watchparty/docs/architecture.md
Nicolas 5d535d18d8
All checks were successful
Publier l'image Docker / publish (push) Successful in 10s
Switch to Socket.IO; fix two real memory leaks
Requested: Socket.IO instead of raw WebSockets, and explicit attention
to memory leaks. Auditing for the second turned up two real, concrete
leaks, independent of the transport library:

1. Server-side: a raw `ws` server has no idea a client is gone unless
   it gets a proper close frame - a sleeping laptop, a network drop, a
   killed tab never fire 'close', so the PartyMember's socket
   reference (and everything it closes over) sat in memory forever,
   and the party was never cleaned up by anything else either
   (removeIdleParties only looks at lastActivityUtc). Socket.IO's
   built-in heartbeat (pingInterval/pingTimeout) detects and closes
   these out on its own - a real, not just cosmetic, reason to prefer
   it here.

2. Client-side: router.js only ever did currentRoot.innerHTML = ''
   between routes, destroying DOM but never telling the outgoing
   view's JS to stop. Leaving the player any way other than its own
   "Quitter" button (a sidebar link, browser back) left the 3s
   heartbeat setInterval, the realtime connection, and the hls.js
   instance all running against a detached <video> indefinitely, for
   as long as the tab stayed open.

Fixes:
- server/src/socketHandler.js replaces wsHandler.js: same protocol
  (see its own top comment), over Socket.IO. Rooms (socket.join/
  io.to) replace manually iterating party.members to broadcast.
  Error event renamed to "errorMessage" - Socket.IO reserves "error".
- server/src/index.js: socket.io server instead of a raw
  WebSocketServer, same-origin (no CORS config needed).
- client/js/party.js: socket.io-client (window.io, loaded via
  <script> in index.html) instead of hand-rolled WebSocket + JSON
  framing - also gets automatic reconnection for free.
- router.js: route() handlers may now return a cleanup function;
  render() calls whatever the previous view returned before switching
  to the next route, regardless of how navigation happened.
- player.js returns a cleanup that clears the heartbeat, destroys
  hls, disconnects the socket, and removes its document-level click
  listener (now named, not inline-anonymous, specifically so it CAN
  be removed - an anonymous one added fresh per visit would itself
  have been a slow leak even with everything else fixed). The
  "Quitter" button is now just navigate('/home') - cleanup runs the
  same way regardless of how you leave.

Verified for real (see session history): a real Socket.IO client
connected to a really-running local server end to end. Then, with
document.addEventListener/removeEventListener and setInterval/
clearInterval instrumented, drove the router through repeated "join a
party, then navigate away without clicking Quitter" cycles - adds and
removes matched exactly every time (3/3 listeners over three cycles,
2/2 intervals over two), nothing left pending.

docs/architecture.md has the full writeup under "Realtime transport:
Socket.IO, and two real memory leaks".

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-13 23:07:51 +02:00

20 KiB

Architecture

Goals

  • Watch the same title, in sync, with other users of the same Emby server.
  • Use Emby as the media source (catalog + streaming) without requiring changes to Emby itself or its official clients.
  • Access gated to people with an Emby account on this server — no anonymous use, no separate identity system.

Non-goals

  • Chat/reactions — deliberately out of scope.
  • OIDC/SSO — an OIDC provider (LemonLDAP::NG) is available in principle, but the explicit choice was Emby-only auth: simpler, no extra infra dependency, and everyone already has an Emby account.
  • Full library navigation (Shows → Seasons → Episodes) in v1 — search-based catalog only, to keep the first version achievable. Revisit if browsing turns out to matter more than searching in practice.

Why this replaced an Emby plugin

The first attempt (still in src/WatchParty/, kept for reference) was a real Emby Server plugin: sync via ISessionManager's existing remote-control commands, a settings page via IHasWebPages, and — after a fair amount of reverse-engineering — a real user-facing page integrated into Emby's own web client menu (PluginPageInfo.EnableInUserMenu, undocumented but confirmed working; required a data-controller AMD module to satisfy Emby's modern ViewManager, found by reading the target server's actual viewmanager.js).

