@spatialwalk/avatarkit-rtc 1.0.0-beta.1 → 1.0.0-beta.10

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Files changed (63) hide show
  1. package/README.md +2 -410
  2. package/dist/assets/animation-worker-DOGeTjF0.js.map +1 -0
  3. package/dist/core/AvatarPlayer.d.ts +96 -12
  4. package/dist/core/AvatarPlayer.d.ts.map +1 -1
  5. package/dist/core/RTCProvider.d.ts +12 -16
  6. package/dist/core/RTCProvider.d.ts.map +1 -1
  7. package/dist/index.d.ts +3 -3
  8. package/dist/index.d.ts.map +1 -1
  9. package/dist/index.js +3 -2
  10. package/dist/index10.js +91 -39
  11. package/dist/index10.js.map +1 -1
  12. package/dist/index11.js +14 -386
  13. package/dist/index11.js.map +1 -1
  14. package/dist/index12.js +350 -64
  15. package/dist/index12.js.map +1 -1
  16. package/dist/index13.js +44 -14
  17. package/dist/index13.js.map +1 -1
  18. package/dist/index14.js +25 -44
  19. package/dist/index14.js.map +1 -1
  20. package/dist/index2.js +335 -46
  21. package/dist/index2.js.map +1 -1
  22. package/dist/index3.js +265 -54
  23. package/dist/index3.js.map +1 -1
  24. package/dist/index4.js +105 -86
  25. package/dist/index4.js.map +1 -1
  26. package/dist/index5.js +6 -2
  27. package/dist/index5.js.map +1 -1
  28. package/dist/index6.js +603 -39
  29. package/dist/index6.js.map +1 -1
  30. package/dist/index8.js +128 -167
  31. package/dist/index8.js.map +1 -1
  32. package/dist/index9.js +65 -164
  33. package/dist/index9.js.map +1 -1
  34. package/dist/providers/agora/AgoraProvider.d.ts +0 -13
  35. package/dist/providers/agora/AgoraProvider.d.ts.map +1 -1
  36. package/dist/providers/agora/index.d.ts +1 -5
  37. package/dist/providers/agora/index.d.ts.map +1 -1
  38. package/dist/providers/agora/types.d.ts.map +1 -1
  39. package/dist/providers/base/BaseProvider.d.ts +50 -8
  40. package/dist/providers/base/BaseProvider.d.ts.map +1 -1
  41. package/dist/providers/livekit/LiveKitProvider.d.ts +4 -15
  42. package/dist/providers/livekit/LiveKitProvider.d.ts.map +1 -1
  43. package/dist/providers/livekit/animation-worker.d.ts.map +1 -1
  44. package/dist/providers/livekit/index.d.ts +1 -5
  45. package/dist/providers/livekit/index.d.ts.map +1 -1
  46. package/dist/types/index.d.ts +21 -0
  47. package/dist/types/index.d.ts.map +1 -1
  48. package/dist/utils/index.d.ts +2 -0
  49. package/dist/utils/index.d.ts.map +1 -1
  50. package/dist/utils/telemetry.d.ts +22 -0
  51. package/dist/utils/telemetry.d.ts.map +1 -0
  52. package/package.json +21 -12
  53. package/dist/assets/animation-worker-CUXZycUw.js.map +0 -1
  54. package/dist/index15.js +0 -29
  55. package/dist/index15.js.map +0 -1
  56. package/dist/index16.js +0 -144
  57. package/dist/index16.js.map +0 -1
  58. package/dist/index17.js +0 -106
  59. package/dist/index17.js.map +0 -1
  60. package/dist/index18.js +0 -28
  61. package/dist/index18.js.map +0 -1
  62. package/dist/proto/animation.d.ts +0 -12
  63. package/dist/proto/animation.d.ts.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"index6.js","sources":["../src/core/AnimationHandler.ts"],"sourcesContent":["/**\n * Animation Handler - Orchestrates animation playback and transitions.\n *\n * This module handles:\n * - Animation frame rendering\n * - Transition playback from idle to animation and back\n * - Frame timing at 25fps\n * - Session state tracking\n *\n * The handler relies on server-sent packet flags (Transition, TransitionEnd, Idle)\n * to determine when to generate transitions, rather than maintaining complex internal state.\n *\n * @internal\n * @packageDocumentation\n */\n\nimport type { Flame } from '../proto/animation';\nimport { decodeAnimationKeyframes } from '../proto/animation';\nimport { logger } from '../utils';\n\n/**\n * Interface for decoding protobuf animation data.\n * Allows custom decoder implementation if needed.\n * @internal\n */\nexport type AnimationDecoder = (protobufData: ArrayBuffer) => Flame[] | null;\n\n/**\n * Interface that applications must implement to render avatar frames.\n * The SDK calls these methods to control the avatar.\n * @internal\n */\nexport interface AvatarRenderer {\n /**\n * Render a single animation frame.\n * @param flame - The frame to render, or undefined to render idle\n * @param startIdle - If true and flame is undefined, start idle animation loop\n */\n renderFrame(flame: Flame | undefined, startIdle?: boolean): void;\n\n /**\n * Generate transition frames from idle position to target frame.\n * @param targetFrame - The target frame to transition to\n * @param frameCount - Number of transition frames to generate\n * @returns Promise resolving to array of transition frames\n */\n generateTransitionFromIdle(\n targetFrame: Flame,\n frameCount: number\n ): Promise<Flame[]>;\n\n /**\n * Check if the renderer is available and ready.\n * @returns true if renderer is ready to accept frames\n */\n isReady(): boolean;\n}\n\n/**\n * Configuration for AnimationHandler.\n * @internal\n */\nexport interface AnimationHandlerConfig {\n /**\n * Number of transition frames when starting animation.\n * Default: 8 (~320ms at 25fps)\n */\n transitionStartFrameCount?: number;\n\n /**\n * Number of transition frames when ending animation.\n * Default: 12 (~480ms at 25fps)\n */\n transitionEndFrameCount?: number;\n\n /**\n * Custom decoder function.\n * Uses built-in protobuf decoder if not provided.\n */\n decoder?: AnimationDecoder;\n}\n\n/**\n * AnimationHandler manages all animation playback and transition logic.\n *\n * @internal\n * This class is used internally by AvatarPlayer.\n * Applications should not instantiate this class directly.\n */\nexport class AnimationHandler {\n /** @internal */\n private renderer: AvatarRenderer;\n /** @internal */\n private decoder: AnimationDecoder;\n /** @internal */\n private config: Required<Omit<AnimationHandlerConfig, 'decoder'>>;\n\n // Frame tracking\n /** @internal */\n private animationFrameCount = 0;\n /** @internal */\n private lastRenderedFrameSeq = -1;\n /** @internal */\n private renderedFrameCount = 0;\n\n // Transition state\n /** @internal */\n private isPlayingTransition = false;\n /** @internal */\n private isTransitioningToIdle = false;\n /** @internal */\n private transitionFrames: Flame[] = [];\n /** @internal */\n private transitionFrameIndex = 0;\n /** @internal */\n private transitionTimeoutId: ReturnType<typeof setTimeout> | null = null;\n\n // Guards against race conditions during async transition generation\n /** @internal */\n private isGeneratingStartTransition = false;\n /** @internal */\n private isGeneratingEndTransition = false;\n\n // Session-level flags to prevent duplicate handling\n // These are reset in resetTracking() for new sessions\n /** @internal */\n private hasHandledTransitionStart = false;\n /** @internal */\n private hasHandledTransitionEnd = false;\n\n /**\n * @internal\n */\n constructor(renderer: AvatarRenderer, config: AnimationHandlerConfig = {}) {\n this.renderer = renderer;\n this.decoder = config.decoder ?? decodeAnimationKeyframes;\n this.config = {\n transitionStartFrameCount: config.transitionStartFrameCount ?? 8,\n transitionEndFrameCount: config.transitionEndFrameCount ?? 12,\n };\n }\n\n /**\n * Handle animation data received from RTC provider.