724af1499b
- AudioSyncDelay.Configure reallocated/zeroed its buffer every ~10ms tick
(AudioMixer re-reads the UI setting each mix), so any non-zero sync offset
erased the just-written audio -> total silence. Now early-returns when the
delay samples are unchanged. Regression test proven both ways.
- SceneCompositor.BlitContentRaw defaulted cbW/cbH=0 when CropBounds is null
(regression from ed9d7c1) -> webcam blit to an empty rect = gray block.
Default to src.Width/Height. Regression test proven both ways.
- Truncated recordings: rawvideo mux stamps frames at declared 60fps by
arrival; a scene whose first layer is dynamic (hidden elements still count)
kills the bake cache -> full render ~35ms -> ~27fps submitted -> halved
file length. Static scenes bake once (246ms cold, then <1ms) -> 60fps,
full-length (probe + 13:53 take, 301/300 per 5s, 12.46s file from 12.3s
wall). FramePump.ProbeRender names the hot render path on slow frames.
631 lines
30 KiB
C#
631 lines
30 KiB
C#
using System;
|
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using System.Threading;
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using System.Threading.Tasks;
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using ytLive.Models;
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using ytLive.Services.Compositor;
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namespace ytLive.Services.Encoder;
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/// <summary>
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/// The live frame producer (TASK 4 ship step 5): the bridge between the capture
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/// managers + compositor and the encoder. While live it snapshots the active
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/// scene each tick, resolves every element to its latest frame, composites it
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/// into the tier's output frame, and paces frames into the encoder at the tier's
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/// FPS. All collaborators are constructor-injected seams (scene, resolver,
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/// options, encoder factory, pacing delay) so the pump stays free of WPF and of
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/// the capture managers and is fully hermetic in tests.
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///
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/// The RTMP URL comes from the options provider: until the live-stream create
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/// flow lands (TASK 5) it yields null, so go-live runs the existing visual flow
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/// without actually pushing.
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/// </summary>
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public sealed class FramePump : IDisposable
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{
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private readonly Func<Scene?> _sceneProvider;
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private readonly Func<SceneElement, VideoFrame?> _frameResolver;
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private readonly Func<CompositorOptions> _compositorOptions;
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private readonly Func<EncoderOptions?> _encoderOptions;
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private readonly Func<IFfmpegEncoder> _encoderFactory;
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private readonly Action<string>? _log;
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private readonly Func<TimeSpan, CancellationToken, Task> _pacingDelay;
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private readonly Func<(VideoFrame? Frame, SocialBarPosition Position)>? _socialBar;
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private readonly TransitionService? _transition;
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private readonly SceneGraph? _sceneGraph;
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private readonly SceneCompositor _compositor = new();
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// Master-buffer scratch pool (take-4 starvation fix, slice 2 of 2): a fresh
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// 8.3MB byte[] every tick is ~500MB/s of LOH churn — GC stalls masquerading
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// as render cost. The pump pools ONLY buffers it handed out (reference-equality
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// set), so bake-cache / social-bar / static-cache frames are never touched;
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// SubmitFrameAsync copies the bytes to the encoder's stdin before returning,
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// so recycling after submit is safe (MyMistakes recipe).
