Commit Graph

22 Commits

Author SHA1 Message Date
Jacob Trimble 624acc66b8 Add curly braces to all blocks.
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
2018-02-21 11:23:34 -08:00
Jacob Trimble 0154dbc4d4 Convert 'var' to 'let'/'const' (6 of 9).
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
2018-02-20 11:28:02 -08:00
theodab abeb0ead7f Make net engine returns error when out of retries
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
2018-02-07 17:52:05 +00:00
Joey Parrish 2f55d2a3bd Use AbortableOperation in networking
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
2018-01-29 19:23:47 +00:00
Theodore Abshire 7d23729c78 Add ability to cancel backoff early.
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
2017-11-06 13:57:58 -08:00
Theodore Abshire cbdf76d6aa Skip manifest load retries when destroying player
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
2017-11-06 18:42:33 +00:00
theodab fefe93480d Allowed multiple plugins for one scheme
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
2017-11-03 22:38:55 +00:00
Joey Parrish 9f43c15d80 Factor out backoff code in NetworkingEngine
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
2017-08-22 21:19:00 +00:00
Jacob Trimble 78fc6d9b36 Disallow unknown properties (2/5).
This is part of adding a new conformance rule to add additional type
safety.  This will disallow using properties of unknown types or using
unknown properties.

The first parts will be fixing errors caused by the new rule.  These
are backwards compatible, so can be applied before the rule is enabled.
Once all the errors and bugs are fixed, the rule will be enabled.

Change-Id: I48335fc6659d3c33a6d55b00d087b59410c79cf7
2017-06-27 19:47:42 +00:00
Jacob Trimble d8a3d8d2f7 Change jasmine.Spy type definition.
The old definition using a union with a Function causes problems.  The
compiler tends to treat this as an unknown type, so we loose type
safety.  The new types ensure full type safety, at the cost of needing
to "convert" the spy when it is used as a function.

Change-Id: I98ebd9dffd9cb865d0cf5d03db0fb5d6ea001ed3
2017-06-27 12:18:48 -07:00
Joey Parrish 22b736acc5 Fix NetworkingEngine unit test typo
The callback parameter should have a different name from the input
parameter for the comparison between requests to make sense.

Change-Id: I7157bc083d7b4a94fe59db0e5d3547db718af9f6
2017-05-03 09:13:30 -07:00
Jacob Trimble f5cabead8e Don't retry network requests on CRITICAL errors.
Issue #620

Change-Id: I6b659acdccf5d893022f3474b45020482f543550
2017-04-05 19:51:13 +00:00
Jacob Trimble 575f2ad109 Add an indicator for critical errors.
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
2017-04-04 23:57:59 +00:00
Joey Parrish b089375a95 Improve NetworkingEngine test coverage
Change-Id: I6c3f6347e3d7e647b48bf8d1a3e7da9d7edf1859
2017-03-21 19:08:14 +00:00
Jacob Trimble 6f7d937d2f Add Response flag to ignore cache hits.
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
2017-02-16 21:17:25 +00:00
Theodore Abshire 8b2212c65d Enabled asynchronous response filters.
Also updated externs.

Issue #610

Change-Id: I4c9539442d6fb77781296ea1acf123b3653e3b40
2017-01-09 17:34:22 +00:00
Theodore Abshire 07ce75273e Allowed network plugins to see the request type.
Closes #602
Change-Id: Ib86389956c4908d94184abe8775d497b09a5f90e
2017-01-06 21:23:09 +00:00
Theodore Abshire abca628239 Added support for asynchronous request filters.
Closes #610
Change-Id: I10d407d6c858f6541e869b834877a2ebbc516694
2017-01-05 15:49:49 -08:00
Jacob Trimble b1711c346d Allow passing durations from scheme plugins.
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
2016-12-20 20:17:43 +00:00
Joey Parrish d6616a0ca4 Fix quarantined NetworkingEngine tests
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
2016-11-23 12:05:49 -08:00
Joey Parrish bdd147229a Quarantine tests that are not always passing
This hides 6 tests behind the --quarantined flag.  Without this flag,
these tests will be skipped.  This allows us to get consistent results
from the build bot while we work to fix these tests.

Change-Id: I6cf3921228da1831f71a89cd5802ea48c66752bd
2016-11-23 10:16:30 -08:00
Leandro Moreira a8c44da4b1 restructures test files 2016-07-01 09:53:30 -03:00