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perf(player): p0-1b perf tests for fps, scrub latency, and media sync drift (#400)
## Summary Second slice of `P0-1` from the player perf proposal: plugs the three steady-state scenarios — sustained playback FPS, scrub latency, and media-sync drift — into the perf gate that landed in #399. Adds the multi-video fixture they all share, wires three new shards into CI, and seeds one new baseline (`droppedFramesMax`). ## Why #399 stood up the harness and proved it with a single load-time scenario. By itself that's enough to catch regressions in initial composition setup, but it can't catch the things players actually fail at in production: - **FPS regressions** — a render-loop change that drops the ticker from 60 to 45 fps still loads fast. - **Scrub latency regressions** — the inline-vs-isolated split (#397) is exactly the kind of code path where a refactor can silently push everyone back to the postMessage round trip. - **Media drift** — runtime mirror logic (#396 in this stack) and per-frame scheduling tweaks can both cause video to slip out of sync with the composition clock without producing a single console error. Each of these is a target metric in the proposal with a concrete budget. This PR turns those budgets into gated CI signals and produces continuous data for them on every player/core/runtime change. ## What changed ### Fixture — `packages/player/tests/perf/fixtures/10-video-grid/` - `index.html`: 10-second composition, 1920×1080, 30 fps, with 10 simultaneously-decoding video tiles in a 5×2 grid plus a subtle GSAP scale "breath" on each tile (so the rAF/RVFC loops have real work to do without GSAP dominating the budget the decoder needs). - `sample.mp4`: small (~190 KB) clip checked in so the fixture is hermetic — no external CDN dependency, identical bytes on every run. - Same `data-composition-id="main"` host pattern as `gsap-heavy`, so the existing harness loader works without changes. ### `02-fps.ts` — sustained playback frame rate - Loads `10-video-grid`, calls `player.play()`, samples `requestAnimationFrame` callbacks inside the iframe for 5 s. - Crucial sequencing: install the rAF sampler **before** `play()`, wait for `__player.isPlaying() === true`, **then reset the sample buffer** — otherwise the postMessage round-trip ramp-up window drags the average down by 5–10 fps. - FPS = `(samples − 1) / (lastTs − firstTs in s)`; uses rAF timestamps (the same ones the compositor saw) rather than wall-clock `setTimeout`, so we're measuring real frame production. - Dropped-frame definition matches Chrome DevTools: gap > 1.5× (1000/60 ms) ≈ 25 ms = "missed at least one vsync." - Aggregation across runs: `min(fps)` and `max(droppedFrames)` — worst case wins, since the proposal asserts a floor on fps and a ceiling on drops. - Emits `playback_fps_min` (higher-is-better, baseline `fpsMin = 55`) and `playback_dropped_frames_max` (lower-is-better, baseline `droppedFramesMax = 3`). ### `04-scrub.ts` — scrub latency, inline + isolated - Loads `10-video-grid`, pauses, then issues 10 seek calls in two batches: first the synchronous **inline** path (`<hyperframes-player>`'s default same-origin `_trySyncSeek`), then the **isolated** path (forced by replacing `_trySyncSeek` with `() => false`, which makes the player fall back to the postMessage `_sendControl("seek")` bridge that cross-origin embeds and pre-#397 builds use). - Inline runs first so the isolated mode's monkey-patch can't bleed back into the inline samples. - Detection: a rAF watcher inside the iframe polls `__player.getTime()` until it's within `MATCH_TOLERANCE_S = 0.05 s` of the requested target. Tolerance exists because the postMessage bridge converts seconds → frame number → seconds, and that round-trip can introduce sub-frame quantization drift even for targets on the canonical fps grid. - Timing: `performance.timeOrigin + performance.now()` in both contexts. `timeOrigin` is consistent across same-process frames, so `t1 − t0` is a true wall-clock latency, not a host-only or iframe-only stopwatch. - Targets alternate forward/backward (`1.0, 7.0, 2.0, 8.0, 3.0, 9.0, 4.0, 6.0, 5.0, 0.5`) so no two consecutive seeks land near each other — protects the rAF watcher from matching against a stale `getTime()` value before the seek command is processed. - Aggregation: `percentile(95)` across the pooled per-seek latencies from every run. With 10 seeks × 2 modes × 3 runs we get 30 samples per mode per CI shard, enough for a stable p95. - Emits `scrub_latency_p95_inline_ms` (lower-is-better, baseline `scrubLatencyP95InlineMs = 33`) and `scrub_latency_p95_isolated_ms` (lower-is-better, baseline `scrubLatencyP95IsolatedMs = 80`). ### `05-drift.ts` — media sync drift - Loads `10-video-grid`, plays 6 s, instruments **every** `video[data-start]` element with `requestVideoFrameCallback`. Each callback records `(compositionTime, actualMediaTime)` plus a snapshot of the clip transform (`clipStart`, `clipMediaStart`, `clipPlaybackRate`). - Drift = `|actualMediaTime − ((compTime − clipStart) × clipPlaybackRate + clipMediaStart)|` — the same transform the runtime applies in `packages/core/src/runtime/media.ts`, snapshotted once at sampler install so the per-frame work is just subtract + multiply + abs. - Sustain window is 6 s (not the proposal's 10 s) because the fixture composition is exactly 10 s long and we want headroom before the end-of-timeline pause/clamp behavior. With 10 videos × ~25 fps × 6 s we still pool ~1500 samples per run — more than enough for a stable p95. - Same "reset buffer after play confirmed" gotcha as `02-fps.ts`: frames captured during the postMessage round-trip would compare a non-zero `mediaTime` against `getTime() === 0` and inflate drift by hundreds of ms. - Aggregation: `max()` and `percentile(95)` across the pooled per-frame drifts. The proposal's max-drift ceiling of 500 ms is intentional — the runtime hard-resyncs when `|currentTime − relTime| > 0.5 s`, so a regression past 500 ms means the corrective resync kicked in and the viewer saw a jump. - Emits `media_drift_max_ms` (lower-is-better, baseline `driftMaxMs = 500`) and `media_drift_p95_ms` (lower-is-better, baseline `driftP95Ms = 100`). ### Wiring - `packages/player/tests/perf/index.ts`: add `fps`, `scrub`, `drift` to `ScenarioId`, `DEFAULT_RUNS`, the default scenario list (`--scenarios` defaults to all four), and three new dispatch branches. - `packages/player/tests/perf/perf-gate.ts`: add `droppedFramesMax: number` to `PerfBaseline`. Other baseline keys for these scenarios were already seeded in #399. - `packages/player/tests/perf/baseline.json`: add `droppedFramesMax: 3`. - `.github/workflows/player-perf.yml`: three new matrix shards (`fps` / `scrub` / `drift`) at `runs: 3`. Same `paths-filter` and same artifact-upload pattern as the `load` shard, so the summary job aggregates them automatically. ## Methodology highlights These three patterns recur in all three scenarios and are worth noting because they're load-bearing for the numbers we report: 1. **Reset buffer after play-confirmed.** The `play()` API is async (postMessage), so any samples captured before `__player.isPlaying() === true` belong to ramp-up, not steady-state. Both `02-fps` and `05-drift` clear `__perfRafSamples` / `__perfDriftSamples` *after* the wait. Without this, fps drops 5–10 and drift inflates by hundreds of ms. 2. **Iframe-side timing.** All three scenarios time inside the iframe (`performance.timeOrigin + performance.now()` for scrub, rAF/RVFC timestamps for fps/drift) rather than host-side. The iframe is what the user sees; host-side timing would conflate Puppeteer's IPC overhead with real player latency. 3. **Stop sampling before pause.** Sampler is deactivated *before* `pause()` is issued, so the pause command's postMessage round-trip can't perturb the tail of the measurement window. ## Test plan - [x] Local: `bun run player:perf` runs all four scenarios end-to-end on the 10-video-grid fixture. - [x] Each scenario produces metrics matching its declared `baselineKey` so `perf-gate.ts` can find them. - [x] Typecheck, lint, format pass on the new files. - [x] Existing player unit tests untouched (no production code changes in this PR). - [ ] First CI run will confirm the new shards complete inside the workflow timeout and that the summary job picks up their `metrics.json` artifacts. ## Stack Step `P0-1b` of the player perf proposal. Builds on: - `P0-1a` (#399): the harness, runner, gate, and CI workflow this PR plugs new scenarios into. Followed by: - `P0-1c` (#401): `06-parity` — live playback frame vs. synchronously-seeked reference frame, compared via SSIM, on the existing `gsap-heavy` fixture from #399.
