@spatialwalk/avatarkit-rtc 1.0.0-beta.7 → 1.0.0-beta.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index15.js CHANGED
@@ -1,4 +1,4 @@
1
- const jsContent = 'const VP8_FRAME_HEADER_SIZE = 10;\nconst METADATA_FIXED_HEADER_SIZE = 5;\nconst PACKET_FLAG_IDLE = 1;\nconst PACKET_FLAG_START = 2;\nconst PACKET_FLAG_END = 4;\nconst PACKET_FLAG_GZIPPED = 8;\nconst PACKET_FLAG_TRANSITION = 16;\nconst PACKET_FLAG_TRANSITION_END = 32;\nconst PACKET_FLAG_REDUNDANT = 64;\nlet receiverMetaCount = 0;\nlet lastLogTime = 0;\nlet totalFrames = 0;\nlet framesWithMeta = 0;\nlet wasIdle = false;\nlet lastReceivedTimestamp = null;\nlet framesRecovered = 0;\nlet framesLost = 0;\nconst EXPECTED_TIMESTAMP_INCREMENT = 3600;\nlet lastRenderedSeq = -1;\nlet framesOutOfOrder = 0;\nlet framesDuplicate = 0;\nlet framesDropped = 0;\nlet framesSent = 0;\nfunction parseMetadataHeader(data) {\n if (data.byteLength < METADATA_FIXED_HEADER_SIZE) return null;\n const view = new DataView(data.buffer, data.byteOffset, data.byteLength);\n const flags = data[0];\n const msgLen = view.getUint32(1, true);\n const headerSize = METADATA_FIXED_HEADER_SIZE + msgLen;\n if (data.byteLength < headerSize) return null;\n const compressedData = data.slice(METADATA_FIXED_HEADER_SIZE, METADATA_FIXED_HEADER_SIZE + msgLen);\n const hasRedundant = (flags & PACKET_FLAG_REDUNDANT) !== 0;\n return {\n meta: {\n flags,\n protobufLength: msgLen,\n protobufData: compressedData,\n // This is still compressed at this point\n hasRedundant,\n redundantLength: 0,\n // Will be determined after decompression\n redundantData: null\n // Will be extracted after decompression\n },\n headerSize\n };\n}\nfunction isIdlePacket(flags) {\n return (flags & PACKET_FLAG_IDLE) !== 0;\n}\nfunction isStartPacket(flags) {\n return (flags & PACKET_FLAG_START) !== 0;\n}\nfunction isEndPacket(flags) {\n return (flags & PACKET_FLAG_END) !== 0;\n}\nfunction isGzipped(flags) {\n return (flags & PACKET_FLAG_GZIPPED) !== 0;\n}\nfunction isTransitionPacket(flags) {\n return (flags & PACKET_FLAG_TRANSITION) !== 0;\n}\nfunction isTransitionEndPacket(flags) {\n return (flags & PACKET_FLAG_TRANSITION_END) !== 0;\n}\nasync function decompressGzip(data) {\n const ds = new DecompressionStream("gzip");\n const writer = ds.writable.getWriter();\n const copy = new Uint8Array(data);\n writer.write(copy);\n writer.close();\n const reader = ds.readable.getReader();\n const chunks = [];\n let totalLength = 0;\n while (true) {\n const { done, value } = await reader.read();\n if (done) break;\n chunks.push(value);\n totalLength += value.length;\n }\n const result = new Uint8Array(totalLength);\n let offset = 0;\n for (const chunk of chunks) {\n result.set(chunk, offset);\n offset += chunk.length;\n }\n return result;\n}\nlet totalCompressedBytes = 0;\nlet totalUncompressedBytes = 0;\nfunction parseALRPayload(decompressed, hasRedundant) {\n if (decompressed.byteLength < 4) return null;\n const view = new DataView(decompressed.buffer, decompressed.byteOffset, decompressed.byteLength);\n let offset = 0;\n const frameSeq = view.getUint32(offset, true);\n offset += 4;\n if (!hasRedundant) {\n const currentData2 = decompressed.slice(offset);\n return { frameSeq, currentData: currentData2, prev1Data: null, prev2Data: null };\n }\n if (decompressed.byteLength < offset + 4) return null;\n const currentLen = view.getUint32(offset, true);\n offset += 4;\n if (decompressed.byteLength < offset + currentLen) return null;\n const currentData = decompressed.slice(offset, offset + currentLen);\n offset += currentLen;\n let prev1Data = null;\n if (decompressed.byteLength >= offset + 4) {\n const prev1Len = view.getUint32(offset, true);\n offset += 4;\n if (prev1Len > 0 && decompressed.byteLength >= offset + prev1Len) {\n prev1Data = decompressed.slice(offset, offset + prev1Len);\n offset += prev1Len;\n }\n }\n let prev2Data = null;\n if (decompressed.byteLength >= offset + 4) {\n const prev2Len = view.getUint32(offset, true);\n offset += 4;\n if (prev2Len > 0 && decompressed.byteLength >= offset + prev2Len) {\n prev2Data = decompressed.slice(offset, offset + prev2Len);\n }\n }\n return { frameSeq, currentData, prev1Data, prev2Data };\n}\nfunction sendAnimationToMainThread(protobufData, flags, frameSeq, isRecovered = false) {\n const isIdle = isIdlePacket(flags);\n const isStart = isStartPacket(flags);\n const isEnd = isEndPacket(flags);\n if (frameSeq <= lastRenderedSeq && lastRenderedSeq !== -1 && !isStart) {\n if (frameSeq === lastRenderedSeq) {\n framesDuplicate++;\n } else {\n framesOutOfOrder++;\n }\n return false;\n }\n if (lastRenderedSeq !== -1 && frameSeq > lastRenderedSeq + 1 && !isStart) {\n const gap = frameSeq - lastRenderedSeq - 1;\n framesDropped += gap;\n }\n framesSent++;\n lastRenderedSeq = frameSeq;\n const protobufBuffer = new ArrayBuffer(protobufData.byteLength);\n new Uint8Array(protobufBuffer).set(protobufData);\n self.postMessage({\n type: "animation",\n flags,\n isIdle,\n isStart,\n isEnd,\n isRecovered,\n frameSeq,\n protobufData: protobufBuffer\n }, { transfer: [protobufBuffer] });\n return true;\n}\nfunction receiverTransform(frame, _controller) {\n totalFrames++;\n const data = new Uint8Array(frame.data);\n const currentTimestamp = frame.timestamp;\n if (data.length <= VP8_FRAME_HEADER_SIZE) {\n return;\n }\n const animData = data.subarray(VP8_FRAME_HEADER_SIZE);\n const parsed = parseMetadataHeader(animData);\n if (parsed) {\n const { meta } = parsed;\n framesWithMeta++;\n receiverMetaCount++;\n const isIdle = isIdlePacket(meta.flags);\n const isStart = isStartPacket(meta.flags);\n const isEnd = isEndPacket(meta.flags);\n if (lastReceivedTimestamp !== null && !isIdle && !isStart) {\n const timestampDelta = currentTimestamp - lastReceivedTimestamp;\n if (timestampDelta > EXPECTED_TIMESTAMP_INCREMENT * 1.5) {\n const missedFrames = Math.round(timestampDelta / EXPECTED_TIMESTAMP_INCREMENT) - 1;\n framesLost += missedFrames;\n if (meta.hasRedundant && isGzipped(meta.flags)) {\n totalCompressedBytes += meta.protobufData.byteLength;\n decompressGzip(meta.protobufData).then((decompressed) => {\n totalUncompressedBytes += decompressed.byteLength;\n const parsed2 = parseALRPayload(decompressed, true);\n if (parsed2) {\n const currentSeq = parsed2.frameSeq;\n const framesToRecover = [];\n if (missedFrames >= 2 && parsed2.prev2Data) {\n framesToRecover.push({ data: parsed2.prev2Data, seq: currentSeq - 2 });\n }\n if (missedFrames >= 1 && parsed2.prev1Data) {\n framesToRecover.push({ data: parsed2.prev1Data, seq: currentSeq - 1 });\n }\n const recovered = framesToRecover.length;\n if (recovered > 0) {\n framesRecovered += recovered;\n for (const frame2 of framesToRecover) {\n sendAnimationToMainThread(frame2.data, meta.flags & ~PACKET_FLAG_REDUNDANT, frame2.seq, true);\n }\n }\n sendAnimationToMainThread(parsed2.currentData, meta.flags & ~PACKET_FLAG_REDUNDANT, currentSeq, false);\n }\n }).catch((err) => {\n console.error(`[Animation Worker] ALR decompression error:`, err);\n });\n lastReceivedTimestamp = currentTimestamp;\n return;\n }\n }\n }\n if (!isIdle) {\n lastReceivedTimestamp = currentTimestamp;\n }\n if (isStart) {\n lastReceivedTimestamp = currentTimestamp;\n framesRecovered = 0;\n framesLost = 0;\n lastRenderedSeq = -1;\n framesOutOfOrder = 0;\n framesDuplicate = 0;\n framesDropped = 0;\n framesSent = 0;\n }\n const isTransition = isTransitionPacket(meta.flags);\n if (isIdle) {\n if (!wasIdle) {\n self.postMessage({ type: "idleStart" });\n wasIdle = true;\n }\n } else if (isTransition && meta.protobufLength > 0) {\n wasIdle = false;\n const gzipped = isGzipped(meta.flags);\n