Sync fixes: clean seeks, clock offset, end of file, 2.5 min read-ahead (proto 6)
- User seeks are intercepted at the player (SyncPlayer), previewed locally, sent once 300 ms after the drag ends; own echoes are matched by seekSeq and never re-applied; the landed check can't reapply a stale target. 1 s position poll removed. - ping/pong clock offset (min-RTT ClockSync); positions use server time. - Reports carry duration; buffer gate is min(4 s, remaining - 2 s); new finished transport instead of a HELD stall at the end. - cache/readahead 150 s, 256 MiB demuxer cache, pins read back. - Resumed reports put a stale ready member back in the set; hello.resume takes over the old member after an unclean drop (no ghost). - Docs: roadmap rendering findings (HW path works; shaders verified). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -19,9 +19,13 @@ class RateAction extends PlayerAction {
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const RateAction(this.rate);
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}
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double serverPositionAt(StateBroadcast state, DateTime now) {
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/// Server position at [serverNow], which must be on the server's clock
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/// (`SyncClient.serverNow()`, local time corrected by the clock offset):
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/// `state.serverTime` is stamped by the server.
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double serverPositionAt(StateBroadcast state, DateTime serverNow) {
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if (state.transport != 'playing') return state.position;
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return state.position + now.difference(state.serverTime).inMilliseconds / 1000.0;
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return state.position +
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serverNow.difference(state.serverTime).inMicroseconds / 1e6;
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}
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bool seekLanded({required double ownPosition, required double target}) {
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@@ -39,12 +43,6 @@ bool localPlayAllowed(StateBroadcast state, String memberId) {
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return false;
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}
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/// Self is ready but out of the set and fresh again: the server's stale
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/// sweep dropped it from the set during a signal gap and nothing puts it
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/// back. Re-sending ready restores it without the user pressing Space.
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bool shouldReassertReady(MemberView? self) =>
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self != null && self.ready && !self.inSet && !self.stale;
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class StateDiff {
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static const debounceWindow = Duration(seconds: 2);
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@@ -57,6 +55,7 @@ class StateDiff {
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bool get slowing => _slowing;
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/// [now] is server time (see [serverPositionAt]).
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List<PlayerAction> diff(StateBroadcast state, double ownPosition, DateTime now) {
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final out = <PlayerAction>[];
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final serverPos = serverPositionAt(state, now);
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@@ -73,6 +72,25 @@ class StateDiff {
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return out;
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}
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// End of media: everyone stops where they are (at or just before the
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// end). No seek to the very end and no drift correction.
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if (state.transport == 'finished') {
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final first = _lastEventId == -1;
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final changed = first ||
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state.eventId != _lastEventId ||
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state.transport != _lastTransport;
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_lastEventId = state.eventId;
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_lastTransport = state.transport;
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_lastMediaId = state.mediaId;
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_slowing = false;
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_deviatingSince = null;
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if (!changed) return out;
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out.add(const RateAction(1.0));
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if (first) out.add(SeekAction(serverPos > 1 ? serverPos - 1 : 0));
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out.add(const TransportAction(false));
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return out;
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}
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if (_lastEventId == -1) {
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_lastEventId = state.eventId;
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_lastTransport = state.transport;
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