Allow latency compensator to be a little more aggressive

This commit is contained in:
Gabe Kangas 2022-03-27 14:44:50 -07:00
parent 44afc9c1ea
commit 78b0f7addc
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@ -7,20 +7,22 @@ possible, without causing any buffering events.
It will:
- Determine the start (max) and end (min) latency values.
- Keep an eye on download speed and stop compensating if it drops too low.
- Dynamically calculate the speedup rate based on network speed.
- Pause the compensation if buffering events occur.
- Completely give up on all compensation if too many buffering events occur.
*/
const REBUFFER_EVENT_LIMIT = 5; // Max number of buffering events before we stop compensating for latency.
const MIN_BUFFER_DURATION = 300; // Min duration a buffer event must last to be counted.
const MIN_BUFFER_DURATION = 500; // Min duration a buffer event must last to be counted.
const MAX_SPEEDUP_RATE = 1.08; // The playback rate when compensating for latency.
const TIMEOUT_DURATION = 20_000; // The amount of time we stop handling latency after certain events.
const TIMEOUT_DURATION = 30 * 1000; // The amount of time we stop handling latency after certain events.
const CHECK_TIMER_INTERVAL = 5_000; // How often we check if we should be compensating for latency.
const BUFFERING_AMNESTY_DURATION = 4 * 1000 * 60; // How often until a buffering event expires.
const HIGH_LATENCY_ENABLE_THRESHOLD = 20_000; // ms;
const LOW_LATENCY_DISABLE_THRESHOLD = 4500; // ms;
const BUFFERING_AMNESTY_DURATION = 3 * 1000 * 60; // How often until a buffering event expires.
const REQUIRED_BANDWIDTH_RATIO = 2.0; // The player:bitrate ratio required to enable compensating for latency.
const HIGHEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER = 2.4; // Segment length * this value is when we start compensating.
const LOWEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER = 1.7; // Segment length * this value is when we stop compensating.
const MIN_LATENCY = 4 * 1000; // The lowest we'll continue compensation to be running at.
const MAX_LATENCY = 8 * 1000; // The highest we'll allow a target latency to be before we start compensating.
class LatencyCompensator {
constructor(player) {
this.player = player;
@ -29,8 +31,6 @@ class LatencyCompensator {
this.inTimeout = false;
this.timeoutTimer = 0;
this.checkTimer = 0;
this.maxLatencyThreshold = 10000;
this.minLatencyThreshold = 8000;
this.bufferingCounter = 0;
this.bufferingTimer = 0;
this.playbackRate = 1.0;
@ -114,27 +114,37 @@ class LatencyCompensator {
}
// How far away from live edge do we start the compensator.
this.maxLatencyThreshold = Math.min(
segment.duration * 1000 * 4,
HIGH_LATENCY_ENABLE_THRESHOLD
const maxLatencyThreshold = Math.min(
MAX_LATENCY,
segment.duration * 1000 * HIGHEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER
);
// How far away from live edge do we stop the compensator.
this.minLatencyThreshold = Math.max(
segment.duration * 1000 * 2,
LOW_LATENCY_DISABLE_THRESHOLD
const minLatencyThreshold = Math.max(
MIN_LATENCY,
segment.duration * 1000 * LOWEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER
);
const segmentTime = segment.dateTimeObject.getTime();
const now = new Date().getTime();
const latency = now - segmentTime;
if (latency > this.maxLatencyThreshold) {
console.log(
'latency',
latency / 1000,
'min',
minLatencyThreshold / 1000,
'max',
maxLatencyThreshold / 1000
);
if (latency > maxLatencyThreshold) {
this.start(proposedPlaybackRate);
} else if (latency < this.minLatencyThreshold) {
} else if (latency < minLatencyThreshold) {
this.stop();
}
} catch (err) {
console.warn(err);
// console.warn(err);
}
}