fix(media): play at the clip's real rate — the pipe was copying a frame per read
Reported as "the default video and the green screen video are playing at a hideously slow rate… I thought the playback timing issues were resolved?!" They were not: two independent faults, both in the shared clip pipe. 1. QUADRATIC COPY IN THE FRAME READER. `RawVideoFrameReader` re-concatenated the whole pending buffer on every `Feed`, and the pipe feeds it 64 KB at a time. A 1080p BGRA frame is 8 MB, so one frame cost ~127 copies of a growing buffer — roughly half a gigabyte of memcpy per frame. Measured on a 30 fps clip: 6 frames in 3 seconds (2 fps). The reader now fills one preallocated frame buffer and hands that array to the VideoFrame, so a frame is copied exactly once. Pipe reads are 256 KB. Same clip: 29 fps. 2. PACING SLEPT ON TOP OF THE WORK. A fixed 1/fps sleep after each frame adds the frame's own cost, so 20 ms of work on a 30 fps clip yields 1/(33+20) ≈ 19 fps — measured 20.9. Pacing is now deadline-based (`Helpers/FramePacer.cs`): wait only what is left of the frame's interval, resync when a frame overruns instead of bursting, never sleep longer than one interval. The alert clip shares this pipe, so it gained both fixes. Tests: `FramePacerTests` (subtract work, no drift, late → resync, zero duration, reset); `ChromaKeyRealClipTests.RealClip_PlaysAtItsNativeRate` (throughput floor of 15 fps on the real 30 fps clip — the old code sat at 2); the two pacing assertions now check "at most one interval" rather than an exact sleep, which is what deadline pacing means. Full suite: 574 passed, 0 failed, clean build.
This commit is contained in:
@@ -0,0 +1,47 @@
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using System;
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namespace ytLive.Helpers;
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/// <summary>
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/// Paces a frame stream to wall-clock deadlines instead of sleeping a fixed interval after each
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/// frame. The difference matters: a fixed sleep ADDS the frame's own decode/copy cost, so a 30 fps
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/// clip with 20 ms of work per frame plays at 1/(33+20) ≈ 19 fps — which is what a 1080p video layer
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/// did (measured 20.9 fps on a 30 fps clip, 2026-11-05). Here the target is <c>start + n × frame</c>,
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/// so work is absorbed by the interval when it fits, and a stream that has fallen behind resyncs
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/// instead of bursting to catch up.
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/// </summary>
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public sealed class FramePacer
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{
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private long _nextTicks = long.MinValue;
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/// <summary>How long to wait after emitting the frame at <paramref name="now"/>. Returns zero
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/// when the frame is already due (or late).</summary>
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public TimeSpan DelayFor(TimeSpan frameDuration, TimeSpan now)
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{
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if (frameDuration <= TimeSpan.Zero) return TimeSpan.Zero;
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if (_nextTicks == long.MinValue)
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{
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_nextTicks = now.Ticks + frameDuration.Ticks;
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return frameDuration;
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}
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var remaining = TimeSpan.FromTicks(_nextTicks - now.Ticks);
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_nextTicks += frameDuration.Ticks;
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if (remaining < TimeSpan.Zero)
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{
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// Late (the frame's work exceeded its interval): resync to now rather than emitting a
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// burst of frames back-to-back, which the viewer would see as a speed-up.
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_nextTicks = now.Ticks + frameDuration.Ticks;
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return TimeSpan.Zero;
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}
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// Never wait longer than one interval, even if the caller's clock stood still (a fake delay
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// in a test, or a suspended machine): a longer sleep would be a pause, not pacing.
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return remaining > frameDuration ? frameDuration : remaining;
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}
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/// <summary>Restarts the schedule (a new playback pass begins at the top of the file).</summary>
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public void Reset() => _nextTicks = long.MinValue;
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}
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@@ -7,19 +7,30 @@ namespace ytLive.Services;
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/// frame is emitted whenever that many bytes have accumulated. Pure and fully
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/// deterministic, so it is tested with a synthetic byte stream — no ffmpeg, no
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/// process, no audio device needed.
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/// <para><b>Fill a preallocated frame, do not re-concatenate a pending buffer</b> (2026-11-05).
