# All files / src/controller level-controller.js

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     /*
     * Level Controller
    */

    import Event from '../events';
    import EventHandler from '../event-handler';
    import { logger } from '../utils/logger';
    import { ErrorTypes, ErrorDetails } from '../errors';
    import { isCodecSupportedInMp4 } from '../utils/codecs';
    import { addGroupId, computeReloadInterval } from './level-helper';

    const { performance } = window;
    let chromeOrFirefox;

    export default class LevelController extends EventHandler {
      constructor (hls) {
        super(hls,
          Event.MANIFEST_LOADED,
          Event.LEVEL_LOADED,
          Event.AUDIO_TRACK_SWITCHED,
          Event.FRAG_LOADED,
          Event.ERROR);

        this.canload = false;
        this.currentLevelIndex = null;
        this.manualLevelIndex = -1;
        this.timer = null;

        chromeOrFirefox = /chrome|firefox/.test(navigator.userAgent.toLowerCase());
      }

      onHandlerDestroying () {
        this.clearTimer();
        this.manualLevelIndex = -1;
      }

      clearTimer () {
        Iif (this.timer !== null) {
          clearTimeout(this.timer);
          this.timer = null;
        }
      }

      startLoad () {
        let levels = this._levels;

        this.canload = true;
        this.levelRetryCount = 0;

        // clean up live level details to force reload them, and reset load errors
        Iif (levels) {
          levels.forEach(level => {
            level.loadError = 0;
            const levelDetails = level.details;
            if (levelDetails && levelDetails.live) {
              level.details = undefined;
            }
          });
        }
        // speed up live playlist refresh if timer exists
        Iif (this.timer !== null) {
          this.loadLevel();
        }
      }

      stopLoad () {
        this.canload = false;
      }

      onManifestLoaded (data) {
        let levels = [];
        let audioTracks = [];
        let bitrateStart;
        let levelSet = {};
        let levelFromSet = null;
        let videoCodecFound = false;
        let audioCodecFound = false;

        // regroup redundant levels together
        data.levels.forEach(level => {
          const attributes = level.attrs;
          level.loadError = 0;
          level.fragmentError = false;

          videoCodecFound = videoCodecFound || !!level.videoCodec;
          audioCodecFound = audioCodecFound || !!level.audioCodec;

          // erase audio codec info if browser does not support mp4a.40.34.
          // demuxer will autodetect codec and fallback to mpeg/audio
          Iif (chromeOrFirefox && level.audioCodec && level.audioCodec.indexOf('mp4a.40.34') !== -1) {
            level.audioCodec = undefined;
          }

          levelFromSet = levelSet[level.bitrate]; // FIXME: we would also have to match the resolution here

          Eif (!levelFromSet) {
            level.url = [level.url];
            level.urlId = 0;
            levelSet[level.bitrate] = level;
            levels.push(level);
          } else {
            levelFromSet.url.push(level.url);
          }

          if (attributes) {
            Eif (attributes.AUDIO) {
              audioCodecFound = true;
              addGroupId(levelFromSet || level, 'audio', attributes.AUDIO);
            }
            Iif (attributes.SUBTITLES) {
              addGroupId(levelFromSet || level, 'text', attributes.SUBTITLES);
            }
          }
        });

        // remove audio-only level if we also have levels with audio+video codecs signalled
        Iif (videoCodecFound && audioCodecFound) {
          levels = levels.filter(({ videoCodec }) => !!videoCodec);
        }

        // only keep levels with supported audio/video codecs
        levels = levels.filter(({ audioCodec, videoCodec }) => {
          return (!audioCodec || isCodecSupportedInMp4(audioCodec, 'audio')) && (!videoCodec || isCodecSupportedInMp4(videoCodec, 'video'));
        });

        Eif (data.audioTracks) {
          audioTracks = data.audioTracks.filter(track => !track.audioCodec || isCodecSupportedInMp4(track.audioCodec, 'audio'));
          // Reassign id's after filtering since they're used as array indices
          audioTracks.forEach((track, index) => {
            track.id = index;
          });
        }

        if (levels.length > 0) {
          // start bitrate is the first bitrate of the manifest
          bitrateStart = levels[0].bitrate;
          // sort level on bitrate
          levels.sort((a, b) => a.bitrate - b.bitrate);
          this._levels = levels;
          // find index of first level in sorted levels
          for (let i = 0; i < levels.length; i++) {
            Eif (levels[i].bitrate === bitrateStart) {
              this._firstLevel = i;
              logger.log(`manifest loaded,${levels.length} level(s) found, first bitrate:${bitrateStart}`);
              break;
            }
          }

