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adminandClaude Opus 5.5 87b2ee9402 Record every frame with Real time off on Start recording (#423)
At 4K and 60 fps the user's computer reaches about 39 fps in real time.
Reading each frame back from the GPU takes longer than a frame, and
neither reading back later nor the canvas route helped. With Real time
off the run moves on by one frame of the recording at a time, however
long the computer takes, so the file has every frame.

- Start recording has a new check Real time, on by default. Only the
  node records so, the editor recording stays in real time.
- SteadyPace in recording.ts is the pace as a pure class. A step is
  1/fps once the frame before is taken and the sound up to it is made,
  otherwise 0 and the run holds. A frame's time is its number.
- The sound is made apart, as decided in the issue. AudioSwitch routes
  what the run plays to the live library, or to the offline library of
  a SteadySound while such a recording lasts. That library has the same
  mix, buses, FX and limiter and is rendered up to each next frame.
- A driven video holds at every picture asked for, and the frame waits
  for it. Its sound is decoded from the MP4 and played in step through
  its bus.
- Two Chrome quirks measured and worked around. A held video hands
  over the picture of a seek before seeked, so the frame callback is
  asked for when the seek begins. A seek right onto where a picture
  begins shows that one or the one before, so such a seek lands half a
  millisecond further. Together 30 s became 10.7 s for 2 s of video.
- The notice tells how far the recording has got, and the line at the
  end how long it took.

Deviations and limits:

- Input is not ignored, it still reaches the game, which runs slower.
- At most ten minutes per recording. Chrome holds the whole buffer of
  the OfflineAudioContext while rendering, 230 MB for ten minutes.
- A free video plays on in real time and does not fit. A sound playing
  before the start stays at the speakers.

Found along the way:

- A check in e2e 60 was red since 77365f1. It expected one log line,
  the start line of the recording came on top. CI was off, so nobody
  saw it. The expectation is updated.

Tests:

- First gate run red: 1 test in node-catalog.test.ts still expected
  the settings of Start recording without realTime. Updated.
- Second gate run on melektaus-atx green: 310 files,
  4818 tests.
- e2e 66 + 68 all passed, 50 checks, 68j new with 3 checks. ffmpeg
  reads all 120 frames 1/60 s apart, the colour changes at frames
  30/60/90, the video's sound from the first frame, the blip 8 ms off.
- e2e 60 (20 checks) and 67 green.
- Counter-check without the pace: all three 68j checks red, 32 of 119
  frames, colour changes at 33/62/96, no sound. AudioSwitch's unit test
  goes red when the ids are mixed up.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 12:57:15 +02:00

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import { authHeaders, forgetSession } from '../lib/auth.mjs';
import { edge, node, port, sceneObject, variable } from '../lib/builders.mjs';
/** The project this step makes and deletes again; a run that died halfway leaves it for the next. */
const TEMP_NAME = 'Release 60';
const UPDATED = 'Release 60 updated';
// Not a 16:9 multiple of the window on purpose: fitting it would need a scale between the steps.
const CAMERA = { width: 300, height: 180 };
/** The zoom steps of the game view (`GAME_SCALE_STEPS`); Auto takes the largest that fits whole. */
const STEPS = [0.25, 0.5, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20];
const RED = '#e0553f';
const BACKGROUND = '#22252c';
/**
* A small game of its own: a red crate in the middle of the camera that the arrow keys move, a
* `Log` and a recording on start, and S stopping the game.
