Add latency compensator to player. Closes #1931
This commit is contained in:
@@ -8,12 +8,17 @@ import { getLocalStorage, setLocalStorage } from '../../utils/localStorage';
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import { isVideoPlayingAtom, clockSkewAtom } from '../stores/ClientConfigStore';
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import PlaybackMetrics from './metrics/playback';
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import createVideoSettingsMenuButton from './settings-menu';
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import LatencyCompensator from './latencyCompensator';
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const VIDEO_CONFIG_URL = '/api/video/variants';
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const PLAYER_VOLUME = 'owncast_volume';
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const LATENCY_COMPENSATION_ENABLED = 'latencyCompensatorEnabled';
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const ping = new ViewerPing();
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let playbackMetrics = null;
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let latencyCompensator = null;
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let latencyCompensatorEnabled = false;
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interface Props {
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source: string;
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online: boolean;
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@@ -73,6 +78,50 @@ export default function OwncastPlayer(props: Props) {
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}
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};
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const setLatencyCompensatorItemTitle = title => {
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const item = document.querySelector('.latency-toggle-item > .vjs-menu-item-text');
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if (!item) {
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return;
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}
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item.innerHTML = title;
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};
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const startLatencyCompensator = () => {
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if (latencyCompensator) {
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latencyCompensator.stop();
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}
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latencyCompensatorEnabled = true;
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latencyCompensator = new LatencyCompensator(playerRef.current);
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latencyCompensator.setClockSkew(clockSkew);
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latencyCompensator.enable();
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setLocalStorage(LATENCY_COMPENSATION_ENABLED, true);
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setLatencyCompensatorItemTitle('disable minimized latency');
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};
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const stopLatencyCompensator = () => {
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if (latencyCompensator) {
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latencyCompensator.disable();
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}
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latencyCompensator = null;
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latencyCompensatorEnabled = false;
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setLocalStorage(LATENCY_COMPENSATION_ENABLED, false);
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setLatencyCompensatorItemTitle(
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'<span style="font-size: 0.8em">enable minimized latency (experimental)</span>',
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);
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};
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const toggleLatencyCompensator = () => {
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if (latencyCompensatorEnabled) {
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stopLatencyCompensator();
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} else {
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startLatencyCompensator();
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}
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};
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// Register keyboard shortcut for the space bar to toggle playback
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useHotkeys('space', togglePlayback, {
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enableOnContentEditable: false,
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@@ -133,6 +182,23 @@ export default function OwncastPlayer(props: Props) {
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playerRef.current = player;
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setSavedVolume();
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const setupLatencyCompensator = () => {
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const tech = player.tech({ IWillNotUseThisInPlugins: true });
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// VHS is required.
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if (!tech || !tech.vhs) {
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return;
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}
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const latencyCompensatorEnabledSaved = getLocalStorage(LATENCY_COMPENSATION_ENABLED);
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if (latencyCompensatorEnabledSaved === 'true' && tech && tech.vhs) {
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startLatencyCompensator();
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} else {
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stopLatencyCompensator();
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}
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};
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// You can handle player events here, for example:
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player.on('waiting', () => {
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player.log('player is waiting');
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@@ -170,14 +236,19 @@ export default function OwncastPlayer(props: Props) {
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const createSettings = async () => {
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const videoQualities = await getVideoSettings();
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const menuButton = createVideoSettingsMenuButton(player, videojs, videoQualities);
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const menuButton = createVideoSettingsMenuButton(
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player,
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videojs,
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videoQualities,
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toggleLatencyCompensator,
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);
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player.controlBar.addChild(
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menuButton,
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{},
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// eslint-disable-next-line no-underscore-dangle
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player.controlBar.children_.length - 2,
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);
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// this.latencyCompensatorToggleButton = lowLatencyItem;
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setupLatencyCompensator();
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};
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createSettings();
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489
web/components/video/latencyCompensator.js
Normal file
489
web/components/video/latencyCompensator.js
Normal file
@@ -0,0 +1,489 @@
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/*
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The Owncast Latency Compensator.
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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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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 compound 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 rate so it doesn't sound weird by jumping speeds.
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- Force a large jump to into the future 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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*/
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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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const TIMEOUT_DURATION = 30 * 1000; // The amount of time we stop handling latency after certain events.
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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 = 1.8; // The player:bitrate ratio required to enable compensating for latency.
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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 = 5 * 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 MAX_ACTIONABLE_LATENCY = 80 * 1000; // If latency is seen to be greater than this then something is wrong.
