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https://github.com/YusufB5/ASCILINE.git
synced 2026-06-23 22:48:06 +02:00
feat: server-side frame dropping under client backpressure (#30)
The live WebSocket pushed every frame on a wall-clock schedule regardless of whether the client could keep up. On a slow device frames piled into the client decode queue, and the client paid the inflate+delta-patch cost for each one before dropping the excess in its render loop. CPU spent on frames never shown. Client now reports its decoded-frame backlog (frameBuffer depth) ~4x/sec over the existing command channel. When the backlog exceeds BACKLOG_HIGH the server skips frames: it advances the source cheaply (grab, no decode/encode/send) so video stays time-aligned with audio, and crucially holds prev_frame across the gap so the next sent frame is a correct delta against the last SENT frame. No keyframe resync needed - deltas are always relative to the last sent frame. MAX_CONSEC_DROPS caps the gap and guarantees liveness for slow/non-reporting clients. Fully backward compatible: a client that never reports keeps backlog=0 and behaviour is unchanged. test/test_backpressure_gap.js encodes a keyframe + a dropped gap via codec.py and decodes through the shipped codec.js, asserting the post-gap frame is reconstructed bit-exact (and is a real DELTA), matching the no-drop path.
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21
app.js
21
app.js
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@ -40,6 +40,7 @@ function formatTime(seconds) {
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// ── STATE ──
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let state = 'IDLE'; // IDLE | PLAYING | PAUSED
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let ws = null;
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let bufferReportTimer = null; // periodic backlog report to the server (backpressure)
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const frameBuffer = [];
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const BUFFER_SIZE = 4;
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let codecDecoder = null; // Adaptive codec decoder (codec.js)
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@ -237,6 +238,7 @@ function connectWebSocket() {
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lastRenderTime = performance.now();
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lastFpsUpdate = lastRenderTime;
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requestAnimationFrame(renderFrame);
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startBufferReports();
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};
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if (audioEl) {
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@ -421,8 +423,27 @@ function renderFrame(now) {
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// CLEANUP
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// ═══════════════════════════════════════
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// ── BACKPRESSURE REPORTING ──
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// Tell the server how many decoded frames are queued for render (frameBuffer
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// depth). When it grows the client is behind, and the server drops frames
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// server-side instead of making us decode (inflate + delta-patch) frames we
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// would only drop after. ~4 Hz is plenty: the server only needs a coarse signal.
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function startBufferReports() {
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stopBufferReports();
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bufferReportTimer = setInterval(() => {
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if (ws && ws.readyState === WebSocket.OPEN && state === 'PLAYING') {
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ws.send(JSON.stringify({ type: 'buffer', depth: frameBuffer.length }));
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}
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}, 250);
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}
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function stopBufferReports() {
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if (bufferReportTimer) { clearInterval(bufferReportTimer); bufferReportTimer = null; }
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}
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function finishStream() {
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state = 'IDLE';
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stopBufferReports();
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if (ws) { ws.onclose = null; ws.close(); ws = null; }
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if (audioEl) { audioEl.pause(); audioEl.src = ''; }
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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@ -597,6 +597,31 @@ async def websocket_endpoint(websocket: WebSocket):
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buf = bytes(ascii_send_buf)
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return ('bytes', buf, pf, raw_sz, len(buf))
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# ── BACKPRESSURE FRAME-DROP ──
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# Cheaply advance the source by one effective frame WITHOUT decoding,
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# processing, encoding, or sending it. Used when the client reports a
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# growing backlog: we skip the frame instead of making the client pay
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# the inflate+delta-patch cost for a frame it would only drop after.
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# prev_frame is intentionally left untouched by the caller, so the next
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# SENT frame is a correct delta across the gap (deltas are always
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# relative to the last sent frame). Returns False at EOF.
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def advance_one():
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for _ in range(skip_n):
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if not decoder.grab():
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return False
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return True
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# Drop once the client's decoded-frame backlog exceeds this. The client
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# render loop keeps a ~BUFFER_SIZE (4) jitter buffer, so 8 is one extra
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# buffer of slack before we start shedding. MAX_CONSEC_DROPS guarantees
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# liveness: we always send a real frame at least this often, so a stalled
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# or non-reporting client can never be starved and a large delta gap is
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# bounded.
