Allow time jumps to compenstate for large latency
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@ -4,10 +4,23 @@ It will try to slowly adjust the playback rate to enable the player to get
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further into the future, with the goal of being as close to the live edge as
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possible, without causing any buffering events.
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It will:
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How does latency occur?
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Two pieces are at play. The first being the server. The larger each segment is
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that is being generated by Owncast, the larger gap you are going to be from
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live when you begin playback.
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Second is your media player.
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The player tries to play every segment as it comes in.
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However, your computer is not always 100% in playing things in real time, and
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there are natural stutters in playback So if one frame is delayed in playback
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you may not see it visually, but now you're one frame behind. Eventually this
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can build up and you can be many seconds behind.
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How to help with this? The Owncast Latency Compensator will:
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- Determine the start (max) and end (min) latency values.
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- Keep an eye on download speed and stop compensating if it drops too low.
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- Limit the playback speedup so it doesn't sound weird by jumping rates.
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- Force jump to the live edge once compensation begins.
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- Dynamically calculate the speedup rate based on network speed.
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- Pause the compensation if buffering events occur.
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- Completely give up on all compensation if too many buffering events occur.
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@ -18,24 +31,32 @@ const MIN_BUFFER_DURATION = 500; // Min duration a buffer event must last to be
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const MAX_SPEEDUP_RATE = 1.08; // The playback rate when compensating for latency.
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const MAX_SPEEDUP_RAMP = 0.02; // The max amount we will increase the playback rate at once.
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const TIMEOUT_DURATION = 30 * 1000; // The amount of time we stop handling latency after certain events.
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const CHECK_TIMER_INTERVAL = 5 * 1000; // How often we check if we should be compensating for latency.
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const CHECK_TIMER_INTERVAL = 3 * 1000; // How often we check if we should be compensating for latency.
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const BUFFERING_AMNESTY_DURATION = 3 * 1000 * 60; // How often until a buffering event expires.
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const REQUIRED_BANDWIDTH_RATIO = 2.0; // The player:bitrate ratio required to enable compensating for latency.
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const HIGHEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER = 2.5; // Segment length * this value is when we start compensating.
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const LOWEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER = 1.7; // Segment length * this value is when we stop compensating.
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const MIN_LATENCY = 4 * 1000; // The lowest we'll continue compensation to be running at.
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const MAX_LATENCY = 8 * 1000; // The highest we'll allow a target latency to be before we start compensating.
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const HIGHEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER = 2.6; // Segment length * this value is when we start compensating.
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const LOWEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER = 1.8; // Segment length * this value is when we stop compensating.
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const MIN_LATENCY = 4 * 1000; // The absolute lowest we'll continue compensation to be running at.
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const MAX_LATENCY = 15 * 1000; // The absolute highest we'll allow a target latency to be before we start compensating.
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const MAX_JUMP_LATENCY = 7 * 1000; // How much behind the max latency we need to be behind before we allow a jump.
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const MAX_JUMP_FREQUENCY = 20 * 1000; // How often we'll allow a time jump.
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const STARTUP_WAIT_TIME = 10 * 1000; // The amount of time after we start up that we'll allow monitoring to occur.
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class LatencyCompensator {
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constructor(player) {
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this.player = player;
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this.enabled = false;
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this.running = false;
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this.inTimeout = false;
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this.jumpingToLiveIgnoreBuffer = false;
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this.performedInitialLiveJump = false;
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this.timeoutTimer = 0;
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this.checkTimer = 0;
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this.bufferingCounter = 0;
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this.bufferingTimer = 0;
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this.playbackRate = 1.0;
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this.lastJumpOccurred = null;
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this.startupTime = new Date();
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this.player.on('playing', this.handlePlaying.bind(this));
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this.player.on('error', this.handleError.bind(this));
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this.player.on('waiting', this.handleBuffering.bind(this));
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@ -46,6 +67,15 @@ class LatencyCompensator {
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// This is run on a timer to check if we should be compensating for latency.
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check() {
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if (new Date().getTime() - this.startupTime.getTime() < STARTUP_WAIT_TIME) {
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return;
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}
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// If we're paused then do nothing.
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if (this.player.paused()) {
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return;
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}
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if (this.inTimeout) {
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console.log('in timeout...');
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return;
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@ -66,6 +96,7 @@ class LatencyCompensator {
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// Check the player buffers to make sure there's enough playable content
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// that we can safely play.
