908 lines
31 KiB
JavaScript
908 lines
31 KiB
JavaScript
/* eslint-disable indent */
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/**
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* Module that manages the Syncplay feature.
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* @module components/syncplay/syncplayManager
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*/
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import events from 'events';
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import connectionManager from 'connectionManager';
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import playbackManager from 'playbackManager';
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import toast from 'toast';
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import globalize from 'globalize';
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/**
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* Waits for an event to be triggered on an object.
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* @param {Object} emitter Object on which to listen for events.
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* @param {string} eventType Event name to listen for.
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* @returns {Promise} A promise that resolves when the event is triggered.
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*/
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function waitForEvent(emitter, eventType) {
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return new Promise((resolve) => {
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var callback = () => {
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events.off(emitter, eventType, callback);
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resolve(arguments);
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};
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events.on(emitter, eventType, callback);
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});
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}
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/**
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* Gets active player id.
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* @returns {string} The player's id.
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*/
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function getActivePlayerId() {
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var info = playbackManager.getPlayerInfo();
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return info ? info.id : null;
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}
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/**
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* Playback synchronization
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*/
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const MaxAcceptedDelaySpeedToSync = 50; // milliseconds, delay after which SpeedToSync is enabled
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const MaxAcceptedDelaySkipToSync = 300; // milliseconds, delay after which SkipToSync is enabled
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const SyncMethodThreshold = 2000; // milliseconds, switches between SpeedToSync or SkipToSync
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const SpeedToSyncTime = 1000; // milliseconds, duration in which the playback is sped up
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const MaxAttemptsSpeedToSync = 3; // attempts before disabling SpeedToSync
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const MaxAttemptsSync = 5; // attempts before disabling syncing at all
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/**
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* Time estimation
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*/
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const PingIntervalTimeoutGreedy = 1000; // milliseconds
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const PingIntervalTimeoutLowProfile = 60000; // milliseconds
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const GreedyPingCount = 3;
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/**
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* Class that manages the Syncplay feature.
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*/
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class SyncplayManager {
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constructor() {
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this.playbackRateSupported = false;
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this.syncEnabled = false;
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this.playbackDiffMillis = 0; // used for stats
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this.syncMethod = "None"; // used for stats
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this.syncAttempts = 0;
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this.lastSyncTime = new Date();
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this.syncWatcherTimeout = null; // interval that watches playback time and syncs it
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this.lastPlaybackWaiting = null; // used to determine if player's buffering
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this.minBufferingThresholdMillis = 1000;
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this.currentPlayer = null;
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this.syncplayEnabledAt = null; // Server time of when Syncplay has been enabled
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this.syncplayReady = false; // Syncplay is ready after first ping to server
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this.lastCommand = null;
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this.queuedCommand = null;
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this.scheduledCommand = null;
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this.syncTimeout = null;
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this.pingStop = true;
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this.pingIntervalTimeout = PingIntervalTimeoutGreedy;
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this.pingInterval = null;
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this.initTimeDiff = 0; // number of pings
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this.timeDiff = 0; // local time minus server time
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this.roundTripDuration = 0;
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this.notifySyncplayReady = false;
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events.on(playbackManager, "playerchange", () => {
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this.onPlayerChange();
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});
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events.on(playbackManager, "playbackstart", (player, state) => {
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events.trigger(this, 'PlaybackStart', [player, state]);
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});
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this.bindToPlayer(playbackManager.getCurrentPlayer());
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events.on(this, "TimeUpdate", (event) => {
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this.syncPlaybackTime();
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});
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}
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/**
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* Called when the player changes.
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*/
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onPlayerChange () {
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this.bindToPlayer(playbackManager.getCurrentPlayer());
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events.trigger(this, "PlayerChange", [this.currentPlayer]);
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}
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/**
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* Called on playback state changes.
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* @param {Object} e The playback state change event.
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*/
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onPlayPauseStateChanged (e) {
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events.trigger(this, "PlayPauseStateChange", [this.currentPlayer]);
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}
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/**
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* Called on playback progress.
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* @param {Object} e The time update event.
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*/
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onTimeUpdate (e) {
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// NOTICE: this event is unreliable, at least in Safari
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// which just stops firing the event after a while.
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events.trigger(this, "TimeUpdate", [e]);
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}
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/**
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* Called when playback is resumed.