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private readonly HashSet<byte[]> _ownedScratch = new(ReferenceEqualityComparer.Instance);
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private readonly List<byte[]> _freeScratch = new();
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private const int MaxScratchPooled = 4;
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private byte[] AcquireScratch(int size)
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{
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for (var i = _freeScratch.Count - 1; i >= 0; i--)
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{
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if (_freeScratch[i].Length != size) continue;
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var buffer = _freeScratch[i];
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_freeScratch.RemoveAt(i);
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return buffer;
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}
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var fresh = new byte[size];
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_ownedScratch.Add(fresh);
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return fresh;
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}
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private void ReleaseScratch(byte[]? buffer)
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{
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if (buffer == null || !_ownedScratch.Contains(buffer)) return;
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if (_freeScratch.Count >= MaxScratchPooled || _freeScratch.Contains(buffer)) return;
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_freeScratch.Add(buffer);
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}
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// Windows sleep quantum (take-9 finding, 2026-09-04): Task.Delay rounds every
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// request up to the system clock tick (~15.6ms default — learn.microsoft.com/en-us/
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// dotnet/api/system.threading.tasks.task.delay: "approximately 15 milliseconds on
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// Windows systems"), so a pacer requesting 3-15ms actually sleeps 15.6ms. Takes
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// 5-9 measured work ~25ms but period ~37ms: one padded wait per frame hid every
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// compositor improvement. Established media-app practice (game-loop/OBS canon —
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// stackoverflow.com/questions/5441464; and raise the resolution for the session —
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// learn.microsoft.com/en-us/windows/win32/api/timeapi/nf-timeapi-timebeginperiod):
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// timeBeginPeriod(1) while the pump runs, sleep only the BULK of the remainder,
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// and spin the last ~2ms across the deadline.
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[System.Runtime.InteropServices.DllImport("winmm.dll")]
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private static extern uint timeBeginPeriod(uint uMilliseconds);
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[System.Runtime.InteropServices.DllImport("winmm.dll")]
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private static extern uint timeEndPeriod(uint uMilliseconds);
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private static readonly long SpinTailTicks = System.Diagnostics.Stopwatch.Frequency * 2 / 1000; // 2ms
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private readonly object _gate = new();
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private IFfmpegEncoder? _encoder;
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private CancellationTokenSource? _cts;
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private Task? _pumpTask;
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private bool _started;
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private long _outputIndex;
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/// <summary>Captured by <see cref="ProbeRender"/> when a render exceeds ~20ms —
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/// the 2026-09-12 half-speed-render probe. Appended (once) to the next stats or
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/// stall line, then cleared.</summary>
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private string _renderDetail = "";
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/// <summary>Forwards the encoder's parsed health — ship step 6 binds this to the bottom bar.</summary>
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public event EventHandler<StreamHealth>? HealthUpdated;
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/// <summary>Raised when the encoder cannot start or dies mid-stream. The pump stops itself.</summary>
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public event EventHandler<string>? Failed;
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public FramePump(
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Func<Scene?> sceneProvider,
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Func<SceneElement, VideoFrame?> frameResolver,
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Func<CompositorOptions> compositorOptions,
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Func<EncoderOptions?> encoderOptions,
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Func<IFfmpegEncoder> encoderFactory,
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Action<string>? log = null,
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Func<TimeSpan, CancellationToken, Task>? pacingDelay = null,
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Func<(VideoFrame? Frame, SocialBarPosition Position)>? socialBar = null,
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TransitionService? transition = null,
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SceneGraph? sceneGraph = null)
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{
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_sceneProvider = sceneProvider ?? throw new ArgumentNullException(nameof(sceneProvider));
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_frameResolver = frameResolver ?? throw new ArgumentNullException(nameof(frameResolver));
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_compositorOptions = compositorOptions ?? throw new ArgumentNullException(nameof(compositorOptions));
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_encoderOptions = encoderOptions ?? throw new ArgumentNullException(nameof(encoderOptions));
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_encoderFactory = encoderFactory ?? throw new ArgumentNullException(nameof(encoderFactory));
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_log = log;
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_pacingDelay = pacingDelay ?? ((delay, ct) => Task.Delay(delay, ct));
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_socialBar = socialBar;
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_transition = transition;
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_sceneGraph = sceneGraph;
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}
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public bool IsRunning { get; private set; }
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/// <summary>Never throws: failures are logged and surfaced via <see cref="Failed"/>,
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/// so the VM can fire-and-forget it from a sync command handler.</summary>
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public async Task StartAsync(CancellationToken cancellationToken = default)
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{
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lock (_gate)
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{
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if (_started) return;
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_started = true;
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}
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IFfmpegEncoder? encoder = null;
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try
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{
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var options = _encoderOptions();
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if (options == null)
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{
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_log?.Invoke("FramePump: no output configured (neither streaming nor recording) — encoder skipped");
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lock (_gate) _started = false;
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return;
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}
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encoder = _encoderFactory();
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encoder.HealthUpdated += OnHealthUpdated;
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encoder.ProcessFailed += OnProcessFailed;
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await encoder.StartAsync(options, cancellationToken);
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lock (_gate)
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{
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_encoder = encoder;
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}
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// IsRunning must be true before the loop starts: the loop reads it on
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// its first iteration, and with a completed-task delay it can run
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// synchronously on this thread before PumpAsync even returns.
