This allows a request/response filter to determine which EME session
made the request. This also changes the session ID of FairPlay sessions
so they are available too.
Issue #1951
Change-Id: I1a07abae6faf4a87fad7b5d4290a00b25e83da8e
This is a fully automated change. The linter will fail because the
extra indentation caused line-length errors. These won't be fixed
automatically. They are fixed in a follow-up to make this one fully
automated.
Change-Id: I4d8cf9c998985add2bcd24a81c8d65495668c4f3
The numBytesRemainingObj parameter in |NetworkingEngine.send_| was
optional, but in some circumstances we were assuming that it was set.
This just changes the parameter to be non-optional.
In fact, the parameter now being non-optional revealed an error that
caused the numBytesRemainingObj to be lost on network retry.
Fixes#1930
Change-Id: I74f24309f859f975f51e20455739b806ed3f4ecd
This enables the eslint rule that requires all functions to consistently
either return a value or not return a value.
Change-Id: I98b579f3689c3b6c74968116824231bb792bd9dd
This was caught by a newer compiler release. These were missed in the
last audit we did before releasing v2.5.0.
Change-Id: I4abd29e965c95b56eb83c61294f8a7dbaacae990
A coming update to the Google eslint config will require using "const"
over "let". This makes that one change to isolate the big changes.
Change-Id: I7d0974c3ae15c53cc45a6b07bf9f6586e2d34aca
When the network becomes slow, we check if stopping the current request
and download the content with lower resolution is faster. If so, abort
the current request and start a new one.
Issue #1051
Change-Id: I588e524469432e362361d1cfbde6cd45c2009959
This integrates the deprecation tool with our library and updates
all the deprecated warnings to use our new tool.
As some features needed to be removed in 2.5, this change removes them
since their deprecation checks would make us fail.
Change-Id: I28310bbe9df6839719f4763a96026d5968bdcea6
If we use sets for filters in networking engine we get some
pretty good additions:
1. Someone can't double-register their listener (by accident)
2. We don't need ArrayUtils to remove listeners.
Change-Id: I5115b9488d43f0bcd64fcc1a11133d5a49ad3d3a
This is part 1 of conditionally aborting requests when network
downgrading.
1. Add progress event handler for Http XHR Plugin, to get more frequent
updates for network bandwidth estimate and suggest streams based on
that.
2. When the plugin doesn't support progress event, call
onProgressUpdated function after every segment is downloaded.
3. Replace onSegmentDownloaded with onProgressUpdated function in
player.js and network_engine.js.
4. Since XHR Plugin supports progress event while Fetch doesn't, change
the config to prefer XHR over Fetch API.
Issue #1051.
Change-Id: Icf6775dd3520fb2e359b13d29e3b39d3792fe865
There is now a separate server URL for 'individualization-request'
messages; if it isn't given, it will fallback to the license server.
There is also a new field in the Request object so a request filter
can act differently based on the message type.
Closes#1565
Change-Id: I970a8651ef05ec533d9fd41841cb52021e3c0489
This makes NetworkingEngine a FakeEventTarget, and gives it a 'retry'
event which is fired when there is a recoverable error that results in
a retry.
Closes#1529
Change-Id: I0c15ed20f4d6abf971d280263c6d62841daf440e
cloneObject used to be part of config_utils.js.
This meant that a number of classes that didn't actually use
config objects required ConfigUtils.
This moves cloneObject into the new ObjectUtils, to clarify that.
Change-Id: I92d630eba8798b3e2671dcce95b61f44282b05e7
This makes a large number of small typo fixes. It also rewords a
number of comments and JSDoc descriptions, and does some
formatting standardization.
This doesn't fix every single issue, but it fixes a lot. Notably,
there were some formatting issues I declined to standardize due to
ambivalence on what the proper standardization would be; for example,
when and where empty lines should show up in JSDoc.
Change-Id: Ibcaf21382bd78b91e589122983dd14e001bfdad5
- Translate uncaught Promise rejections into test failures
(Chrome only until the event is more widely implemented)
- Clean up uncaught Promise rejection caused by exceptions thrown
after destroy() in:
- CastProxy
- CastReceiver
- NetworkingEngine
- StreamingEngine
- Clean up uncaught Promise rejection caused by test cases in:
- CancelableChain unit tests
- DrmEngine unit tests
- StreamingEngine unit and integration tests
- Player unit and integration tests
- Speed up rejection in NetworkingEngine when we should not retry
- Add --delay-tests to test.py, to aid in debugging uncaught
Promise rejections and other types of async test pollution
Closes#1323
Change-Id: I5a8f5702a22430929babeb071bf6650c52c5ad17
Google style guide requires adding curly braces to all block statements
even if it is only has one line. This fixes it by using eslint's
--fix flag followed by running clang-format to reformat the change.
Change-Id: Idc086c2aa8c02df5ef8b2140a11bfb9128eeb4bd
This is part of a change to convert all usages of 'var' with either
'let' or 'const'. This takes a conservative approach for 'const' where
it will only be used for aliases and storing the "original" values in
tests.
Change-Id: I475eba0a477d13cd9201c88ad44899d521ad8991
When changing networking engine to use AbortableOperation, we had an
accidental regression. Now, when it runs out of retries, it rejects
with an error of "undefined" instead of with the actual error that was
causing it to retry.
This changes networking engine to save the last error and return with
that. It also modifies the unit tests to catch this problem.