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*/
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onPlaying () {
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// TODO: implement group wait
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this.lastPlaybackWaiting = null;
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events.trigger(this, "PlayerPlaying");
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}
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/**
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* Called when playback is buffering.
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*/
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onWaiting () {
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// TODO: implement group wait
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if (!this.lastPlaybackWaiting) {
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this.lastPlaybackWaiting = new Date();
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}
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events.trigger(this, "PlayerWaiting");
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}
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/**
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* Gets playback buffering status.
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* @returns {boolean} _true_ if player is buffering, _false_ otherwise.
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*/
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isBuffering () {
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if (this.lastPlaybackWaiting === null) return false;
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return (new Date() - this.lastPlaybackWaiting) > this.minBufferingThresholdMillis;
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}
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/**
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* Binds to the player's events.
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* @param {Object} player The player.
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*/
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bindToPlayer (player) {
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if (player !== this.currentPlayer) {
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this.releaseCurrentPlayer();
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this.currentPlayer = player;
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if (!player) return;
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}
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// TODO: remove this extra functions
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const self = this;
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this._onPlayPauseStateChanged = () => {
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self.onPlayPauseStateChanged();
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};
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this._onPlayPauseStateChanged = (e) => {
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self.onPlayPauseStateChanged(e);
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};
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this._onTimeUpdate = (e) => {
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self.onTimeUpdate(e);
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};
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this._onPlaying = () => {
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self.onPlaying();
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};
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this._onWaiting = () => {
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self.onWaiting();
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};
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events.on(player, "pause", this._onPlayPauseStateChanged);
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events.on(player, "unpause", this._onPlayPauseStateChanged);
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events.on(player, "timeupdate", this._onTimeUpdate);
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events.on(player, "playing", this._onPlaying);
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events.on(player, "waiting", this._onWaiting);
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this.playbackRateSupported = player.supports("PlaybackRate");
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}
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/**
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* Removes the bindings to the current player's events.
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*/
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releaseCurrentPlayer () {
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var player = this.currentPlayer;
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if (player) {
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events.off(player, "pause", this._onPlayPauseStateChanged);
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events.off(player, "unpause", this._onPlayPauseStateChanged);
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events.off(player, "timeupdate", this._onTimeUpdate);
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events.off(player, "playing", this._onPlaying);
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events.off(player, "waiting", this._onWaiting);
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if (this.playbackRateSupported) {
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player.setPlaybackRate(1);
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}
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this.currentPlayer = null;
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this.playbackRateSupported = false;
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}
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}
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/**
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* Handles a group update from the server.
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* @param {Object} cmd The group update.
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* @param {Object} apiClient The ApiClient.
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*/
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processGroupUpdate (cmd, apiClient) {
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switch (cmd.Type) {
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case 'PrepareSession':
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this.prepareSession(apiClient, cmd.GroupId, cmd.Data);
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break;
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case 'UserJoined':
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toast({
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text: globalize.translate('MessageSyncplayUserJoined', cmd.Data)
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});
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break;
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case 'UserLeft':
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toast({
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text: globalize.translate('MessageSyncplayUserLeft', cmd.Data)
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});
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break;
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case 'GroupJoined':
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const enabledAt = new Date(cmd.Data);
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this.enableSyncplay(apiClient, enabledAt, true);
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break;
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case 'NotInGroup':
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case 'GroupLeft':
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this.disableSyncplay(true);
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break;
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case 'GroupWait':
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toast({
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text: globalize.translate('MessageSyncplayGroupWait', cmd.Data)
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});
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break;
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case 'KeepAlive':
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break;
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default:
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console.error('processSyncplayGroupUpdate does not recognize: ' + cmd.Type);
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break;
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}
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}
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/**
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* Handles a playback command from the server.
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* @param {Object} cmd The playback command.
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* @param {Object} apiClient The ApiClient.