That plugin builds and installs correctly. What it hit a hard wall on: a button inside the video player itself, or on an item's detail page. An Emby developer confirmed on their own forum that plugins have no API for this ("It's currently not possible for a plugin to do this"), and nothing found in research since suggests that's changed. The only way to get a button into Emby's own player would be patching Emby's shipped web client files directly inside the Docker container — outside the plugin entirely, guaranteed to break on every Emby image update, and requiring manual reapplication each time. That trade-off wasn't worth it.

Building a standalone app sidesteps the question entirely: it's our own player, so there's no "how do I add a button to someone else's UI" problem in the first place, and sync can be tighter than nudging Emby's remote-control commands ever allowed (see below).

Full trace of the plugin investigation (real errors, real fixes, sources consulted) is in the git history of this file and of src/WatchParty/ — worth reading if a future Emby SDK update ever makes in-player integration possible and this gets revisited.

Components

server/   Node.js + Express + Socket.IO. Owns party/room state and the
          realtime sync channel. Never touches a media byte - see "Media
          never flows through our backend" below.

client/   Static frontend, plain JS + ES modules, no build step (same bias
          as the earlier plugin's control panel). Talks to two different
          things and must not confuse them:
            - Emby directly (embyApi.js): catalog, images, streaming.
            - Our own backend (party.js): create/join/leave a party, and
              the Socket.IO connection for realtime sync.

Auth and Emby access: the server proxies everything

Revised after the first version: the browser used to call Emby directly (catalog, images, streaming) and only used server/ for party coordination. That hit real CORS problems in practice (Emby/its reverse proxy don't answer cross-origin preflights the way that needed), and separately wasn't the wanted shape anyway — the browser holding a real Emby access token at all was more exposure than necessary. Current design:

  • The browser sends a username/password once, to POST /api/auth/login on our own backend — never to Emby directly.
  • Our backend (server/src/embyAuth.js) calls Emby's POST /Users/AuthenticateByName itself, using EMBY_SERVER_URL from its own environment (not something the user ever types — see .env.example). On success it mints its own opaque session id, stores {embyToken, userId, userName} server-side (in-memory, like party state), and hands the browser only that session id, as an httpOnly cookie (wp_session). The browser never sees or holds Emby's real access token.
  • Every other request — catalog search, item details, images, HLS streaming, party actions — goes to our own origin only (/api/...), authenticated by that same cookie. server/src/embyProxy.js is what actually forwards these to Emby server-side and streams the response back, attaching the session's real Emby token itself.
  • The /api/catalog/stream/:itemId/master.m3u8 and .../raw routes proxy HLS specifically: the master playlist is fetched from Emby server-side, and every URI line in it is rewritten to point back through .../raw (whether Emby wrote it as relative or absolute) — otherwise hls.js would follow the playlist's own URLs straight to Emby the moment it tried to fetch a segment, defeating the whole point. See rewritePlaylist in embyProxy.js.
  • Images (<img src>) and video (hls.js/<video>) still can't carry a bearer header, but that's fine now: they're same-origin requests to our own /api/... paths, so the session cookie rides along automatically — no token in any URL anywhere, unlike the first version's ?api_key=....

This also means the client no longer needs to ask for a server URL at all — one less field, one less way to get it wrong. EMBY_SERVER_URL lives only in the backend's environment.