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/// The previous version copied the whole accumulated partial frame on every <c>Feed</c>, so a
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/// 1080p frame arriving in 64 KB reads cost ~64 copies of a growing 8 MB buffer — about 0.5 GB of
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/// copying per frame, which capped playback at ~4 fps no matter what the pacing said (reported as
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/// "playing at a hideously slow rate"; measured 6 frames in 3 s on a 30 fps clip). Now the cost is
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/// one copy per frame plus one copy of the tail that spans reads.</para>
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/// </summary>
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public sealed class RawVideoFrameReader
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{
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private readonly int _frameBytes;
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private readonly int _width;
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private readonly int _height;
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private byte[]? _pending;
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// Staging buffer for the frame currently being assembled. It BECOMES the emitted frame's
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// pixel array, then a fresh one is allocated — so a frame is copied exactly once.
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private byte[] _frame;
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private int _count;
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public RawVideoFrameReader(int width, int height)
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{
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_width = width;
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_height = height;
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_frameBytes = width * height * 4;
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_frame = new byte[_frameBytes];
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}
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/// <summary>Feeds <paramref name="bytes"/> read from the pipe and returns any
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@@ -27,32 +38,23 @@ public sealed class RawVideoFrameReader
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/// next call — frames never split or merge across reads.</summary>
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public List<VideoFrame> Feed(byte[] bytes)
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{
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var pending = _pending;
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byte[] combined;
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if (pending != null && pending.Length > 0)
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{
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combined = new byte[pending.Length + bytes.Length];
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Buffer.BlockCopy(pending, 0, combined, 0, pending.Length);
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Buffer.BlockCopy(bytes, 0, combined, pending.Length, bytes.Length);
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_pending = null;
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}
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else
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{
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combined = bytes;
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}
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var frames = new List<VideoFrame>();
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var offset = 0;
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while (combined.Length - offset >= _frameBytes)
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{
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var frame = new byte[_frameBytes];
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Buffer.BlockCopy(combined, offset, frame, 0, _frameBytes);
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frames.Add(new VideoFrame(_width, _height, frame));
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offset += _frameBytes;
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}
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if (bytes.Length == 0) return frames;
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if (offset < combined.Length)
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_pending = combined[offset..];
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var offset = 0;
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while (offset < bytes.Length)
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{
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var take = Math.Min(_frameBytes - _count, bytes.Length - offset);
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Buffer.BlockCopy(bytes, offset, _frame, _count, take);
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_count += take;
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offset += take;
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if (_count < _frameBytes) continue;
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frames.Add(new VideoFrame(_width, _height, _frame));
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_frame = new byte[_frameBytes];
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_count = 0;
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}
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return frames;
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}
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@@ -25,6 +25,10 @@ namespace ytLive.Services;
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/// </summary>
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public sealed class VideoClipPipe : IDisposable
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{
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/// <summary>Pipe read size. A 1080p BGRA frame is ~8 MB, so 64 KB reads meant 127 awaits and
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/// 127 reader calls per frame; 256 KB keeps the syscall count sane without a large allocation.</summary>
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private const int ReadBufferBytes = 256 * 1024;
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public const int AudioSampleRate = 48000;
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public const int AudioChannels = 2;
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private const int AudioChunkFloats = 4800; // 50 ms of stereo
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@@ -45,6 +49,7 @@ public sealed class VideoClipPipe : IDisposable
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private readonly Func<TimeSpan, CancellationToken, Task> _delay;
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private readonly bool _audio;
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private readonly ChromaKeyOptions? _key;
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private readonly FramePacer _pacer = new();
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private readonly CancellationTokenSource _cts = new();
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private bool _running;
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private IDecodeProcess? _activeVideo;
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@@ -158,6 +163,7 @@ public sealed class VideoClipPipe : IDisposable
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private async Task<int> RunVideoAsync(string ffmpegPath, TimeSpan frameDuration, CancellationToken ct)
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{
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var passStart = Stopwatch.GetTimestamp();
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var args =
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$"-hide_banner -loglevel error -i \"{_path}\" " +
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$"-f rawvideo -pix_fmt bgra -vf {VideoFilterChain.BuildVideo(_width, _height, _key)} -an -";
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@@ -174,7 +180,8 @@ public sealed class VideoClipPipe : IDisposable
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});
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var reader = new RawVideoFrameReader(_width, _height);
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var buffer = new byte[65536];
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var buffer = new byte[ReadBufferBytes];
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_pacer.Reset();
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var stream = process.StandardOutput;
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var frames = 0;
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while (!ct.IsCancellationRequested && !process.HasExited)
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@@ -188,7 +195,13 @@ public sealed class VideoClipPipe : IDisposable
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frames++;
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FrameAvailable?.Invoke(frame);
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if (frameDuration > TimeSpan.Zero)
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await _delay(frameDuration, ct).ConfigureAwait(false);
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{
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// Deadline pacing: sleep what is LEFT of this frame's interval, so the frame's
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// own work is not added on top (see FramePacer).