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IsRunning = true;
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_cts = new CancellationTokenSource();
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// The loop runs on the thread pool ON PURPOSE (take-8 finding, 2026-09-04):
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// Task.Run installs no SynchronizationContext, so every await continuation
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// stays off the UI dispatcher. Before this, the pump inherited the UI
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// thread's sync context (StartAsync is fired from a command handler), so
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// "render 22ms, wait 10ms" was the producer sitting in the dispatcher
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// queue behind the live preview it is meant to be independent of — the
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// stats quantum fix made the wait VISIBLE; this removes its cause.
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// OBS's video threads are dedicated for exactly this reason.
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_pumpTask = Task.Run(() => PumpAsync(options, _cts.Token));
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_log?.Invoke($"FramePump started ({options.Width}×{options.Height} @ {options.Fps} fps)");
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}
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catch (Exception ex)
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{
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_log?.Invoke($"FramePump: start failed: {ex.Message}");
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if (encoder != null)
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{
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encoder.HealthUpdated -= OnHealthUpdated;
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encoder.ProcessFailed -= OnProcessFailed;
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try
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{
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encoder.Dispose();
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}
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catch (Exception disposeEx)
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{
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_log?.Invoke($"FramePump: disposing failed encoder: {disposeEx.Message}");
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}
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}
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lock (_gate)
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{
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_started = false;
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IsRunning = false;
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}
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Failed?.Invoke(this, ex.Message);
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}
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}
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public async Task StopAsync(CancellationToken cancellationToken = default)
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{
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IFfmpegEncoder? encoder;
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Task? pump;
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lock (_gate)
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{
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if (!_started && _encoder == null) return;
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_started = false;
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IsRunning = false;
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encoder = _encoder;
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pump = _pumpTask;
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_cts?.Cancel();
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}
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// Stop the encoder BEFORE awaiting the pump: closing its stdin unblocks a
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// write stuck on pipe backpressure, otherwise the pump could await forever.
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if (encoder != null)
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{
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try
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{
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await encoder.StopAsync(cancellationToken);
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}
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catch (Exception ex)
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{
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_log?.Invoke($"FramePump: encoder stop failed: {ex.Message}");
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}
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}
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if (pump != null)
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{
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try
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{
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await pump;
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}
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catch (Exception ex)
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{
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_log?.Invoke($"FramePump: pump loop faulted during stop: {ex.Message}");
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}
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}
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if (encoder != null)
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{
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encoder.HealthUpdated -= OnHealthUpdated;
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encoder.ProcessFailed -= OnProcessFailed;
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try
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{
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encoder.Dispose();
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}
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catch (Exception ex)
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{
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_log?.Invoke($"FramePump: encoder dispose failed: {ex.Message}");
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}
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}
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lock (_gate)
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{
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_encoder = null;
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_cts = null;
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_pumpTask = null;
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}
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_log?.Invoke("FramePump stopped");
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}
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public void Dispose()
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{
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try
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{
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StopAsync().GetAwaiter().GetResult();
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}
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catch (Exception ex)
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{
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_log?.Invoke($"FramePump: dispose failed: {ex.Message}");
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}
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_freeScratch.Clear();
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_ownedScratch.Clear();
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}
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private async Task PumpAsync(EncoderOptions options, CancellationToken ct)
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{
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var interval = TimeSpan.FromSeconds(1d / Math.Max(1, options.Fps));
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var lastTick = System.Diagnostics.Stopwatch.StartNew();
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// Deadline pacing (2026-09-03, take-3 fix): the frame interval is a DEADLINE,
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// not an afterthought sleep — the OBS libobs video-io.c pattern (researched
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// before coding; see https://github.com/obsproject/obs-studio/blob/master/
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// libobs/media-io/video-io.c). The old loop slept the FULL interval after
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// each render, so period = render + submit + interval: at take-3's 258ms
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// render that was 3.6fps stamped into a 60fps container — rawvideo stamps by
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// arrival, so 30 wall-seconds muxed as a 2.1s time-lapse, no error anywhere.
