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Allow latency compensator to be a little more aggressive
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1 changed files with 27 additions and 17 deletions
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@ -7,20 +7,22 @@ possible, without causing any buffering events.
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It 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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- 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 = 5; // Max number of buffering events before we stop compensating for latency.
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const MIN_BUFFER_DURATION = 300; // Min duration a buffer event must last to be counted.
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const MIN_BUFFER_DURATION = 500; // 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 TIMEOUT_DURATION = 20_000; // The amount of time we stop handling latency after certain events.
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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 = 5_000; // How often we check if we should be compensating for latency.
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const BUFFERING_AMNESTY_DURATION = 4 * 1000 * 60; // How often until a buffering event expires.
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const HIGH_LATENCY_ENABLE_THRESHOLD = 20_000; // ms;
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const LOW_LATENCY_DISABLE_THRESHOLD = 4500; // ms;
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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 = 2.0; // The player:bitrate ratio required to enable compensating for latency.
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const HIGHEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER = 2.4; // Segment length * this value is when we start compensating.
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const LOWEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER = 1.7; // Segment length * this value is when we stop compensating.
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const MIN_LATENCY = 4 * 1000; // The lowest we'll continue compensation to be running at.
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const MAX_LATENCY = 8 * 1000; // The highest we'll allow a target latency to be before we start compensating.
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class LatencyCompensator {
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constructor(player) {
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this.player = player;
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@ -29,8 +31,6 @@ class LatencyCompensator {
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this.inTimeout = false;
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this.timeoutTimer = 0;
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this.checkTimer = 0;
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this.maxLatencyThreshold = 10000;
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this.minLatencyThreshold = 8000;
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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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@ -114,27 +114,37 @@ class LatencyCompensator {
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}
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// How far away from live edge do we start the compensator.
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this.maxLatencyThreshold = Math.min(
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segment.duration * 1000 * 4,
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HIGH_LATENCY_ENABLE_THRESHOLD
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const maxLatencyThreshold = Math.min(
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MAX_LATENCY,
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segment.duration * 1000 * HIGHEST_LATENCY_SEGMENT_LENGTH_MULTIPLIER
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);
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// How far away from live edge do we stop the compensator.
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this.minLatencyThreshold = Math.max(
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segment.duration * 1000 * 2,
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LOW_LATENCY_DISABLE_THRESHOLD
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const minLatencyThreshold = 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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const segmentTime = segment.dateTimeObject.getTime();
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const now = new Date().getTime();
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const latency = now - segmentTime;
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if (latency > this.maxLatencyThreshold) {
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console.log(
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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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);
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if (latency > maxLatencyThreshold) {
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this.start(proposedPlaybackRate);
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} else if (latency < this.minLatencyThreshold) {
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} else if (latency < minLatencyThreshold) {
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this.stop();
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}
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} catch (err) {
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console.warn(err);
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// console.warn(err);
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}
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}
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