Silence a free video once its sprite is destroyed (#420)
A sprite whose Video clock is free played its video on after it was destroyed, heard in a game, until the player was let go 2 to 4 s later. A driven one was already held and quiet after 100 ms. - The library holds and quiets a free player nothing asked for in HUSH_MS, as it did a driven one. That covers Destroy, a scene load, the end of a run and a sprite switched off. - Asked for again before it is let go, it plays on from where it was held, heard only in a run. A hidden page leaves it alone, as the sweep does. - A sprite only out of view keeps its free video playing and heard. Whether a video is heard should not hang on the camera. Before, it ran 2 to 4 s and was then let go. Now it plays on, which opens its player even where it was never in view. Tests: - Unit: video-library 1 new. A free player losing its wearer is held and quiet 200 ms later, stays so through a new run, plays on heard when asked again with the same element, and runs on on a hidden page. - e2e 66 on melektaus-atx: ALL PASSED, 36 checks, 66g-ii new. Heard 31 frames before Destroy, held and muted in every frame read after. - Counter-probe without hushing free players: the unit test and only 66g-ii fail, the player plays on heard (paused false, muted false). - Gate on melektaus-atx: 309 files, 4797 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -47,7 +47,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
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The browser suite and the three example games need a machine with a GPU:
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```bash
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 2073 checks (GM_STEPS=20 for one step)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 2074 checks (GM_STEPS=20 for one step)
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# every tool signs in first – see the Accounts page
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
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node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
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@@ -39,9 +39,9 @@ const END_SLACK = 1 / 60;
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/** A player nothing has asked for in this long is let go: no sprite wears it any more. */
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const IDLE_MS = 2000;
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/**
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* A driven player (#404) nothing has asked for in this long is held and quiet: its wearer is gone,
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* like the sprite of a composition item that has ended, or no longer drawn. It runs on by itself
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* otherwise, heard, until it is let go.
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* A player nothing has asked for in this long is held and quiet: its wearer is gone, like a sprite
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* destroyed or the sprite of a composition item that has ended, or no longer drawn. It runs on by
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* itself otherwise, heard, until it is let go. A free one (#420) plays on from there once asked again.
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*/
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const HUSH_MS = 100;
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/** Seconds a driven video's level takes to get most of the way to a new one, see `hear`. */
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@@ -90,6 +90,8 @@ interface Player {
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asked: number;
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/** Set when its wearer sets the time rather than the video itself. */
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drive: Drive | null;
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/** Whether a free player is held and quiet because nothing wears it, see `hush`. */
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hushed: boolean;
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}
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export class VideoLibrary {
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@@ -120,6 +122,7 @@ export class VideoLibrary {
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const player = this.players.get(key) ?? this.start(key);
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if (!player) return null;
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player.asked = performance.now();
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if (player.hushed) this.unhush(player);
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return player.texture;
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}
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@@ -170,12 +173,15 @@ export class VideoLibrary {
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return false;
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}
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/** A run begins: every player from its start, heard. A driven one goes where its wearer says. */
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/**
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* A run begins: every player from its start, heard; a hushed one once it is worn again. A driven
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* one goes where its wearer says.
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*/
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startRun(): void {
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this.heard = true;
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this.paused = false;
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for (const player of this.freePlayers()) {
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this.hear(player);
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if (!player.hushed) this.hear(player);
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this.rewind(player);
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}
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}
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@@ -194,7 +200,7 @@ export class VideoLibrary {
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this.paused = paused;
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for (const player of this.freePlayers())
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if (paused) player.element.pause();
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else void player.element.play().catch(() => {});
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else if (!player.hushed) void player.element.play().catch(() => {});
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}
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private freePlayers(): Player[] {
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@@ -246,18 +252,30 @@ export class VideoLibrary {
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}
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/**
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* Holds and quiets the driven players nobody asked for lately, see `HUSH_MS`. One still without
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* its first picture plays on, without sound: it only gets one by playing (see `openVideo`).
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* Holds and quiets the players nobody asked for lately, see `HUSH_MS`. One still without its first
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* picture plays on, without sound: it only gets one by playing (see `openVideo`). A free one is
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* left alone while the page is hidden, as by `sweep`.
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*/
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private hush(): void {
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const now = performance.now();
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for (const player of this.players.values()) {
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if (!player.drive || !player.texture || now - player.asked <= HUSH_MS) continue;
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if (player.drive) {
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if (!player.texture || now - player.asked <= HUSH_MS) continue;
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} else if (player.hushed || document.hidden || now - Math.max(player.asked, this.shown) <= HUSH_MS)
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continue;
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player.hushed = !player.drive;
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player.element.muted = true;
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if (!player.element.paused) player.element.pause();
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if (player.texture && !player.element.paused) player.element.pause();
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}
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}
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/** A free player worn again plays on from where it was held, heard in a run. */
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private unhush(player: Player): void {
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player.hushed = false;
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if (this.heard) this.hear(player);
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if (!this.paused) void player.element.play().catch(() => {});
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}
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private stopSweeping(): void {
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if (this.sweeper !== null) clearInterval(this.sweeper);
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if (this.husher !== null) clearInterval(this.husher);
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@@ -306,8 +324,8 @@ export class VideoLibrary {
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if (player.gone) return texture.destroy(true);
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player.texture = texture;
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if (drive) this.follow(player, drive);
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// Started even in a paused run, and held once there is a picture.
