I went ahead and implemented the full structured preference system that
was discussed in
https://github.com/shaka-project/shaka-player/issues/1591.
Instead of just expanding languages to arrays, I replaced all 14
individual preference fields with 3 structured arrays:
```tsx
preferredAudio (language, role, label, channelCount, codec, spatialAudio)
preferredText (language, role, format, forced)
preferredVideo (label, role, codec, hdrLevel, layout)
```
Each array entry works as an AND filter - so you can say things like "I
want Korean with 5.1 surround, but if not available, English is fine
too":
```tsx
player.configure('preferredAudio', [
{language: 'ko', channelCount: 6},
{language: 'ko'},
{language: 'en'},
]);
```
<img width="1728" height="965" alt="image"
src="https://github.com/user-attachments/assets/7b088150-139b-475e-bdba-5bc77dd4e524"
/>
**Config** - Replaced the 14 individual fields with 3 arrays of typed
preference objects (AudioPreference, TextPreference, VideoPreference).
The old fields still work at runtime with a deprecation warning, so
existing apps won't break immediately.
**Demo** - The demo config UI now shows inline expandable preference
lists instead of flat text inputs. You can add/remove entries and
configure each field per entry. URL hash serialization was updated to
use JSON format, with legacy param fallbacks preserved.
The goal is to simplify and abstract feature logic detection. Currently
lots of places depend on various calls to `shaka.util.Platform` and
mainteinance of this is hard & not easy to read.
By introducing device API ideally rest of the player logic would look
into device features instead of directly checking platform. Additionally
we can more easily cache needed values, so we won't have to parse user
agent several times anymore.
---------
Co-authored-by: Álvaro Velad Galván <ladvan91@hotmail.com>
Adding EC-3 test case for codec switching integration suite, as some
platforms, i.e. Tizen 3 do not support Opus
---------
Co-authored-by: Álvaro Velad Galván <ladvan91@hotmail.com>
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.
---------
Co-authored-by: Álvaro Velad Galván <ladvan91@hotmail.com>