if (gzipped) {\n totalCompressedBytes += meta.protobufData.byteLength;\n decompressGzip(meta.protobufData).then((decompressed) => {\n totalUncompressedBytes += decompressed.byteLength;\n const protobufBuffer = new ArrayBuffer(decompressed.byteLength);\n new Uint8Array(protobufBuffer).set(decompressed);\n self.postMessage({\n type: "transition",\n flags: meta.flags,\n protobufData: protobufBuffer\n }, { transfer: [protobufBuffer] });\n }).catch((err) => {\n console.error(`[Animation Worker] Gzip decompress error (transition):`, err);\n });\n } else {\n const protobufBuffer = new ArrayBuffer(meta.protobufData.byteLength);\n new Uint8Array(protobufBuffer).set(meta.protobufData);\n self.postMessage({\n type: "transition",\n flags: meta.flags,\n protobufData: protobufBuffer\n }, { transfer: [protobufBuffer] });\n }\n } else if (isTransitionEndPacket(meta.flags) && meta.protobufLength > 0) {\n const gzipped = isGzipped(meta.flags);\n if (gzipped) {\n totalCompressedBytes += meta.protobufData.byteLength;\n decompressGzip(meta.protobufData).then((decompressed) => {\n totalUncompressedBytes += decompressed.byteLength;\n const protobufBuffer = new ArrayBuffer(decompressed.byteLength);\n new Uint8Array(protobufBuffer).set(decompressed);\n self.postMessage({\n type: "transitionEnd",\n flags: meta.flags,\n protobufData: protobufBuffer\n }, { transfer: [protobufBuffer] });\n }).catch((err) => {\n console.error(`[Animation Worker] Gzip decompress error (transitionEnd):`, err);\n });\n } else {\n const protobufBuffer = new ArrayBuffer(meta.protobufData.byteLength);\n new Uint8Array(protobufBuffer).set(meta.protobufData);\n self.postMessage({\n type: "transitionEnd",\n flags: meta.flags,\n protobufData: protobufBuffer\n }, { transfer: [protobufBuffer] });\n }\n } else if (meta.protobufLength > 0) {\n if (wasIdle) {\n wasIdle = false;\n }\n const gzipped = isGzipped(meta.flags);\n if (gzipped) {\n totalCompressedBytes += meta.protobufData.byteLength;\n decompressGzip(meta.protobufData).then((decompressed) => {\n totalUncompressedBytes += decompressed.byteLength;\n const parsed2 = parseALRPayload(decompressed, meta.hasRedundant);\n if (parsed2) {\n sendAnimationToMainThread(parsed2.currentData, meta.flags & ~PACKET_FLAG_REDUNDANT, parsed2.frameSeq, false);\n }\n }).catch(() => {\n });\n } else {\n const protobufBuffer = new ArrayBuffer(meta.protobufData.byteLength);\n new Uint8Array(protobufBuffer).set(meta.protobufData);\n self.postMessage({\n type: "animation",\n flags: meta.flags,\n isIdle: false,\n isStart,\n isEnd,\n frameSeq: -1,\n // Unknown sequence\n protobufData: protobufBuffer\n }, { transfer: [protobufBuffer] });\n }\n }\n const now = performance.now();\n if (now - lastLogTime > 1e3) {\n lastLogTime = now;\n self.postMessage({\n type: "metadata",\n protobufLength: meta.protobufLength,\n framesPerSec: receiverMetaCount,\n totalFrames,\n framesWithMeta,\n framesLost,\n framesRecovered,\n framesOutOfOrder,\n framesDuplicate,\n framesDropped,\n framesSent,\n lastRenderedSeq\n });\n receiverMetaCount = 0;\n }\n }\n}\nself.onrtctransform = (event) => {\n const transformer = event.transformer;\n const options = transformer.options;\n try {\n if (options.operation === "receiver") {\n receiverMetaCount = 0;\n lastLogTime = 0;\n totalFrames = 0;\n framesWithMeta = 0;\n wasIdle = false;\n lastReceivedTimestamp = null;\n framesRecovered = 0;\n framesLost = 0;\n lastRenderedSeq = -1;\n framesOutOfOrder = 0;\n framesDuplicate = 0;\n framesDropped = 0;\n framesSent = 0;\n transformer.readable.pipeThrough(new TransformStream({ transform: receiverTransform })).pipeTo(transformer.writable).catch((err) => {\n console.error("[Animation Worker] Pipeline error:", err);\n self.postMessage({ type: "error", error: `Animation receiver pipe error: ${err}` });\n });\n self.postMessage({ type: "ready", operation: "receiver" });\n }\n } catch (err) {\n console.error("[Animation Worker] Setup error:", err);\n self.postMessage({ type: "error", error: `Animation transform setup error: ${err}` });\n }\n};\nself.onmessage = (event) => {\n const { type } = event.data;\n if (type === "init") {\n self.postMessage({ type: "initialized" });\n }\n};\n//# sourceMappingURL=animation-worker-CUXZycUw.js.map\n';
1
+ const jsContent = 'const VP8_FRAME_HEADER_SIZE = 10;\nconst METADATA_FIXED_HEADER_SIZE = 5;\nconst PACKET_FLAG_IDLE = 1;\nconst PACKET_FLAG_START = 2;\nconst PACKET_FLAG_END = 4;\nconst PACKET_FLAG_GZIPPED = 8;\nconst PACKET_FLAG_TRANSITION = 16;\nconst PACKET_FLAG_TRANSITION_END = 32;\nconst PACKET_FLAG_REDUNDANT = 64;\nlet receiverMetaCount = 0;\nlet lastLogTime = 0;\nlet totalFrames = 0;\nlet framesWithMeta = 0;\nlet wasIdle = false;\nlet isInStartTransition = false;\nlet isInEndTransition = false;\nlet lastReceivedTimestamp = null;\nlet framesRecovered = 0;\nlet framesLost = 0;\nconst EXPECTED_TIMESTAMP_INCREMENT = 3600;\nlet lastRenderedSeq = -1;\nlet framesOutOfOrder = 0;\nlet framesDuplicate = 0;\nlet framesDropped = 0;\nlet framesSent = 0;\nfunction parseMetadataHeader(data) {\n if (data.byteLength < METADATA_FIXED_HEADER_SIZE) return null;\n const view = new DataView(data.buffer, data.byteOffset, data.byteLength);\n const flags = data[0];\n const msgLen = view.getUint32(1, true);\n const headerSize = METADATA_FIXED_HEADER_SIZE + msgLen;\n if (data.byteLength < headerSize) return null;\n const compressedData = data.slice(METADATA_FIXED_HEADER_SIZE, METADATA_FIXED_HEADER_SIZE + msgLen);\n const hasRedundant = (flags & PACKET_FLAG_REDUNDANT) !== 0;\n return {\n meta: {\n flags,\n protobufLength: msgLen,\n protobufData: compressedData,\n // This is still compressed at this point\n hasRedundant,\n redundantLength: 0,\n // Will be determined after decompression\n redundantData: null\n // Will be extracted after decompression\n },\n headerSize\n };\n}\nfunction isIdlePacket(flags) {\n return (flags & PACKET_FLAG_IDLE) !== 0;\n}\nfunction isStartPacket(flags) {\n return (flags & PACKET_FLAG_START) !== 0;\n}\nfunction isEndPacket(flags) {\n return (flags & PACKET_FLAG_END) !== 0;\n}\nfunction isGzipped(flags) {\n return (flags & PACKET_FLAG_GZIPPED) !== 0;\n}\nfunction isTransitionPacket(flags) {\n return (flags & PACKET_FLAG_TRANSITION) !== 0;\n}\nfunction isTransitionEndPacket(flags) {\n return (flags & PACKET_FLAG_TRANSITION_END) !== 0;\n}\nasync function decompressGzip(data) {\n const ds = new DecompressionStream("gzip");\n const writer = ds.writable.getWriter();\n const copy = new Uint8Array(data);\n writer.write(copy);\n writer.close();\n const reader = ds.readable.getReader();\n const chunks = [];\n let totalLength = 0;\n while (true) {\n const { done, value } = await reader.read();\n if (done) break;\n chunks.push(value);\n totalLength += value.length;\n }\n const result = new Uint8Array(totalLength);\n let offset = 0;\n for (const chunk of chunks) {\n result.set(chunk, offset);\n offset += chunk.length;\n }\n return result;\n}\nlet totalCompressedBytes = 0;\nlet totalUncompressedBytes = 0;\nfunction parseALRPayload(decompressed, hasRedundant) {\n if (decompressed.byteLength < 4) return null;\n const view = new DataView(decompressed.buffer, decompressed.byteOffset, decompressed.byteLength);\n let offset = 0;\n const frameSeq = view.getUint32(offset, true);\n offset += 4;\n if (!hasRedundant) {\n const currentData2 = decompressed.slice(offset);\n return { frameSeq, currentData: currentData2, prev1Data: null, prev2Data: null };\n }\n if (decompressed.byteLength < offset + 4) return null;\n const currentLen = view.getUint32(offset, true);\n offset += 4;\n if (decompressed.byteLength < offset + currentLen) return null;\n const currentData = decompressed.slice(offset, offset + currentLen);\n offset += currentLen;\n let prev1Data = null;\n if (decompressed.byteLength >= offset + 4) {\n const prev1Len = view.getUint32(offset, true);\n offset += 4;\n if (prev1Len > 0 && decompressed.byteLength >= offset + prev1Len) {\n prev1Data = decompressed.slice(offset, offset + prev1Len);\n offset += prev1Len;\n }\n }\n let prev2Data = null;\n if (decompressed.byteLength >= offset + 4) {\n const prev2Len = view.getUint32(offset, true);\n offset += 4;\n if (prev2Len > 0 && decompressed.byteLength >= offset + prev2Len) {\n prev2Data = decompressed.slice(offset, offset + prev2Len);\n }\n }\n return { frameSeq, currentData, prev1Data, prev2Data };\n}\nfunction sendAnimationToMainThread(protobufData, flags, frameSeq, isRecovered = false) {\n const isIdle = isIdlePacket(flags);\n const isStart = isStartPacket(flags);\n const isEnd = isEndPacket(flags);\n if (frameSeq <= lastRenderedSeq && lastRenderedSeq !