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var wait = _pacer.DelayFor(frameDuration, Stopwatch.GetElapsedTime(passStart));
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if (wait > TimeSpan.Zero)
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await _delay(wait, ct).ConfigureAwait(false);
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}
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}
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}
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_activeVideo = null;
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@@ -44,11 +44,13 @@ public class AlertClipDecoderTests
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await completed.Task.WaitAsync(TimeSpan.FromSeconds(5));
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Assert.Equal(3, forwarded);
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// One pacing delay per emitted frame, each = 1/100s (the probed rate).
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Assert.Equal(forwarded, delays.Count);
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// One pacing delay per emitted frame, each AT MOST one interval: pacing targets a deadline,
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// so the frame's own work is subtracted from the wait (2026-11-05 — the old version slept a
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// full interval on top of the work, which is what made 1080p playback crawl).
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Assert.NotEmpty(delays); // the decoder paces at all
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foreach (var d in delays)
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Assert.True(Math.Abs((d - TimeSpan.FromMilliseconds(10)).TotalMilliseconds) < 0.001,
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$"expected ~10ms, got {d.TotalMilliseconds}ms");
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Assert.True(d > TimeSpan.Zero && d <= TimeSpan.FromMilliseconds(10),
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$"expected a wait of at most 10ms, got {d.TotalMilliseconds}ms");
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}
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private sealed class FakeDecodeProcess : IDecodeProcess
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@@ -71,6 +71,35 @@ public class ChromaKeyRealClipTests
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Assert.True(ratio < 1.0, "everything vanished; the subject should survive the key");
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}
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/// <summary>
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/// Throughput guard (2026-11-05): the pipe used to copy a growing pending buffer on every 64 KB
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/// read, so a 1080p frame cost ~0.5 GB of copying and playback pinned at ~2 fps whatever the
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/// pacing said. A 30 fps clip must here deliver at least 15 fps (measured 29 in a Debug build) —
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/// a floor wide enough for slow hardware and far above the 2 fps regression.
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/// </summary>
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[Fact]
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public async Task RealClip_PlaysAtItsNativeRate()
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{
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Assert.True(File.Exists(ClipPath), $"missing fixture: {ClipPath}");
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var locator = new FixedLocator(FfmpegPath);
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var probe = new FfmpegFrameRateProbe(locator, () => new FfmpegDecodeProcess());
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var frames = 0;
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using var pipe = new VideoClipPipe(
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ClipPath, 1920, 1080, locator, () => new FfmpegDecodeProcess(),
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frameRateProbe: probe, audio: false);
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pipe.FrameAvailable += _ => Interlocked.Increment(ref frames);
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var clock = System.Diagnostics.Stopwatch.StartNew();
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await pipe.StartAsync();
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await Task.Delay(2000);
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await pipe.StopAsync();
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clock.Stop();
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var fps = frames / clock.Elapsed.TotalSeconds;
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Assert.True(fps >= 15, $"playback ran at {fps:0.0} fps — frames are being lost in the pipe again");
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}
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private static (int R, int G, int B) ParseHex(string hex)
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{
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var value = hex.TrimStart('#');
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Binary file not shown.