          // Audio is only alternate if manifest include a URI along with the audio group tag
          this.hls.trigger(Event.MANIFEST_PARSED, {
            levels,
            audioTracks,
            firstLevel: this._firstLevel,
            stats: data.stats,
            audio: audioCodecFound,
            video: videoCodecFound,
            altAudio: audioTracks.some(t => !!t.url)
          });
        } else {
          this.hls.trigger(Event.ERROR, {
            type: ErrorTypes.MEDIA_ERROR,
            details: ErrorDetails.MANIFEST_INCOMPATIBLE_CODECS_ERROR,
            fatal: true,
            url: this.hls.url,
            reason: 'no level with compatible codecs found in manifest'
          });
        }
      }

      get levels () {
        return this._levels;
      }

      get level () {
        return this.currentLevelIndex;
      }

      set level (newLevel) {
        let levels = this._levels;
        if (levels) {
          newLevel = Math.min(newLevel, levels.length - 1);
          Eif (this.currentLevelIndex !== newLevel || !levels[newLevel].details) {
            this.setLevelInternal(newLevel);
          }
        }
      }

      setLevelInternal (newLevel) {
        const levels = this._levels;
        const hls = this.hls;
        // check if level idx is valid
        Eif (newLevel >= 0 && newLevel < levels.length) {
          // stopping live reloading timer if any
          this.clearTimer();
          Eif (this.currentLevelIndex !== newLevel) {
            logger.log(`switching to level ${newLevel}`);
            this.currentLevelIndex = newLevel;
            const levelProperties = levels[newLevel];
            levelProperties.level = newLevel;
            hls.trigger(Event.LEVEL_SWITCHING, levelProperties);
          }
          const level = levels[newLevel];
          const levelDetails = level.details;

          // check if we need to load playlist for this level
          Iif (!levelDetails || levelDetails.live) {
            // level not retrieved yet, or live playlist we need to (re)load it
            let urlId = level.urlId;
            hls.trigger(Event.LEVEL_LOADING, { url: level.url[urlId], level: newLevel, id: urlId });
          }
        } else {
          // invalid level id given, trigger error
          hls.trigger(Event.ERROR, {
            type: ErrorTypes.OTHER_ERROR,
            details: ErrorDetails.LEVEL_SWITCH_ERROR,
            level: newLevel,
            fatal: false,
            reason: 'invalid level idx'
          });
        }
      }

      get manualLevel () {
        return this.manualLevelIndex;
      }

      set manualLevel (newLevel) {
        this.manualLevelIndex = newLevel;
        if (this._startLevel === undefined) {
          this._startLevel = newLevel;
        }

        if (newLevel !== -1) {
          this.level = newLevel;
        }
      }

      get firstLevel () {
        return this._firstLevel;
      }

      set firstLevel (newLevel) {
        this._firstLevel = newLevel;
      }

      get startLevel () {
        // hls.startLevel takes precedence over config.startLevel
        // if none of these values are defined, fallback on this._firstLevel (first quality level appearing in variant manifest)
        if (this._startLevel === undefined) {
          let configStartLevel = this.hls.config.startLevel;
          Iif (configStartLevel !== undefined) {
            return configStartLevel;
          } else {
            return this._firstLevel;
          }
        } else {
          return this._startLevel;
        }
      }

      set startLevel (newLevel) {
        this._startLevel = newLevel;
      }

      onError (data) {
        if (data.fatal) {
          Iif (data.type === ErrorTypes.NETWORK_ERROR) {
            this.clearTimer();
          }

          return;
        }

        let levelError = false, fragmentError = false;
        let levelIndex;

        // try to recover not fatal errors
        switch (data.details) {
        case ErrorDetails.FRAG_LOAD_ERROR:
        case ErrorDetails.FRAG_LOAD_TIMEOUT:
        case ErrorDetails.KEY_LOAD_ERROR:
        case ErrorDetails.KEY_LOAD_TIMEOUT:
          levelIndex = data.frag.level;
          fragmentError = true;
          break;
        case ErrorDetails.LEVEL_LOAD_ERROR:
        case ErrorDetails.LEVEL_LOAD_TIMEOUT:
          levelIndex = data.context.level;
          levelError = true;
          break;
        case ErrorDetails.REMUX_ALLOC_ERROR:
          levelIndex = data.level;
          levelError = true;
          break;
        }

        if (levelIndex !== undefined) {
          this.recoverLevel(data, levelIndex, levelError, fragmentError);
        }
      }

      /**
       * Switch to a redundant stream if any available.
       * If redundant stream is not available, emergency switch down if ABR mode is enabled.
       *
       * @param {Object} errorEvent
       * @param {Number} levelIndex current level index
       * @param {Boolean} levelError
       * @param {Boolean} fragmentError
       */
      // FIXME Find a better abstraction where fragment/level retry management is well decoupled
      recoverLevel (errorEvent, levelIndex, levelError, fragmentError) {
        let { config } = this.hls;
        let { details: errorDetails } = errorEvent;
        let level = this._levels[levelIndex];
        let redundantLevels, delay, nextLevel;

        level.loadError++;
        level.fragmentError = fragmentError;

        if (levelError) {
          if ((this.levelRetryCount + 1) <= config.levelLoadingMaxRetry) {
            // exponential backoff capped to max retry timeout
            delay = Math.min(Math.pow(2, this.levelRetryCount) * config.levelLoadingRetryDelay, config.levelLoadingMaxRetryTimeout);
            // Schedule level reload
            this.timer = setTimeout(() => this.loadLevel(), delay);
            // boolean used to inform stream controller not to switch back to IDLE on non fatal error
            errorEvent.levelRetry = true;
            this.levelRetryCount++;
            logger.warn(`level controller, ${errorDetails}, retry in ${delay} ms, current retry count is ${this.levelRetryCount}`);
          } else {
            logger.error(`level controller, cannot recover from ${errorDetails} error`);
            this.currentLevelIndex = null;
            // stopping live reloading timer if any
            this.clearTimer();
            // switch error to fatal
            errorEvent.fatal = true;
            return;
          }
        }