== -1 && !isStart) {\n if (frameSeq === lastRenderedSeq) {\n framesDuplicate++;\n } else {\n framesOutOfOrder++;\n }\n return false;\n }\n if (lastRenderedSeq !== -1 && frameSeq > lastRenderedSeq + 1 && !isStart) {\n const gap = frameSeq - lastRenderedSeq - 1;\n framesDropped += gap;\n }\n framesSent++;\n lastRenderedSeq = frameSeq;\n const protobufBuffer = new ArrayBuffer(protobufData.byteLength);\n new Uint8Array(protobufBuffer).set(protobufData);\n self.postMessage({\n type: "animation",\n flags,\n isIdle,\n isStart,\n isEnd,\n isRecovered,\n frameSeq,\n protobufData: protobufBuffer\n }, { transfer: [protobufBuffer] });\n return true;\n}\nfunction receiverTransform(frame, _controller) {\n totalFrames++;\n const data = new Uint8Array(frame.data);\n const currentTimestamp = frame.timestamp;\n if (data.length <= VP8_FRAME_HEADER_SIZE) {\n return;\n }\n const animData = data.subarray(VP8_FRAME_HEADER_SIZE);\n const parsed = parseMetadataHeader(animData);\n if (parsed) {\n const { meta } = parsed;\n framesWithMeta++;\n receiverMetaCount++;\n const isIdle = isIdlePacket(meta.flags);\n const isStart = isStartPacket(meta.flags);\n const isEnd = isEndPacket(meta.flags);\n if (lastReceivedTimestamp !== null && !isIdle && !isStart) {\n const timestampDelta = currentTimestamp - lastReceivedTimestamp;\n if (timestampDelta > EXPECTED_TIMESTAMP_INCREMENT * 1.5) {\n const missedFrames = Math.round(timestampDelta / EXPECTED_TIMESTAMP_INCREMENT) - 1;\n framesLost += missedFrames;\n if (meta.hasRedundant && isGzipped(meta.flags)) {\n totalCompressedBytes += meta.protobufData.byteLength;\n decompressGzip(meta.protobufData).then((decompressed) => {\n totalUncompressedBytes += decompressed.byteLength;\n const parsed2 = parseALRPayload(decompressed, true);\n if (parsed2) {\n const currentSeq = parsed2.frameSeq;\n const framesToRecover = [];\n if (missedFrames >= 2 && parsed2.prev2Data) {\n framesToRecover.push({ data: parsed2.prev2Data, seq: currentSeq - 2 });\n }\n if (missedFrames >= 1 && parsed2.prev1Data) {\n framesToRecover.push({ data: parsed2.prev1Data, seq: currentSeq - 1 });\n }\n const recovered = framesToRecover.length;\n if (recovered > 0) {\n framesRecovered += recovered;\n for (const frame2 of framesToRecover) {\n sendAnimationToMainThread(frame2.data, meta.flags & ~PACKET_FLAG_REDUNDANT, frame2.seq, true);\n }\n }\n sendAnimationToMainThread(parsed2.currentData, meta.flags & ~PACKET_FLAG_REDUNDANT, currentSeq, false);\n }\n }).catch((err) => {\n console.error(`[Animation Worker] ALR decompression error:`, err);\n });\n lastReceivedTimestamp = currentTimestamp;\n return;\n }\n }\n }\n if (!isIdle) {\n lastReceivedTimestamp = currentTimestamp;\n }\n if (isStart) {\n lastReceivedTimestamp = currentTimestamp;\n framesRecovered = 0;\n framesLost = 0;\n lastRenderedSeq = -1;\n framesOutOfOrder = 0;\n framesDuplicate = 0;\n framesDropped = 0;\n framesSent = 0;\n }\n const isTransition = isTransitionPacket(meta.flags);\n const isTransitionEnd = isTransitionEndPacket(meta.flags);\n if (isIdle) {\n if (!wasIdle) {\n self.postMessage({ type: "idleStart" });\n wasIdle = true;\n }\n isInStartTransition = false;\n isInEndTransition = false;\n } else if (isTransition && meta.protobufLength > 0) {\n wasIdle = false;\n if (!isInStartTransition) {\n isInStartTransition = true;\n isInEndTransition = false;\n const gzipped = isGzipped(meta.flags);\n if (gzipped) {\n totalCompressedBytes += meta.protobufData.byteLength;\n decompressGzip(meta.protobufData).then((decompressed) => {\n totalUncompressedBytes += decompressed.byteLength;\n const protobufBuffer = new ArrayBuffer(decompressed.byteLength);\n new Uint8Array(protobufBuffer).set(decompressed);\n self.postMessage({\n type: "transition",\n flags: meta.flags,\n protobufData: protobufBuffer\n }, { transfer: [protobufBuffer] });\n }).catch((err) => {\n console.error(`[Animation Worker] Gzip decompress error (transition):`, err);\n });\n } else {\n const protobufBuffer = new ArrayBuffer(meta.protobufData.byteLength);\n new Uint8Array(protobufBuffer).set(meta.protobufData);\n self.postMessage({\n type: "transition",\n flags: meta.flags,\n protobufData: protobufBuffer\n }, { transfer: [protobufBuffer] });\n }\n }\n } else if (isTransitionEnd && meta.protobufLength > 0) {\n if (!isInEndTransition) {\n isInEndTransition = true;\n isInStartTransition = false;\n const gzipped = isGzipped(meta.flags);\n if (gzipped) {\n totalCompressedBytes += meta.protobufData.byteLength;\n decompressGzip(meta.protobufData).then((decompressed) => {\n totalUncompressedBytes += decompressed.byteLength;\n const protobufBuffer = new ArrayBuffer(decompressed.byteLength);\n new Uint8Array(protobufBuffer).set(decompressed);\n self.postMessage({\n type: "transitionEnd",\n flags: meta.flags,\n protobufData: protobufBuffer\n }, { transfer: [protobufBuffer] });\n }).catch((err) => {\n console.error(`[Animation Worker] Gzip decompress error (transitionEnd):`, err);\n });\n } else {\n const protobufBuffer = new ArrayBuffer(meta.protobufData.byteLength);\n new Uint8Array(protobufBuffer).set(meta.protobufData);\n self.postMessage({\n type: "transitionEnd",\n flags: meta.flags,\n protobufData: protobufBuffer\n }, { transfer: [protobufBuffer] });\n }\n }\n } else if (meta.protobufLength > 0) {\n if (wasIdle) {\n wasIdle = false;\n }\n isInStartTransition = false;\n isInEndTransition = false;\n const gzipped = isGzipped(meta.flags);\n if (gzipped) {\n totalCompressedBytes += meta.protobufData.byteLength;\n decompressGzip(meta.protobufData).then((decompressed) => {\n totalUncompressedBytes += decompressed.byteLength;\n const parsed2 = parseALRPayload(decompressed, meta.hasRedundant);\n if (parsed2) {\n sendAnimationToMainThread(parsed2.currentData, meta.flags & ~PACKET_FLAG_REDUNDANT, parsed2.frameSeq, false);\n }\n }).catch(() => {\n });\n } else {\n const protobufBuffer = new ArrayBuffer(meta.protobufData.byteLength);\n new Uint8Array(protobufBuffer).set(meta.protobufData);\n self.postMessage({\n type: "animation",\n flags: meta.flags,\n isIdle: false,\n isStart,\n isEnd,\n frameSeq: -1,\n // Unknown sequence\n protobufData: protobufBuffer\n }, { transfer: [protobufBuffer] });\n }\n }\n const now = performance.now();\n if (now - lastLogTime > 1e3) {\n lastLogTime = now;\n self.postMessage({\n type: "metadata",\n protobufLength: meta.protobufLength,\n framesPerSec: receiverMetaCount,\n totalFrames,\n framesWithMeta,\n framesLost,\n framesRecovered,\n framesOutOfOrder,\n framesDuplicate,\n framesDropped,\n framesSent,\n lastRenderedSeq\n });\n receiverMetaCount = 0;\n }\n }\n}\nself.onrtctransform = (event) => {\n const transformer = event.transformer;\n const options = transformer.options;\n try {\n if (options.operation === "receiver") {\n receiverMetaCount = 0;\n lastLogTime = 0;\n totalFrames = 0;\n framesWithMeta = 0;\n wasIdle = false;\n isInStartTransition = false;\n isInEndTransition = false;\n lastReceivedTimestamp = null;\n framesRecovered = 0;\n framesLost = 0;\n lastRenderedSeq = -1;\n framesOutOfOrder = 0;\n framesDuplicate = 0;\n framesDropped = 0;\n framesSent = 0;\n transformer.readable.pipeThrough(new TransformStream({ transform: receiverTransform })).pipeTo(transformer.writable).catch((err) => {\n console.error("[Animation Worker] Pipeline error:", err);\n self.postMessage({ type: "error", error: `Animation receiver pipe error: ${err}` });\n });\n self.postMessage({ type: "ready", operation: "receiver" });\n }\n } catch (err) {\n console.error("[Animation Worker] Setup error:", err);\n self.postMessage({ type: "error", error: `Animation transform setup error: ${err}` });\n }\n};\nself.onmessage = (event) => {\n const { type } = event.data;\n if (type === "init") {\n self.postMessage({ type: "initialized" });\n }\n};\n//# sourceMappingURL=animation-worker-CdhDm7lL.js.map\n';
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2
  const blob = typeof self !== "undefined" && self.Blob && new Blob(["URL.revokeObjectURL(import.meta.url);", jsContent], { type: "text/javascript;charset=utf-8" });
3
3
  function WorkerWrapper(options) {
4
4
  let objURL;
package/dist/index2.js CHANGED
@@ -357,7 +357,9 @@ class AvatarPlayer {
357
357
  },
358
358
  onIdleStart: () => {
359
359
  if (this.animationHandler.isInTransition()) {
360
- logger.info("AvatarPlayer", "Ignoring idleStart while transition is active");
360
+ this.hasActiveAnimationSession = false;
361
+ this.isTrackingPrimed = false;
362
+ logger.info("AvatarPlayer", "Deferring idleStart while transition is active");
361
363
  return;
362
364
  }
363
365
  this.hasActiveAnimationSession = false;
@@ -1 +1 @@
1
- {"version":3,"file":"index2.js","sources":["../src/core/AvatarPlayer.ts"],"sourcesContent":["/**\n * AvatarPlayer - Unified entry point for RTC avatar streaming.\n *\n * This class provides a unified API that shields applications from\n * differences between different RTC providers (LiveKit, Agora, etc.)\n * and integrates seamlessly with @spatialwalk/avatarkit for rendering.\n *\n * @packageDocumentation\n */\n\nimport type { RTCProvider } from './RTCProvider';\nimport type { RTCConnectionConfig } from '../types';\nimport { AnimationHandler } from './AnimationHandler';\nimport type { AnimationTrackCallbacks, RTCProviderEvents } from './types';\nimport { configureLogger, logger, type LogLevel } from '../utils';\n\n// Import AvatarView type from avatarkit\nimport type { AvatarView, KeyframeData } from '@spatialwalk/avatarkit';\n\n/**\n * Options for configuring AvatarPlayer.\n */\nexport interface AvatarPlayerOptions {\n /**\n * Log level for SDK output.\n * - 'info': Show all logs (debug mode)\n * - 'warning': Show warnings and errors (default)\n * - 'error': Show only errors\n * - 'none': Disable all logs\n */\n logLevel?: LogLevel;\n\n /**\n * Enable jitter buffer for smoother animation 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 * Only used when enableJitterBuffer is true.\n * Default: 80 (2 frames at 25fps)\n */\n maxBufferDelayMs?: number;\n}\n\n/**\n * Unified Avatar Player.\n *\n * Main entry point for applications to interact with RTC avatar streaming.\n * Handles connection management, audio publishing, animation rendering,\n * and coordinates with avatarkit for display.\n *\n * @example\n * ```typescript\n * import { AvatarPlayer, LiveKitProvider } from '@spatialwalk/avatarkit-rtc';\n * import { AvatarView, Avatar } from '@spatialwalk/avatarkit';\n *\n * // Create avatar and view (from avatarkit)\n * const avatar = await Avatar.create(characterId);\n * const avatarView = new AvatarView(avatar, container);\n *\n * // Create player\n * const provider = new LiveKitProvider();\n * const player = new AvatarPlayer(provider, avatarView);\n *\n * // Connect\n * await player.connect({ url: 'wss://...', token: '...' });\n *\n * // Option 1: Use microphone (most common)\n * await player.startPublishing();\n * await player.stopPublishing();\n *\n * // Option 2: Use custom audio source\n * const stream = await navigator.mediaDevices.getUserMedia({ audio: true });\n * await player.publishAudio(stream.getAudioTracks()[0]);\n * await player.unpublishAudio();\n * stream.getTracks().forEach(t => t.stop());\n *\n * // Disconnect\n * await player.disconnect();\n * ```\n */\nexport class AvatarPlayer {\n /** @internal */\n private provider: RTCProvider;\n\n /** @internal */\n private avatarView: AvatarView;\n\n /** @internal */\n private animationHandler: AnimationHandler;\n\n /** @internal */\n private _isConnected = false;\n\n /** @internal */\n private localAudioTrack: MediaStreamTrack | null = null;\n\n /** @internal */\n private microphoneStream: MediaStream | null = null;\n\n /** @internal */\n private eventHandlers: Map<string, Set<Function>> = new Map();\n\n /** @internal */\n private lastConnectionConfig: RTCConnectionConfig | null = null;\n\n /** @internal */\n private isReconnecting = false;\n\n /** @internal */\n private hasActiveAnimationSession = false;\n\n /** @internal */\n private isTrackingPrimed = false;\n\n /**\n * Create a new AvatarPlayer instance.\n * @param provider - RTC provider implementation (e.g., LiveKitProvider)\n * @param avatarView - AvatarView instance from @spatialwalk/avatarkit\n * @param options - Optional configuration for transitions\n */\n constructor(\n provider: RTCProvider,\n avatarView: AvatarView,\n options?: AvatarPlayerOptions\n ) {\n this.provider = provider;\n this.avatarView = avatarView;\n\n // Configure logging if specified\n if (options?.logLevel !== undefined) {\n configureLogger({ level: options.logLevel });\n }\n\n // Create internal renderer adapter\n const renderer = this.createRendererAdapter();\n\n this.animationHandler = new AnimationHandler(renderer, {\n enableJitterBuffer: options?.enableJitterBuffer,\n maxBufferDelayMs: options?.maxBufferDelayMs,\n onStreamStalled: () => {\n // AnimationHandler already switches to idle state\n // Just notify external listeners, let them decide what to do (e.g., call reconnect())\n this.hasActiveAnimationSession = false;\n this.isTrackingPrimed = false;\n this.emit('stalled');\n },\n });\n\n // Setup provider event handlers\n this.setupProviderEvents();\n }\n\n /**\n * Check if currently connected to RTC server.\n */\n get isConnected(): boolean {\n return this._isConnected;\n }\n\n /**\n * Connect to RTC server.\n * @param config - Connection configuration (URL, token, room name, etc.)\n * @throws Error if already connected or connection fails\n */\n async connect(config: RTCConnectionConfig): Promise<void> {\n if (this._isConnected) {\n throw new Error('Already connected. Please disconnect first.');\n }\n\n // Save config for potential reconnection\n this.lastConnectionConfig = config;\n\n // Setup animation callbacks before connecting\n await this.setupAnimationCallbacks();\n await this.provider.connect(config);\n this._isConnected = true;\n }\n\n /**\n * Disconnect from RTC server.\n * Stops all tracks and cleans up resources.\n */\n async disconnect(): Promise<void> {\n if (!this._isConnected) {\n return;\n }\n\n // Stop microphone if active\n if (this.microphoneStream) {\n await this.stopPublishing();\n } else if (this.localAudioTrack) {\n // Stop custom audio track\n await this.unpublishAudio();\n }\n\n await this.provider.disconnect();\n this.animationHandler.dispose();\n this._isConnected = false;\n }\n\n /**\n * Publish an audio track to the RTC server.