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# Shaka Player Preload API Design | ||
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Last updated: 2020-03-01 | ||
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by: [[email protected]](mailto:[email protected]) | ||
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## Objective | ||
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Enable Shaka Player to pre-load content before involving MediaSource or a | ||
`<video>` element. | ||
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This allows an application using Shaka Player to: | ||
- Pre-load the beginning of several pieces of video content speculatively, while | ||
the user is making a decision on which video to play. | ||
- Start to play the selected video almost immediately. | ||
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[Github issue](https://github.com/google/shaka-player/issues/880) | ||
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## Background & Context | ||
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### Media Source | ||
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The [MediaSource][] API, formally known as Media Source Extensions (MSE), | ||
provides functionality enabling plugin-free web-based streaming media. Using | ||
MSE, media streams can be created via JavaScript, and played using `<audio>` and | ||
`<video>` elements. | ||
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The MediaSource interface of the [Media Source Extensions API][] represents a | ||
source of media data for an HTMLMediaElement object. A MediaSource object can be | ||
attached to an HTMLMediaElement to be played. | ||
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The SourceBuffer interface represents a chunk of media to be passed into an | ||
HTMLMediaElement and played, via a MediaSource object. This can be made up of | ||
one or several media segments. | ||
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[Media Source Extensions API]:https://developer.mozilla.org/en-US/docs/Web/API/Media_Source_Extensions_API | ||
[MediaSource]: https://developer.mozilla.org/en-US/docs/Web/API/MediaSource | ||
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### StreamingEngine & MediaSourceEngine | ||
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The StreamingEngine is the streaming component in Shaka Player. It’s responsible | ||
for fetching the content, and pipelines the content to MediaSourceEngine. | ||
The MediaSourceEngine manages the MediaSource and the SourceBuffers. | ||
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## Design Overview | ||
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The design will address two major requirements: | ||
1. Enable preloading a manifest in Player before attaching to a video element | ||
2. Enable StreamingEngine to fetch and store a segment in memory without a video | ||
element | ||
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## Design Goals | ||
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### Compatibility | ||
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Currently, the Shaka Player loads a manifest and streams a video via its Load | ||
API. The Preload API should be backward compatible with the existing Load API. | ||
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An application should be able to: | ||
- Attach a video element and load a manifest, and start playback with Shaka | ||
Player | ||
- Preload manifests and attach a video element later to start playback with | ||
Shaka Player | ||
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### Reusability | ||
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The Preload API implementation should reuse the current Load API logic as much | ||
as possible. | ||
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## Design Details | ||
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### Player | ||
Currently, with the Load API, the Player: | ||
- must attach a `<video>` element before loading a manifest | ||
- can load only one manifest at one time. | ||
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With the new Preload API enabled, the Player should be able to: | ||
- pre-load a manifest, and attach a video element later to start playback. | ||
- pre-load more than one manifest, and finish loading one of them at a time. | ||
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#### APIs | ||
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**Existing: Load API** | ||
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```js | ||
const player = new shaka.Player(); | ||
player.attach(video); | ||
await player.load('foo.mpd'); | ||
``` | ||
The Player constructor takes a `<video>` element (HTMLMediaElement) as an | ||
optional parameter. If the `<video>` element is available, we attach the | ||
`<video>` element to the player, and set up the MediaSource. | ||
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A `<video>` element must be attached to the Player before `load()` gets called. | ||
The Player can load only one video at one time. | ||
`load()` loads the manifest, initializes the playback components and starts | ||
playback, including: | ||
- Parsing the manifest | ||
- Initializing the DRM Engine | ||
- Attaching the playback-related listeners to the video element | ||
- Initializing playback and observers | ||
- Initializing ABR Manager and StreamingEngine | ||
- Starting playback | ||
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**New: Preload API** | ||
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```js | ||
const player = new shaka.Player(); | ||
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const loader1 = player.preload('foo1.mpd'); | ||
const loader2 = player.preload('foo2.mpd'); | ||
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player.attach(video); | ||
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player.load(loader1); // The buffered data in loader1 is transferred to | ||
// the Player and the MediaSource. loader1 is | ||
// invalidated. | ||
loader2.destroy(); // loader2 is invalidated. | ||
``` | ||
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The new Preload API doesn’t require a `<video>` element before the Player | ||
preloads a manifest. The `<video>` element must be attached to the Player | ||
before `load()` gets called. | ||
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`preload()` parses a manifest, and pipelines the manifest to the | ||
StreamingEngine. StreamingEngine fetches the beginning piece of the content, | ||
and stores it in memory. | ||
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The Player can preload multiple manifests in parallel, and store each of them as | ||
a loader. | ||
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After `preload()`, `load(loader)` will start playback by opening the MediaSource | ||
and pipelining the fetched content to MediaSourceEngine. | ||
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`load()` invalidates the loader instance once the playback starts. | ||
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After the playback starts, the application can invalidate the other loaders when | ||
they are no longer needed by calling `destroy()`. | ||
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When the Player is destroyed, the remaining loaders will also be destroyed. | ||
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The `load()` function will take either an asset Uri or a loader instance as the | ||
first parameter. | ||
```js | ||
load(assetUri | loader, startTime, mimeType) {} | ||
``` | ||
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If `load()` gets an uri as the input, it goes to the original loading process. | ||
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If `load()` gets a loader instance, it means the content is preloaded, and the | ||
Player goes to the following steps after preload to finish loading and start | ||
