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fix(highway): stop stale viz frame bleeding through after switching visualizations (#565)
Switching between the 3D drum highway (renders onto #highway) and the 3D guitar highway (renders into its own .h3d-wrap overlay) left the previous drum frame showing through the gap the overlay did not cover. Core: _setRenderer now replaces #highway on a genuine viz change (keyed on viz id via _rendererVizKey, not object identity, so benign same-viz re-installs don't churn the canvas) as well as on a context-type change. highway_3d: applySize pins the .h3d-wrap overlay to #highway's exact box, derived from the same getBoundingClientRect measurements that size the renderer (sub-pixel correct under zoom). Re-pins once the canvas lays out (init race) and resets to the static anchor in the not-laid-out fallback. Reviewed locally via codex (5 rounds, converged clean). CI checks are the known org Actions billing block, not real failures.
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@ -2703,6 +2703,14 @@
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// that CSS-box drift and re-frame, instead of the user having to
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// un/re-maximize the window.
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let _appliedW = 0, _appliedH = 0;
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// True once applySize() has pinned the .h3d-wrap overlay to the
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// highway canvas's offset box. Stays false while the canvas has no
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// layout yet (init() can run before #highway has a real box, where
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// applySize falls back to the parent-panel size and only sets the
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// wrap height). The rAF loop re-pins once the canvas lays out even
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// when the logical render size is unchanged — otherwise the overlay
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// would stay at top:0;left:0;right:0 and expose a strip of #highway.
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let _wrapPinned = false;
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let mBeatM = null, mBeatQ = null;
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let txtCache = {};
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// Cloned sprite materials cached on individual sprite instances
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@ -12941,7 +12949,55 @@
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const baseDPR = _ssActive() ? Math.min(devicePixelRatio, 1.25) : Math.min(devicePixelRatio, 2);
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ren.setPixelRatio(_renderScale * baseDPR);
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ren.setSize(w, h);
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wrap.style.height = h + 'px';
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// Pin the overlay to #highway's exact box so it fully covers the
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// canvas. The wrap is anchored to top:0/left:0/right:0 of its
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// offset parent, which only lines up with #highway when the
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// canvas sits at the parent's origin. The v3 player can place
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// chrome above the canvas, shifting the wrap up so its lower edge
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// falls short of #highway — leaving a strip of the canvas exposed
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// (the reported gap, where the previous renderer's frame showed
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// through). The wrap is a sibling of highwayCanvas, so they share
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// an offset parent; tracking the canvas's box keeps the overlay
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// flush in single-player and splitscreen alike.
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//
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// Derive the box from the SAME getBoundingClientRect measurements
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// that drive ren.setSize(w, h) — NOT integer offsetTop/Width — so
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// the overlay matches the renderer exactly. Under browser zoom or
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// fractional flex layouts the canvas lands on sub-pixel bounds;
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// offsetWidth/Top round to whole pixels and would leave the wrap up
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// to 1px short of (or shifted from) the canvas, reopening the
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// exposed edge strip. Position is taken relative to the containing
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// block's padding edge (clientTop/Left strip the parent's border),
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// which is what `top`/`left` resolve against for the absolutely
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// positioned wrap. Guarded on a laid-out canvas (offsetWidth/Height
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// > 0); otherwise fall back to the static top:0/left:0/right:0.
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if (highwayCanvas && highwayCanvas.offsetWidth > 0 && highwayCanvas.offsetHeight > 0) {
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const _pinParent = wrap.offsetParent || highwayCanvas.parentNode;
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const _cr = highwayCanvas.getBoundingClientRect();
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const _pr = _pinParent ? _pinParent.getBoundingClientRect() : { top: 0, left: 0 };
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const _pbTop = _pinParent ? _pinParent.clientTop : 0;
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const _pbLeft = _pinParent ? _pinParent.clientLeft : 0;
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wrap.style.top = (_cr.top - _pr.top - _pbTop) + 'px';
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wrap.style.left = (_cr.left - _pr.left - _pbLeft) + 'px';
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wrap.style.right = 'auto';
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wrap.style.width = _cr.width + 'px';
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wrap.style.height = _cr.height + 'px';
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_wrapPinned = true;
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} else {
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// Canvas not laid out (e.g. init ran before #highway had a real
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// box, or a panel hide/show where canvasSize() falls back to the
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// parent panel). Reset to the static anchor — if we had pinned
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// before, the old top/left/right:auto/width would otherwise stay
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// and the wrap would reappear at a stale horizontal position on
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// the next show. Leave _wrapPinned false so the rAF loop re-pins
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// once the canvas materializes again.