This commit is contained in:
@@ -42,6 +42,15 @@ jobs:
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- shard: load
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scenarios: load
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runs: "5"
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- shard: fps
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scenarios: fps
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runs: "3"
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- shard: scrub
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scenarios: scrub
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runs: "3"
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- shard: drift
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scenarios: drift
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runs: "3"
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steps:
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- uses: actions/checkout@v4
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@@ -1,7 +1,7 @@
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{
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"compLoadColdP95Ms": 2000,
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"compLoadWarmP95Ms": 1000,
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"fpsMin": 55,
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"compositionTimeAdvancementRatioMin": 0.95,
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"scrubLatencyP95IsolatedMs": 80,
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"scrubLatencyP95InlineMs": 33,
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"driftMaxMs": 500,
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@@ -0,0 +1,126 @@
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<title>perf fixture: 10-video-grid</title>
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<style>
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:root {
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color-scheme: dark;
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}
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html,
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body {
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margin: 0;
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padding: 0;
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background: #050714;
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color: #e6e6f0;
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font-family:
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system-ui,
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-apple-system,
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sans-serif;
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overflow: hidden;
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}
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#root {
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position: relative;
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width: 1920px;
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height: 1080px;
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display: grid;
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grid-template-columns: repeat(5, 1fr);
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grid-template-rows: repeat(2, 1fr);
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gap: 8px;
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padding: 8px;
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box-sizing: border-box;
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}
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.tile {
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position: relative;
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background: #111827;
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border-radius: 12px;
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overflow: hidden;
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box-shadow: 0 0 0 1px rgba(255, 255, 255, 0.05);
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will-change: transform;
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}
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.tile video {
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position: absolute;
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inset: 0;
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width: 100%;
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height: 100%;
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object-fit: cover;
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}
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.tile .label {
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position: absolute;
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top: 8px;
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left: 8px;
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z-index: 2;
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font:
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600 14px/1 system-ui,
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sans-serif;
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color: #fff;
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background: rgba(0, 0, 0, 0.6);
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padding: 4px 8px;
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border-radius: 6px;
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pointer-events: none;
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}
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</style>
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<script src="/vendor/gsap.min.js"></script>
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<script data-hyperframes-runtime="1" src="/vendor/hyperframe.runtime.iife.js"></script>
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</head>
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<body>
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<div
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id="root"
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data-composition-id="main"
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data-width="1920"
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data-height="1080"
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data-duration="10"
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data-fps="30"
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></div>
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<script>
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(function () {
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var TILE_COUNT = 10;
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var DURATION_SEC = 10;
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var root = document.getElementById("root");
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var tiles = [];
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for (var i = 0; i < TILE_COUNT; i++) {
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var tile = document.createElement("div");
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tile.className = "tile";
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tile.id = "tile-" + i;
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var label = document.createElement("div");
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label.className = "label";
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label.textContent = "video " + (i + 1);
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tile.appendChild(label);
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var video = document.createElement("video");
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video.id = "video-" + i;
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video.setAttribute("data-start", "0");
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video.setAttribute("data-duration", String(DURATION_SEC));
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video.setAttribute("data-track-index", String(i));
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video.setAttribute("src", "sample.mp4");
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video.setAttribute("preload", "auto");
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video.setAttribute("playsinline", "");
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video.muted = true;
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tile.appendChild(video);
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root.appendChild(tile);
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tiles.push(tile);
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}
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// Lightweight parent timeline so the player has a non-empty composition
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// to drive. Each tile gets a subtle scale "breath" over the full
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// duration — enough to keep GSAP scrubbing real properties without
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// dominating the rAF budget that the video decoder needs.
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var tl = gsap.timeline({ paused: true });
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for (var j = 0; j < tiles.length; j++) {
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tl.fromTo(
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tiles[j],
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{ scale: 0.985 },
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{ scale: 1, duration: DURATION_SEC, ease: "sine.inOut" },
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0,
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);
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}
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window.__timelines = window.__timelines || {};
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window.__timelines["main"] = tl;
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})();
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</script>
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</body>
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</html>
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Binary file not shown.
@@ -29,7 +29,10 @@ import { execFileSync } from "node:child_process";
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import { existsSync, mkdirSync, writeFileSync } from "node:fs";
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import { dirname, resolve } from "node:path";
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import { fileURLToPath } from "node:url";
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import { runFps } from "./scenarios/02-fps.ts";
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import { runLoad } from "./scenarios/03-load.ts";
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import { runScrub } from "./scenarios/04-scrub.ts";
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import { runDrift } from "./scenarios/05-drift.ts";
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import { reportAndGate, type GateMode, type GateResult, type Metric } from "./perf-gate.ts";
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import { launchBrowser } from "./runner.ts";
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import { startServer } from "./server.ts";
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@@ -38,7 +41,42 @@ const HERE = dirname(fileURLToPath(import.meta.url));
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const RESULTS_DIR = resolve(HERE, "results");
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const RESULTS_FILE = resolve(RESULTS_DIR, "metrics.json");
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type ScenarioId = "load";
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type ScenarioId = "load" | "fps" | "scrub" | "drift";
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/**
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* Per-scenario default `runs` value when the caller didn't pass `--runs`.
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*
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* Why `load` gets 5 runs and the others get 3:
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*
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* - `load` reports a single p95 over `runs` measurements, so each `run` is
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* one sample. p95 over n=3 is mostly noise (the 95th percentile of three
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* numbers is just `max`), so we bump it to 5. We considered 10 — but cold
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* load is the slowest scenario in the shard (~2s × 5 runs × 2 fixtures =
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* ~20s with disk cache cleared), and going to 10 would push the load shard
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* past 30s of pure-measurement wall time per CI invocation.
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* - `fps` aggregates as `min(ratio)` over runs — 3 runs gives us a worst-
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* of-three signal, which is what we want for a floor metric. Adding more
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* runs would only make the ratio strictly smaller (more chances to catch
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* a stall) and shift the threshold toward false positives from runner
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* contention rather than real regressions.
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* - `scrub` and `drift` *pool* their per-run samples (10 seeks/run for
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* scrub, ~1500 RVFC frames/run for drift) and compute the percentile over
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* the pooled set. Their effective sample count for the percentile is
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* `runs × samples_per_run`, not `runs`, so 3 runs already gives 30+ scrub
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* samples and 4500+ drift samples per shard — well above the n≈30 rule of
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* thumb for a stable p95.
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*
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* TODO(player-perf): revisit `fps: 3` once we have ~2 weeks of CI baseline
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* data — if `min(ratio)` shows >5% inter-run variance attributable to runner
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* jitter (not real player regressions), bump to 5 and tighten the
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* `compositionTimeAdvancementRatioMin` baseline accordingly.
