Bound decoded forward fill per chunk in streaming read loop
The inter-segment back-pressure gate matched WAV byte density but let a 4MB Opus segment (~100s at 320kbps) decode eagerly into main-process RAM, OOMing the tab with HW accel off. Drain per chunk past high-water, gated on playback start. Adds load-generation diagnostics for the double-load hypothesis.
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@@ -53,6 +53,14 @@ public class StreamingAudioPlayerService : AudioPlayerService, IStreamingPlayerS
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private readonly ILogger<StreamingAudioPlayerService> _logger;
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private string? _currentTrackId;
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// Monotonic load-generation counter (diagnostic). Incremented on every LoadTrackStreaming entry and
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// stamped into the load's logs so two loads for ONE user play action — the "Duration set from header
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// logged twice" double-load hypothesis that needs in-browser confirmation — are unmistakable: a
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// single play should show exactly one "Streaming load #N started"/"finished" pair. If two overlapping
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// starts appear for one click, the generation ids pin the re-entrancy. Cheap (an int per load) and
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// never gates behavior.
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private int _loadGeneration;
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// The delivery format the active load resolved to (Phase 18). Captured once per LoadTrackStreaming and
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// reused by the seek-beyond-buffer re-fetch so the Range continuation requests the SAME artifact the
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// initial stream did — a seek must never switch formats mid-track (the JS decoder, the cached setup
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@@ -164,6 +172,11 @@ public class StreamingAudioPlayerService : AudioPlayerService, IStreamingPlayerS
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// the single-instance JS StreamDecoder.
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await ResetToIdle();
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// Stamp this load with a fresh generation id (diagnostic — see _loadGeneration). Logged at
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// start and finish so a double-load shows as two overlapping start/finish pairs for one play.
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var loadGeneration = ++_loadGeneration;
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_logger.LogInformation("Streaming load #{Gen} started for track {TrackId}", loadGeneration, track.EntryKey);
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// Save track ID for seek operations
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_currentTrackId = track.EntryKey;
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// A fresh load is a fresh play candidate (§1d: replays = multiple plays). Arm the
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@@ -315,6 +328,8 @@ public class StreamingAudioPlayerService : AudioPlayerService, IStreamingPlayerS
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finally
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{
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IsLoading = false;
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_logger.LogInformation("Streaming load #{Gen} finished for track {TrackId} (superseded={Superseded})",
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loadGeneration, track.EntryKey, !ReferenceEquals(_streamingCancellation, loadCts));
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// Only notify if this load is still the active operation. A superseding seek
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// owns state notifications; firing here mid-seek would push a stale snapshot.
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if (ReferenceEquals(_streamingCancellation, loadCts))
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@@ -519,8 +534,6 @@ public class StreamingAudioPlayerService : AudioPlayerService, IStreamingPlayerS
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CanStartStreaming = chunkResult.CanStartStreaming;
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HeaderParsed = chunkResult.HeaderParsed;
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BufferedChunks = chunkResult.BufferCount;
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// chunkResult.ProductionPaused is informational only on this path — back-pressure
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// granularity is one segment (the inter-segment gate below), not per-chunk.
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// Set duration from header when available (only set once)
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if (chunkResult.Duration.HasValue && Duration == null)
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@@ -576,6 +589,29 @@ public class StreamingAudioPlayerService : AudioPlayerService, IStreamingPlayerS
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}
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await ThrottledNotifyStateChanged();
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// Per-chunk back-pressure — the bound that actually holds for high-density codecs.
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// The inter-segment gate alone is matched to WAV's byte density (~24 s of audio per
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// 4 MB segment) but NOT to Opus: at 320 kbps a 4 MB segment is ~100 s of decodable
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// audio. The inner loop has the whole segment's bytes already in hand, so with no
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// network wait to pace it, it would decode the ENTIRE segment eagerly — piling tens
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// of MB of decoded f32 PCM AHEAD of a playhead that has barely moved, before the
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// inter-segment gate ever runs. With HW accel off that lookahead lives in main-
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// process RAM, and the byte ceiling cannot save us because nothing on this path
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// polls it. So drain to low-water per chunk once the scheduler is over high-water.
