fix stuff + add stuff

This commit is contained in:
ashley 2025-10-06 18:15:20 +02:00
parent 6ba9b1d3f3
commit 7b3759caa3

View File

@ -3,8 +3,7 @@ var _yt_player = videojs;
var versionclient = "youtube.player.web_20250917_22_RC00"
document.addEventListener("DOMContentLoaded", () => {
document.addEventListener("DOMContentLoaded", () => {
// video.js 8 init - source can be seen in https://poketube.fun/static/vjs.min.js or the vjs.min.js file
const video = videojs('video', {
controls: true,
@ -55,21 +54,13 @@ document.addEventListener("DOMContentLoaded", () => {
let seekingInProgress = false;
let resumeAfterSeek = false;
// NEW: short grace window that suspends arbiter + bridges to avoid first-seek ping-pong
let arbiterHoldUntil = 0;
let transitionInProgress = false; // brief on during coordinated play/pause transitions
const holdArbiter = (ms) => { arbiterHoldUntil = Math.max(arbiterHoldUntil, performance.now() + ms); };
// FIX: state arbiter watchdog (forces both to share same paused/playing state)
let arbiterTimer = null;
const ARBITER_MS = 150;
function startArbiter() {
if (arbiterTimer) clearInterval(arbiterTimer);
arbiterTimer = setInterval(() => {
// skip while guarded — this is the key to avoiding the first-seek ping-pong
if (syncing || restarting || seekingInProgress) return;
if (performance.now() < arbiterHoldUntil) return;
if (transitionInProgress) return;
// treat "playing" strictly; ended counts as paused
const vPlaying = !video.paused() && !video.ended();
@ -215,9 +206,6 @@ document.addEventListener("DOMContentLoaded", () => {
async function playTogether({ allowMutedRetry = true } = {}) {
if (syncing || restarting || seekingInProgress) return; // FIX: don't start while seeking
syncing = true;
transitionInProgress = true;
// short grace so arbiter/bridges don't yank pause while the other starts
holdArbiter(900);
try {
// align clocks first
const t = Number(video.currentTime());
@ -225,16 +213,8 @@ document.addEventListener("DOMContentLoaded", () => {
// first attempt: keep existing mute states
let vOk = true, aOk = true;
// NEW: start audio first, then video (reduces "video starts alone" races)
try {
const pA = audio.play();
if (pA && pA.then) await pA;
} catch { aOk = false; }
try {
const pV = video.play();
if (pV && pV.then) await pV;
} catch { vOk = false; }
try { const p = video.play(); if (p && p.then) await p; } catch { vOk = false; }
try { const p = audio.play(); if (p && p.then) await p; } catch { aOk = false; }
// if either failed due to autoplay policy, retry both muted exactly once
if (allowMutedRetry && (!vOk || !aOk)) {
@ -244,43 +224,26 @@ document.addEventListener("DOMContentLoaded", () => {
try { video.muted(true); } catch {}
try { audio.muted = true; } catch {}
aOk = vOk = true;
try { const pA = audio.play(); if (pA && pA.then) await pA; } catch { aOk = false; }
try { const pV = video.play(); if (pV && pV.then) await pV; } catch { vOk = false; }
vOk = true; aOk = true;
try { const p = video.play(); if (p && p.then) await p; } catch { vOk = false; }
try { const p = audio.play(); if (p && p.then) await p; } catch { aOk = false; }
}
if (!syncInterval) startSyncLoop();
// extend grace a bit until both report 'playing'
const graceWatcher = setInterval(() => {
if (bothActivelyPlaying()) {
clearInterval(graceWatcher);
holdArbiter(300); // tiny extra cushion
} else {
holdArbiter(250); // keep extending while ramping up
}
}, 120);
setTimeout(() => clearInterval(graceWatcher), 3000); // hard stop, just in case
} finally {
syncing = false;
// slight defer to let events settle before re-enabling bridges/arbiter
setTimeout(() => { transitionInProgress = false; }, 120);
}
}
function pauseTogether() {
if (syncing) return;
syncing = true;
transitionInProgress = true;
holdArbiter(250);
try {
try { video.pause(); } catch {}
try { audio.pause(); } catch {}
clearSyncLoop();
vIsPlaying = false; aIsPlaying = false;
} finally {
syncing = false;
setTimeout(() => { transitionInProgress = false; }, 80);
}
}
@ -404,43 +367,35 @@ document.addEventListener("DOMContentLoaded", () => {
video.on('ratechange', () => { try { audio.playbackRate = video.playbackRate(); } catch {} });
// sync-safe event bridging using the coordinators (no ping-pong)
video.on('play', () => {
// NEW: ignore bridge during seek/transition/hold to prevent ping-pong after first seek
if (seekingInProgress || restarting || transitionInProgress) return;
if (performance.now() < arbiterHoldUntil) return;
video.on('play', () => {
if (seekingInProgress) return; // FIX
vIsPlaying = true;
if (!aIsPlaying) playTogether({ allowMutedRetry: true });
});
audio.addEventListener('play', () => {
if (seekingInProgress || restarting || transitionInProgress) return;
