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b542a5f68e | ||
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de002cdc24 | ||
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3100d68a45 |
@@ -8,6 +8,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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## [Unreleased]
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### Added
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- **"Colorblind (deuteranope)" highway string-color preset.** Adds a one-click preset to the shared "Highway String Colors" picker, sitting next to the existing Okabe–Ito "Colorblind-friendly" preset — contributed by a deuteranopic player who found the Okabe–Ito set still hard to separate. It retunes the six main strings (red / yellow-green / blue / orange / teal / deep-purple) and keeps that set's 7/8-string colors, and applies to **both** the 2D and 3D highways via the shared picker. Frontend-only, additive: `static/app.js` (`HWC_PRESETS`).
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- **`lib/gp_autosync.py`: piecewise time-warp helpers + a working `refine_sync()`.** `auto_sync()` has always computed per-bar sync points (DTW), but consumers could only apply the scalar bar-1 `audio_offset`, so any tempo difference between the recording and the tab's authored tempo accumulated audibly over the song. New librosa-free helpers expose the full mapping: `bar_start_times(gp_path)` (per-bar score times on the same axis as the sync points — GPIF bar-resolution map for `.gp`/`.gpx`, per-tick integration for GP3/4/5), `build_warp_anchors(points, bar_starts)` (strictly-monotonic `(score, audio)` anchor pairs), `warp_time(t, anchors)` (piecewise-linear map with edge-slope extrapolation for count-ins/tails), `warp_song_times(song, warp)` (retimes a `lib.song.Song` in place: notes + sustains, chords, beats, sections, anchors, handshapes, per-phrase difficulty levels, tone changes, tempo overrides), and `gp_has_expandable_repeats(gp_path)` (detects GP3/4/5 repeat/volta/direction markup whose playback expansion the as-written sync points cannot map — callers fall back to offset-only sync). Also implements `refine_sync()`, which the editor plugin's refine-sync endpoint has imported since the snapshot but which never existed in core (the Refine button 500'd): it densifies the coarse DTW points to every Nth bar and re-times each with a local onset phase sweep (sweep radius clamped under half a beat so periodic material can't lock a full beat off; short scoring grid + median residual snap). Synthetic click-track validation: ~13ms mean / ~40ms max error from ±180ms coarse input across 117–123 BPM recordings of a 120 BPM tab. Tests: `tests/test_gp_autosync_warp.py`.
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- **Playlist shuffle.** The v3 playlist detail page gains a crossing-arrows shuffle toggle next to Play all / Play album. When on, `playQueue.start` Fisher-Yates-shuffles the queue once at start (on a copy — the stored playlist order is untouched), swapping any per-slot album arrangements in lockstep so each slot keeps its pinned arrangement. The preference is global and persists in `localStorage` (`v3PlaylistShuffle`). Tests: `tests/js/play_queue_shuffle.test.js`.
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@@ -15,6 +16,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- **Player frame-time hotspots removed (trace-backed) + weak-hardware hardening.** A Chrome performance trace of a 3D-highway session surfaced two core per-frame layout-thrash sources, now fixed: the highway's visibility check read `canvas.offsetParent` every rAF frame (forces style/layout recalc — now sampled every 10th frame with a cached value, force-refreshed on init/canvas-replace/resize/override-clear), and the v3 player chrome loop called `matches(':hover')` per frame and unconditionally rewrote the Up-Next pill's `textContent`/bar width at 6 Hz (now hover-tracked via mouseenter/mouseleave, DOM writes only on value change, progress bar moved from `width` to compositor-only `scaleX`). The 3D highway pre-warms shader programs (`ren.compile`) and deterministic label textures at init — and chart-dependent chord/section label textures on first draw — so first-appearance shader-compile/texture-upload frame spikes move into the load spinner. For weaker hardware: the per-frame renderer bundle is now a single reused object instead of a fresh ~35-field allocation per frame (object identity is stable and meaningless; array fields still swap reference on chart changes), custom viz get `bundle.lowerBoundT`/`bundle.lowerBoundTime` binary-search helpers for visible-window culling, the default 2D highway's beat lines no longer scan every beat in the song per frame, and the 3D highway stops reading `localStorage` per frame (1 Hz poll) and caches its lyrics text-measurement layout per displayed line instead of re-measuring every syllable every frame. A second, throttled-CPU trace pass additionally removed: shader-program re-resolution churn from label texture swaps (`material.needsUpdate` is now only set on a null↔texture transition — swapping between two cached label textures never changes the compiled program), the 3D highway's per-frame `getBoundingClientRect` layout read in its canvas-size self-check (now every 10th frame, still immediate on backing-store change), and the core 60 Hz HUD clock rewriting `textContent` on every tick (now write-on-change, ~1/s). The dominant residual — steady `getParameters` shader-program re-resolution (~4% of throttled main thread) — turned out to be Three r158+'s transparent-DoubleSide two-pass rendering, which sets `material.needsUpdate` twice per object per frame; all 18 of the 3D highway's transparent DoubleSide materials are flat unlit quads (labels, rails, chord frames, lanes), so they now declare `forceSinglePass: true`, eliminating the recompile churn and halving those objects' draw calls.
