Merge forward-cushion widening + back-pressure diagnostics into streaming-overhaul

This commit is contained in:
daniel-c-harvey
2026-06-26 05:17:00 -04:00
4 changed files with 126 additions and 12 deletions
@@ -1292,11 +1292,25 @@ public class StreamingAudioPlayerService : AudioPlayerService, IStreamingPlayerS
/// </summary>
private async Task DrainBackpressureAsync(CancellationToken cancellationToken)
{
// [BP-DIAG] Time how long the read loop is actually parked here. A drain that releases in a few
// hundred ms is healthy throttling; a drain that holds for many seconds (paired with the JS
// PAUSED line) confirms back-pressure is parking production — whereas NO drain lines alongside
// frequent JS underrun PARK/RESUME lines means the loop never throttled and decode simply could
// not keep up. Logged only when it actually waited, so steady-state no-op drains add no noise.
var stopwatch = System.Diagnostics.Stopwatch.StartNew();
var waited = false;
while (IsPaused || await _audioInterop.IsProductionPaused(PlayerId))
{
waited = true;
cancellationToken.ThrowIfCancellationRequested();
await Task.Delay(BackpressurePollMs, cancellationToken);
}
if (waited)
{
_logger.LogInformation(
"[BP-DIAG] DrainBackpressure released after {Ms} ms (isPaused={IsPaused}, gen={Gen})",
stopwatch.ElapsedMilliseconds, IsPaused, _loadGeneration);
}
}
private async Task ThrottledNotifyStateChanged()
@@ -163,6 +163,11 @@ export class OpusStreamDecoder implements IStreamingDecoder {
// order-sensitive). configure() is deferred too — no need to spin up the decoder while
// throttled. The C# loop also stops reading above high-water, so the stash stays small.
if (this.isSchedulerFull?.()) {
// [BP-DIAG] First stash since last drain — production is now throttled and decode is parked.
// Trivially removable.
if (this.pendingBytes.length === 0) {
console.log('[BP-DIAG] Opus stash START (scheduler full, decode parked)');
}
this.pendingBytes.push(chunk);
return [];
}
@@ -173,6 +178,8 @@ export class OpusStreamDecoder implements IStreamingDecoder {
// the new chunk, through the demuxer as one contiguous feed.
const out: AudioBuffer[] = [];
if (this.pendingBytes.length > 0) {
// [BP-DIAG] Scheduler drained below low-water — replaying the stash. Trivially removable.
console.log(`[BP-DIAG] Opus stash DRAIN ${this.pendingBytes.length} chunks`);
const stashed = this.pendingBytes;
this.pendingBytes = [];
for (const bytes of stashed) {
@@ -375,6 +382,13 @@ export class OpusStreamDecoder implements IStreamingDecoder {
let iters = 0;
const poll = () => {
if (!this.decoder || this.decoder.decodeQueueSize === 0 || iters >= MAX_YIELD_ITERS) {
// [BP-DIAG] If we hit the 200 ms ceiling with the decode queue still non-empty, the
// WebCodecs decoder is falling behind realtime (the throughput suspect for sustained
// underrun — worse with HW accel off). Frequent CAP lines pin decode, not back-pressure,
// as the block. Trivially removable.
if (this.decoder && iters >= MAX_YIELD_ITERS && this.decoder.decodeQueueSize > 0) {
console.log(`[BP-DIAG] Opus yield CAP hit, decodeQueueSize=${this.decoder.decodeQueueSize} (decoder behind realtime)`);
}
resolve();
return;
}
@@ -441,6 +441,56 @@ test('clear and clearForSeek release the back-pressure latch (C2 latency parity)
assertEqual(s.evaluateProductionPause(), false, 'clearForSeek resets the latch');
});
// Production defaults (no setForwardWindow): the widened 60s/30s cushion. The byte cap is the
// UNCHANGED hard OOM bound; these defaults only govern the time window. buf(1) carries no byte
// fields, so getDecodedByteEstimate is NaN and the byte guard never fires — the time window alone
// governs, which is exactly what we want to pin here.
test('default forward window throttles at 60s and resumes at 30s (no setForwardWindow)', () => {
const cm = new FakeContextManager();
const s = makeScheduler(cm);
// Deliberately no setForwardWindow() — exercise the PRODUCTION defaults (high 60s / low 30s).
