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heygen-com--hyperframes/packages/player/tests/perf/scenarios/02-fps.ts
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chore: import upstream snapshot with attribution
2026-07-13 12:58:35 +08:00

237 lines
9.3 KiB
TypeScript

/**
* Scenario 02: sustained playback against the composition clock.
*
* Loads the 10-video-grid fixture, calls `player.play()`, then samples
* `__player.getTime()` at fixed wall-clock intervals for ~5 seconds. The
* emitted metric is the ratio of composition-time advanced to wall-clock
* elapsed:
*
* composition_time_advancement_ratio = (getTime(end) - getTime(start)) / wallSeconds
*
* This reads ~1.0 when the runtime is keeping up with its intended playback
* speed and falls below 1.0 when the player stalls — a slow video decoder, a
* blocked main thread, a GC pause, anything that prevents the composition
* clock from advancing at real-time. The metric is independent of the host
* display refresh rate by construction: both numerator and denominator are
* wall-clock timestamps, neither is a frame count, so a 60Hz, 120Hz, or 240Hz
* runner sees the same value for a healthy player.
*
* Why we replaced the previous rAF-based FPS metric:
* The original implementation counted `requestAnimationFrame` ticks per
* wall-clock second and asserted `fps >= 55`. On a 120Hz CI runner that
* reads ~120 fps regardless of whether the composition is actually
* advancing, so the gate passed even when the player was silently stalling.
* See PR #400 review (jrusso1020 + miguel-heygen) for the full discussion;
* this implementation follows jrusso1020's "first choice" recommendation.
*
* Per the proposal:
* Test 1: Playback frame rate (player-perf-fps)
* Load 10-video composition → play 5s → measure how well the player kept
* up with the composition clock.
*
* Methodology details:
* - We install the wall-clock sampler before calling `play()` so the very
* first post-play tick is captured. We then wait for `__player.isPlaying()`
* to flip true (the parent→iframe `play` message is async via postMessage)
* and *reset* the sample buffer, so the measurement window only contains
* samples taken while the runtime was actively playing the timeline.
* - Sampling cadence is 100ms (10 samples/sec). That's fine-grained enough
* to spot a half-second stall but coarse enough that the sampler itself
* has negligible overhead. With a 5s window we collect ~50 samples; the
* ratio is computed from the first and last sample's `getTime()` values.
* - We use `setInterval` (not rAF) on purpose: rAF cadence is the metric we
* are trying to *avoid* depending on. `setInterval` is wall-clock-driven.
*
* Outputs one metric:
* - composition_time_advancement_ratio_min
* (higher-is-better, baseline key compositionTimeAdvancementRatioMin)
*
* Aggregation: `min(ratio)` across runs because the proposal asserts a floor
* — the worst run is the one that gates against regressions.
*/
import type { Browser, Frame, Page } from "puppeteer-core";
import { loadHostPage } from "../runner.ts";
import type { Metric } from "../perf-gate.ts";
export type FpsScenarioOpts = {
browser: Browser;
origin: string;
/** Number of measurement runs. */
runs: number;
/** If null, runs the default fixture (10-video-grid). */
fixture: string | null;
};
const DEFAULT_FIXTURE = "10-video-grid";
const PLAYBACK_DURATION_MS = 5_000;
const SAMPLE_INTERVAL_MS = 100;
const PLAY_CONFIRM_TIMEOUT_MS = 5_000;
const FRAME_LOOKUP_TIMEOUT_MS = 5_000;
declare global {
interface Window {
/** (wallClockMs, compositionTimeSec) pairs collected by the sampler. */
__perfPlaySamples?: Array<{ wall: number; comp: number }>;
/** setInterval handle used by the sampler; cleared at the end of the window. */
__perfPlaySamplerHandle?: number;
/** Hyperframes runtime player API exposed inside the composition iframe. */
__player?: {
play: () => void;
pause: () => void;
seek: (timeSeconds: number) => void;
getTime: () => number;
getDuration: () => number;
isPlaying: () => boolean;
};
}
}
type RunResult = {
ratio: number;
compElapsedSec: number;
wallElapsedSec: number;
samples: number;
};
/**
* Find the iframe Puppeteer Frame that hosts the fixture composition. The
* `<hyperframes-player>` shell wraps an iframe whose URL is derived from the
* player's `src` attribute, so we match by path substring rather than full URL.