\n * \n * The audio source is controlled externally - you can pass any audio track:\n * - Microphone: `getUserMedia({ audio: true })`\n * - Browser audio: `audioElement.captureStream()`\n * - Web Audio API: `audioContext.createMediaStreamDestination().stream`\n * - Screen share audio: `getDisplayMedia({ audio: true })`\n * \n * @param track - MediaStreamTrack to publish (must be an audio track)\n * @throws Error if not connected or track is invalid\n * \n * @example\n * ```typescript\n * // Microphone\n * const stream = await navigator.mediaDevices.getUserMedia({ audio: true });\n * await player.publishAudio(stream.getAudioTracks()[0]);\n * \n * // Browser audio element\n * const audioEl = document.querySelector('audio');\n * const stream = audioEl.captureStream();\n * await player.publishAudio(stream.getAudioTracks()[0]);\n * ```\n */\n async publishAudio(track: MediaStreamTrack): Promise<void> {\n if (!this._isConnected) {\n throw new Error('Not connected. Please call connect() first.');\n }\n\n if (track.kind !== 'audio') {\n throw new Error('Invalid track: expected audio track');\n }\n\n // Unpublish existing track if any\n if (this.localAudioTrack) {\n await this.unpublishAudio();\n }\n\n this.localAudioTrack = track;\n await this.provider.publishAudioTrack(track);\n }\n\n /**\n * Stop publishing audio.\n * Note: This does NOT stop the track - the caller is responsible for managing the track lifecycle.\n */\n async unpublishAudio(): Promise<void> {\n if (!this.localAudioTrack) {\n return;\n }\n\n await this.provider.unpublishAudioTrack();\n this.localAudioTrack = null;\n }\n\n /**\n * Start publishing microphone audio.\n * \n * This requests microphone permission and publishes it to the RTC session.\n * For custom audio sources (e.g., audio files), use `publishAudio(track)` instead.\n * \n * @throws Error if not connected, permission denied, or no microphone found\n * \n * @example\n * ```typescript\n * await player.startPublishing();\n * // ... later\n * await player.stopPublishing();\n * ```\n */\n async startPublishing(): Promise<void> {\n if (!this._isConnected) {\n throw new Error('Not connected. Please call connect() first.');\n }\n\n if (this.microphoneStream) {\n return; // Already using microphone\n }\n\n // Request microphone permission\n this.microphoneStream = await navigator.mediaDevices.getUserMedia({ audio: true });\n const track = this.microphoneStream.getAudioTracks()[0];\n \n await this.publishAudio(track);\n }\n\n /**\n * Stop publishing microphone audio and release the microphone.\n * \n * This stops the microphone track and releases the device.\n * If you used `publishAudio()` with a custom track, use `unpublishAudio()` instead.\n */\n async stopPublishing(): Promise<void> {\n if (!this.microphoneStream) {\n return;\n }\n\n await this.unpublishAudio();\n\n // Stop and release microphone\n this.microphoneStream.getTracks().forEach((track) => track.stop());\n this.microphoneStream = null;\n }\n\n /**\n * Get current connection state.\n * @returns Connection state string (e.g., 'connected', 'disconnected')\n */\n getConnectionState(): string {\n return this.provider.getConnectionState();\n }\n\n /**\n * Get the native RTC client object.\n * \n * Returns the underlying RTC client for advanced use cases:\n * - LiveKit: Returns the Room instance\n * - Agora: Returns the IAgoraRTCClient instance\n * \n * @returns The native RTC client object, or null if not connected\n * \n * @example\n * ```typescript\n * // Access LiveKit Room\n * const room = player.getNativeClient() as Room;\n * console.log('Participants:', room?.remoteParticipants.size);\n * \n * // Access Agora Client\n * const client = player.getNativeClient() as IAgoraRTCClient;\n * console.log('State:', client?.connectionState);\n * ```\n */\n getNativeClient(): unknown {\n return this.provider.getNativeClient();\n }\n\n /**\n * Add event listener.\n * @param event - Event name ('connected', 'disconnected', 'error', 'stalled', etc.)\n * @param handler - Event handler function\n */\n on(event: string, handler: Function): void {\n if (event === 'stalled') {\n // Handle stalled event locally\n if (!this.eventHandlers.has(event)) {\n this.eventHandlers.set(event, new Set());\n }\n this.eventHandlers.get(event)!.add(handler);\n } else {\n // Forward other events to provider\n this.provider.on(event as any, handler as any);\n }\n }\n\n /**\n * Remove event listener.\n * @param event - Event name\n * @param handler - Event handler function (must be same reference as added)\n */\n off(event: string, handler: Function): void {\n if (event === 'stalled') {\n this.eventHandlers.get(event)?.delete(handler);\n } else {\n this.provider.off(event as any, handler as any);\n }\n }\n\n /**\n * Emit an event to local listeners.\n * @internal\n */\n private emit(event: string, ...args: unknown[]): void {\n const handlers = this.eventHandlers.get(event);\n if (handlers) {\n handlers.forEach((handler) => {\n try {\n handler(...args);\n } catch (e) {\n logger.error('AvatarPlayer', `Error in ${event} handler:`, e);\n }\n });\n }\n }\n\n /**\n * Reconnect to RTC server using the last connection configuration.\n * Useful for recovering from connection issues or stream stalls.\n *\n * @example\n * ```typescript\n * player.on('stalled', async () => {\n * console.log('Stream stalled, attempting reconnection...');\n * await player.reconnect();\n * });\n * ```\n *\n * @throws Error if no previous connection config exists or reconnection fails\n */\n async reconnect(): Promise<void> {\n if (this.isReconnecting) {\n logger.warn('AvatarPlayer', 'Already attempting reconnection, skipping');\n return;\n }\n\n if (!this.lastConnectionConfig) {\n throw new Error('Cannot reconnect: no previous connection. Call connect() first.');\n }\n\n this.isReconnecting = true;\n logger.info('AvatarPlayer', 'Attempting reconnection...');\n\n try {\n // Disconnect first if connected\n if (this._isConnected) {\n await this.disconnect();\n }\n\n // Wait a short moment before reconnecting\n await new Promise((resolve) => setTimeout(resolve, 500));\n\n // Reconnect\n await this.connect(this.lastConnectionConfig);\n logger.info('AvatarPlayer', 'Reconnection successful');\n } catch (error) {\n logger.error('AvatarPlayer', 'Reconnection failed:', error);\n throw error;\n } finally {\n this.isReconnecting = false;\n }\n }\n\n /**\n * Create internal renderer adapter that bridges AnimationHandler to AvatarView.\n * @internal\n */\n private createRendererAdapter() {\n const avatarView = this.avatarView;\n\n return {\n renderFrame(flame: KeyframeData | undefined, startIdle?: boolean): void {\n if (startIdle) {\n // Enable idle rendering mode\n avatarView.renderFlame(undefined as unknown as KeyframeData, true);\n } else if (flame) {\n // Render the animation frame\n avatarView.renderFlame(flame);\n }\n },\n\n async generateTransitionFromIdle(\n targetFrame: KeyframeData,\n frameCount: number\n ): Promise<KeyframeData[]> {\n // Use avatarkit's generateTransition with from=undefined (current idle frame)\n return avatarView.generateTransition({\n to: targetFrame,\n frameCount,\n useLinear: true, // Linear interpolation for idle->speaking\n });\n },\n\n isReady(): boolean {\n return true; // AvatarView is always ready once created\n },\n };\n }\n\n /**\n * Setup animation track callbacks.\n * @internal\n */\n private async setupAnimationCallbacks(): Promise<void> {\n const callbacks: AnimationTrackCallbacks = {\n onAnimationData: (protobufData, metadata) => {\n // Reset tracking only once per session to avoid duplicate start-packet resets.