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wrap.style.top = '0';
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wrap.style.left = '0';
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wrap.style.right = '0';
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wrap.style.width = 'auto';
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wrap.style.height = h + 'px';
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_wrapPinned = false;
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}
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if (lyricsCanvas) { lyricsCanvas.width = w; lyricsCanvas.height = h; }
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_diagRenderCache.clear();
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cam.aspect = w / h;
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@ -13320,6 +13376,17 @@
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} else if (box.w > 0 && box.h > 0 &&
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(Math.abs(box.w - _appliedW) > 1 || Math.abs(box.h - _appliedH) > 1)) {
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applySize(box.w, box.h);
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} else if (!_wrapPinned && box.w > 0 && box.h > 0 &&
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highwayCanvas.offsetWidth > 0 && highwayCanvas.offsetHeight > 0) {
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// 3. The overlay pin couldn't be applied at init because
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// #highway had no layout yet (offsetWidth/Height === 0),
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// so applySize() only set the wrap height. The canvas has
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// now laid out but to the same logical size, so neither
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// drift branch above fires — re-run applySize to pin the
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// wrap to the canvas box now that its offsets are real.
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// Otherwise the overlay stays at top:0;left:0;right:0 and
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// a strip of #highway is exposed on first load / split.
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applySize(box.w, box.h);
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}
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}
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update(bundle);
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@ -13497,6 +13564,7 @@
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_destroyed = true; _isReady = false; _diagChord = null; _diagPrev = null; _diagLastKey = null; _diagRenderCache.clear();
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_lastHwW = 0; _lastHwH = 0;
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_appliedW = 0; _appliedH = 0;
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_wrapPinned = false;
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_unsubscribeFocus(); teardown();
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highwayCanvas = null;
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},
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@ -973,6 +973,23 @@ function createHighway() {
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return '2d';
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}
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// Logical identity of a renderer for swap detection: its viz id, not
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// its object reference. app.js stamps `pluginId`/`source` (the viz
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// picker id) onto every renderer it installs via _tagVizRenderer, and
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// setViz()/_autoMatchViz() build a FRESH renderer object with factory()
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// on every (re)apply — even when the selected viz did not change (e.g.
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// Auto re-resolving to the same viz across consecutive songs). Keying
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// the canvas-replacement decision on object identity would therefore
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// treat those benign re-installs as a swap and needlessly clone
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// #highway, dropping listeners/expando state attached to the element.
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// The default renderer has no id, so it keys on its own singleton; an
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// untagged custom renderer falls back to its object reference (the safe
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// "treat as a swap" answer).
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function _rendererVizKey(r) {
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if (r === _defaultRenderer) return _defaultRenderer;
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return (r && (r.pluginId || r.source)) || r;
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}
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// Replace the underlying <canvas> element with a fresh one because
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// the next renderer needs a different context type than the current
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// canvas is locked to. Preserves the DOM position, id, classes,
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@ -1038,6 +1055,11 @@ function createHighway() {
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}
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function _setRenderer(r) {
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// Capture the outgoing renderer before _destroyCurrentIfInited /
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// the `_renderer = next` assignment below overwrite it — the
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// canvas-replacement decision needs to know whether we're
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// actually swapping to a *different* renderer instance.
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const prev = _renderer;
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_destroyCurrentIfInited();
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// null/undefined reverts to default. Anything else must provide
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// at minimum a draw(bundle) function — without it the rAF loop
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@ -1070,7 +1092,29 @@ function createHighway() {
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// destroyed by _destroyCurrentIfInited above, so it's safe to
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// detach the element from the DOM here.
