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The server relay no longer copies each relayed frame into every
player's send buffer. A frame is chunked once, and after the fan-out
every player gets its own headers plus the shared chunk bodies in one
vectored sendmsg; only what the socket does not take is buffered.
With 1000 viewers on one 2.6 Mbps stream the server's memory drops from
about 59 MiB to 32 MiB at unchanged CPU. TLS players keep the buffered
path.
A newly accepted player receives the cached init frames (metadata,
sequence headers, last keyframe) in the same write as NetStream.Play.Start, instead of after every other connection in the
same poll has been read.
Added
examples/bench_handshake.rs takes --play to measure connect + play
latency (up to NetStream.Play.Start) against a live stream.