\n * @param protobufData - Raw protobuf bytes\n * @param frameSeq - Frame sequence number (optional)\n * @param isRecovered - Whether this frame was recovered via ALR\n * @internal\n */\n handleAnimationData(\n protobufData: ArrayBuffer,\n frameSeq?: number,\n isRecovered?: boolean\n ): void {\n // If we were in transition, stop it and play normal animation\n if (this.isPlayingTransition) {\n this.stopTransition();\n }\n\n this.animationFrameCount++;\n this.renderedFrameCount++;\n\n // Check for out-of-order delivery (info level - expected with marker frames)\n if (frameSeq !== undefined && this.lastRenderedFrameSeq !== -1) {\n if (frameSeq <= this.lastRenderedFrameSeq) {\n logger.info(\n 'AnimationHandler',\n `OUT-OF-ORDER/DUPLICATE: seq=${frameSeq}, lastRendered=${this.lastRenderedFrameSeq}${isRecovered ? ' [RECOVERED]' : ''}`\n );\n } else if (frameSeq > this.lastRenderedFrameSeq + 1) {\n const gap = frameSeq - this.lastRenderedFrameSeq - 1;\n logger.info(\n 'AnimationHandler',\n `GAP: ${gap} frame(s) between ${this.lastRenderedFrameSeq} and ${frameSeq}${isRecovered ? ' [RECOVERED]' : ''}`\n );\n }\n }\n\n if (frameSeq !== undefined) {\n this.lastRenderedFrameSeq = frameSeq;\n }\n\n // Decode and render\n const keyframes = this.decoder(protobufData);\n\n if (keyframes && keyframes.length > 0) {\n this.renderer.renderFrame(keyframes[0]);\n }\n }\n\n /**\n * Handle transition packet - generate and play transition from idle to target.\n * Only starts transition on the first packet; subsequent packets are ignored while transitioning.\n * @param protobufData - Protobuf data containing target frame\n * @param frameCount - Number of transition frames (overrides config if provided)\n * @internal\n */\n async handleTransitionData(\n protobufData: ArrayBuffer,\n frameCount?: number\n ): Promise<void> {\n // Ignore if we've already handled a transition start for this session\n if (this.hasHandledTransitionStart) {\n return;\n }\n // Ignore if already playing or generating a start transition\n if (this.isPlayingTransition && !this.isTransitioningToIdle) {\n return;\n }\n if (this.isGeneratingStartTransition) {\n return;\n }\n\n if (!this.renderer.isReady()) {\n logger.warn('AnimationHandler', 'Renderer not ready for transition');\n return;\n }\n\n // Decode target frame\n const keyframes = this.decoder(protobufData);\n if (!keyframes || keyframes.length === 0) {\n logger.warn('AnimationHandler', 'No target keyframe in transition data');\n return;\n }\n\n // Mark that we've handled transition start for this session\n this.hasHandledTransitionStart = true;\n // Reset transition end flag since we're starting a new transition\n this.hasHandledTransitionEnd = false;\n\n const targetFrame = keyframes[0];\n const frames = frameCount ?? this.config.transitionStartFrameCount;\n logger.info('AnimationHandler', `Generating ${frames} transition frames to target`);\n\n // Set guard flag before async operation\n this.isGeneratingStartTransition = true;\n\n try {\n // Generate transition frames from idle to target\n const transitionFrames = await this.renderer.generateTransitionFromIdle(\n targetFrame,\n frames\n );\n logger.info('AnimationHandler', `Generated ${transitionFrames.length} transition frames`);\n\n // Start playing transition frames at 25fps\n this.isPlayingTransition = true;\n this.isTransitioningToIdle = false;\n this.transitionFrames = transitionFrames;\n this.transitionFrameIndex = 0;\n\n this.playTransitionFrame();\n } catch (error) {\n logger.error('AnimationHandler', 'Failed to generate transition:', error);\n // Fallback: render target directly\n this.renderer.renderFrame(targetFrame);\n } finally {\n this.isGeneratingStartTransition = false;\n }\n }\n\n /**\n * Handle transition end - generate and play reverse transition back to idle.\n * Only starts transition on the first packet; subsequent packets are ignored while transitioning.\n * @param protobufData - Protobuf data containing last animation frame\n * @param frameCount - Number of transition frames (overrides config if provided)\n * @internal\n */\n 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lastFrame = keyframes[0];\n const frames = frameCount ?? this.config.transitionEndFrameCount;\n logger.info('AnimationHandler', `Generating ${frames} reverse transition frames to idle`);\n\n // Set guard flag before async operation\n this.isGeneratingEndTransition = true;\n\n try {\n // Generate transition frames from idle to last frame, then reverse\n const transitionFrames = await this.renderer.generateTransitionFromIdle(\n lastFrame,\n frames\n );\n logger.info('AnimationHandler', `Generated ${transitionFrames.length} transition frames, reversing for playback`);\n\n // Reverse frames to play from last animation frame back to idle\n const reversedFrames = transitionFrames.slice().reverse();\n\n // Start playing reversed transition at 25fps\n this.isPlayingTransition = true;\n this.isTransitioningToIdle = true;\n this.transitionFrames = reversedFrames;\n this.transitionFrameIndex = 0;\n\n this.playTransitionFrame();\n } catch (error) {\n logger.error('AnimationHandler', 'Failed to generate reverse transition:', error);\n this.renderer.renderFrame(undefined, true);\n } finally {\n this.isGeneratingEndTransition = false;\n }\n }\n\n /**\n * Start idle animation.\n * @internal\n */\n startIdle(): void {\n this.renderer.renderFrame(undefined, true);\n }\n\n /**\n * Reset animation frame tracking (call on session start).\n * @internal\n */\n resetTracking(): void {\n this.lastRenderedFrameSeq = -1;\n this.renderedFrameCount = 0;\n this.animationFrameCount = 0;\n // Reset session-level transition flags for new session\n this.hasHandledTransitionStart = false;\n this.hasHandledTransitionEnd = false;\n logger.info('AnimationHandler', 'Frame tracking reset');\n }\n\n /**\n * Check if currently playing transition frames.\n * @internal\n */\n isInTransition(): boolean {\n return this.isPlayingTransition;\n }\n\n /**\n * Stop transition playback.\n * @internal\n */\n stopTransition(): void {\n if (\n this.isPlayingTransition ||\n this.isGeneratingStartTransition ||\n this.isGeneratingEndTransition\n ) {\n logger.info('AnimationHandler', 'Stopping transition playback');\n }\n this.isPlayingTransition = false;\n this.isTransitioningToIdle = false;\n this.isGeneratingStartTransition = false;\n this.isGeneratingEndTransition = false;\n // Note: We intentionally do NOT reset hasHandledTransitionStart/End here\n // Those are session-level flags, only reset in resetTracking()\n this.transitionFrames = [];\n this.transitionFrameIndex = 0;\n if (this.transitionTimeoutId !== null) {\n clearTimeout(this.transitionTimeoutId);\n this.transitionTimeoutId = null;\n }\n }\n\n /**\n * Clean up resources.\n * @internal\n */\n dispose(): void {\n this.stopTransition();\n }\n\n /**\n * Play a single transition frame and schedule the next one.\n * @internal\n */\n private playTransitionFrame(): void {\n if (\n !this.isPlayingTransition ||\n this.transitionFrameIndex >= this.transitionFrames.length\n ) {\n // Transition complete\n const wasTransitioningToIdle = this.isTransitioningToIdle;\n this.isPlayingTransition = false;\n this.isTransitioningToIdle = false;\n this.transitionFrames = [];\n this.transitionFrameIndex = 0;\n if (this.transitionTimeoutId !