Optimize media stream subscriptions by distance and movement

This commit is contained in:
Jage9
2026-02-22 19:31:44 -05:00
parent c4494f2f99
commit 7ba67c3707
5 changed files with 132 additions and 28 deletions

View File

@@ -4,7 +4,6 @@ import {
EFFECT_IDS,
EFFECT_SEQUENCE,
clampEffectLevel,
type EffectId,
} from './audio/effects';
import {
RadioStationRuntime,
@@ -80,6 +79,7 @@ const MIC_INPUT_GAIN_STEP = 0.05;
const HEARTBEAT_INTERVAL_MS = 10_000;
const RECONNECT_DELAY_MS = 5_000;
const RECONNECT_MAX_ATTEMPTS = 3;
const AUDIO_SUBSCRIPTION_REFRESH_MS = 500;
const AUTO_RECONNECT_AFTER_RELOAD_KEY = 'chatGridAutoReconnectAfterReload';
const SELF_LIST_ENTRY_ID = '__self__';
@@ -200,7 +200,6 @@ let micGainLoopbackRestoreState: boolean | null = null;
let helpViewerLines: string[] = [];
let helpViewerIndex = 0;
let heartbeatTimerId: number | null = null;
let heartbeatLastPongAt = 0;
let heartbeatNextPingId = -1;
let heartbeatAwaitingPong = false;
let reconnectInFlight = false;
@@ -213,6 +212,11 @@ let audioLayers: AudioLayerState = {
media: true,
world: true,
};
let lastSubscriptionRefreshAt = 0;
let lastSubscriptionRefreshX = state.player.x;
let lastSubscriptionRefreshY = state.player.y;
let subscriptionRefreshInFlight = false;
let subscriptionRefreshPending = false;
const signalingProtocol = window.location.protocol === 'https:' ? 'wss' : 'ws';
const signalingUrl = `${signalingProtocol}://${window.location.host}/ws`;
@@ -551,8 +555,38 @@ async function applyAudioLayerState(): Promise<void> {
} else {
peerManager.suspendRemoteAudio();
}
await radioRuntime.setLayerEnabled(audioLayers.media, state.items.values());
await itemEmitRuntime.setLayerEnabled(audioLayers.item, state.items.values());
const listenerPosition = { x: state.player.x, y: state.player.y };
await radioRuntime.setLayerEnabled(audioLayers.media, state.items.values(), listenerPosition);
await itemEmitRuntime.setLayerEnabled(audioLayers.item, state.items.values(), listenerPosition);
}
/** Refreshes distance-gated radio/item stream subscriptions on movement or timer cadence. */
async function refreshAudioSubscriptions(force = false): Promise<void> {
if (!state.running) return;
const now = Date.now();
const moved = state.player.x !== lastSubscriptionRefreshX || state.player.y !== lastSubscriptionRefreshY;
if (!force && !moved && now - lastSubscriptionRefreshAt < AUDIO_SUBSCRIPTION_REFRESH_MS) {
return;
}
if (subscriptionRefreshInFlight) {
subscriptionRefreshPending = true;
return;
}
subscriptionRefreshInFlight = true;
lastSubscriptionRefreshAt = now;
lastSubscriptionRefreshX = state.player.x;
lastSubscriptionRefreshY = state.player.y;
const listenerPosition = { x: state.player.x, y: state.player.y };
try {
await radioRuntime.sync(state.items.values(), listenerPosition);
await itemEmitRuntime.sync(state.items.values(), listenerPosition);
} finally {
subscriptionRefreshInFlight = false;
if (subscriptionRefreshPending) {
subscriptionRefreshPending = false;
void refreshAudioSubscriptions(true);
}
}
}
/** Toggles a single audio layer and applies the change immediately. */
@@ -1057,6 +1091,7 @@ function randomFootstepUrl(): string {
function gameLoop(): void {
if (!state.running) return;
handleMovement();
void refreshAudioSubscriptions();
audio.updateSpatialAudio(peerManager.getPeers(), { x: state.player.x, y: state.player.y });
radioRuntime.updateSpatialAudio(state.items, { x: state.player.x, y: state.player.y });
itemEmitRuntime.updateSpatialAudio(state.items, { x: state.player.x, y: state.player.y });
@@ -1100,6 +1135,7 @@ function handleMovement(): void {
lastWallCollisionDirection = null;
persistPlayerPosition();
state.player.lastMoveTime = now;
void refreshAudioSubscriptions(true);
void audio.playSample(randomFootstepUrl(), FOOTSTEP_GAIN);
signaling.send({ type: 'update_position', x: nextX, y: nextY });
@@ -1159,7 +1195,6 @@ function stopHeartbeat(): void {
window.clearInterval(heartbeatTimerId);
heartbeatTimerId = null;
}
heartbeatLastPongAt = 0;
heartbeatAwaitingPong = false;
}
@@ -1173,7 +1208,6 @@ function sendHeartbeatPing(): void {
/** Starts heartbeat timer for stale-connection detection. */
function startHeartbeat(): void {
stopHeartbeat();
heartbeatLastPongAt = Date.now();
heartbeatAwaitingPong = false;
sendHeartbeatPing();
heartbeatTimerId = window.setInterval(() => {
@@ -1272,6 +1306,9 @@ function disconnect(): void {
runDisconnectFlow(getConnectionFlowDeps());
pendingEscapeDisconnect = false;
restoreLoopbackAfterMicGainEdit();
subscriptionRefreshPending = false;
subscriptionRefreshInFlight = false;
lastSubscriptionRefreshAt = 0;
}
const onAppMessage = createOnMessageHandler({
@@ -1289,8 +1326,11 @@ const onAppMessage = createOnMessageHandler({
dom,
signalingSend: (message) => signaling.send(message as OutgoingMessage),
peerManager,
radioRuntime,
itemEmitRuntime,
refreshAudioSubscriptions,
cleanupItemAudio: (itemId) => {
radioRuntime.cleanup(itemId);
itemEmitRuntime.cleanup(itemId);
},
applyAudioLayerState,
gameLoop,
sanitizeName,
@@ -1329,7 +1369,6 @@ const onAppMessage = createOnMessageHandler({
/** Handles signaling packets with heartbeat/restart metadata before app-level dispatch. */
async function onSignalingMessage(message: IncomingMessage): Promise<void> {
if (message.type === 'pong' && message.clientSentAt < 0) {
heartbeatLastPongAt = Date.now();
heartbeatAwaitingPong = false;
return;
}
@@ -1946,6 +1985,7 @@ function handleListModeInput(code: string, key: string): void {
state.player.x = entry.x;
state.player.y = entry.y;
persistPlayerPosition();
void refreshAudioSubscriptions(true);
void audio.playSample(TELEPORT_SOUND_URL, FOOTSTEP_GAIN);
signaling.send({ type: 'update_position', x: entry.x, y: entry.y });
state.mode = 'normal';
@@ -1993,6 +2033,7 @@ function handleListItemsModeInput(code: string, key: string): void {
state.player.x = item.x;
state.player.y = item.y;
persistPlayerPosition();
void refreshAudioSubscriptions(true);
void audio.playSample(TELEPORT_SOUND_URL, FOOTSTEP_GAIN);
signaling.send({ type: 'update_position', x: item.x, y: item.y });
state.mode = 'normal';