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heygen-com--hyperframes/packages/player/tests/perf/scenarios/04-scrub.ts
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chore: import upstream snapshot with attribution
2026-07-13 12:58:35 +08:00

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/**
* Scenario 04: scrub latency.
*
* Loads the 10-video-grid fixture, pauses the player, then issues 10 seek
* calls in sequence — first through the synchronous "inline" path, then
* through the postMessage-driven "isolated" path — and measures the wall-clock
* latency from each `seek()` call to the first paint where the iframe's
* timeline reports the new time.
*
* Per the proposal:
* Test 2: Scrub latency (player-perf-scrub)
* Load composition → seek to 10 positions in sequence → measure time
* from seek() call to state update callback
* Assert: p95 < 80ms (isolated), p95 < 33ms (inline, Phase 4+)
*
* Methodology details:
* - Both modes are measured in the same page load. Inline runs first so
* the isolated mode's monkey-patch (forcing `_trySyncSeek` to return
* false) doesn't bleed into the inline samples.
* - "Inline" mode is the default behavior of `<hyperframes-player>` when the
* iframe is same-origin and exposes `__player.seek()` synchronously.
* `seek()` lands the new frame in the same task as the input event.
* - "Isolated" mode is forced by replacing the player element's
* `_trySyncSeek` method with `() => false`, which sends the player
* element through the postMessage bridge — exactly what cross-origin
* embeds and Phase 1 (pre-sync) builds did.
* - Detection is via a `requestAnimationFrame` watcher inside the iframe
* that polls `__player.getTime()` until it is within `MATCH_TOLERANCE_S`
* of the requested target. We use a tolerance because the postMessage
* bridge converts seconds → frame number → seconds, which can introduce
* sub-frame quantization drift even for targets on the canonical fps grid.
* - Timing uses `performance.timeOrigin + performance.now()` in both the
* host and iframe contexts. `timeOrigin` is consistent across same-process
* frames, so the difference is a true wall-clock measurement of latency.
* - Seek targets alternate forward/backward across the 10s composition so
* no two consecutive seeks land near each other; this avoids the rAF
* watcher matching against a stale `getTime()` value before the seek
* command is processed.
*
* Outputs two metrics:
* - scrub_latency_p95_inline_ms (lower-is-better, baseline scrubLatencyP95InlineMs)
* - scrub_latency_p95_isolated_ms (lower-is-better, baseline scrubLatencyP95IsolatedMs)
*
* Aggregation: percentile(95) is computed across the pooled per-seek
* latencies from every run. With 10 seeks per mode per run × 3 runs we get
* 30 samples per mode per CI shard, which is enough for a stable p95.
*/
import type { Browser, Frame, Page } from "puppeteer-core";
import { loadHostPage, percentile } from "../runner.ts";
import type { Metric } from "../perf-gate.ts";
export type ScrubScenarioOpts = {
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";
/** Targets are seconds within the composition (10s duration). */
const SEEK_TARGETS: readonly number[] = [1.0, 7.0, 2.0, 8.0, 3.0, 9.0, 4.0, 6.0, 5.0, 0.5];
/**
* Tolerance window the rAF watcher uses to decide that the iframe's reported
* `__player.getTime()` matches the requested seek target. 50ms = 1.5 frames at
* 30fps, which absorbs three sources of expected slippage:
*
* 1. **Frame quantization on the postMessage path.** `_sendControl("seek")`
* converts seconds → integer frame number → seconds inside the runtime,
* so e.g. a target of 1.0s on a 30fps composition lands at frame 30 →
* 1.000s exactly, but a target of 1.005s lands at frame 30 → still
* 1.000s, a 5ms quantization error baked into the API itself.
* 2. **Sub-frame intra-clip clock advance.** Even with the iframe paused,
* between the `seek()` call landing and the next rAF tick, the runtime
* may have already nudged time by a fraction of a frame as part of
* finalizing the seek; `getTime()` reports the post-finalize value.
* 3. **Variable host load + browser jitter on CI.** GitHub runners share
* cores, so a noisy neighbor can delay the rAF tick that would otherwise
* register the match by tens of ms. Picking a tolerance much tighter
* than this would gate against runner contention rather than player
* regressions.
