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Fix tsh player issues #11491

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Mar 29, 2022
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2 changes: 1 addition & 1 deletion lib/client/api.go
Original file line number Diff line number Diff line change
Expand Up @@ -3534,7 +3534,7 @@ func playSession(sessionEvents []events.EventFields, stream []byte) error {
)
// playback control goroutine
go func() {
defer player.Stop()
defer player.RequestStop()
var key [1]byte
for {
_, err := term.Stdin().Read(key[:])
Expand Down
163 changes: 107 additions & 56 deletions lib/client/player.go
Original file line number Diff line number Diff line change
Expand Up @@ -25,10 +25,13 @@ import (

"github.com/gravitational/teleport/lib/client/terminal"
"github.com/gravitational/teleport/lib/events"
"github.com/jonboulle/clockwork"
)

type tshPlayerState int

const (
stateStopped = iota
stateStopped tshPlayerState = iota
stateStopping
statePlaying
)
Expand All @@ -37,60 +40,67 @@ const (
// and allows to control it
type sessionPlayer struct {
sync.Mutex
cond *sync.Cond

state tshPlayerState
position int // position is the index of the last event successfully played back

clock clockwork.Clock
stream []byte
sessionEvents []events.EventFields
term *terminal.Terminal

state int
position int

// stopC is used to tell the caller that player has finished playing
stopC chan int
stopC chan int
stopOnce sync.Once
}

func newSessionPlayer(sessionEvents []events.EventFields, stream []byte, term *terminal.Terminal) *sessionPlayer {
return &sessionPlayer{
p := &sessionPlayer{
clock: clockwork.NewRealClock(),
position: -1, // position is the last successfully written event
stream: stream,
sessionEvents: sessionEvents,
stopC: make(chan int),
term: term,
stopC: make(chan int),
}
p.cond = sync.NewCond(p)
return p
}

func (p *sessionPlayer) Play() {
p.playRange(0, 0)
}

func (p *sessionPlayer) Stop() {
func (p *sessionPlayer) Stopped() bool {
p.Lock()
defer p.Unlock()
if p.stopC != nil {
close(p.stopC)
p.stopC = nil
}
}

func (p *sessionPlayer) Stopped() bool {
return p.state == stateStopped
}

func (p *sessionPlayer) Rewind() {
p.Lock()
defer p.Unlock()
if p.state != stateStopped {
p.state = stateStopping
p.setState(stateStopping)
p.waitUntil(stateStopped)
}
if p.position > 0 {
p.playRange(p.position-1, p.position)
}
}

func (p *sessionPlayer) stopRequested() bool {
p.Lock()
defer p.Unlock()
return p.state == stateStopping
}

func (p *sessionPlayer) Forward() {
p.Lock()
defer p.Unlock()
if p.state != stateStopped {
p.state = stateStopping
p.setState(stateStopping)
p.waitUntil(stateStopped)
}
if p.position < len(p.sessionEvents) {
Expand All @@ -102,20 +112,44 @@ func (p *sessionPlayer) TogglePause() {
p.Lock()
defer p.Unlock()
if p.state == statePlaying {
p.state = stateStopping
p.setState(stateStopping)
p.waitUntil(stateStopped)
} else {
p.playRange(p.position, 0)
p.playRange(p.position+1, 0)
p.waitUntil(statePlaying)
}
}

func (p *sessionPlayer) waitUntil(state int) {
// RequestStop makes an asynchronous request for the player to stop playing.
// Playback may not stop before this method returns.
func (p *sessionPlayer) RequestStop() {
p.Lock()
defer p.Unlock()

switch p.state {
case stateStopped, stateStopping:
// do nothing if stop already in progress
default:
p.setState(stateStopping)
}
}

// waitUntil waits for the specified state to be reached.
// Callers must hold the lock on p.Mutex before calling.
func (p *sessionPlayer) waitUntil(state tshPlayerState) {
for state != p.state {
time.Sleep(time.Millisecond)
p.cond.Wait()
}
}

// setState sets the current player state and notifies any
// goroutines waiting in waitUntil(). Callers must hold the
// lock on p.Mutex before calling.
func (p *sessionPlayer) setState(state tshPlayerState) {
p.state = state
p.cond.Broadcast()
}

// timestampFrame prints 'event timestamp' in the top right corner of the
// terminal after playing every 'print' event
func timestampFrame(term *terminal.Terminal, message string) {
Expand Down Expand Up @@ -146,56 +180,52 @@ func timestampFrame(term *terminal.Terminal, message string) {
// that playback starts from there.
func (p *sessionPlayer) playRange(from, to int) {
if to > len(p.sessionEvents) || from < 0 {
p.state = stateStopped
p.Lock()
p.setState(stateStopped)
p.Unlock()
return
}
if to == 0 {
to = len(p.sessionEvents)
}
// clear screen between runs:
os.Stdout.Write([]byte("\x1bc"))
// wait: waits between events during playback
prev := time.Duration(0)
wait := func(i int, e events.EventFields) {
ms := time.Duration(e.GetInt("ms"))
// before "from"? play that instantly:
if i >= from {
delay := ms - prev
// make playback smoother:
if delay < 10 {
delay = 0
}
if delay > 250 && delay < 500 {
delay = 250
}
if delay > 500 && delay < 1000 {
delay = 500
}
if delay > 1000 {
delay = 1000
}
timestampFrame(p.term, e.GetString("time"))
time.Sleep(time.Millisecond * delay)
}
prev = ms
}

// playback goroutine:
go func() {
var i int

defer func() {
p.state = stateStopped
p.Lock()
p.setState(stateStopped)
p.Unlock()

// played last event?
if i == len(p.sessionEvents) {
p.stopOnce.Do(func() { close(p.stopC) })
}
}()
p.state = statePlaying
i, offset, bytes := 0, 0, 0

p.Lock()
p.setState(statePlaying)
p.Unlock()

prev := time.Duration(0)
offset, bytes := 0, 0
for i = 0; i < to; i++ {
if p.state == stateStopping {
if p.stopRequested() {
return
}

e := p.sessionEvents[i]

switch e.GetString(events.EventType) {
// 'print' event (output)
case events.SessionPrintEvent:
wait(i, e)
// delay is only necessary once we've caught up to the "from" event
if i >= from {
prev = p.applyDelay(prev, e)
}
offset = e.GetInt("offset")
bytes = e.GetInt("bytes")
os.Stdout.Write(p.stream[offset : offset+bytes])
Expand All @@ -211,11 +241,32 @@ func (p *sessionPlayer) playRange(from, to int) {
default:
continue
}
p.Lock()
p.position = i
}
// played last event?
if i == len(p.sessionEvents) {
p.Stop()
p.Unlock()
}
}()
}

// applyDelay waits until it is time to play back the current event.
// It returns the duration from the start of the session up until the current event.
func (p *sessionPlayer) applyDelay(previousTimestamp time.Duration, e events.EventFields) time.Duration {
eventTime := time.Duration(e.GetInt("ms") * int(time.Millisecond))
delay := eventTime - previousTimestamp

// make playback smoother:
switch {
case delay < 10*time.Millisecond:
delay = 0
case delay > 250*time.Millisecond && delay < 500*time.Millisecond:
delay = 250 * time.Millisecond
case delay > 500*time.Millisecond && delay < 1*time.Second:
delay = 500 * time.Millisecond
case delay > time.Second:
delay = time.Second
}

timestampFrame(p.term, e.GetString("time"))
p.clock.Sleep(delay)
return eventTime
}
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