fix(native): keep a viewer's pause when reviving a dead player item - #10
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An item that died with failedToPlayToEndTime while the viewer had it paused was reloaded through the stage-2 chain with the pause guard bypassed, and the reload then called play() on the fresh item. A paused session started playing again by itself, minutes after the pause. The bypass still admits the dead item, but the reload now restarts transport only when the host's durable transport intent is playing, so an item that died under an engine-routed pause comes back paused at its anchor and the next Play resumes there. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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This repository does not receive automatic reviews because it has fewer than 10 stars. ⚙️ Run configurationConfiguration used: Organization UI Review profile: CHILL Plan: Advanced Run ID: 📝 WalkthroughWalkthroughItem-death recovery now uses transport state and commands around the failure to decide whether the reloaded item should play or remain paused. The reload method applies that decision after swapping the item. Tests and documentation describe the paused recovery behavior. ChangesPaused item-death recovery
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The intent latch only moves on engine-routed play and pause. A pause from AVKit's transport bar, Control Center or PiP left it set, so an item that died under that pause still resumed; a Play from those surfaces after an engine pause left it clear, so an item that died while playing came back paused. The host now records when AVPlayer's timeControlStatus went paused and, when it counts an item death, whether the transport had already stopped before it. The dead item's own pause lands with the failure, so only a pause at least a second older keeps the reload paused. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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…atch The reload took its play-or-pause decision when the failure was counted, three seconds before it ran, so a Play or Pause pressed while the death was being confirmed was ignored. It now decides at reload time: an engine-routed press since the failure wins, a transport rolling again resumes, and one that had stopped before the failure stays paused. When the reload stays paused it now calls pause() on the host. A pause from AVKit, Control Center or PiP left the intent latch set, and the fresh item's readyToPlay would have re-asserted play(). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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Actionable comments posted: 2
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Inline comments:
Review comments at @docs/architecture.md:
- Line 67: Qualify the pause-preservation claim in the restart-window
documentation: the host records AVPlayer pause state, but pauses from AVKit or
Control Center during the three-second confirmation window may not be observed
and may not be preserved. Update the wording around `endFailureFollowedPause`
without changing the recovery behavior.
Review comments at @Sources/AetherEngine/Native/NativeAVPlayerHost.swift:
- Around line 682-686: After premature-end recovery, synchronize
pausedSinceUptime with the current player status before updating
timeControlStatus: clear it when the status is not paused, and initialize it
when the status is paused and no timestamp exists. Apply this in the recovery
completion path where the current status is read.
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CHANGELOG.mdSources/AetherEngine/AetherEngine+Loading.swiftSources/AetherEngine/AetherEngine.swiftSources/AetherEngine/Native/NativeAVPlayerHost.swiftTests/AetherEngineTests/Issue93ItemDeathReviveTests.swiftdocs/architecture.md
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…overy The premature-end recovery republishes timeControlStatus directly after swallowing the pause it causes, which bypassed the pause timestamp the item-death reload reads. Both paths now go through one helper. The architecture note also states the one pause the reload cannot see: a pause from AVKit or Control Center during the confirmation window. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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…wn read The recovery reads timeControlStatus right after its own play(), where .paused means the item has not rolled yet rather than that the viewer paused. Stamping it could make a later item death reload paused with nobody having paused. That read now only clears the stamp. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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…us change Pausing a player that is already .paused, such as an item left parked after a premature-end recovery, changes no timeControlStatus, so the viewer's pause was never stamped and a later item death reloaded playing. The host's pause() and setRate(0) now stamp the pause themselves, and play() and a non-zero setRate clear it. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
timeControlStatus reports whether the item rolls, not what it was told: a Play from AVKit, Control Center or PiP on a dead or parked item changes nothing there, so an older pause stamp survived it and a later death reloaded paused. The pause stamp now follows AVPlayer's rate, which any play or pause sets even when the item cannot roll, and the reload's "rolling again" check reads the rate too. The status path and the premature-end recovery no longer touch the stamp; engine-routed pause() and setRate(0) still stamp directly for a rate that is already 0. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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The premature end drops AVPlayer's rate to 0 before the recovery starts, and the re-seek can drop it again. Neither is a viewer pause, but both stamped one, so an item death more than a second later reloaded paused. Rate drops during the recovery are now ignored, and the recovery clears the stamp once it has commanded play. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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… through it The rate observer judged a stop against the premature-end recovery flag when its main-actor hop ran, which can be after the recovery ended, so a recovery-owned stop could still be stamped as a viewer pause. It now compares when AVPlayer reported the change with when the recovery handed transport back. The recovery also resumed after its re-seek even when the viewer had paused through the engine meanwhile, and cleared the pause stamp. It now stays paused when the play intent was cleared during the re-seek. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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Rate reports reach the main actor after engine commands issued later, so a stale rolling report could clear a newer engine pause, and a pause reported before a premature-end recovery began could be attributed to the recovery when its hop ran afterwards. The pause stamp now takes the time each event happened and ignores events older than the last one applied, and a recovery only owns reports inside its start-to-end interval. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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…item dies (#551) Moves the AetherEngine pin to b1e4879e, which includes Silo-Server/AetherEngine#10 (the item-death reload keeps a viewer's pause) and Silo-Server/AetherEngine#11 (the media fallback returns to the recovery position and plays only for a viewer who was playing). Refs #549 Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Summary
A paused video can start playing by itself. When the player item dies with
failedToPlayToEndTimewhile the viewer has it paused, the item-death recovery reloads it and callsplay()on the fresh item. With this change, the reload keeps the viewer's pause and mounts the item paused at the same position.Closes Silo-Server/silo-apple#549
What changed
ratedropping to 0, or an engine-routedpause()/setRate(0). Any non-zero rate clears it. When it counts an item death, it also records whether the transport had already stopped before the failure (endFailureFollowedPause). The rate covers a play or pause from the engine, AVKit's transport bar, Control Center or PiP alike, even on an item that cannot roll.pause()on the host, which clears the intent latch so the fresh item'sreadyToPlaydoes not re-assertplay().CHANGELOG.mdand the Loopback-HLS: a single backward seek on heavy 4K can wedge the segment producer (video stalls, audio continues -> A/V desync) superuser404notfound/AetherEngine#93 paragraph indocs/architecture.mddescribe the new behavior.The host's intent latch (
transportIntentIsPlaying) is not used here because it only moves on engine-routed play and pause.Test plan
swift buildandswift testwere not run locally; this PR relies on CI for both. New unit tests cover the pause-before-failure timing and the reload decision, including a press during the confirmation window and a Play from outside the engine.AppleTV14,1) through Silo. No engine log was captured for that case, so it is not confirmed that item death was what fired there; see the linked issue.Checklist
CHANGELOG.mdupdatedfeat(...),fix(...),chore(...))AI disclosure
claude-opus-5-5🤖 Generated with Claude Code
Note
Fix item-death recovery in AetherEngine to preserve a viewer's pause
reloadStalledConsumerItemtakes a resume-state parameter; when paused, it swaps the item and clears transport intent so readiness handling cannot restart it.Macroscope summarized 39d5e14.