for (let i = 0; i < 70; i++) s.addBuffer(buf(1)); // 70s decoded, track [0,70)
cm.now = 0;
s.playFromPosition(0);
advanceCursorToEnd(s, cm);
cm.now = 0; // forward lookahead = 70s ≥ 60s high-water
assertEqual(s.evaluateProductionPause(), true, 'pauses at the 60s default high-water');
cm.now = 35; // lookahead 35s: inside the 30..60 band → stays paused (hysteresis)
assertEqual(s.evaluateProductionPause(), true, 'holds through the widened band');
cm.now = 45; // lookahead 25s ≤ 30s low-water → resume
assertEqual(s.evaluateProductionPause(), false, 'resumes at the 30s default low-water');
});
// Lookahead correctness in the underrun state + the prime block hypothesis directly refuted: when the
// playhead has drained the queue mid-stream, forward lookahead must read ~0 (not a stale-high value)
// so production is NOT throttled while decoded audio is genuinely low.
test('forward lookahead is exact during an underrun park and never trips a false pause', () => {
const cm = new FakeContextManager();
const s = makeScheduler(cm);
// 5s decoded, playback started, stream NOT complete.
for (let i = 0; i < 5; i++) s.addBuffer(buf(1));
cm.now = 0;
s.playFromPosition(0);
// Playhead advances past the decoded tail and the queue drains → mid-stream underrun park.
cm.now = 6;
drainAllSources(s, cm);
assertEqual(s.isActive(), false, 'parked in underrun');
// At the park the playhead sits at the decoded tail: forward lookahead is 0, so production must
// NOT be throttled (the "paused while decoded audio is low" hypothesis must not hold here).
assertClose(s.getForwardLookaheadSeconds(), 0, 'lookahead is 0 at the underrun tail');
assertEqual(s.evaluateProductionPause(), false, 'low decoded audio does not pause production');
// Refill arriving during the park grows the lead monotonically; lookahead reflects exactly it,
// measured against the FROZEN playhead — not a stale pre-underrun position.
s.addBuffer(buf(1));
s.addBuffer(buf(1));
assertClose(s.getForwardLookaheadSeconds(), 2, 'lookahead equals the freshly-accumulated lead');
assertEqual(s.evaluateProductionPause(), false, 'still unthrottled well below the 60s high-water');
});
// === False end-of-playback guard (Opus-startup misfire) ======================================
//
// The scheduler must distinguish a GENUINE end-of-track (stream complete AND queue drained) from a
@@ -44,23 +44,33 @@ const DEFAULT_BACK_RETAIN_SECONDS = 10;
* for Opus, the demux/decode feed) pauses above the high-water mark and resumes below the
* low-water mark — classic hysteresis so the two producers do not chatter on/off per chunk.
*
* Provisional time-based defaults (OQ1 — 21.4 tunes them):
* - HIGH (30 s): the most decoded lookahead we hold ahead of the playhead before throttling.
* Time-based defaults — the cushion, NOT the memory bound:
* - HIGH (60 s): the most decoded lookahead we hold ahead of the playhead before throttling.
* Comfortably above the playback-start minimum (`AudioPlayer.minBuffersForPlayback = 6`
* buffers, each typically 0.06 1 s depending on format/chunk size; at most a few seconds
* even at the high end), so C2 holds — first audio never waits on a throttle (the high-water
* is reached only well after playback is already running).
* - LOW (15 s): resume producing here. Kept generous so the forward fill never drains to the
* ~500 ms scheduler lookahead under normal network jitter (AC3 — no starvation).
* buffers, each typically 0.06 1 s depending on format/chunk size), so C2 holds — first
* audio never waits on a throttle (the high-water is reached only well after playback runs).
* - LOW (30 s): resume producing here. Kept generous so the forward fill never drains to the
* ~500 ms scheduler lookahead under network/decode jitter (AC3 — no starvation).
*
* Why 60/30 and not the old 30/15: the time window is a CUSHION knob, not the memory guarantee —
* the OQ3 byte ceiling below is the hard OOM bound. The old 30 s was sized for WAV's byte density
* and needlessly starved the cushion for the async WebCodecs Opus path, whose decoded float
* footprint is tiny (48 kHz stereo ≈ 0.37 MB/s, so 60 s ≈ 23 MB — a fraction of the 96 MB cap)
* yet whose per-packet decode jitter (HW-accel-off software decode, main-thread AudioData copies)
* needs a deeper buffer to stay ahead of the playhead. Doubling the window lets Opus use the memory
* headroom the byte cap already permits. The byte cap is UNCHANGED, so high-density formats
* (lossless) still pause at exactly the same footprint as before — the OOM fix does not regress.
