Allow adjusting latency targets based on buffering events
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e7015d0e48
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@ -60,6 +60,11 @@ class LatencyCompensator {
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this.lastJumpOccurred = null;
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this.startupTime = new Date();
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this.clockSkewMs = 0;
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this.currentLatency = null;
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// Keep track of all the latencies we encountered buffering events
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// in order to determine a new minimum latency.
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this.bufferedAtLatency = [];
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this.player.on('playing', this.handlePlaying.bind(this));
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this.player.on('pause', this.handlePause.bind(this));
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@ -69,6 +74,11 @@ class LatencyCompensator {
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this.player.on('ended', this.handleEnded.bind(this));
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this.player.on('canplaythrough', this.handlePlaying.bind(this));
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this.player.on('canplay', this.handlePlaying.bind(this));
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this.check = this.check.bind(this);
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this.start = this.start.bind(this);
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this.enable = this.enable.bind(this);
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this.countBufferingEvent = this.countBufferingEvent.bind(this);
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}
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// To keep our client clock in sync with the server clock to determine
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@ -163,13 +173,27 @@ class LatencyCompensator {
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}
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// How far away from live edge do we stop the compensator.
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const minLatencyThreshold = Math.max(
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const computedMinLatencyThreshold = Math.max(
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MIN_LATENCY,
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segment.duration * 1000 * LOWEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER
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);
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// Create an array of all the buffering events in the past along with
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// the computed min latency above.
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const targetLatencies = this.bufferedAtLatency.concat([
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computedMinLatencyThreshold,
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]);
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// Determine if we need to reduce the minimum latency we computed
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// above based on buffering events that have taken place in the past by
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// creating an array of all the buffering events and the above computed
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// minimum latency target and averaging all those values.
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const minLatencyThreshold =
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targetLatencies.reduce((sum, current) => sum + current, 0) /
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targetLatencies.length;
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// How far away from live edge do we start the compensator.
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const maxLatencyThreshold = Math.max(
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let maxLatencyThreshold = Math.max(
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minLatencyThreshold * 1.4,
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Math.min(
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segment.duration * 1000 * HIGHEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER,
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@ -177,9 +201,17 @@ class LatencyCompensator {
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)
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);
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// If this newly adjusted minimum latency ends up being greater than
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// the previously computed maximum latency then reset the maximum
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// value using the minimum + an offset.
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if (minLatencyThreshold >= maxLatencyThreshold) {
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maxLatencyThreshold = minLatencyThreshold + 3000;
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}
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const segmentTime = segment.dateTimeObject.getTime();
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const now = new Date().getTime() + this.clockSkewMs;
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const latency = now - segmentTime;
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this.currentLatency = latency;
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// Since the calculation of latency is based on clock times, it's possible
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// things can be reported incorrectly. So we use a sanity check here to
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@ -347,10 +379,6 @@ 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.jumpingToLiveIgnoreBuffer) {
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return;
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}
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@ -417,18 +445,20 @@ class LatencyCompensator {
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countBufferingEvent() {
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this.bufferingCounter++;
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if (this.bufferingCounter > REBUFFER_EVENT_LIMIT) {
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this.disable();
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return;
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}
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this.bufferedAtLatency.push(this.currentLatency);
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console.log(
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'latency compensation timeout due to buffering:',
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this.bufferingCounter,
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'buffering events of',
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REBUFFER_EVENT_LIMIT
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);
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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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setTimeout(() => {
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@ -439,7 +469,7 @@ class LatencyCompensator {
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}
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handleBuffering() {
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if (!this.enabled) {
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if (!this.enabled || this.inTimeout) {
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return;
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}
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@ -448,6 +478,9 @@ class LatencyCompensator {
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return;
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}
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this.timeout();
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clearTimeout(this.bufferingTimer);
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this.bufferingTimer = setTimeout(() => {
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this.countBufferingEvent();
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}, MIN_BUFFER_DURATION);
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