*
* The metric this scenario asserts is *latency to user-visible match*, not
* *exact equality of the reported time*, so a 50ms acceptance window is the
* intended behavior — but if we ever want to tighten this (e.g. to assert
* sub-frame precision on the inline path now that PR #397 documented it),
* this is the knob to turn. Configurability is deliberately deferred until
* we have a concrete second use case; YAGNI.
*
* TODO(player-perf): revisit this constant after P0-1b lands and we have ~2
* weeks of CI baseline data — if the inline-mode samples consistently cluster
* well below 50ms, drop this to e.g. 16ms (1 frame @ 60fps) and split the
* tolerance per mode (tighter for inline, current for isolated).
*/
const MATCH_TOLERANCE_S = 0.05;
/** Per-seek timeout; isolated p95 in the proposal is 80ms, so 1s is huge headroom. */
const SEEK_TIMEOUT_MS = 1_000;
const PAUSE_CONFIRM_TIMEOUT_MS = 5_000;
const FRAME_LOOKUP_TIMEOUT_MS = 5_000;
declare global {
interface Window {
/** Promise resolved by the iframe rAF watcher with the wall-clock t1 of the matching paint. */
__perfScrubAwait?: Promise<number>;
__player?: {
play: () => void;
pause: () => void;
seek: (timeSeconds: number) => void;
getTime: () => number;
getDuration: () => number;
isPlaying: () => boolean;
};
}
}
type Mode = "inline" | "isolated";
type RunResult = {
inlineLatencies: number[];
isolatedLatencies: number[];
};
/**
* Find the iframe Puppeteer Frame that hosts the fixture composition. Same
* helper as 02-fps.ts; duplicated locally so each scenario file is
* self-contained.
*/
async function getFixtureFrame(page: Page, fixture: string): Promise<Frame> {
const expected = `/fixtures/${fixture}/`;
const deadline = Date.now() + FRAME_LOOKUP_TIMEOUT_MS;
while (Date.now() < deadline) {
const frame = page.frames().find((f) => f.url().includes(expected));
if (frame) return frame;
await new Promise((r) => setTimeout(r, 50));
}
throw new Error(`[scenario:scrub] fixture frame not found for "${fixture}" within timeout`);
}
/**
* Measure a single seek's latency.
*
* Sequence:
* 1. Install a rAF watcher in the iframe that resolves with the wall-clock
* timestamp of the first paint where `__player.getTime()` is within
* tolerance of `target`. Promise is stashed on `window.__perfScrubAwait`.
* 2. Capture host wall-clock t0 and call `el.seek(target)` in the same task.
* 3. Await the iframe's resolved Promise (returns t1).
* 4. Latency = t1 - t0 (ms).
*/
async function measureSingleSeek(page: Page, frame: Frame, target: number): Promise<number> {
await frame.evaluate(
(target: number, tolerance: number, timeoutMs: number) => {
window.__perfScrubAwait = new Promise<number>((resolve, reject) => {
const deadlineWall = performance.timeOrigin + performance.now() + timeoutMs;
const tick = () => {
const wall = performance.timeOrigin + performance.now();
const time = window.__player?.getTime?.() ?? Number.NaN;
if (Number.isFinite(time) && Math.abs(time - target) < tolerance) {
resolve(wall);
return;
}
if (wall > deadlineWall) {
reject(new Error(`[scrub] timeout target=${target} last=${time}`));
return;
}
requestAnimationFrame(tick);
};
requestAnimationFrame(tick);
});
},
target,
MATCH_TOLERANCE_S,
SEEK_TIMEOUT_MS,
);
const t0Wall = await page.evaluate((targetSeconds: number) => {
const el = document.getElementById("player") as
| (HTMLElement & { seek: (t: number) => void })
| null;
if (!el) throw new Error("[scenario:scrub] player element missing on host page");
const wall = performance.timeOrigin + performance.now();
el.seek(targetSeconds);
return wall;
}, target);
// Puppeteer awaits the Promise we stashed on window and returns its resolved value.