*
* OQ3 hard memory ceiling: an absolute byte cap on total decoded float held, independent of the
* time window. This is the guard-rail that makes "1 GB never OOMs" a guarantee rather than a
* tuning hope — if a pathological stream packs an unusual amount of decoded audio into the time
* window, the byte cap still pauses production. Estimated as channels × frames × 4 bytes (f32).
* tuning hope — production pauses on `lookahead >= high OR bytes > cap`, whichever fires first, so
* the footprint can never exceed the cap regardless of the time window. For dense lossless the
* byte cap fires before 60 s (bounding memory exactly as the old 30 s window's byte estimate did);
* for sparse Opus the time window fires first, at ~23 MB. Estimated as channels × frames × 4 (f32).
*/
const DEFAULT_FORWARD_HIGH_WATER_SECONDS = 30;
const DEFAULT_FORWARD_LOW_WATER_SECONDS = 15;
const DEFAULT_MAX_DECODED_BYTES = 96 * 1024 * 1024; // ~96 MB of decoded float PCM
const DEFAULT_FORWARD_HIGH_WATER_SECONDS = 60;
const DEFAULT_FORWARD_LOW_WATER_SECONDS = 30;
const DEFAULT_MAX_DECODED_BYTES = 96 * 1024 * 1024; // ~96 MB of decoded float PCM — the HARD OOM bound
const BYTES_PER_FLOAT_SAMPLE = 4;
/**
@@ -295,6 +305,7 @@ export class PlaybackScheduler {
evaluateProductionPause(): boolean {
const lookahead = this.getForwardLookaheadSeconds();
const overByteCeiling = this.maxDecodedBytes > 0 && this.getDecodedByteEstimate() > this.maxDecodedBytes;
const wasPaused = this.productionPaused_;
if (this.productionPaused_) {
// Stay paused until BOTH the time window has drained below low-water AND the byte
@@ -306,6 +317,19 @@ export class PlaybackScheduler {
this.productionPaused_ = true;
}
// [BP-DIAG] Log only the latch TRANSITIONS (not per-call) so a browser run shows exactly when
// production was throttled and the live numbers at that instant — the test for "production
// paused while decoded audio is actually low" (the prime block hypothesis). If a PAUSED line
// ever shows a small lookahead, the lookahead computation is the culprit; if it always shows
// ~high-water, back-pressure is innocent and the symptom is decode throughput. Trivially removable.
if (wasPaused !== this.productionPaused_) {
console.log(
`[BP-DIAG] production ${this.productionPaused_ ? 'PAUSED' : 'RESUMED'} ` +
`lookahead=${lookahead.toFixed(2)}s bytes=${(this.getDecodedByteEstimate() / 1048576).toFixed(1)}MB ` +
`buffers=${this.buffers.length} nextIdx=${this.nextBufferIndex} ` +
`pos=${this.getCurrentPosition().toFixed(2)}s overByteCeiling=${overByteCeiling}`);
}
return this.productionPaused_;
}
@@ -476,6 +500,12 @@ export class PlaybackScheduler {
if (!this.streamComplete && !this.hasMinimumPlaybackLead()) {
return; // still re-accumulating the rebuffer lead — remain parked
}
// [BP-DIAG] Underrun resume — the playhead drained mid-stream and we have now rebuilt the
// lead. Frequent RESUME lines (paired with the PARK lines below) are the "repeatedly hits end
// of buffer" thrash: decode is not staying ahead. Trivially removable.
console.log(
`[BP-DIAG] underrun RESUME lead=${this.getForwardLookaheadSeconds().toFixed(2)}s ` +
`buffers=${this.buffers.length} nextIdx=${this.nextBufferIndex} streamComplete=${this.streamComplete}`);
this.underrun_ = false;
this.isActive_ = true;
this.playbackAnchorTime = this.contextManager.currentTime;
@@ -580,6 +610,12 @@ export class PlaybackScheduler {
this.finishPlayback();
} else {
this.underrun_ = true;
// [BP-DIAG] Mid-stream underrun: the scheduled queue drained and decode has not caught up.
// This is the symptom Daniel reports. The paired RESUME line above shows how long the gap
// lasted and what lead it rebuilt to. Trivially removable.
console.log(
`[BP-DIAG] underrun PARK pos=${this.getCurrentPosition().toFixed(2)}s ` +
`buffers=${this.buffers.length} nextIdx=${this.nextBufferIndex}`);
// Hold the playhead at the decoded tail so getCurrentPosition stays exact during
// the gap. isActive_ goes false so no stale-anchor scheduling occurs; resume
// re-anchors at currentTime when buffers arrive.