feat(android): live stats HUD + low-latency decode tuning
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Stats HUD (mirrors the Apple client): the decode thread accumulates FPS, receive
throughput, and capture->client latency (p50/p95, skew-corrected) in Rust
(clients/android/native/src/stats.rs); nativeVideoStats drains a snapshot ~1 Hz
over JNI as a DoubleArray. StreamScreen renders a Compose overlay
(W*H@Hz / fps / Mb/s / latency, + dropped-under-loss), toggled by a Settings
switch (persisted, default on) or a 3-finger tap.

Performance (decode.rs):
- ANativeWindow_setFrameRate(refresh_hz): align display vsync to the stream rate
  (no 60-in-120 judder); safe since minSdk 31 >= API 30.
- Raise the decode thread toward URGENT_DISPLAY (best-effort setpriority) so
  background work can't preempt it under load.
- Codec low-latency hints KEY_PRIORITY=0 (realtime) + KEY_OPERATING_RATE.

Verified host-side: cargo build/clippy/fmt --workspace (the ungated stats + JNI
accessor). The android-gated decode.rs (NDK) and the Kotlin build only in CI
(android.yml: gradle + cargo-ndk) -- APIs verified against crate sources.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-18 21:49:29 +00:00
parent f1032a7a23
commit 5262e28b79
10 changed files with 320 additions and 6 deletions
+93
View File
@@ -0,0 +1,93 @@
//! Live decode stats for the on-stream HUD (mirrors the Apple client's stats overlay): FPS,
//! receive throughput, and capture→client-receipt latency (p50/p95). The decode thread is the sole
//! writer (`note` per access unit); the JNI accessor `nativeVideoStats` drains a snapshot ~1 Hz and
//! resets the window. Pure `std` so it compiles on the host build too (the decode thread is
//! android-only, but `VideoThread` holds the shared handle unconditionally).
use std::sync::Mutex;
use std::time::Instant;
/// Rolling per-window accumulator. Rates are computed over the actual elapsed wall-time at drain
/// (robust to poll jitter), so a poll that lands at 0.9 s or 1.1 s still reports the right FPS.
pub struct VideoStats {
inner: Mutex<Inner>,
}
struct Inner {
window_start: Instant,
frames: u64,
bytes: u64,
/// capture→client-receipt latency samples for this window, in microseconds.
lat_us: Vec<u64>,
/// Whether the host answered the clock-skew handshake (latency is cross-machine valid).
skew_corrected: bool,
}
/// A drained, computed view of one window. `lat_valid` is false when no in-range latency sample
/// landed (then p50/p95 are 0 and the HUD hides the latency line, exactly like the Apple client).
pub struct Snapshot {
pub fps: f64,
pub mbps: f64,
pub lat_p50_ms: f64,
pub lat_p95_ms: f64,
pub lat_valid: bool,
pub skew_corrected: bool,
}
impl VideoStats {
// `new`/`note` are driven only by the android-only decode thread; `drain` (the JNI accessor) is
// ungated, so on the host build these two are unreferenced — that's expected, not dead code.
#[cfg_attr(not(target_os = "android"), allow(dead_code))]
pub fn new() -> VideoStats {
VideoStats {
inner: Mutex::new(Inner {
window_start: Instant::now(),
frames: 0,
bytes: 0,
lat_us: Vec::with_capacity(256),
skew_corrected: false,
}),
}
}
/// Record one decoded access unit: its wire size and (if in range) its capture→client latency.
#[cfg_attr(not(target_os = "android"), allow(dead_code))]
pub fn note(&self, bytes: usize, lat_us: Option<u64>, skew_corrected: bool) {
let mut g = self.inner.lock().unwrap();
g.frames += 1;
g.bytes += bytes as u64;
g.skew_corrected = skew_corrected;
if let Some(l) = lat_us {
g.lat_us.push(l);
}
}
/// Compute the window's rates + latency percentiles, then reset for the next window.
pub fn drain(&self) -> Snapshot {
let mut g = self.inner.lock().unwrap();
let elapsed = g.window_start.elapsed().as_secs_f64().max(1e-3);
let fps = g.frames as f64 / elapsed;
let mbps = g.bytes as f64 * 8.0 / 1_000_000.0 / elapsed;
let (p50, p95, valid) = if g.lat_us.is_empty() {
(0.0, 0.0, false)
} else {
g.lat_us.sort_unstable();
let n = g.lat_us.len();
let at = |p: f64| g.lat_us[((n as f64 * p) as usize).min(n - 1)] as f64 / 1000.0;
(at(0.50), at(0.95), true)
};
let skew = g.skew_corrected;
g.window_start = Instant::now();
g.frames = 0;
g.bytes = 0;
g.lat_us.clear();
Snapshot {
fps,
mbps,
lat_p50_ms: p50,
lat_p95_ms: p95,
lat_valid: valid,
skew_corrected: skew,
}
}
}