watchparty/docs/architecture.md
Nicolas 66af05f259 Scaffold Emby Watch Party plugin
Design: coordinate parties on top of Emby's existing session
remote-control commands (SendPlaystateCommand) rather than building a
new player. Each member keeps their own Emby app/controls; the server
periodically corrects drift and mirrors pause/unpause against one
reference member's reported position.

- src/WatchParty: plugin skeleton (BasePlugin, IServerEntryPoint,
  IService/[Route] API, in-memory party store, drift-correction loop)
- web/control-panel: plain HTML/JS/CSS companion page to create/join
  parties and resync, served by the plugin itself
- docs/architecture.md: full design, sources consulted, and an
  explicit list of SDK details that still need verifying against a
  real build (no .NET SDK / Emby SDK assemblies available in this
  environment to compile against)

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-13 14:02:43 +02:00

11 KiB

Architecture

Goals

  • Watch the same title, at (roughly) the same time, as other users on the same Emby server.
  • Don't require anyone to change how they watch — no new client, no browser extension, no modified apps. People keep using whatever Emby app they already use.
  • Ship as a single Emby Server plugin.

Non-goals (for v1)

  • Frame-accurate sync. A few seconds of drift between corrections is acceptable — that's inherent to the "generic remote control" approach (see below), and is a conscious tradeoff, not an oversight.
  • A shared/forced "host controls everyone" model. The chosen model (see "Control model" below) is: everyone keeps their own play/pause/seek controls; the party only shares a reference position to resync against.
  • Cross-server parties, chat, reactions. Possible later, not in v1 — see Roadmap in the README.

The key idea: reuse Emby's existing remote-control commands

Emby already has an authoritative-session model for "cast" / "remote control another device" style features: ISessionManager tracks every active session's playback state, and a session can be commanded via SendPlaystateCommand (Play, Pause, Unpause, Seek, ...) or SendGeneralCommand. This already exists in Emby Server and, to whatever extent each client supports being remote-controlled at all (most official clients do, since it's how casting/remote-play works), in the clients too.

So instead of building a new synchronized player, this plugin is mostly a coordinator sitting on top of that existing mechanism:

  1. Track which sessions belong to which "party".
  2. Watch each member's reported position/pause state (the same data Emby's own "Now Playing" / dashboard already reads).
  3. When a member drifts too far from the party's reference position, or its pause state disagrees with the reference, send the same kind of Seek/Pause/Unpause command Emby would send for ordinary remote control.

Sources consulted while designing this:

Control model

Design decision: each participant keeps their own player and controls; the party only shares a reference position to resync against. Concretely:

  • Nobody's play/pause/seek is disabled. You control your own playback exactly like you always do.
  • One member is the reference (the host, by default — falls back to whoever's left if the host leaves). The server treats the reference session's reported position/pause state as ground truth for the party.
  • Other members get corrected against the reference:
    • Pause/unpause is mirrored immediately (configurable — SyncPausePlay, on by default): if the reference pauses, everyone gets a Pause command; if it unpauses, everyone gets Unpause.
    • Position drift beyond a threshold is corrected with a Seek, on a cooldown so a shaky connection doesn't cause a stream of seek commands (DriftThresholdSeconds, ResyncCooldownSeconds).
    • Anyone can also hit "Resync me now" in the control panel for an immediate correction, bypassing the cooldown.

This deliberately does not try to stop someone from pausing or seeking locally — it just keeps pulling things back toward the reference. That fits "loose sync via existing remote-control commands" much better than trying to fight every local action.

Sync algorithm

Runs on a timer (SyncTickSeconds, default 5s) inside PartySyncEntryPoint, per active party:

reference = party.Members[party.ReferenceUserId]
referencePos = reference.EstimatedPositionTicks(now)   # extrapolated if playing

for member in party.Members, excluding reference:
    if SyncPausePlay and member.IsPaused != reference.IsPaused:
        send Pause/Unpause to member's session
        continue

    if now - member.LastResyncUtc < ResyncCooldownSeconds:
        continue   # give the last correction time to take effect

    drift = abs(member.EstimatedPositionTicks(now) - referencePos)
    if drift > DriftThresholdSeconds:
        send Seek(referencePos) to member's session

EstimatedPositionTicks extrapolates from the last known position using elapsed wall-clock time when playing, so members aren't marked "drifted" just because their last progress event was a few seconds ago.

Position/pause state itself comes from Emby's own session events (ISessionManager.PlaybackStart / PlaybackProgress / PlaybackStopped) — the plugin doesn't poll clients itself.

Which session is "mine"?