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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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function getCurrentlyPlayingSegment(tech) {
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const targetMedia = tech.vhs.playlists.media();
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const snapshotTime = tech.currentTime();
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let segment;
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// Iterate trough available segments and get first within which snapshot_time is
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// eslint-disable-next-line no-plusplus
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for (let i = 0, l = targetMedia.segments.length; i < l; i++) {
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// Note: segment.end may be undefined or is not properly set
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if (snapshotTime < targetMedia.segments[i].end) {
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segment = targetMedia.segments[i];
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break;
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}
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}
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if (!segment) {
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[segment] = targetMedia.segments;
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}
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return segment;
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}
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class LatencyCompensator {
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constructor(player) {
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this.player = player;
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this.playing = false;
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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.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.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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this.player.on('error', this.handleError.bind(this));
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this.player.on('waiting', this.handleBuffering.bind(this));
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this.player.on('stalled', this.handleBuffering.bind(this));
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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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// accurate latency the clock skew should be set here to be used in
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// the calculation. Otherwise if somebody's client clock is significantly
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// off it will have a very incorrect latency determination and make bad
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// decisions.
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setClockSkew(skewMs) {
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this.clockSkewMs = skewMs;
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}
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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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// We have an arbitrary delay at startup to allow the player to run
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// normally and hopefully get a bit of a buffer of segments before we
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// start messing with it.
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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.player.seeking()) {
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return;
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}
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if (this.inTimeout) {
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return;
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}
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if (!this.enabled) {
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return;
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}
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const tech = this.player.tech({ IWillNotUseThisInPlugins: true });
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// We need access to the internal tech of VHS to move forward.
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// If running under an Apple browser that uses CoreMedia (Safari)
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// we do not have access to this as the tech is internal to the OS.
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if (!tech || !tech.vhs) {
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return;
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}
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// Network state 2 means we're actively using the network.
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// We only want to attempt latency compensation if we're continuing to
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// download new segments.
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const networkState = this.player.networkState();
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if (networkState !== 2) {
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return;
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}
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let totalBuffered = 0;
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try {
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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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this.timeout();
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return;
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}
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tech.vhs.stats.buffered.forEach(buffer => {
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totalBuffered += buffer.end - buffer.start;
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});
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} catch (e) {
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console.error(e);
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}
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// Determine how much of the current playlist's bandwidth requirements
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// we're utilizing. If it's too high then we can't afford to push
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// further into the future because we're downloading too slowly.
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const currentPlaylist = tech.vhs.playlists.media();
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const currentPlaylistBandwidth = currentPlaylist.attributes.BANDWIDTH;
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const playerBandwidth = tech.vhs.systemBandwidth;
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const bandwidthRatio = playerBandwidth / currentPlaylistBandwidth;
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try {
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const segment = getCurrentlyPlayingSegment(tech);
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if (!segment) {
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return;
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}
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// If we're downloading media fast enough or we feel like we have a large
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// enough buffer then continue. Otherwise timeout for a bit.
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if (bandwidthRatio < REQUIRED_BANDWIDTH_RATIO && totalBuffered < segment.duration * 6) {
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this.timeout();
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return;
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}
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// How far away from live edge do we stop the compensator.
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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([computedMinLatencyThreshold]);
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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) / targetLatencies.length;
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// How far away from live edge do we start the compensator.
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let maxLatencyThreshold = Math.max(
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minLatencyThreshold * 1.4,
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Math.min(segment.duration * 1000 * HIGHEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER, MAX_LATENCY),
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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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// simply bail if the latency is reported to so high we think the whole
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// thing is wrong. We can't make decisions based on bad data, so give up.
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// This can also occur if somebody pauses for a long time and hits play
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// again but it's not really possible to know the difference between
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// the two scenarios.
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if (Math.abs(latency) > MAX_ACTIONABLE_LATENCY) {
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this.timeout();
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return;
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}
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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 (this.shouldJumpToLive() && latency > maxLatencyThreshold + MAX_JUMP_LATENCY) {
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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.info(
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'latency',
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latency / 1000,
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'jumping',
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jumpAmount,
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'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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// Verify we have the seek position buffered before jumping.
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const availableBufferedTimeEnd = tech.vhs.stats.buffered[0].end;
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const availableBufferedTimeStart = tech.vhs.stats.buffered[0].start;
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if (seekPosition > availableBufferedTimeStart < availableBufferedTimeEnd) {
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this.jump(seekPosition);
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return;
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}
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}
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// Using our bandwidth ratio determine a wide guess at how fast we can play.
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let proposedPlaybackRate = bandwidthRatio * 0.33;
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// But limit the playback rate to a max value.