playback. | ||
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### the Load Graph | ||
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The Player uses a state machine (the “load graph”) to go through the steps of | ||
attaching a video element, parsing a manifest, initializing components, etc. | ||
to start the video playback. | ||
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Currently the Player can only have one load graph, so it can only load one | ||
manifest. | ||
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To enable preloading multiple manifests in parallel, we’ll extract the load | ||
graph and the loading process to a Loader class. The Player can have multiple | ||
Loader instances when preloading. | ||
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Once the user decides to load one of the manifests, the Player will invalidate | ||
the chosen Loader passed to load(), and the Loader will be responsible for the | ||
life cycle of loading and playback. The application can use other preloaded | ||
Loader instances later, or invalidate them if they are no longer needed. | ||
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The load graph contains the following states (nodes): | ||
- Attach Node | ||
- Media Source Node | ||
- Manifest Parser Node | ||
- Manifest Node | ||
- Drm Engine Node | ||
- Load Node | ||
- Unloading Node | ||
- Src Equals Node | ||
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To enable the Preload API, we’ll separate the original Load Node into two nodes, | ||
one “Preload node” and a “Load Node”. We’ll add a new path of “preload manifest | ||
-> attach video -> load” in the graph. | ||
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![Shaka preload and load diagram](preload.png) | ||
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#### Implementation steps | ||
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1. Extract the load graph from the Player into a Loader class. | ||
2. The Player’s APIs should have the same behavior as before. The Player should | ||
forward the API calls to the Loader class. | ||
3. Add a Preload node in the Load Graph. | ||
4. Make a path of preload manifest -> attach video -> load in the graph. We can | ||
check if the video element is available to see which path we are on. | ||
5. Attach the video element to the MediaSource when `load()` is called. | ||
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#### Alternative approach | ||
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To enable preloading multiple manifests, another approach is to have two load | ||
graphs, one in the Player class and another one in the Loader class. | ||
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The load graph in Player is responsible for the overall life cycle, including | ||
attaching / detaching the video, and parsing / loading / unloading the manifest. | ||
the load graph in Loader is responsible for a part of the overall graph, | ||
the parsing / loading manifest process. | ||
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However, with that approach, the life cycle of the video playback, and the | ||
components needed for playback may be managed and accessed in two places. It may | ||
be more complex to implement. | ||
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### StreamingEngine & MediaSourceEngine | ||
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When loading a media content, the Player initializes the MediaSource when the | ||
StreamingEngine starts to stream a piece of content. The MediaSource gets open | ||
once a video gets attached to it. We can append buffers to the MediaSource once | ||
it’s open. | ||
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With the Preload API, the StreamingEngine should be able to download an | ||
audio/video/text stream without the video element attached. The | ||
MediaSourceEngine should be able to start without the video element, and store | ||
the downloaded content in memory. | ||
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This way, the initialization steps of StreamingEngine, MediaSourceEngine, | ||
MediaSource when preloading remain almost the same with the original loading | ||
process. The state of MediaSourceEngine remains the same, and StreamingEngine | ||
doesn't need to know the state of MediaSource. The downloaded content is kept | ||
in and managed by MediaSourceEngine, whether stored in memory or appended to the | ||
SourceBuffer. This approach requires the least changes in StreamingEngine and | ||
MediaSourceEngine. | ||
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New field added to MediaSourceEngine: | ||
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`preloadBuffers_` map | ||
- key: `contentType` | ||
- value: an object of `{ bufferedData, mimeType }` | ||
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However, the Player can also have a MediaSourceEngine attached to a video | ||
element, before content is loaded or preloaded. So we won't always be able to | ||
attach the Loader's MediaSourceEngine to a video element. | ||
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In that case, we need to replace the Loader's MediaSourceEngine with the | ||
Player's copy, and transfer the stored buffered data. | ||
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And since MediaSourceEngine operations are sync, and StreamingEngine runs on its | ||
own timers, we need to handle new segments being streamed while this process of | ||
transferring buffered segments is in progress. We can pause StreamingEngine | ||
update timers while you do the transfer. | ||
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#### Implementation Steps | ||
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When preloading: | ||
1. When the Player initializes the MediaSourceEngine: | ||
1. In MediaSourceEngine, skip attaching the video to the media source for | ||
now. The MediaSource’s readyState is closed. | ||
2. In Player.onInitializeMediaSourceEngine_(), do not wait for the | ||
MediaSource to be open. | ||
3. Add a preloadBuffers map in the MediaSourceEngine. | ||
2. When the Player initializes the StreamingEngine, and starts streaming: | ||
1. In `MediaSourceEngine.init()`, skip adding the SourceBuffer for now. | ||
Instead, store a `<contentType, { bufferedData, mimeType } >` key-value pair | ||
in a preloadBuffers map. | ||
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When loading with the loader instance: | ||
1. If the Player hasn't got an attached MediaSource already, attach the video | ||
element to the MediaSource, and the MediaSource gets open. | ||
2. Append the buffered data to the SourceBuffers. | ||
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### Constraints | ||
The Preload API can't work with src=. Preloading hinges on using MediaSource to | ||
keep segments in memory and parse them later, and this can't be done with src=. | ||
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## Test Plans | ||
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### Existing use case | ||
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StreamingEngine fetches a piece of content and appends to MediaSourceEngine. | ||
When preloading, the MediaSourceEngine appends the data to the SourceBuffer. | ||
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### New use cases | ||
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1. When preloading, the StreamingEngine fetches a piece of content and appends | ||
to MediaSourceEngine, and the MediaSourceEngine stores the data in memory. | ||
2. When the MediaSource is ready, StreamingEngine pipelines the fetched content | ||
to the MediaSource. | ||
3. For a live stream video, StreamingEngine can keep fetching the latest piece | ||
of the content. The MediaSourceEngine stores the latest data, and abandons | ||
the older data. |
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