*/
function game(id) {
const mover = {
nodes: [
node('m-update', 'OnUpdate', 0, 0),
node('m-owner', 'Owner', 0, 120),
node('m-axis', 'AxisInput', 0, 200),
node('m-speed', 'Variables', 0, 400, {}, [port('speed', 'number')]),
node('m-move', 'Move', 340, 0),
],
edges: [
edge('m1', 'm-update', 'exec', 'm-move', 'exec'),
edge('m2', 'm-update', 'dt', 'm-move', 'dt'),
edge('m3', 'm-owner', 'object', 'm-move', 'object'),
edge('m4', 'm-axis', 'x', 'm-move', 'dx'),
edge('m5', 'm-axis', 'y', 'm-move', 'dy'),
edge('m6', 'm-speed', 'speed', 'm-move', 'scale'),
],
};
const control = {
nodes: [
node('c-start', 'OnStart', 0, 0),
node('c-log', 'Log', 260, 0, { message: 'released game started' }),
node('c-record', 'StartRecording', 520, 0, { name: 'Released 60', fps: '30' }),
node('c-key', 'OnKeyDown', 0, 160, { key: 's' }),
node('c-stop', 'StopGame', 260, 160),
],
edges: [
edge('c1', 'c-start', 'exec', 'c-log', 'exec'),
edge('c2', 'c-key', 'exec', 'c-stop', 'exec'),
edge('c3', 'c-log', 'exec', 'c-record', 'exec'),
],
};
return {
formatVersion: 2,
id,
name: TEMP_NAME,
activeSceneId: 'scene',
assets: [
{
id: 'scene',
type: 'scene',
name: 'Level',
props: { backgroundColor: 0x22252c },
objects: [
sceneObject('crate', 'crate'),
sceneObject('mover', 'mover', { parentId: 'crate' }),
sceneObject('camera', 'camera'),
sceneObject('control', 'control'),
],
},
{ id: 'crate', type: 'sprite', name: 'Crate', props: { width: 40, height: 40, color: 0xe0553f } },
{ id: 'camera', type: 'camera', name: 'Camera', props: { ...CAMERA, zoom: 1 } },
{
id: 'mover',
type: 'behavior',
name: 'Mover',
props: { speed: 200 },
variables: [variable('speed', 'number', 0)],
graph: mover,
},
{ id: 'control', type: 'behavior', name: 'Control', props: {}, variables: [], graph: control },
],
};
}
/**
* Releasing a project (#266): published from the main menu, played from the link without a
* session – only the game, zoomed to Auto or, once the project says so, to Fit (#279), on the page
* colour, with a fullscreen button in the corner (#267) – updated under the same link, and taken down.
*
* Works on a throwaway project of its own, like step 50. The last thing it does is delete that
* project and open the fixture again.
*/
export async function release(t) {
const { check, cdp, json, click, locate, sleep, waitUntil, settle, holdKey, press } = t;
const { clickToolbar, clickText, shot, baseUrl, navigate, exceptions, saved } = t;
const send = async (method, route, body, signedIn = true) =>
fetch(`${baseUrl}api/index.php?r=${route}`, {
method,
headers: { ...(signedIn ? await authHeaders(baseUrl) : {}), 'Content-Type': 'application/json' },
body: body === undefined ? undefined : JSON.stringify(body),
signal: AbortSignal.timeout(20_000),
});
// Step 45 changes the password of `e2e`, which ends the session the tools had cached.
const api = async (method, route, body) => {
const first = await send(method, route, body);
if (first.status !== 401) return first;
forgetSession(baseUrl);
return send(method, route, body);
};
const sweep = async () => {
for (const project of await (await api('GET', 'projects')).json()) {
if (project.name === TEMP_NAME || project.name === UPDATED)
await api('DELETE', `projects/${project.id}`);
}
};
const clickLast = async (text) => {
await settle();
const at = await locate(text, true);
await click(at.x, at.y);
};
const openRelease = async () => {
await clickToolbar('menu');
await clickText('Release…');
await waitUntil('__gm.release() !== null', { label: 'the release dialog opened' });
return json('__gm.release()');
};
const player = (what) => json(`__feuerwerkPlay.${what}`);
/** The play page as somebody without an account opens it. */
const openLink = async (link) => {
await cdp.send('Network.clearBrowserCookies');
await cdp.send('Page.navigate', { url: link });
await waitUntil('Boolean(window.__feuerwerkPlay)', { timeout: 15000, label: 'the play page is up' });
};
// The step before may leave an edit on its way to the server; leaving the page then would stop at
// the browser's "leave site?" question, and nothing answers it.
await saved();
await sweep();
const made = await (await api('POST', 'projects', { name: TEMP_NAME })).json();
const put = await api('PUT', `projects/${made.id}`, { revision: made.revision, project: game(made.id) });
if (!put.ok) throw new Error(`could not write the game: ${put.status}`);
try {
await cdp.send('Page.navigate', { url: `${baseUrl}?project=${made.id}` });
await sleep(4000);
await waitUntil(`window.__gm?.state?.project?.id === ${JSON.stringify(made.id)}`, {
timeout: 15000,
label: 'the throwaway project is open',
});
// 60a. Not released yet: no link, and Publish makes one from the saved project.