Closes#1278
Change-Id: I8af9a81d7a8ad58d195a8e9f1af622ddbc3592f2
This uses AbortableOperation in all networking, from the scheme
plugins all the way to the request interface.
This also updates all default scheme plugins, docs, and sample code.
Backward compatibility is provided for scheme plugins and the
request API in NetworkingEngine. This compatibility will be
removed in v2.5.
Two cancelation-related tests have been disabled in
player_integration until the new abort interface has been adopted
in the manifest parsers.
Issue #829
Change-Id: I91c8e6efe97798d111e8ddca5655cddc1f6bcbf3
This adds the ability to supply an isCanceled() callback when making a
backoff object. If the callback is provided, the backoff will break the
timeout into a series of 200 MS timeouts, and check isCanceled() between
every segment.
This changes makes it so that, when canceling a load, you can quickly end
the current backoff. This will making canceling a load significantly faster,
especially if the player is on a late retry.
This still does not quite fix issue #1084 to my satisfaction; if the
manifest is currently downloading, the cancel will need to wait on that.
Canceling an in-progress manifest download will be yet another followup CL.
Issue #1084
Change-Id: I0a53310a9b521de375f2e128f63eaa133547c340
If the parser is failing to load a manifest, perhaps due to being offline,
and the player is destroyed mid-load, it will wait for all of the retries to
run out before canceling. This causes a significant wait time on destroy.
This change adds an optional isCanceled callback to the request method in
NetworkingEngine, allowing requests to be made that can be canceled via a
provided callback. This is then used to quickly skip past all of the
retries, when destroying the parser.
This doesn't stop any backoff in progress, so there still might be a delay of
a second or two (depending on networking settings, of course) if you destroy
during a backoff period. That will be changed in a followup CL.
Issue #1084
Change-Id: I0b99616ed4d5be078161122532ea271e84613170
This modified the networking engine to store every plugin it is given
for a scheme, and adds a priority system to pick which of the plugins
to use.
Issue #829
Change-Id: I21a8a534383f2be898160d609d77efecfc2b684b
This extracts the delay, backoff, and fuzzing code from
NetworkingEngine in a way that can be used by other classes that need
this same backoff/retry behavior.
Issue #976
Change-Id: I2a370fc996e6f8f507768559c44cf7855e16abe1
This adds a severity field to Error objects. This can be used to
detect whether an error is recoverable. All the same errors are still
reported so the field can be ignored.
There are two possible values:
* RECOVERABLE means that the Player will try to recover from the error
* CRITICAL means the Player will be unable to continue and must call
load() again
Closes#564
Change-Id: Ie2c5468340c13e7a288b99690ab65b7ecc0a6b29
This adds a field to the network response that will indicate that the
response was from a cache and should be ignored for bandwidth
estimation.
Change-Id: I6b02e9d4fb3be02731bdf0a2a46bc5ce5f11e302
By exporting StringUtils and Uint8ArrayUtils, we can simplify the
process of wrapping, unwrapping, and parsing requests and responses
in NetworkingEngine filters.
This makes it easier to write filters that deal with text-based
data, as it is no longer the job of the application developer to
deal with subtle conversions between string and ArrayBuffer.
We will also fill in requests with defaults if needed. This allows
developers to omit fields when initiating extra requests at the
application level.
Closes#667
Change-Id: Ie6a0f23b4d46e7e458d996759eac6cd85a36b741
In some cases, the networking engine could have attempted to
remove a pending request that did not exist, thus removing other
requests.
Change-Id: I08fb9c11c3dd153af7a148fcb591fe5c0c3634a1
This allows the networking plugins to pass the duration it took for
the request. For example, if a plugin were pre-fetching the segment,
this allows the plugin to tell NetworkingEngine about how long it
really took to download.
Closes#621
Change-Id: Ie67e3f99389cf02d5b4a345bde06ccc418b6e91c
The test flake was caused by a leaked instance of Playhead interfering
with NetworkingEngine unit tests. The quickest way to reproduce a
failure on the networking tests was to focus the unit tests for
Playhead and NetworkingEngine and run the suite on IE11.
Playhead tests tear down the Playhead object after each test.
However, one test created two Playheads, effectively leaking one.
That leaked Playhead would continue to poll the fake video element
after the test was complete. Polling used setTimeout.
The NetworkingEngine unit tests would mock setTimeout and show that
the engine was calling it appropriately. However, the leaked Playhead
would also call setTimeout during the NetworkingEngine test, which
would cause an expectation on the number of calls to fail.
The Playhead tests should clean up after themselves, but the
NetworkingEngine tests should not have to mock global setTimeout in
the first place. This change not only fixes the Playhead tests, but
isolates NetworkingEngine's use of setTimeout to a private method
which can be mocked without affecting global state.
Change-Id: I94dd7f6c39c25f81c7e4122895ab5fae0feef2cb
An upcoming compiler release will allow us to generate externs from
exports. Because of that, we are adding some extra exports which are
otherwise not needed at runtime.
- Export properties which implement an interface
- Export classes which are referenced in external APIs
- Export base classes of other exported classes
Change-Id: I78b3a4569b4b82b0a9d8993978faf268c2a791d9
If an external project wants to reference the filter or scheme plugin
typedefs, these should be in shakaExtern.
Change-Id: I7bf70d2efbf741c8b07a7b8502b3f52eff49dd9d