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Fixed issue: player navigates to removed frames when playing #8747

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@bsekachev bsekachev commented Nov 27, 2024

Motivation and context

How has this been tested?

Checklist

  • I submit my changes into the develop branch
  • I have created a changelog fragment
  • I have updated the documentation accordingly
  • I have added tests to cover my changes
  • I have linked related issues (see GitHub docs)
  • I have increased versions of npm packages if it is necessary
    (cvat-canvas,
    cvat-core,
    cvat-data and
    cvat-ui)

License

  • I submit my code changes under the same MIT License that covers the project.
    Feel free to contact the maintainers if that's a concern.

Summary by CodeRabbit

  • Bug Fixes

    • Resolved an issue preventing navigation to removed frames during playback, enhancing playback functionality.
  • New Features

    • Improved playback control by preventing concurrent executions of the play function.
    • Streamlined frame transition logic for simplified playback experience.

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coderabbitai bot commented Nov 27, 2024

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Walkthrough

This update addresses a bug in the playback feature, preventing navigation to non-existent frames. It also modifies the AnnotationTopBarContainer component by removing unnecessary imports and refactoring the play method to enhance playback control. The method now includes a lockedPlayTimeout property to prevent concurrent playback executions and simplifies frame transition logic by removing checks for playback speeds.

Changes

File Path Change Summary
changelog.d/20241127_145739_sekachev.bs_simplified_navigation.md Fixes a bug preventing navigation to removed frames during playback.
cvat-ui/src/containers/annotation-page/top-bar/top-bar.tsx Refactors AnnotationTopBarContainer: removes imports for JobType and DimensionType, adds lockedPlayTimeout to prevent concurrent playback, and simplifies the play method by removing frame speed checks. Constructor updated to initialize lockedPlayTimeout.

Sequence Diagram(s)

sequenceDiagram
    participant User
    participant AnnotationTopBarContainer
    participant PlaybackLogic

    User->>AnnotationTopBarContainer: Start Playback
    AnnotationTopBarContainer->>PlaybackLogic: Check Frame Validity
    alt Frame Valid
        PlaybackLogic->>AnnotationTopBarContainer: Update Frame
    else Frame Invalid
        PlaybackLogic->>AnnotationTopBarContainer: Stop Playback
    end
Loading

Poem

🐇 In the meadow, hops a little hare,
With a twitching nose and fluffy hair.
"Playback's smooth, no frames to lose,
Simplified paths, oh what a muse!
Let's dance through frames, hop with glee,
A joyful playback, just you and me!" 🌼


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Actionable comments posted: 1

🧹 Outside diff range and nitpick comments (1)
cvat-ui/src/containers/annotation-page/top-bar/top-bar.tsx (1)

228-228: Consider using a more descriptive property name

The property name lockedPlayTimeout could be more descriptive of its purpose. Consider renaming it to isPlaybackInProgress or isFrameTransitionLocked to better convey its role in preventing concurrent frame transitions during playback.

-    private lockedPlayTimeout: boolean;
+    private isPlaybackInProgress: boolean;

     constructor(props: Props) {
         super(props);
-        this.lockedPlayTimeout = false;
+        this.isPlaybackInProgress = false;

Also applies to: 233-233

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between 4f7391d and c17eb35.

📒 Files selected for processing (2)
  • changelog.d/20241127_145739_sekachev.bs_simplified_navigation.md (1 hunks)
  • cvat-ui/src/containers/annotation-page/top-bar/top-bar.tsx (3 hunks)
✅ Files skipped from review due to trivial changes (1)
  • changelog.d/20241127_145739_sekachev.bs_simplified_navigation.md
🔇 Additional comments (1)
cvat-ui/src/containers/annotation-page/top-bar/top-bar.tsx (1)

586-605: Overall implementation effectively addresses the playback issue

The changes successfully prevent navigation to removed frames during playback by:

  1. Adding a lock mechanism to prevent concurrent frame transitions
  2. Using frames.search with notDeleted: true to find valid frames
  3. Properly handling the case when no valid next frame is found

The implementation is sound and effectively fixes the reported issue.

Comment on lines 586 to 605
if (playing && canvasIsReady && !frameFetching && !this.lockedPlayTimeout) {
this.lockedPlayTimeout = true;
setTimeout(async () => {
const { playing: stillPlaying } = this.props;
this.lockedPlayTimeout = false;

if (stillPlaying) {
const newFrame = await jobInstance.frames.search(
{ notDeleted: true },
frameNumber + 1,
jobInstance.stopFrame,
);

if (newFrame !== null && isAbleToChangeFrame(newFrame)) {
onChangeFrame(newFrame, stillPlaying);
} else {
onSwitchPlay(false);
}
}, frameDelay);
} else {
onSwitchPlay(false);
}
}
}, frameDelay);
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🛠️ Refactor suggestion

Enhance error handling and maintainability of the play method

The play method implementation could be improved in several ways:

