Reduce max rebuffer events + update log messages
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@ -27,7 +27,7 @@ How to help with this? The Owncast Latency Compensator will:
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- Completely give up on all compensation if too many buffering events occur.
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*/
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const REBUFFER_EVENT_LIMIT = 5; // Max number of buffering events before we stop compensating for latency.
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const REBUFFER_EVENT_LIMIT = 4; // Max number of buffering events before we stop compensating for latency.
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const MIN_BUFFER_DURATION = 200; // Min duration a buffer event must last to be counted.
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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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@ -97,7 +97,6 @@ class LatencyCompensator {
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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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}
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@ -201,7 +200,7 @@ class LatencyCompensator {
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) {
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const jumpAmount = latency / 1000 - segment.duration * 3;
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const seekPosition = this.player.currentTime() + jumpAmount;
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console.log(
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console.info(
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'latency',
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latency / 1000,
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'jumping',
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@ -251,7 +250,7 @@ class LatencyCompensator {
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this.stop();
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}
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console.log(
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console.info(
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'latency',
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latency / 1000,
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'min',
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@ -286,7 +285,7 @@ class LatencyCompensator {
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this.lastJumpOccurred = new Date();
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console.log(
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console.info(
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'current time',
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this.player.currentTime(),
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'seeking to',
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@ -392,7 +391,6 @@ class LatencyCompensator {
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return;
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}
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console.log('handle error', e);
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this.timeout();
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}
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@ -403,7 +401,7 @@ class LatencyCompensator {
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return;
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}
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console.log('timeout due to buffering');
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console.log('latency compensation timeout due to buffering:', this.bufferingCounter, 'buffering events of', REBUFFER_EVENT_LIMIT);
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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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