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*/
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const DEFAULT_RUNS: Record<ScenarioId, number> = {
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load: 5,
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fps: 3,
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scrub: 3,
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drift: 3,
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};
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type ResultsFile = {
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schemaVersion: 1;
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@@ -88,7 +126,7 @@ function parseArgs(argv: string[]): ParsedArgs {
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// `mode` is consumed (measure logs regressions but never fails; enforce
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// exits non-zero on regression).
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mode: (process.env.PLAYER_PERF_MODE as GateMode) === "enforce" ? "enforce" : "measure",
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scenarios: ["load"],
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scenarios: ["load", "fps", "scrub", "drift"],
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runs: null,
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fixture: null,
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headful: false,
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@@ -150,7 +188,31 @@ async function main(): Promise<void> {
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const m = await runLoad({
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browser,
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origin: server.origin,
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runs: args.runs ?? 5,
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runs: args.runs ?? DEFAULT_RUNS.load,
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fixture: args.fixture,
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});
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metrics.push(...m);
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} else if (scenario === "fps") {
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const m = await runFps({
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browser,
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origin: server.origin,
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runs: args.runs ?? DEFAULT_RUNS.fps,
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fixture: args.fixture,
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});
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metrics.push(...m);
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} else if (scenario === "scrub") {
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const m = await runScrub({
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browser,
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origin: server.origin,
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runs: args.runs ?? DEFAULT_RUNS.scrub,
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fixture: args.fixture,
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});
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metrics.push(...m);
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} else if (scenario === "drift") {
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const m = await runDrift({
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browser,
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origin: server.origin,
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runs: args.runs ?? DEFAULT_RUNS.drift,
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fixture: args.fixture,
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});
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metrics.push(...m);
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@@ -31,7 +31,16 @@ export type Metric = {
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export type PerfBaseline = {
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compLoadColdP95Ms: number;
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compLoadWarmP95Ms: number;
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fpsMin: number;
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/**
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* Floor on `(compositionTime advanced) / (wallClock elapsed)` over a sustained
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* playback window — see packages/player/tests/perf/scenarios/02-fps.ts. A
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* healthy player keeps up with its intended speed and reads ~1.0; values
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* below 1.0 mean the composition clock fell behind real time, which is the
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* actual user-visible jank we want to gate against. Refresh-rate independent
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* by construction, so it does not saturate to display refresh on high-Hz
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* runners the way the previous `fpsMin` did. Direction: higher-is-better.
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*/
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compositionTimeAdvancementRatioMin: number;
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scrubLatencyP95IsolatedMs: number;
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scrubLatencyP95InlineMs: number;
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driftMaxMs: number;
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@@ -0,0 +1,236 @@
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/**
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* Scenario 02: sustained playback against the composition clock.
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*
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* Loads the 10-video-grid fixture, calls `player.play()`, then samples
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* `__player.getTime()` at fixed wall-clock intervals for ~5 seconds. The
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* emitted metric is the ratio of composition-time advanced to wall-clock
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* elapsed:
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*
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* composition_time_advancement_ratio = (getTime(end) - getTime(start)) / wallSeconds
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*
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* This reads ~1.0 when the runtime is keeping up with its intended playback
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* speed and falls below 1.0 when the player stalls — a slow video decoder, a
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* blocked main thread, a GC pause, anything that prevents the composition
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* clock from advancing at real-time. The metric is independent of the host
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* display refresh rate by construction: both numerator and denominator are
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* wall-clock timestamps, neither is a frame count, so a 60Hz, 120Hz, or 240Hz
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* runner sees the same value for a healthy player.
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*
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* Why we replaced the previous rAF-based FPS metric:
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* The original implementation counted `requestAnimationFrame` ticks per
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* wall-clock second and asserted `fps >= 55`. On a 120Hz CI runner that
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* reads ~120 fps regardless of whether the composition is actually
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* advancing, so the gate passed even when the player was silently stalling.
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* See PR #400 review (jrusso1020 + miguel-heygen) for the full discussion;
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* this implementation follows jrusso1020's "first choice" recommendation.
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*
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* Per the proposal:
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* Test 1: Playback frame rate (player-perf-fps)
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* Load 10-video composition → play 5s → measure how well the player kept
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* up with the composition clock.
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*
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* Methodology details:
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* - We install the wall-clock sampler before calling `play()` so the very
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* first post-play tick is captured. We then wait for `__player.isPlaying()`
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* to flip true (the parent→iframe `play` message is async via postMessage)
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* and *reset* the sample buffer, so the measurement window only contains
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* samples taken while the runtime was actively playing the timeline.
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* - Sampling cadence is 100ms (10 samples/sec). That's fine-grained enough
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* to spot a half-second stall but coarse enough that the sampler itself
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* has negligible overhead. With a 5s window we collect ~50 samples; the
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* ratio is computed from the first and last sample's `getTime()` values.
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* - We use `setInterval` (not rAF) on purpose: rAF cadence is the metric we
|
||||
* are trying to *avoid* depending on. `setInterval` is wall-clock-driven.
|
||||
*
|
||||
* Outputs one metric:
|
||||
* - composition_time_advancement_ratio_min
|
||||
* (higher-is-better, baseline key compositionTimeAdvancementRatioMin)
|
||||
*
|
||||
* Aggregation: `min(ratio)` across runs because the proposal asserts a floor
|
||||
* — the worst run is the one that gates against regressions.
|
||||
*/
|
||||
|
||||
import type { Browser, Frame, Page } from "puppeteer-core";
|
||||
import { loadHostPage } from "../runner.ts";
|
||||
import type { Metric } from "../perf-gate.ts";
|
||||
|
||||
export type FpsScenarioOpts = {
|
||||
browser: Browser;
|
||||
origin: string;
|
||||
/** Number of measurement runs. */
|
||||
runs: number;
|
||||
/** If null, runs the default fixture (10-video-grid). */
|
||||
fixture: string | null;
|
||||
};
|
||||
|
||||
const DEFAULT_FIXTURE = "10-video-grid";
|
||||
const PLAYBACK_DURATION_MS = 5_000;
|
||||
const SAMPLE_INTERVAL_MS = 100;
|
||||
const PLAY_CONFIRM_TIMEOUT_MS = 5_000;
|
||||
const FRAME_LOOKUP_TIMEOUT_MS = 5_000;
|
||||
|
||||
declare global {
|
||||
interface Window {
|
||||
/** (wallClockMs, compositionTimeSec) pairs collected by the sampler. */
|
||||
__perfPlaySamples?: Array<{ wall: number; comp: number }>;
|
||||
/** setInterval handle used by the sampler; cleared at the end of the window. */
|
||||
__perfPlaySamplerHandle?: number;
|
||||
/** Hyperframes runtime player API exposed inside the composition iframe. */
|
||||
__player?: {
|
||||
play: () => void;
|
||||
pause: () => void;
|
||||
seek: (timeSeconds: number) => void;
|
||||
getTime: () => number;
|
||||
getDuration: () => number;
|
||||
isPlaying: () => boolean;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
type RunResult = {
|
||||
ratio: number;
|
||||
compElapsedSec: number;
|
||||
wallElapsedSec: number;
|
||||
samples: number;
|
||||
};
|
||||
|
||||
/**
|
||||
* Find the iframe Puppeteer Frame that hosts the fixture composition. The
|
||||
* `<hyperframes-player>` shell wraps an iframe whose URL is derived from the
|
||||
* player's `src` attribute, so we match by path substring rather than full URL.