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*/
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processCommand (cmd, apiClient) {
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if (cmd === null) return;
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if (!this.isSyncplayEnabled()) {
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console.debug("Syncplay processCommand: ignoring command", cmd);
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return;
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}
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if (!this.syncplayReady) {
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console.debug("Syncplay processCommand: queued command", cmd);
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this.queuedCommand = cmd;
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return;
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}
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cmd.When = new Date(cmd.When);
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cmd.EmittedAt = new Date(cmd.EmitttedAt);
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if (cmd.EmitttedAt < this.syncplayEnabledAt) {
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console.debug("Syncplay processCommand: ignoring old command", cmd);
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return;
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}
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// Check if new command differs from last one
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if (this.lastCommand &&
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this.lastCommand.When === cmd.When &&
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this.lastCommand.PositionTicks === cmd.PositionTicks &&
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this.Command === cmd.Command
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) {
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console.debug("Syncplay processCommand: ignoring duplicate command", cmd);
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return;
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}
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this.lastCommand = cmd;
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console.log("Syncplay will", cmd.Command, "at", cmd.When, "PositionTicks", cmd.PositionTicks);
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switch (cmd.Command) {
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case 'Play':
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this.schedulePlay(cmd.When, cmd.PositionTicks);
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break;
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case 'Pause':
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this.schedulePause(cmd.When, cmd.PositionTicks);
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break;
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case 'Seek':
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this.scheduleSeek(cmd.When, cmd.PositionTicks);
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break;
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default:
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console.error('processSyncplayCommand does not recognize: ' + cmd.Type);
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break;
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}
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}
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/**
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* Prepares this client to join a group by loading the required content.
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* @param {Object} apiClient The ApiClient.
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* @param {string} groupId The group to join.
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* @param {Object} sessionData Info about the content to load.
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*/
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prepareSession (apiClient, groupId, sessionData) {
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var serverId = apiClient.serverInfo().Id;
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playbackManager.play({
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ids: sessionData.ItemIds,
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startPositionTicks: sessionData.StartPositionTicks,
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mediaSourceId: sessionData.MediaSourceId,
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audioStreamIndex: sessionData.AudioStreamIndex,
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subtitleStreamIndex: sessionData.SubtitleStreamIndex,
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startIndex: sessionData.StartIndex,
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serverId: serverId
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}).then(() => {
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// TODO: switch to PlaybackStart maybe?
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waitForEvent(this, "PlayerChange").then(() => {
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playbackManager.pause();
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var sessionId = getActivePlayerId();
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if (!sessionId) {
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console.error("Missing sessionId!");
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toast({
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// TODO: translate
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text: "Failed to enable Syncplay! Missing session id."
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});
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return;
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}
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// Get playing item id
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let playingItemId;
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try {
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const playState = playbackManager.getPlayerState();
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playingItemId = playState.NowPlayingItem.Id;
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} catch (error) {
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playingItemId = "";
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}
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// Sometimes JoinGroup fails, maybe because server hasn't been updated yet
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setTimeout(() => {
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apiClient.sendSyncplayCommand(sessionId, "JoinGroup", {
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GroupId: groupId,
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PlayingItemId: playingItemId
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});
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}, 500);
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});
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}).catch((error) => {
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console.error(error);
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toast({
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// TODO: translate
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text: "Failed to enable Syncplay! Media error."
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});
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});
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}
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/**
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* Enables Syncplay.
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* @param {Object} apiClient The ApiClient.
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* @param {Date} enabledAt When Syncplay has been enabled. Server side date.
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* @param {boolean} showMessage Display message.
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*/
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enableSyncplay (apiClient, enabledAt, showMessage = false) {
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this.syncplayEnabledAt = enabledAt;
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this.syncplayReady = false;
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events.trigger(this, "SyncplayEnabled", [true]);
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waitForEvent(this, "SyncplayReady").then(() => {
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this.processCommand(this.queuedCommand, apiClient);
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this.queuedCommand = null;
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});
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this.injectPlaybackManager();
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this.startPing();
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if (showMessage) {
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toast({
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text: globalize.translate('MessageSyncplayEnabled')
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});
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}
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}
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/**
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* Disables Syncplay.
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* @param {boolean} showMessage Display message.
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*/
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disableSyncplay (showMessage = false) {
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this.syncplayEnabledAt = null;
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this.syncplayReady = false;
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this.lastCommand = null;
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this.queuedCommand = null;
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this.syncEnabled = false;
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events.trigger(this, "SyncplayEnabled", [false]);
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this.restorePlaybackManager();
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this.stopPing();
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this.stopSyncWatcher();
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if (showMessage) {
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toast({
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text: globalize.translate('MessageSyncplayDisabled')
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});
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}
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}
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/**
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* Gets Syncplay status.
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* @returns {boolean} _true_ if user joined a group, _false_ otherwise.
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*/
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isSyncplayEnabled () {
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return this.syncplayEnabledAt !== null ? true : false;
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}
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/**
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* Schedules a resume playback on the player at the specified clock time.
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* @param {Date} playAtTime The server's UTC time at which to resume playback.