const before = await openRelease();
await clickLast('Publish');
await waitUntil('__gm.release()?.link != null', { label: 'the dialog shows the link' });
const after = await json('__gm.release()');
const token = /\?game=([a-f0-9]{32})$/.exec(after.link ?? '')?.[1] ?? '';
const origin = new URL(baseUrl).origin;
check(
'Publish in the release dialog makes a link to the play page, for the project as saved',
before.link === null &&
before.state.startsWith('Not released') &&
after.link === `${origin}/feuerwerk/play.html?game=${token}` &&
after.state.endsWith('the link plays the project as saved') &&
after.warnings.length === 0,
JSON.stringify({ before, after }),
);
const open = await send('GET', `releases/${token}`, undefined, false);
const copy = open.ok ? await open.json() : null;
check(
'the released copy is open without a session, under the token rather than the project id',
open.status === 200 && copy?.name === TEMP_NAME && copy?.project?.id === token,
JSON.stringify({ status: open.status, name: copy?.name, id: copy?.project?.id }),
);
await shot('60-release-dialog');
await clickLast('Cancel');
// 60b. A change to the saved project is not in the copy until Update release, which keeps the link.
const stored = await (await api('GET', `projects/${made.id}`)).json();
await api('PUT', `projects/${made.id}`, {
revision: stored.revision,
project: { ...stored.project, name: UPDATED },
});
await cdp.send('Page.reload');
await sleep(4000);
await waitUntil(`window.__gm?.state?.project?.name === ${JSON.stringify(UPDATED)}`, {
timeout: 15000,
label: 'the changed project is open',
});
const stale = await openRelease();
const nameBefore = (await (await send('GET', `releases/${token}`, undefined, false)).json()).name;
await clickLast('Update release');
await waitUntil('__gm.release()?.state.endsWith("as saved")', { label: 'the release is up to date' });
const updated = await json('__gm.release()');
const nameAfter = (await (await send('GET', `releases/${token}`, undefined, false)).json()).name;
check(
'the copy stays as it was until Update release, which keeps the link',
stale.state.endsWith('the project has changed since') &&
nameBefore === TEMP_NAME &&
nameAfter === UPDATED &&
updated.link === after.link,
JSON.stringify({ stale: stale.state, nameBefore, nameAfter, link: updated.link }),
);
await clickLast('Cancel');
// 60c. The link, without a session: the page colour, "Click to play", and nothing of the editor.
await openLink(after.link);
await waitUntil('__feuerwerkPlay.screen().caption === "Click to play"', {
timeout: 15000,
label: 'the game offers to start',
});
const page = {
background: await json('getComputedStyle(document.body).backgroundColor'),
title: await json('document.title'),
editor: await json('typeof window.__gm'),
running: await player('running()'),
captionHeight: (await player('screen()')).captionHeight,
cursor: await json(`getComputedStyle(document.querySelector('canvas')).cursor`),
};
check(
'the link opens without a session: only the game, on the page colour, waiting for a click',
page.background === 'rgb(27, 29, 34)' &&
page.title === UPDATED &&
page.editor === 'undefined' &&
page.running === false,
JSON.stringify(page),
);
// The panel titles are 11 px; the caption is set at Theme.captionSize (16). The page keeps the
// arrow throughout – Pixi writes `default` as `inherit`, so read what the browser makes of it.
check(
'"Click to play" is set larger than the panel titles, under the arrow',
page.captionHeight >= 16 && ['auto', 'default'].includes(page.cursor),
JSON.stringify(page),
);
// 60d. A click starts it in the start scene, zoomed to Auto: a whole number of pixels per unit.