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var intervalTicks = Math.Max(1, (long)Math.Round(interval.TotalSeconds * System.Diagnostics.Stopwatch.Frequency));
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var nextTick = System.Diagnostics.Stopwatch.GetTimestamp();
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// Stage timing (2026-09-01, take two): rawvideo carries no per-frame
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// timestamps — ffmpeg stamps frames by ARRIVAL at the declared fps. A producer
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// slower than the declared rate yields a time-lapsed, short file (observed:
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// 39 frames in 27 wall-seconds ≈ 30x at 60fps) with no error anywhere.
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// Log the render/submit split every 5s so the next take names the stage.
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var renderSw = new System.Diagnostics.Stopwatch();
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var submitSw = new System.Diagnostics.Stopwatch();
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var waitSw = new System.Diagnostics.Stopwatch();
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// Resolve-vs-composite split (2026-09-04, take-6 ambiguity): "render" was a
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// black box — the stats line now reports resolver time separately so a take
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// names the stage (get-frame vs blit) instead of feeding another guess.
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var resolveSw = new System.Diagnostics.Stopwatch();
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long renderTicks = 0, submitTicks = 0, resolveTicks = 0, waitTicks = 0, worstRender = 0, worstSubmit = 0;
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int statFrames = 0;
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int stalls = 0;
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var statsNext = DateTime.UtcNow + TimeSpan.FromSeconds(5);
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void ReportStats()
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{
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if (DateTime.UtcNow < statsNext) return;
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var target = 5d / interval.TotalSeconds; // frames expected per window
|
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IFfmpegEncoder? encoder;
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lock (_gate) encoder = _encoder;
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var dropped = encoder == null ? 0 : encoder.DroppedFrames;
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var detail = _renderDetail;
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_renderDetail = "";
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_log?.Invoke(statFrames == 0
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? "FramePump stats: NO frames produced in 5s (loop stalled?)" + (detail.Length > 0 ? " | " + detail : "")
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: $"FramePump stats: {statFrames}/{target:F0} frames per 5s, " +
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$"avg render {renderTicks / (double)System.Diagnostics.Stopwatch.Frequency * 1000 / statFrames:F1}ms " +
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$"(resolve {resolveTicks / (double)System.Diagnostics.Stopwatch.Frequency * 1000 / statFrames:F1}), " +
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$"avg submit {submitTicks / (double)System.Diagnostics.Stopwatch.Frequency * 1000 / statFrames:F1}ms, "
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+ $"avg wait {waitTicks / (double)System.Diagnostics.Stopwatch.Frequency * 1000 / statFrames:F1}ms, "
|
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+ $"worst render {worstRender / (double)System.Diagnostics.Stopwatch.Frequency * 1000:F1}ms, "
|
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+ $"worst submit {worstSubmit / (double)System.Diagnostics.Stopwatch.Frequency * 1000:F1}ms, "
|
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+ $"dropped {dropped}, stalls {stalls}" + (detail.Length > 0 ? " | " + detail : ""));
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worstRender = 0;
|
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worstSubmit = 0;
|
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renderTicks = submitTicks = resolveTicks = waitTicks = 0;
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statFrames = 0;
|
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stalls = 0;
|
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statsNext = DateTime.UtcNow + TimeSpan.FromSeconds(5);
|
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}
|
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|
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// One wrapper shared by every render of the run — resolve time accumulates
|
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// inside the render measurement, and the stats line reports the split.