\n if (!this.hasActiveAnimationSession) {\n if (!this.isTrackingPrimed) {\n this.animationHandler.resetTracking();\n }\n\n this.hasActiveAnimationSession = true;\n this.isTrackingPrimed = false;\n\n if (!metadata.isStart) {\n logger.info(\n 'AvatarPlayer',\n `Session start inferred from frame seq=${metadata.frameSeq ?? 'n/a'}`\n );\n }\n } else if (metadata.isStart) {\n logger.info(\n 'AvatarPlayer',\n `Ignoring duplicate session start frame seq=${metadata.frameSeq ?? 'n/a'}`\n );\n }\n\n this.animationHandler.handleAnimationData(\n protobufData,\n metadata.frameSeq,\n metadata.isRecovered\n );\n },\n onTransition: (protobufData, transitionFrameCount) => {\n this.animationHandler.handleTransitionData(protobufData, transitionFrameCount);\n },\n onTransitionEnd: (protobufData, transitionFrameCount) => {\n this.animationHandler.handleTransitionToIdle(protobufData, transitionFrameCount);\n },\n onSessionStart: () => {\n // Session started - can be used for UI feedback\n },\n onSessionEnd: () => {\n // Session ended - can be used for UI feedback\n },\n onIdleStart: () => {\n // Idle packets can race with start-transition packets; avoid rendering idle mid-transition.\n if (this.animationHandler.isInTransition()) {\n logger.info('AvatarPlayer', 'Ignoring idleStart while transition is active');\n return;\n }\n\n this.hasActiveAnimationSession = false;\n this.animationHandler.resetTracking();\n this.isTrackingPrimed = true;\n 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+ {"version":3,"file":"index2.js","sources":["../src/core/AvatarPlayer.ts"],"sourcesContent":["/**\n * AvatarPlayer - Unified entry point for RTC avatar streaming.\n *\n * This class provides a unified API that shields applications from\n * differences between different RTC providers (LiveKit, Agora, etc.)\n * and integrates seamlessly with @spatialwalk/avatarkit for rendering.\n *\n * @packageDocumentation\n */\n\nimport type { RTCProvider } from './RTCProvider';\nimport type { RTCConnectionConfig } from '../types';\nimport { AnimationHandler } from './AnimationHandler';\nimport type { AnimationTrackCallbacks, RTCProviderEvents } from './types';\nimport { configureLogger, logger, type LogLevel } from '../utils';\n\n// Import AvatarView type from avatarkit\nimport type { AvatarView, KeyframeData } from '@spatialwalk/avatarkit';\n\n/**\n * Options for configuring AvatarPlayer.\n */\nexport interface AvatarPlayerOptions {\n /**\n * Log level for SDK output.\n * - 'info': Show all logs (debug mode)\n * - 'warning': Show warnings and errors (default)\n * - 'error': Show only errors\n * - 'none': Disable all logs\n */\n logLevel?: LogLevel;\n\n /**\n * Enable jitter buffer for smoother animation 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 * Only used when enableJitterBuffer is true.\n * Default: 80 (2 frames at 25fps)\n */\n maxBufferDelayMs?: number;\n}\n\n/**\n * Unified Avatar Player.\n *\n * Main entry point for applications to interact with RTC avatar streaming.\n * Handles connection management, audio publishing, animation rendering,\n * and coordinates with avatarkit for display.\n *\n * @example\n * ```typescript\n * import { AvatarPlayer, LiveKitProvider } from '@spatialwalk/avatarkit-rtc';\n * import { AvatarView, Avatar } from '@spatialwalk/avatarkit';\n *\n * // Create avatar and view (from avatarkit)\n * const avatar = await Avatar.create(characterId);\n * const avatarView = new AvatarView(avatar, container);\n *\n * // Create player\n * const provider = new LiveKitProvider();\n * const player = new AvatarPlayer(provider, avatarView);\n *\n * // Connect\n * await player.connect({ url: 'wss://...', token: '...' });\n *\n * // Option 1: Use microphone (most common)\n * await player.startPublishing();\n * await player.stopPublishing();\n *\n * // Option 2: Use custom audio source\n * const stream = await navigator.mediaDevices.getUserMedia({ audio: true });\n * await player.publishAudio(stream.getAudioTracks()[0]);\n * await player.unpublishAudio();\n * stream.getTracks().forEach(t => t.stop());\n *\n * // Disconnect\n * await player.disconnect();\n * ```\n */\nexport class AvatarPlayer {\n /** @internal */\n private provider: RTCProvider;\n\n /** @internal */\n private avatarView: AvatarView;\n\n /** @internal */\n private animationHandler: AnimationHandler;\n\n /** @internal */\n private _isConnected = false;\n\n /** @internal */\n private localAudioTrack: MediaStreamTrack | null = null;\n\n /** @internal */\n private microphoneStream: MediaStream | null = null;\n\n /** @internal */\n private eventHandlers: Map<string, Set<Function>> = new Map();\n\n /** @internal */\n private lastConnectionConfig: RTCConnectionConfig | null = null;\n\n /** @internal */\n private isReconnecting = false;\n\n /** @internal */\n private hasActiveAnimationSession = false;\n\n /** @internal */\n private isTrackingPrimed = false;\n\n /**\n * Create a new AvatarPlayer instance.\n * @param provider - 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package/dist/index3.js CHANGED
@@ -1,10 +1,10 @@
1
1
  var __defProp = Object.defineProperty;
2
2
  var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
3
3
  var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
4
- import { BaseProvider } from "./index9.js";
4
+ import { BaseProvider } from "./index10.js";
5
5
  import { isLiveKitConfig } from "./index5.js";
6
- import { VP8Extractor } from "./index10.js";
7
- import { getInsertableStreamsMethod } from "./index11.js";
6
+ import { VP8Extractor } from "./index11.js";
7
+ import { getInsertableStreamsMethod } from "./index12.js";
8
8
  import { logger } from "./index7.js";
9
9
  const globalLiveKitProviderRegistry = /* @__PURE__ */ new Set();
10
10
  let rtcPeerConnectionPatched = false;
package/dist/index4.js CHANGED
@@ -1,9 +1,9 @@
1
1
  var __defProp = Object.defineProperty;
2
2
  var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
3
3
  var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
4
- import { BaseProvider } from "./index9.js";
4
+ import { BaseProvider } from "./index10.js";
5
5
  import { isAgoraConfig, ConnectionState } from "./index5.js";
6
- import { SEIExtractor } from "./index12.js";
6
+ import { SEIExtractor } from "./index13.js";
7
7
  import { logger } from "./index7.js";
8
8
  class AgoraProvider extends BaseProvider {
9
9
  constructor(_options = {}) {
package/dist/index6.js CHANGED
@@ -225,6 +225,10 @@ const _AnimationHandler = class _AnimationHandler {
225
225
  * @internal
226
226
  */
227
227
  async handleTransitionToIdle(protobufData, frameCount) {
228
+ if (!this.isInSession) {
229
+ logger.info("AnimationHandler", "Ignoring transition end packet with no active session");
230
+ return;
231
+ }
228
232
  if (this.hasHandledTransitionEnd) {
229
233
  return;
230
234
  }
@@ -248,6 +252,7 @@ const _AnimationHandler = class _AnimationHandler {
248
252
  return;
249
253
  }
250
254
  this.hasHandledTransitionEnd = true;
255
+ this.flushBuffer();
251
256
  const lastFrame = keyframes[0];
252
257
  const frames = frameCount ?? this.config.transitionEndFrameCount;
253
258
  logger.info("AnimationHandler", `Generating ${frames} reverse transition frames to idle`);
@@ -318,7 +323,7 @@ const _AnimationHandler = class _AnimationHandler {
318
323
  * @internal
319
324
  */
320
325
  isInTransition() {
321
- return this.isPlayingTransition;
326
+ return this.isPlayingTransition || this.isGeneratingStartTransition || this.isGeneratingEndTransition;
322
327
  }
323
328
  /**
324
329
  * Stop transition playback.
