- 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>
110 lines
3.4 KiB
Dart
110 lines
3.4 KiB
Dart
import 'package:media_kit/media_kit.dart';
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import 'package:sync_relay_core/core.dart';
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/// A [Player] whose public [seek] belongs to the user. media_kit's seek bar
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/// (and anything else in the video controls) calls `player.seek`; with
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/// [onUserSeek] set those calls become explicit events for the sync layer
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/// instead of moving mpv behind its back. Sync-driven seeks use [syncSeek].
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class SyncPlayer extends Player {
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SyncPlayer({super.configuration});
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void Function(Duration position)? onUserSeek;
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@override
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Future<void> seek(Duration duration) async {
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final hook = onUserSeek;
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if (hook == null) return super.seek(duration);
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hook(duration);
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}
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/// Seek mpv directly (preview while scrubbing, server corrections).
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Future<void> syncSeek(Duration duration) => super.seek(duration);
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}
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/// Turns a burst of user seeks (a seek bar drag fires one per pointer move,
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/// arrow keys one per press) into one `seek` intent, and tells the
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/// coordinator when server seeks must not touch the player:
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///
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/// - while the user is still seeking ([debounce] since the last request),
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/// - while our sent seek has no echo yet ([echoTimeout] at most),
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/// - for the echo of our own seek (`state.seekBy` is us): the player is
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/// already there, re-seeking would only hitch or yank.
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class UserSeekGate {
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final Duration debounce;
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final Duration echoTimeout;
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UserSeekGate({
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this.debounce = const Duration(milliseconds: RelayConstants.seekDebounceMs),
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this.echoTimeout = const Duration(seconds: 3),
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});
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double? _target;
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DateTime? _requestedAt;
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int _seq = 0;
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int _sentSeq = 0;
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DateTime? _sentAt;
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/// Latest requested position, while a request or its echo is pending.
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double? get target => _target;
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/// The user asked for [position] at [now].
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void request(double position, DateTime now) {
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_target = position;
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_requestedAt = now;
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}
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bool scrubbing(DateTime now) =>
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_requestedAt != null && now.difference(_requestedAt!) < debounce;
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/// The settled request to send, once [debounce] has passed since the last
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/// one; null otherwise. Returns its seq, which the server echoes.
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({double position, int seq})? takeSettled(DateTime now) {
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final t = _target;
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if (t == null || _requestedAt == null || scrubbing(now)) return null;
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_requestedAt = null;
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_sentSeq = ++_seq;
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_sentAt = now;
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return (position: t, seq: _sentSeq);
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}
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bool get _awaitingEcho => _sentAt != null;
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/// Server seeks are ignored while this holds.
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bool holdsPlayer(DateTime now) {
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if (_requestedAt != null) return true; // not sent yet
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final sent = _sentAt;
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if (sent == null) return false;
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if (now.difference(sent) >= echoTimeout) {
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_sentAt = null;
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_target = null;
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return false;
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}
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return true;
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}
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/// The state's current event is a seek this client sent.
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bool isOwnEcho(StateBroadcast state, String memberId) {
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final seq = state.seekSeq;
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return memberId.isNotEmpty &&
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state.seekBy == memberId &&
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seq != null &&
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seq > 0 &&
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seq <= _seq;
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}
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/// Feed every state: the echo of the last sent seek ends the hold.
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void observe(StateBroadcast state, String memberId) {
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if (!_awaitingEcho || _requestedAt != null) return;
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if (isOwnEcho(state, memberId) && state.seekSeq! >= _sentSeq) {
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_sentAt = null;
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_target = null;
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}
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}
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void reset() {
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_target = null;
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_requestedAt = null;
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_sentAt = null;
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}
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}
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