== null) {\n clearTimeout(this.transitionTimeoutId);\n this.transitionTimeoutId = null;\n }\n logger.info('AnimationHandler', 'Transition playback complete');\n\n // If transitioning to idle, start idle animation\n if (wasTransitioningToIdle) {\n logger.info('AnimationHandler', 'Starting idle animation after transition');\n this.renderer.renderFrame(undefined, true);\n }\n return;\n }\n\n if (!this.renderer.isReady()) {\n this.isPlayingTransition = false;\n this.isTransitioningToIdle = false;\n return;\n }\n\n const frame = this.transitionFrames[this.transitionFrameIndex];\n this.renderer.renderFrame(frame);\n this.transitionFrameIndex++;\n\n // Schedule next frame at 25fps (40ms)\n this.transitionTimeoutId = setTimeout(() => {\n if (this.isPlayingTransition) {\n this.playTransitionFrame();\n 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+ {"version":3,"file":"index6.js","sources":["../src/core/AnimationHandler.ts"],"sourcesContent":["/**\n * Animation Handler - Orchestrates animation playback and transitions.\n *\n * This module handles:\n * - Animation frame rendering\n * - Transition playback from idle to animation and back\n * - Frame timing at 25fps\n * - Session state tracking\n *\n * The handler relies on server-sent packet flags (Transition, TransitionEnd, Idle)\n * to determine when to generate transitions, rather than maintaining complex internal state.\n *\n * @internal\n * @packageDocumentation\n */\n\nimport { logger, trackEvent } from '../utils';\n\n/**\n * Opaque animation frame data.\n * The actual shape is defined in web-sdk (KeyframeData).\n * rtc-sdk treats these as opaque — it only stores and passes them to the renderer.\n * @internal\n */\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nexport type AnimationFrame = any;\n\n/**\n * Interface that applications must implement to render avatar frames.\n * The SDK calls these methods to control the avatar.\n * @internal\n */\nexport interface AvatarRenderer {\n /**\n * Render a single animation frame from raw protobuf data.\n * The renderer decodes the protobuf internally.\n * @param protobufData - Raw protobuf bytes containing animation keyframes\n */\n renderFromProtobuf(protobufData: ArrayBuffer): void;\n\n /**\n * Render a pre-decoded animation frame (e.g., transition frame).\n * @param frame - Opaque frame data, or undefined to render idle\n * @param startIdle - If true and frame is undefined, start idle animation loop\n */\n renderFrame(frame: AnimationFrame | undefined, startIdle?: boolean): void;\n\n /**\n * Generate transition frames from idle to the target in the protobuf data.\n * The renderer decodes the protobuf and generates interpolated frames internally.\n * @param protobufData - Raw protobuf bytes containing the target frame\n * @param frameCount - Number of transition frames to generate\n * @returns Promise resolving to array of opaque transition frames\n */\n generateTransitionFromProtobuf(\n protobufData: ArrayBuffer,\n frameCount: number,\n ): Promise<AnimationFrame[]>;\n\n /**\n * Check if the renderer is available and ready.\n * @returns true if renderer is ready to accept frames\n */\n isReady(): boolean;\n}\n\n/**\n * Configuration for AnimationHandler.\n * @internal\n */\nexport interface AnimationHandlerConfig {\n /**\n * Number of transition frames when starting animation.\n * Default: 8 (~320ms at 25fps)\n */\n transitionStartFrameCount?: number;\n\n /**\n * Number of transition frames when ending animation.\n * Default: 12 (~480ms at 25fps)\n */\n transitionEndFrameCount?: number;\n\n /**\n * Callback when data stream stalls and fallback to idle is triggered.\n * Called when no animation frames received for 5 seconds during speaking session.\n */\n onStreamStalled?: () => void;\n\n /**\n * Enable jitter buffer for smoother playback.\n * When enabled, frames are buffered and rendered in sequence order at a steady 25fps,\n * absorbing network jitter and out-of-order delivery.\n * Default: true\n */\n enableJitterBuffer?: boolean;\n\n /**\n * Maximum delay (in ms) a frame can sit in the jitter buffer before being rendered.\n * Also controls how long to wait for a missing frame before skipping ahead.\n * Default: 80 (2 frames at 25fps)\n */\n maxBufferDelayMs?: number;\n\n /**\n * Provider name for telemetry.\n */\n providerName?: string;\n}\n\n/**\n * Jitter buffer state machine.\n * @internal\n */\ntype BufferState = 'direct' | 'filling' | 'draining' | 'starved';\n\n/**\n * A frame held in the jitter buffer awaiting playback.\n * @internal\n */\ninterface BufferedFrame {\n protobufData: ArrayBuffer;\n seq: number;\n receivedAt: number;\n}\n\n/**\n * AnimationHandler manages all animation playback and transition logic.\n *\n * @internal\n * This class is used internally by AvatarPlayer.\n * Applications should not instantiate this class directly.\n */\nexport class AnimationHandler {\n /** @internal */\n private renderer: AvatarRenderer;\n /** @internal */\n private config: Required<\n Omit<AnimationHandlerConfig, 'onStreamStalled' | 'providerName'>\n >;\n\n // Frame tracking\n /** @internal */\n private animationFrameCount = 0;\n /** @internal */\n private lastRenderedFrameSeq = -1;\n /** @internal */\n private renderedFrameCount = 0;\n\n // Transition state\n /** @internal */\n private isPlayingTransition = false;\n /** @internal */\n private isTransitioningToIdle = false;\n /** @internal */\n private transitionFrames: AnimationFrame[] = [];\n /** @internal */\n private transitionFrameIndex = 0;\n /** @internal */\n private transitionTimeoutId: ReturnType<typeof setTimeout> | null = null;\n\n // Guards against race conditions during async transition generation\n /** @internal */\n private isGeneratingStartTransition = false;\n /** @internal */\n private isGeneratingEndTransition = false;\n\n // Session-level flags to prevent duplicate handling\n // These are reset in resetTracking() for new sessions\n /** @internal */\n private hasHandledTransitionStart = false;\n /** @internal */\n private hasHandledTransitionEnd = false;\n\n // Watchdog for detecting stalled data stream\n /** @internal */\n private lastFrameReceivedTime = 0;\n /** @internal */\n private isInSession = false;\n /** @internal */\n private watchdogTimer: ReturnType<typeof setInterval> | null = null;\n /** @internal */\n private hasReportedStall = false;\n /** @internal */\n private static readonly STALL_TIMEOUT_MS = 5000;\n /** @internal */\n private onStreamStalledCallback: (() => void) | null = null;\n /** @internal */\n private providerName: string = '';\n /** @internal */\n private isStalledFallback = false; // True when fallback to idle was triggered due to stall\n\n // Playback stats\n /** @internal */\n private playbackStatsTimer: ReturnType<typeof setInterval> | null = null;\n /** @internal */\n private playbackFrameCount = 0;\n /** @internal */\n private playbackFrameTimestamps: number[] = [];\n /** @internal */\n private playbackGapCount = 0;\n /** @internal */\n private playbackExpectedSeq = -1;\n\n // Jitter buffer\n /** @internal */\n private bufferState: BufferState = 'direct';\n /** @internal */\n private frameBuffer = new Map<number, BufferedFrame>();\n /** @internal */\n private bufferNextSeq = -1;\n /** @internal */\n private bufferDrainTimer: ReturnType<typeof setTimeout> | null = null;\n /** @internal */\n private bufferLastDrainTime = 0;\n /** @internal */\n private static readonly BUFFER_MAX_SIZE = 4;\n /** @internal */\n private static readonly BUFFER_INITIAL_FILL = 2;\n /** @internal */\n private static readonly BUFFER_FRAME_INTERVAL_MS = 40;\n\n // Cumulative session stats (never reset until getSessionSummary)\n /** @internal */\n private cumulativeTotalFrames = 0;\n /** @internal */\n private cumulativeLost = 0;\n /** @internal */\n private cumulativeRecovered = 0;\n /** @internal */\n private cumulativeDropped = 0;\n /** @internal */\n private cumulativeFpsReadings: number[] = [];\n\n // Per-conversation stats for rtc_playback_stats\n /** @internal */\n private conversationFrameCount = 0;\n /** @internal */\n private conversationLost = 0;\n /** @internal */\n private conversationRecovered = 0;\n /** @internal */\n private conversationDropped = 0;\n /** @internal */\n private conversationFpsReadings: number[] = [];\n /** @internal */\n private conversationStartTime = 0;\n\n /**\n * @internal\n */\n constructor(renderer: AvatarRenderer, config: AnimationHandlerConfig = {}) {\n this.renderer = renderer;\n this.config = {\n transitionStartFrameCount: config.transitionStartFrameCount ?? 