*/
async function getFixtureFrame(page: Page, fixture: string): Promise<Frame> {
const expected = `/fixtures/${fixture}/`;
const deadline = Date.now() + FRAME_LOOKUP_TIMEOUT_MS;
while (Date.now() < deadline) {
const frame = page.frames().find((f) => f.url().includes(expected));
if (frame) return frame;
await new Promise((r) => setTimeout(r, 50));
}
throw new Error(`[scenario:fps] fixture frame not found for "${fixture}" within timeout`);
}
async function runOnce(
opts: FpsScenarioOpts,
fixture: string,
idx: number,
total: number,
): Promise<RunResult> {
const ctx = await opts.browser.createBrowserContext();
try {
const page = await ctx.newPage();
const { duration } = await loadHostPage(page, opts.origin, { fixture });
const frame = await getFixtureFrame(page, fixture);
// Install the wall-clock sampler in the iframe context. We use setInterval
// because rAF cadence is exactly the host-display-dependent signal we are
// trying NOT to depend on; setInterval is driven by the event loop and
// gives us samples at fixed wall-clock cadence regardless of refresh rate.
await frame.evaluate((sampleIntervalMs: number) => {
window.__perfPlaySamples = [];
window.__perfPlaySamplerHandle = window.setInterval(() => {
const comp = window.__player?.getTime?.();
if (typeof comp !== "number" || !Number.isFinite(comp)) return;
window.__perfPlaySamples!.push({
wall: performance.timeOrigin + performance.now(),
comp,
});
}, sampleIntervalMs);
}, SAMPLE_INTERVAL_MS);
// Issue play from the host page (parent of the iframe). The player's
// public `play()` posts a control message into the iframe.
await page.evaluate(() => {
const el = document.getElementById("player") as (HTMLElement & { play: () => void }) | null;
if (!el) throw new Error("[scenario:fps] player element missing on host page");
el.play();
});
// Wait for the runtime to actually transition to playing — this is the
// signal that the postMessage round trip + timeline.play() finished.
await frame.waitForFunction(() => window.__player?.isPlaying?.() === true, {
timeout: PLAY_CONFIRM_TIMEOUT_MS,
});
// Reset samples now that playback is confirmed running. Anything captured
// before this point belongs to the ramp-up window (composition clock at
// 0, wall clock advancing) and would skew the ratio toward 0.
await frame.evaluate(() => {
window.__perfPlaySamples = [];
});
// Sustain playback for the measurement window.
await new Promise((r) => setTimeout(r, PLAYBACK_DURATION_MS));
// Stop the sampler and harvest the samples before pausing the runtime,
// so the pause command can't perturb the tail of the sample window.
const samples = (await frame.evaluate(() => {
if (window.__perfPlaySamplerHandle !== undefined) {
clearInterval(window.__perfPlaySamplerHandle);
window.__perfPlaySamplerHandle = undefined;
}
return window.__perfPlaySamples ?? [];
})) as Array<{ wall: number; comp: number }>;
await page.evaluate(() => {
const el = document.getElementById("player") as (HTMLElement & { pause: () => void }) | null;
el?.pause();
});
if (samples.length < 2) {
throw new Error(
`[scenario:fps] run ${idx + 1}/${total}: only ${samples.length} composition-clock samples captured (composition duration ${duration}s)`,
);
}
const first = samples[0]!;
const last = samples[samples.length - 1]!;
const wallElapsedSec = (last.wall - first.wall) / 1000;
const compElapsedSec = last.comp - first.comp;
const ratio = wallElapsedSec > 0 ? compElapsedSec / wallElapsedSec : 0;
console.log(
`[scenario:fps] run[${idx + 1}/${total}] ratio=${ratio.toFixed(4)} compElapsed=${compElapsedSec.toFixed(3)}s wallElapsed=${wallElapsedSec.toFixed(3)}s samples=${samples.length}`,
);
await page.close();
return {
ratio,
compElapsedSec,
wallElapsedSec,
samples: samples.length,
};
} finally {
await ctx.close();
}
}
export async function runFps(opts: FpsScenarioOpts): Promise<Metric[]> {
const fixture = opts.fixture ?? DEFAULT_FIXTURE;
const runs = Math.max(1, opts.runs);
console.log(
`[scenario:fps] fixture=${fixture} runs=${runs} window=${PLAYBACK_DURATION_MS}ms sampleInterval=${SAMPLE_INTERVAL_MS}ms`,
);
const ratios: number[] = [];
for (let i = 0; i < runs; i++) {
const result = await runOnce(opts, fixture, i, runs);
ratios.push(result.ratio);
}
// Worst run wins: the proposal asserts a floor on this ratio, so a single
// bad run (slow decoder, GC pause, host contention) is the one that gates.
const ratioMin = Math.min(...ratios);
console.log(`[scenario:fps] aggregate min ratio=${ratioMin.toFixed(4)} runs=${runs}`);
return [
{
name: "composition_time_advancement_ratio_min",
baselineKey: "compositionTimeAdvancementRatioMin",
value: ratioMin,
unit: "ratio",
direction: "higher-is-better",
samples: ratios,
},
];
}