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[Replay Canvas] Quality not followed when manually snapshotting canvas #15334
When using manual snapshots for replay canvas, the quality configuration isn't followed. When checking some replays with manual snapshotting (ignore how small the canvas is), there are many more than 1 snapshot per second in the recording segments, even tho the quality is set to 'low', which means 1 fps.
For projects with complicated canvases, this causes the replay page to freeze.
I haven't had much luck debugging this issue. I tried debugging it by adding some console log statements right before and within that if statement, however the console log within the if statement never logged, even though the console log before the if statement did and the result of the if statement was true.
Billy will ask someone from rrweb about the logic from that line to see if that's what's causing the issue
Activity
c298lee commentedon Feb 6, 2025
We suspect that this line might be why the quality isn't being followed:
timestamp - lastSnapshotTime < timeBetweenSnapshots
It should be
>instead so that it only takes a snapshot if the time passed since the last snapshot is greater than the time between snapshotsc298lee commentedon Feb 10, 2025
I haven't had much luck debugging this issue. I tried debugging it by adding some console log statements right before and within that if statement, however the console log within the if statement never logged, even though the console log before the if statement did and the result of the if statement was true.
Billy will ask someone from rrweb about the logic from that line to see if that's what's causing the issue
fix: lastSnapshotTime is always 0 when using manual snapshots (#239)