Control model: host drives, everyone else follows

Now that we own the player, the classic watch-party model (Teleparty, Amazon Watch Party, ...) fits better than the old plugin's "everyone keeps their own controls, shared reference position" — that design was specifically a concession to nudging pre-existing, independently-running Emby app sessions we didn't control. Here, there's only one player implementation, so:

  • The party creator is the host. Their player has normal controls.
  • Everyone else's <video> has controls hidden; a small notice says the host is in charge.
  • Host → server → everyone else, over Socket.IO (server/src/socketHandler.js):
    • Event-driven: every play/pause/seeked on the host's video sends {type:"playstate", isPaused, positionTicks} immediately.
    • Heartbeat: also sent every 3s regardless, so latecomers/drift get corrected even without a discrete host action.
    • Followers apply pause/unpause immediately, and only seek if drift exceeds 1.5s (DRIFT_TOLERANCE_SECONDS in client/js/views/player.js) — avoids fighting small timing noise with constant re-seeks.
  • If the host leaves, the server promotes another member (same fallback logic the old plugin used for its "reference" member).

Party lifecycle

In-memory only on the backend (server/src/partyManager.js) — a restart clears every party, which is fine: a party is meant to last one watch session, not persist for weeks. removeIdleParties sweeps anything with no activity for 4 hours.

Realtime transport: Socket.IO, and two real memory leaks

The realtime layer was originally a raw WebSocket (the ws package). Two things prompted a rework — a requirement (use Socket.IO instead) and a specific worry (memory leaks) — and auditing for the second turned up two real, concrete leaks, independent of which transport library is used:

  1. Server-side: dead connections never got cleaned up. A raw ws server has no idea a client is gone unless it receives a proper close frame. A laptop put to sleep, a network drop, a killed tab that never gets to send one — none of those fire ws's 'close' event, so the PartyMember's socket reference (and everything it closes over) would sit in memory forever, and the party would never get cleaned up by anything (removeIdleParties only looks at lastActivityUtc, which a phantom connection doesn't affect). ws's own docs recommend a manual ping/pong heartbeat to detect this - Socket.IO has one built in (pingInterval/pingTimeout), which is a real, not just cosmetic, reason to prefer it here, not only the requested API ergonomics.
  2. Client-side: leaving the player any way other than its own "Quitter" button leaked everything. router.js only ever did currentRoot.innerHTML = '' between routes — that destroys DOM nodes, but nothing told the outgoing view's JavaScript to stop. Clicking a sidebar link or the browser's back button while watching left the player's 3-second heartbeat setInterval, its realtime connection, and its hls.js instance all running against a detached <video> element indefinitely - for as long as the tab stayed open. Fixed by having route() handlers optionally return a cleanup function; router.js calls whatever the previous view returned right before rendering the next one, regardless of how navigation happened. player.js returns one that clears the heartbeat, destroys hls, disconnects the socket, and removes the one document-level click listener it adds (named, not inline-anonymous, specifically so it's removable at all - an anonymous listener added fresh on every visit would itself have been a slow leak even with everything else fixed).

Both are now covered by the same class of test: drive the router through several "join a party, then navigate away without clicking Quitter" cycles and check nothing accumulates. Verified directly (see session history) by instrumenting document.addEventListener/removeEventListener and setInterval/clearInterval around three such cycles against a really-running local server (Socket.IO connection included, not mocked) - adds and removes matched exactly (3/3 listeners, 2/2 intervals across two cycles), nothing left pending. The server-side heartbeat fix is Socket.IO's own well-established mechanism, not custom code, so it wasn't separately instrumented the same way.

server/src/socketHandler.js mirrors the old wsHandler.js protocol closely (see its own top comment for the exact event list) - the one naming difference is the error event, sent as "errorMessage" rather than "error", since Socket.IO reserves the latter for its own internal error handling.

Assumptions to verify

Confirmed against the real server (not a guess — actually exercised, see session history): POST /Users/AuthenticateByName really is reachable from Node's server-side fetch with no CORS issue at all (server-to-server has no CORS concept), returns a real 401 for bad credentials, and the whole login round-trip (browser → our backend → real Emby → real rejection → our error message) renders correctly end to end. The --theme-primary-color-* etc. custom properties client/css/app.css is built from were read directly off this exact server's live dark theme, not guessed.

