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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@@ -55,6 +55,7 @@ import { CollisionSystem } from './CollisionSystem';
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import type { CollisionSource } from './solids';
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import { AnimationSystem } from './AnimationSystem';
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import type { Input } from './Input';
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import type { RecordingSink } from '../../core/recording/recording';
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import type { System } from './System';
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export type { TimeScaled } from './behaviorContext';
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@@ -115,6 +116,8 @@ export interface GameSystemOptions {
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clock?: TimeScaled | null;
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/** Where persistent Variables assets are read from at the start and written to as they change (#166). */
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saves?: SaveArea | null;
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/** Where `Start recording` records to (#405): only a played game has one. */
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recorder?: RecordingSink | null;
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}
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/** Collisions and animations are ticked first, so behaviors see this frame's events. */
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@@ -130,11 +133,12 @@ export function addGameSystems(
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physics = null,
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clock = null,
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saves = null,
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recorder = null,
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}: GameSystemOptions = {},
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): BehaviorSystem {
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const collisions = physics ? new PhysicsSystem(physics) : new CollisionSystem();
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const animations = new AnimationSystem();
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const sources = { collisions, animations, audio, clock, saves };
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const sources = { collisions, animations, audio, clock, saves, recorder };
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const behaviors = new BehaviorSystem(project, input, sources, shouldRun);
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if (carried) behaviors.carryOver(carried);
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if (kept) {
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@@ -155,6 +159,7 @@ export interface EventSources {
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audio?: AudioSink | null;
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clock?: TimeScaled | null;
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saves?: SaveArea | null;
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recorder?: RecordingSink | null;
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}
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/** A behavior's `runWhilePaused` switch: whether it is ticked while Pause game holds the world. */
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@@ -198,6 +203,7 @@ export class BehaviorSystem implements System {
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private readonly audio: AudioSink;
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private readonly clock: TimeScaled | null;
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private readonly saves: SaveArea | null;
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private readonly recorder: RecordingSink | null;
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/** What was last written to `saves`, so a frame that changed nothing writes nothing. */
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private lastSaved = '';
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@@ -216,6 +222,7 @@ export class BehaviorSystem implements System {
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this.audio = sources.audio ?? SILENT_AUDIO;
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this.clock = sources.clock ?? null;
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this.saves = sources.saves ?? null;
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this.recorder = sources.recorder ?? null;
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}
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/** The values `global` declarations share this run – read-only to callers, rebuilt by `start`. */
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@@ -750,6 +757,7 @@ export class BehaviorSystem implements System {
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collisions: this.collisions,
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audio: this.audio,
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clock: this.clock,
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recorder: this.recorder,
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shared: this.sharedState,
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stateChanged: (machineId, from, to) => this.pending.push({ machineId, from, to, source: instance }),
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});
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@@ -42,6 +42,7 @@ import type { World } from '../World';
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import type { AudioSink, NoteTiming } from './Audio';
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import type { Instance } from './behaviorPulses';
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import type { Input } from './Input';
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import type { RecordingSink } from '../../core/recording/recording';
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import { bodyOf, type CollisionSource, layerHolderOf, NOT_BLOCKED } from './solids';
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export interface TimeScaled {
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@@ -55,6 +56,8 @@ export interface ContextSources {
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collisions: CollisionSource | null;
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audio: AudioSink;
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clock: TimeScaled | null;
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/** Where a recording of the game view goes (#405); only a played game has one. */
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recorder: RecordingSink | null;
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shared: SharedState;
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/** A graph moved one of this instance's machines; its events follow between exec flows. */
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stateChanged(machineId: string, from: string, to: string): void;
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@@ -265,9 +268,20 @@ export function behaviorContext(
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setPaused: (paused) => {
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world.paused = paused;
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},
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startRecording: (settings) => tell(world, run.recorder?.start(settings) ?? NO_RECORDER),
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stopRecording: () => tell(world, run.recorder?.stop() ?? NO_RECORDER),
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};
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}
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const NO_RECORDER = 'Recording works only while the game is played, not in the editor run';
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/** A line of the host for the log, as the `Log` node writes one; nothing for an empty one. */
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function tell(world: World, line: string): void {
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if (!line) return;
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world.log.push(line);
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console.warn('[recording]', line);
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}
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/**
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* What the graph asked for, as the sink understands it: the asset's own volume scaled by the
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* node's, and its loop flag unless the node overrules it either way. The asset is what a sound
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