@3dsource/angular-unreal-module 0.0.146-dev.7 → 0.0.146-dev.8

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@3dsource/angular-unreal-module",
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- "version": "0.0.146-dev.7",
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+ "version": "0.0.146-dev.8",
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  "description": "Unreal module for connect with unreal engine stream",
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  "keywords": [
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  "3dsource",
@@ -1291,25 +1291,26 @@ declare class StreamStatusTelemetryService2 {
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  /**
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  * Emit the region / signaling / webrtc phases for an ADOPTED connection.
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  *
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- * The prefetch script established the connection in parallel with page load,
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- * so its raw timeline (prefetch_start … ready) mostly predates this session —
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- * showing it verbatim would look identical to a non-prefetched connect. What
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- * matters is measured from the moment Angular reached the connect call
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- * (session start, == `lastMilestonePerf` here): the REAL wait until adoption,
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- * and how much the prefetch SAVED by finishing the handshake during page load.
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- *
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- * So the three phases fill exactly the `[session start → adopted]` window
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- * (split across signaling / webrtc by the prefetch's own sub-step ratio; the
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- * region was served from cache → ~0), and the savings figures ride in params:
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- * - `prefetchConnectMs` — full handshake the prefetch measured (the cost a
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- * cold, non-prefetched connect would pay here).
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- * - `prefetchSavedMs` — how much of it completed before Angular was ready.
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- * - `adoptionWaitMs` — the actual wait Angular experienced (= window).
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- * - `adoptionOverheadMs` — gap between prefetch-ready and adoption.
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+ * The prefetch script established the connection in PARALLEL with page load,
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+ * so the phases are positioned at their real (anchor-relative) spans — shifted
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+ * LEFT to overlap the HTML-loading / route-idle rows — rather than sequentially
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+ * after them. That's the whole point of the prefetch: the handshake already
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+ * happened while the page was loading. Each phase ships:
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+ * - `duration` — the real sub-step time the prefetch spent.
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+ * - `spanStartMs` — anchor-relative start, so the viewer left-shifts the bar.
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+ * - `adoptionAtMs` — where Angular took over (the next phase, Unreal
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+ * communication, resumes here on the sequential timeline).
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+ * - savings params: `prefetchConnectMs` (full handshake), `prefetchSavedMs`
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+ * (done before Angular was ready), `adoptionWaitMs` (real connect→adopted
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+ * wait), `adoptionOverheadMs` (prefetch-ready → adopted gap).
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  */
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  private emitAdoptedConnection;
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- /** Emit one adopted phase with an explicit (prefetch-derived) duration and
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- * advance `lastMilestonePerf` synthetically so the next phase chains right. */
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+ /**
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+ * Emit one adopted phase positioned at its real `spanStartMs` (left-shifted
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+ * to overlap page load) with its real prefetch `duration`. `prefetched`,
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+ * `spanStartMs` and `adoptionAtMs` ride as top-level wire fields the viewer
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+ * uses to lay the bar out; the rest become display params.
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+ */
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  private emitAdoptedPhase;
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  /** Streamer identity params for the adopted signaling phase — mirrors the
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  * `ssinfo-received` closer's shape (client / instanceName / …ssData). */