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BACKLOG_HIGH = 8
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MAX_CONSEC_DROPS = max(1, int(round(effective_fps))) # ~1s of frames
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client_backlog = 0 # latest depth reported by the client (0 = unknown/healthy)
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consec_drops = 0
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_loop = asyncio.get_event_loop()
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try:
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@ -615,11 +640,39 @@ async def websocket_endpoint(websocket: WebSocket):
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frame_index = int(target_sec * effective_fps)
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start_time = _loop.time() - (frame_index * frame_t)
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bw_start_time = time.time()
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client_backlog = 0 # stale across a seek
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consec_drops = 0
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elif msg.get("type") == "buffer":
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# Client's current decoded-frame backlog (frameBuffer.length).
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try:
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client_backlog = max(0, int(msg.get("depth", 0)))
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except (TypeError, ValueError):
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client_backlog = 0
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if is_paused:
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await asyncio.sleep(0.1)
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continue
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# ── BACKPRESSURE ──
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# If the client is behind, skip this frame instead of sending one
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# it will only decode-then-drop. Advancing the source keeps video
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# time-aligned with the audio/wall clock; prev_frame is held so the
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# next sent frame is a correct delta across the gap. MAX_CONSEC_DROPS
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# caps the gap and guarantees we never starve the client.
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if client_backlog > BACKLOG_HIGH and consec_drops < MAX_CONSEC_DROPS:
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advanced = await _loop.run_in_executor(None, advance_one)
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if not advanced:
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break
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client_backlog -= 1 # optimistic; corrected by next report
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consec_drops += 1
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frame_index += 1
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elapsed = _loop.time() - start_time
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wait = (frame_index * frame_t) - elapsed
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if wait > 0:
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await asyncio.sleep(wait)
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continue
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consec_drops = 0
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# ALL CPU work in thread pool — event loop stays 100% free
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result = await _loop.run_in_executor(
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None, produce, prev_frame, frame_index)
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81
test/_gap_fixture.py
Normal file
81
test/_gap_fixture.py
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@ -0,0 +1,81 @@
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"""
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Fixture generator for the backpressure frame-drop test (see test_backpressure_gap.js).
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Emits JSON on stdout describing two encodings of the SAME synthetic frame
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sequence, both ending on frame 4:
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drop : keyframe(0), then frames 1-3 are DROPPED server-side (prev_frame held),
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then frame 4 encoded as a delta against frame 0's shown state.
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full : every frame 0..4 encoded against the previous shown frame.
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The decode side (codec.js, the shipped path) must reconstruct frame 4 bit-exact
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in BOTH cases -- that is the correctness claim behind server-side dropping:
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holding prev_frame across the gap keeps the delta chain exact. The drop case
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must also send strictly fewer messages, which is the whole point.
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Run standalone: python3 test/_gap_fixture.py
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"""
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import base64
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import json
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import os
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import sys
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import numpy as np
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sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
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from codec import encode_frame, TAG_DELTA # noqa: E402
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ROWS, COLS, C = 8, 8, 4 # ASCII colour: [char, R, G, B]
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def make_sequence():
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"""Deterministic frames where only a few cells change each step, so the
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post-gap frame still differs from frame 0 by a small fraction (-> DELTA path)."""
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rng = np.random.default_rng(1234)
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base = rng.integers(0, 256, size=(ROWS, COLS, C), dtype=np.uint8)
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frames = [base.copy()]
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f = base.copy()
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for step in range(1, 5):
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f = f.copy()
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# Mutate one distinct cell per step (structure + colour), small delta.
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r, col = step % ROWS, (step * 3) % COLS
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f[r, col, 0] = (int(f[r, col, 0]) + 7 * step) % 256 # char plane
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f[r, col, 1:] = (f[r, col, 1:].astype(int) + 30 * step) % 256
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frames.append(f)
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return frames
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def b64(buf: bytes) -> str:
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return base64.b64encode(buf).decode("ascii")
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def main():
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frames = make_sequence()
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expected = frames[4]
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# ── DROP path: keyframe 0, drop 1-3 (hold prev), delta 4 vs frame 0 ──
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msg0, shown0 = encode_frame(frames[0], None, 0, tolerance=0)
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msg4_drop, _ = encode_frame(frames[4], shown0, 4, tolerance=0)
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drop_tag = msg4_drop[4] # byte after the 4-byte frame index
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# ── FULL path: every frame against the previous shown ──
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full_msgs = []
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prev = None
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for i, fr in enumerate(frames):
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m, prev = encode_frame(fr, prev, i, tolerance=0)
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full_msgs.append(b64(m))
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out = {
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"cellBytes": C,
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"rows": ROWS,
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"cols": COLS,
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"expected": b64(expected.tobytes()),
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"drop": {"messages": [b64(msg0), b64(msg4_drop)], "gapTag": drop_tag},
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"full": {"messages": full_msgs},
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"delta_tag": TAG_DELTA,
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}
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json.dump(out, sys.stdout)
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if __name__ == "__main__":
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main()
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83
test/test_backpressure_gap.js
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83
test/test_backpressure_gap.js
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@ -0,0 +1,83 @@
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/**
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* Backpressure frame-drop correctness test (issue #30).