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const nextType = _resolveRendererContextType(next);
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if (nextType !== _currentCanvasContextType) {
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// Replace the underlying <canvas> when (a) the new renderer needs
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// a different context type than the one currently bound, OR (b)
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// we're swapping to a *different* visualization while keeping the
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// same context type. Case (b) prevents a stale frame from the
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// previous renderer bleeding through: renderers that draw into a
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// sibling overlay (e.g. 3D Highway's `.h3d-wrap`) never paint
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// #highway, so whatever the *previous* renderer left on the shared
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// canvas would otherwise stay visible in any area the overlay does
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// not cover. The reported symptom was the 3D drum highway (which
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// renders directly onto #highway) showing through the gap below
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// the 3D guitar highway's overlay after switching between them —
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// both are webgl2, so the type-change check alone never fired. A
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// fresh canvas starts blank/transparent, so the incoming renderer
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// always begins over a clean surface. The swap test keys on the
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// viz id (_rendererVizKey), NOT object identity: setViz/_autoMatchViz
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// build a fresh renderer object on every apply, so an object-identity
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// check would clone #highway on every benign same-viz re-install
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// (e.g. Auto re-resolving to the same viz across songs) and drop the
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// element's listeners/expando state. Skipped when re-installing the
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// same viz, and on the very first install (prev === null) where
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// there is no prior frame to clear.
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const _vizChanged = prev && _rendererVizKey(next) !== _rendererVizKey(prev);
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if (nextType !== _currentCanvasContextType || _vizChanged) {
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_replaceCanvas(nextType);
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}
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const bundle = _makeBundle();
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94
tests/js/highway_3d_overlay_full_cover.test.js
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94
tests/js/highway_3d_overlay_full_cover.test.js
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@ -0,0 +1,94 @@
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// Source-level guard for the 3D Highway overlay fully covering #highway.
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//
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// The `.h3d-wrap` overlay is anchored to top:0/left:0/right:0 of its offset
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// parent, which only lines up with #highway when the canvas sits at the
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// parent's origin. The v3 player can place chrome above the canvas, shifting
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// the wrap up so its lower edge falls short of #highway and exposes a strip
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// of the canvas (the reported gap). applySize() must pin the wrap to the
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// canvas's actual offset box so it stays flush. createHighway's WebGL
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// lifecycle is too heavy for a vm sandbox, so this locks in the wiring.
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const { test } = require('node:test');
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const assert = require('node:assert/strict');
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const fs = require('node:fs');
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const path = require('node:path');
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const screenJs = path.join(__dirname, '..', '..', 'plugins', 'highway_3d', 'screen.js');
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function extractBlock(src, signature) {
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const start = src.indexOf(signature);
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assert.ok(start !== -1, `signature '${signature}' not found`);
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const openBrace = src.indexOf('{', start);
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let depth = 1;
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let i = openBrace + 1;
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while (i < src.length && depth > 0) {
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const ch = src[i];
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if (ch === '{') depth++;
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else if (ch === '}') depth--;
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i++;
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}
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assert.ok(depth === 0, `unbalanced braces after '${signature}'`);
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return src.slice(start, i);
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}
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test('applySize pins the .h3d-wrap overlay to the highway canvas rect box', () => {
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const src = fs.readFileSync(screenJs, 'utf8');
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const fn = extractBlock(src, 'function applySize(w, h)');
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// Guarded on a laid-out canvas so we never pin to a zero box.
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assert.match(
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fn,
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/highwayCanvas\s*&&\s*highwayCanvas\.offsetWidth\s*>\s*0\s*&&\s*highwayCanvas\.offsetHeight\s*>\s*0/,
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'must guard the pin on a laid-out canvas (offsetWidth/Height > 0)',
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);
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// Size/position must come from getBoundingClientRect (fractional, matches
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// ren.setSize), NOT integer offset* props which round and reopen the strip.
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assert.match(fn, /highwayCanvas\.getBoundingClientRect\(\)/, 'must measure the canvas via getBoundingClientRect');
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assert.doesNotMatch(fn, /wrap\.style\.width\s*=\s*highwayCanvas\.offsetWidth/, 'must NOT size to integer offsetWidth');
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assert.doesNotMatch(fn, /wrap\.style\.height\s*=\s*highwayCanvas\.offsetHeight/, 'must NOT size to integer offsetHeight');
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// Width/height set from the rect; position is parent-relative (padding edge).
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assert.match(fn, /wrap\.style\.width\s*=\s*_cr\.width/, 'must size width to the canvas rect width');
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assert.match(fn, /wrap\.style\.height\s*=\s*_cr\.height/, 'must size height to the canvas rect height');
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assert.match(fn, /wrap\.style\.top\s*=\s*\(\s*_cr\.top\s*-\s*_pr\.top\s*-\s*_pbTop\s*\)/, 'top must be canvas rect relative to the containing block padding edge');
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assert.match(fn, /wrap\.style\.left\s*=\s*\(\s*_cr\.left\s*-\s*_pr\.left\s*-\s*_pbLeft\s*\)/, 'left must be canvas rect relative to the containing block padding edge');
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assert.match(fn, /clientTop/, 'must strip the parent border via clientTop');
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// right:0 must be released so the explicit width takes effect.
