fix(mediaplayer): recover H.264 frame size on a mid-stream join over TS/RIST and RTMP#969
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dooly123 merged 1 commit intoJul 17, 2026
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…TS/RIST and RTMP The TS/RIST and RTMP demuxers announced the video format from the first access unit they saw and then latched it. On a live join between keyframes that AU has no SPS, so they announced a 0x0 frame size, the decoder refused to configure, and the parameter sets in the following keyframe were never read. - basis_ts.c: for H.264, hold the announce until an access unit carries an SPS, dropping the pre-IDR AUs (they can't decode without the keyframe). - basis_rtmp.c: drop media that arrives before the avcC sequence header rather than announcing 0x0. - basis_win_decode.cpp: name the actual codec in the no-frame-size error instead of always blaming H.265. RTSP is unaffected — it takes its dimensions from the SDP parameter sets. Verified end to end against a live H.264 RIST feed: previously errored with a 0x0 frame size, now plays at 1920x1080. HTTP-TS H.264 recovers the same way; HEVC-over-TS still refuses cleanly; H.264 in MP4 is unchanged. Windows x64 and Android arm64 plugins rebuilt.
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Summary
Video over MPEG-TS/RIST and RTMP could fail to play after a mid-stream join, erroring out with a 0x0 frame size ("video track ... announced no frame size"). The TS/RIST and RTMP demuxers read the frame dimensions from the first access unit they saw and then latched the announced format. On a live join between keyframes that first AU carries no SPS, so they announced 0x0, the decoder refused to configure, and the SPS in the following keyframe was never read.
basis_ts.c(TS/RIST): for H.264, hold the format announce until an access unit actually carries an SPS with valid dimensions, dropping the undecodable pre-IDR AUs and waiting for the next keyframe.basis_rtmp.c: drop media that arrives before the avcC sequence header rather than announcing 0x0 (RTMP always carries the SPS in that header).basis_win_decode.cpp: the no-frame-size diagnostic now names the actual codec and states the observable failure, instead of always attributing it to H.265.RTSP is unaffected — it takes its dimensions from the SDP parameter sets before media flows.
Windows x64 DLL and Android arm64
.sorebuilt (RIST-enabled).Required checks
All boxes below must be ticked before this PR can merge. If a check is genuinely N/A, tick it anyway and explain under Notes.
TransformAccessArrayor are otherwise batched. I have not added per-frametransform.position/transform.rotation/transform.localPositioncalls inside loops. Whenever I need both position and rotation, I use the combined APIs —SetPositionAndRotation/SetLocalPositionAndRotationfor writes,GetPositionAndRotation/GetLocalPositionAndRotationfor reads — instead of two separate property accesses; the combined call does one local-to-world matrix traversal instead of two.Resources.Load, no direct asset references that pull large content into memory on scene load.GetComponent/AddComponentwhere avoidable — Where unavoidable, the result is cached on a field, and anyGetComponent<T>is replaced withTryGetComponent<T>(out var x)— bareGetComponentwill be denied.TryGetComponentis the modern API (Unity 2019.2+) and skips the Editor-only GC allocationGetComponentcauses when a component is missing: Unity wraps thenullreturn in a managed "fake null" object so its overloaded==operator can still detect destroyed C++ objects, and constructing that wrapper allocates;TryGetComponentreturns aboolplusoutparameter and never builds the wrapper. None of these calls run insideUpdate,LateUpdate,FixedUpdate, jobs, or other per-frame code paths.BasisEventDriver— Any new per-frame work hooks intoBasisEventDriverrather than adding standaloneUpdate/LateUpdate/FixedUpdatecallbacks on a MonoBehaviour.BasisEventDriveris bulletproof, or guarded bytry/catch—BasisEventDriverruns the single per-frame tick that drives the whole framework (network apply, local player sim, blendshapes, JigglePhysics, nameplates, and more) as one sequential chain. An unhandled exception anywhere in that chain aborts the rest of the tick, so every step after the throwing one is silently skipped for that frame. New work added to the driver must either be guaranteed not to throw, or be wrapped in atry/catchthat contains the failure and surfaces it throughBasisDebug— logged once / rate-limited, never every frame (see the existingHVRBasisBuiltInAddresses.Simulate()guard for the pattern). Expect this to be scrutinized closely in review.