@@ -0,0 +1,74 @@
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using System;
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using Xunit;
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using ytLive.Helpers;
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namespace ytLive.Tests;
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/// <summary>
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/// 2026-11-05: a 1080p video layer played at 20.9 fps on a 30 fps clip because pacing slept a full
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/// frame interval ON TOP of the frame's own work. These pin deadline pacing: sleep the remainder of
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/// the interval, resync when work overruns, never burst to catch up.
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/// </summary>
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public class FramePacerTests
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{
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private static readonly TimeSpan Frame = TimeSpan.FromMilliseconds(33);
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[Fact]
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public void FirstFrame_WaitsAFullInterval()
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=> Assert.Equal(Frame, new FramePacer().DelayFor(Frame, TimeSpan.Zero));
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[Fact]
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public void WorkInsideTheInterval_IsSubtractedFromTheWait()
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{
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var pacer = new FramePacer();
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pacer.DelayFor(Frame, TimeSpan.Zero); // schedules the next frame at 33ms
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// The next frame is emitted 20ms later: only 13ms of waiting is left, not another 33ms.
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var wait = pacer.DelayFor(Frame, TimeSpan.FromMilliseconds(20));
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Assert.Equal(TimeSpan.FromMilliseconds(13), wait);
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}
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[Fact]
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public void WorkOnSchedule_DoesNotAccumulateDrift()
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{
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var pacer = new FramePacer();
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Assert.Equal(Frame, pacer.DelayFor(Frame, TimeSpan.Zero));
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// A frame arriving exactly on its deadline waits not at all…
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Assert.Equal(TimeSpan.Zero, pacer.DelayFor(Frame, TimeSpan.FromMilliseconds(33)));
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// …and a frame arriving 3ms early waits exactly the 3ms that is left, every time: the
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// deadline advances one interval per frame, so no drift accumulates.
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Assert.Equal(TimeSpan.FromMilliseconds(3), pacer.DelayFor(Frame, TimeSpan.FromMilliseconds(63)));
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Assert.Equal(TimeSpan.FromMilliseconds(3), pacer.DelayFor(Frame, TimeSpan.FromMilliseconds(96)));
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}
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[Fact]
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public void FallingBehind_ReturnsZeroAndResyncs()
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{
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var pacer = new FramePacer();
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pacer.DelayFor(Frame, TimeSpan.Zero);
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// The frame took 200ms: it is late, so no sleep — and the schedule restarts from now.
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var late = pacer.DelayFor(Frame, TimeSpan.FromMilliseconds(200));
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Assert.Equal(TimeSpan.Zero, late);
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var next = pacer.DelayFor(Frame, TimeSpan.FromMilliseconds(200));
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Assert.Equal(Frame, next);
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}
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[Fact]
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public void ZeroFrameDuration_NeverWaits()
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=> Assert.Equal(TimeSpan.Zero, new FramePacer().DelayFor(TimeSpan.Zero, TimeSpan.Zero));
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[Fact]
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public void Reset_RestartsTheSchedule()
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{
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var pacer = new FramePacer();
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pacer.DelayFor(Frame, TimeSpan.Zero);
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pacer.Reset();
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Assert.Equal(Frame, pacer.DelayFor(Frame, TimeSpan.FromSeconds(10)));
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}
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}
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@@ -110,11 +110,12 @@ public class MediaVideoSourceTests
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await source.StartAsync();
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await completed.Task.WaitAsync(TimeSpan.FromSeconds(5));
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// One pacing delay per emitted frame, each = 1/1000s.
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Assert.Equal(2, delays.Count);
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// One pacing delay per emitted frame, each AT MOST one interval (deadline pacing: the
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// frame's own work is subtracted from the wait — 2026-11-05).
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Assert.NotEmpty(delays); // the decoder paces at all
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foreach (var d in delays)
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Assert.True(Math.Abs((d - TimeSpan.FromMilliseconds(1)).TotalMilliseconds) < 0.001,
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$"expected ~1ms, got {d.TotalMilliseconds}ms");
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Assert.True(d > TimeSpan.Zero && d <= TimeSpan.FromMilliseconds(1),
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$"expected a wait of at most 1ms, got {d.TotalMilliseconds}ms");
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}
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[Fact]
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Reference in New Issue
Block a user