@@ -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 * Callback when data stream stalls and fallback to idle is triggered.\n * Called when no animation frames received for 3 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 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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 // 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 = 3000;\n /** @internal */\n private onStreamStalledCallback: (() => void) | null = null;\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 /**\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 enableJitterBuffer: config.enableJitterBuffer ?? true,\n maxBufferDelayMs: config.maxBufferDelayMs ?? 80,\n };\n this.onStreamStalledCallback = config.onStreamStalled ?? null;\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 // Update watchdog state\n const now = Date.now();\n if (this.hasReportedStall) {\n // Recovered from stall\n const stallDuration = now - this.lastFrameReceivedTime;\n logger.info('AnimationHandler', `Data stream resumed after ${stallDuration}ms stall`);\n this.hasReportedStall = false;\n }\n // If we were in stalled fallback, clear the flag (data has resumed, no transition needed)\n if (this.isStalledFallback) {\n logger.info('AnimationHandler', 'Resuming from stall fallback, rendering directly without transition');\n this.isStalledFallback = false;\n }\n this.lastFrameReceivedTime = now;\n\n this.animationFrameCount++;\n\n // Decode\n const keyframes = this.decoder(protobufData);\n if (!keyframes || keyframes.length === 0) {\n return;\n }\n\n // In lossy networks the transition packet may be delayed/lost.\n // Ensure session-level watchdog/stats still start on first valid playback frame.\n this.ensureSessionActive(frameSeq);\n\n // Jitter buffer path: insert into buffer instead of rendering directly\n if (this.config.enableJitterBuffer && frameSeq !== undefined) {\n this.bufferFrame(keyframes[0], frameSeq);\n return;\n }\n\n // Direct path (no buffer)\n // Check for out-of-order delivery\n if (frameSeq !== undefined && this.lastRenderedFrameSeq !== -1) {\n if (frameSeq < this.lastRenderedFrameSeq) {\n // Out-of-order frame - discard (already rendered a later frame)\n logger.warn(\n 'AnimationHandler',\n `OUT-OF-ORDER: seq=${frameSeq}, lastRendered=${this.lastRenderedFrameSeq}${isRecovered ? ' [RECOVERED]' : ''}, discarding`\n );\n return;\n } else if (frameSeq === this.lastRenderedFrameSeq) {\n // Duplicate frame - skip silently (expected when server sends redundant frames)\n return;\n } else if (frameSeq > this.lastRenderedFrameSeq + 1) {\n const gap = frameSeq - this.lastRenderedFrameSeq - 1;\n logger.warn(\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 // Render directly\n this.renderedFrameCount++;\n this.renderer.renderFrame(keyframes[0]);\n this.logRenderedFrame('direct', frameSeq, isRecovered);\n\n // Collect playback stats\n this.playbackFrameTimestamps.push(performance.now());\n this.playbackFrameCount++;\n if (frameSeq !== undefined) {\n if (this.playbackExpectedSeq >= 0 && frameSeq > this.playbackExpectedSeq) {\n this.playbackGapCount += frameSeq - this.playbackExpectedSeq;\n }\n this.playbackExpectedSeq = frameSeq + 1;\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 logger.info(\n 'AnimationHandler',\n `Start transition packet received (bytes=${protobufData.byteLength}, requestedFrames=${frameCount ?? this.config.transitionStartFrameCount}, hasHandledStart=${this.hasHandledTransitionStart}, isInSession=${this.isInSession}, isPlayingTransition=${this.isPlayingTransition}, isGeneratingStart=${this.isGeneratingStartTransition}, lastRenderedSeq=${this.lastRenderedFrameSeq}, bufferState=${this.bufferState}, buffered=${this.frameBuffer.size})`\n );\n\n // Ignore if we've already handled a transition start for this session\n if (this.hasHandledTransitionStart) {\n return;\n }\n // Ignore if already playing or generating a start transition\n if (this.isPlayingTransition && !this.isTransitioningToIdle) {\n return;\n }\n if (this.isGeneratingStartTransition) {\n return;\n }\n\n if (!this.renderer.isReady()) {\n logger.warn('AnimationHandler', 'Renderer not ready for transition');\n return;\n }\n\n // Once streaming playback has started, start-transition packets are stale.\n // Ignore them to avoid jumping back into transition and causing visual jitter.\n if (\n this.isInSession && (\n this.lastRenderedFrameSeq >= 0 ||\n this.frameBuffer.size > 0 ||\n this.bufferState !== 'direct'\n )\n ) {\n this.hasHandledTransitionStart = true;\n logger.warn(\n 'AnimationHandler',\n `Ignoring late transition packet after playback start (lastRenderedSeq=${this.lastRenderedFrameSeq}, bufferState=${this.bufferState}, buffered=${this.frameBuffer.size})`\n );\n return;\n }\n\n // 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 // Start session and watchdog\n this.ensureSessionActive();\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 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 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('AnimationHandler', 'Renderer not ready for transition to idle');\n this.renderer.renderFrame(undefined, true);\n this.logRenderedFrame('idle');\n return;\n }\n\n // Decode last animation frame\n const keyframes = this.decoder(protobufData);\n if (!keyframes || keyframes.length === 0) {\n logger.warn('AnimationHandler', 'No last keyframe in transition end data, starting idle directly');\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 const 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 ${transitionFrames.length} transition frames, reversing for playback`);\n\n // Reverse frames to play from last animation frame back to idle\n const reversedFrames = transitionFrames.slice().reverse();\n\n // Start playing reversed transition at 25fps\n this.isPlayingTransition = true;\n this.isTransitioningToIdle = true;\n this.transitionFrames = reversedFrames;\n this.transitionFrameIndex = 0;\n\n this.playTransitionFrame();\n } catch (error) {\n logger.error('AnimationHandler', 'Failed to generate reverse transition:', error);\n this.renderer.renderFrame(undefined, true);\n this.logRenderedFrame('idle');\n } finally {\n this.isGeneratingEndTransition = false;\n }\n }\n\n /**\n * Start idle animation.\n * @internal\n */\n startIdle(): void {\n this.isInSession = false;\n this.hasReportedStall = false;\n this.renderer.renderFrame(undefined, true);\n this.logRenderedFrame('idle');\n }\n\n /**\n * Ensure session-level timers/stats are active.\n * @internal\n */\n private ensureSessionActive(frameSeq?: number): void {\n if (this.isInSession) {\n return;\n }\n\n this.isInSession = true;\n this.lastFrameReceivedTime = Date.now();\n this.hasReportedStall = false;\n this.startWatchdog();\n this.startPlaybackStats();\n\n if (frameSeq !== undefined) {\n logger.info('AnimationHandler', `Session started from animation frame seq=${frameSeq}`);\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 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 this.flushBuffer();\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 (elapsed > AnimationHandler.STALL_TIMEOUT_MS && !this.hasReportedStall) {\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('AnimationHandler', 'Error in onStreamStalled callback:', e);\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 = 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(this.playbackFrameTimestamps[i] - this.playbackFrameTimestamps[i - 1]);\n }\n const mean = intervals.reduce((a, b) => a + b, 0) / intervals.length;\n const variance = intervals.reduce((sum, v) => sum + (v - mean) ** 2, 0) / 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 // 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 decoded frame into the jitter buffer.\n * Handles dedup, enforces max size, and drives the buffer state machine.\n * @internal\n */\n private bufferFrame(flame: Flame, 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 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 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, { flame, 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 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('AnimationHandler', `Jitter buffer: filling (first frame seq=${seq})`);\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(this.bufferNextSeq, this.lastRenderedFrameSeq + 1);\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('AnimationHandler', `Jitter buffer: draining (${this.frameBuffer.size} frames buffered)`);\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('AnimationHandler', 'Jitter buffer: no in-order frames available, pausing drain');\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 ${waitTime.toFixed(1)}ms`\n );\n this.renderBufferedFrame(nextFrame);\n this.frameBuffer.delete(nextSeq);\n this.bufferNextSeq = nextSeq + 1;\n }\n // else: wait for the missing frame (render nothing this cycle)\n } else {\n // Buffer empty — starvation\n this.bufferState = 'starved';\n logger.warn('AnimationHandler', 'Jitter buffer: starved, pausing drain');\n return; // Don't schedule next drain\n }\n\n // Schedule next drain with drift correction\n const now = performance.now();\n const nextTarget = this.bufferLastDrainTime + AnimationHandler.BUFFER_FRAME_INTERVAL_MS;\n const delay = Math.max(0, nextTarget - now);\n this.bufferLastDrainTime = nextTarget;\n this.bufferDrainTimer = setTimeout(() => this.drainBufferFrame(), delay);\n }\n\n /**\n * Render a single frame from the buffer and collect playback stats.