// What the page hands the browser to download is caught here instead (60j).
await t.evaluate(`window.__downloads = [];
HTMLAnchorElement.prototype.click = function () { window.__downloads.push({ name: this.download, href: this.href }); };`);
const size = { w: await json('innerWidth'), h: await json('innerHeight') };
await click(size.w / 2, size.h / 2);
await waitUntil('__feuerwerkPlay.running()', { label: 'the game runs' });
await sleep(300);
const cornerAfterClick = await player('fullscreen()');
const screen = await player('screen()');
const centre = { x: screen.frame.x + screen.frame.w / 2, y: screen.frame.y + screen.frame.h / 2 };
const scale = screen.scale;
const pixels = {
centre: await player(`pixelAt(${centre.x}, ${centre.y})`),
beside: await player(`pixelAt(${centre.x - 40 * scale}, ${centre.y})`),
};
const auto = Math.max(...STEPS.filter((s) => CAMERA.width * s <= size.w && CAMERA.height * s <= size.h));
check(
'a click starts the game in its start scene, zoomed to the largest step that fits whole',
scale === auto &&
screen.frame.w === CAMERA.width * scale &&
screen.frame.h === CAMERA.height * scale &&
pixels.centre === RED &&
pixels.beside === BACKGROUND &&
// The recording started in On start says so, once its encoders are set up (77365f1).
JSON.stringify(
(await player('log()')).filter((line) => !line.startsWith('Recording "Released 60" started')),
) === JSON.stringify(['released game started']),
JSON.stringify({ size, auto, screen, pixels, log: await player('log()') }),
);
await shot('60-release-playing');
const playingCursor = await json(`getComputedStyle(document.querySelector('canvas')).cursor`);
check(
'over a running game the cursor is still the arrow',
['auto', 'default'].includes(playingCursor),
playingCursor,
);
// 60g (#267). The fullscreen button sits in the top right corner while the mouse moves, steps
// aside once it rests over the running game, and is back with the next move.
await sleep(2300);
const rested = await player('fullscreen()');
await t.mouse('mouseMoved', size.w / 2 + 30, size.h / 2 + 30);
await settle();
const movedAgain = await player('fullscreen()');
check(
'over a running game the fullscreen button shows while the mouse moves and steps aside when it rests',
cornerAfterClick.button !== null &&
cornerAfterClick.button.x > size.w - 60 &&
cornerAfterClick.button.y < 60 &&
rested.button === null &&
movedAgain.button !== null,
JSON.stringify({ cornerAfterClick, rested, movedAgain }),
);
// 60e. The keys go to the game: the arrow moves the crate out of the middle, S stops the game.
await holdKey('ArrowRight', 500);
await sleep(200);
const moved = await player(`pixelAt(${centre.x}, ${centre.y})`);
await press('s');
await sleep(400);
check(
'the keys reach the game, and a game that stops itself offers to play again',
moved === BACKGROUND && (await player('screen()')).caption === 'Click to play again',
JSON.stringify({ moved, screen: await player('screen()') }),
);
// 60j (#405). The game recorded itself from its start: ending the run saved the recording, and a
// released game, with no project to put it in, hands it to the browser as a Matroska file.
await waitUntil('window.__downloads.length > 0', { label: 'the recording is downloaded' });
const downloads = await json('window.__downloads');
const file = JSON.parse(
await t.evaluate(`fetch(${JSON.stringify(downloads[0]?.href ?? '')})
.then((r) => r.arrayBuffer())
.then((b) => JSON.stringify({ bytes: b.byteLength, head: [...new Uint8Array(b.slice(0, 4))] }))`),
);
check(
'a released game downloads its recording as an MKV file once the run ends',
downloads.length === 1 &&
downloads[0].name === 'Released 60.mkv' &&
file.bytes > 1000 &&
JSON.stringify(file.head) === JSON.stringify([0x1a, 0x45, 0xdf, 0xa3]),
JSON.stringify({ downloads: downloads.map((d) => d.name), file }),
);
// 60h (#267). A click on the corner button makes the page fullscreen and does not reach the
// game – it would start it again; a second click leaves fullscreen.
const corner = (await player('fullscreen()')).button;
if (corner) await click(corner.x, corner.y);
await sleep(500);
const entered = { ...(await player('fullscreen()')), running: await player('running()') };
const exitAt = entered.button ?? corner;
if (exitAt) await click(exitAt.x, exitAt.y);
await sleep(500);
const left = await player('fullscreen()');
check(
'the corner button puts the page into fullscreen and back, without starting the game',
corner !== null && entered.on && !entered.running && !left.on,
JSON.stringify({ corner, entered, left }),
);
check('the play page threw nothing', exceptions().length === 0, exceptions().join(' | '));
// 60i (#279). Project settings switch the link from Auto to Fit, with the mouse and as one undo
// step; once the release is updated, the same link fills the window at a scale between the steps.
