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21 changes: 21 additions & 0 deletions plugins/highway_3d/screen.js
Original file line number Diff line number Diff line change
Expand Up @@ -1498,7 +1498,7 @@
const slu = n.slu;
if (Number.isFinite(sl) && sl >= 0) {
return { endFret: sl | 0, unpitched: false };
}

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if (Number.isFinite(slu) && slu >= 0) {
return { endFret: slu | 0, unpitched: true };
}
Expand Down Expand Up @@ -15388,6 +15388,27 @@
});
},

// The host throttles paused frames to ~10 fps, on the assumption
// that a paused chart is a static picture and re-rendering it is
// pure waste (highway-constants._PAUSED_FRAME_INTERVAL_MS).
//
// That stopped being true when the venue landed. The venue backdrop
// is a PLAYING VIDEO and the crowd reacts on its own clock, and they
// are drawn into this same canvas as the highway — so throttling the
// highway throttled the whole room. Pausing the song dropped the
// venue, the crowd and the stage to 10 fps.
//
// Only claim continuous frames while a crowd video is actually
// rolling: with no venue pack (the common case) the paused scene IS
// static and the throttle should still save the GPU.
needsContinuousFrames() {
if (!_isReady || _ctxLost) return false;
for (const v of _venueCrowdVideos) {
if (v && !v.paused && !v.ended && v.readyState >= 2) return true;
}
return false;
},

draw(bundle) {
if (!_isReady) return;
if (_ctxLost) return; // GPU context lost (alt-tab / reset) — skip until restored
Expand Down
21 changes: 20 additions & 1 deletion static/highway.js
Original file line number Diff line number Diff line change
Expand Up @@ -1159,6 +1159,17 @@
' (user ' + hwState._renderScale.toFixed(2) + ' / auto ' + hwState._autoScale.toFixed(2) + ')';
}

// Optional renderer capability: "my picture keeps moving even when the chart
// clock is stopped". Anything a renderer animates on its own clock (the 3D
// highway's venue video + crowd) has to opt out of the paused-frame throttle
// or it renders at 10 fps while the song is paused. Absent / throwing =
// false, so every existing renderer keeps the throttle unchanged.
function _rendererNeedsContinuousFrames() {
const r = hwState._renderer;
if (!r || typeof r.needsContinuousFrames !== 'function') return false;
try { return r.needsContinuousFrames() === true; } catch (_) { return false; }
}

function draw() {
hwState.animFrame = requestAnimationFrame(draw);
if (!hwState.canvas || !hwState._renderer) return;
Expand Down Expand Up @@ -1223,7 +1234,15 @@
const _nowP = performance.now();
if (_nowP - hwState._chartLastAdvanceAt > _CHART_MAX_INTERP_MS) {
_paused = true;
if (_nowP - hwState._lastPausedDrawAt < _PAUSED_FRAME_INTERVAL_MS) return;
// ...unless the renderer says its picture is NOT static while
// paused. The throttle assumes a paused chart is a still frame,
// but a renderer can own content on a clock of its own — the 3D
// highway draws the venue's video backdrop and its reactive crowd
// into this same canvas, so throttling the highway throttled the
// whole room to 10 fps whenever the song was paused. Optional
// method: renderers that don't implement it keep the throttle.
if (!_rendererNeedsContinuousFrames()
&& _nowP - hwState._lastPausedDrawAt < _PAUSED_FRAME_INTERVAL_MS) return;
hwState._lastPausedDrawAt = _nowP;
}
}
Expand Down Expand Up @@ -1479,7 +1498,7 @@
break;
}
}
}

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}
hwState._filteredNotes = outNotes;
hwState._filteredChords = outChords;
Expand Down
38 changes: 37 additions & 1 deletion static/v3/venue-crowd.js
Original file line number Diff line number Diff line change
Expand Up @@ -133,6 +133,11 @@
let _lastStingerAt = -Infinity;
let _prevStreak = 0;
let _lastAccuracyPct = null; // from perf events; stats:recorded carries none
// Filename of the song song:loaded last reported. An arrangement switch
// re-emits song:loaded for the SAME file (changeArrangement reloads through
// the normal load path), and that must not be mistaken for arriving at the
// venue with a new song — see onSongLoaded.
let _lastSongFile = '';
let _bound = false;

function now() { return Date.now(); }
Expand Down Expand Up @@ -478,10 +483,40 @@
}
}

function onSongLoaded() {
// song:loaded for the SAME file is an arrangement switch, not an arrival at
// the venue. changeArrangement() reloads through the normal load path, so
// the event is indistinguishable from a fresh load except by filename.
function isArrangementSwitch(prevFile, nextFile) {
return !!nextFile && nextFile === prevFile;
}

function onSongLoaded(song) {
const file = String((song && song.filename) || '');
const sameSong = isArrangementSwitch(_lastSongFile, file);
_lastSongFile = file;

machine.reset();
_prevStreak = 0;
_lastAccuracyPct = null;