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assert.match(fn, /wrap\.style\.right\s*=\s*['"]auto['"]/, "must release right:0 (set 'auto') when pinning width");
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});
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test('applySize fallback resets the static anchor and the computed height', () => {
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const src = fs.readFileSync(screenJs, 'utf8');
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const fn = extractBlock(src, 'function applySize(w, h)');
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// The not-laid-out fallback must clear any stale pin styles (a prior pin
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// leaves top/left/right:auto/width set) back to the original
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// top:0;left:0;right:0;width:auto anchor, or the wrap reappears at a
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// stale horizontal position after a panel hide/show.
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const fallback = fn.slice(fn.indexOf('} else {'));
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assert.match(fallback, /wrap\.style\.top\s*=\s*['"]0['"]/, 'fallback must reset top:0');
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assert.match(fallback, /wrap\.style\.left\s*=\s*['"]0['"]/, 'fallback must reset left:0');
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assert.match(fallback, /wrap\.style\.right\s*=\s*['"]0['"]/, 'fallback must reset right:0');
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assert.match(fallback, /wrap\.style\.width\s*=\s*['"]auto['"]/, 'fallback must reset width:auto');
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assert.match(fallback, /wrap\.style\.height\s*=\s*h\s*\+\s*['"]px['"]/, 'fallback must keep the computed height');
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});
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test('applySize records whether the overlay pin was applied (_wrapPinned)', () => {
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const src = fs.readFileSync(screenJs, 'utf8');
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const fn = extractBlock(src, 'function applySize(w, h)');
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// Pin path sets the flag true; the not-laid-out fallback sets it false
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// so the rAF loop knows the pin is still pending.
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assert.match(fn, /_wrapPinned\s*=\s*true/, 'pin path must set _wrapPinned = true');
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assert.match(fn, /_wrapPinned\s*=\s*false/, 'fallback path must set _wrapPinned = false');
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});
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test('the rAF loop re-pins the overlay once the canvas lays out (Codex P1)', () => {
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// When init() pins via the parent-panel fallback (offset box still 0) and
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// the canvas later lays out to the SAME logical size, neither size-drift
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// branch fires. A dedicated branch must re-run applySize so the overlay
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// gets pinned to the now-real canvas box instead of leaving the exposed
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// strip the fix was meant to close.
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const src = fs.readFileSync(screenJs, 'utf8');
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assert.match(
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src,
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/else if\s*\(\s*!_wrapPinned\s*&&\s*box\.w\s*>\s*0\s*&&\s*box\.h\s*>\s*0\s*&&\s*highwayCanvas\.offsetWidth\s*>\s*0\s*&&\s*highwayCanvas\.offsetHeight\s*>\s*0\s*\)\s*\{\s*[\s\S]*?applySize\(\s*box\.w\s*,\s*box\.h\s*\)\s*;/,
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'must re-pin via applySize when !_wrapPinned and the canvas has laid out',
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);
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});
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91
tests/js/highway_renderer_swap_canvas_reset.test.js
Normal file
91
tests/js/highway_renderer_swap_canvas_reset.test.js
Normal file
@ -0,0 +1,91 @@
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// Source-level guard for the renderer-swap canvas reset.
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//
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// Both 3D visualizations are webgl2 renderers, but they paint to
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// different surfaces: the 3D *drum* highway renders directly onto the
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// shared #highway canvas, while the 3D *guitar* highway renders into its
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// own `.h3d-wrap` sibling overlay and never touches #highway. Switching
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// drum -> guitar is webgl2 -> webgl2, so the context-type check alone
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// never replaced the canvas — the last drum frame stayed painted on
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// #highway and bled through the gap the guitar overlay does not cover.
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//
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// The fix replaces the underlying <canvas> on ANY swap to a different
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// renderer instance (not just on a context-type change) so the incoming
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// renderer always starts over a blank surface. These checks lock in the
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// wiring; the createHighway closure owns a WebGL lifecycle too heavy to
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// reproduce in a vm sandbox.