8,\n transitionEndFrameCount: config.transitionEndFrameCount ?? 12,\n enableJitterBuffer: config.enableJitterBuffer ?? true,\n maxBufferDelayMs: config.maxBufferDelayMs ?? 80,\n };\n this.onStreamStalledCallback = config.onStreamStalled ?? null;\n this.providerName = config.providerName 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this.config.transitionStartFrameCount}, hasHandledStart=${this.hasHandledTransitionStart}, isInSession=${this.isInSession}, isPlayingTransition=${this.isPlayingTransition}, isGeneratingStart=${this.isGeneratingStartTransition}, lastRenderedSeq=${this.lastRenderedFrameSeq}, bufferState=${this.bufferState}, buffered=${this.frameBuffer.size})`,\n );\n\n // Ignore if we've already handled a transition start for this session\n if (this.hasHandledTransitionStart) {\n return;\n }\n // Ignore if already playing or generating a start transition\n if (this.isPlayingTransition && !this.isTransitioningToIdle) {\n return;\n }\n if (this.isGeneratingStartTransition) {\n return;\n }\n\n if (!this.renderer.isReady()) {\n logger.warn('AnimationHandler', 'Renderer not ready for transition');\n return;\n }\n\n // Once streaming playback has started, start-transition packets are stale.\n // Ignore them to avoid jumping back into transition and causing visual jitter.\n if (\n this.isInSession &&\n (this.lastRenderedFrameSeq >= 0 ||\n this.frameBuffer.size > 0 ||\n this.bufferState !== 'direct')\n ) {\n this.hasHandledTransitionStart = true;\n logger.warn(\n 'AnimationHandler',\n `Ignoring late transition packet after playback start (lastRenderedSeq=${this.lastRenderedFrameSeq}, bufferState=${this.bufferState}, buffered=${this.frameBuffer.size})`,\n );\n return;\n }\n\n // Mark that we've handled transition start for this session\n this.hasHandledTransitionStart = true;\n // Reset transition end flag since we're starting a new transition\n this.hasHandledTransitionEnd = false;\n\n // Start session and watchdog\n this.ensureSessionActive();\n\n const frames = frameCount ?? this.config.transitionStartFrameCount;\n logger.info(\n 'AnimationHandler',\n `Generating ${frames} transition frames to target`,\n );\n\n // Set guard flag before async operation\n this.isGeneratingStartTransition = true;\n\n try {\n // Generate transition frames (renderer decodes protobuf internally)\n const transitionFrames = await this.renderer.generateTransitionFromProtobuf(\n protobufData,\n frames,\n );\n logger.info(\n 'AnimationHandler',\n `Generated ${transitionFrames.length} transition frames`,\n );\n\n // Start playing transition frames at 25fps\n this.isPlayingTransition = true;\n this.isTransitioningToIdle = false;\n this.transitionFrames = transitionFrames;\n this.transitionFrameIndex = 0;\n\n this.playTransitionFrame();\n } catch (error) {\n logger.error('AnimationHandler', 'Failed to generate transition:', error);\n // Fallback: render protobuf directly\n this.renderer.renderFromProtobuf(protobufData);\n this.logRenderedFrame('transition-fallback');\n } finally {\n this.isGeneratingStartTransition = false;\n }\n }\n\n /**\n * Handle transition end - generate and play reverse transition back to idle.\n * Only starts transition on the first packet; subsequent packets are ignored while transitioning.\n * @param protobufData - Protobuf data containing last animation frame\n * @param frameCount - Number of transition frames (overrides config if provided)\n * @internal\n */\n async handleTransitionToIdle(\n protobufData: ArrayBuffer,\n frameCount?: number,\n ): Promise<void> {\n // Ignore stale transition-end packets after session has already returned to idle.\n if (!this.isInSession) {\n logger.info(\n 'AnimationHandler',\n 'Ignoring transition end packet with no active session',\n );\n return;\n }\n\n // Ignore if we've already handled a transition end for this session\n if (this.hasHandledTransitionEnd) {\n return;\n }\n // Ignore if already playing or generating an end transition\n if (this.isPlayingTransition && this.isTransitioningToIdle) {\n return;\n }\n if (this.isGeneratingEndTransition) {\n return;\n }\n\n if (!this.renderer.isReady()) {\n logger.warn(\n 'AnimationHandler',\n 'Renderer not ready for transition to idle',\n );\n this.renderer.renderFrame(undefined, true);\n this.logRenderedFrame('idle');\n return;\n }\n\n // Mark that we've handled transition end for this session\n this.hasHandledTransitionEnd = true;\n\n // Drop any queued speaking frames so they cannot interleave with end transition playback.\n this.flushBuffer();\n\n const frames = frameCount ?? this.config.transitionEndFrameCount;\n logger.info(\n 'AnimationHandler',\n `Generating ${frames} reverse transition frames to idle`,\n );\n\n // Set guard flag before async operation\n this.isGeneratingEndTransition = true;\n\n try {\n // Generate transition frames (renderer decodes protobuf internally), then reverse\n const transitionFrames = await this.renderer.generateTransitionFromProtobuf(\n protobufData,\n frames,\n );\n logger.info(\n 'AnimationHandler',\n `Generated ${transitionFrames.length} transition frames, reversing for playback`,\n );\n\n // Reverse frames to play from last animation frame back to idle\n const reversedFrames = transitionFrames.slice().reverse();\n\n // Start playing reversed transition at 25fps\n this.isPlayingTransition = true;\n this.isTransitioningToIdle = true;\n this.transitionFrames = reversedFrames;\n this.transitionFrameIndex = 0;\n\n this.playTransitionFrame();\n } catch (error) {\n logger.error(\n 'AnimationHandler',\n 'Failed to generate reverse transition:',\n error,\n );\n this.renderer.renderFrame(undefined, true);\n this.logRenderedFrame('idle');\n } finally {\n this.isGeneratingEndTransition = false;\n }\n }\n\n /**\n * Start idle animation.\n * @internal\n */\n startIdle(): void {\n this.reportConversationStats();\n this.isInSession = false;\n this.hasReportedStall = false;\n this.renderer.renderFrame(undefined, true);\n this.logRenderedFrame('idle');\n }\n\n /**\n * Ensure session-level timers/stats are active.\n * @internal\n */\n private ensureSessionActive(frameSeq?: number): void {\n if (this.isInSession) {\n return;\n }\n\n this.isInSession = true;\n this.lastFrameReceivedTime = Date.now();\n this.hasReportedStall = false;\n if (!this.conversationStartTime) {\n this.conversationStartTime = Date.now();\n }\n this.startWatchdog();\n this.startPlaybackStats();\n\n if (frameSeq !== undefined) {\n logger.info(\n 'AnimationHandler',\n `Session started from animation frame seq=${frameSeq}`,\n );\n }\n }\n\n /**\n * Reset animation frame tracking (call on session start).\n * @internal\n */\n resetTracking(): void {\n this.lastRenderedFrameSeq = -1;\n this.renderedFrameCount = 0;\n this.animationFrameCount = 0;\n // Reset session-level transition flags for new session\n this.hasHandledTransitionStart = false;\n this.hasHandledTransitionEnd = false;\n this.resetPlaybackStats();\n this.flushBuffer();\n logger.info('AnimationHandler', 'Frame tracking reset');\n }\n\n /**\n * Check if currently playing transition frames.