// Switching arrangement is NOT arriving at the venue.
//
// changeArrangement() reloads the song through the same path as a fresh
// load, so highway.js emits song:loaded again — same filename, new
// arrangement. Treated as a new song, that replayed the arrival flyover:
// the camera flew in from the back of the room again mid-set, every time
// the player switched from lead to rhythm. The player is already on
// stage; the room should just carry on.
//
// So keep the video pipeline running and only re-sync the mood: the
// performance restarts, so the loop must follow the reset machine (a
// quiet crossfade), never the intro.
if (sameSong) {
if (_venueActive && _manifest && !_introActive) showLoop(machine.current, FADE_MS);
return;
}

// A genuinely different song — full teardown.
// Abort any stinger/pending state from the previous song: its ended
// handler must not fade back into the old song's layers.
cancelFade();
Expand Down Expand Up @@ -651,6 +686,7 @@
bindRuntime,
getState,
celebrate,
isArrangementSwitch,
};

if (root) root.v3VenueCrowd = api;
Expand Down
40 changes: 37 additions & 3 deletions static/v3/venue-scene-3d.js
Original file line number Diff line number Diff line change
Expand Up @@ -18,6 +18,30 @@
let _lastMood = 'idle';
let _bound = false;

// The venue belongs to the SONG player and nowhere else.
//
// isVenueViz() only answers "is Venue the selected visualization" — a global
// preference. It says nothing about what is on screen. Other surfaces borrow
// the same highway_3d renderer (Virtuoso runs its practice charts on it), so
// with Venue selected they inherited the venue backdrop: the crowd and the
// stage showed up behind a chromatic exercise. The viz picker is a
// preference for the player; it is not a licence to paint the venue over
// whatever else happens to be using the renderer.
//
// So gate on both: Venue selected AND the player screen is the one showing.
function isPlayerScreen() {
try {
const active = document.querySelector('.screen.active');
return !!active && active.id === 'player';
} catch (_) {
return false;
}
}

function shouldBeActive() {
return isVenueViz() && isPlayerScreen();
}

function isVenueViz() {
if (root && root.v3VenueViz && typeof root.v3VenueViz.isVenueVisualization === 'function') {
const sel = root.v3VenueViz.getSelectedVizId
Expand Down Expand Up @@ -146,7 +170,8 @@

function syncViz(vizId) {
const id = String(vizId || '');
if (id === 'venue') {
// Venue selected is necessary but not sufficient — see shouldBeActive.
if (id === 'venue' && isPlayerScreen()) {
activate();
} else {
deactivate();
Expand Down Expand Up @@ -192,12 +217,19 @@
if (_active) syncInstrumentPov();
});
sm.on('viz:renderer:ready', () => {
if (isVenueViz()) activate();
if (shouldBeActive()) activate();
else deactivate();
});
sm.on('viz:reverted', () => deactivate());
// Leaving the player tears the venue down; coming back rebuilds it.
// Without this the backdrop followed the renderer onto every other
// surface that borrows it (Virtuoso's practice highway).
sm.on('screen:changed', () => {
if (shouldBeActive()) activate();
else deactivate();
});
}
if (isVenueViz()) activate();
if (shouldBeActive()) activate();
}

function getState() {
Expand Down Expand Up @@ -234,6 +266,8 @@
activate,
deactivate,
syncViz,
isPlayerScreen,
shouldBeActive,
onAssetsLoaded,
onAssetsFailed,
onPerformanceState,
Expand Down
47 changes: 47 additions & 0 deletions tests/js/highway_pause_throttle.test.js
Original file line number Diff line number Diff line change
Expand Up @@ -77,3 +77,50 @@ test('throttle runs after the ready gate, before bundle/draw', () => {
assert.ok(readyIdx < throttleIdx, 'throttle must come after the ready gate');
assert.ok(throttleIdx < drawIdx, 'throttle must come before the renderer draw');
});