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*
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* Proves the claim behind server-side frame dropping: when the server drops
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* frames for a slow client, it holds prev_frame across the gap, so the next
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* SENT frame is a delta against the last sent frame. Decoding through the
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* SHIPPED codec.js must reconstruct that post-gap frame bit-exact, identical to
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* the no-drop path -- the client just decodes fewer frames to get there.
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*
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* Encoding is done by codec.py via _gap_fixture.py (the encoder only exists in
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* Python); decoding uses codec.js, so this exercises the real Python<->JS path.
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*
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* Usage: node test/test_backpressure_gap.js
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*/
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const { execFileSync } = require('child_process');
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const path = require('path');
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const codec = require('../codec.js');
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function b64ToU8(s) {
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return new Uint8Array(Buffer.from(s, 'base64'));
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}
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async function decodeLast(messagesB64, cellBytes) {
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const decoder = codec.makeDecoder(cellBytes);
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let last = null;
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for (const m of messagesB64) {
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// decode() expects an ArrayBuffer (as WebSocket delivers); give it a fresh one.
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const u8 = b64ToU8(m);
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const ab = u8.buffer.slice(u8.byteOffset, u8.byteOffset + u8.byteLength);
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last = (await decoder.decode(ab)).frame;
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}
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return last;
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}
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function eq(a, b) {
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if (a.length !== b.length) return { ok: false, why: `len ${a.length} != ${b.length}` };
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for (let i = 0; i < a.length; i++) {
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if (a[i] !== b[i]) return { ok: false, why: `byte ${i}: ${a[i]} != ${b[i]}` };
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}
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return { ok: true };
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}
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(async () => {
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const fixturePath = path.join(__dirname, '_gap_fixture.py');
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const raw = execFileSync('python3', [fixturePath], { encoding: 'utf8' });
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const fx = JSON.parse(raw);
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const expected = b64ToU8(fx.expected);
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const checks = [];
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// 1. Drop path reconstructs frame 4 bit-exact (prev_frame held across the gap).
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const dropFrame = await decodeLast(fx.drop.messages, fx.cellBytes);
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const dropEq = eq(dropFrame, expected);
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checks.push(['drop path decodes frame 4 bit-exact', dropEq.ok, dropEq.why]);
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// 2. The post-gap frame is a real DELTA, not a fallback keyframe -- otherwise
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// we wouldn't be exercising the held-prev_frame delta path at all.
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checks.push([
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'post-gap frame is a DELTA (tag 2)',
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fx.drop.gapTag === fx.delta_tag,
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`gapTag=${fx.drop.gapTag} expected=${fx.delta_tag}`,
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]);
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// 3. No-drop path also reconstructs frame 4 bit-exact (sanity / same endpoint).
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const fullFrame = await decodeLast(fx.full.messages, fx.cellBytes);
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const fullEq = eq(fullFrame, expected);
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checks.push(['full path decodes frame 4 bit-exact', fullEq.ok, fullEq.why]);
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// 4. The win: drop path makes the client decode strictly fewer frames.
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checks.push([
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'drop path sends fewer frames than full path',
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fx.drop.messages.length < fx.full.messages.length,
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`drop=${fx.drop.messages.length} full=${fx.full.messages.length}`,
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]);
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let failed = 0;
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for (const [name, ok, why] of checks) {
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console.log(`${ok ? 'PASS' : 'FAIL'} ${name}${ok ? '' : ' -> ' + why}`);
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if (!ok) failed++;
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}
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console.log(`\n${checks.length - failed}/${checks.length} passed`);
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process.exit(failed === 0 ? 0 : 1);
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})().catch((e) => { console.error('ERROR', e); process.exit(2); });
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