Not yet exercised against the real server — a successful login hasn't happened yet (no real credentials used in testing), so nothing past that point is confirmed:

  • /Users/{userId} for token validation was dropped — the proxy redesign no longer needs it at all (sessions are validated once at login and cached server-side, not re-checked against Emby per-request).
  • Streaming: the first version hand-built /Videos/{id}/master.m3u8?VideoCodec=h264&AudioCodec=aac directly, and it broke in the field: Emby's server threw ArgumentNullException: Value cannot be null. (Parameter 'key') — almost certainly an internal dictionary keyed by something that URL never supplied (MediaSourceId, PlaySessionId, DeviceId are the usual suspects). Fixed by calling GET /Items/{id}/PlaybackInfo?UserId=... first and using the MediaSource's own TranscodingUrl — the same thing real Emby clients do — falling back to a hand-built URL (now at least carrying MediaSourceId/PlaySessionId/UserId from that response) only if no TranscodingUrl comes back. Not yet confirmed against a real response: whether TranscodingUrl is reliably present, and whether it's always HLS (a direct-play-eligible source might not transcode at all, which hls.js on the client wouldn't handle - see Known limitations).
  • HLS playlist rewriting (rewritePlaylist in embyProxy.js) — the logic is straightforward (rewrite every non-# line) but has only been reasoned about, never run against a playlist Emby actually generated. If video loads the manifest but segments 404 or hang, start here.
  • Response field names (AccessToken, User.Id, User.Name, ServerId, Items[].Id/Name/Overview/ProductionYear/Type, /Users/{id}/Views returning library folders the same shape as regular items) — long-standing Emby/Jellyfin convention, not independently re-confirmed for this Emby version.
  • X-Emby-Authorization header format — same caveat as above.
  • The Emby web client deep-link shape (/web/index.html#!/item?id=X&serverId=Y) used for "Voir sur Emby" — matches the long-standing convention, not confirmed against this exact build's routing.

UI: Emby-like shell, per-type browsing, episode queue

Reworked to look and navigate more like Emby itself, and to treat each collection type (movies / TV / music) as its own experience rather than one generic grid:

  • client/js/shell.js renders the persistent chrome once per login: a sidebar (collections from GET /api/catalog/libraries, one icon per collectionType) + a #mainContent element the router (router.js) swaps on every navigation. router.js was made idempotent (start(root) can be called again safely) specifically so login → shell boot can happen more than once in a page's lifetime without piling up duplicate hashchange listeners — the same class of bug the earlier Emby plugin work ran into with its page lifecycle, worth remembering.
  • views/home.js (route /home): a horizontal carousel of every active party server-wide (GET /api/parties, deliberately not filtered to "your" parties — the point is letting people discover and join one without a code passed out of band) plus a join-by-code fallback, then one more carousel per library of its recently-added items (GET /api/catalog/libraries/:id/recent, Emby's own /Users/{id}/Items/Latest) — skipping music (see below).
  • views/library.js (route /library/:id): dispatches purely on the library's collectionType. movies/tvshows/anything else gets a tile grid (GET /api/catalog/libraries/:id/items, Recursive=false — Movies as movies, TV as Series tiles); music gets an honest "not built yet" message instead of a half-working page (see Non-goals).
  • Tiles (client/js/tiles.js, shared by the home carousels and the library grid so they can't drift apart): poster + name, hover-revealed overlay with "Lancer une watch party" (only for directly-playable types — a Series tile gets "Voir les épisodes" instead, linking to /series/:id) and "Voir sur Emby" (opens Emby's own web client via a embyUrl the backend builds from EMBY_SERVER_URL + the session's serverId). :hover/:focus-within reveal it on mouse/keyboard; @media (hover: none) keeps it always visible on touch devices, which have no hover state at all.
  • views/series.js (route /series/:id): season tabs (GET /api/catalog/series/:id/seasons, Emby's /Shows/{id}/Seasons) and an episode list per season (GET /api/catalog/series/:id/episodes, Emby's /Shows/{id}/Episodes?SeasonId=...), each episode startable as its own party.

