Phase 21.2: back-pressure to bound the unplayed decoded region
Shared scheduler fill signal (forward water-marks + hard byte cap) pauses the C# read loop above high-water and, for Opus, stops the demux/decode feed so WebCodecs queues stay near-empty. Routes through the existing cancellation discipline; releases the latch on clear/seek.
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@@ -16,6 +16,14 @@ public class StreamingAudioPlayerService : AudioPlayerService, IStreamingPlayerS
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// Adaptive chunk sizing
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private const int MinBufferSize = 16 * 1024; // 16KB minimum
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private const int MaxBufferSize = 64 * 1024; // 64KB maximum
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// Phase 21.2a back-pressure poll interval. While the scheduler is over its forward high-water
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// mark, the read loop stops calling ReadAsync and polls IsProductionPaused at this cadence
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// until the fill drains below low-water. 100 ms is well under the low-water lookahead (seconds),
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// so resume is prompt relative to the playhead — no starvation (AC3) — while keeping the poll
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// cheap. The poll honors the loop's cancellation token, so a track switch/seek during a pause
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// exits through the same drain discipline as a pause during ReadAsync (C6).
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private const int BackpressurePollMs = 100;
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private int _currentBufferSize = DefaultBufferSize;
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private int _consecutiveSlowReads = 0;
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@@ -465,6 +473,26 @@ public class StreamingAudioPlayerService : AudioPlayerService, IStreamingPlayerS
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}
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await ThrottledNotifyStateChanged();
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// Phase 21.2a back-pressure (serves BOTH paths). The chunk we just processed
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// reported the scheduler's forward fill is over the high-water mark — stop
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// reading the socket so the unplayed decoded region stays bounded. Pausing
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// ReadAsync lets the kernel TCP window close (we are working WITH transport flow
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// control, not against it). Poll until the fill drains below low-water, then
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// resume the loop. For WAV this is the whole story (StreamDecoder decodes
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// synchronously into the scheduler); the Opus feed additionally self-throttles
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// its demux/decode off the SAME signal (21.2b), so its upstream queues stay
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// near-empty too. The poll awaits on cancellationToken, so a track switch/seek
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// mid-pause throws OCE and unwinds through the existing drain discipline (C6) —
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// no separate cancellation path, no stale read racing a reinit.
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if (chunkResult.ProductionPaused)
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{
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while (await _audioInterop.IsProductionPaused(PlayerId))
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{
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cancellationToken.ThrowIfCancellationRequested();
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await Task.Delay(BackpressurePollMs, cancellationToken);
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}
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}
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}
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} while (currentBytes > 0);
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