Keep drags at full speed in large projects (#394)
Dragging a band of a Filter or a Parametric EQ ran at about 30 fps in a large project. Each frame of a drag announces the changed project, and every listener of that event ran, also those whose work nobody sees while the drag goes on. - FramePreview marks its own frame, read through isDragFrame(). - The Scene view behind another tab skips such a frame and draws on coming back, as it already did while a game runs (#265). - preloadProjectFiles skips it as well. It walks every asset and checks every bake, which costs milliseconds in a large project. - The command that ends a drag emits for itself, and a drag that changes nothing ends with a plain preview, so both catch up then. - This holds for every drag through FramePreview, the knobs of the devices in the graph included. Measured on stein2 with a copy of a project of 162 assets, a band of a Parametric EQ dragged at 250 pointer moves a second for 3 s: - Listeners per frame: 17 ms before, 7.4 ms after. - Hidden Scene view: 814 ms before, 53 ms after. - preloadProjectFiles: 514 ms before, 0.4 ms after. - What is left is mostly the Hierarchy and Assets panels on screen (about 3 and 1.3 ms a frame). They stay as they are. Tests: - Unit frame-preview, play-throttle: 29 passed (1 new) - Counter-check: without the mark the new test fails - e2e 34 (melektaus-atx): ALL PASSED, 136 checks - Gate (melektaus-atx): CHECK EXIT 0, 288 files, 4417 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -18,6 +18,7 @@ import { installLoginHook } from './auth/loginHook';
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import { consoleLog } from './console/log';
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import { installDebugHook } from './debugHook';
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import { Editor } from './Editor';
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import { isDragFrame } from './framePreview';
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import { startPlugins } from './plugins/startPlugins';
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import { CelUploadStore } from './pixelart/celUploadStore';
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import { EditorState } from './state';
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@@ -74,8 +75,11 @@ export async function startEditor(app: Application, root: VStack): Promise<void>
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// Drawn pictures (#185) are looked up in the project this session holds; the next session
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// installs its own, which is also what lets go of everything the old one had drawn.
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textureLibrary.setPictureFactory(projectPictureFactory(() => state.project));
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// Asked on every change, which is cheap – a file that is held or on its way is skipped.
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state.on('project', () => preloadProjectFiles(state.project));
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// Asked on every change but a drag's frame (#394): in a large project the walk over all assets
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// costs milliseconds, and the command that ends the drag asks again.
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state.on('project', () => {
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if (!isDragFrame()) preloadProjectFiles(state.project);
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});
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const editor = new Editor(
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app,
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root,
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