|
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timeBeginPeriod(1); // pairs with timeEndPeriod in the finally — see field note
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var previousGcMode = System.Runtime.GCSettings.LatencyMode;
|
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System.Runtime.GCSettings.LatencyMode = System.Runtime.GCLatencyMode.SustainedLowLatency;
|
||
VideoFrame? TimedResolver(SceneElement element)
|
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{
|
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resolveSw.Restart();
|
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var frame = _frameResolver(element);
|
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resolveSw.Stop();
|
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resolveTicks += resolveSw.ElapsedTicks;
|
||
return frame;
|
||
}
|
||
|
||
try
|
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{
|
||
while (!ct.IsCancellationRequested)
|
||
{
|
||
var scene = _sceneProvider();
|
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if (scene != null)
|
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{
|
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var iterStart = System.Diagnostics.Stopwatch.GetTimestamp();
|
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var compositorOptions = _compositorOptions();
|
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VideoFrame? socialBarFrame = null;
|
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var socialBarTop = 0;
|
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if (_socialBar != null)
|
||
{
|
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var (barFrame, position) = _socialBar();
|
||
socialBarFrame = barFrame;
|
||
if (barFrame != null)
|
||
socialBarTop = position == SocialBarPosition.Top
|
||
? 0
|
||
: compositorOptions.SourceRectHeight - barFrame.Height;
|
||
}
|
||
|
||
VideoFrame frame;
|
||
var scratchSize = compositorOptions.SourceRectWidth
|
||
* compositorOptions.SourceRectHeight * 4;
|
||
// The transition "from" frame lives in TransitionService.FromFrame
|
||
// (captured at Start by the VM). The old per-tick fromScene render
|
||
// here was dead weight — a full extra scene composite every
|
||
// transition tick that BlendFrame never read; removed with the
|
||
// pooling change because its buffer's only consumer was its own release.
|
||
renderSw.Restart();
|
||
var scratch = AcquireScratch(scratchSize);
|
||
frame = RenderScene(scene, compositorOptions, socialBarFrame, socialBarTop, scratch, TimedResolver);
|
||
if (_transition is { Active: true } transition)
|
||
{
|
||
frame = transition.BlendFrame(frame);
|
||
transition.Tick(lastTick.Elapsed.TotalMilliseconds);
|
||
}
|
||
// Restarted EVERY frame (transition or not): a transition begun
|
||
// after idle must not inherit a giant ElapsedMs and complete
|
||
// instantly on its first Tick.
|
||
lastTick.Restart();
|
||
renderSw.Stop();
|
||
renderTicks += renderSw.ElapsedTicks;
|
||
if (renderSw.ElapsedTicks > worstRender) worstRender = renderSw.ElapsedTicks;
|
||
|
||
IFfmpegEncoder? encoder;
|
||
lock (_gate) encoder = _encoder;
|
||
if (encoder == null) break;
|
||
|
||
// Burned-in frame counter (slice 10 judge): a clock-independent
|
||
// pacing witness burned literally into the composite. Decode the
|
||
// recording and read the bottom-right strip: the number must advance
|
||
// +1 per frame and jump only by counted drops (queue overflow or a
|
||
// render-overrun's skipped slots). The WSL ticker replaced as the
|
||
// judge because its own timers can smear under Windows host load —
|
||
// this can't lie.
|
||
_outputIndex++;
|
||
BurnFrameIndex(frame.BgraPixels, frame.Width, frame.Height, _outputIndex);
|
||
|
||
// Deadline pacing (slice 10 reshape): ONE fresh composite per iteration, submitted
|
||
// only when the clock has reached the next deadline. Two changes from
|
||
// the take-9 counting loop, both derived from where the stale-content
|
||
// bug actually lived:
|
||
// 1. SubmitFrameAsync no longer blocks on the pipe — it ENQUEUES into
|
||
// the encoder's bounded queue (the OBS video-thread model), so the
|
||
// pump can never stall behind ffmpeg, and overflow DROPS the
|
||
// newest frame. The queue wasn't here in the take-9 loop — a
|
||
// lagging ffmpeg made the pump's submit block, and the burst
|
||
// while-loop (below) then re-wrote the SAME stale composite for
|
||
// every slot that ticked past, which is why the ticker smeared.