\n * @internal\n */\n isInTransition(): boolean {\n return (\n this.isPlayingTransition ||\n this.isGeneratingStartTransition ||\n this.isGeneratingEndTransition\n );\n }\n\n /**\n * Stop transition playback.\n * @internal\n */\n stopTransition(): void {\n if (\n this.isPlayingTransition ||\n this.isGeneratingStartTransition ||\n this.isGeneratingEndTransition\n ) {\n logger.info('AnimationHandler', 'Stopping transition playback');\n }\n this.isPlayingTransition = false;\n this.isTransitioningToIdle = false;\n this.isGeneratingStartTransition = false;\n this.isGeneratingEndTransition = false;\n // Note: We intentionally do NOT reset hasHandledTransitionStart/End here\n // Those are session-level flags, only reset in resetTracking()\n this.transitionFrames = [];\n this.transitionFrameIndex = 0;\n if (this.transitionTimeoutId !== null) {\n clearTimeout(this.transitionTimeoutId);\n this.transitionTimeoutId = null;\n }\n this.flushBuffer();\n }\n\n /**\n * Get cumulative session summary for telemetry reporting.\n * @internal\n */\n getSessionSummary(): {\n totalFrames: number;\n totalLost: number;\n totalRecovered: number;\n totalDropped: number;\n avgFps: number;\n } {\n const avgFps =\n this.cumulativeFpsReadings.length > 0\n ? Math.round(\n this.cumulativeFpsReadings.reduce((a, b) => a + b, 0) /\n this.cumulativeFpsReadings.length,\n )\n : 0;\n\n return {\n totalFrames: this.cumulativeTotalFrames,\n totalLost: this.cumulativeLost,\n totalRecovered: this.cumulativeRecovered,\n totalDropped: this.cumulativeDropped,\n avgFps,\n };\n }\n\n /**\n * Report per-conversation playback stats via telemetry.\n * Called when a conversation ends (transition to idle).\n * @internal\n */\n private reportConversationStats(): void {\n if (this.conversationFrameCount === 0) return;\n\n const durationMs = this.conversationStartTime\n ? Date.now() - this.conversationStartTime\n : 0;\n const avgFps =\n this.conversationFpsReadings.length > 0\n ? Math.round(\n this.conversationFpsReadings.reduce((a, b) => a + b, 0) /\n this.conversationFpsReadings.length,\n )\n : 0;\n const totalExpected = this.conversationFrameCount + this.conversationLost;\n const lossRate =\n totalExpected > 0\n ? Number(((this.conversationLost / totalExpected) * 100).toFixed(1))\n : 0;\n\n trackEvent('rtc_playback_stats', 'info', {\n provider: this.providerName,\n avg_fps: avgFps,\n frame_count: this.conversationFrameCount,\n frames_lost: this.conversationLost,\n frames_recovered: this.conversationRecovered,\n frames_dropped: this.conversationDropped,\n loss_rate: lossRate,\n duration_ms: durationMs,\n });\n\n // Accumulate into session-level stats\n this.cumulativeTotalFrames += this.conversationFrameCount;\n this.cumulativeLost += this.conversationLost;\n this.cumulativeRecovered += this.conversationRecovered;\n this.cumulativeDropped += this.conversationDropped;\n this.cumulativeFpsReadings.push(...this.conversationFpsReadings);\n\n // Reset per-conversation counters\n this.conversationFrameCount = 0;\n this.conversationLost = 0;\n this.conversationRecovered = 0;\n this.conversationDropped = 0;\n this.conversationFpsReadings = [];\n this.conversationStartTime = 0;\n }\n\n /**\n * Clean up resources.\n * @internal\n */\n dispose(): void {\n this.stopTransition();\n this.stopWatchdog();\n }\n\n /**\n * Start the watchdog timer to detect stalled data streams.\n * @internal\n */\n private startWatchdog(): void {\n if (this.watchdogTimer) {\n return; // Already running\n }\n\n this.watchdogTimer = setInterval(() => {\n if (!this.isInSession) {\n return;\n }\n\n // Don't check during transition playback (we're playing generated frames, not receiving)\n if (this.isPlayingTransition) {\n return;\n }\n\n const elapsed = Date.now() - this.lastFrameReceivedTime;\n if (\n elapsed > AnimationHandler.STALL_TIMEOUT_MS &&\n !this.hasReportedStall\n ) {\n logger.error(\n 'AnimationHandler',\n `Data stream stalled: no frames received for ${elapsed}ms, falling back to idle`,\n );\n this.hasReportedStall = true;\n this.isStalledFallback = true;\n\n // Trigger fallback to idle\n this.startIdle();\n\n // Notify external listener\n if (this.onStreamStalledCallback) {\n try {\n this.onStreamStalledCallback();\n } catch (e) {\n logger.error(\n 'AnimationHandler',\n 'Error in onStreamStalled callback:',\n e,\n );\n }\n }\n }\n }, 1000); // Check every 1 second\n }\n\n /**\n * Stop the watchdog timer.\n * @internal\n */\n private stopWatchdog(): void {\n if (this.watchdogTimer) {\n clearInterval(this.watchdogTimer);\n this.watchdogTimer = null;\n }\n this.hasReportedStall = false;\n this.isStalledFallback = false;\n this.stopPlaybackStats();\n }\n\n /**\n * Start the playback stats reporting timer.\n * @internal\n */\n private startPlaybackStats(): void {\n if (this.playbackStatsTimer) {\n return; // Already running\n }\n this.resetPlaybackStats();\n this.playbackStatsTimer = setInterval(() => {\n this.reportPlaybackStats();\n }, 1000);\n }\n\n /**\n * Stop the playback stats reporting timer.\n * @internal\n */\n private stopPlaybackStats(): void {\n if (this.playbackStatsTimer) {\n clearInterval(this.playbackStatsTimer);\n this.playbackStatsTimer = null;\n }\n this.resetPlaybackStats();\n }\n\n /**\n * Reset playback stats counters.\n * @internal\n */\n private resetPlaybackStats(): void {\n this.playbackFrameCount = 0;\n this.playbackFrameTimestamps = [];\n this.playbackGapCount = 0;\n this.playbackExpectedSeq = -1;\n }\n\n /**\n * Report playback stats (called every 1s by timer).\n * Logs FPS, frame loss rate, and playback jitter.\n * @internal\n */\n private reportPlaybackStats(): void {\n // Skip reporting during transitions (locally generated frames)\n if (this.isPlayingTransition) {\n this.resetPlaybackStats();\n return;\n }\n\n // Skip if no frames were rendered this interval\n if (this.playbackFrameCount === 0) {\n return;\n }\n\n const fps = this.playbackFrameCount;\n const totalExpected = this.playbackFrameCount + this.playbackGapCount;\n const lossRate =\n totalExpected > 0 ? (this.playbackGapCount / totalExpected) * 100 : 0;\n\n // Calculate jitter: std deviation of inter-frame intervals\n let jitter = 0;\n if (this.playbackFrameTimestamps.length >= 2) {\n const intervals: number[] = [];\n for (let i = 1; i < this.playbackFrameTimestamps.length; i++) {\n intervals.push(\n this.playbackFrameTimestamps[i] - this.playbackFrameTimestamps[i - 1],\n );\n }\n const mean = intervals.reduce((a, b) => a + b, 0) / intervals.length;\n const variance =\n intervals.reduce((sum, v) => sum + (v - mean) ** 2, 0) /\n intervals.length;\n jitter = Math.sqrt(variance);\n }\n\n logger.info(\n 'AnimationHandler',\n `Playback stats: fps=${fps}, lossRate=${lossRate.toFixed(1)}%, jitter=${jitter.toFixed(1)}ms`,\n );\n\n // Feed per-conversation counters\n this.conversationFrameCount += this.playbackFrameCount;\n this.conversationLost += this.playbackGapCount;\n this.conversationFpsReadings.push(fps);\n\n // Reset counters for next interval\n this.playbackFrameCount = 0;\n this.playbackFrameTimestamps = [];\n this.playbackGapCount = 0;\n }\n\n // ── Jitter Buffer ──\n\n /**\n * Insert a frame into the jitter buffer.\n * Handles dedup, enforces max size, and drives the buffer state machine.\n * @internal\n */\n private bufferFrame(protobufData: ArrayBuffer, seq: number): void {\n // Never allow frames older than what we've already rendered.