\n * @internal\n */\n private renderBufferedFrame(frame: BufferedFrame): void {\n if (this.lastRenderedFrameSeq >= 0 && frame.seq <= this.lastRenderedFrameSeq) {\n logger.warn(\n 'AnimationHandler',\n `Jitter buffer: refusing out-of-order render seq=${frame.seq} (lastRendered=${this.lastRenderedFrameSeq})`\n );\n return;\n }\n\n this.renderer.renderFrame(frame.flame);\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('AnimationHandler', 'Starting idle animation after transition');\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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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 * Callback when data stream stalls and fallback to idle is triggered.\n * Called when no animation frames received for 3 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/**\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 flame: Flame;\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 decoder: AnimationDecoder;\n /** @internal */\n private config: Required<Omit<AnimationHandlerConfig, 'decoder' | 'onStreamStalled'>>;\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 // 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 = 3000;\n /** @internal */\n private onStreamStalledCallback: (() => void) | null = null;\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 /**\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 enableJitterBuffer: config.enableJitterBuffer ?? true,\n maxBufferDelayMs: config.maxBufferDelayMs ?? 80,\n };\n this.onStreamStalledCallback = config.onStreamStalled ?? null;\n }\n\n /**\n * Handle animation data received from RTC provider.\n * @param protobufData - Raw protobuf bytes\n * 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' [RECOVERED]' : ''}`\n );\n }\n }\n\n if (frameSeq !== undefined) {\n this.lastRenderedFrameSeq = frameSeq;\n }\n\n // Render directly\n this.renderedFrameCount++;\n this.renderer.renderFrame(keyframes[0]);\n this.logRenderedFrame('direct', frameSeq, isRecovered);\n\n // Collect playback stats\n this.playbackFrameTimestamps.push(performance.now());\n this.playbackFrameCount++;\n if (frameSeq !== undefined) {\n if (this.playbackExpectedSeq >= 0 && frameSeq > this.playbackExpectedSeq) {\n this.playbackGapCount += frameSeq - this.playbackExpectedSeq;\n }\n this.playbackExpectedSeq = frameSeq + 1;\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 logger.info(\n 'AnimationHandler',\n `Start transition packet received (bytes=${protobufData.byteLength}, requestedFrames=${frameCount ?? this.config.transitionStartFrameCount}, hasHandledStart=${this.hasHandledTransitionStart}, isInSession=${this.isInSession}, isPlayingTransition=${this.isPlayingTransition}, isGeneratingStart=${this.isGeneratingStartTransition}, lastRenderedSeq=${this.lastRenderedFrameSeq}, bufferState=${this.bufferState}, buffered=${this.frameBuffer.size})`\n );\n\n // Ignore if we've already handled a transition start for this session\n if (this.hasHandledTransitionStart) {\n return;\n }\n // Ignore if already playing or generating a start transition\n if (this.isPlayingTransition && !this.isTransitioningToIdle) {\n return;\n }\n if (this.isGeneratingStartTransition) {\n return;\n }\n\n if (!this.renderer.isReady()) {\n logger.warn('AnimationHandler', 'Renderer not ready for transition');\n return;\n }\n\n // Once streaming playback has started, start-transition packets are stale.\n // Ignore them to avoid jumping back into transition and causing visual jitter.\n if (\n this.isInSession && (\n this.lastRenderedFrameSeq >= 0 ||\n this.frameBuffer.size > 0 ||\n this.bufferState !== 'direct'\n )\n ) {\n this.hasHandledTransitionStart = true;\n logger.warn(\n 'AnimationHandler',\n `Ignoring late transition packet after playback start (lastRenderedSeq=${this.lastRenderedFrameSeq}, bufferState=${this.bufferState}, buffered=${this.frameBuffer.size})`\n );\n return;\n }\n\n // 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 // Start session and watchdog\n this.ensureSessionActive();\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 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 // This can happen when duplicate packets arrive late over jittery networks.\n if (!this.isInSession) {\n logger.info('AnimationHandler', 'Ignoring transition end packet with no active session');\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('AnimationHandler', 'Renderer not ready for transition to idle');\n this.renderer.renderFrame(undefined, true);\n this.logRenderedFrame('idle');\n return;\n }\n\n // Decode last animation frame\n const keyframes = this.decoder(protobufData);\n if (!keyframes || keyframes.length === 0) {\n logger.warn('AnimationHandler', 'No last keyframe in transition end data, starting idle directly');\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 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 ${transitionFrames.length} transition frames, reversing for playback`);\n\n // Reverse frames to play from last animation frame back to idle\n const reversedFrames = transitionFrames.slice().reverse();\n\n // Start playing reversed transition at 25fps\n this.isPlayingTransition = true;\n this.isTransitioningToIdle = true;\n this.transitionFrames = reversedFrames;\n this.transitionFrameIndex = 0;\n\n this.playTransitionFrame();\n } catch (error) {\n logger.error('AnimationHandler', 'Failed to generate reverse transition:', error);\n this.renderer.renderFrame(undefined, true);\n this.logRenderedFrame('idle');\n } finally {\n this.isGeneratingEndTransition = false;\n }\n }\n\n /**\n * Start idle animation.\n * @internal\n */\n startIdle(): void {\n this.isInSession = false;\n this.hasReportedStall = false;\n this.renderer.renderFrame(undefined, true);\n this.logRenderedFrame('idle');\n }\n\n /**\n * Ensure session-level timers/stats are active.\n * @internal\n */\n private ensureSessionActive(frameSeq?: number): void {\n if (this.isInSession) {\n return;\n }\n\n this.isInSession = true;\n this.lastFrameReceivedTime = Date.now();\n this.hasReportedStall = false;\n this.startWatchdog();\n this.startPlaybackStats();\n\n if (frameSeq !== undefined) {\n logger.info('AnimationHandler', `Session started from animation frame seq=${frameSeq}`);\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 * 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 (elapsed > AnimationHandler.STALL_TIMEOUT_MS && !this.hasReportedStall) {\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('AnimationHandler', 'Error in onStreamStalled callback:', e);\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 = 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(this.playbackFrameTimestamps[i] - this.playbackFrameTimestamps[i - 1]);\n }\n const mean = intervals.reduce((a, b) => a + b, 0) / intervals.length;\n const variance = intervals.reduce((sum, v) => sum + (v - mean) ** 2, 0) / 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 // 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 decoded frame into the jitter buffer.\n * Handles dedup, enforces max size, and drives the buffer state machine.\n * @internal\n */\n private bufferFrame(flame: Flame, 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 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 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, { flame, 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 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('AnimationHandler', `Jitter buffer: filling (first frame seq=${seq})`);\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(this.bufferNextSeq, this.lastRenderedFrameSeq + 1);\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('AnimationHandler', `Jitter buffer: draining (${this.frameBuffer.size} frames buffered)`);\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('AnimationHandler', 'Jitter buffer: no in-order frames available, pausing drain');\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 ${waitTime.toFixed(1)}ms`\n );\n this.renderBufferedFrame(nextFrame);\n this.frameBuffer.delete(nextSeq);\n this.bufferNextSeq = nextSeq + 1;\n }\n // else: wait for the missing frame (render nothing this cycle)\n } else {\n // Buffer empty — starvation\n this.bufferState = 'starved';\n logger.warn('AnimationHandler', 'Jitter buffer: starved, pausing drain');\n return; // Don't schedule next drain\n }\n\n // Schedule next drain with drift correction\n const now = performance.now();\n const nextTarget = this.bufferLastDrainTime + AnimationHandler.BUFFER_FRAME_INTERVAL_MS;\n const delay = Math.max(0, nextTarget - now);\n this.bufferLastDrainTime = nextTarget;\n this.bufferDrainTimer = setTimeout(() => this.drainBufferFrame(), delay);\n }\n\n /**\n * Render a single frame from the buffer and collect playback stats.\n * @internal\n */\n private renderBufferedFrame(frame: BufferedFrame): void {\n if (this.lastRenderedFrameSeq >= 0 && frame.seq <= this.lastRenderedFrameSeq) {\n logger.warn(\n 'AnimationHandler',\n `Jitter buffer: refusing out-of-order render seq=${frame.seq} (lastRendered=${this.lastRenderedFrameSeq})`\n );\n return;\n }\n\n this.renderer.renderFrame(frame.flame);\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('AnimationHandler', 'Starting idle animation after transition');\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
@@ -1,5 +1,5 @@
1
1
  import { logger } from "./index7.js";
2
- import { BinaryReader } from "./index13.js";
2
+ import { BinaryReader } from "./index9.js";
3
3
  function decodeFlame(reader, length) {
4
4
  const end = reader.pos + length;
5
5
  const flame = {