{ get; set; }properties or access lockdowns — Public fields are fine; Basis is meant to be read and modified freely, so don't wall things offprivate/internalwithout a real reason. Don't wrap a field in{ get; set; }when the accessors do nothing — property accessors have a real performance cost vs direct field access, and the lead maintainer prefers plain fields (or a method / setter-only property when only the setter needs logic) over a noop-getter pair. For.Instancesingletons, callers reassigningType.Instanceis allowed; if that would break your code, log a warning or throw — don't block the assignment. Locking down access is not your call.BasisLocalCameraDriver— Code that needs the local camera (transform, projection, rig data, etc.) pulls it fromBasisLocalCameraDriverrather than looking one up itself. Don't roll a separate camera discovery path.BasisDebug— All new logging calls go throughBasisDebug.Log/BasisDebug.LogWarning/BasisDebug.LogError(with an appropriateLogTag) instead ofUnityEngine.Debug.Log/Debug.LogWarning/Debug.LogError.BasisDebugroutes through Basis's tagged, color-coded logger and respects the project-wideLoggingDisabledtoggle so logging can be killed at runtime; bareDebug.Logcalls bypass that and will be denied.FindObjectOfType/FindObjectsOfType/GameObject.Find/FindGameObjectsWithTagto locate what it depends on. References are wired in — registered through an existing manager/driver, injected at init, or passed in by the caller — rather than discovered by scanning the scene at runtime. If a scene scan is genuinely unavoidable, justify it under Notes.newon reference types, no LINQ, nostringconcatenation/interpolation, no boxing, noforeachover interface-typed collections. Allocate once at init and reuse the buffer.BasisDebug. Hot-path logging floods the console and incurs cost on every frame regardless of whether the message is filtered out downstream. If a hot-path log is needed while iterating, gate it behind#if UNITY_EDITORand remove (or leave gated) before merge..Count(lists) /.Length(arrays) into a localintbefore the loop instead of re-reading the property each iteration. PreferT[](with a separate length int when the array is over-sized) overList<T>where the data is hot — Unity's mono BCL doesn't exposeCollectionsMarshal.AsSpan(List<T>), so a list can't be fed intoSpan<T>/ unsafe paths cleanly. Where the perf justifies it, drop intoSpan<T>/reflocals /Unsafe.As/unsafepointer code to skip bounds checks and copies, and call out the invariants you're relying on under Notes so reviewers can sanity-check them.Testing details
Tick the platforms you actually tested on. Leave the rest unticked — these are informational and do not block merge.
Input / control mode coverage:
Where applicable, confirm these flows still work after your changes:
Notes
This is a native C/C++ plugin change (the MPEG-TS and RTMP demuxers plus the Windows decoder-config guard) with no Unity C# surface, so the transform / Addressables / GetComponent / BasisEventDriver / jobification / property / camera / logging / hot-path required-checks are all N/A and ticked as such.
Verification (Windows) — done with the plugin-loading probe harness, which loads the shipped
basis_media_native.dlland drives real playback, against live feeds:These line up with the mediaplayer
TESTING.mdtransport rows (RIST plain, HTTP-TS live) and the HEVC-in-TS refusal case.RTMP is code-only here — it isn't exercised end-to-end yet, as there's no public RTMP-pull endpoint stood up to drive it. The change is the direct analogue of the TS fix (wait for the header carrying the SPS) and leaves the RTSP and MP4 paths untouched.
Android — the arm64
.sois rebuilt with the shared demuxer fix but has not been run on-device; the Windows x64 DLL is the binary verified above.