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VideoPlayer Turns Black Screen When Replace a Player Item

I was working on a project that shows videos from the Photo Library. However, each time I replaced the current video, the VideoPlayer turned black screen for a while.

I had no idea why this happened so I looked for what Photos app did for videos. It turned out that Photos showed a preview of the video first and then automatically played the video when the video data was loaded.

I did the same. First I fetched the preview image. When the preview was downloaded, I fetched the video.

The issue was the same. After some investigation, I found that the method of fetching video was called twice, which was not expected. Then I found that was because fetching preview may be called multiple times. Photo Library may provide a low quality image first then provide the full quality image. This issue was solved by read the info dictionary of the fetching preview result. But the black screen issue was still there.

Maybe the AVPlayer or PlayerItem was not ready?

if let video {
    player.replaceCurrentItem(with: video)
    
    Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) { timer in
        if player.status == .readyToPlay {
            playerItem = video
            timer.invalidate()
        }
    }
}

The result was the same.

Maybe there was still some time between the player was ready and the player was really playing.

if let video {
    player.replaceCurrentItem(with: video)
    
    Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) { timer in
        if player.status == .readyToPlay {
            player.play()
            
            if player.timeControlStatus == .playing {
                playerItem = video
                timer.invalidate()
            }
        }
    }
}

The issue solved.

Conclusion

  1. Do not create another AVPlayer each time. Just create an empty player and replace the replaceCurrentItem.
  2. There was time gap between player ready and player real playing. So you need to play the player first when player was ready and then updated the UI after the player was really playing.
  3. I was using a timer instead of a notification as the former was more simple to use.

SwiftUI with Preview

Some times, only the preview of SwiftUI view crashes. Both the simulator and the real device don't crash. So we need to do extra works or don't run some methods if the target is a preview.

We can't identify preview from debug, so we add a isPreview variable under debug, and that won't leave the variable in release version.

struct SomeView : View {
    #if DEBUG
    var isPreview = false
    #endif
    var body: some View {
        Text("Hello World!")
            .onAppear {
                #if DEBUG
                if isPreview {
                    return
                }
                #endif
                
                foo()
            }
    }
    
    private func foo() {
        ...
    }
}

struct SomeView_Previews: PreviewProvider {
    static var previews: some View {
        Group {
            SomeView(isPreview: true)
                .previewDevice(PreviewDevice(rawValue: "iPhone SE 2"))
                .previewDisplayName("iPhone SE 2")
            
            SomeView(isPreview: true)
                .previewDevice(PreviewDevice(rawValue: "iPhone 14 Pro"))
                .previewDisplayName("iPhone 14 Pro")
        }
    }
}

An Interesting Issue of @State Variable Not Set after Set

In my recent project, a @State variable was not set after set.

        self.project?.currentTransUnit?.isVerified = true
        self.project?.update() // debug point. 
        // po "self.project?.currentTransUnit?.isVerified" prints false.

So I created another project to narrow the issue.

//
//  Model_SampleApp.swift
//  Model Sample
//
//  Created by zhaoxin on 2022/8/28.
//

import SwiftUI

@main
struct Model_SampleApp: App {
    @State private var foo:Foo? = Foo(bar: Bar(item: Item(name: "Johnny")))
    
    var body: some Scene {
        WindowGroup {
            ContentView(foo: $foo)
        }
    }
}
//
//  ContentView.swift
//  Model Sample
//
//  Created by zhaoxin on 2022/8/28.
//

import SwiftUI

struct ContentView: View {
    @Binding var foo:Foo?
    
    var body: some View {
        VStack {
            Text(foo?.bar.item.name ?? "nil")
            
            HStack {
                TextField("name", text: Binding(get: {
                    foo?.bar.item.name ?? "nil"
                }, set: { newValue in
                    foo?.bar.item.name = newValue
                }))
            }
        }
        .padding()
        .onChange(of: foo) { newValue in
            print(newValue)
        }
    }
}

struct ContentView_Previews: PreviewProvider {
    static var previews: some View {
        ContentView(foo: .constant(nil))
    }
}
//
//  Model.swift
//  Model Sample
//
//  Created by zhaoxin on 2022/8/28.
//

import Foundation

struct Foo:Equatable {
    var bar:Bar
}

struct Bar:Equatable {
    var item:Item
}

struct Item:Equatable {
    var name:String
    let id = UUID()
}

All things went fine. I noticed that onChange required Equatable. So I did a test.

func onChange<V>(of value: V, perform action: @escaping (V) -> Void) -> some View where V : Equatable
struct Item:Equatable {
    var name:String
    let id = UUID()
    
    static func == (lhs: Item, rhs: Item) -> Bool {
        return lhs.id == rhs.id
    }
}

Now the issue happened again. So I guess for optimize performance. When set to a @State variable, SwiftUI compared the previous and current value by Equatable. If they were the same, SwiftUI thought they were identical and didn't replace that current with the previous value. So if we implemented the Equatable's method with part implementation on purpose, the issue appeared on the values which were not mentioned in Equatable's method.