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.
Pass any yt-dlp-supported URL where a video file goes. A single video is
downloaded (<=480p, ASCILINE only needs a tiny grid), normalized to
H.264/AAC/CFR mp4, and cached in videos/ by id so replays and --loop are
instant. A playlist/channel URL expands into one queue entry per video,
each fetched lazily as it plays so a long playlist starts immediately.
Also fixes the playlist.json eager-download bug Yusuf reported: URL entries
in a JSON playlist are now left unresolved by load_playlist and fetched
on demand by the playback loop, instead of synchronously downloading every
link before the server starts.
Ported onto the new thread-pool/zero-copy main; all integration points
(resolve_video_path, load_playlist, build_queue, websocket loop) updated.
Thumbnails stay on by default. --no-thumbnails skips building the preview sprite, so the server does no extra work and the rest of the player still works. The frontend already shows no preview when the sprite is unavailable.
Builds on the existing live seek/play/volume. Adds a polished, responsive control bar with play/pause, +/-10s skip, a played-progress fill, and a YouTube-style hover thumbnail preview on the seek bar. Thumbnails come from a small lazy /scrub endpoint that builds an in-memory sprite once per video with a single ffmpeg pass (no disk cache); easy to point at the static compiler's sprite instead.
The binary protocol re-sent the full grid every frame. This adds an opt-in
per-frame codec that picks the smallest of three encodings and tags it in a
1-byte header, without changing the rendered output:
0 RAW framebuffer as-is (legacy)
1 ZLIB zlib(framebuffer)
2 DELTA only the cells changed since the previous frame, patched on top
Clients opt in via /ws?codec=adaptive; omitting it yields the original protocol
byte-for-byte, so existing clients are unaffected. A keyframe is forced
periodically for resync. codec.js is shared by the browser and the Node test,
so the shipped decode path is the tested one.
Optional --quality {lossless,high,balanced,low} enables lossy temporal delta
(conditional replenishment): a colour cell is only re-sent once it drifts past a
tolerance from what the viewer already sees; the character plane stays exact.
Default lossless = bit-exact.
Measured wire savings (mode 5, 200x80): static screen 0.3% of legacy (~375x),
pixel mode 11.6%, high-motion 63% (never worse). Encoder tuned (zlib level 3,
smart candidate selection) to stay well under the frame budget.
Verified bit-exact two independent ways: Python->Node vectors and a live
adaptive-vs-legacy WebSocket diff. (A fuller mutation + Autobahn conformance
harness exists on request.)