Episode queue / "next episode"

Starting a party from an episode (POST /api/parties) now has the backend fetch the rest of that series (/Shows/{seriesId}/Episodes, no season filter) and store everything from the clicked episode onward as the party's queue (server/src/partyManager.js). The host gets an "Épisode suivant" button once hasNext is true; clicking it (or the video's ended event firing) sends a "next" Socket.IO event (server/src/socketHandler.js), host-only, which advances queueIndex, resets every member's known position, and broadcasts {type:"itemChanged", itemId, itemName, ...} — every client (including the host) reloads the player against the new itemId on that message. A movie or a standalone-started episode just gets a one-item queue, so this is a strict superset of the old single-item behavior, not a separate code path.

Player: language, subtitles, quality

GET /api/catalog/item/:id/playback-options reads PlaybackInfo's MediaSources[0].MediaStreams and returns the Audio/Subtitle entries as {index, label} pairs for two <select>s in the player's host-only controls. Picking a value reloads the stream (/api/catalog/stream/:id/master.m3u8?AudioStreamIndex=&SubtitleStreamIndex=&MaxStreamingBitrate=) at the same position (hls.js destroyed and rebuilt, currentTime/paused state preserved across the reload) rather than restarting from zero. "Quality" is a fixed set of MaxStreamingBitrate presets (Auto/1080p/720p/ 480p) forwarded to PlaybackInfo — the same simplification Emby's/ Jellyfin's own web clients use; it's a transcode ceiling, not true client-side adaptive bitrate switching. Subtitles picked this way get burned into the transcoded video (Emby's doing, via SubtitleStreamIndex) rather than rendered as a toggleable <track> — simpler to implement correctly than sidecar WebVTT, at the cost of a re-transcode to turn them on/off.

Confirmed vs. not, for all of the above

Driving an actual browser against this (see session history) confirms the rendering and interaction logic: sidebar highlighting, home carousels (parties + one row per non-music library), library grid dispatch, and the series page's season-tab switching + episode list all render and navigate correctly. That test mocked every /api/... response (canned JSON), since exercising it for real needs a logged-in session — so what's not confirmed yet is the shape of the real Emby responses this now depends on: Views items actually carrying a CollectionType field the way assumed, /Shows/{id}/Seasons and /Shows/{id}/Episodes, Items/Latest's plain-array response shape (handled defensively — see index.js — but not seen for real), and PlaybackInfo's MediaStreams shape for the track pickers. The queue/"next episode" WebSocket flow and the player's track/quality reload are new protocol surface with no test coverage at all yet (no way to exercise real HLS playback without a live session) — the first things to check once a real party actually plays something.

Non-goals (updated)

Music was requested (dedicated audio player, artist/album browsing, a shared/collaborative playlist party members can add to together) but is deliberately not in this pass: it's a genuinely different subsystem — a different player paradigm, full library-depth browsing down to the track, and real-time collaborative queue state that doesn't fit the existing "host drives, everyone follows" model at all (multiple people adding to one shared list is a different kind of shared state than one host's playback position). The sidebar and library routing already treat music as a first -class collectionType specifically so slotting in a real implementation later doesn't need another structural pass — see library.js's early return. Right now it just shows an honest placeholder.

Known limitations

  • Playback always goes through hls.js against whatever Emby's PlaybackInfo suggests. If that ever comes back as a direct-play source with no TranscodingUrl (no transcoding needed/possible), the client has no fallback path yet - it'll try to hand hls.js something that isn't HLS.
  • One item per party; no shared queue.
  • A party member needs a browser tab open and connected for sync to apply — there's no "catch up automatically when you come back" beyond whatever the next heartbeat corrects.
  • No persistence: server restart or long idle time ends every party.