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if (tech.vhs.stats.buffered.length === 0) {
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console.log('timeout due to zero buffers');
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this.timeout();
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}
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@ -126,11 +157,7 @@ class LatencyCompensator {
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1.0
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);
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if (latency < minLatencyThreshold * 1.2) {
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// If nearing the end of our latency compensation window, then ramp down
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// the speed.
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proposedPlaybackRate = proposedPlaybackRate - 0.01;
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} else if (proposedPlaybackRate > this.playbackRate + MAX_SPEEDUP_RAMP) {
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if (proposedPlaybackRate > this.playbackRate + MAX_SPEEDUP_RAMP) {
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// If this proposed speed is substantially faster than the current rate,
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// then allow us to ramp up by using a slower value for now.
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proposedPlaybackRate = this.playbackRate + MAX_SPEEDUP_RAMP;
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@ -141,8 +168,28 @@ class LatencyCompensator {
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Math.round(proposedPlaybackRate * Math.pow(10, 3)) / Math.pow(10, 3);
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if (latency > maxLatencyThreshold) {
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// If the current latency exceeds the max jump amount then
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// force jump into the future, skipping all the video in between.
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if (
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this.shouldJumpToLive() &&
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latency > maxLatencyThreshold + MAX_JUMP_LATENCY
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) {
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const seekPosition =
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this.player.currentTime() + segment.duration * 2.4;
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console.log(
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'latency',
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latency / 1000,
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'jumping to live from ',
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this.player.currentTime(),
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' to ',
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seekPosition
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);
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this.jump(seekPosition);
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}
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// Otherwise start the playback rate adjustment.
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this.start(proposedPlaybackRate);
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} else if (latency < minLatencyThreshold) {
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} else if (latency <= minLatencyThreshold) {
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this.stop();
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}
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@ -152,10 +199,7 @@ class LatencyCompensator {
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'min',
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minLatencyThreshold / 1000,
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'max',
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maxLatencyThreshold / 1000
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);
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console.log(
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maxLatencyThreshold / 1000,
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'playback rate',
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this.playbackRate,
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'enabled:',
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@ -164,14 +208,38 @@ class LatencyCompensator {
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this.running,
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'timeout: ',
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this.inTimeout,
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'buffer count:',
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'buffers: ',
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this.bufferingCounter
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);
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} catch (err) {
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// console.warn(err);
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console.error(err);
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}
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}
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shouldJumpToLive() {
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const now = new Date().getTime();
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const delta = now - this.lastJumpOccurred;
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return delta > MAX_JUMP_FREQUENCY;
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}
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jump(seekPosition) {
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this.jumpingToLiveIgnoreBuffer = true;
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this.lastJumpOccurred = new Date();
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console.log(
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'current time',
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this.player.currentTime(),
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'seeking to',
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seekPosition
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);
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this.player.currentTime(seekPosition);
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setTimeout(() => {
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this.jumpingToLiveIgnoreBuffer = false;
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this.performedInitialLiveJump = true;
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}, 5000);
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}
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setPlaybackRate(rate) {
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this.playbackRate = rate;
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this.player.playbackRate(rate);
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@ -187,8 +255,9 @@ class LatencyCompensator {
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}
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stop() {
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console.log('stopping latency compensator...');
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if (this.running) {
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console.log('stopping latency compensator...');
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}
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this.running = false;
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this.setPlaybackRate(1.0);
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}
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@ -212,6 +281,18 @@ class LatencyCompensator {
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}
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timeout() {
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if (this.inTimeout) {
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return;
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}
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if (!this.performedInitialLiveJump) {
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return;
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}
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if (this.jumpingToLiveIgnoreBuffer) {
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return;
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}
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this.inTimeout = true;
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this.stop();
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@ -257,7 +338,7 @@ class LatencyCompensator {
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this.disable();
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return;
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}
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console.log('timeout due to buffering');
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this.timeout();
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// Allow us to forget about old buffering events if enough time goes by.
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@ -273,7 +354,14 @@ class LatencyCompensator {
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return;
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}
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this.timeout();
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if (!this.performedInitialLiveJump) {
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return;
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}
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if (this.jumpingToLiveIgnoreBuffer) {
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this.jumpingToLiveIgnoreBuffer = false;
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return;
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}
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this.bufferingTimer = setTimeout(() => {
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this.countBufferingEvent();
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