\n if (this.lastRenderedFrameSeq >= 0 && seq <= this.lastRenderedFrameSeq) {\n logger.warn(\n 'AnimationHandler',\n `Jitter buffer: dropping stale frame seq=${seq} (lastRendered=${this.lastRenderedFrameSeq})`,\n );\n this.conversationDropped++;\n return;\n }\n\n // If we're already waiting for a newer sequence, this frame arrived too late.\n if (this.bufferNextSeq >= 0 && seq < this.bufferNextSeq) {\n logger.warn(\n 'AnimationHandler',\n `Jitter buffer: dropping late frame seq=${seq} (nextExpected=${this.bufferNextSeq})`,\n );\n this.conversationDropped++;\n return;\n }\n\n // Dedup — server sends each frame twice for resilience\n if (this.frameBuffer.has(seq)) {\n return;\n }\n\n this.frameBuffer.set(seq, { protobufData, seq, receivedAt: performance.now() });\n\n // Enforce max buffer size — drop oldest when full\n if (this.frameBuffer.size > AnimationHandler.BUFFER_MAX_SIZE) {\n let oldestSeq = Infinity;\n for (const k of this.frameBuffer.keys()) {\n if (k < oldestSeq) oldestSeq = k;\n }\n this.frameBuffer.delete(oldestSeq);\n this.conversationDropped++;\n logger.warn(\n 'AnimationHandler',\n `Jitter buffer: overflow, dropping seq=${oldestSeq} (nextExpected=${this.bufferNextSeq})`,\n );\n }\n\n // State machine transitions\n switch (this.bufferState) {\n case 'direct':\n this.bufferState = 'filling';\n if (this.bufferNextSeq < 0) {\n this.bufferNextSeq = seq;\n }\n logger.info(\n 'AnimationHandler',\n `Jitter buffer: filling (first frame seq=${seq})`,\n );\n if (this.frameBuffer.size >= AnimationHandler.BUFFER_INITIAL_FILL) {\n this.startBufferDrain();\n }\n break;\n case 'filling':\n if (this.frameBuffer.size >= AnimationHandler.BUFFER_INITIAL_FILL) {\n this.startBufferDrain();\n }\n break;\n case 'starved':\n this.startBufferDrain();\n break;\n case 'draining':\n // Already draining, frame will be picked up by drain loop\n break;\n }\n }\n\n /**\n * Drop buffered frames that are now too old to ever be rendered in-order.\n * @internal\n */\n private dropStaleBufferedFrames(): void {\n if (this.frameBuffer.size === 0) {\n return;\n }\n\n const minAllowedSeq = Math.max(\n this.bufferNextSeq,\n this.lastRenderedFrameSeq + 1,\n );\n if (minAllowedSeq < 0) {\n return;\n }\n\n let dropped = 0;\n for (const seq of Array.from(this.frameBuffer.keys())) {\n if (seq < minAllowedSeq) {\n this.frameBuffer.delete(seq);\n dropped++;\n }\n }\n\n if (dropped > 0) {\n logger.warn(\n 'AnimationHandler',\n `Jitter buffer: dropped ${dropped} stale frame(s) older than seq=${minAllowedSeq}`,\n );\n }\n }\n\n /**\n * Find the lowest buffered sequence at or after minSeq.\n * @internal\n */\n private findLowestBufferedSeqAtOrAfter(minSeq: number): number | null {\n let candidate = Infinity;\n for (const seq of this.frameBuffer.keys()) {\n if (seq >= minSeq && seq < candidate) {\n candidate = seq;\n }\n }\n return candidate === Infinity ? null : candidate;\n }\n\n /**\n * Begin draining the buffer at 25fps.\n * @internal\n */\n private startBufferDrain(): void {\n this.bufferState = 'draining';\n if (this.bufferNextSeq < 0) {\n let minSeq = Infinity;\n for (const k of this.frameBuffer.keys()) {\n if (k < minSeq) minSeq = k;\n }\n this.bufferNextSeq = minSeq;\n }\n logger.info(\n 'AnimationHandler',\n `Jitter buffer: draining (${this.frameBuffer.size} frames buffered)`,\n );\n this.bufferLastDrainTime = performance.now();\n this.drainBufferFrame();\n }\n\n /**\n * Drain one frame from the buffer and schedule the next drain.\n * Handles missing frames (skip-ahead after maxBufferDelayMs) and starvation.\n * @internal\n */\n private drainBufferFrame(): void {\n this.bufferDrainTimer = null;\n\n if (this.bufferState !== 'draining') {\n return;\n }\n\n this.dropStaleBufferedFrames();\n\n const frame = this.frameBuffer.get(this.bufferNextSeq);\n\n if (frame) {\n // Expected frame found — render it\n this.renderBufferedFrame(frame);\n this.frameBuffer.delete(this.bufferNextSeq);\n this.bufferNextSeq++;\n } else if (this.frameBuffer.size > 0) {\n // Expected frame missing — check if we should skip ahead to the next in-order frame.\n const nextSeq = this.findLowestBufferedSeqAtOrAfter(this.bufferNextSeq);\n\n if (nextSeq === null) {\n this.bufferState = 'starved';\n logger.warn(\n 'AnimationHandler',\n 'Jitter buffer: no in-order frames available, pausing drain',\n );\n return;\n }\n\n const nextFrame = this.frameBuffer.get(nextSeq)!;\n const waitTime = performance.now() - nextFrame.receivedAt;\n\n if (waitTime > this.config.maxBufferDelayMs) {\n // Missing frame didn't arrive in time — skip ahead to the next available sequence.\n const gap = Math.max(0, nextSeq - this.bufferNextSeq);\n this.playbackGapCount += gap;\n logger.warn(\n 'AnimationHandler',\n `Jitter buffer: skipping ${gap} frame(s) from seq ${this.bufferNextSeq} to ${nextSeq} after ${waitTime.toFixed(1)}ms`,\n );\n this.renderBufferedFrame(nextFrame);\n this.frameBuffer.delete(nextSeq);\n this.bufferNextSeq = nextSeq + 1;\n }\n // else: wait for the missing frame (render nothing this cycle)\n } else {\n // Buffer empty — starvation\n this.bufferState = 'starved';\n logger.warn('AnimationHandler', 'Jitter buffer: starved, pausing drain');\n return; // Don't schedule next drain\n }\n\n // Schedule next drain with drift correction\n const now = performance.now();\n const nextTarget =\n this.bufferLastDrainTime + AnimationHandler.BUFFER_FRAME_INTERVAL_MS;\n const delay = Math.max(0, nextTarget - now);\n this.bufferLastDrainTime = nextTarget;\n this.bufferDrainTimer = setTimeout(() => this.drainBufferFrame(), delay);\n }\n\n /**\n * Render a single frame from the buffer and collect playback stats.\n * @internal\n */\n private renderBufferedFrame(frame: BufferedFrame): void {\n if (\n this.lastRenderedFrameSeq >= 0 &&\n frame.seq <= this.lastRenderedFrameSeq\n ) {\n logger.warn(\n 'AnimationHandler',\n `Jitter buffer: refusing out-of-order render seq=${frame.seq} (lastRendered=${this.lastRenderedFrameSeq})`,\n );\n return;\n }\n\n this.renderer.renderFromProtobuf(frame.protobufData);\n this.lastRenderedFrameSeq = frame.seq;\n this.renderedFrameCount++;\n this.logRenderedFrame('buffer', frame.seq);\n\n // Playback stats\n this.playbackFrameTimestamps.push(performance.now());\n this.playbackFrameCount++;\n }\n\n /**\n * Flush the jitter buffer, stop the drain loop, and revert to direct mode.\n * @internal\n */\n private flushBuffer(): void {\n this.frameBuffer.clear();\n this.bufferState = 'direct';\n this.bufferNextSeq = -1;\n this.bufferLastDrainTime = 0;\n if (this.bufferDrainTimer !== null) {\n clearTimeout(this.bufferDrainTimer);\n this.bufferDrainTimer = null;\n }\n }\n\n /**\n * Play a single transition frame and schedule the next one.\n * @internal\n */\n private playTransitionFrame(): void {\n if (\n !this.isPlayingTransition ||\n this.transitionFrameIndex >= this.transitionFrames.length\n ) {\n // Transition complete\n const wasTransitioningToIdle = this.isTransitioningToIdle;\n this.isPlayingTransition = false;\n this.isTransitioningToIdle = false;\n this.transitionFrames = [];\n this.transitionFrameIndex = 0;\n if (this.transitionTimeoutId !== null) {\n clearTimeout(this.transitionTimeoutId);\n this.transitionTimeoutId = null;\n }\n logger.info('AnimationHandler', 'Transition playback complete');\n\n // If transitioning to idle, start idle animation\n if (wasTransitioningToIdle) {\n logger.info(\n 'AnimationHandler',\n 'Starting idle animation after transition',\n );\n this.renderer.renderFrame(undefined, true);\n this.logRenderedFrame('idle');\n }\n return;\n }\n\n if (!this.renderer.isReady()) {\n this.isPlayingTransition = false;\n this.isTransitioningToIdle = false;\n return;\n }\n\n const frame = this.transitionFrames[this.transitionFrameIndex];\n this.renderer.renderFrame(frame);\n this.logRenderedFrame('transition');\n this.transitionFrameIndex++;\n\n // Schedule next frame at 25fps (40ms)\n this.transitionTimeoutId = setTimeout(() => {\n if (this.isPlayingTransition) {\n this.playTransitionFrame();\n }\n }, 40);\n }\n\n /**\n * Emit a per-frame render log for debugging ordering issues.\n * @internal\n */\n private logRenderedFrame(\n source: 'direct' | 'buffer' | 'transition' | 'idle' | 'transition-fallback',\n seq?: number,\n isRecovered?: boolean,\n ): void {\n logger.info(\n 'AnimationHandler',\n `Rendered frame: source=${source}, seq=${seq ?? 'n/a'}${isRecovered ? ' [RECOVERED]' : ''}`,\n );\n 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package/dist/index8.js CHANGED
