CI task 669 failed in e2e 68d with no loading frame seen. The check
began to sample after play(), and play() settles after the start. A
video that loads quickly was ready by then, so the wait it checks had
already passed. The composition itself had waited: its clock read 0
when the player was ready.
- 68d starts its sampler before the click on Play and counts only
frames in play mode.
- The sampler stops after 20 s, not after a number of frames. Before
the run the page draws far faster than 60 frames a second.
Tests:
- e2e 66, 67, 68 on melektaus-atx: ALL PASSED, 43 checks, 68d saw 6
loading frames at 0 and 0.32 s after
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A Start recording right after Play composition still began with
empty frames. The composition's clock waited for its video, but the
recording went on and took every frame while the video loaded. A
clip that starts later in the video also slipped through, because
its player already had one picture while it still sought to the
clip's start.
- The view now counts every video sprite it leaves out as missing,
not only one without any first picture.
- GameRecorder takes no frame while the game view misses a video,
for at most VIDEO_WAIT_MS (3 s) at a time. The recorded time
stands and the sound of that time is dropped, so it stays in sync.
- RecordingClock.start forgets a hold from before the first frame.
Without that, the first real frames all got the time 0.
- A followed player starts at 1x until the first speed reading.
Before, it paused and sought every frame for about 100 ms, so the
first pictures after a wait stuck and then jumped. A step faster
than 4x and a time running backwards do not count as a start.
- Test hooks: __gm.gameVideo(id) reads the game view's own player,
TakeInfo.lastFrameAt shows when the last frame was taken.
Tests:
- Unit recording (clock after an early hold), video-follow (2 new,
1 adapted): 449 green in tests/core/recording, tests/viewport and
tests/core/composition*
- e2e 68e (a clip from 0.8 s shows that picture first and then
plays), 68f (a recording that already runs takes no frame while
the composition's video loads)
- 68e is red without the start at 1x, 68f without the hold
- README: 2038 editor checks
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A composition lost the first frames of a video item. Its clock ran
while the player was still loading, in the tab and in the game. The
game only waited for videos once, when it started. A composition that
a behavior starts later spawned its items after that wait.
- The view now records which video sprites it left out for lack of a
first picture, one entry per object.
- The composition tab holds its playhead while the preview misses a
video, for at most VIDEO_WAIT_MS (3 s) like the game.
- CompositionSystem holds a composition's clock while one of its live
items misses its video. The rest of the game keeps running.
- The editor play and the published game pass their view to the run
as RunServices.pictures.
- VIDEO_WAIT_MS moves to core/model/video.ts, because the runtime
does not import from viewport/.
- Videos loaded ahead for coming items do not hold the clock.
Items can now be copied and pasted inside the composition tab.
- Ctrl+C keeps the timing of the copied items next to the objects.
- Ctrl+V pastes objects and items in one undo step. The earliest item
lands at the frame under the pointer, on the track there.
- Without the pointer over the tracks it lands at the playhead, on the
selected track or on the top track of the selected items.
- Several items keep their distances and tracks to each other.
- The same copy pastes into a scene as plain objects. Objects copied
from a scene do not paste into a composition, they have no timing.
Tests:
- Unit composition-edit, clipboard, composition-play: 3 new for
pasting, 1 new for the clock waiting in the game
- e2e 69i (play from the end waits for the video), 69j (paste under
the pointer and at the playhead), 68d (a composition started from
On start waits for its video)
- each new check is red without its fix
- README: 2036 editor checks
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A composition can now sit in a scene like a container and play there.
Its items become real objects while they run, so behaviors, colliders
and events work on them as on any other object.
- A composition is placeable with its own symbol, transform and render
layer. The scene view shows its picture at frame 0. A click on that
picture selects the placement, not a single item.
- CompositionSystem spawns each item as an object under the placement
when it begins, with the id <placement>~<item>. On start and the
other events run. The object is destroyed when the item ends.
- The top track lies in front no matter which item started first.
World.arrange() orders the entity list and the scene objects.
- Clips and driven videos follow the same rules as compositionAt().
Loop, restart, stop and the game pause work.
- New nodes: Play composition (with restart), Stop composition and the
event On composition finished. They were planned for step 4 but come
now, because without autoplay nothing could play otherwise.
- The editor run ignores Play composition and says so in the log. It
writes into the saved project, and the items would stay behind.
- contentId() moved to instance.ts. The animation system uses it for
nested ids too.
- Compositions get no "Sort with parent" for now.
Tests: the gate passed with 301 files and 4643 tests, 18 more than
step 1. 13 of them are in tests/core/composition-play.test.ts. The
first gate run failed in event-order.test.ts, which counts the event
nodes and now finds 19. Five counter-checks each turned exactly their
test red. Two order tests stayed green without the fix at first and
were rebuilt. e2e 68 is new and passed with 5 own checks. Its
counter-check without arrange() failed as expected.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>