feat(mediaplayer): HLS / Low-Latency HLS playback (Windows)#837
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Add an HLS source layered on top of the existing OS-codec media player. It parses the M3U8, selects a single rendition, starts near the live edge, and stitches segments (and LL-HLS EXT-X-PART parts) into one continuous byte stream that the existing MPEG-TS / fragmented-MP4 demuxers consume. A background reader paces delivery to the stream's measured average bitrate so the wall-clock present path is fed at real time (not flooded), with enough burst to deliver segment-start keyframes promptly. Scope: Windows (WinHTTP fetch), clear streams, single rendition. Android/Quest support is planned. The existing RTSP and MPEG-TS implementations are NOT touched — basis_rtsp.c, basis_ts.c (and basis_rtmp.c, basis_mp4.c, basis_http.c, basis_url.c, the Windows decode/HTTP backends) have zero source edits. basis_media_core.c only gains an additive ".m3u8" branch ahead of the plain byte-source path; every other URL (rtsp/rtmp/.ts/.mp4) takes the identical existing route. No C# changes. - protocol/basis_hls.c/.h: new HLS source (M3U8 parse, segment/part scheduler, paced read-ahead buffer) - basis_media_core.c: route .m3u8 to the HLS source, feeding basis_ts_run / basis_mp4_run unchanged - CMakeLists.txt: add basis_hls.c to the portable core - README.md: document HLS support and the Windows / clear / single-rendition scope
… HLS Windows x86_64 plugin rebuilt to include the new HLS source. RTSP and MPEG-TS (and RTMP / fMP4 / HTTP) are behaviourally unchanged — their source wasn't edited, only recompiled.
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Summary
Adds an HLS / Low-Latency HLS source to the media player, layered on top of the existing OS-codec path.
.m3u8URLs are handled by a newprotocol/basis_hls.c, which is not a demuxer — it parses the M3U8, selects a single rendition, starts near the live edge, and stitches the segments (and, for LL-HLS, theEXT-X-PARTpartial segments) into one continuous byte stream that the existing MPEG-TS / fragmented-MP4 demuxers consume. A background reader paces delivery to the stream's measured average bitrate so the present path is fed at real time rather than flooded, with enough burst headroom to deliver segment-start keyframes promptly. When the origin advertisesEXT-X-SERVER-CONTROL:CAN-BLOCK-RELOADwith parts, it uses blocking_HLS_msn/_HLS_partplaylist reloads and rides parts to target roughlyPART-HOLD-BACKlatency (~5 s); against a plain HLS origin you get its segment-bound latency instead.Scope: Windows (WinHTTP fetch), clear streams, single rendition. Android/Quest support is planned.
Additive only. The existing RTSP / RTMP / MPEG-TS / fMP4 / HTTP implementations have zero source edits —
basis_media_core.conly gains a.m3u8branch ahead of the plain byte-source path, so every other URL (rtsp/rtmp/.ts/.mp4) takes the identical existing route. The Windows x86_64 DLL is rebuilt to include the new source; RTSP and MPEG-TS are behaviourally unchanged, only recompiled. No C# changes.protocol/basis_hls.c/.h— new HLS source (M3U8 parse, segment/part scheduler, paced read-ahead buffer)basis_media_core.c— route.m3u8to the HLS source, feedingbasis_ts_run/basis_mp4_rununchangedCMakeLists.txt— addbasis_hls.cto the portable coreREADME.md— document HLS support and the Windows / clear / single-rendition scopeRequired checks
All boxes below must be ticked before this PR can merge. If a check is genuinely N/A, tick it anyway and explain under Notes.