@@ -1,189 +1,150 @@
1
1
  import { logger } from "./index7.js";
2
- import { BinaryReader } from "./index9.js";
3
- function decodeFlame(reader, length) {
4
- const end = reader.pos + length;
5
- const flame = {
6
- translation: [],
7
- rotation: [],
8
- neckPose: [],
9
- jawPose: [],
10
- eyePose: [],
11
- eyeLid: [],
12
- expression: []
13
- };
14
- while (reader.pos < end) {
15
- const tag = reader.uint32();
16
- switch (tag >>> 3) {
17
- case 1:
18
- if (tag === 13) {
19
- flame.translation.push(reader.float());
20
- } else if (tag === 10) {
21
- const end2 = reader.uint32() + reader.pos;
22
- while (reader.pos < end2) {
23
- flame.translation.push(reader.float());
24
- }
25
- }
26
- break;
27
- case 2:
28
- if (tag === 21) {
29
- flame.rotation.push(reader.float());
30
- } else if (tag === 18) {
31
- const end2 = reader.uint32() + reader.pos;
32
- while (reader.pos < end2) {
33
- flame.rotation.push(reader.float());
34
- }
35
- }
36
- break;
37
- case 3:
38
- if (tag === 29) {
39
- flame.neckPose.push(reader.float());
40
- } else if (tag === 26) {
41
- const end2 = reader.uint32() + reader.pos;
42
- while (reader.pos < end2) {
43
- flame.neckPose.push(reader.float());
44
- }
45
- }
46
- break;
47
- case 4:
48
- if (tag === 37) {
49
- flame.jawPose.push(reader.float());
50
- } else if (tag === 34) {
51
- const end2 = reader.uint32() + reader.pos;
52
- while (reader.pos < end2) {
53
- flame.jawPose.push(reader.float());
54
- }
55
- }
56
- break;
57
- case 5:
58
- if (tag === 45) {
59
- flame.eyePose.push(reader.float());
60
- } else if (tag === 42) {
61
- const end2 = reader.uint32() + reader.pos;
62
- while (reader.pos < end2) {
63
- flame.eyePose.push(reader.float());
64
- }
65
- }
66
- break;
67
- case 6:
68
- if (tag === 53) {
69
- flame.eyeLid.push(reader.float());
70
- } else if (tag === 50) {
71
- const end2 = reader.uint32() + reader.pos;
72
- while (reader.pos < end2) {
73
- flame.eyeLid.push(reader.float());
74
- }
75
- }
76
- break;
77
- case 7:
78
- if (tag === 61) {
79
- flame.expression.push(reader.float());
80
- } else if (tag === 58) {
81
- const end2 = reader.uint32() + reader.pos;
82
- while (reader.pos < end2) {
83
- flame.expression.push(reader.float());
84
- }
85
- }
86
- break;
87
- default:
88
- reader.skip(tag & 7);
2
+ const SDK_POSTHOG_INSTANCE_NAME = "spatialwalk-posthog";
3
+ let posthogInstance = null;
4
+ let sdkVersion = "1.0.0";
5
+ let appId = "";
6
+ let environment = "";
7
+ const eventQueue = [];
8
+ const MAX_QUEUE_SIZE = 50;
9
+ let retryTimer = null;
10
+ const RETRY_INTERVAL_MS = 500;
11
+ const MAX_RETRY_MS = 1e4;
12
+ const FILTERED_HOSTNAMES = ["localhost", "127.0.0.1", "0.0.0.0"];
13
+ function initializeTelemetry(config) {
14
+ if (typeof window === "undefined") return;
15
+ if (config.sdkVersion) sdkVersion = config.sdkVersion;
16
+ if (config.appId) appId = config.appId;
17
+ if (config.environment) environment = config.environment;
18
+ posthogInstance = getPostHogInstance();
19
+ if (posthogInstance) {
20
+ logger.info("Telemetry", "PostHog instance found, telemetry enabled");
21
+ flushEventQueue();
22
+ } else {
23
+ logger.info("Telemetry", "PostHog instance not found yet, will retry");
24
+ startRetry();
25
+ }
26
+ }
27
+ function startRetry() {
28
+ if (retryTimer) return;
29
+ const startTime = Date.now();
30
+ retryTimer = setInterval(() => {
31
+ const instance = getPostHogInstance();
32
+ if (instance) {
33
+ logger.info("Telemetry", "PostHog instance found after retry, telemetry enabled");
34
+ flushEventQueue();
35
+ stopRetry();
36
+ } else if (Date.now() - startTime > MAX_RETRY_MS) {
37
+ logger.info("Telemetry", "PostHog instance not found after retries, queued events dropped");
38
+ eventQueue.length = 0;
39
+ stopRetry();
89
40
  }
41
+ }, RETRY_INTERVAL_MS);
42
+ }
43
+ function stopRetry() {
44
+ if (retryTimer) {
45
+ clearInterval(retryTimer);
46
+ retryTimer = null;
90
47
  }
91
- return flame;
92
48
  }
93
- function decodeFlameAnimation(reader, length) {
94
- const end = reader.pos + length;
95
- const animation = { keyframes: [] };
96
- while (reader.pos < end) {
97
- const tag = reader.uint32();
98
- switch (tag >>> 3) {
99
- case 1:
100
- if (tag === 10) {
101
- animation.keyframes.push(decodeFlame(reader, reader.uint32()));
102
- }
103
- break;
104
- default:
105
- reader.skip(tag & 7);
49
+ function flushEventQueue() {
50
+ if (!posthogInstance || eventQueue.length === 0) return;
51
+ logger.info("Telemetry", `Flushing ${eventQueue.length} queued events`);
52
+ for (const { event, level, properties } of eventQueue) {
53
+ try {
54
+ posthogInstance.capture(event, {
55
+ ...getCommonFields(),
56
+ level,
57
+ ...properties
58
+ });
59
+ } catch {
106
60
  }
107
61
  }
108
- return animation;
62
+ eventQueue.length = 0;
109
63
  }
110
- function decodeServerResponseAnimation(reader, length) {
111
- const end = reader.pos + length;
112
- const response = {
113
- connectionId: "",
114
- reqId: "",
115
- end: false,
116
- animation: void 0
117
- };
118
- while (reader.pos < end) {
119
- const tag = reader.uint32();
120
- switch (tag >>> 3) {
121
- case 1:
122
- if (tag === 10) {
123
- response.connectionId = reader.string();
124
- }
125
- break;
126
- case 2:
127
- if (tag === 18) {
128
- response.reqId = reader.string();
129
- }
130
- break;
131
- case 3:
132
- if (tag === 24) {
133
- response.end = reader.bool();
134
- }
135
- break;
136
- case 4:
137
- if (tag === 34) {
138
- response.animation = decodeFlameAnimation(reader, reader.uint32());
64
+ function getPostHogInstance() {
65
+ if (posthogInstance) return posthogInstance;
66
+ try {
67
+ const posthog = window.__posthog;
68
+ if (posthog && typeof posthog === "object") {
69
+ const instance = posthog[SDK_POSTHOG_INSTANCE_NAME];
70
+ if (instance && typeof instance.capture === "function") {
71
+ posthogInstance = instance;
72
+ return instance;
73
+ }
74
+ }
75
+ try {
76
+ const posthogModule = window.posthog;
77
+ if (posthogModule && typeof posthogModule.getInstance === "function") {
78
+ const instance = posthogModule.getInstance(SDK_POSTHOG_INSTANCE_NAME);
79
+ if (instance && typeof instance.capture === "function") {
80
+ posthogInstance = instance;
81
+ return instance;
139
82
  }
140
- break;
141
- default:
142
- reader.skip(tag & 7);
83
+ }
84
+ } catch {
143
85
  }
86
+ } catch {
144
87
  }
145
- return response;
88
+ return null;
146
89
  }
147
- function decodeAnimationMessage(data) {