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else if (this.paused) player.element.pause();
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// Started even in a paused run or when nothing wears it, and held once there is a picture.
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else if (this.paused || player.hushed) player.element.pause();
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this.notify();
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}),
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texture: null,
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@@ -316,10 +334,11 @@ export class VideoLibrary {
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gone: false,
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asked: performance.now(),
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drive,
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hushed: false,
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};
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this.players.set(key, player);
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this.sweeper ??= setInterval(() => this.sweep(), IDLE_MS);
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if (drive) this.husher ??= setInterval(() => this.hush(), HUSH_MS);
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this.husher ??= setInterval(() => this.hush(), HUSH_MS);
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if (drive)
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chaseSeeks(
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player.element,
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@@ -376,7 +395,7 @@ export class VideoLibrary {
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private rewind(player: Player): void {
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player.element.currentTime = player.play.start;
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if (!this.paused) void player.element.play().catch(() => {});
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if (!this.paused && !player.hushed) void player.element.play().catch(() => {});
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}
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private drop(player: Player): void {
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@@ -861,8 +861,14 @@ export abstract class WorldViewport<S extends ViewSource = ViewSource> extends W
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this.ghostSprites.delete(item.id);
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this.videosShown.delete(item.id);
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// A driven video (#404) is kept ready at its Video time while its sprite is switched off or out
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// of view: switched on, it showed its plain colour until the video had loaded.
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if (item.type === 'sprite' && this.wearVideo(item, false) !== item) this.animated = true;
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// of view: switched on, it showed its plain colour until the video had loaded. A free one plays
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// on, heard in a run, while its sprite is only out of view; switched off, it is held (#420).
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if (item.type !== 'sprite') return;
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if (this.wearVideo(item, false) !== item) this.animated = true;
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else if (item.enabled && item.texture && isVideoKey(item.texture.file)) {
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videoLibrary.get(item.texture.file);
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this.animated = true;
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}
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return;
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}
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if (!sprite) {
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@@ -258,6 +258,64 @@ describe('VideoLibrary driven players (#404)', () => {
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vi.useRealTimers();
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});
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it('holds a free player quiet once no sprite wears it, and plays it on when one does (#420)', async () => {
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vi.useFakeTimers({ toFake: ['setInterval', 'clearInterval', 'performance'] });
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const page = { hidden: false };
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const events = new Map<string, () => void>();
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let frames: (() => void)[] = [];
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const element = {
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...fakeVideo(),
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play() {
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this.paused = false;
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return Promise.resolve();
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},
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pause() {
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this.paused = true;
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},
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addEventListener: (type: string, listener: () => void) => events.set(type, listener),
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requestVideoFrameCallback: (callback: () => void) => frames.push(callback),
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};
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vi.stubGlobal('document', {
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get hidden() {
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return page.hidden;
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},
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addEventListener: () => {},
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createElement: () => element,
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});
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const { soundLibrary } = await import('../../src/viewport/SoundLibrary');
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vi.spyOn(soundLibrary, 'mediaInput').mockReturnValue(null);
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const videos = await freshLibrary();
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const drawFor = (ms: number) => {
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for (let at = 0; at < ms; at += 1000 / 60) {
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videos.get(KEY);
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vi.advanceTimersByTime(1000 / 60);
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}
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};
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videos.get(KEY);
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events.get('loadeddata')!();
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[frames] = [[], ...frames.map((frame) => frame())];
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videos.startRun();
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drawFor(1000);
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const state = () => [element.paused, element.muted];
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expect(state()).toEqual([false, false]);
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// Its sprite is destroyed: held and quiet at once, not heard until it is let go 2-4 s later.
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vi.advanceTimersByTime(200);
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expect(state()).toEqual([true, true]);
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// A run started meanwhile takes it back to its start, still quiet.
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videos.startRun();
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vi.advanceTimersByTime(200);
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expect(state()).toEqual([true, true]);
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// Worn again before it is let go: it plays on, heard, the same video.
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videosMade = 0;
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drawFor(500);
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expect([...state(), videosMade]).toEqual([false, false, 0]);
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// A hidden page draws nothing, and asks for nothing: it plays on as before.