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proposedPlaybackRate = Math.max(Math.min(proposedPlaybackRate, MAX_SPEEDUP_RATE), 1.0);
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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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}
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// Limit to 3 decimal places of precision.
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proposedPlaybackRate = Math.round(proposedPlaybackRate * 10 ** 3) / 10 ** 3;
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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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this.stop();
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}
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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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minLatencyThreshold / 1000,
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'max',
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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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this.enabled,
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'running: ',
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this.running,
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'skew: ',
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this.clockSkewMs,
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'rebuffer events: ',
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this.bufferingCounter,
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);
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} catch (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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// If we've been rebuffering some recently then don't make it worse by
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// jumping more into the future.
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if (this.bufferingCounter > 1) {
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return false;
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}
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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.performedInitialLiveJump = true;
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this.lastJumpOccurred = new Date();
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console.info('current time', this.player.currentTime(), 'seeking to', seekPosition);
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this.player.currentTime(seekPosition);
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setTimeout(() => {
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this.jumpingToLiveIgnoreBuffer = false;
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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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}
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start(rate = 1.0) {
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if (this.inTimeout || !this.enabled || rate === this.playbackRate) {
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return;
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}
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this.running = true;
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this.setPlaybackRate(rate);
|
||||
}
|
||||
|
||||
stop() {
|
||||
if (this.running) {
|
||||
console.log('stopping latency compensator...');
|
||||
}
|
||||
this.running = false;
|
||||
this.setPlaybackRate(1.0);
|
||||
}
|
||||
|
||||
enable() {
|
||||
this.enabled = true;
|
||||
clearInterval(this.checkTimer);
|
||||
clearTimeout(this.bufferingTimer);
|
||||
|
||||
this.checkTimer = setInterval(() => {
|
||||
this.check();
|
||||
}, CHECK_TIMER_INTERVAL);
|
||||
}
|
||||
|
||||
// Disable means we're done for good and should no longer compensate for latency.
|
||||
disable() {
|
||||
clearInterval(this.checkTimer);
|
||||
clearTimeout(this.timeoutTimer);
|
||||
this.stop();
|
||||
this.enabled = false;
|
||||
}
|
||||
|
||||
timeout() {
|
||||
if (this.jumpingToLiveIgnoreBuffer) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.inTimeout = true;
|
||||
this.stop();
|
||||
|
||||
clearTimeout(this.timeoutTimer);
|
||||
this.timeoutTimer = setTimeout(() => {
|
||||
this.endTimeout();
|
||||
}, TIMEOUT_DURATION);
|
||||
}
|
||||
|
||||
endTimeout() {
|
||||
clearTimeout(this.timeoutTimer);
|
||||
this.inTimeout = false;
|
||||
}
|
||||
|
||||
handlePlaying() {
|
||||
const wasPreviouslyPlaying = this.playing;
|
||||
this.playing = true;
|
||||
|
||||
clearTimeout(this.bufferingTimer);
|
||||
if (!this.enabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!this.shouldJumpToLive()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// If we were not previously playing (was paused, or this is a cold start)
|
||||
// seek to live immediately on starting playback to handle any long-pause
|
||||
// scenarios or somebody starting far back from the live edge.
|
||||
// If we were playing previously then that means we're probably coming back
|
||||
// from a rebuffering event, meaning we should not be adding more seeking
|
||||
// to the mix, just let it play.
|
||||
if (!wasPreviouslyPlaying) {
|
||||
this.jumpingToLiveIgnoreBuffer = true;
|
||||
this.player.liveTracker.seekToLiveEdge();
|
||||
this.lastJumpOccurred = new Date();
|
||||
}
|
||||
}
|
||||
|
||||
handlePause() {
|
||||
this.playing = false;
|
||||
}
|
||||
|
||||
handleEnded() {
|
||||
if (!this.enabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.disable();
|
||||
}
|
||||
|
||||
handleError() {
|
||||
if (!this.enabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.timeout();
|
||||
}
|
||||
|
||||
countBufferingEvent() {
|
||||
this.bufferingCounter += 1;
|
||||
|
||||
if (this.bufferingCounter > REBUFFER_EVENT_LIMIT) {
|
||||
this.disable();
|
||||
return;
|
||||
}
|
||||
|
||||
this.bufferedAtLatency.push(this.currentLatency);
|
||||
|
||||
console.log(
|
||||
'latency compensation timeout due to buffering:',
|
||||
this.bufferingCounter,
|
||||
'buffering events of',
|
||||
REBUFFER_EVENT_LIMIT,
|
||||
);
|
||||
|
||||
// Allow us to forget about old buffering events if enough time goes by.