|
||||
*/
|
||||
async function getFixtureFrame(page: Page, fixture: string): Promise<Frame> {
|
||||
const expected = `/fixtures/${fixture}/`;
|
||||
const deadline = Date.now() + FRAME_LOOKUP_TIMEOUT_MS;
|
||||
while (Date.now() < deadline) {
|
||||
const frame = page.frames().find((f) => f.url().includes(expected));
|
||||
if (frame) return frame;
|
||||
await new Promise((r) => setTimeout(r, 50));
|
||||
}
|
||||
throw new Error(`[scenario:fps] fixture frame not found for "${fixture}" within timeout`);
|
||||
}
|
||||
|
||||
async function runOnce(
|
||||
opts: FpsScenarioOpts,
|
||||
fixture: string,
|
||||
idx: number,
|
||||
total: number,
|
||||
): Promise<RunResult> {
|
||||
const ctx = await opts.browser.createBrowserContext();
|
||||
try {
|
||||
const page = await ctx.newPage();
|
||||
const { duration } = await loadHostPage(page, opts.origin, { fixture });
|
||||
const frame = await getFixtureFrame(page, fixture);
|
||||
|
||||
// Install the wall-clock sampler in the iframe context. We use setInterval
|
||||
// because rAF cadence is exactly the host-display-dependent signal we are
|
||||
// trying NOT to depend on; setInterval is driven by the event loop and
|
||||
// gives us samples at fixed wall-clock cadence regardless of refresh rate.
|
||||
await frame.evaluate((sampleIntervalMs: number) => {
|
||||
window.__perfPlaySamples = [];
|
||||
window.__perfPlaySamplerHandle = window.setInterval(() => {
|
||||
const comp = window.__player?.getTime?.();
|
||||
if (typeof comp !== "number" || !Number.isFinite(comp)) return;
|
||||
window.__perfPlaySamples!.push({
|
||||
wall: performance.timeOrigin + performance.now(),
|
||||
comp,
|
||||
});
|
||||
}, sampleIntervalMs);
|
||||
}, SAMPLE_INTERVAL_MS);
|
||||
|
||||
// Issue play from the host page (parent of the iframe). The player's
|
||||
// public `play()` posts a control message into the iframe.
|
||||
await page.evaluate(() => {
|
||||
const el = document.getElementById("player") as (HTMLElement & { play: () => void }) | null;
|
||||
if (!el) throw new Error("[scenario:fps] player element missing on host page");
|
||||
el.play();
|
||||
});
|
||||
|
||||
// Wait for the runtime to actually transition to playing — this is the
|
||||
// signal that the postMessage round trip + timeline.play() finished.
|
||||
await frame.waitForFunction(() => window.__player?.isPlaying?.() === true, {
|
||||
timeout: PLAY_CONFIRM_TIMEOUT_MS,
|
||||
});
|
||||
|
||||
// Reset samples now that playback is confirmed running. Anything captured
|
||||
// before this point belongs to the ramp-up window (composition clock at
|
||||
// 0, wall clock advancing) and would skew the ratio toward 0.
|
||||
await frame.evaluate(() => {
|
||||
window.__perfPlaySamples = [];
|
||||
});
|
||||
|
||||
// Sustain playback for the measurement window.
|
||||
await new Promise((r) => setTimeout(r, PLAYBACK_DURATION_MS));
|
||||
|
||||
// Stop the sampler and harvest the samples before pausing the runtime,
|
||||
// so the pause command can't perturb the tail of the sample window.
|
||||
const samples = (await frame.evaluate(() => {
|
||||
if (window.__perfPlaySamplerHandle !== undefined) {
|
||||
clearInterval(window.__perfPlaySamplerHandle);
|
||||
window.__perfPlaySamplerHandle = undefined;
|
||||
}
|
||||
return window.__perfPlaySamples ?? [];
|
||||
})) as Array<{ wall: number; comp: number }>;
|
||||
|
||||
await page.evaluate(() => {
|
||||
const el = document.getElementById("player") as (HTMLElement & { pause: () => void }) | null;
|
||||
el?.pause();
|
||||
});
|
||||
|
||||
if (samples.length < 2) {
|
||||
throw new Error(
|
||||
`[scenario:fps] run ${idx + 1}/${total}: only ${samples.length} composition-clock samples captured (composition duration ${duration}s)`,
|
||||
);
|
||||
}
|
||||
|
||||
const first = samples[0]!;
|
||||
const last = samples[samples.length - 1]!;
|
||||
const wallElapsedSec = (last.wall - first.wall) / 1000;
|
||||
const compElapsedSec = last.comp - first.comp;
|
||||
const ratio = wallElapsedSec > 0 ? compElapsedSec / wallElapsedSec : 0;
|
||||
|
||||
console.log(
|
||||
`[scenario:fps] run[${idx + 1}/${total}] ratio=${ratio.toFixed(4)} compElapsed=${compElapsedSec.toFixed(3)}s wallElapsed=${wallElapsedSec.toFixed(3)}s samples=${samples.length}`,
|
||||
);
|
||||
|
||||
await page.close();
|
||||
return {
|
||||
ratio,
|
||||
compElapsedSec,
|
||||
wallElapsedSec,
|
||||
samples: samples.length,
|
||||
};
|
||||
} finally {
|
||||
await ctx.close();
|
||||
}
|
||||
}
|
||||
|
||||
export async function runFps(opts: FpsScenarioOpts): Promise<Metric[]> {
|
||||
const fixture = opts.fixture ?? DEFAULT_FIXTURE;
|
||||
const runs = Math.max(1, opts.runs);
|
||||
console.log(
|
||||
`[scenario:fps] fixture=${fixture} runs=${runs} window=${PLAYBACK_DURATION_MS}ms sampleInterval=${SAMPLE_INTERVAL_MS}ms`,
|
||||
);
|
||||
|
||||
const ratios: number[] = [];
|
||||
for (let i = 0; i < runs; i++) {
|
||||
const result = await runOnce(opts, fixture, i, runs);
|
||||
ratios.push(result.ratio);
|
||||
}
|
||||
|
||||
// Worst run wins: the proposal asserts a floor on this ratio, so a single
|
||||
// bad run (slow decoder, GC pause, host contention) is the one that gates.
|
||||
const ratioMin = Math.min(...ratios);
|
||||
console.log(`[scenario:fps] aggregate min ratio=${ratioMin.toFixed(4)} runs=${runs}`);
|
||||
|
||||
return [
|
||||
{
|
||||
name: "composition_time_advancement_ratio_min",
|
||||
baselineKey: "compositionTimeAdvancementRatioMin",
|
||||
value: ratioMin,
|
||||
unit: "ratio",
|
||||
direction: "higher-is-better",
|
||||
samples: ratios,
|
||||
},
|
||||
];
|
||||
}
|
||||
@@ -0,0 +1,307 @@
|
||||
/**
|
||||
* Scenario 04: scrub latency.
|
||||
*
|
||||
* Loads the 10-video-grid fixture, pauses the player, then issues 10 seek
|
||||
* calls in sequence — first through the synchronous "inline" path, then
|
||||
* through the postMessage-driven "isolated" path — and measures the wall-clock
|
||||
* latency from each `seek()` call to the first paint where the iframe's
|
||||
* timeline reports the new time.
|
||||
*
|
||||
* Per the proposal:
|
||||
* Test 2: Scrub latency (player-perf-scrub)
|
||||
* Load composition → seek to 10 positions in sequence → measure time
|
||||
* from seek() call to state update callback
|
||||
* Assert: p95 < 80ms (isolated), p95 < 33ms (inline, Phase 4+)
|
||||
*
|
||||
* Methodology details:
|
||||
* - Both modes are measured in the same page load. Inline runs first so
|
||||
* the isolated mode's monkey-patch (forcing `_trySyncSeek` to return
|
||||
* false) doesn't bleed into the inline samples.
|
||||
* - "Inline" mode is the default behavior of `<hyperframes-player>` when the
|
||||
* iframe is same-origin and exposes `__player.seek()` synchronously.
|
||||
* `seek()` lands the new frame in the same task as the input event.