        // Try any redundant streams if available for both errors: level and fragment
        // If level.loadError reaches redundantLevels it means that we tried them all, no hope  => let's switch down
        if (levelError || fragmentError) {
          redundantLevels = level.url.length;

          if (redundantLevels > 1 && level.loadError < redundantLevels) {
            level.urlId = (level.urlId + 1) % redundantLevels;
            level.details = undefined;

            logger.warn(`level controller, ${errorDetails} for level ${levelIndex}: switching to redundant URL-id ${level.urlId}`);

            // console.log('Current audio track group ID:', this.hls.audioTracks[this.hls.audioTrack].groupId);
            // console.log('New video quality level audio group id:', level.attrs.AUDIO);
          } else {
            // Search for available level
            if (this.manualLevelIndex === -1) {
              // When lowest level has been reached, let's start hunt from the top
              nextLevel = (levelIndex === 0) ? this._levels.length - 1 : levelIndex - 1;
              logger.warn(`level controller, ${errorDetails}: switch to ${nextLevel}`);
              this.hls.nextAutoLevel = this.currentLevelIndex = nextLevel;
            } else if (fragmentError) {
              // Allow fragment retry as long as configuration allows.
              // reset this._level so that another call to set level() will trigger again a frag load
              logger.warn(`level controller, ${errorDetails}: reload a fragment`);
              this.currentLevelIndex = null;
            }
          }
        }
      }

      // reset errors on the successful load of a fragment
      onFragLoaded ({ frag }) {
        if (frag !== undefined && frag.type === 'main') {
          const level = this._levels[frag.level];
          if (level !== undefined) {
            level.fragmentError = false;
            level.loadError = 0;
            this.levelRetryCount = 0;
          }
        }
      }

      onLevelLoaded (data) {
        const { level, details } = data;
        // only process level loaded events matching with expected level
        if (level !== this.currentLevelIndex) {
          return;
        }

        const curLevel = this._levels[level];
        // reset level load error counter on successful level loaded only if there is no issues with fragments
        if (!curLevel.fragmentError) {
          curLevel.loadError = 0;
          this.levelRetryCount = 0;
        }
        // if current playlist is a live playlist, arm a timer to reload it
        if (details.live) {
          const reloadInterval = computeReloadInterval(curLevel.details, details, data.stats.trequest);
          logger.log(`live playlist, reload in ${Math.round(reloadInterval)} ms`);
          this.timer = setTimeout(() => this.loadLevel(), reloadInterval);
        } else {
          this.clearTimer();
        }
      }

      onAudioTrackSwitched (data) {
        const audioGroupId = this.hls.audioTracks[data.id].groupId;

        const currentLevel = this.hls.levels[this.currentLevelIndex];
        if (!currentLevel) {
          return;
        }

        if (currentLevel.audioGroupIds) {
          let urlId = -1;

          for (let i = 0; i < currentLevel.audioGroupIds.length; i++) {
            if (currentLevel.audioGroupIds[i] === audioGroupId) {
              urlId = i;
              break;
            }
          }

          if (urlId !== currentLevel.urlId) {
            currentLevel.urlId = urlId;
            this.startLoad();
          }
        }
      }

      loadLevel () {
        logger.debug('call to loadLevel');

        if (this.currentLevelIndex !== null && this.canload) {
          const levelObject = this._levels[this.currentLevelIndex];

          if (typeof levelObject === 'object' &&
            levelObject.url.length > 0) {
            const level = this.currentLevelIndex;
            const id = levelObject.urlId;
            const url = levelObject.url[id];

            logger.log(`Attempt loading level index ${level} with URL-id ${id}`);

            // console.log('Current audio track group ID:', this.hls.audioTracks[this.hls.audioTrack].groupId);
            // console.log('New video quality level audio group id:', levelObject.attrs.AUDIO, level);

            this.hls.trigger(Event.LEVEL_LOADING, { url, level, id });
          }
        }
      }

      get nextLoadLevel () {
        if (this.manualLevelIndex !== -1) {
          return this.manualLevelIndex;
        } else {
          return this.hls.nextAutoLevel;
        }
      }

      set nextLoadLevel (nextLevel) {
        this.level = nextLevel;
        Eif (this.manualLevelIndex === -1) {
          this.hls.nextAutoLevel = nextLevel;
        }
      }
    }