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* @param {number} positionTicks The PositionTicks from where to resume.
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*/
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schedulePlay (playAtTime, positionTicks) {
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this.clearScheduledCommand();
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var currentTime = new Date();
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var playAtTimeLocal = this.serverDateToLocal(playAtTime);
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if (playAtTimeLocal > currentTime) {
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var playTimeout = playAtTimeLocal - currentTime;
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playbackManager.syncplay_seek(positionTicks);
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this.scheduledCommand = setTimeout(() => {
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playbackManager.syncplay_unpause();
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this.syncTimeout = setTimeout(() => {
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this.syncEnabled = true;
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this.startSyncWatcher();
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}, SyncMethodThreshold / 2);
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}, playTimeout);
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// console.debug("Syncplay schedulePlay:", playTimeout);
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} else {
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// Group playback already started
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var serverPositionTicks = positionTicks + (currentTime - playAtTimeLocal) * 10000;
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playbackManager.syncplay_unpause();
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playbackManager.syncplay_seek(serverPositionTicks);
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this.syncTimeout = setTimeout(() => {
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this.syncEnabled = true;
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this.startSyncWatcher();
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}, SyncMethodThreshold / 2);
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}
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}
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/**
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* Schedules a pause playback on the player at the specified clock time.
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* @param {Date} pauseAtTime The server's UTC time at which to pause playback.
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* @param {number} positionTicks The PositionTicks where player will be paused.
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*/
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schedulePause (pauseAtTime, positionTicks) {
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this.clearScheduledCommand();
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var currentTime = new Date();
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var pauseAtTimeLocal = this.serverDateToLocal(pauseAtTime);
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if (pauseAtTimeLocal > currentTime) {
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var pauseTimeout = pauseAtTimeLocal - currentTime;
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this.scheduledCommand = setTimeout(() => {
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playbackManager.syncplay_pause();
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setTimeout(() => {
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playbackManager.syncplay_seek(positionTicks);
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}, 800);
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}, pauseTimeout);
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} else {
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playbackManager.syncplay_pause();
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setTimeout(() => {
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playbackManager.syncplay_seek(positionTicks);
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}, 800);
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}
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}
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/**
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* Schedules a seek playback on the player at the specified clock time.
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* @param {Date} pauseAtTime The server's UTC time at which to seek playback.
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* @param {number} positionTicks The PositionTicks where player will be seeked.
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*/
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scheduleSeek (seekAtTime, positionTicks) {
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this.schedulePause(seekAtTime, positionTicks);
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}
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/**
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* Clears the current scheduled command.
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*/
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clearScheduledCommand () {
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clearTimeout(this.scheduledCommand);
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clearTimeout(this.syncTimeout);
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this.syncEnabled = false;
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this.stopSyncWatcher();
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if (this.currentPlayer) {
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this.currentPlayer.setPlaybackRate(1);
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}
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this.clearSyncIcon();
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}
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/**
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* Overrides some PlaybackManager's methods to intercept playback commands.
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*/
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injectPlaybackManager () {
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if (!this.isSyncplayEnabled()) return;
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if (playbackManager.syncplayEnabled) return;
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// TODO: make this less hacky
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playbackManager.syncplay_unpause = playbackManager.unpause;
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playbackManager.syncplay_pause = playbackManager.pause;
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playbackManager.syncplay_seek = playbackManager.seek;
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playbackManager.unpause = this.playRequest;
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playbackManager.pause = this.pauseRequest;
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playbackManager.seek = this.seekRequest;
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playbackManager.syncplayEnabled = true;
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}
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/**
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* Restores original PlaybackManager's methods.
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*/
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restorePlaybackManager () {
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if (this.isSyncplayEnabled()) return;
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if (!playbackManager.syncplayEnabled) return;
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playbackManager.unpause = playbackManager.syncplay_unpause;
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playbackManager.pause = playbackManager.syncplay_pause;
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playbackManager.seek = playbackManager.syncplay_seek;
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playbackManager.syncplayEnabled = false;
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}
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/**
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* Overrides PlaybackManager's unpause method.
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*/
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playRequest (player) {
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var apiClient = connectionManager.currentApiClient();
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var sessionId = getActivePlayerId();
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apiClient.sendSyncplayCommand(sessionId, "PlayRequest");
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}
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/**
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* Overrides PlaybackManager's pause method.