|
||||
* - "Isolated" mode is forced by replacing the player element's
|
||||
* `_trySyncSeek` method with `() => false`, which sends the player
|
||||
* element through the postMessage bridge — exactly what cross-origin
|
||||
* embeds and Phase 1 (pre-sync) builds did.
|
||||
* - Detection is via a `requestAnimationFrame` watcher inside the iframe
|
||||
* that polls `__player.getTime()` until it is within `MATCH_TOLERANCE_S`
|
||||
* of the requested target. We use a tolerance because the postMessage
|
||||
* bridge converts seconds → frame number → seconds, which can introduce
|
||||
* sub-frame quantization drift even for targets on the canonical fps grid.
|
||||
* - Timing uses `performance.timeOrigin + performance.now()` in both the
|
||||
* host and iframe contexts. `timeOrigin` is consistent across same-process
|
||||
* frames, so the difference is a true wall-clock measurement of latency.
|
||||
* - Seek targets alternate forward/backward across the 10s composition so
|
||||
* no two consecutive seeks land near each other; this avoids the rAF
|
||||
* watcher matching against a stale `getTime()` value before the seek
|
||||
* command is processed.
|
||||
*
|
||||
* Outputs two metrics:
|
||||
* - scrub_latency_p95_inline_ms (lower-is-better, baseline scrubLatencyP95InlineMs)
|
||||
* - scrub_latency_p95_isolated_ms (lower-is-better, baseline scrubLatencyP95IsolatedMs)
|
||||
*
|
||||
* Aggregation: percentile(95) is computed across the pooled per-seek
|
||||
* latencies from every run. With 10 seeks per mode per run × 3 runs we get
|
||||
* 30 samples per mode per CI shard, which is enough for a stable p95.
|
||||
*/
|
||||
|
||||
import type { Browser, Frame, Page } from "puppeteer-core";
|
||||
import { loadHostPage, percentile } from "../runner.ts";
|
||||
import type { Metric } from "../perf-gate.ts";
|
||||
|
||||
export type ScrubScenarioOpts = {
|
||||
browser: Browser;
|
||||
origin: string;
|
||||
/** Number of measurement runs. */
|
||||
runs: number;
|
||||
/** If null, runs the default fixture (10-video-grid). */
|
||||
fixture: string | null;
|
||||
};
|
||||
|
||||
const DEFAULT_FIXTURE = "10-video-grid";
|
||||
/** Targets are seconds within the composition (10s duration). */
|
||||
const SEEK_TARGETS: readonly number[] = [1.0, 7.0, 2.0, 8.0, 3.0, 9.0, 4.0, 6.0, 5.0, 0.5];
|
||||
/**
|
||||
* Tolerance window the rAF watcher uses to decide that the iframe's reported
|
||||
* `__player.getTime()` matches the requested seek target. 50ms = 1.5 frames at
|
||||
* 30fps, which absorbs three sources of expected slippage:
|
||||
*
|
||||
* 1. **Frame quantization on the postMessage path.** `_sendControl("seek")`
|
||||
* converts seconds → integer frame number → seconds inside the runtime,
|
||||
* so e.g. a target of 1.0s on a 30fps composition lands at frame 30 →
|
||||
* 1.000s exactly, but a target of 1.005s lands at frame 30 → still
|
||||
* 1.000s, a 5ms quantization error baked into the API itself.
|
||||
* 2. **Sub-frame intra-clip clock advance.** Even with the iframe paused,
|
||||
* between the `seek()` call landing and the next rAF tick, the runtime
|
||||
* may have already nudged time by a fraction of a frame as part of
|
||||
* finalizing the seek; `getTime()` reports the post-finalize value.
|
||||
* 3. **Variable host load + browser jitter on CI.** GitHub runners share
|
||||
* cores, so a noisy neighbor can delay the rAF tick that would otherwise
|
||||
* register the match by tens of ms. Picking a tolerance much tighter
|
||||
* than this would gate against runner contention rather than player
|
||||
* regressions.
|
||||
*
|
||||
* The metric this scenario asserts is *latency to user-visible match*, not
|
||||
* *exact equality of the reported time*, so a 50ms acceptance window is the
|
||||
* intended behavior — but if we ever want to tighten this (e.g. to assert
|
||||
* sub-frame precision on the inline path now that PR #397 documented it),
|
||||
* this is the knob to turn. Configurability is deliberately deferred until
|
||||
* we have a concrete second use case; YAGNI.
|
||||
*
|
||||
* TODO(player-perf): revisit this constant after P0-1b lands and we have ~2
|
||||
* weeks of CI baseline data — if the inline-mode samples consistently cluster
|
||||
* well below 50ms, drop this to e.g. 16ms (1 frame @ 60fps) and split the
|
||||
* tolerance per mode (tighter for inline, current for isolated).
|
||||
*/
|
||||
const MATCH_TOLERANCE_S = 0.05;
|
||||
/** Per-seek timeout; isolated p95 in the proposal is 80ms, so 1s is huge headroom. */
|
||||
const SEEK_TIMEOUT_MS = 1_000;
|
||||
const PAUSE_CONFIRM_TIMEOUT_MS = 5_000;
|
||||
const FRAME_LOOKUP_TIMEOUT_MS = 5_000;
|
||||
|
||||
declare global {
|
||||
interface Window {
|
||||
/** Promise resolved by the iframe rAF watcher with the wall-clock t1 of the matching paint. */
|
||||
__perfScrubAwait?: Promise<number>;
|
||||
__player?: {
|
||||
play: () => void;
|
||||
pause: () => void;
|
||||
seek: (timeSeconds: number) => void;
|
||||
getTime: () => number;
|
||||
getDuration: () => number;
|
||||
isPlaying: () => boolean;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
type Mode = "inline" | "isolated";
|
||||
|
||||
type RunResult = {
|
||||
inlineLatencies: number[];
|
||||
isolatedLatencies: number[];
|
||||
};
|
||||
|
||||
/**
|
||||
* Find the iframe Puppeteer Frame that hosts the fixture composition. Same
|
||||
* helper as 02-fps.ts; duplicated locally so each scenario file is
|
||||
* self-contained.
|
||||
*/
|
||||
async function getFixtureFrame(page: Page, fixture: string): Promise<Frame> {
|
||||
const expected = `/fixtures/${fixture}/`;
|
||||
const deadline = Date.now() + FRAME_LOOKUP_TIMEOUT_MS;
|
||||
while (Date.now() < deadline) {
|
||||
const frame = page.frames().find((f) => f.url().includes(expected));
|
||||
if (frame) return frame;
|
||||
await new Promise((r) => setTimeout(r, 50));
|
||||
}
|
||||
throw new Error(`[scenario:scrub] fixture frame not found for "${fixture}" within timeout`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Measure a single seek's latency.
|
||||
*
|
||||
* Sequence:
|
||||
* 1. Install a rAF watcher in the iframe that resolves with the wall-clock
|
||||
* timestamp of the first paint where `__player.getTime()` is within
|
||||
* tolerance of `target`. Promise is stashed on `window.__perfScrubAwait`.
|
||||
* 2. Capture host wall-clock t0 and call `el.seek(target)` in the same task.
|
||||
* 3. Await the iframe's resolved Promise (returns t1).
|
||||
* 4. Latency = t1 - t0 (ms).