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page.hidden = true;
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vi.advanceTimersByTime(1000);
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expect(state()).toEqual([false, false]);
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vi.useRealTimers();
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});
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it('tells a view whether one of its driven players still waits for its first picture', async () => {
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const videos = await freshLibrary();
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videos.get(KEY);
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+66
-2
@@ -1,4 +1,5 @@
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import { readFileSync } from 'node:fs';
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import { edge, node } from '../lib/builders.mjs';
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import { uploadVideo } from '../lib/projects.mjs';
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import { LANES, MAKE_OBJECT, pickAssetType } from './lib/scaffold.mjs';
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import { sampleZoom } from './lib/zoomTransition.mjs';
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@@ -17,6 +18,8 @@ import { sampleZoom } from './lib/zoomTransition.mjs';
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*/
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const SPRITE = 'vd66-sprite';
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const OBJECT = 'vd66-object';
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const LOGIC = 'vd66-logic';
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const BRAIN = 'vd66-brain';
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const DRIVEN = 'vd66-driven';
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const EARLY = 'vd66-early';
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const LATE = 'vd66-late';
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@@ -26,7 +29,7 @@ const LANE = LANES.video;
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const COLORS = { red: '#fe0000', green: '#00ff01', blue: '#0000ff', white: '#ffffff' };
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export async function video(t) {
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const { check, sleep, json, mutate, click, clickText, drag, shot, showTab, play, stop } = t;
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const { check, sleep, json, mutate, click, clickText, drag, press, shot, showTab, play, stop } = t;
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const waitFor = async (read, done, tries = 40) => {
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let value = await read();
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for (let i = 0; i < tries && !done(value); i++) {
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@@ -323,6 +326,66 @@ export async function video(t) {
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runRoutes.some((r) => r.file === uploaded.file && r.routed && r.bus === `mix:${BUS}`),
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JSON.stringify({ runPeaks, runRoutes }),
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);
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// 66g-ii (#420). A behavior destroys the sprite: its free video stops and goes quiet with it. It
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// played on, heard, until it was let go 2-4 s later. Every frame is read in the page.
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await stop();
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await mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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const logic = structuredClone(p.assets.find((a) => a.id === 'mover'));
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Object.assign(logic, {
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id: '${LOGIC}',
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name: '${LOGIC}',
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props: { enabled: true, runInEditor: false },
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variables: [],
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graph: ${JSON.stringify({
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nodes: [
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node('vd66-key', 'OnKeyDown', 0, 0, { key: 'd' }),
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node('vd66-owner', 'Owner', 0, 180),
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node('vd66-destroy', 'Destroy', 260, 0),
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],
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edges: [
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edge('vd66-e1', 'vd66-key', 'exec', 'vd66-destroy', 'exec'),
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edge('vd66-e2', 'vd66-owner', 'object', 'vd66-destroy', 'object'),
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],
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})},
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});
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p.assets.unshift(logic);
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${MAKE_OBJECT}
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scene.objects.push(make('${BRAIN}', '${LOGIC}', '${OBJECT}', 0, '${BRAIN}'));`);
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await play();
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await t.evaluate(`window.__vd66g = new Promise((done) => {
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const rows = [];
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let gone = -1;
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const step = () => {
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const exists = (__gm.world()?.entities ?? []).some((e) => e.objectId === '${OBJECT}');
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const players = __gm.videos().filter((v) => !v.key.includes('@'));
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rows.push({ exists, players: players.length, paused: players[0]?.paused ?? null, muted: players[0]?.muted ?? null });
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if (gone < 0 && rows.some((row) => row.exists) && !exists) gone = rows.length - 1;
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if ((gone >= 0 && rows.length > gone + 30) || rows.length >= 600 || !__gm.world())
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return done(JSON.stringify({ gone, heard: rows.slice(0, Math.max(gone, 0)).filter((row) => row.paused === false && row.muted === false).length, after: rows.slice(gone + 12) }));
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requestAnimationFrame(step);
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};
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step();
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});
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0;`);
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await sleep(500);
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await press('d');
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const destroyed = JSON.parse(await t.evaluate('window.__vd66g'));
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check(
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'a free video stops and goes quiet as soon as its sprite is destroyed',
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destroyed.gone > 0 &&
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destroyed.heard > 0 &&
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destroyed.after.length > 0 &&
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destroyed.after.every((row) => row.players === 1 && row.paused === true && row.muted === true),
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JSON.stringify({
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gone: destroyed.gone,
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heard: destroyed.heard,
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after: destroyed.after.slice(0, 3),
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last: destroyed.after.at(-1),
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}),
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);
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await stop();
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await sleep(200);
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const quiet = (await json('__gm.videos()'))[0];
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@@ -333,7 +396,8 @@ export async function video(t) {
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// leave the preview drawing a destroyed one, and the batcher threw on every frame.
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await mutate(`
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const p = __gm.state.project;
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for (const holder of p.assets) if (holder.objects) holder.objects = holder.objects.filter((o) => o.id !== '${OBJECT}');
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for (const holder of p.assets) if (holder.objects) holder.objects = holder.objects.filter((o) => o.id !== '${OBJECT}' && o.id !== '${BRAIN}');
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p.assets = p.assets.filter((a) => a.id !== '${LOGIC}');
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__gm.state.select({ kind: 'asset', assetId: '${SPRITE}' });`);
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const logFrom = t.consoleLog.length;
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await sleep(4500);
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