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const { test } = require('node:test');
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const assert = require('node:assert/strict');
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const fs = require('node:fs');
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const path = require('node:path');
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const highwayJs = path.join(__dirname, '..', '..', 'static', 'highway.js');
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function extractBlock(src, signature) {
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const start = src.indexOf(signature);
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assert.ok(start !== -1, `signature '${signature}' not found`);
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const openBrace = src.indexOf('{', start);
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assert.ok(openBrace !== -1, `opening brace after '${signature}' not found`);
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let depth = 1;
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let i = openBrace + 1;
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while (i < src.length && depth > 0) {
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const ch = src[i];
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if (ch === '{') depth++;
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else if (ch === '}') depth--;
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i++;
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}
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assert.ok(depth === 0, `unbalanced braces after '${signature}'`);
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return src.slice(start, i);
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}
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test('_setRenderer captures the outgoing renderer before overwriting it', () => {
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const src = fs.readFileSync(highwayJs, 'utf8');
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const fn = extractBlock(src, 'function _setRenderer(r)');
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// prev must be captured BEFORE _destroyCurrentIfInited and the
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// `_renderer = next` assignment, otherwise the swap detection below
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// would always compare next against itself.
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const prevIdx = fn.search(/const\s+prev\s*=\s*_renderer/);
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const destroyIdx = fn.search(/_destroyCurrentIfInited\(\)/);
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const assignIdx = fn.search(/^\s*_renderer\s*=\s*next\s*;/m);
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assert.ok(prevIdx !== -1, 'must capture `const prev = _renderer`');
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assert.ok(destroyIdx !== -1, 'must call _destroyCurrentIfInited');
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assert.ok(assignIdx !== -1, 'must assign `_renderer = next`');
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assert.ok(prevIdx < destroyIdx, 'prev must be captured before _destroyCurrentIfInited');
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assert.ok(prevIdx < assignIdx, 'prev must be captured before `_renderer = next`');
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});
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test('_setRenderer replaces the canvas on a context-type change OR a viz change', () => {
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const src = fs.readFileSync(highwayJs, 'utf8');
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const fn = extractBlock(src, 'function _setRenderer(r)');
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// The replace guard must fire on EITHER a context-type change OR a
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// swap to a different visualization. A regression that drops the
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// viz-change clause would let a stale frame bleed through.
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assert.match(
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fn,
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/const\s+_vizChanged\s*=\s*prev\s*&&\s*_rendererVizKey\(next\)\s*!==\s*_rendererVizKey\(prev\)/,
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'_vizChanged must compare _rendererVizKey(next) vs _rendererVizKey(prev), guarded by prev',
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);
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||||
assert.match(
|
||||
fn,
|
||||
/if\s*\(\s*nextType\s*!==\s*_currentCanvasContextType\s*\|\|\s*_vizChanged\s*\)\s*\{\s*_replaceCanvas\(nextType\)/,
|
||||
'replace guard must be `nextType !== _currentCanvasContextType || _vizChanged`',
|
||||
);
|
||||
});
|
||||
|
||||
test('_rendererVizKey keys on the viz id, not object identity (avoids churn on same-viz re-install)', () => {
|
||||
const src = fs.readFileSync(highwayJs, 'utf8');
|
||||
const fn = extractBlock(src, 'function _rendererVizKey(r)');
|
||||
// Default renderer keys on its singleton; custom renderers key on the
|
||||
// viz picker id (pluginId/source) stamped by app.js's _tagVizRenderer,
|
||||
// falling back to the object reference only when untagged.
|
||||
assert.match(fn, /r\s*===\s*_defaultRenderer/, 'default renderer must key on its own singleton');
|
||||
assert.match(fn, /r\.pluginId\s*\|\|\s*r\.source/, 'custom renderers must key on pluginId/source (the viz id)');
|
||||
});
|
||||
|
||||
test('_setRenderer skips the extra replace on first install (prev === null)', () => {
|
||||
const src = fs.readFileSync(highwayJs, 'utf8');
|
||||
const fn = extractBlock(src, 'function _setRenderer(r)');
|
||||
// The `prev &&` guard avoids a needless swap on the very first install
|
||||
// (prev === null) where there is no prior frame to clear.
|
||||
assert.match(fn, /_vizChanged\s*=\s*prev\s*&&/, 'must short-circuit _vizChanged when prev is null');
|
||||
});
|
||||
Loading…
Reference in New Issue
Block a user