@3dsource/angular-unreal-module 0.0.184 → 0.0.185

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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": "0.0.184",
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+ "version": "0.0.185",
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  "description": "Angular integration for Unreal Engine Pixel Streaming",
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  "keywords": [
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  "3dsource",
@@ -941,13 +941,26 @@ type SignalingRetryKind = 'ws-retry' | 'connect' | 'orchestration' | 'region-cyc
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  * rtt) over one aggregation window (5 s, ~20 samples at 250 ms).
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  *
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  * - `p50` — the typical tick; robust to outliers, primary dashboard signal.
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- * - `p95` — the bad tail users actually perceive; preferred for SLOs.
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+ * - `p95` — the bad tail where HIGH is bad (rtt, jitter, qp).
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+ * - `p05` — the bad tail where HIGH is good (fps, bitrate). Consumers need a
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+ * robust low end, and `min` cannot serve: it is a single tick, so one
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+ * dropped frame defines the window. Sent for every metric so the shape
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+ * stays uniform; only fps and bitrate have a reason to read it.
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+ *
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+ * All three percentiles use linear interpolation between order statistics
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+ * (type 7), matching the consumer's `percentile()` so the word means one
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+ * thing across both repos.
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  * - `min` — worst single tick (freeze detection).
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  * - `max` — best single tick (did we ever reach the target?).
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+ *
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+ * Every field is a percentile of the SAME window, so a consumer may compare
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+ * them to each other — but must never average them across windows to obtain
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+ * a population percentile.
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  */
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  interface WindowAggregate {
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  readonly p50: number;
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  readonly p95: number;
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+ readonly p05: number;
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  readonly min: number;
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  readonly max: number;
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  }