Overhauled the backend streaming loop in `stream_server.py` to use a threading queue for asynchronous frame encoding. This decouples heavy OpenCV work from the streaming loop, enabling smoother, high-framerate playback.
Updated `app.js` to buffer ~5 seconds of video stream natively before rendering, mitigating any frame drops from latency or encoder spikes.
Added `--max-fps` flag to explicitly control max frame rate up to 120 FPS.
Introduced 1440p resolution support in `get_cols_from_res`.
Added Mode 6 to support 32M Colors with experimental HDR (display-p3).
Optimized CV2 capture and javascript buffer logic for live latency reduction.
Added yielding to Python async loop for high FPS encoding stability.
Updated README.md to represent these fork enhancements.
Cold-start root cause: on a slow first load the <audio> element starts late, so
the audio-ready gate's wall-clock fallback has already advanced playback a second
or two by the time audio finally begins at currentTime≈0. The master clock then
snapped back toward 0, every buffered frame read as "in the future", and
renderFrame() deadlocked until audio caught up — the freeze. A refresh warms the
cache, audio starts immediately, the gap (and the freeze) vanish — which is why
reloading "fixes" it.
Fix: the first time audio is genuinely playing, capture the offset between the
wall clock and the audio clock and add it back, so the master clock follows
audio's *rate* without ever moving backward. When audio starts promptly the
offset is ~0, so normal playback is unchanged.
experiments/freeze_repro.js models a 2s-late audio start with a realistic jitter
buffer + 60fps render loop: the original code and a naive `currentTime > 0` guard
render 0-1 of ~96 frames after audio starts (frozen ~4s); the anchored clock
renders 96/96 smooth. Real-browser regression (muted Chrome): normal playback
unaffected at ~29 fps.