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512 lines
16 KiB
512 lines
16 KiB
/* |
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The Owncast Latency Compensator. |
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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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// 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 ( |
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bandwidthRatio < REQUIRED_BANDWIDTH_RATIO && |
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totalBuffered < segment.duration * 6 |
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) { |
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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([ |
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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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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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MAX_LATENCY |
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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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// 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 ( |
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this.shouldJumpToLive() && |
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latency > maxLatencyThreshold + MAX_JUMP_LATENCY |
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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.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 ( |
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seekPosition > |
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availableBufferedTimeStart < |
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availableBufferedTimeEnd |
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) { |
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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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var proposedPlaybackRate = bandwidthRatio * 0.33; |
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// But limit the playback rate to a max value. |
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proposedPlaybackRate = Math.max( |
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Math.min(proposedPlaybackRate, MAX_SPEEDUP_RATE), |
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1.0 |
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); |
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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 = |
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Math.round(proposedPlaybackRate * Math.pow(10, 3)) / Math.pow(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( |
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'current time', |
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this.player.currentTime(), |
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'seeking to', |
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seekPosition |
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); |
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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); |
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} |
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stop() { |
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if (this.running) { |
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console.log('stopping latency compensator...'); |
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} |
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this.running = false; |
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this.setPlaybackRate(1.0); |
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} |
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enable() { |
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this.enabled = true; |
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clearInterval(this.checkTimer); |
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clearTimeout(this.bufferingTimer); |
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this.checkTimer = setInterval(() => { |
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this.check(); |
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}, CHECK_TIMER_INTERVAL); |
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} |
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// Disable means we're done for good and should no longer compensate for latency. |
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disable() { |
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clearInterval(this.checkTimer); |
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clearTimeout(this.timeoutTimer); |
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this.stop(); |
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this.enabled = false; |
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} |
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timeout() { |
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if (this.jumpingToLiveIgnoreBuffer) { |
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return; |
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} |
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this.inTimeout = true; |
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this.stop(); |
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clearTimeout(this.timeoutTimer); |
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this.timeoutTimer = setTimeout(() => { |
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this.endTimeout(); |
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}, TIMEOUT_DURATION); |
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} |
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endTimeout() { |
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clearTimeout(this.timeoutTimer); |
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this.inTimeout = false; |
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} |
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handlePlaying() { |
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const wasPreviouslyPlaying = this.playing; |
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this.playing = true; |
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|
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clearTimeout(this.bufferingTimer); |
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if (!this.enabled) { |
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return; |
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} |
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if (!this.shouldJumpToLive()) { |
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return; |
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} |
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// If we were not previously playing (was paused, or this is a cold start) |
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// seek to live immediately on starting playback to handle any long-pause |
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// scenarios or somebody starting far back from the live edge. |
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// If we were playing previously then that means we're probably coming back |
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// from a rebuffering event, meaning we should not be adding more seeking |
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// to the mix, just let it play. |
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if (!wasPreviouslyPlaying) { |
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this.jumpingToLiveIgnoreBuffer = true; |
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this.player.liveTracker.seekToLiveEdge(); |
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this.lastJumpOccurred = new Date(); |
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} |
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} |
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handlePause() { |
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this.playing = false; |
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} |
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handleEnded() { |
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if (!this.enabled) { |
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return; |
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} |
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this.disable(); |
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} |
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handleError(e) { |
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if (!this.enabled) { |
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return; |
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} |
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this.timeout(); |
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} |
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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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// Allow us to forget about old buffering events if enough time goes by. |
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setTimeout(() => { |
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if (this.bufferingCounter > 0) { |
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this.bufferingCounter--; |
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} |
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}, BUFFERING_AMNESTY_DURATION); |
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} |
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handleBuffering() { |
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if (!this.enabled || this.inTimeout) { |
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return; |
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} |
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if (this.jumpingToLiveIgnoreBuffer) { |
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this.jumpingToLiveIgnoreBuffer = false; |
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return; |
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} |
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this.timeout(); |
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|
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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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} |
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} |
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function getCurrentlyPlayingSegment(tech) { |
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var target_media = tech.vhs.playlists.media(); |
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var snapshot_time = tech.currentTime(); |
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var segment; |
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|
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// Iterate trough available segments and get first within which snapshot_time is |
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for (var i = 0, l = target_media.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 (snapshot_time < target_media.segments[i].end) { |
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segment = target_media.segments[i]; |
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break; |
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} |
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} |
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|
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if (!segment) { |
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segment = target_media.segments[0]; |
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} |
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return segment; |
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} |
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export default LatencyCompensator;
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