if (performance.now() < arbiterHoldUntil) return;
audio.addEventListener('play', () => {
if (seekingInProgress) return; // FIX
aIsPlaying = true;
if (!vIsPlaying) playTogether({ allowMutedRetry: true });
});
video.on('pause', () => {
if (restarting || seekingInProgress || transitionInProgress) return; // FIX
vIsPlaying = false;
pauseTogether();
video.on('pause', () => {
if (restarting || seekingInProgress) return; // FIX
vIsPlaying = false;
pauseTogether();
});
audio.addEventListener('pause', () => {
if (restarting || seekingInProgress || transitionInProgress) return; // FIX
aIsPlaying = false;
pauseTogether();
audio.addEventListener('pause', () => {
if (restarting || seekingInProgress) return; // FIX
aIsPlaying = false;
pauseTogether();
});
video.on('waiting', () => {
video.on('waiting', () => {
if (restarting || seekingInProgress) return; // FIX
// don't let arbiter slam the other side while one is spinning up
holdArbiter(400);
vIsPlaying = false;
try { audio.pause(); } catch{};
clearSyncLoop();
});
audio.addEventListener('waiting', () => {
aIsPlaying = false;
holdArbiter(400);
vIsPlaying = false;
try { audio.pause(); } catch{};
clearSyncLoop();
});
audio.addEventListener('waiting', () => { aIsPlaying = false; });
video.on('playing', markVPlaying);
audio.addEventListener('playing', markAPlaying);
@ -470,42 +425,68 @@ document.addEventListener("DOMContentLoaded", () => {
};
tick();
});
// suppress spurious 'ended' right after seeks (mobile/browser quirk guard)
let wasPlayingBeforeSeek = false;
// =========================================================================
// FIXED: SEEKING LOGIC TO PREVENT PING-PONG RACE CONDITION
// =========================================================================
video.on('seeking', () => {
if (restarting) return;
seekingInProgress = true; // FIX
wasPlayingBeforeSeek = !video.paused();
resumeAfterSeek = wasPlayingBeforeSeek; // FIX
holdArbiter(900); // NEW: grace during/after seek
// FIXED: If another seek is already in progress, do nothing.
if (seekingInProgress) return;
seekingInProgress = true;
resumeAfterSeek = !video.paused(); // Capture state *before* any pauses.
vIsPlaying = false;
aIsPlaying = false;
// Pause the audio immediately and stop the sync loop.
try { audio.pause(); } catch {}
clearSyncLoop();
// Sync audio time to the video's new target time.
const vt = Number(video.currentTime());
if (Math.abs(vt - Number(audio.currentTime)) > 0.1) safeSetCT(audio, vt);
vIsPlaying = false; aIsPlaying = false; // FIX
if (Math.abs(vt - Number(audio.currentTime)) > 0.1) {
safeSetCT(audio, vt);
}
});
video.on('seeked', async () => {
if (restarting) return;
const vt = Number(video.currentTime());
if (Math.abs(vt - Number(audio.currentTime)) > 0.05) safeSetCT(audio, vt);
// FIXED: This try/finally block is the core of the fix.
// The `finally` part ensures that our `seekingInProgress` guard is
// only lowered *after* all the async playback logic inside `try`
// has fully completed, preventing the race condition.
try {
const vt = Number(video.currentTime());
// Perform a final, more precise time sync.
if (Math.abs(vt - Number(audio.currentTime)) > 0.05) {
safeSetCT(audio, vt);
}
// FIX: only resume once the new point is playable; avoid first-load ping-pong
if (resumeAfterSeek) {
await waitUntilPlayable(vt, 1200);
// extend grace right as we co-start to prevent the arbiter from pausing one early
holdArbiter(900); // NEW: key part of the fix
playTogether({ allowMutedRetry: false });
} else {
pauseTogether();
if (resumeAfterSeek) {
// Wait until media is actually available at the new time.
await waitUntilPlayable(vt, 1000);
// Now, tell the players to resume. The resulting 'play' events
// will fire while `seekingInProgress` is still `true`, so their
// handlers will correctly ignore them and not cause a loop.
await playTogether({ allowMutedRetry: false });
} else {
// If we were paused before seeking, ensure we remain paused.
pauseTogether();
}
} finally {
// This code will only run *after* `await playTogether` is done.
// It is now safe to lower the guard and reset the state for the
// next user interaction.
seekingInProgress = false;
resumeAfterSeek = false;
}
seekingInProgress = false; // FIX
resumeAfterSeek = false; // FIX
});
// =========================================================================
video.on('canplaythrough', () => {
if (restarting || seekingInProgress) return; // FIX
const vt = Number(video.currentTime());
@ -533,7 +514,6 @@ document.addEventListener("DOMContentLoaded", () => {
safeSetCT(audio, startAt);
await waitUntilPlayable(startAt, 1000);
holdArbiter(800); // grace while we re-start after loop end
await playTogether({ allowMutedRetry: true });
} finally {
restarting = false;