|
||
// 2. One submission max per iteration: each catch-up slot now gets a
|
||
// FRESH render instead of a repeat of the stale one. Missed slots
|
||
// vanish from the file (a count-based gap, like the queue drop) —
|
||
// never duplicated frozen frames.
|
||
if (!ct.IsCancellationRequested
|
||
&& System.Diagnostics.Stopwatch.GetTimestamp() >= nextTick)
|
||
{
|
||
submitSw.Restart();
|
||
await encoder.SubmitFrameAsync(frame, ct);
|
||
submitSw.Stop();
|
||
statFrames++;
|
||
submitTicks += submitSw.ElapsedTicks;
|
||
if (submitSw.ElapsedTicks > worstSubmit) worstSubmit = submitSw.ElapsedTicks;
|
||
nextTick += intervalTicks;
|
||
}
|
||
|
||
// SubmitFrameAsync copied the bytes into the encoder's queue — the
|
||
// tick's buffers are recyclable once the enqueue snapshot them.
|
||
// The free-list Contains guard keeps the Cut path (BlendFrame
|
||
// returns toFrame itself, aliasing scratch) safe.
|
||
ReleaseScratch(frame.BgraPixels);
|
||
ReleaseScratch(scratch);
|
||
|
||
// Sleep the BULK of the remainder, SPIN the 2ms tail — never hand
|
||
// a sub-tick remainder to the sleep quantum (the timeBeginPeriod
|
||
// note). If the renderer already ate the budget there is nothing
|
||
// left to sleep and the loop renders the next frame straight away.
|
||
waitSw.Restart();
|
||
var ahead = nextTick - System.Diagnostics.Stopwatch.GetTimestamp();
|
||
if (ahead > SpinTailTicks)
|
||
await _pacingDelay(TimeSpan.FromSeconds(
|
||
(ahead - SpinTailTicks) / (double)System.Diagnostics.Stopwatch.Frequency), ct);
|
||
while (!ct.IsCancellationRequested
|
||
&& System.Diagnostics.Stopwatch.GetTimestamp() < nextTick)
|
||
Thread.SpinWait(400);
|
||
waitSw.Stop();
|
||
waitTicks += waitSw.ElapsedTicks;
|
||
|
||
// Stall logger (slice 10): an iteration spanning more than two full
|
||
// intervals is the old bug's fingerprint — name the stage instead of
|
||
// guessing. With the queue, submit should be ~1ms, so a stall here
|
||
// means RENDER or RESOLVE (the stage terms of the last take).
|
||
var iterWall = System.Diagnostics.Stopwatch.GetTimestamp() - iterStart;
|
||
if (iterWall > 2 * intervalTicks)
|
||
{
|
||
stalls++;
|
||
var detail = _renderDetail;
|
||
_renderDetail = "";
|
||
_log?.Invoke($"FramePump stall: iteration {iterWall / (double)System.Diagnostics.Stopwatch.Frequency * 1000:F0}ms " +
|
||
$"(> 2× the {interval.TotalMilliseconds:F0}ms interval): worst render " +
|
||
$"{worstRender / (double)System.Diagnostics.Stopwatch.Frequency * 1000:F0}ms, worst submit " +
|
||
$"{worstSubmit / (double)System.Diagnostics.Stopwatch.Frequency * 1000:F0}ms, dropped {encoder.DroppedFrames}" +
|
||
(detail.Length > 0 ? " | " + detail : ""));
|
||
}
|
||
ReportStats();
|
||
}
|
||
}
|
||
}
|
||
catch (OperationCanceledException)
|
||
{
|
||
// normal stop
|
||
}
|
||
catch (Exception ex)
|
||
{
|
||
// A failure while the pump is supposed to run (encoder died under us,
|
||
// scene provider faulted, ...) stops the pump and surfaces once.
