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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>