The trickiest part of gluing "a user" to "a specific playback session", since one user can have several active sessions (phone + TV + browser tab).

v1's blunt heuristic (WatchPartyService.FindCallerSession): when you create/join a party, the server looks at your currently active sessions, keeps the ones actually playing something (and, when joining, playing the same item as the party), and picks the most recently active one. Good enough for "one person, one device, actively watching" — the expected case — but it's a real limitation if you're doing something else on a second device at the same time. Documented here rather than hidden.

Components

src/WatchParty/
  Plugin.cs           BasePlugin<PluginConfiguration> + admin settings page
  Configuration/       PluginConfiguration (defaults) + configPage.html (dashboard UI)
  Parties/
    Party.cs            party id, join code, item id, host/reference user, members
    PartyMember.cs       per-member session id + last known position/pause + EstimatedPositionTicks
    PartyManager.cs      in-memory store (ConcurrentDictionary); create/join/leave/lookup
  Sync/
    PartySyncEntryPoint.cs   IServerEntryPoint: session event wiring + the tick loop above
  Api/
    WatchPartyService.cs     REST endpoints (create/join/leave/get/resync) +
                             serves web/control-panel's static files
web/control-panel/           plain HTML/JS/CSS control panel (sign in, create/join,
                             member list with a sync-status dot, resync/leave)

Parties are in-memory only — a server restart clears them. That's fine for v1: a party is meant to live for one watch session, not persist for weeks.

The control panel is served by the plugin itself (GET /WatchParty/app, /app.js, /app.css, reading embedded resources) rather than injected into Emby's main web client. Emby doesn't document a stable way to inject a user-facing (non-admin) page/script into the main web client, and hand-patching the client's install directory is a well-known but fragile hack that breaks on every Emby update — not worth it for v1. The tradeoff: opening the control panel is a separate step from opening Emby, rather than a button inside the Emby UI. It authenticates with your normal Emby username/password (via Emby's standard /Users/AuthenticateByName) and only ever talks to your own server.

Assumptions to verify

This was designed by reading Emby's public docs/wiki and a couple of community plugins (linked above), without a local copy of the SDK to compile against (no .NET SDK was installed in the environment this was scaffolded in, and the exact MediaBrowser.Server.Core build for Emby Server 4.9.5.0 wasn't available to inspect directly). Treat the overall shape as solid and these specifics as needing a compile-and-fix pass:

  • IHasWebPages vs IHasUIPages — different community plugins use different names depending on SDK era; Plugin.cs assumes IHasWebPages.
  • PluginPageInfo property names (Name, EmbeddedResourcePath).
  • ID types — whether item/user/session IDs are Guid or string on your SDK version (this has changed across Emby versions). Party/PartyMember assume Guid.
  • How an IService reads the calling user — WatchPartyService assumes constructor-injected IAuthorizationContext + IRequiresRequest.Request, then GetAuthorizationInfo(Request).UserId.
  • HTTP error mapping — endpoints currently throw plain ArgumentException/InvalidOperationException; Emby likely has a more specific exception type (something like ResourceNotFoundException) that maps to a proper 404/400 instead of a generic 500.
  • Static file content types — GET /WatchParty/app etc. currently return a bare string. The wiki confirms an IHasResultFactory extension point exists for setting a real Content-Type/caching headers; wiring that up is a follow-up rather than done here.
  • Logging API shape — ILogManager.GetLogger(name) / ILogger.Debug(...) / .ErrorException(...) is the classic Emby/MediaBrowser pattern; some SDK generations may expect Microsoft.Extensions.Logging instead.
  • X-Emby-Authorization header fields and /Users/AuthenticateByName's Pw field name in web/control-panel/app.js — long-standing Emby/ Jellyfin convention, not re-verified against 4.9.5.0 specifically.

The fastest way to nail all of these down: install the .NET SDK, dotnet restore the project (pulls the real MediaBrowser.Server.Core / MediaBrowser.Common assemblies from NuGet), and let the compiler point at whatever doesn't match.

Known limitations

  • Sync is best-effort and loose by design (see "Non-goals"). Don't expect frame-accuracy.
  • Depends on the member's own client actually honoring remote Seek/Pause commands smoothly — most official Emby apps do (it's how casting/remote control works today), but behavior can vary by platform, and a Seek can cause a visible re-buffer.
  • One item per party; no shared "up next" queue.
  • No chat/reactions in v1 (kept out on purpose — see the design conversation that led to this repo).
  • A user with two simultaneously active sessions on the same item is resolved by "most recently active", which can guess wrong.