|
||
if (ct.IsCancellationRequested)
|
||
{
|
||
_log?.Invoke($"FramePump: pump exited during stop: {ex.Message}");
|
||
}
|
||
else
|
||
{
|
||
_log?.Invoke($"FramePump: pump loop faulted: {ex.Message}");
|
||
Failed?.Invoke(this, ex.Message);
|
||
}
|
||
}
|
||
finally
|
||
{
|
||
System.Runtime.GCSettings.LatencyMode = previousGcMode;
|
||
timeEndPeriod(1);
|
||
lock (_gate) IsRunning = false;
|
||
}
|
||
}
|
||
|
||
private void OnHealthUpdated(object? sender, StreamHealth health) => HealthUpdated?.Invoke(this, health);
|
||
|
||
/// <summary>Render a scene, using the baked-crust optimization when a <see cref="SceneGraph"/>
|
||
/// is wired in: bake/cache the static layers below the split point, then composite the
|
||
/// dynamic/above-split layers per frame. Without a SceneGraph, falls back to a full render
|
||
/// (identical output — see SceneCompositorTests). <paramref name="scratch"/> is a pooled
|
||
/// master buffer when supplied; the fully-static path returns the bake-cache frame itself
|
||
/// (never pooled — the release side checks owned-by-reference).</summary>
|
||
private VideoFrame RenderScene(
|
||
Scene scene,
|
||
CompositorOptions options,
|
||
VideoFrame? socialBarFrame,
|
||
int socialBarTop,
|
||
byte[]? scratch = null,
|
||
Func<SceneElement, VideoFrame?>? resolver = null)
|
||
{
|
||
resolver ??= _frameResolver;
|
||
if (_sceneGraph == null)
|
||
{
|
||
var sw = System.Diagnostics.Stopwatch.StartNew();
|
||
var frame = _compositor.Render(scene, resolver, null, options, socialBarFrame, socialBarTop, scratch: scratch);
|
||
ProbeRender("full-no-graph", scene, -1, sw.ElapsedMilliseconds, 0);
|
||
return frame;
|
||
}
|
||
|
||
var split = _sceneGraph.GetSplitPoint(scene);
|
||
if (split == scene.Elements.Count)
|
||
{
|
||
// Fully static scene: bake once, reuse.
|
||
var sw = System.Diagnostics.Stopwatch.StartNew();
|
||
var baked = _sceneGraph.GetBakedBase(scene, _frameResolver, _compositorOptions);
|
||
if (baked != null)
|
||
{
|
||
var stretched = StretchMath.BilinearScale(baked, options.OutputWidth, options.OutputHeight);
|
||
ProbeRender("fully-static", scene, split, sw.ElapsedMilliseconds, (int)sw.ElapsedMilliseconds);
|
||
return stretched;
|
||
}
|
||
}
|
||
|
||
var swBase = System.Diagnostics.Stopwatch.StartNew();
|
||
var baseFrame = _sceneGraph.GetBakedBase(scene, _frameResolver, _compositorOptions);
|
||
if (baseFrame != null)
|
||
{
|
||
var frame = SceneCompositor.CompositeLayers(
|
||
baseFrame, scene, split, resolver, options, socialBarFrame, socialBarTop, scratch: scratch);
|
||
ProbeRender("base+layers", scene, split, swBase.ElapsedMilliseconds, 0);
|
||
return frame;
|
||
}
|
||
|
||
// No static base (first layer is dynamic or empty scene) — full render.