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*/
|
|
pauseRequest (player) {
|
|
var apiClient = connectionManager.currentApiClient();
|
|
var sessionId = getActivePlayerId();
|
|
apiClient.sendSyncplayCommand(sessionId, "PauseRequest");
|
|
// Pause locally as well, to give the user some little control
|
|
playbackManager.syncplay_pause();
|
|
}
|
|
|
|
/**
|
|
* Overrides PlaybackManager's seek method.
|
|
*/
|
|
seekRequest (PositionTicks, player) {
|
|
var apiClient = connectionManager.currentApiClient();
|
|
var sessionId = getActivePlayerId();
|
|
apiClient.sendSyncplayCommand(sessionId, "SeekRequest", {
|
|
PositionTicks: PositionTicks
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Computes time difference between this client's time and server's time.
|
|
* @param {Date} pingStartTime Local time when ping request started.
|
|
* @param {Date} pingEndTime Local time when ping request ended.
|
|
* @param {Date} serverTime Server UTC time at ping request.
|
|
*/
|
|
updateTimeDiff (pingStartTime, pingEndTime, serverTime) {
|
|
this.roundTripDuration = (pingEndTime - pingStartTime);
|
|
// The faster the response, the closer we are to the real timeDiff value
|
|
// localTime = pingStartTime + roundTripDuration / 2
|
|
// newTimeDiff = localTime - serverTime
|
|
var newTimeDiff = (pingStartTime - serverTime) + (this.roundTripDuration / 2);
|
|
|
|
// Initial setup
|
|
if (this.initTimeDiff === 0) {
|
|
this.timeDiff = newTimeDiff;
|
|
this.initTimeDiff++
|
|
return;
|
|
}
|
|
|
|
// As response time gets better, absolute value should decrease
|
|
var distanceFromZero = Math.abs(newTimeDiff);
|
|
var oldDistanceFromZero = Math.abs(this.timeDiff);
|
|
if (distanceFromZero < oldDistanceFromZero) {
|
|
this.timeDiff = newTimeDiff;
|
|
}
|
|
|
|
// Avoid overloading server
|
|
if (this.initTimeDiff >= GreedyPingCount) {
|
|
this.pingIntervalTimeout = PingIntervalTimeoutLowProfile;
|
|
} else {
|
|
this.initTimeDiff++;
|
|
}
|
|
|
|
// console.debug("Syncplay updateTimeDiff:", serverTime, this.timeDiff, this.roundTripDuration, newTimeDiff);
|
|
}
|
|
|
|
/**
|
|
* Schedules a ping request to the server. Used to compute time difference between client and server.
|
|
*/
|
|
requestPing () {
|
|
if (this.pingInterval === null && !this.pingStop) {
|
|
this.pingInterval = setTimeout(() => {
|
|
this.pingInterval = null;
|
|
|
|
var apiClient = connectionManager.currentApiClient();
|
|
var sessionId = getActivePlayerId();
|
|
|
|
if (!sessionId) {
|
|
this.signalError();
|
|
toast({
|
|
// TODO: translate
|
|
text: "Syncplay error occured."
|
|
});
|
|
return;
|
|
}
|
|
|
|
var pingStartTime = new Date();
|
|
apiClient.sendSyncplayCommand(sessionId, "GetUtcTime").then((response) => {
|
|
var pingEndTime = new Date();
|
|
response.text().then((utcTime) => {
|
|
var serverTime = new Date(utcTime);
|
|
this.updateTimeDiff(pingStartTime, pingEndTime, serverTime);
|
|
|
|
// Alert user that ping is high
|
|
if (Math.abs(this.roundTripDuration) >= 1000) {
|
|
events.trigger(this, "SyncplayError", [true]);
|
|
} else {
|
|
events.trigger(this, "SyncplayError", [false]);
|
|
}
|
|
|
|
// Notify server of ping
|
|
apiClient.sendSyncplayCommand(sessionId, "KeepAlive", {
|
|
Ping: this.roundTripDuration / 2
|
|
});
|
|
|
|
if (this.notifySyncplayReady) {
|
|
this.syncplayReady = true;
|
|
events.trigger(this, "SyncplayReady");
|
|
this.notifySyncplayReady = false;
|
|
}
|
|
|
|
this.requestPing();
|
|
});
|
|
}).catch((error) => {
|
|
console.error(error);
|
|
this.signalError();
|
|
toast({
|
|
// TODO: translate
|
|
text: "Syncplay error occured."
