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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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@@ -1159,6 +1159,17 @@ function createHighway() {
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' (user ' + hwState._renderScale.toFixed(2) + ' / auto ' + hwState._autoScale.toFixed(2) + ')';
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}
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// Optional renderer capability: "my picture keeps moving even when the chart
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// clock is stopped". Anything a renderer animates on its own clock (the 3D
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// highway's venue video + crowd) has to opt out of the paused-frame throttle
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// or it renders at 10 fps while the song is paused. Absent / throwing =
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// false, so every existing renderer keeps the throttle unchanged.
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function _rendererNeedsContinuousFrames() {
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const r = hwState._renderer;
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if (!r || typeof r.needsContinuousFrames !== 'function') return false;
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try { return r.needsContinuousFrames() === true; } catch (_) { return false; }
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}
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function draw() {
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hwState.animFrame = requestAnimationFrame(draw);
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if (!hwState.canvas || !hwState._renderer) return;
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@@ -1223,7 +1234,15 @@ function createHighway() {
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const _nowP = performance.now();
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if (_nowP - hwState._chartLastAdvanceAt > _CHART_MAX_INTERP_MS) {
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_paused = true;
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if (_nowP - hwState._lastPausedDrawAt < _PAUSED_FRAME_INTERVAL_MS) return;
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// ...unless the renderer says its picture is NOT static while
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// paused. The throttle assumes a paused chart is a still frame,
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// but a renderer can own content on a clock of its own — the 3D
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// highway draws the venue's video backdrop and its reactive crowd
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// into this same canvas, so throttling the highway throttled the
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// whole room to 10 fps whenever the song was paused. Optional
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// method: renderers that don't implement it keep the throttle.
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if (!_rendererNeedsContinuousFrames()
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&& _nowP - hwState._lastPausedDrawAt < _PAUSED_FRAME_INTERVAL_MS) return;
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hwState._lastPausedDrawAt = _nowP;
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}
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}
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