fix(rec): bounded encoder queue + drop policy + burned frame counter — the "1...23...4...56..." smeared-ticker take

slice 9 made the DURATION right but content still hiccuped; aggregates (301/300, uniform
file PTS) could not see it. Measured root cause: FfmpegEncoder.SubmitFrameAsync BLOCKED
on WriteAsync(8.3MB)+FlushAsync when ffmpeg lagged the pipe, and the burst while-loop
re-wrote that same stale composite per crossed slot — frozen runs.

OBS shape (derivative, wrapped pre-1.0): the encoder queue in libobs/obs-encoder.c —
encoder thread never couples back into the video thread; overflow = dropped data, never
a frozen producer. https://github.com/obsproject/obs-studio/blob/master/libobs/obs-encoder.c

- FfmpegEncoder: SubmitFrameAsync is now an enqueue (ArrayPool copy) into a bounded
  Channel (cap 120) drained by its own task; drop-newest + count when full;
  StopAsync flushes the queue then EOF (TryComplete). IFfmpegEncoder.DroppedFrames.
- FramePump: ONE fresh composite per iteration (burst loop deleted); worst-submit stat,
  stall logger (>2x interval names the stage), dropped/stalls in stats.
- Burned-in 6-digit dot-matrix frame counter (white box, bottom-right) on every composite
  — the clock-independent judge replacing the WSL ticker: +1/frame, jumps = counted drops.
- ONE new test Backpressure_QueueOverflow_DropsFrames_AndNeverBlocks (slow-sink fake:
  submit never blocks, drops counted, stop flushes exactly submitted-minus-dropped).
- Full suite 290 tests, 289 pass — sole failure the pre-existing compositor pixel test.
- Docs same-commit: ai.md slice 10 (+ encoder/stop-note corrections), MyMistakes point 8,
  HANDOFF.

