Record the game view from a behavior into a video asset (#405)
A game can now film itself. A behavior starts and stops a take, and the editor turns it into a video asset with the run's picture and the sound the player hears. The exported game hands the file over as a download, since there is no project to keep it in. - New action nodes `Start recording` (Name, Resolution, FPS) and `Stop recording`. An empty name becomes `Recording <timestamp>`. - Resolution is `Game view`, `720p` or `1080p`. For the fixed sizes the height is set and the width follows the camera. - The picture is the camera only, without hints, overlays or the letterbox. It is drawn into a render texture of the target size, so a smaller window still gives full 1080p. - `PictureReader` reads the texture back through pixel buffers with a fence. The editor never waits on the GPU, and a frame with all three buffers busy is dropped and counted. - Nothing of the take reaches the visible canvas. A first version drew tiles into it and copied them out, and with the low-latency canvas that midway state flickered on screen. - The sound is tapped behind the master limiter in the FX worklet and encoded as Opus. - H.264 is chosen when the browser has it, VP9 otherwise. A small own Matroska writer packs both tracks, no new dependency. It names the frame rate and BT.709 so ffmpeg keeps both. - A second `Start recording` is ignored with a warning in the log. A take goes on through `Load scene` and a restart, pauses with the editor and is saved when the run ends. It stops at 2 GB. - The editor uploads the take on the existing video route and makes the asset once the run is over. The video tab gets a Download button for the converted MP4. - `downloadBlob` in `src/ui` replaces the song editor's own copy. Findings: - `On start` runs before the game screen knows the world. A take therefore fixes its size on the first frame that has a camera. - Without a frame rate in the file, ffmpeg turned 30 fps into 59.94. - The worker's poster JPEG is off in colour for every upload (red 255 comes out as 229, BT.601). Not touched here. Tests: - Unit recording + matroska: 21 green, plus the node catalog cases. The Matroska test reads the file back with its own EBML reader. - e2e 67 (new) on melektaus-atx: ALL PASSED. 1080p30 from a 1280x800 window gives a 1920x1080 MP4 with sound and no dropped frame. Every 4th pixel is checked, a green quarter catches an upside-down picture. A take ended by Esc is saved with the timestamp name. - e2e 60j: the exported game downloads an `.mkv` with EBML magic. - The flicker is gone on the user's machine without `?vsync`. - Gate on melektaus-atx: CHECK EXIT 0, 299 files, 4586 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -26,7 +26,7 @@ import { findSound } from '../../core/model/sound';
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import { textOf } from '../../core/model/Properties';
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import { assetFxOf } from '../../core/properties/assetFx';
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import type { SoundStore } from '../../core/store/SoundStore';
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import { Button, Dialog, Dropdown, Label, Menu, ui, VStack, type Widget } from '../../ui';
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import { Button, Dialog, downloadBlob, Dropdown, Label, Menu, ui, VStack, type Widget } from '../../ui';
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import { Music } from '../../viewport/music';
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import { MASTER_MIX } from '../../core/music/mixer';
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import { soundLibrary } from '../../viewport/SoundLibrary';
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@@ -596,10 +596,5 @@ export class SongEditor extends AssetTabEditor<SongAsset, SongTimeline> {
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/** Hands the take to the browser as a file, for when the server would not take it. */
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function downloadWav(wav: Uint8Array<ArrayBuffer>, name: string): void {
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const url = URL.createObjectURL(new Blob([wav], { type: 'audio/wav' }));
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const link = document.createElement('a');
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link.href = url;
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link.download = `${name}.wav`;
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link.click();
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setTimeout(() => URL.revokeObjectURL(url), 60_000);
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downloadBlob(new Blob([wav], { type: 'audio/wav' }), `${name}.wav`);
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}
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