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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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