|
||||
*/
|
||||
async function measureSingleSeek(page: Page, frame: Frame, target: number): Promise<number> {
|
||||
await frame.evaluate(
|
||||
(target: number, tolerance: number, timeoutMs: number) => {
|
||||
window.__perfScrubAwait = new Promise<number>((resolve, reject) => {
|
||||
const deadlineWall = performance.timeOrigin + performance.now() + timeoutMs;
|
||||
const tick = () => {
|
||||
const wall = performance.timeOrigin + performance.now();
|
||||
const time = window.__player?.getTime?.() ?? Number.NaN;
|
||||
if (Number.isFinite(time) && Math.abs(time - target) < tolerance) {
|
||||
resolve(wall);
|
||||
return;
|
||||
}
|
||||
if (wall > deadlineWall) {
|
||||
reject(new Error(`[scrub] timeout target=${target} last=${time}`));
|
||||
return;
|
||||
}
|
||||
requestAnimationFrame(tick);
|
||||
};
|
||||
requestAnimationFrame(tick);
|
||||
});
|
||||
},
|
||||
target,
|
||||
MATCH_TOLERANCE_S,
|
||||
SEEK_TIMEOUT_MS,
|
||||
);
|
||||
|
||||
const t0Wall = await page.evaluate((targetSeconds: number) => {
|
||||
const el = document.getElementById("player") as
|
||||
| (HTMLElement & { seek: (t: number) => void })
|
||||
| null;
|
||||
if (!el) throw new Error("[scenario:scrub] player element missing on host page");
|
||||
const wall = performance.timeOrigin + performance.now();
|
||||
el.seek(targetSeconds);
|
||||
return wall;
|
||||
}, target);
|
||||
|
||||
// Puppeteer awaits the Promise we stashed on window and returns its resolved value.
|
||||
const t1Wall = (await frame.evaluate(() => window.__perfScrubAwait as Promise<number>)) as number;
|
||||
|
||||
return t1Wall - t0Wall;
|
||||
}
|
||||
|
||||
async function runScrubBatch(
|
||||
page: Page,
|
||||
frame: Frame,
|
||||
mode: Mode,
|
||||
idx: number,
|
||||
total: number,
|
||||
): Promise<number[]> {
|
||||
const latencies: number[] = [];
|
||||
for (const target of SEEK_TARGETS) {
|
||||
const latency = await measureSingleSeek(page, frame, target);
|
||||
latencies.push(latency);
|
||||
}
|
||||
const p95 = percentile(latencies, 95);
|
||||
console.log(
|
||||
`[scenario:scrub] run[${idx + 1}/${total}] mode=${mode} p95=${p95.toFixed(2)}ms n=${latencies.length}`,
|
||||
);
|
||||
return latencies;
|
||||
}
|
||||
|
||||
async function runOnce(
|
||||
opts: ScrubScenarioOpts,
|
||||
fixture: string,
|
||||
idx: number,
|
||||
total: number,
|
||||
): Promise<RunResult> {
|
||||
const ctx = await opts.browser.createBrowserContext();
|
||||
try {
|
||||
const page = await ctx.newPage();
|
||||
const { duration } = await loadHostPage(page, opts.origin, { fixture });
|
||||
const requiredDuration = Math.max(...SEEK_TARGETS);
|
||||
if (duration < requiredDuration) {
|
||||
throw new Error(
|
||||
`[scenario:scrub] fixture composition is ${duration.toFixed(2)}s but scrub targets require >= ${requiredDuration}s`,
|
||||
);
|
||||
}
|
||||
const frame = await getFixtureFrame(page, fixture);
|
||||
|
||||
// Defensively pause: the host shell doesn't autoplay, but `pause()` also
|
||||
// cancels any pending autoplay-on-ready behavior and guarantees the
|
||||
// timeline isn't ticking under our seek measurements.
|
||||
await page.evaluate(() => {
|
||||
const el = document.getElementById("player") as (HTMLElement & { pause?: () => void }) | null;
|
||||
el?.pause?.();
|
||||
});
|
||||
await frame.waitForFunction(() => window.__player?.isPlaying?.() === false, {
|
||||
timeout: PAUSE_CONFIRM_TIMEOUT_MS,
|
||||
});
|
||||
|
||||
// Inline mode first — the player's default `_trySyncSeek` path lands the
|
||||
// seek synchronously when the iframe is same-origin (which it is here).
|
||||
const inlineLatencies = await runScrubBatch(page, frame, "inline", idx, total);
|
||||
|
||||
// Force isolated mode by shadowing `_trySyncSeek` on the instance with
|
||||
// a function that always reports failure. The fallback in `seek()` then
|
||||
// sends the seek through `_sendControl("seek", { frame })`, which is the
|
||||
// same path a cross-origin embed (or a Phase 1 build without sync seek)
|
||||
// would take.
|
||||
await page.evaluate(() => {
|
||||
const el = document.getElementById("player") as
|
||||
| (HTMLElement & { _trySyncSeek?: (t: number) => boolean })
|
||||
| null;
|
||||
if (!el) throw new Error("[scenario:scrub] player element missing on host page");
|
||||
el._trySyncSeek = () => false;
|
||||
});
|
||||
|
||||
const isolatedLatencies = await runScrubBatch(page, frame, "isolated", idx, total);
|
||||
|
||||
await page.close();
|
||||
return { inlineLatencies, isolatedLatencies };
|
||||
} finally {
|
||||
await ctx.close();
|
||||
}
|
||||
}
|
||||
|
||||
export async function runScrub(opts: ScrubScenarioOpts): Promise<Metric[]> {
|
||||
const fixture = opts.fixture ?? DEFAULT_FIXTURE;
|
||||
const runs = Math.max(1, opts.runs);
|
||||
console.log(
|
||||
`[scenario:scrub] fixture=${fixture} runs=${runs} seeks_per_mode=${SEEK_TARGETS.length} tolerance=${(MATCH_TOLERANCE_S * 1000).toFixed(0)}ms`,
|
||||
);
|
||||
|
||||
const allInline: number[] = [];
|
||||
const allIsolated: number[] = [];
|
||||
for (let i = 0; i < runs; i++) {
|
||||
const result = await runOnce(opts, fixture, i, runs);
|
||||
allInline.push(...result.inlineLatencies);
|
||||
allIsolated.push(...result.isolatedLatencies);
|
||||
}
|
||||
|
||||
const inlineP95 = percentile(allInline, 95);
|
||||
const isolatedP95 = percentile(allIsolated, 95);
|
||||
console.log(
|
||||
`[scenario:scrub] aggregate inline_p95=${inlineP95.toFixed(2)}ms isolated_p95=${isolatedP95.toFixed(2)}ms (runs=${runs} samples_per_mode=${allInline.length})`,
|
||||
);
|
||||
|
||||
return [
|
||||
{
|
||||
name: "scrub_latency_p95_inline_ms",
|
||||
baselineKey: "scrubLatencyP95InlineMs",
|
||||
value: inlineP95,
|
||||
unit: "ms",
|
||||
direction: "lower-is-better",
|
||||
samples: allInline,
|
||||
},
|
||||
{
|
||||
name: "scrub_latency_p95_isolated_ms",
|
||||
baselineKey: "scrubLatencyP95IsolatedMs",
|
||||
value: isolatedP95,
|
||||
unit: "ms",
|
||||
direction: "lower-is-better",
|
||||
samples: allIsolated,
|
||||
},
|
||||
];
|
||||
}
|
||||
@@ -0,0 +1,307 @@
|
||||
/**
|
||||
* Scenario 05: media sync drift.
|
||||
*
|
||||
* Loads the 10-video-grid fixture, starts playback, and uses
|
||||
* `requestVideoFrameCallback` on every video element to record
|
||||
* (compositionTime, actualMediaTime) pairs for each decoded frame. Drift is
|
||||
* the absolute difference between the *expected* media time (derived from the
|
||||
* composition time using the runtime's clip transform) and the actual media
|
||||
* time the decoder presented to the compositor.