const t1Wall = (await frame.evaluate(() => window.__perfScrubAwait as Promise<number>)) as number;
return t1Wall - t0Wall;
}
async function runScrubBatch(
page: Page,
frame: Frame,
mode: Mode,
idx: number,
total: number,
): Promise<number[]> {
const latencies: number[] = [];
for (const target of SEEK_TARGETS) {
const latency = await measureSingleSeek(page, frame, target);
latencies.push(latency);
}
const p95 = percentile(latencies, 95);
console.log(
`[scenario:scrub] run[${idx + 1}/${total}] mode=${mode} p95=${p95.toFixed(2)}ms n=${latencies.length}`,
);
return latencies;
}
async function runOnce(
opts: ScrubScenarioOpts,
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 requiredDuration = Math.max(...SEEK_TARGETS);
if (duration < requiredDuration) {
throw new Error(
`[scenario:scrub] fixture composition is ${duration.toFixed(2)}s but scrub targets require >= ${requiredDuration}s`,
);
}
const frame = await getFixtureFrame(page, fixture);
// Defensively pause: the host shell doesn't autoplay, but `pause()` also
// cancels any pending autoplay-on-ready behavior and guarantees the
// timeline isn't ticking under our seek measurements.
await page.evaluate(() => {
const el = document.getElementById("player") as (HTMLElement & { pause?: () => void }) | null;
el?.pause?.();
});
await frame.waitForFunction(() => window.__player?.isPlaying?.() === false, {
timeout: PAUSE_CONFIRM_TIMEOUT_MS,
});
// Inline mode first — the player's default `_trySyncSeek` path lands the
// seek synchronously when the iframe is same-origin (which it is here).
const inlineLatencies = await runScrubBatch(page, frame, "inline", idx, total);
// Force isolated mode by shadowing `_trySyncSeek` on the instance with
// a function that always reports failure. The fallback in `seek()` then
// sends the seek through `_sendControl("seek", { frame })`, which is the
// same path a cross-origin embed (or a Phase 1 build without sync seek)
// would take.
await page.evaluate(() => {
const el = document.getElementById("player") as
| (HTMLElement & { _trySyncSeek?: (t: number) => boolean })
| null;
if (!el) throw new Error("[scenario:scrub] player element missing on host page");
el._trySyncSeek = () => false;
});
const isolatedLatencies = await runScrubBatch(page, frame, "isolated", idx, total);
await page.close();
return { inlineLatencies, isolatedLatencies };
} finally {
await ctx.close();
}
}
export async function runScrub(opts: ScrubScenarioOpts): Promise<Metric[]> {
const fixture = opts.fixture ?? DEFAULT_FIXTURE;
const runs = Math.max(1, opts.runs);
console.log(
`[scenario:scrub] fixture=${fixture} runs=${runs} seeks_per_mode=${SEEK_TARGETS.length} tolerance=${(MATCH_TOLERANCE_S * 1000).toFixed(0)}ms`,
);
const allInline: number[] = [];
const allIsolated: number[] = [];
for (let i = 0; i < runs; i++) {
const result = await runOnce(opts, fixture, i, runs);
allInline.push(...result.inlineLatencies);
allIsolated.push(...result.isolatedLatencies);
}
const inlineP95 = percentile(allInline, 95);
const isolatedP95 = percentile(allIsolated, 95);
console.log(
`[scenario:scrub] aggregate inline_p95=${inlineP95.toFixed(2)}ms isolated_p95=${isolatedP95.toFixed(2)}ms (runs=${runs} samples_per_mode=${allInline.length})`,
);
return [
{
name: "scrub_latency_p95_inline_ms",
baselineKey: "scrubLatencyP95InlineMs",
value: inlineP95,
unit: "ms",
direction: "lower-is-better",
samples: allInline,
},
{
name: "scrub_latency_p95_isolated_ms",
baselineKey: "scrubLatencyP95IsolatedMs",
value: isolatedP95,
unit: "ms",
direction: "lower-is-better",
samples: allIsolated,
},
];
}