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### Fixed
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- **3D Highway: recover from a WebGL context loss instead of crashing on alt-tab.** Switching the active window / alt-tabbing away from the app (most often on Windows) can trigger a GPU context reset; the 3D highway's WebGL renderer had **no `webglcontextlost` handler**, so a lost context was left to escalate into a render-process crash — matching the intermittent "randomly crashes when I change windows" desktop reports. The renderer now binds `webglcontextlost`/`webglcontextrestored` on its own WebGL canvas (`ren.domElement`): the loss is `preventDefault()`'d so the browser keeps the context restorable, `draw()` bails while the context is down so no GL work runs on a dead context, and on restore the viewport is re-applied and rendering resumes (Three re-uploads scene resources on the next frame). Listeners are torn down with the renderer. `plugins/highway_3d` → 3.31.3. Tests: `tests/js/highway_3d_context_loss.test.js`. (The sibling `keys_highway_3d` / `drum_highway_3d` renderers share the same gap — tracked as a follow-up in their repos.)
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- **Guitar Pro 6 (`.gpx`) import no longer fails on every real file.** The GPX BCFS container reader (`lib/gp2rs_gpx.py`) rejected any file whose final sector wasn't a full `0x1000` block — but a real `.gpx`'s BCFZ-declared decompressed size isn't sector-aligned, so the last (small) container file always lands in a partial trailing sector. The bounds check *raised* `GPX BCFS sector pointer out of range (malformed file)` instead of clamping the tail read, so `_load_gpif` threw before `score.gpif` could be extracted and **no GP6 file could be imported into the song editor** (both real test files failed identically — this wasn't file-specific). GP7/GP8 `.gp` files were unaffected — they take the ZIP path, not BCFS, which is why prior GP-import work didn't surface it. The reader now **clamps the final sector read to the buffer end** (the per-file size field trims the padding anyway), matching canonical GPX readers (alphaTab / PyGuitarPro); a sector whose *start* is past the end still raises, preserving the malformed-file guard. Verified against two real GP6 files — both now unpack to valid GPIF with all tracks. Tests: `tests/test_gp2rs_gpx.py` (partial-final-sector round-trip, multi-file container, sector-aligned baseline, and the preserved out-of-range guard).
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- **v3 Songs grid: fixed the scroll stutter that "skips every so many scrolls," up or down.** The virtualized grid rebuilt its **entire** visible window (`grid.innerHTML = …` + a full `wireCards` pass) every time it slid by one row, so each row-boundary crossing was a heavy synchronous frame that stalled the main thread and buffered held-arrow key-repeats into a visible lurch (a tester's "super fast for a second then slowed down") at fixed scroll offsets — in **both directions and regardless of whether the page was already loaded** (the cost was DOM teardown, not fetching, which is why scrolling back up over cached songs hitched too). `renderWindow()` now **reconciles the window in place**: it reuses the card nodes that stay on-screen and builds only the row that enters/leaves (~6 nodes per slide instead of ~60), keyed by absolute index with a real-vs-skeleton + select-mode signature so hole-fills (after a page fetch) and select-mode toggles still rebuild exactly the nodes that changed. `wireCards`'s `data-wired` guard then wires only the freshly-built nodes, so per-slide listener churn drops with it. Follow-up to the stage-2 virtualized grid (got-feedback/feedBack#636 item 3). Frontend-only: `static/v3/songs.js`. Tests: `tests/js/v3_songs_window_recycle.test.js` (window stays `[start,end)` contiguous + in-window node identity reused across a down-then-up scroll; select-mode toggle and rail-seek jump rebuild correctly).
