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fix(highway): a SUPERSEDED renderer init is not a FAILED one (#970)
Starting a gig dropped the player onto the fallback 2D highway with no venue.
startGig() calls setViz('venue'), which installs the 3D renderer — whose init is
async — and then immediately starts its play queue. playSong() re-initialises
that same renderer a tick later. A renderer mints a fresh readyPromise per
init() and rejects the previous one with "superseded"; highway.js only checked
that the RENDERER OBJECT was unchanged, which it is. So it treated a healthy,
re-initialising renderer as a failed one, tore it down, and reverted to 2D:
renderer async init failure: Error: superseded
viz picker: reverted to default renderer (async-init-failure)
The guard now also checks the PROMISE identity: a rejection from an init cycle
the renderer has already moved on from is ignored. The renderer-identity guard
stays (a rejection for a renderer since REPLACED is also not ours), and a
genuine failure of the CURRENT cycle still reverts — both init() call sites go
through _setRenderer, which re-wires the handler every time, so the new cycle is
always watched.
Reproduced and fixed against the real build:
before: vizSelection=default viz-picker=default venue=inactive viz:reverted
after: vizSelection=venue viz-picker=venue venue=ACTIVE (no revert)
Also widens the paused-frame throttle's opt-out. The throttle fires whenever the
CHART CLOCK is stalled — not only on a pause, but through a count-in and the
credits/author overlay too. Its opt-out only asked "is a crowd video rolling",
but the venue scene animates on a clock of its own with no pack at all (backdrop
breathe, parallax, haze drift, warmth pulse — Math.sin(t) in the draw loop), so
that motion was still being throttled. It now claims frames for both sources; a
plain 3D highway with no venue reads motion mode 'off' and keeps the #654 GPU
saving.
HONEST CAVEAT on that second part: I could not get the throttle to fire in a
reproduction. A control run on the shipped code showed 100 draws/sec while
paused, not the ~10/sec a firing throttle would give — so the change is
defensible on its own terms (a stalled clock is genuinely not a static picture)
but it does NOT have a demonstrated symptom behind it. The viz fix above does.
Tests: the superseded guard, and that the throttle opt-out covers both motion
sources. All fail against the pre-fix source. eslint 0 errors; JS 1207/1207.
This commit is contained in:
@@ -986,6 +986,22 @@ function createHighway() {
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// inline arrow function.
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function _handleAsyncInitFailure(e) {
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if (hwState._renderer !== _installedRenderer) return;
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// ...and ignore a rejection from a SUPERSEDED init cycle.
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//
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// A renderer mints a fresh readyPromise on every init(), and
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// rejects the previous one ("superseded") when a newer init
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// starts. The renderer object is unchanged, so the identity
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// check above does not catch it — and we would tear down a
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// perfectly healthy renderer that is merely re-initialising.
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//
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// This is exactly what starting a gig did: setViz('venue')
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// installed the 3D renderer, then the queue's playSong()
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// re-initialised it a tick later; init #1's promise rejected,
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// and the gig dropped to the fallback 2D highway with the
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// venue gone. A superseded init is not a failed init — the
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// NEW cycle owns the outcome, and its own promise is what we
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// must judge.
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if (_installedRenderer.readyPromise !== rp) return;
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console.error('renderer async init failure:', e);
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_destroyCurrentIfInited();
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hwState._renderer = _defaultRenderer;
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