|
||
var swFull = System.Diagnostics.Stopwatch.StartNew();
|
||
var frame2 = _compositor.Render(scene, resolver, null, options, socialBarFrame, socialBarTop, scratch: scratch);
|
||
ProbeRender("full-render", scene, split, swFull.ElapsedMilliseconds, 0);
|
||
return frame2;
|
||
}
|
||
|
||
/// <summary>2026-09-12 half-speed-render probe: the pump only produces ~27fps
|
||
/// (render ~35ms vs the 16.7ms deadline), and rawvideo muxes at the DECLARED fps,
|
||
/// so every take muxes at ~half its wall length (the truncation complaint). This
|
||
/// names WHICH compositor path ate the slow frame so the fix targets the real
|
||
/// stage. Records only when a frame takes ≥20ms (or carries the previous detail).</summary>
|
||
private void ProbeRender(string path, Scene scene, int split, long totalMs, int bakeMs)
|
||
{
|
||
if (totalMs < 20 && _renderDetail.Length == 0) return;
|
||
var dynamics = 0;
|
||
foreach (var e in scene.Elements)
|
||
if (e.Kind == ElementKind.Dynamic) dynamics++;
|
||
_renderDetail = $"render={path} split={split} elements={scene.Elements.Count} dynamic={dynamics}" +
|
||
(bakeMs > 0 ? $" bakeMs={bakeMs}" : "") + $" totalMs={totalMs}";
|
||
}
|
||
|
||
// Dot-matrix digits (5×7, one row per raster line, '1' = lit) burned into the
|
||
// bottom-right of every composite. Basic OCR-safe shapes, sized so the strip is
|
||
// a 36×8 white box in the corner of a 1920×1080 frame — readable with a zoomed
|
||
// player, invisible at normal size.
|
||
private static readonly string[][] DigitGlyphs =
|
||
{
|
||
new[] { "01110","10001","10001","10001","10001","10001","01110" }, // 0
|
||
new[] { "00100","01100","00100","00100","00100","00100","01110" }, // 1
|
||
new[] { "01110","10001","00001","00010","00100","01000","11111" }, // 2
|
||
new[] { "11111","00001","00010","00110","00001","10001","01110" }, // 3
|
||
new[] { "00010","00110","01010","10010","11111","00010","00010" }, // 4
|
||
new[] { "11111","10000","11110","00001","00001","10001","01110" }, // 5
|
||
new[] { "01110","10001","10000","11110","10001","10001","01110" }, // 6
|
||
new[] { "11111","00001","00010","00100","01000","01000","01000" }, // 7
|
||
new[] { "01110","10001","10001","01110","10001","10001","01110" }, // 8
|
||
new[] { "01110","10001","10001","01111","00001","10001","01110" }, // 9
|
||
};
|
||
|
||
private static void BurnFrameIndex(byte[] bgra, int width, int height, long index)
|
||
{
|
||
const int digitW = 5, digitH = 7, gap = 1, margin = 2, digitCount = 6;
|
||
var stripW = digitCount * (digitW + gap) - gap;
|
||
var left = width - margin - stripW;
|
||
var top = height - margin - digitH;
|
||
|
||
// Solid white box under the digits — the underlying scene can be anything.
|
||
for (var y = top; y < top + digitH; y++)
|
||
for (var x = left; x < left + stripW; x++)
|
||
{
|
||
var i = (y * width + x) * 4;
|
||
bgra[i] = 255;
|
||
bgra[i + 1] = 255;
|
||
bgra[i + 2] = 255;
|
||
}
|
||
|
||
var text = index.ToString("D6");
|
||
for (var d = 0; d < digitCount; d++)
|
||
{
|
||
var glyph = DigitGlyphs[text[d] - '0'];
|
||
for (var row = 0; row < digitH; row++)
|
||
for (var col = 0; col < digitW; col++)
|
||
{
|
||
if (glyph[row][col] != '1') continue;
|
||
var i = ((top + row) * width + (left + d * (digitW + gap) + col)) * 4;
|
||
bgra[i] = 0;
|
||
bgra[i + 1] = 0;
|
||
bgra[i + 2] = 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
private void OnProcessFailed(object? sender, string message)
|
||
{
|
||
_log?.Invoke($"FramePump: encoder process failed: {message}");
|
||
Failed?.Invoke(this, message);
|
||
_ = StopAsync();
|
||
}
|
||
}
|