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fix(highway): the paused-frame throttle was throttling the whole venue
Pausing the song dropped the venue, the crowd and the stage to ~10 fps — "everything around the highway drops fps by a lot". draw() caps paused frames to one per _PAUSED_FRAME_INTERVAL_MS (100ms), on an assumption stated plainly in highway-constants.js: a heavy WebGL renderer "does a full render every frame even while paused. That is pure waste." That was true when a paused chart was a still picture. The venue broke the assumption. Its video backdrop keeps playing and its crowd reacts on a clock of their own, and BOTH are drawn into the same canvas as the notes — so a throttle aimed at static notes throttled the entire room. The scene only got a texture upload 10 times a second while the transport sat paused. Renderers can now declare that their picture is not static while the chart clock is stopped: an optional needsContinuousFrames(). The throttle is skipped only when it returns exactly true, and the probe fails closed — a renderer that doesn't implement it, or one that throws, keeps the throttle unchanged. So the GPU saving that motivated #654 survives everywhere it was actually valid. highway_3d implements it and claims continuous frames ONLY while a crowd video is genuinely rolling (bound, unpaused, not ended, readyState >= 2). With no venue pack — the common case — the paused scene really is static, so it keeps the throttle and the GPU still idles. Tests extend tests/js/highway_pause_throttle.test.js, which guards this code path source-level (the draw loop owns the rAF + WebGL lifecycle and is deliberately not reproduced in a vm — see the file header). The new guards pin that the capability GATES the early return rather than merely being called near it, that the probe fails closed on absent/non-function/throwing/truthy-but-not- true, and that the 3D renderer keys off the real video elements and can still return false. All 3 fail against the pre-fix source. eslint 0 errors; JS 1202/1202; pytest 2597 passed.
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@@ -15388,6 +15388,27 @@
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// The host throttles paused frames to ~10 fps, on the assumption
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// that a paused chart is a static picture and re-rendering it is
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// pure waste (highway-constants._PAUSED_FRAME_INTERVAL_MS).
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//
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// That stopped being true when the venue landed. The venue backdrop
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// is a PLAYING VIDEO and the crowd reacts on its own clock, and they
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// are drawn into this same canvas as the highway — so throttling the
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// highway throttled the whole room. Pausing the song dropped the
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// venue, the crowd and the stage to 10 fps.
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//
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// Only claim continuous frames while a crowd video is actually
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// rolling: with no venue pack (the common case) the paused scene IS
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// static and the throttle should still save the GPU.
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needsContinuousFrames() {
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if (!_isReady || _ctxLost) return false;
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for (const v of _venueCrowdVideos) {
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if (v && !v.paused && !v.ended && v.readyState >= 2) return true;
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}
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return false;
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},
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draw(bundle) {
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if (!_isReady) return;
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if (_ctxLost) return; // GPU context lost (alt-tab / reset) — skip until restored
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