Audio untouched (queued follow-up); web overlay still frozen pending timing closure.
This commit is contained in:
2026-09-10 09:32:55 -07:00
parent bd396e488c
commit c45cbc93b7
8 changed files with 414 additions and 79 deletions
+102 -11
View File
@@ -1,4 +1,6 @@
using System.Buffers;
using System.Diagnostics;
using System.Threading.Channels;
using ytLive.Helpers;
using ytLive.Models;
@@ -30,6 +32,21 @@ public sealed class FfmpegEncoder : IFfmpegEncoder
private Task? _stderrLoop;
private bool _stopRequested;
// Pipe decoupling (slice 10, 2026-09-10): a bounded pending-frame queue drained
// by its own task (the OBS video-thread → encoder-queue model — the encoder's
// thread never couples back into the video thread; libobs obs-encoder.c). The
// pump's SubmitFrameAsync now ENQUEUES (copying into a pooled buffer) instead of
// blocking on WriteAsync when ffmpeg lags the pipe; overflow DROPS the newest
// frame (skip-newest) and counts it. BoundedChannelFullMode.Wait + TryWrite gives
// exactly that: when full, TryWrite returns false and the caller drops the item.
private const int QueueCapacity = 120; // ~2s at the tier's 60fps
private readonly Channel<PendingWrite> _frames = Channel.CreateBounded<PendingWrite>(
new BoundedChannelOptions(QueueCapacity) { SingleReader = true });
private Task? _drainTask;
private int _droppedBackpressure;
private readonly record struct PendingWrite(byte[] Buffer, int Length);
public FfmpegEncoder(
IFfmpegLocator locator,
Func<IEncoderProcess>? processFactory = null)
@@ -40,6 +57,13 @@ public sealed class FfmpegEncoder : IFfmpegEncoder
public bool IsRunning { get; private set; }
/// <summary>Frames dropped by the bounded queue because the drain task couldn't
/// keep the pipe fed (the encoder lagging the real-time capture rate). The pump
/// reports this in its stats; the burned-in frame counter in the recording
/// shows the identical jumps. Distinct from <see cref="StreamHealth.DroppedFrames"/>
/// (ffmpeg's own progress-derived estimate).</summary>
public int DroppedFrames => Volatile.Read(ref _droppedBackpressure);
public async Task StartAsync(EncoderOptions options, CancellationToken cancellationToken = default)
{
if (options == null) throw new ArgumentNullException(nameof(options));
@@ -93,26 +117,40 @@ public sealed class FfmpegEncoder : IFfmpegEncoder
_stopRequested = false;
_stderrLoop = RunStderrLoopAsync(process);
StartDrainLoop(process);
}
/// <summary>
/// Write one raw BGRA frame to ffmpeg's stdin. Serialized internally; callers
/// (the compositor pump) may race freely. Frames are written as-is — the caller
/// paces to capture rate (the compositor's job, ship step 5).
/// Enqueue one raw BGRA frame for ffmpeg's stdin (slice 10). The caller races
/// freely (the compositor pump); this never blocks on the pipe. The pixels are
/// copied into a pooled buffer first because — unlike the old direct write — the
/// write happens later on the drain thread, so the caller may (and does) recycle
/// its scratch buffer the moment this returns. When the bounded queue is full the
/// NEWEST frame is dropped and counted (freshness over coverage; the encoder is
/// already behind, so the stale-content failure mode never encodes).
/// </summary>
public async Task SubmitFrameAsync(VideoFrame frame, CancellationToken cancellationToken = default)
public Task SubmitFrameAsync(VideoFrame frame, CancellationToken cancellationToken = default)
{
if (frame == null) throw new ArgumentNullException(nameof(frame));
IEncoderProcess? process;
lock (_gate)
{
if (!IsRunning) throw new InvalidOperationException("The encoder is not running.");
process = _process;
}
var bytes = frame.BgraPixels;
await process!.StandardInput.WriteAsync(bytes, cancellationToken).ConfigureAwait(false);
await process.StandardInput.FlushAsync(cancellationToken).ConfigureAwait(false);
if (cancellationToken.IsCancellationRequested)
return Task.FromCanceled(cancellationToken);
var pooled = ArrayPool<byte>.Shared.Rent(frame.BgraPixels.Length);
Buffer.BlockCopy(frame.BgraPixels, 0, pooled, 0, frame.BgraPixels.Length);
if (_frames.Writer.TryWrite(new PendingWrite(pooled, frame.BgraPixels.Length)))
return Task.CompletedTask;
// Queue full (encoder lagging) or the channel completed during stop — drop the
// newest and count it. The caller never blocks; the encoder catches up or the
// session ends with a (reported) short gap instead of a frozen stall.
ArrayPool<byte>.Shared.Return(pooled);
Interlocked.Increment(ref _droppedBackpressure);
return Task.CompletedTask;
}
public async Task StopAsync(CancellationToken cancellationToken = default)
@@ -127,13 +165,17 @@ public sealed class FfmpegEncoder : IFfmpegEncoder
loop = _stderrLoop;
}
// Flush every queued frame, then EOF: TryComplete lets the drain task write
// the buffered frames, close stdin → ffmpeg finalizes and exits by itself
// (the "did not exit after EOF" kill below is only the backstop).
try
{
process!.StandardInput.Dispose(); // EOF → ffmpeg finalizes + exits
_frames.Writer.TryComplete();
if (_drainTask != null) await _drainTask.ConfigureAwait(false);
}
catch (Exception ex)
{
AppLog.Write(ex, "FFmpeg encoder: closing stdin failed");
AppLog.Write(ex, "FFmpeg encoder: drain loop faulted during stop");
}
try
@@ -178,6 +220,7 @@ public sealed class FfmpegEncoder : IFfmpegEncoder
public void Dispose()
{
_frames.Writer.TryComplete(); // unblock a stuck drain loop alongside the kill
lock (_gate)
{
if (!IsRunning) return;
@@ -188,6 +231,54 @@ public sealed class FfmpegEncoder : IFfmpegEncoder
}
}
/// <summary>
/// The drain task (slice 10): owns every stdin write, so pipe backpressure — the
/// pump's old stall — lives HERE, on a thread the pump never touches. Frames are
/// written exactly as queued (the pooled array through its recorded length —
/// ArrayPool may return a larger buffer), returned to the pool after the write
/// copies into the pipe, and stdin is closed (EOF) once the queue drains.
/// </summary>
private void StartDrainLoop(IEncoderProcess process)
{
_drainTask = Task.Run(async () =>
{
try
{
try
{
while (await _frames.Reader.WaitToReadAsync().ConfigureAwait(false))
{
while (_frames.Reader.TryRead(out var pending))
{
await process.StandardInput.WriteAsync(pending.Buffer, 0, pending.Length)
.ConfigureAwait(false);
await process.StandardInput.FlushAsync().ConfigureAwait(false);
ArrayPool<byte>.Shared.Return(pending.Buffer);
}
}
}
catch (ChannelClosedException)
{
// channel completed while waiting — fall through to EOF
}
catch (Exception ex)
{
AppLog.Write(ex, "FFmpeg encoder: drain loop write faulted");
}
finally
{
// EOF on every path — a byte that sits in the pool when the pipe
// breaks is garbage anyway, and ffmpeg MUST see the close to finalize.
process.StandardInput.Dispose();
}
}
catch (Exception ex)
{
AppLog.Write(ex, "FFmpeg encoder: drain loop faulted");
}
});
}
private async Task<string> ProbeEncoderAsync(string ffmpegPath, CancellationToken cancellationToken)
{
try