|
||||
setTimeout(() => {
|
||||
if (this.bufferingCounter > 0) {
|
||||
this.bufferingCounter -= 1;
|
||||
}
|
||||
}, BUFFERING_AMNESTY_DURATION);
|
||||
}
|
||||
|
||||
handleBuffering() {
|
||||
if (!this.enabled || this.inTimeout) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.jumpingToLiveIgnoreBuffer) {
|
||||
this.jumpingToLiveIgnoreBuffer = false;
|
||||
return;
|
||||
}
|
||||
|
||||
this.timeout();
|
||||
|
||||
clearTimeout(this.bufferingTimer);
|
||||
this.bufferingTimer = setTimeout(() => {
|
||||
this.countBufferingEvent();
|
||||
}, MIN_BUFFER_DURATION);
|
||||
}
|
||||
}
|
||||
|
||||
export default LatencyCompensator;
|
||||
@@ -1,32 +1,37 @@
|
||||
export default function createVideoSettingsMenuButton(player, videojs, qualities): any {
|
||||
// const VjsMenuItem = videojs.getComponent('MenuItem');
|
||||
export default function createVideoSettingsMenuButton(
|
||||
player,
|
||||
videojs,
|
||||
qualities,
|
||||
latencyItemPressed,
|
||||
): any {
|
||||
const VjsMenuItem = videojs.getComponent('MenuItem');
|
||||
const MenuItem = videojs.getComponent('MenuItem');
|
||||
const MenuButtonClass = videojs.getComponent('MenuButton');
|
||||
|
||||
// class MenuSeparator extends VjsMenuItem {
|
||||
// // eslint-disable-next-line no-useless-constructor
|
||||
// constructor(p: any, options: { selectable: boolean }) {
|
||||
// super(p, options);
|
||||
// }
|
||||
class MenuSeparator extends VjsMenuItem {
|
||||
// eslint-disable-next-line no-useless-constructor
|
||||
constructor(p: any, options: { selectable: boolean }) {
|
||||
super(p, options);
|
||||
}
|
||||
|
||||
// createEl(tag = 'button', props = {}, attributes = {}) {
|
||||
// const el = super.createEl(tag, props, attributes);
|
||||
// el.innerHTML = '<hr style="opacity: 0.3; margin-left: 10px; margin-right: 10px;" />';
|
||||
// return el;
|
||||
// }
|
||||
// }
|
||||
createEl(tag = 'button', props = {}, attributes = {}) {
|
||||
const el = super.createEl(tag, props, attributes);
|
||||
el.innerHTML = '<hr style="opacity: 0.3; margin-left: 10px; margin-right: 10px;" />';
|
||||
return el;
|
||||
}
|
||||
}
|
||||
|
||||
const lowLatencyItem = new MenuItem(player, {
|
||||
selectable: true,
|
||||
});
|
||||
lowLatencyItem.setAttribute('class', 'latency-toggle-item');
|
||||
lowLatencyItem.on('click', () => {
|
||||
this.toggleLatencyCompensator();
|
||||
latencyItemPressed();
|
||||
});
|
||||
|
||||
// const separator = new MenuSeparator(player, {
|
||||
// selectable: false,
|
||||
// });
|
||||
const separator = new MenuSeparator(player, {
|
||||
selectable: false,
|
||||
});
|
||||
|
||||
const MenuButton = videojs.extend(MenuButtonClass, {
|
||||
// The `init()` method will also work for constructor logic here, but it is
|
||||
@@ -75,16 +80,16 @@ export default function createVideoSettingsMenuButton(player, videojs, qualities
|
||||
defaultAutoItem.selected(false);
|
||||
});
|
||||
|
||||
const supportsLatencyCompensator = false; // !!tech && !!tech.vhs;
|
||||
const supportsLatencyCompensator = !!tech && !!tech.vhs;
|
||||
|
||||
// Only show the quality selector if there is more than one option.
|
||||
// if (qualities.length < 2 && supportsLatencyCompensator) {
|
||||
// return [lowLatencyItem];
|
||||
// }
|
||||
if (qualities.length < 2 && supportsLatencyCompensator) {
|
||||
return [lowLatencyItem];
|
||||
}
|
||||
|
||||
// if (qualities.length > 1 && supportsLatencyCompensator) {
|
||||
// return [defaultAutoItem, ...items, separator, lowLatencyItem];
|
||||
// }
|
||||
if (qualities.length > 1 && supportsLatencyCompensator) {
|
||||
return [defaultAutoItem, ...items, separator, lowLatencyItem];
|
||||
}
|
||||
if (!supportsLatencyCompensator && qualities.length === 1) {
|
||||
return [];
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user