|
||||
*
|
||||
* Per the proposal:
|
||||
* Test 4: Media sync drift (player-perf-drift)
|
||||
* Load 5-video composition → play for 10 seconds → on each RVFC callback,
|
||||
* record drift between expected and actual media time
|
||||
* Assert: max drift < 500ms, p95 drift < 100ms
|
||||
*
|
||||
* Methodology details:
|
||||
* - We instrument *every* `video[data-start]` element in the fixture. The
|
||||
* proposal called for 5 videos; the 10-video-grid gives us 10 streams in
|
||||
* the same composition, which is a more conservative regression signal.
|
||||
* - The expected media time uses the same transform the runtime applies in
|
||||
* packages/core/src/runtime/media.ts:
|
||||
*
|
||||
* expectedMediaTime = (compositionTime - clip.start) * clip.playbackRate
|
||||
* + clip.mediaStart
|
||||
*
|
||||
* We snapshot `clip.start` / `clip.mediaStart` / `clip.playbackRate` from
|
||||
* each element's dataset + `defaultPlaybackRate` once when the sampler is
|
||||
* installed, so the per-frame work is just a subtract + multiply + abs.
|
||||
* - The runtime's media sync runs on a 50ms `setInterval`. Between syncs the
|
||||
* video element's clock free-runs. The drift we measure here is the
|
||||
* residual after that 50ms loop catches up — i.e. the user-visible glitch
|
||||
* budget. The runtime hard-resyncs when |currentTime - relTime| > 0.5s
|
||||
* (see media.ts), which is exactly the proposal's max-drift ceiling: a
|
||||
* regression past 500ms means the corrective resync kicked in and the
|
||||
* viewer saw a jump.
|
||||
* - We install RVFC *before* calling play(), then reset the sample buffer
|
||||
* once `__player.isPlaying()` flips true. Frames captured during the
|
||||
* postMessage round-trip would compare a non-zero mediaTime against
|
||||
* `getTime() === 0` and inflate drift to several hundred ms — same gotcha
|
||||
* as 02-fps.ts.
|
||||
* - Sustain window is 6s instead of the proposal's 10s because the fixture
|
||||
* composition is exactly 10s long, and we want headroom before the
|
||||
* end-of-timeline pause/clamp behavior. With 10 videos × ~25fps × 6s we
|
||||
* still pool ~1500 samples per run, more than enough for a stable p95.
|
||||
*
|
||||
* Outputs two metrics:
|
||||
* - media_drift_max_ms (lower-is-better, baseline driftMaxMs)
|
||||
* - media_drift_p95_ms (lower-is-better, baseline driftP95Ms)
|
||||
*
|
||||
* Aggregation: max() and percentile(95) across the pooled per-frame drifts
|
||||
* from every video in every run.
|
||||
*/
|
||||
|
||||
import type { Browser, Frame, Page } from "puppeteer-core";
|
||||
import { loadHostPage, percentile } from "../runner.ts";
|
||||
import type { Metric } from "../perf-gate.ts";
|
||||
|
||||
export type DriftScenarioOpts = {
|
||||
browser: Browser;
|
||||
origin: string;
|
||||
/** Number of measurement runs. */
|
||||
runs: number;
|
||||
/** If null, runs the default fixture (10-video-grid). */
|
||||
fixture: string | null;
|
||||
};
|
||||
|
||||
const DEFAULT_FIXTURE = "10-video-grid";
|
||||
const PLAYBACK_DURATION_MS = 6_000;
|
||||
const PLAY_CONFIRM_TIMEOUT_MS = 5_000;
|
||||
const FRAME_LOOKUP_TIMEOUT_MS = 5_000;
|
||||
|
||||
type DriftSample = {
|
||||
compTime: number;
|
||||
actualMediaTime: number;
|
||||
clipStart: number;
|
||||
clipMediaStart: number;
|
||||
clipPlaybackRate: number;
|
||||
};
|
||||
|
||||
declare global {
|
||||
interface Window {
|
||||
/** RVFC samples collected by the iframe-side observer. */
|
||||
__perfDriftSamples?: DriftSample[];
|
||||
/** Set to false to stop sampling at the end of the measurement window. */
|
||||
__perfDriftActive?: boolean;
|
||||
__player?: {
|
||||
play: () => void;
|
||||
pause: () => void;
|
||||
seek: (timeSeconds: number) => void;
|
||||
getTime: () => number;
|
||||
getDuration: () => number;
|
||||
isPlaying: () => boolean;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
type RunResult = {
|
||||
drifts: number[];
|
||||
videoCount: number;
|
||||
};
|
||||
|
||||
/**
|
||||
* Find the iframe Puppeteer Frame that hosts the fixture composition. Same
|
||||
* helper as the other scenarios; duplicated locally so each scenario file is
|
||||
* self-contained.
|
||||
*/
|
||||
async function getFixtureFrame(page: Page, fixture: string): Promise<Frame> {
|
||||
const expected = `/fixtures/${fixture}/`;
|
||||
const deadline = Date.now() + FRAME_LOOKUP_TIMEOUT_MS;
|
||||
while (Date.now() < deadline) {
|
||||
const frame = page.frames().find((f) => f.url().includes(expected));
|
||||
if (frame) return frame;
|
||||
await new Promise((r) => setTimeout(r, 50));
|
||||
}
|
||||
throw new Error(`[scenario:drift] fixture frame not found for "${fixture}" within timeout`);
|
||||
}
|
||||
|
||||
async function runOnce(
|
||||
opts: DriftScenarioOpts,
|
||||
fixture: string,
|
||||
idx: number,
|
||||
total: number,
|
||||
): Promise<RunResult> {
|
||||
const ctx = await opts.browser.createBrowserContext();
|
||||
try {
|
||||
const page = await ctx.newPage();
|
||||
const { duration } = await loadHostPage(page, opts.origin, { fixture });
|
||||
const requiredDurationSec = PLAYBACK_DURATION_MS / 1000;
|
||||
if (duration < requiredDurationSec) {
|
||||
throw new Error(
|
||||
`[scenario:drift] fixture composition is ${duration.toFixed(2)}s but drift sample window needs >= ${requiredDurationSec.toFixed(0)}s`,
|
||||
);
|
||||
}
|
||||
const frame = await getFixtureFrame(page, fixture);
|
||||
|
||||
// Install RVFC on every `video[data-start]` element in the iframe. Each
|
||||
// callback records the wall-clock-aligned (compositionTime, mediaTime)
|
||||
// pair plus a snapshot of the clip transform so we can compute drift in
|
||||
// node without re-querying the dataset on every frame.
|
||||
const videoCount = (await frame.evaluate(() => {
|
||||
window.__perfDriftSamples = [];
|
||||
window.__perfDriftActive = true;
|
||||
const videos = Array.from(document.querySelectorAll<HTMLVideoElement>("video[data-start]"));
|
||||
type RvfcMetadata = { mediaTime: number; presentationTime: number };
|
||||
type RvfcVideo = HTMLVideoElement & {
|
||||
requestVideoFrameCallback?: (
|
||||
cb: (now: DOMHighResTimeStamp, metadata: RvfcMetadata) => void,
|
||||
) => number;
|
||||
};
|
||||
let installed = 0;
|
||||
for (const video of videos) {
|
||||
const rvfcVideo = video as RvfcVideo;
|
||||
const rvfc = rvfcVideo.requestVideoFrameCallback;
|
||||
// Headless Chrome supports RVFC; bail quietly on browsers that don't.
