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Single QUALITY_CHANGE_COMPLETE event triggered when multiple expected #1439

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davemevans opened this issue Jun 7, 2016 · 2 comments
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@davemevans
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If you switch quality, allow at least one segment at the new quality to be buffered, then switch quality again before the first change has been rendered, you only get one QUALITY_CHANGE_COMPLETE event.

I would expect a QUALITY_CHANGE_COMPLETE event to be triggered for each quality change request but ScheduleController.onBytesAppended only allows one rendering check to be active at any one time.

@dsparacio
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We had a long discussion about this. Adding feature enhancement. It is acting as designed at this point.

Nonetheless we have to store a render point for each quality and do more logic to allow "overlapping quality switch windowing events" to work in parallel. Mouth full.

The solution is to add a dict with quality index and render point for each rep. Clearing render point once reached by playhead time. Need to add a payload value of to QUALITY_CHANGE_COMPLETE noting what index this is complete for.

They player then can decide what events to act upon or ignore.

@dsparacio dsparacio added this to the v2.3.0 milestone Jun 7, 2016
dsparacio pushed a commit that referenced this issue Jul 20, 2016
…acked. Changes name from quality switch start to quality changed and quality switch complete to quality rendered
@davemevans
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#1510 does appear to fix this, although I am still not clear how to handle the unresolved quality change request in my use case. That is not your problem though 😛

dsparacio pushed a commit that referenced this issue Jul 26, 2016
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