watchparty/docs/architecture.md
Nicolas db815df7d5 Fix plugin to build clean against real Emby 4.9.1.90 SDK
Installed .NET 8 SDK (per-user, winget needed admin elevation this
machine doesn't have) and restored the real MediaBrowser.Server.Core /
MediaBrowser.Common packages, then fixed everything the compiler and
a bit of reflection surfaced:

- PlaybackProgressEventArgs/PlaybackStopEventArgs are in
  MediaBrowser.Controller.Library, not ...Session
- IAuthorizationContext/AuthorizationInfo are in MediaBrowser.Controller.Net
- Item/user/session ids (SessionInfo.Id/UserId, BaseItemDto.Id) are plain
  string on this SDK version, not Guid - Party/PartyMember updated
  accordingly (Party.Id stays a Guid; it's minted by this plugin, not Emby)
- Reading the calling user needed an extra step:
  IAuthorizationContext.GetAuthorizationInfo(Request).UserId is a `long`
  (internal row id); .User.Id is the one matching SessionInfo.UserId,
  but it's a Guid so it's reformatted with .ToString("N")

docs/architecture.md's "Assumptions to verify" now reflects what was
actually confirmed vs. what's still only compile-checked (HTTP status
codes, content-type headers, the JS auth header format, the dashboard
config page) pending a run against a real server.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-13 14:40:17 +02:00

12 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

Update: the .NET SDK is now installed and src/WatchParty builds clean (0 errors, 0 warnings) against the real MediaBrowser.Server.Core / MediaBrowser.Common 4.9.1.90 assemblies, restored from NuGet. Most of the list below turned out right on the first guess; a few didn't, and were fixed by reading the actual assemblies (via .NET reflection) and then letting the compiler confirm. Keeping the history here since it's a useful map of where this SDK surprises you.

Confirmed correct as originally written (compiled with no changes needed):

  • BasePlugin<T> constructor shape, IServerEntryPoint, netstandard2.0 + MediaBrowser.Server.Core package — all from the official wiki.
  • IHasWebPages (not IHasUIPages — that name does exist too, in MediaBrowser.Model.Plugins.UI, but IHasWebPages in MediaBrowser.Model.Plugins is the one that's actually wired up here) and PluginPageInfo.Name/.EmbeddedResourcePath.
  • ISessionManager.SendPlaystateCommand(string controllingSessionId, string sessionId, PlaystateRequest, CancellationToken), SendGeneralCommand, and PlaystateRequest { Command, SeekPositionTicks } / PlaystateCommand.{Pause, Unpause, Seek}.
  • ILogManager.GetLogger(name) / ILogger.Debug(...) / .ErrorException(...) — still the live pattern on 4.9.x, not replaced by Microsoft.Extensions.Logging.
  • IRequiresRequest / IService / [Route] / IReturn<T> for the REST endpoints.
  • SessionInfo.PlayState.PositionTicks (long?) and .IsPaused (bool).

Wrong on the first guess, fixed once the real assemblies were available:

  • Namespaces, not names: PlaybackProgressEventArgs/PlaybackStopEventArgs live in MediaBrowser.Controller.Library, not ...Session. IAuthorizationContext/AuthorizationInfo live in MediaBrowser.Controller.Net.
  • ID types: item/user/session ids (SessionInfo.Id, SessionInfo.UserId, BaseItemDto.Id) are plain string, not Guid, on this SDK version. Party/PartyMember were changed from Guid to string accordingly. (Party.Id itself stays a Guid — that's an id this plugin mints, not an Emby one.)
  • Reading the calling user is a two-step, not one property: IAuthorizationContext.GetAuthorizationInfo(Request).UserId is a long (an internal row id — not the id used anywhere else). The one that matches SessionInfo.UserId etc. is .User.Id — except that one comes back as a Guid, so WatchPartyService.CallerUserId() reformats it with .ToString("N") to match the string convention used elsewhere. See the comment there.

Still only compile-checked, not verified against a running server (nothing here fails to build — these are runtime behaviors the compiler can't check):

  • Whether .ToString("N") (no dashes) is really the right string format to match SessionInfo.UserId — plausible, matches Emby/Jellyfin convention elsewhere, not observed directly.
  • HTTP error mapping — endpoints throw plain ArgumentException/InvalidOperationException; Emby likely has a more specific exception type that maps to a proper 404/400 instead of a generic 500.
  • Static file content types — GET /WatchParty/app etc. return a bare string; IHasResultFactory looks like the right extension point for a real Content-Type/caching headers, not wired up yet.
  • controllingSessionId passed as null to SendPlaystateCommand — compiles, unknown whether Emby's runtime wants a real session/user there instead.
  • X-Emby-Authorization header fields and /Users/AuthenticateByName's Pw field name in web/control-panel/app.js — it's JS, nothing compiles it; long-standing Emby/Jellyfin convention, not exercised against a real server.
  • The dashboard settings page (configPage.html) actually rendering/saving correctly — embedding compiles, but the page's own JS (ApiClient, Dashboard globals) only exists inside a running Emby dashboard.

The remaining way to close these out: install the plugin DLL on a real Emby Server 4.9.x and exercise it with two accounts.

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.