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fix(highway): a SUPERSEDED renderer init is not a FAILED one (#970)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init() and rejects the previous one with "superseded"; highway.js only checked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renderer async init failure: Error: superseded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Tests: the superseded guard, and that the throttle opt-out covers both motion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:
@@ -114,13 +114,52 @@ test('the capability probe fails closed (absent / non-function / throwing)', ()
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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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test('3D highway claims continuous frames for BOTH sources of venue motion', () => {
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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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// (1) a crowd video rolling on its own clock (career venue pack)
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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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assert.match(fn, /\.paused/, 'a paused video is a still frame');
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// (2) the venue scene's OWN fake-depth motion — backdrop breathe, haze drift,
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// warmth pulse, shimmer. Math.sin(t) in the draw loop, so it only moves while
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// we get frames, and it runs with NO pack at all. Missing this meant the venue
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// still stuttered on pause / count-in / credits whenever no video was rolling.
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assert.match(fn, /_venueEffectiveMotionMode\s*\(\s*\)\s*!==\s*'off'/,
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'the venue scene animates without any video — it must claim frames too');
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// ...and with no venue at all the paused scene IS static: the #654 GPU saving
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// must survive, so the method has to be able to return false.
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assert.match(fn, /return false;/, 'must fall through to false on a plain 3D highway');
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});
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// ── a SUPERSEDED init is not a FAILED init ──────────────────────────────────
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//
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// Starting a gig dropped the player onto the fallback 2D highway with no venue.
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//
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// setViz('venue') installs the 3D renderer, whose init is async; the gig then
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// immediately starts its play queue, and playSong() re-initialises that same
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// renderer a tick later. A renderer mints a fresh readyPromise per init() and
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// rejects the previous one with "superseded" — but highway.js only checked that
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// the RENDERER object was unchanged, which it is. So it treated a healthy
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// re-initialising renderer as a failed one, tore it down, and reverted to 2D:
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//
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// renderer async init failure: Error: superseded
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// viz picker: reverted to default renderer (async-init-failure)
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//
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// Reproduced and fixed against the real build (venue stays selected, scene
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// active, no viz:reverted).
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test('a superseded readyPromise must not revert the viz to 2D', () => {
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const src = highwaySources();
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const fn = extractBlock(src, 'function _handleAsyncInitFailure(e)');
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assert.match(fn, /readyPromise\s*!==\s*rp[\s\S]{0,40}return/,
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'a rejection from a STALE readyPromise (the renderer has since re-init\'d) must be ' +
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'ignored — otherwise a re-initialising renderer is torn down as if it had failed');
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// The renderer-identity check must survive too: a rejection belonging to a
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// renderer that has since been REPLACED is also not our problem.
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assert.match(fn, /hwState\._renderer\s*!==\s*_installedRenderer[\s\S]{0,20}return/,
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'the renderer-identity guard must remain');
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// ...and a genuine failure of the CURRENT init cycle must still revert.
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assert.match(fn, /_emitVizReverted\s*\(\s*'async-init-failure'\s*\)/,
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'a real async-init failure must still fall back to the default renderer');
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});
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