FIX stop event translation and remove preprocessing
I think different browsers behave in different ways for the media API. As a result, I think I was losing information for browsers that weren't the same as mine (Chromium). For now, preprocessing is removed. In the future, I'll add it again (better storage and transmission properties).
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1 changed files with 45 additions and 90 deletions
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@ -95,10 +95,10 @@ class RecsysPlugin extends Component {
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this.player = player;
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this.recsysEvents = [];
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this.loadedAt = Date.now();
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this.lastTimeUpdate = null;
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this.currentTimeUpdate = null;
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this.loadedAt = Date.now();
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this.playInitiated = false;
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this.inPause = false;
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// Plugin event listeners
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player.on('playing', (event) => this.onPlay(event));
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@ -113,83 +113,13 @@ class RecsysPlugin extends Component {
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}
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addRecsysEvent(recsysEvent) {
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if (!this.playInitiated) {
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switch (recsysEvent.event) {
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case RecsysData.event.start:
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this.playInitiated = true;
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break;
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case RecsysData.event.scrub:
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// If playback hasn't started, swallow scrub events. They offer some
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// information, but if there isn't a subsequent play event, it's
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// mostly nonsensical.
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return undefined;
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case RecsysData.event.stop:
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// If playback hasn't started, swallow stop events. This means
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// you're going to start from an offset but the start event
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// captures that information. (With the ambiguity that you can't
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// tell if they scrubbed, landed at the offset, or restarted. But
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// I don't think that matters much.)
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return undefined;
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case RecsysData.event.speed:
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if (this.recsysEvents.length > 0 && this.recsysEvents[0].event === RecsysData.event.speed) {
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// video.js will sometimes fire the default play speed followed by the
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// user preference. This is not useful information so we can keep the latter.
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this.recsysEvents.pop();
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}
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}
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} else {
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const lastEvent = this.recsysEvents[this.recsysEvents.length - 1];
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switch (recsysEvent.event) {
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case RecsysData.event.scrub:
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if (lastEvent.event === RecsysData.event.stop) {
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// Video.js fires a stop before the seek. This extra information isn't
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// useful to log though, so this code prunes the stop event if it was
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// within 0.25 seconds.
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if (Math.abs(lastEvent.offset - recsysEvent.offset) < 0.25) {
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this.recsysEvents.pop();
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recsysEvent.offset = lastEvent.arg;
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}
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} else if (lastEvent.event === RecsysData.event.start) {
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// If the last event was a play and this event is a scrub close to
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// that play position, I think it's just a weird emit order for
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// video.js and we don't need to log the scrub.
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if (Math.abs(lastEvent.offset - recsysEvent.arg) < 0.25) {
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return undefined;
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}
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}
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break;
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case RecsysData.event.start:
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if (lastEvent.event === RecsysData.event.scrub) {
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// If the last event was a seek and this is a play,
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// it's reasonable to just implicitly assume the play occurred,
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// no need to create the play event.
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return undefined;
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} else if (lastEvent.event === RecsysData.event.start) {
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// A start followed by a start is a buffering event.
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// It may make sense to keep these. A user may abandon
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// a page *not because it's bad content but because
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// there are network troubles right now*.
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}
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break;
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}
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}
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// For now, don't do client-side preprocessing. I think there
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// are browser inconsistencies and preprocessing loses too much info.
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this.recsysEvents.push(recsysEvent);
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}
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getRecsysEvents() {
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return this.recsysEvents.map((event) => {
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if (event !== RecsysData.event.stop) {
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return event;
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}
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// I used the arg in stop events to smuggle the seek time into
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// the scrub events. But the backend doesn't expect it.
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const dup = { ...event };
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delete dup.arg;
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return dup;
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});
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return this.recsysEvents;
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}
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sendRecsysEvents() {
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@ -207,16 +137,17 @@ class RecsysPlugin extends Component {
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const recsysEvent = newRecsysEvent(RecsysData.event.start, this.player.currentTime());
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this.log('onPlay', recsysEvent);
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this.addRecsysEvent(recsysEvent);
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this.inPause = false;
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this.lastTimeUpdate = recsysEvent.offset;
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}
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onPause(event) {
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// The API doesn't want an `arg` for `STOP` events. However, video.js
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// emits these before the seek events, and that seems to be the easiest
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// way to lift time you are seeking from into the scrub record (via lastTimeUpdate).
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// Hacky, but works.
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const recsysEvent = newRecsysEvent(RecsysData.event.stop, this.player.currentTime(), this.lastTimeUpdate);
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const recsysEvent = newRecsysEvent(RecsysData.event.stop, this.player.currentTime());
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this.log('onPause', recsysEvent);
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this.addRecsysEvent(recsysEvent);
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this.inPause = true;
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}
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onEnded(event) {
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@ -226,26 +157,50 @@ class RecsysPlugin extends Component {
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}
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onRateChange(event) {
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// This is actually a bug. The offset should be the offset. The change speed should be change speed.
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// Otherise, you don't know where it changed and the time calc is wrong.
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const recsysEvent = newRecsysEvent(RecsysData.event.speed, this.player.currentTime(), this.player.playbackRate());
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this.log('onRateChange', recsysEvent);
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this.addRecsysEvent(recsysEvent);
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}
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onTimeUpdate(event) {
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this.lastTimeUpdate = this.currentTimeUpdate;
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this.currentTimeUpdate = this.player.currentTime();
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const nextCurrentTime = this.player.currentTime();
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if (!this.inPause && Math.abs(this.lastTimeUpdate - nextCurrentTime) < 0.5) {
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// Don't update lastTimeUpdate if we are in a pause segment.
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//
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// However, if we aren't in a pause and the time jumped
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// the onTimeUpdate event probably fired before the pause and seek.
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// Don't update in that case, either.
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this.lastTimeUpdate = this.currentTimeUpdate;
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}
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this.currentTimeUpdate = nextCurrentTime;
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}
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onSeeked(event) {
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// The problem? `lastTimeUpdate` is wrong.
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// So every seeks l
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const curTime = this.player.currentTime();
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// If the immediately prior event is a pause?
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const recsysEvent = newRecsysEvent(RecsysData.event.scrub, this.lastTimeUpdate, this.player.currentTime());
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this.log('onSeeked', recsysEvent);
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this.addRecsysEvent(recsysEvent);
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// There are three patterns for seeking:
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//
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// Assuming the video is playing,
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//
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// 1. Dragging the player head emits: onPause -> onSeeked -> onSeeked -> ... -> onPlay
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// 2. Key press left right emits: onSeeked -> onPlay
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// 3. Clicking a position emits: onPause -> onSeeked -> onPlay
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//
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// If the video is NOT playing,
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//
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// 1. Dragging the player head emits: onSeeked
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// 2. Key press left right emits: onSeeked
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// 3. Clicking a position emits: onSeeked
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const fromTime = this.lastTimeUpdate;
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if (fromTime !== curTime) {
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// This removes duplicates that aren't useful.
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const recsysEvent = newRecsysEvent(RecsysData.event.scrub, fromTime, curTime);
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this.log('onSeeked', recsysEvent);
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this.addRecsysEvent(recsysEvent);
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}
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}
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onDispose(event) {
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