148
- const reader = new BinaryReader(data);
149
- const message = {
150
- type: 0,
151
- serverResponseAnimation: void 0
90
+ function shouldFilterHostname() {
91
+ if (typeof window === "undefined") return false;
92
+ return FILTERED_HOSTNAMES.includes(window.location.hostname);
93
+ }
94
+ function getCommonFields() {
95
+ return {
96
+ platform: "Web",
97
+ sdk_version: sdkVersion,
98
+ service_module: "rtc",
99
+ app_id: appId,
100
+ env: environment
152
101
  };
153
- while (reader.pos < reader.len) {
154
- const tag = reader.uint32();
155
- switch (tag >>> 3) {
156
- case 1:
157
- if (tag === 8) {
158
- message.type = reader.int32();
159
- }
160
- break;
161
- case 6:
162
- if (tag === 50) {
163
- message.serverResponseAnimation = decodeServerResponseAnimation(reader, reader.uint32());
164
- }
165
- break;
166
- default:
167
- reader.skip(tag & 7);
102
+ }
103
+ function trackEvent(event, level = "info", properties = {}) {
104
+ if (typeof window === "undefined") return;
105
+ if (shouldFilterHostname()) return;
106
+ const fullProperties = {
107
+ ...properties,
108
+ timestamp: Date.now()
109
+ };
110
+ const instance = posthogInstance || getPostHogInstance();
111
+ if (!instance) {
112
+ if (eventQueue.length < MAX_QUEUE_SIZE) {
113
+ eventQueue.push({ event, level, properties: fullProperties });
168
114
  }
115
+ return;
116
+ }
117
+ if (eventQueue.length > 0) {
118
+ flushEventQueue();
119
+ stopRetry();
120
+ }
121
+ try {
122
+ instance.capture(event, {
123
+ ...getCommonFields(),
124
+ level,
125
+ ...fullProperties
126
+ });
127
+ } catch (error) {
128
+ logger.warn(
129
+ "Telemetry",
130
+ "Failed to track event:",
131
+ error instanceof Error ? error.message : String(error)
132
+ );
169
133
  }
170
- return message;
171
134
  }
172
- function decodeAnimationKeyframes(protobufData) {
173
- var _a, _b;
135
+ function flushTelemetry() {
136
+ const instance = posthogInstance || getPostHogInstance();
137
+ if (!instance) return;
174
138
  try {
175
- const message = decodeAnimationMessage(new Uint8Array(protobufData));
176
- if ((_b = (_a = message.serverResponseAnimation) == null ? void 0 : _a.animation) == null ? void 0 : _b.keyframes) {
177
- return message.serverResponseAnimation.animation.keyframes;
139
+ if (typeof instance.flush === "function") {
140
+ instance.flush();
178
141
  }
179
- return null;
180
- } catch (error) {
181
- logger.error("proto", "Failed to decode animation keyframes:", error);
182
- return null;
142
+ } catch {
183
143
  }
184
144
  }
185
145
  export {
186
- decodeAnimationKeyframes,
187
- decodeAnimationMessage
146
+ flushTelemetry,
147
+ initializeTelemetry,
148
+ trackEvent
188
149
  };
189
150
  //# sourceMappingURL=index8.js.map
@@ -1 +1 @@
1
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contains keyframes.\n * @internal\n */\nexport interface FlameAnimation {\n keyframes: Flame[];\n}\n\n/**\n * ServerResponseAnimation - server response containing animation data.\n * @internal\n */\nexport interface ServerResponseAnimation {\n connectionId: string;\n reqId: string;\n end: boolean;\n animation?: FlameAnimation | undefined;\n}\n\n/**\n * AnimationMessage - top-level message wrapper.\n * @internal\n */\nexport interface AnimationMessage {\n type: number;\n serverResponseAnimation?: ServerResponseAnimation | undefined;\n}\n\n// ============== Decoders ==============\n\n/**\n * Decode a Flame message from protobuf.\n * @internal\n */\nfunction decodeFlame(reader: BinaryReader, length: number): Flame {\n const end = reader.pos + length;\n const flame: Flame = {\n translation: [],\n rotation: [],\n neckPose: [],\n jawPose: [],\n eyePose: [],\n eyeLid: [],\n expression: [],\n };\n\n while (reader.pos < end) {\n const tag = reader.uint32();\n switch (tag >>> 3) {\n case 1: // translation\n if (tag === 13) {\n flame.translation.push(reader.float());\n } else if (tag === 10) {\n const end2 = reader.uint32() + reader.pos;\n while (reader.pos < end2) {\n flame.translation.push(reader.float());\n }\n }\n break;\n case 2: // rotation\n if (tag === 21) {\n flame.rotation.push(reader.float());\n } else if (tag === 18) {\n const end2 = reader.uint32() + reader.pos;\n while (reader.pos < end2) {\n flame.rotation.push(reader.float());\n }\n }\n break;\n case 3: // neckPose\n if (tag === 29) {\n flame.neckPose.push(reader.float());\n } else if (tag === 26) {\n const end2 = reader.uint32() + reader.pos;\n while (reader.pos < end2) {\n flame.neckPose.push(reader.float());\n }\n }\n break;\n case 4: // jawPose\n if (tag === 37) {\n flame.jawPose.push(reader.float());\n } else if (tag === 34) {\n const end2 = reader.uint32() + reader.pos;\n while (reader.pos < end2) {\n flame.jawPose.push(reader.float());\n }\n }\n break;\n case 5: // eyePose\n if (tag === 45) {\n flame.eyePose.push(reader.float());\n } else if (tag === 42) {\n const end2 = reader.uint32() + reader.pos;\n while (reader.pos < end2) {\n flame.eyePose.push(reader.float());\n }\n }\n break;\n case 6: // eyeLid\n if (tag === 53) {\n flame.eyeLid.push(reader.float());\n } else if (tag === 50) {\n const end2 = reader.uint32() + reader.pos;\n while (reader.pos < end2) {\n flame.eyeLid.push(reader.float());\n }\n }\n break;\n case 7: // expression\n if (tag === 61) {\n flame.expression.push(reader.float());\n } else if (tag === 58) {\n const end2 = reader.uint32() + reader.pos;\n while (reader.pos < end2) {\n flame.expression.push(reader.float());\n }\n }\n break;\n default:\n reader.skip(tag & 7);\n }\n }\n\n return flame;\n}\n\n/**\n * Decode a FlameAnimation message from protobuf.\n * @internal\n */\nfunction decodeFlameAnimation(reader: BinaryReader, length: number): FlameAnimation {\n const end = reader.pos + length;\n const animation: FlameAnimation = { keyframes: [] };\n\n while (reader.pos < end) {\n const tag = reader.uint32();\n switch (tag >>> 3) {\n case 1: // keyframes\n if (tag === 10) {\n animation.keyframes.push(decodeFlame(reader, reader.uint32()));\n }\n break;\n default:\n reader.skip(tag & 7);\n }\n }\n\n return animation;\n}\n\n/**\n * Decode a ServerResponseAnimation message from protobuf.\n * @internal\n */\nfunction decodeServerResponseAnimation(reader: BinaryReader, length: number): ServerResponseAnimation {\n const end = reader.pos + length;\n const response: ServerResponseAnimation = {\n connectionId: \"\",\n reqId: \"\",\n end: false,\n animation: undefined,\n };\n\n while (reader.pos < end) {\n const tag = reader.uint32();\n switch (tag >>> 3) {\n case 1: // connectionId\n if (tag === 10) {\n response.connectionId = reader.string();\n }\n break;\n case 2: // reqId\n if (tag === 18) {\n response.reqId = reader.string();\n }\n break;\n case 3: // end\n if (tag === 24) {\n response.end = reader.bool();\n }\n break;\n case 4: // animation\n if (tag === 34) {\n response.animation = decodeFlameAnimation(reader, reader.uint32());\n }\n break;\n default:\n reader.skip(tag & 7);\n }\n }\n\n return response;\n}\n\n/**\n * Decode an AnimationMessage from protobuf bytes.\n * @param data - 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+ {"version":3,"file":"index8.js","sources":["../src/utils/telemetry.ts"],"sourcesContent":["/**\n * PostHog telemetry for @spatialwalk/avatarkit-rtc SDK.\n *\n * Reuses the same PostHog named instance as @spatialwalk/avatarkit to avoid\n * duplicate SDK initializations. If avatarkit has already initialized PostHog,\n * this module piggybacks on that instance. 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