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- **Starter content seeds again (and now ships The Adicts' "Ode to Joy").** `_BUILTIN_STARTER_SOURCES` still listed `beethoven-ode_to_joy.feedpak` after that pack was deleted, and never wired up its replacement `the_adicts-ode-to-joy_vst_cover.feedpak` that landed on disk. The listed-but-missing file made the all-present gate never fire, so **no** starter songs seeded on first run. Synced the manifest to what's on disk (Für Elise, Star Spangled Banner, The Adicts' Ode to Joy). Tests: `tests/test_builtin_starter_seed.py` (the present/unlisted guards were red on `main`).
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@@ -1,7 +1,7 @@
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{
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"id": "highway_3d",
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"name": "3D Highway",
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"version": "3.31.2",
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"version": "3.31.3",
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"type": "visualization",
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"bundled": true,
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"script": "screen.js",
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@@ -3747,6 +3747,15 @@
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// ── Per-instance Three.js state ───────────────────────────────────
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let scene = null, cam = null, ren = null;
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let wrap = null;
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// WebGL context-loss recovery. Switching the active window / alt-tabbing
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// (especially on Windows) can trigger a GPU context reset; with no
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// handler the lost context escalates into a render-process crash. The
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// listeners (bound in initScene on ren.domElement, removed in teardown)
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// preventDefault the loss so the browser keeps the context restorable,
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// _ctxLost gates draw() off the dead context, and on restore we reset the
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// viewport + resume (Three re-uploads scene resources on the next render).
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let _ctxLost = false;
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let _onCtxLost = null, _onCtxRestored = null;
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let bcCtrl = null; // Butterchurn audio-reactive background (the 'butterchurn' bg-style)
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let _chartEnv = 0, _chartPrevT = -1, _bcBeatIdx = 0, _bcNoteIdx = 0, _bcChordIdx = 0, _bcTintTarget = null;
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let _tintR = 20, _tintG = 24, _tintB = 40; // smoothed instrument-color tint for the bg
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@@ -6526,6 +6535,26 @@
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ren.setClearColor(0x101820, _bcActive() ? 0 : 1);
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wrap.appendChild(ren.domElement);
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// WebGL context-loss recovery (see the _ctxLost declaration). Bound
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// on Three's own canvas — the context that actually resets on a GPU
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// reset / alt-tab. preventDefault() keeps the context restorable
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// instead of letting the loss escalate to a render-process crash;
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// _ctxLost then makes draw() bail so no GL work runs on the dead
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// context; on restore we reset the viewport and resume (Three
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// re-uploads geometry/materials/textures lazily on the next render).
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_onCtxLost = (e) => {
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if (e && typeof e.preventDefault === 'function') e.preventDefault();
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_ctxLost = true;
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console.warn('[3D-Hwy] WebGL context lost — pausing render until it is restored.');
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};
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_onCtxRestored = () => {
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_ctxLost = false;
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console.warn('[3D-Hwy] WebGL context restored — resuming render.');
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try { const s = canvasSize(highwayCanvas); if (s.w > 0 && s.h > 0) applySize(s.w, s.h); } catch (err) {}
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};
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ren.domElement.addEventListener('webglcontextlost', _onCtxLost, false);
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ren.domElement.addEventListener('webglcontextrestored', _onCtxRestored, false);
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lyricsCanvas = document.createElement('canvas');
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lyricsCanvas.style.cssText = 'position:absolute;top:0;left:0;pointer-events:none;z-index:1;';
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lyricsCtx = lyricsCanvas.getContext('2d');
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@@ -14829,6 +14858,15 @@
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// mid-teardown settings change doesn't try to rebuild a torn-
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// down scene; then dispose the active style's resources.
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if (_bgListener) { _bgUnsubscribe(_bgListener); _bgListener = null; }
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// WebGL context-loss listeners (bound in initScene on ren.domElement).
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// Remove before ren is disposed below so a torn-down instance can't
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// keep firing them; reset the flag so a reused instance starts clean.
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if (ren && ren.domElement) {
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if (_onCtxLost) { try { ren.domElement.removeEventListener('webglcontextlost', _onCtxLost, false); } catch (e) {} }
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if (_onCtxRestored) { try { ren.domElement.removeEventListener('webglcontextrestored', _onCtxRestored, false); } catch (e) {} }
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}
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_onCtxLost = _onCtxRestored = null;
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_ctxLost = false;
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// Notedetect listeners (issue #9). Remove on destroy so a
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// panel that stops doesn't keep accumulating marks. Marks
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// arrays are cleared too — they hold stale chart positions
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@@ -15154,6 +15192,7 @@
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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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if (!_chartPrewarmed) {
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_chartPrewarmed = true;
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_prewarmChart(bundle);
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@@ -2870,6 +2870,10 @@ const HWC_DEFAULT_FALLBACK = { lowE: '#cc0000', A: '#cca800', D: '#0066cc', G: '
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// - colorblind: the Okabe–Ito accessible qualitative palette (vermillion,
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// orange, yellow, bluish-green, sky-blue, blue, reddish-purple), the most
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// distinguishable option for deuteranopia/protanopia.