  1. Add error handling for the async frame search operation
  2. Extract frame search logic into a separate method
  3. Add TypeScript return type annotation
  4. Consider removing redundant playing check

Consider refactoring the method like this:

-    private play(): void {
+    private async play(): Promise<void> {
         const {
             jobInstance,
             frameNumber,
             frameDelay,
             frameFetching,
             playing,
             canvasIsReady,
             onSwitchPlay,
             onChangeFrame,
         } = this.props;

-        if (playing && canvasIsReady && !frameFetching && !this.lockedPlayTimeout) {
-            this.lockedPlayTimeout = true;
-            setTimeout(async () => {
-                const { playing: stillPlaying } = this.props;
-                this.lockedPlayTimeout = false;
+        if (playing && canvasIsReady && !frameFetching && !this.isPlaybackInProgress) {
+            this.isPlaybackInProgress = true;
+            try {
+                await new Promise((resolve) => setTimeout(resolve, frameDelay));
+                const newFrame = await this.findNextPlayableFrame(frameNumber);
+                if (newFrame !== null && isAbleToChangeFrame(newFrame)) {
+                    onChangeFrame(newFrame, playing);
+                } else {
+                    onSwitchPlay(false);
+                }
+            } catch (error) {
+                console.error('Failed to advance frame during playback:', error);
+                onSwitchPlay(false);
+            } finally {
+                this.isPlaybackInProgress = false;
+            }
+        }
+    }

-                if (stillPlaying) {
-                    const newFrame = await jobInstance.frames.search(
-                        { notDeleted: true },
-                        frameNumber + 1,
-                        jobInstance.stopFrame,
-                    );
-
-                    if (newFrame !== null && isAbleToChangeFrame(newFrame)) {
-                        onChangeFrame(newFrame, stillPlaying);
-                    } else {
-                        onSwitchPlay(false);
-                    }
-                }
-            }, frameDelay);
-        }
+    private async findNextPlayableFrame(currentFrame: number): Promise<number | null> {
+        const { jobInstance } = this.props;
+        return jobInstance.frames.search(
+            { notDeleted: true },
+            currentFrame + 1,
+            jobInstance.stopFrame,
+        );
     }

This refactoring:

  1. Adds proper error handling with try/catch
  2. Extracts frame search logic into a separate method
  3. Uses async/await consistently
  4. Removes the redundant playing check
  5. Adds TypeScript return type annotations
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
if (playing && canvasIsReady && !frameFetching && !this.lockedPlayTimeout) {
this.lockedPlayTimeout = true;
setTimeout(async () => {
const { playing: stillPlaying } = this.props;
this.lockedPlayTimeout = false;
if (stillPlaying) {
const newFrame = await jobInstance.frames.search(
{ notDeleted: true },
frameNumber + 1,
jobInstance.stopFrame,
);
if (newFrame !== null && isAbleToChangeFrame(newFrame)) {
onChangeFrame(newFrame, stillPlaying);
} else {
onSwitchPlay(false);
}
}, frameDelay);
} else {
onSwitchPlay(false);
}
}
}, frameDelay);
private async play(): Promise<void> {
const {
jobInstance,
frameNumber,
frameDelay,
frameFetching,
playing,
canvasIsReady,
onSwitchPlay,
onChangeFrame,
} = this.props;
if (playing && canvasIsReady && !frameFetching && !this.isPlaybackInProgress) {
this.isPlaybackInProgress = true;
try {
await new Promise((resolve) => setTimeout(resolve, frameDelay));
const newFrame = await this.findNextPlayableFrame(frameNumber);
if (newFrame !== null && isAbleToChangeFrame(newFrame)) {
onChangeFrame(newFrame, playing);
} else {
onSwitchPlay(false);
}
} catch (error) {
console.error('Failed to advance frame during playback:', error);
onSwitchPlay(false);
} finally {
this.isPlaybackInProgress = false;
}
}
}
private async findNextPlayableFrame(currentFrame: number): Promise<number | null> {
const { jobInstance } = this.props;
return jobInstance.frames.search(
{ notDeleted: true },
currentFrame + 1,
jobInstance.stopFrame,
);
}

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codecov-commenter commented Nov 27, 2024

Codecov Report

All modified and coverable lines are covered by tests ✅

Project coverage is 74.05%. Comparing base (e97ace2) to head (baac19d).
Report is 5 commits behind head on develop.

Additional details and impacted files
@@             Coverage Diff             @@
##           develop    #8747      +/-   ##
===========================================
+ Coverage    74.04%   74.05%   +0.01%     
===========================================
  Files          409      409              
  Lines        43786    43784       -2     
  Branches      3984     3984              
===========================================
+ Hits         32420    32423       +3     
+ Misses       11366    11361       -5     
Components Coverage Δ
cvat-ui 78.35% <ø> (-0.01%) ⬇️
cvat-server 70.34% <ø> (+0.02%) ⬆️

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3 participants