// ── The throttle must not starve a renderer that animates on its own clock ──
//
// The throttle assumes a paused chart is a still picture, so re-rendering it is
// waste. That stopped being true when the venue landed: the 3D highway draws the
// venue's VIDEO backdrop and its reactive crowd into the same canvas as the
// notes, so capping paused frames capped the whole room — pausing the song
// dropped the venue to ~10 fps ("everything around the highway drops fps").
//
// Renderers now opt out via an optional needsContinuousFrames(). Absent or
// throwing must mean false, so every other renderer keeps the throttle.

test('paused throttle defers to a renderer that needs continuous frames', () => {
const src = highwaySources();
const fn = extractBlock(src, 'function draw()');
assert.match(fn, /_rendererNeedsContinuousFrames\s*\(\s*\)/,
'the paused throttle must consult the renderer capability');
// The capability must GATE the early-return, not merely be called near it:
// the throttle only applies when the renderer does NOT need every frame.
assert.match(
fn,
/!\s*_rendererNeedsContinuousFrames\s*\(\s*\)[\s\S]{0,160}_PAUSED_FRAME_INTERVAL_MS[\s\S]{0,40}return;/,
'throttle must be skipped when the renderer needs continuous frames',
);
});

test('the capability probe fails closed (absent / non-function / throwing)', () => {
const src = highwaySources();
const fn = extractBlock(src, 'function _rendererNeedsContinuousFrames()');
assert.match(fn, /typeof\s+r\.needsContinuousFrames\s*!==\s*'function'[\s\S]{0,40}return false/,
'a renderer without the method must keep the throttle');
assert.match(fn, /catch[\s\S]{0,40}return false/,
'a throwing renderer must keep the throttle, not crash the draw loop');
assert.match(fn, /===\s*true/,
'only an explicit true opts out — a truthy accident must not disable the throttle');
});

test('3D highway claims continuous frames only while a crowd video is rolling', () => {
const h3d = fs.readFileSync(
path.join(__dirname, '..', '..', 'plugins', 'highway_3d', 'screen.js'), 'utf8');
const fn = extractBlock(h3d, 'needsContinuousFrames()');
assert.match(fn, /_venueCrowdVideos/, 'must key off the actual crowd video elements');
assert.match(fn, /\.paused/, 'a paused video is a still frame — throttle should still apply');
// With no venue pack (the common case) the paused scene really is static and
// the GPU saving must survive: the method has to be able to return false.
assert.match(fn, /return false;/, 'must fall through to false with no live video');
});
18 changes: 17 additions & 1 deletion tests/js/venue_scene_3d.test.js
Original file line number Diff line number Diff line change
Expand Up @@ -208,23 +208,39 @@ test('index.html loads venue deps before venue-scene-3d', () => {
assert.ok(vizIdx < moodIdx && moodIdx < sceneIdx);
});

test('syncViz activates only for venue visualization id', () => {
test('syncViz activates only for venue visualization id, and only on the player', () => {
global.h3dVenueSceneSetActive = (on) => { global._h3dActive = on; };
global.h3dVenueSceneSetMood = (s) => { global._h3dMood = s; };
global.h3dVenueSceneSetInstrumentPov = () => {};
global.h3dVenueSceneGetState = () => ({ active: !!global._h3dActive, assetsLoaded: false, loadFailed: false });
global.v3VenueViz = venueViz;
global.v3VenueInstrumentPov = pov;
global.feedBack = { on() {} };
// The venue is scoped to the song player: selecting Venue is a preference
// for THAT screen, not a licence to paint the venue over anything else that
// borrows the highway_3d renderer (Virtuoso's practice charts did exactly
// that). syncViz therefore needs to know which screen is showing.
const onScreen = (id) => { global.document = { querySelector: (s) => (s === '.screen.active' && id ? { id } : null) }; };
const prevDoc = global.document;
try {
onScreen('player');
venueScene.deactivate();
venueScene.syncViz('highway_3d');
assert.equal(global._h3dActive, false);
venueScene.syncViz('venue');
assert.equal(global._h3dActive, true);
assert.equal(venueScene.getState().active, true);
assert.equal(venueScene.getState().themeId, 'small-club');

// ...and the same call OFF the player must not activate it.
venueScene.deactivate();
onScreen('virtuoso');
venueScene.syncViz('venue');
assert.equal(global._h3dActive, false,
'Venue selected must NOT paint the venue onto the Virtuoso highway');
assert.equal(venueScene.getState().active, false);
} finally {
global.document = prevDoc;
venueScene.deactivate();
delete global.h3dVenueSceneSetActive;
delete global.h3dVenueSceneSetMood;
Expand Down
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