also
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/// reset, keeping the versions consistent with a deliberate played/unplayed toggle. When
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/// <c>false</c>, only the played flag changes and each version keeps its own resume point.</param>
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/// <param name="resetPosition">When marking played, controls whether each version's resume point
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/// is also reset (<c>true</c>) or left untouched (<c>false</c>). Ignored when marking unplayed,
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/// which always fully resets every version.</param>
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public void PropagatePlayedState(User user, bool played, bool resetPosition = true)
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{
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ArgumentNullException.ThrowIfNull(user);
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@@ -383,14 +383,28 @@ namespace MediaBrowser.Controller.Entities
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continue;
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}
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var dto = new UpdateUserItemDataDto { Played = played };
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if (resetPosition)
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if (played)
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{
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dto.PlaybackPositionTicks = 0;
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}
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var dto = new UpdateUserItemDataDto { Played = true };
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if (resetPosition)
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{
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dto.PlaybackPositionTicks = 0;
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}
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// SaveUserData only writes the fields set on the DTO, so play count and other state are preserved.
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UserDataManager.SaveUserData(user, item, dto, UserDataSaveReason.TogglePlayed);
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// SaveUserData only writes the fields set on the DTO, so play count and other state are preserved.
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UserDataManager.SaveUserData(user, item, dto, UserDataSaveReason.TogglePlayed);
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}
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else
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{
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var data = UserDataManager.GetUserData(user, item);
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if (data is null)
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{
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continue;
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}
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ResetPlayedState(data);
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UserDataManager.SaveUserData(user, item, data, UserDataSaveReason.TogglePlayed, CancellationToken.None);
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}
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}
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}
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