await t.signIn();
await cdp.send('Page.navigate', { url: `${baseUrl}?project=${made.id}` });
await sleep(4000);
await waitUntil(`window.__gm?.state?.project?.id === ${JSON.stringify(made.id)}`, {
timeout: 15000,
label: 'the throwaway project is open for its settings',
});
const undoBefore = await json('__gm.state.commands.undoStack.length');
await clickToolbar('menu');
await clickText('Project settings…');
await settle();
const shown = (await json('__gm.projectSettings()')).gameLinkZoom;
const zoomAt = await json('__gm.projectSettingsGameLinkZoomAt()');
await click(zoomAt.x, zoomAt.y);
await clickLast('Fit');
await settle();
const chosen = (await json('__gm.projectSettings()')).gameLinkZoom;
await shot('60-release-link-zoom');
await clickLast('Apply');
await settle();
const stored279 = await json('__gm.state.project.gameLinkZoom');
const undoAfter = await json('__gm.state.commands.undoStack.length');
check(
'the Project settings show the link zoom as Auto and take Fit from the menu, as one undo step',
shown === 'auto' && chosen === 'fit' && stored279 === 'fit' && undoAfter === undoBefore + 1,
JSON.stringify({ shown, chosen, stored: stored279, undoBefore, undoAfter }),
);
await saved();
const changed = await openRelease();
await clickLast('Update release');
await waitUntil('__gm.release()?.state.endsWith("as saved")', { label: 'the release carries the zoom' });
await clickLast('Cancel');
const releasedZoom = (await (await send('GET', `releases/${token}`, undefined, false)).json()).project
.gameLinkZoom;
await openLink(after.link);
await waitUntil('__feuerwerkPlay.screen().caption === "Click to play"', {
timeout: 15000,
label: 'the fitted game offers to start',
});
await click(size.w / 2, size.h / 2);
await waitUntil('__feuerwerkPlay.running()', { label: 'the fitted game runs' });
await sleep(300);
const fitted = await player('screen()');
const fit = Math.min(size.w / CAMERA.width, size.h / CAMERA.height);
const near = (a, b) => Math.abs(a - b) < 0.01;
const fittedCentre = {
x: fitted.frame.x + fitted.frame.w / 2,
y: fitted.frame.y + fitted.frame.h / 2,
};
const fittedPixels = {
centre: await player(`pixelAt(${fittedCentre.x}, ${fittedCentre.y})`),
beside: await player(`pixelAt(${fittedCentre.x - 40 * fitted.scale}, ${fittedCentre.y})`),
};
check(
'with Fit the link fills the window, at a scale between the steps',
changed.state.endsWith('the project has changed since') &&
releasedZoom === 'fit' &&
!STEPS.includes(fit) &&
fit > auto &&
near(fitted.scale, fit) &&
near(fitted.frame.w, CAMERA.width * fit) &&
near(fitted.frame.h, CAMERA.height * fit) &&
(near(fitted.frame.w, size.w) || near(fitted.frame.h, size.h)) &&
fittedPixels.centre === RED &&
fittedPixels.beside === BACKGROUND,
JSON.stringify({ size, auto, fit, fitted, fittedPixels, releasedZoom, changed: changed.state }),
);
await shot('60-release-fit');
await press('s');
await sleep(400);
check('the fitted play page threw nothing', exceptions().length === 0, exceptions().join(' | '));
// 60f. Take down asks, then the link is dead – for the API and for the page.
await t.signIn();
await cdp.send('Page.navigate', { url: `${baseUrl}?project=${made.id}` });
await sleep(4000);
await waitUntil(`window.__gm?.state?.project?.id === ${JSON.stringify(made.id)}`, {
timeout: 15000,
label: 'the throwaway project is open again',
});
await openRelease();
await clickLast('Take down');
await clickLast('Take down');
await waitUntil('__gm.release()?.link === null', { label: 'the dialog shows no link' });
await clickLast('Cancel');
const dead = await send('GET', `releases/${token}`, undefined, false);
await openLink(after.link);
await waitUntil('__feuerwerkPlay.screen().caption !== "Loading…"', { label: 'the page gave up' });
check(
'Take down makes the link dead',
dead.status === 404 && (await player('screen()')).caption === 'This game is not available.',
JSON.stringify({ status: dead.status, screen: await player('screen()') }),
);
} finally {
await sweep();
await navigate();
}
}