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feat(host-control-mode): buffer-aware deferred snap-back (#3)
Implements the snap-back robustly instead of deferring it to device testing — since the set of video sites is unbounded, "measure which players misbehave, then fix" doesn't scale; the snap-back must be safe on any player. On an involuntary pause/seek, if the player isn't ready to play (readyState<3 or seeking) we no longer snap immediately (which fights the buffer: seek → re-buffer → pause → … = stutter). Instead hcmDeferredSnapBack polls until the player can play (8s cap) and then snaps ONCE to the host's re-queried current position. A player can't play while buffering anyway, so waiting is also more correct, not just safer. Ready players still snap immediately (no regression). Guards: aborts if the user goes solo or is no longer a gated guest; single pending poll (no stacking); cleared in hcmReset. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -47,15 +47,14 @@ to `CAPABILITIES` / `SERVER_CAPABILITIES` as features land.
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live-DVR (finite, sliding duration). Added a `seekable.start(0) > 1` sliding-window
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heuristic in `hcmIsLive()`. (content.js)
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### Pre-test self-audit (open, watch during device testing)
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- **EC-4/EC-1 snap-back thrash:** for *involuntary* events we still actively seek+play,
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which can fight a buffering player for the duration of the stall. NOTE: "just let
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catch-up re-sync" is NOT a valid fix — sync is event-driven, there is no continuous
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catch-up loop, so skipping the snap-back risks leaving the guest stuck paused/behind
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until the host next acts. Correct fix is a **buffer-aware deferred snap-back**: when
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involuntary + buffering, wait for readyState>=3 (à la pollSeekReady) then seek+play
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once — avoids thrash AND guarantees re-sync. Build after device testing reveals which
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players fire pause() vs only 'waiting'.
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### Pre-test self-audit
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- ~~**EC-4/EC-1 snap-back thrash:**~~ FIXED — implemented the **buffer-aware deferred
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snap-back** (`hcmDeferredSnapBack`): on an involuntary event, if the player isn't
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ready (`readyState<3` or seeking) we wait (poll, 8s cap) until it can play, then snap
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ONCE to the host's re-queried position instead of repeatedly fighting the buffer.
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Done defensively/player-agnostically — we can't enumerate every site, so this is safe
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whether a player fires `pause()` or only `waiting`. Aborts if the user goes solo or is
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no longer a gated guest; single pending poll (no stacking).
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- ~~**Control-mode race at join:**~~ FIXED — `hcmHandleBlocked` now treats `HOST_BLOCKED`
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as authoritative (adopts host-only/guest role) instead of re-checking local mode,
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since background only sends it to gated guests.
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+38
-2
@@ -112,6 +112,7 @@
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let hcmHostPeerId = null; // last known host peerId (room/host identity)
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let hcmDesynced = false; // user chose to go solo
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let hcmSnapBackCooldownUntil = 0; // suppress re-trigger right after a snap-back
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let hcmDeferredSnapPending = false; // a buffer-aware snap-back is waiting for readiness
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let hcmLastUserGestureAt = 0; // for deliberate-vs-involuntary classification
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let hcmBufferingUntil = 0; // set on 'waiting' — buffering grace window
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let hcmDialogTimer = null; // 8s auto-stay timer — cleared on dialog replace (H-4)
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@@ -128,6 +129,7 @@
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const HCM_USER_GESTURE_MS = 1000;
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const HCM_BUFFERING_GRACE_MS = 1500;
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const HCM_SNAP_BACK_COOLDOWN_MS = 1000;
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const HCM_BUFFER_WAIT_MS = 8000; // cap on waiting for a buffering player before snapping anyway
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// Track genuine user input so we can tell a deliberate pause/seek from a
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// player-/browser-initiated one. Capturing + passive so we never interfere.
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@@ -210,6 +212,34 @@
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tryOnce();
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}
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// Buffer-aware snap-back (#3). An involuntary pause/seek often coincides with the
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// player buffering — and a player can't actually play while it's stalled. Snapping
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// immediately just fights the buffer (seek → re-buffer → another pause → …), which
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// looks like stutter. Instead: if the player isn't ready, wait until it can play
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// (readyState>=3, not seeking), then snap ONCE to the host's *current* position
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// (re-queried, since the captured target may be stale by the time buffering ends).
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// Player-agnostic on purpose — we can't enumerate every site, so this must be safe
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// regardless of whether a given player fires 'pause' or only 'waiting'.
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function hcmDeferredSnapBack() {
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if (hcmDeferredSnapPending) return; // already waiting — don't stack polls
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hcmDeferredSnapPending = true;
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const deadline = Date.now() + HCM_BUFFER_WAIT_MS;
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const poll = () => {
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// Abort if the reason to snap is gone: user went solo, we're no longer a
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// gated guest, or the video vanished.
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if (hcmDesynced || !hcmIsGuestGated()) { hcmDeferredSnapPending = false; return; }
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const video = findVideo();
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const ready = video && video.readyState >= 3 && !video.seeking;
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if (ready || Date.now() >= deadline) {
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hcmDeferredSnapPending = false;
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hcmRequestHostSyncWithRetry(); // fresh host position + snap once
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return;
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}
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setTimeout(poll, 300);
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};
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poll();
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}
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// Entry point: background told us our local action was blocked in host-only.
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function hcmHandleBlocked(action, target) {
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// HOST_BLOCKED is only ever sent to a gated guest (background verifies
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@@ -227,9 +257,14 @@
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// cooldown — the deliberate dialog path below must still go through,
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// otherwise a second deliberate pause inside the cooldown window leaves
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// the user stuck paused with no UI (M-3).
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if (Date.now() < hcmSnapBackCooldownUntil) return;
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if (Date.now() < hcmSnapBackCooldownUntil || hcmDeferredSnapPending) return;
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// Buffering/ads/throttle — silently re-sync, no dialog spam.
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hcmSnapBackToHost(target);
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const video = findVideo();
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if (video && video.readyState >= 3 && !video.seeking) {
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hcmSnapBackToHost(target); // ready now → snap immediately
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} else {
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hcmDeferredSnapBack(); // buffering → wait for ready, then snap once (#3)
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}
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return;
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}
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// Deliberate: offer the choice (Teleparty-style), default = snap back.
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@@ -349,6 +384,7 @@
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function hcmReset() {
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const wasDesynced = hcmDesynced;
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hcmDesynced = false;
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hcmDeferredSnapPending = false;
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hcmRemoveDialog();
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hcmRemoveBadge();
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// If we were desynced, notify background so it stops reporting us as
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