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Some checks are pending
Continuous integration / test (push) Waiting to run
start() ended with rx.recv().unwrap(), so every caller blocked until the server reported readiness. process_event runs on the NWG message pump and is invoked when crash_notice fires; the modal_error_message returns, start() is called, and the entire UI freezes for up to 60s while the new stremio-runtime boots. Return the readiness receiver from start() instead of consuming it. build_partial keeps the synchronous wait for initial startup so the WebView isn't attached against a not-yet-bound port. process_event fires-and-forgets so the GUI keeps pumping; if the new runtime also fails, the server thread will simply fire crash_notice again. Closes #49 |
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| mpv-x64 | ||
| setup | ||
| src | ||
| .gitignore | ||
| build-arm64.ps1 | ||
| build.ps1 | ||
| build.rs | ||
| Cargo.lock | ||
| Cargo.toml | ||
| generate_descriptor.js | ||
| libmpv-2_arm64.zip | ||
| libmpv-2_x64.zip | ||
| README.md | ||
| rust-toolchain.toml | ||
| server.js | ||
| stremiover.js | ||
| upload.ps1 | ||
Stremio shell: new gen
A Windows-only shell using WebView2 and MPV
Goals:
- Performance
- Reliability
- Easy to ship
In all three, this architecture excels the Qt-based shell: it is about 2-5x more efficient depending on the use case, as it allows MPV to render directly in the window through it's optimal video output rather than using libmpv to integrate with Qt.
This is due to Qt having a complex rendering pipeline involving ANGLE and multiple levels of composing and drawing to textures, which inhibits full HW acceleration.
Meanwhile in this setup MPV uses whichever pipeline it considers to be optimal (like the mpv desktop app), which is normally d3d11, allowing full HW acceleration.
For web rendering, we use the native WebView2, which is Chromium based but shipped as a part of Windows 10: therefore we do not need to ship our own "distribution" of Chromium.
Finally, this should be a lot more reliable as it uses a much simpler and more native overall architecture.