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// - colorblind_deuteranope: a deuteranope-tuned variant of the Okabe–Ito set
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// above, contributed by a deuteranopic player who still found that set hard
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// to separate. Retunes the six main strings (red / yellow-green / blue /
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// orange / teal / deep-purple) and keeps its 7/8-string colors unchanged.
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// - neon: electric, max-saturation hues whose LIGHTNESS deliberately zig-zags
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// between neighbours (bright→bright→brightest→dark blue→bright green→dark
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// violet) so adjacent strings separate harder than vivid — a stage/stream
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@@ -2906,6 +2910,10 @@ const HWC_PRESETS = [
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id: 'colorblind', label: 'Colorblind-friendly',
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colors: { lowE: '#d55e00', A: '#e69f00', D: '#f0e442', G: '#009e73', B: '#56b4e9', highE: '#cc79a7', low7: '#0072b2', low8: '#999999' },
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},
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{
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id: 'colorblind_deuteranope', label: 'Colorblind (deuteranope)',
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colors: { lowE: '#aa1414', A: '#88de00', D: '#1889e3', G: '#c6601c', B: '#00f5b2', highE: '#4d2173', low7: '#0072b2', low8: '#999999' },
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},
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{
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id: 'neon', label: 'Neon',
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colors: { lowE: '#ff1f4e', A: '#ff9d00', D: '#e9ff00', G: '#1844ff', B: '#00ff84', highE: '#d000ff', low7: '#ff00aa', low8: '#00f0ff' },
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@@ -0,0 +1,45 @@
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// Contract test: 3D Highway WebGL context-loss recovery.
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//
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// Switching the active window / alt-tabbing (especially on Windows) can trigger
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// a GPU context reset. Without a handler the lost WebGL context escalates into a
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// render-process crash. The renderer owns its own WebGL canvas + heavy Three.js
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// lifecycle (too much to construct in a vm sandbox), so — like the other
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// highway_* source-contract tests here — this pins the wiring at the source
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// level: the loss must be preventDefault()'d (so the browser restores it), draw
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// must bail while lost, and the listeners must be torn down.
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const { test } = require('node:test');
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const assert = require('node:assert/strict');
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const fs = require('node:fs');
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const path = require('node:path');
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const SCREEN_JS = path.join(__dirname, '..', '..', 'plugins', 'highway_3d', 'screen.js');
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const src = fs.readFileSync(SCREEN_JS, 'utf8');
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test('binds webglcontextlost + webglcontextrestored on the renderer canvas', () => {
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assert.match(src, /ren\.domElement\.addEventListener\(\s*['"]webglcontextlost['"]/,
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'must listen for webglcontextlost on ren.domElement (the WebGL canvas)');
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assert.match(src, /ren\.domElement\.addEventListener\(\s*['"]webglcontextrestored['"]/,
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'must listen for webglcontextrestored on ren.domElement');
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});
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test('the context-lost handler preventDefaults and pauses drawing', () => {
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// Without preventDefault() the browser will not attempt to restore the
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// context and the loss can escalate to a renderer crash.
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const m = src.match(/_onCtxLost\s*=\s*\(e\)\s*=>\s*\{[\s\S]*?\};/);
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assert.ok(m, '_onCtxLost handler must exist');
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assert.match(m[0], /preventDefault\(\)/, 'context-lost handler must call preventDefault()');
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assert.match(m[0], /_ctxLost\s*=\s*true/, 'context-lost handler must set _ctxLost = true');
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});
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test('draw() early-returns while the context is lost', () => {
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assert.match(src, /draw\(bundle\)\s*\{[\s\S]*?if\s*\(_ctxLost\)\s*return;/,
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'draw() must bail while _ctxLost is set so no GL work runs on a dead context');
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});
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test('teardown removes the context-loss listeners', () => {
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assert.match(src, /removeEventListener\(\s*['"]webglcontextlost['"]/,
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'teardown must remove the webglcontextlost listener');
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assert.match(src, /removeEventListener\(\s*['"]webglcontextrestored['"]/,
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'teardown must remove the webglcontextrestored listener');
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});
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