|
|
});
|
|
});
|
|
|
|
}, this.pingIntervalTimeout);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Starts the keep alive poller.
|
|
*/
|
|
startPing () {
|
|
this.notifySyncplayReady = true;
|
|
this.pingStop = false;
|
|
this.initTimeDiff = this.initTimeDiff > this.greedyPingCount ? 1 : this.initTimeDiff;
|
|
this.pingIntervalTimeout = PingIntervalTimeoutGreedy;
|
|
|
|
this.requestPing();
|
|
}
|
|
|
|
/**
|
|
* Stops the keep alive poller.
|
|
*/
|
|
stopPing () {
|
|
this.pingStop = true;
|
|
if (this.pingInterval !== null) {
|
|
clearTimeout(this.pingInterval);
|
|
this.pingInterval = null;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Attempts to sync playback time with estimated server time.
|
|
*
|
|
* When sync is enabled, the following will be checked:
|
|
* - check if local playback time is close enough to the server playback time
|
|
* If it is not, then a playback time sync will be attempted.
|
|
* Two methods of syncing are available:
|
|
* - SpeedToSync: speeds up the media for some time to catch up (default is one second)
|
|
* - SkipToSync: seeks the media to the estimated correct time
|
|
* SpeedToSync aims to reduce the delay as much as possible, whereas SkipToSync is less pretentious.
|
|
*/
|
|
syncPlaybackTime () {
|
|
// Attempt to sync only when media is playing.
|
|
if (!this.lastCommand || this.lastCommand.Command !== 'Play' || this.isBuffering()) return;
|
|
|
|
const currentTime = new Date();
|
|
|
|
// Avoid overloading the browser
|
|
const elapsed = currentTime - this.lastSyncTime;
|
|
if (elapsed < SyncMethodThreshold / 2) return;
|
|
this.lastSyncTime = currentTime;
|
|
this.notifySyncWatcher();
|
|
|
|
const playAtTime = this.lastCommand.When;
|
|
|
|
const CurrentPositionTicks = playbackManager.currentTime();
|
|
// Estimate PositionTicks on server
|
|
const ServerPositionTicks = this.lastCommand.PositionTicks + ((currentTime - playAtTime) - this.timeDiff) * 10000;
|
|
// Measure delay that needs to be recovered
|
|
// diff might be caused by the player internally starting the playback
|
|
const diff = ServerPositionTicks - CurrentPositionTicks;
|
|
const diffMillis = diff / 10000;
|
|
|
|
this.playbackDiffMillis = diffMillis;
|
|
|
|
// console.debug("Syncplay onTimeUpdate", diffMillis, CurrentPositionTicks, ServerPositionTicks);
|
|
|
|
if (this.syncEnabled) {
|
|
const absDiffMillis = Math.abs(diffMillis);
|
|
// TODO: SpeedToSync sounds bad on songs
|
|
// TODO: SpeedToSync is failing on Safari (Mojave); even if playbackRate is supported, some delay seems to exist
|
|
if (this.playbackRateSupported && absDiffMillis > MaxAcceptedDelaySpeedToSync && absDiffMillis < SyncMethodThreshold) {
|
|
// Disable SpeedToSync if it keeps failing
|
|
if (this.syncAttempts > MaxAttemptsSpeedToSync) {
|
|
this.playbackRateSupported = false;
|
|
}
|
|
// SpeedToSync method
|
|
const speed = 1 + diffMillis / SpeedToSyncTime;
|
|
|
|
this.currentPlayer.setPlaybackRate(speed);
|
|
this.syncEnabled = false;
|
|
this.syncAttempts++;
|
|
this.showSyncIcon("SpeedToSync (x" + speed + ")");
|
|
|
|
this.syncTimeout = setTimeout(() => {
|
|
this.currentPlayer.setPlaybackRate(1);
|
|
this.syncEnabled = true;
|
|
this.clearSyncIcon();
|
|
}, SpeedToSyncTime);
|
|
} else if (absDiffMillis > MaxAcceptedDelaySkipToSync) {
|
|
// Disable SkipToSync if it keeps failing
|
|
if (this.syncAttempts > MaxAttemptsSync) {
|
|
this.syncEnabled = false;
|
|
this.showSyncIcon("Sync disabled (too many attempts)");
|
|
}
|
|
// SkipToSync method
|
|
playbackManager.syncplay_seek(ServerPositionTicks);
|
|
this.syncEnabled = false;
|
|
this.syncAttempts++;
|
|
this.showSyncIcon("SkipToSync (" + this.syncAttempts + ")");
|
|
|
|
this.syncTimeout = setTimeout(() => {
|
|
this.syncEnabled = true;
|
|
this.clearSyncIcon();
|
|
}, SyncMethodThreshold / 2);
|
|
} else {
|
|
// Playback is synced
|
|
if (this.syncAttempts > 0) {
|
|
// console.debug("Playback has been synced after", this.syncAttempts, "attempts.");
|
|
}
|
|
this.syncAttempts = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Signals the worker to start watching sync. Also creates the worker if needed.