TransformAccessArrayor are otherwise batched. I have not added per-frametransform.position/transform.rotation/transform.localPositioncalls inside loops. Whenever I need both position and rotation, I use the combined APIs —SetPositionAndRotation/SetLocalPositionAndRotationfor writes,GetPositionAndRotation/GetLocalPositionAndRotationfor reads — instead of two separate property accesses; the combined call does one local-to-world matrix traversal instead of two.Resources.Load, no direct asset references that pull large content into memory on scene load.GetComponent/AddComponentwhere avoidable — Where unavoidable, the result is cached on a field, and anyGetComponent<T>is replaced withTryGetComponent<T>(out var x)— bareGetComponentwill be denied.TryGetComponentis the modern API (Unity 2019.2+) and skips the Editor-only GC allocationGetComponentcauses when a component is missing: Unity wraps thenullreturn in a managed "fake null" object so its overloaded==operator can still detect destroyed C++ objects, and constructing that wrapper allocates;TryGetComponentreturns aboolplusoutparameter and never builds the wrapper. None of these calls run insideUpdate,LateUpdate,FixedUpdate, jobs, or other per-frame code paths.BasisEventDriver— Any new per-frame work hooks intoBasisEventDriverrather than adding standaloneUpdate/LateUpdate/FixedUpdatecallbacks on a MonoBehaviour.BasisEventDriveris bulletproof, or guarded bytry/catch—BasisEventDriverruns the single per-frame tick that drives the whole framework (network apply, local player sim, blendshapes, JigglePhysics, nameplates, and more) as one sequential chain. An unhandled exception anywhere in that chain aborts the rest of the tick, so every step after the throwing one is silently skipped for that frame. New work added to the driver must either be guaranteed not to throw, or be wrapped in atry/catchthat contains the failure and surfaces it throughBasisDebug— logged once / rate-limited, never every frame (see the existingHVRBasisBuiltInAddresses.Simulate()guard for the pattern). Expect this to be scrutinized closely in review.{ get; set; }properties or access lockdowns — Public fields are fine; Basis is meant to be read and modified freely, so don't wall things offprivate/internalwithout a real reason. Don't wrap a field in{ get; set; }when the accessors do nothing — property accessors have a real performance cost vs direct field access, and the lead maintainer prefers plain fields (or a method / setter-only property when only the setter needs logic) over a noop-getter pair. For.Instancesingletons, callers reassigningType.Instanceis allowed; if that would break your code, log a warning or throw — don't block the assignment. Locking down access is not your call.BasisLocalCameraDriver— Code that needs the local camera (transform, projection, rig data, etc.) pulls it fromBasisLocalCameraDriverrather than looking one up itself. Don't roll a separate camera discovery path.BasisDebug— All new logging calls go throughBasisDebug.Log/BasisDebug.LogWarning/BasisDebug.LogError(with an appropriateLogTag) instead ofUnityEngine.Debug.Log/Debug.LogWarning/Debug.LogError.BasisDebugroutes through Basis's tagged, color-coded logger and respects the project-wideLoggingDisabledtoggle so logging can be killed at runtime; bareDebug.Logcalls bypass that and will be denied.FindObjectOfType/FindObjectsOfType/GameObject.Find/FindGameObjectsWithTagto locate what it depends on. References are wired in — registered through an existing manager/driver, injected at init, or passed in by the caller — rather than discovered by scanning the scene at runtime. If a scene scan is genuinely unavoidable, justify it under Notes.newon reference types, no LINQ, nostringconcatenation/interpolation, no boxing, noforeachover interface-typed collections. Allocate once at init and reuse the buffer.BasisDebug. Hot-path logging floods the console and incurs cost on every frame regardless of whether the message is filtered out downstream. If a hot-path log is needed while iterating, gate it behind#if UNITY_EDITORand remove (or leave gated) before merge..Count(lists) /.Length(arrays) into a localintbefore the loop instead of re-reading the property each iteration. PreferT[](with a separate length int when the array is over-sized) overList<T>where the data is hot — Unity's mono BCL doesn't exposeCollectionsMarshal.AsSpan(List<T>), so a list can't be fed intoSpan<T>/ unsafe paths cleanly. Where the perf justifies it, drop intoSpan<T>/reflocals /Unsafe.As/unsafepointer code to skip bounds checks and copies, and call out the invariants you're relying on under Notes so reviewers can sanity-check them.Testing details
Tick the platforms you actually tested on. Leave the rest unticked — these are informational and do not block merge.
Input / control mode coverage:
Where applicable, confirm these flows still work after your changes:
Notes
This is a native-C-only change (new
protocol/basis_hls.c/.h, an additive.m3u8branch inbasis_media_core.c, aCMakeLists.txtline, the rebuilt Windows x86_64basis_media_native.dll, and README docs). There is no C# / MonoBehaviour / Unity-API code in this PR, so the C#-oriented required checks above — transform access, Addressables,GetComponent,BasisEventDriver, jobification, property/access style,BasisLocalCameraDriver,BasisDebuglogging, scene-wide discovery, hot-path allocations/logging/collection access — are N/A; they're ticked per the "tick N/A boxes too" instruction.The one hot path that does exist is the native background reader that paces segment/part bytes to the demuxer. It runs entirely in C off the Unity main thread, allocates its read-ahead buffer once at init and reuses it, and is rate-limited to the stream's measured average bitrate (with burst headroom for segment-start keyframes) so the present path is fed at real time rather than flooded.
Tested on Windows against live HLS and LL-HLS origins; the ~5 s latency target requires an LL-HLS origin (plain HLS gives its segment-bound latency). Not exercised on Linux/macOS/Android/iOS — Android/Quest support is planned as a follow-up.