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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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@@ -77,3 +77,50 @@ test('throttle runs after the ready gate, before bundle/draw', () => {
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assert.ok(readyIdx < throttleIdx, 'throttle must come after the ready gate');
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assert.ok(throttleIdx < drawIdx, 'throttle must come before the renderer draw');
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});
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// ── The throttle must not starve a renderer that animates on its own clock ──
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//
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// The throttle assumes a paused chart is a still picture, so re-rendering it is
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// waste. That stopped being true when the venue landed: the 3D highway draws the
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// venue's VIDEO backdrop and its reactive crowd into the same canvas as the
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// notes, so capping paused frames capped the whole room — pausing the song
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// dropped the venue to ~10 fps ("everything around the highway drops fps").
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//
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// Renderers now opt out via an optional needsContinuousFrames(). Absent or
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// throwing must mean false, so every other renderer keeps the throttle.
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test('paused throttle defers to a renderer that needs continuous frames', () => {
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const src = highwaySources();
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const fn = extractBlock(src, 'function draw()');
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assert.match(fn, /_rendererNeedsContinuousFrames\s*\(\s*\)/,
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'the paused throttle must consult the renderer capability');
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// The capability must GATE the early-return, not merely be called near it:
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// the throttle only applies when the renderer does NOT need every frame.
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assert.match(
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fn,
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/!\s*_rendererNeedsContinuousFrames\s*\(\s*\)[\s\S]{0,160}_PAUSED_FRAME_INTERVAL_MS[\s\S]{0,40}return;/,
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'throttle must be skipped when the renderer needs continuous frames',
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);
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});
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test('the capability probe fails closed (absent / non-function / throwing)', () => {
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const src = highwaySources();
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const fn = extractBlock(src, 'function _rendererNeedsContinuousFrames()');
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assert.match(fn, /typeof\s+r\.needsContinuousFrames\s*!==\s*'function'[\s\S]{0,40}return false/,
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'a renderer without the method must keep the throttle');
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assert.match(fn, /catch[\s\S]{0,40}return false/,
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'a throwing renderer must keep the throttle, not crash the draw loop');
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assert.match(fn, /===\s*true/,
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'only an explicit true opts out — a truthy accident must not disable the throttle');
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});
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test('3D highway claims continuous frames only while a crowd video is rolling', () => {
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const h3d = fs.readFileSync(
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path.join(__dirname, '..', '..', 'plugins', 'highway_3d', 'screen.js'), 'utf8');
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const fn = extractBlock(h3d, 'needsContinuousFrames()');
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assert.match(fn, /_venueCrowdVideos/, 'must key off the actual crowd video elements');
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assert.match(fn, /\.paused/, 'a paused video is a still frame — throttle should still apply');
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// With no venue pack (the common case) the paused scene really is static and
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// the GPU saving must survive: the method has to be able to return false.
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assert.match(fn, /return false;/, 'must fall through to false with no live video');
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});
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