|
|
*
|
|
* This additional fail-safe has been added because on Safari the timeupdate event fails after a while.
|
|
*/
|
|
startSyncWatcher () {
|
|
// SPOILER ALERT: this idea fails too on Safari... Keeping it here for future investigations
|
|
return;
|
|
if (window.Worker) {
|
|
// Start worker if needed
|
|
if (!this.worker) {
|
|
this.worker = new Worker("workers/syncplay/syncplay.worker.js");
|
|
this.worker.onmessage = (event) => {
|
|
const message = event.data;
|
|
switch (message.type) {
|
|
case "TriggerSync":
|
|
// TODO: player state might not reflect the real playback position,
|
|
// thus calling syncPlaybackTime outside a timeupdate event might not really sync to the right point
|
|
this.syncPlaybackTime();
|
|
break;
|
|
default:
|
|
console.error("Syncplay: unknown message from worker:", message.type);
|
|
break;
|
|
}
|
|
};
|
|
this.worker.onerror = (event) => {
|
|
console.error("Syncplay: worker error", event);
|
|
};
|
|
this.worker.onmessageerror = (event) => {
|
|
console.error("Syncplay: worker message error", event);
|
|
};
|
|
}
|
|
// Start watcher
|
|
this.worker.postMessage({
|
|
type: "StartSyncWatcher",
|
|
data: {
|
|
interval: SyncMethodThreshold / 2,
|
|
threshold: SyncMethodThreshold
|
|
}
|
|
});
|
|
} else {
|
|
console.debug("Syncplay: workers not supported.");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Signals the worker to stop watching sync.
|
|
*/
|
|
stopSyncWatcher () {
|
|
if (this.worker) {
|
|
this.worker.postMessage({
|
|
type: "StopSyncWatcher"
|
|
});
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Signals new state to worker.
|
|
*/
|
|
notifySyncWatcher () {
|
|
if (this.worker) {
|
|
this.worker.postMessage({
|
|
type: "UpdateLastSyncTime",
|
|
data: this.lastSyncTime
|
|
});
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Converts server time to local time.
|
|
* @param {Date} server The time to convert.
|
|
* @returns {Date} Local time.
|
|
*/
|
|
serverDateToLocal (server) {
|
|
// local - server = diff
|
|
return new Date(server.getTime() + this.timeDiff);
|
|
}
|
|
|
|
/**
|
|
* Converts local time to server time.
|
|
* @param {Date} local The time to convert.
|
|
* @returns {Date} Server time.
|
|
*/
|
|
localDateToServer (local) {
|
|
// local - server = diff
|
|
return new Date(local.getTime() - this.timeDiff);
|
|
}
|
|
|
|
/**
|
|
* Gets Syncplay stats.
|
|
* @returns {Object} The Syncplay stats.
|
|
*/
|
|
getStats () {
|
|
return {
|
|
TimeDiff: this.timeDiff,
|
|
PlaybackDiff: this.playbackDiffMillis,
|
|
SyncMethod: this.syncMethod
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Emits an event to update the Syncplay status icon.
|
|
*/
|
|
showSyncIcon (syncMethod) {
|
|
this.syncMethod = syncMethod;
|
|
events.trigger(this, "SyncplayError", [true]);
|
|
}
|
|
|
|
/**
|
|
* Emits an event to clear the Syncplay status icon.
|
|
*/
|
|
clearSyncIcon () {
|
|
this.syncMethod = "None";
|
|
events.trigger(this, "SyncplayError", [false]);
|
|
}
|
|
|
|
/**
|
|
* Signals an error state, which disables and resets Syncplay for a new session.
|
|
*/
|
|
signalError () {
|
|
this.disableSyncplay();
|
|
}
|
|
}
|
|
|
|
/** SyncplayManager singleton. */
|
|
export default new SyncplayManager();
|