I apologize up front as I\'m very confused by my problem. I\'m really in a bind because this is causing a problem on my production site.
I have a javascript player o
@sodawillow's answer is partially correct but I'd like to give the details to the solution and what caused my code to stop calling the .destroy()
method to remove the youtube player.
My site has a player which swaps out songs from various sites, one of them being Youtube. There can be different methods for removing a player depending on the type it is. My code checks for the existence of a youtube player and if passes the check then it uses the .destroy()
method which only the youtube player has. The problem is that YouTube changed the names of some of the static variables on their player object. For example, if I created a player via:
var player = new YT.Player('playlist-player', {
playerVars: { 'autoplay': 1, 'fs': 0 },
videoId: "gJ6APKIjFQY",
events: {
}
})
then there would be a variable player.L
which held the string "player"
. So to check if the current player was a YouTube player and remove it I did this:
if (player.L == "player") {
player.destroy();
} else {
//handle the removal of the Soundcloud or Vimeo player.
}
Sometime recently Youtube changed the location of the string "player"
to now reside at player.M
. I could change the above code to check player.M
instead of player.L
and that would work but to try to avoid this issue in the future I instead have implemented:
if (player.destroy) {
player.destroy();
} else {
//handle the removal of the Soundcloud or Vimeo player.
}
As long as Youtube does not remove the .destroy()
method unannounced this will not cause any issues.
So in summary, the issue was as @sodawillow guessed, I was not using the .destroy()
method to remove the Youtube player. The reason was because Youtube made some unannounced changes to their api, changing the location of some of the static variables.
This error belongs to the Google Youtube API.
Inside "https://www.youtube.com/iframe_api":
if (!window['YT']) {
var YT = {loading: 0, loaded: 0};
}
if (!window['YTConfig']) {
var YTConfig = {'host': 'http://www.youtube.com'};
}
They use http instead of https.
We need to override the 'host' option and 'widget_referrer' same as 'origin'.
player = new YT.Player('player', {
host: 'https://www.youtube.com',
height: '390',
width: '640',
videoId: 'M7lc1UVf-VE'
...
origin: "https://www.enziin.com",
widget_referrer: "https://www.enziin.com"
}
Goodluck.
I have read a bit about this, some SO posts here and there and this link too : https://code.google.com/p/gdata-issues/issues/detail?id=5788
I was about to add a comment to your question, saying I was getting crazy over this ... but when I started to describe my setup, I found a way to avoid the issue ^^.
I start with an empty div
element, and use the Youtube Iframe API to turn it into an iframe
with all the necessary options.
I have multiple divs like this one, and usually use the same JS variable to store all those players, but one at a time (one replaces the other, and so on ... - it could be better, I know).
To fix the issue, I had the idea to destroy the player with youtubePlayer.destroy();
before building a new one from another element. No more JS errors bleeding in my Chrome console :).
Hope it helps, all the litterature I could read about http and https did not apply to my case, because I am not setting the iframe URL myself, and my website happens to be not https ...
I did restore an async call instead of a static script
tag in my HTML but I do not think this was necessary.
EDIT : this error message is quite misleading in fact, it only vaguely means : you are not using the youtube API the proper way :)
My solution is to write all the Youtube player logic in a separate page (as blank as posible) , and that page be referenced in an IFRAME
tag.
<iframe src="/youtube_frame/?data=SOME_DATA -%>" height="400px" width="100%" frameborder="0" border="0" scrolling="no"></iframe>
Then, your youtube_frame.html
will be something like this:
<!DOCTYPE html>
<html>
<body>
<!-- 1. The <iframe> (and video player) will replace this <div> tag. -->
<div id="player"></div>
<script>
// 2. This code loads the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "https://www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 3. This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player;
function onYouTubeIframeAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: 'M7lc1UVf-VE',
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
// event.target.playVideo();
}
// 5. The API calls this function when the player's state changes.
// The function indicates that when playing a video (state=1),
// the player should play for six seconds and then stop.
var done = false;
function onPlayerStateChange(event) {
console.log("OnplayerStateChange");
if (event.data == YT.PlayerState.PLAYING && !done) {
console.log("OnplayerStateChange - If statement");
setTimeout(stopVideo, 6000);
done = true;
}
}
function stopVideo() {
player.stopVideo();
}
</script>
</body>
</html>
(As a marginal note: my context is that Prototype.js interferes with the event 'OnStateChange', and we cannot remove this dependency. Using a jsfiddle would not be useful to reproduce the issue, as it has few dependencies. My app here is built in Rails, and using this plugin for showing a Video playlist: https://github.com/Giorgio003/Youtube-TV/)