|
||||
if (!rvfc) continue;
|
||||
const clipStart = Number.parseFloat(video.dataset.start ?? "0") || 0;
|
||||
const clipMediaStart =
|
||||
Number.parseFloat(video.dataset.playbackStart ?? video.dataset.mediaStart ?? "0") || 0;
|
||||
const rawRate = video.defaultPlaybackRate;
|
||||
const clipPlaybackRate =
|
||||
Number.isFinite(rawRate) && rawRate > 0 ? Math.max(0.1, Math.min(5, rawRate)) : 1;
|
||||
const tick = (_now: DOMHighResTimeStamp, metadata: RvfcMetadata) => {
|
||||
if (!window.__perfDriftActive) return;
|
||||
const compTime = window.__player?.getTime?.() ?? Number.NaN;
|
||||
if (Number.isFinite(compTime)) {
|
||||
window.__perfDriftSamples!.push({
|
||||
compTime,
|
||||
actualMediaTime: metadata.mediaTime,
|
||||
clipStart,
|
||||
clipMediaStart,
|
||||
clipPlaybackRate,
|
||||
});
|
||||
}
|
||||
rvfc.call(video, tick);
|
||||
};
|
||||
rvfc.call(video, tick);
|
||||
installed++;
|
||||
}
|
||||
return installed;
|
||||
})) as number;
|
||||
|
||||
if (videoCount === 0) {
|
||||
throw new Error(`[scenario:drift] fixture ${fixture} contains no video[data-start] elements`);
|
||||
}
|
||||
|
||||
// Issue play from the host page; the player posts a control message into
|
||||
// the iframe and the runtime starts the 50ms media sync poll.
|
||||
await page.evaluate(() => {
|
||||
const el = document.getElementById("player") as (HTMLElement & { play: () => void }) | null;
|
||||
if (!el) throw new Error("[scenario:drift] player element missing on host page");
|
||||
el.play();
|
||||
});
|
||||
|
||||
// Wait for the runtime to confirm playing before we trust the samples.
|
||||
await frame.waitForFunction(() => window.__player?.isPlaying?.() === true, {
|
||||
timeout: PLAY_CONFIRM_TIMEOUT_MS,
|
||||
});
|
||||
|
||||
// Reset the buffer now that playback is live. Anything captured during
|
||||
// the postMessage round-trip would compare a non-zero mediaTime against
|
||||
// `getTime() === 0` and bias drift up by hundreds of ms.
|
||||
await frame.evaluate(() => {
|
||||
window.__perfDriftSamples = [];
|
||||
});
|
||||
|
||||
await new Promise((r) => setTimeout(r, PLAYBACK_DURATION_MS));
|
||||
|
||||
// Stop sampling first, then pause. Same ordering as 02-fps.ts so the
|
||||
// pause command can't perturb the tail of the measurement window.
|
||||
const samples = (await frame.evaluate(() => {
|
||||
window.__perfDriftActive = false;
|
||||
return window.__perfDriftSamples ?? [];
|
||||
})) as DriftSample[];
|
||||
|
||||
await page.evaluate(() => {
|
||||
const el = document.getElementById("player") as (HTMLElement & { pause: () => void }) | null;
|
||||
el?.pause();
|
||||
});
|
||||
|
||||
if (samples.length === 0) {
|
||||
throw new Error(
|
||||
`[scenario:drift] run ${idx + 1}/${total}: zero RVFC samples captured (videos=${videoCount}, duration=${duration.toFixed(2)}s)`,
|
||||
);
|
||||
}
|
||||
|
||||
// Apply the runtime's transform to derive the expected media time, then
|
||||
// compare against the actual media time the decoder presented. Convert
|
||||
// to ms here so the gate threshold (driftMaxMs / driftP95Ms) compares
|
||||
// apples-to-apples.
|
||||
const drifts: number[] = [];
|
||||
for (const s of samples) {
|
||||
const expectedMediaTime = (s.compTime - s.clipStart) * s.clipPlaybackRate + s.clipMediaStart;
|
||||
const driftMs = Math.abs(s.actualMediaTime - expectedMediaTime) * 1000;
|
||||
drifts.push(driftMs);
|
||||
}
|
||||
|
||||
const max = Math.max(...drifts);
|
||||
const p95 = percentile(drifts, 95);
|
||||
console.log(
|
||||
`[scenario:drift] run[${idx + 1}/${total}] max=${max.toFixed(2)}ms p95=${p95.toFixed(2)}ms videos=${videoCount} samples=${samples.length}`,
|
||||
);
|
||||
|
||||
await page.close();
|
||||
return { drifts, videoCount };
|
||||
} finally {
|
||||
await ctx.close();
|
||||
}
|
||||
}
|
||||
|
||||
export async function runDrift(opts: DriftScenarioOpts): Promise<Metric[]> {
|
||||
const fixture = opts.fixture ?? DEFAULT_FIXTURE;
|
||||
const runs = Math.max(1, opts.runs);
|
||||
console.log(`[scenario:drift] fixture=${fixture} runs=${runs} window=${PLAYBACK_DURATION_MS}ms`);
|
||||
|
||||
const allDrifts: number[] = [];
|
||||
let lastVideoCount = 0;
|
||||
for (let i = 0; i < runs; i++) {
|
||||
const result = await runOnce(opts, fixture, i, runs);
|
||||
allDrifts.push(...result.drifts);
|
||||
lastVideoCount = result.videoCount;
|
||||
}
|
||||
|
||||
// Worst case wins for max; p95 is computed across the pooled per-frame
|
||||
// drifts from every video in every run. The proposal asserts max < 500ms
|
||||
// and p95 < 100ms, so a single bad sample legitimately gates the build.
|
||||
const maxDrift = Math.max(...allDrifts);
|
||||
const p95Drift = percentile(allDrifts, 95);
|
||||
// Coefficient of variation (stddev / mean) is logged here as a soft signal
|
||||
// we can eyeball in CI output. We deliberately do NOT gate on it — the
|
||||
// baseline asserts absolute thresholds (max, p95), and the underlying
|
||||
// distribution is heavy-tailed (most frames are sub-50ms, occasional ones
|
||||
// spike during the 50ms media-sync interval). But CV is a useful early
|
||||
// warning: if it climbs significantly across CI runs while max + p95 stay
|
||||
// green, our jitter assumptions about the runtime's resync loop have
|
||||
// shifted (e.g. if media.ts changes its 50ms `setInterval` cadence) and
|
||||
// we should revisit the baselines before they start producing flakes.
|
||||
// TODO(player-perf): once we have ~2 weeks of CI baseline data, decide
|
||||
// whether to publish CV as a tracked-but-ungated metric in baseline.json
|
||||
// alongside max + p95, or wire it into the Slack regression report.
|
||||
const meanDrift = allDrifts.reduce((a, b) => a + b, 0) / allDrifts.length;
|
||||
const variance = allDrifts.reduce((acc, d) => acc + (d - meanDrift) ** 2, 0) / allDrifts.length;
|
||||
const stddev = Math.sqrt(variance);
|
||||
const cv = meanDrift > 0 ? stddev / meanDrift : 0;
|
||||
console.log(
|
||||
`[scenario:drift] aggregate max=${maxDrift.toFixed(2)}ms p95=${p95Drift.toFixed(2)}ms mean=${meanDrift.toFixed(2)}ms cv=${cv.toFixed(3)} videos=${lastVideoCount} samples=${allDrifts.length} runs=${runs}`,
|
||||
);
|
||||
|
||||
return [
|
||||
{
|
||||
name: "media_drift_max_ms",
|
||||
baselineKey: "driftMaxMs",
|
||||
value: maxDrift,
|
||||
unit: "ms",
|
||||
direction: "lower-is-better",
|
||||
samples: allDrifts,
|
||||
},
|
||||
{
|
||||
name: "media_drift_p95_ms",
|
||||
baselineKey: "driftP95Ms",
|
||||
value: p95Drift,
|
||||
unit: "ms",
|
||||
direction: "lower-is-better",
|
||||
samples: allDrifts,
|
||||
},
|
||||
];
|
||||
}
|
||||
Reference in New Issue
Block a user