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//
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// Gated on _streamingPlaybackStarted so this can NEVER block first audio (C2): until
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// playback starts the playhead does not advance, so the forward fill would never
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// drain and the loop would deadlock. The 30 s high-water sits far above the
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// 6-buffer playback-start minimum, so in practice the gate is not even reached
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// before playback begins — the guard is the correctness backstop, not the common
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// case. Reads the piggybacked flag (no extra interop hop) to DECIDE to drain; the
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// drain helper then polls IsProductionPaused — the same steady-state-reads-flag /
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// throttled-state-polls split the inter-segment gate uses.
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if (_streamingPlaybackStarted && chunkResult.ProductionPaused)
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{
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await DrainBackpressureAsync(cancellationToken);
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}
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}
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} while (currentBytes > 0);
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@@ -608,19 +644,16 @@ public class StreamingAudioPlayerService : AudioPlayerService, IStreamingPlayerS
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$"but expected up to {SegmentSizeBytes} and have not reached EOF");
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}
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// Inter-segment back-pressure gate (Phase 21.2 fill signal, now gating SEGMENT FETCH
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// instead of pacing ReadAsync on an open stream). Do not fetch the next segment while
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// the scheduler is over high-water; wait until it drains below low-water. Because the
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// browser only buffers bounded segments and we hold off requesting the next one, raw
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// network memory stays at ~one segment. The poll awaits on cancellationToken, so a
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// track switch/seek mid-wait throws OCE and unwinds through the existing drain
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// discipline (C6). UC5: a user pause freezes the playhead so the fill never drains —
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// hold here until playback resumes (IsPaused clears) OR the fill drains on its own.
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while (IsPaused || 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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// Inter-segment back-pressure gate (Phase 21.2 fill signal, gating SEGMENT FETCH). Do not
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// fetch the next segment while the scheduler is over high-water; wait until it drains
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// below low-water. Because the browser only buffers bounded segments and we hold off
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// requesting the next one, raw network memory stays at ~one segment. Shares the same
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// drain helper as the per-chunk gate above. No _streamingPlaybackStarted guard is needed
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// here (unlike the per-chunk gate): reaching this point means a full segment was consumed,
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// which is ~24 s (WAV) / ~100 s (Opus) of audio — far past the 6-buffer playback-start
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// minimum — so playback is always running by now and the fill can drain. A file that fits
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// in one segment hits EOF and breaks above, never reaching this gate.
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await DrainBackpressureAsync(cancellationToken);
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// Fetch the next bounded segment. The end offset is clamped implicitly by the server
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// (a request past EOF yields the available tail as a short slice, caught above).
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@@ -991,6 +1024,27 @@ public class StreamingAudioPlayerService : AudioPlayerService, IStreamingPlayerS
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}
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}
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/// <summary>
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/// Block the segment loop while the scheduler's decoded forward fill is over high-water, resuming
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/// once it drains below low-water (Phase 21.2 hysteresis). Shared by the per-chunk gate (inside a
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/// segment) and the inter-segment gate so both honor identical drain discipline — a guard present on
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/// one path and absent on the other would let one path overshoot the memory bound.
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/// <para>
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/// The poll awaits on <paramref name="cancellationToken"/>, so a track switch/seek mid-wait throws
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/// OCE and unwinds through the existing drain discipline (C6). UC5: a user pause freezes the playhead
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/// so the fill never drains on its own — hold here until playback resumes (IsPaused clears) OR the
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/// fill drains. Returns immediately when nothing is throttled (the steady-state common case).
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/// </para>
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/// </summary>
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private async Task DrainBackpressureAsync(CancellationToken cancellationToken)
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{
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while (IsPaused || 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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private async Task ThrottledNotifyStateChanged()
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{
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var now = DateTime.UtcNow;
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@@ -61,6 +61,16 @@ export class StreamDecoder {
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// at 4 GB by the 32-bit RIFF size field, so overflow is not a practical concern.
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private totalRawBytes: number = 0;
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private processedBytes: number = 0;
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// Absolute count of raw bytes already DROPPED off the front of rawChunks (the memory bound).
