Panning the scene view no longer redraws the whole scene
A middle-mouse pan used to run the full redraw on every frame. It collected every object from the project, cleared and redrew every shape, re-sorted all children and made Pixi re-upload every buffer, although only the camera had moved. The user saw the frame rate drop while panning. - WorldViewport gets moveCamera(). When zoom and view size are unchanged it only moves the world and redraws the overlays drawn in screen pixels. collectFrame, the shape redraw and the re-sort drop out of a pan frame. - Every full redraw remembers the box each object is culled by. A pan that moves an object across the edge of the view still takes the full redraw, so objects appear and vanish as before. - Grid, selection outlines, rays and the container origin mark move into a shared drawOnScreen hook. It runs after every full redraw and after every pan. The parent links stay in afterItems because they are drawn in world units. - Wheel zoom keeps the full redraw, because line widths follow the zoom. A cache for collectFrame was left out: it would save about 1 ms and risk stale data. - debugInfo() reports redraws and cameraMoves, and __gm gets a hook that forces a full redraw, so a check can compare against it. Findings: - Chrome already coalesces mouse moves to one per frame (500 moves gave 183 redraws in 189 frames). A throttle was tried and removed again, because its counter-check did not fail. - A check in module 03 compared the whole gameInfo() object and broke on the new counters. It now compares camera, objects and rendering. - The stall without ?vsync most likely comes from the desynchronized context in src/main.ts. It cannot be reproduced headless. Tests: - Measured on Jump and Run, main-thread time per frame, 3 runs of 240 moves: pan 5.7-7.4 ms before, 3.8-4.8 ms after. Plain mouse moves stay at 2.1-2.4 ms. 208 of 240 moves took the fast path. - ./check.sh: 141 files, 2080 tests, exit 0. - GM_STEPS=1-16,29,42,43: 535 checks, 1 failed (the module 03 test above). After the fix GM_STEPS=1-5: all passed, 130 checks. - 3 new e2e checks in 5d: 12 pan steps give 12 camera moves and 0 full redraws, pixel rows after the pan match a fresh redraw, a box panned out of view and back is drawn again. - Counter-checks: overlays not redrawn on pan gives "3 of 3 rows differ". Edge test disabled keeps the box visible with 0 redraws. - Check total 1285 (1282 confirmed by CI task 229, plus 3). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -2,7 +2,7 @@ import { LANES, MAKE_OBJECT } from './lib/scaffold.mjs';
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/** Draw order: symbols always above sprites, `z` above hierarchy order. */
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export async function drawing(t) {
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const { check, json, shot, click, locate, typeText, press, undo, mutate, select, object } = t;
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const { check, json, shot, click, drag, locate, typeText, press, undo, mutate, select, object } = t;
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const orderOfCrates = () => json(`__gm.drawOrder().filter(id => id === 'o1' || id === 'o2')`);
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// 5a. Symbols stay on top: put the camera first in the hierarchy (drawn first) and a crate
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@@ -103,4 +103,55 @@ export async function drawing(t) {
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scene.objects = scene.objects.filter((o) => !${JSON.stringify(ids)}.includes(o.id));
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p.assets = p.assets.filter((a) => !['s-box-a', 's-rb-a', 's-pt-a'].includes(a.id));
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__gm.lookAt(0, 0);`);
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// 5d. A pan only moves the camera: no collect and no redraw of every shape per move. What it
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// leaves on screen – the crate, its outline, the grid – must be what a full redraw draws, and
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// an object panned back into view must be drawn again.
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await select({ kind: 'object', holderId: 'scene1', objectId: 'o1' });
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const vr = await json('__gm.viewportRect()');
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const cx = Math.round(vr.x + vr.w / 2);
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const cy = Math.round(vr.y + vr.h / 2);
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const info = () => json('__gm.viewportInfo()');
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const rows = () =>
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json(`(() => {
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const r = __gm.objectRect('o1');
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const x = Math.round(r.x - r.w / 2 - 20);
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return [r.y, r.y - r.h / 2 - 2, r.y + r.h / 2 + 2].map((y) => __gm.pixelRow(x, Math.round(y), Math.round(r.w + 40)).join());
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})()`);
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const sameAsRedraw = async () => {
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const panned = await rows();
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await json('(__gm.viewportRedraw(), true)');
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const fresh = await rows();
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return panned.filter((row, i) => row !== fresh[i]).length;
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};
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const before = await info();
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await drag(cx, cy, cx + 36, cy + 24, { steps: 12, button: 'middle' });
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const after = await info();
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const moves = after.cameraMoves - before.cameraMoves;
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const redraws = after.redraws - before.redraws;
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check(
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'a pan moves the camera without redrawing the scene',
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moves >= 8 && redraws <= 4,
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`${moves} camera moves, ${redraws} redraws in 12 steps`,
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);
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const offAfterPan = await sameAsRedraw();
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check('a panned view draws what a full redraw draws', offAfterPan === 0, `${offAfterPan} of 3 rows differ`);
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// Far enough that the crate's right edge passes the view's left one.
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const crate = await json(`__gm.objectRect('o1')`);
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const away = Math.round(crate.x + crate.w / 2 - vr.x + 20);
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await drag(cx, cy, cx - away, cy, { steps: 12, button: 'middle' });
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const gone = !(await json('__gm.drawOrder()')).includes('o1');
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const back0 = await info();
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// Pressed inside the view again: a press out over the panel would pan nothing.
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await drag(cx, cy, cx + away, cy, { steps: 12, button: 'middle' });
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const back = await info();
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const shown = (await json('__gm.drawOrder()')).includes('o1');
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const offAfterReturn = await sameAsRedraw();
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check(
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'an object panned out of view and back is drawn again',
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gone && shown && back.redraws > back0.redraws && offAfterReturn === 0,
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`gone=${gone} shown=${shown} redraws=${back.redraws - back0.redraws} rowsOff=${offAfterReturn}`,
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);
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await shot('15b-panned');
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await mutate(`__gm.state.select(null); __gm.lookAt(0, 0)`);
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}
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