The state engine mechanism, designed for the player class, was
over-engineered. The structure of the class makes debugging player
errors unnecessarily annoying, by obfuscating the code-path the error
followed, and in general
has created a significant amount of technical debt.
This changes the player to use an async-await setup for the top-level
operations, laying things out much more cleanly
and linearly.
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Co-authored-by: Álvaro Velad Galván <ladvan91@hotmail.com>
By waiting for all segment data to be written to the database before updating the manifest, we can speed up offline storage in the foreground by ~87%.
Closes#4166
This refactors the storage mechanism so that the method that
attaches a segment to the manifest is be a stateless async method,
and no longer needs to be in the same session as the method that
stored the manifest.
This is the end of phase one of the work towards allowing Shaka
Player to use background fetch to store assets offline.
This change will allow a service worker to store the segments as
they are downloaded, without having to keep the Shaka Player
instance alive.
Issue #879
Change-Id: I6a3545c57bacaf7229fe8c32669e88c6cc4e4138