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// processedBytes is an absolute cursor into the whole logical byte stream; rawChunks no longer
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// begins at stream byte 0 once consumed chunks are compacted away, so extractAlignedData walks
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// from discardedBytes (the absolute position of rawChunks[0]) rather than 0. totalRawBytes and
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// every offset stay absolute and unchanged — only the array's front moves. Without this, a long
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// WAV (e.g. a 92-min mix ≈ 970 MB raw) accumulates its ENTIRE decoded-from body in rawChunks
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// because consumed chunks were never released; Phase 21.2 bounds only the DECODED scheduler
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// queue, not this raw queue — so software (HW-accel-off) playback crashed the tab on memory.
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private discardedBytes: number = 0;
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private totalStreamLength: number = 0;
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private streamComplete: boolean = false;
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private headerError: string | null = null;
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@@ -94,6 +104,7 @@ export class StreamDecoder {
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this.rawChunks = [];
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this.totalRawBytes = 0;
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this.processedBytes = 0;
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this.discardedBytes = 0;
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this.totalStreamLength = totalStreamLength;
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this.streamComplete = false;
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this.headerBytesReceived = 0;
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@@ -228,6 +239,36 @@ export class StreamDecoder {
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this.totalRawBytes += data.length;
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}
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/**
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* Drop fully-consumed raw chunks off the front of rawChunks, reclaiming their bytes. A chunk is
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* droppable only when its ENTIRE span lies at or before processedBytes (the decode cursor); a
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* chunk that straddles the cursor still has unconsumed tail bytes a later segment will read, so
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* the walk stops there. discardedBytes tracks the absolute start of rawChunks[0] so
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* extractAlignedData keeps reading the correct bytes after compaction. Splicing once at the end
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* (not per chunk) keeps this O(n) in the dropped count.
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*
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* This is the raw-side analogue of PlaybackScheduler.evictPlayedBuffers (the decoded side): both
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* keep their queue bounded to roughly the live window, so a long stream never balloons memory.
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*/
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private releaseConsumedChunks(): void {
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let dropCount = 0;
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let frontPos = this.discardedBytes;
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for (const chunk of this.rawChunks) {
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// Drop only when the whole chunk is behind the cursor (end <= processedBytes). A chunk
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// ending exactly at processedBytes has every byte consumed and is safe to drop.
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if (frontPos + chunk.length <= this.processedBytes) {
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frontPos += chunk.length;
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dropCount++;
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} else {
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break; // this chunk straddles the cursor (or is ahead) — stop.
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}
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}
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if (dropCount > 0) {
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this.rawChunks.splice(0, dropCount);
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this.discardedBytes = frontPos;
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}
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}
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/**
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* Try to decode the next segment of audio.
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*
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@@ -276,6 +317,9 @@ export class StreamDecoder {
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// Advance only after a successful decode so a thrown timeout/decode
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// failure does not silently drop the segment.
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this.processedBytes += alignedSize;
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// Release fully-consumed raw chunks now that the cursor has moved past them. This is the
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// memory bound: without it rawChunks retains the whole stream body (the OOM on long WAVs).
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this.releaseConsumedChunks();
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return { buffer, duration: buffer.duration };
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} catch (error) {
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// Re-throw typed errors so the outer drain loop in processChunk /
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@@ -339,7 +383,9 @@ export class StreamDecoder {
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let extractedOffset = 0;
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let remaining = size;
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let streamPosition = this.processedBytes;
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let currentPos = 0;
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// rawChunks[0] now begins at absolute stream byte `discardedBytes` (front-compaction has
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// dropped everything before it), so the walk starts there, not at 0.
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let currentPos = this.discardedBytes;
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for (const chunk of this.rawChunks) {
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if (remaining <= 0) break;
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@@ -473,6 +519,7 @@ export class StreamDecoder {
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this.rawChunks = [];
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this.totalRawBytes = 0;
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this.processedBytes = 0;
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this.discardedBytes = 0;
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this.totalStreamLength = 0;
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this.streamComplete = false;
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this.headerBytesReceived = 0;
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@@ -501,6 +548,7 @@ export class StreamDecoder {
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this.rawChunks = [];
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this.totalRawBytes = 0;
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this.processedBytes = 0;
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this.discardedBytes = 0;
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this.streamComplete = false;
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this.headerBytesReceived = 0;
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this.headerSearchChunks = [];
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