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>
139 lines
6.3 KiB
TypeScript
139 lines
6.3 KiB
TypeScript
import type { Application } from 'pixi.js';
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import type { AuthStore, SignedIn } from '../core/store/AuthStore';
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import { HttpAuthStore } from '../core/store/HttpAuthStore';
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import { HttpFileStore } from '../core/store/HttpFileStore';
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import { HttpProjectStore } from '../core/store/HttpProjectStore';
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import { HttpReleaseStore } from '../core/store/HttpReleaseStore';
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import { HttpSnapshotStore } from '../core/store/HttpSnapshotStore';
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import { HttpUsersStore } from '../core/store/HttpUsersStore';
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import type { StoredTexture, UploadedTexture } from '../core/store/TextureStore';
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import { loadPhysics } from '../runtime/physics/engine';
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import { projectPictureFactory } from '../viewport/generatedPictures';
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import { preloadProjectFiles, setUpProjectFiles } from '../viewport/projectFiles';
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import { textureLibrary } from '../viewport/TextureLibrary';
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import type { VStack } from '../ui';
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import { pixelCels } from '../viewport/PixelCels';
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import { LoginScreen } from './auth/LoginScreen';
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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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const API_ENDPOINT = '/game-maker/api/index.php';
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/**
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* Shows the sign-in screen until somebody is signed in, and answers with their name. Returns
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* right away when the session from an earlier visit is still good – which is what lets a
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* deployment replace the editor under an open tab without asking for the password again.
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*/
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async function signedInUser(app: Application, root: VStack, auth: AuthStore): Promise<SignedIn> {
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const existing = await auth.session();
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if (existing !== null) return existing;
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let done: (account: SignedIn) => void = () => {};
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const screen = new LoginScreen(auth, (account) => done(account));
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const removeHook = installLoginHook(app, screen);
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const account = await new Promise<SignedIn>((resolve) => {
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done = resolve;
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root.add(screen, 1);
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root.resize(app.screen.width, app.screen.height);
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screen.focusFirstField();
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});
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removeHook();
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root.removeChild(screen);
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// The editor sizes `root` itself once it is built, but `resize` lays out only when the size
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// changed – and the sign-in screen has already set it to the size of the window. Forgetting the
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// size here is what makes that call count again; without it the whole editor sits unlaid-out in
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// the corner.
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root.resize(0, 0);
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screen.destroy({ children: true });
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return account;
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}
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/**
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* Wires state, stores and the editor composition together and opens the first project.
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*
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* Signing out does not reload the page (#177): it takes the editor down and puts the sign-in
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* screen back, in the same canvas with the same renderer. So this is a loop rather than a straight
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* line – every round is one account's session. Only the first round is awaited, because the caller
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* has more to set up once the editor is up; the rounds after it run on their own.
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*/
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export async function startEditor(app: Application, root: VStack): Promise<void> {
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const auth = new HttpAuthStore(API_ENDPOINT);
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setUpProjectFiles(app.renderer);
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const openSession = async (): Promise<void> => {
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const { user, role } = await signedInUser(app, root, auth);
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// Who is signed in goes into the window title: the toolbar is crowded enough, and the title is
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// also what tells two tabs on two accounts apart.
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document.title = `Game Maker – ${user}`;
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const state = new EditorState();
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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 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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state,
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new CelUploadStore(
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new HttpProjectStore(API_ENDPOINT),
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pixelCels,
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new HttpFileStore(API_ENDPOINT, 'pixels'),
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),
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new HttpFileStore<UploadedTexture, StoredTexture>(API_ENDPOINT, 'textures'),
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new HttpFileStore(API_ENDPOINT, 'fonts'),
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new HttpFileStore(API_ENDPOINT, 'sounds'),
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new HttpSnapshotStore(API_ENDPOINT),
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new HttpReleaseStore(API_ENDPOINT),
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{
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user,
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role,
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users: new HttpUsersStore(API_ENDPOINT),
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logOut: () =>
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void endSession(editor).catch((error: unknown) => {
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console.error('[auth] Signing out failed:', error);
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}),
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// Straight through to the store: the server checks the old password, and the session this
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// tab holds is the one it keeps – so there is nothing to do here afterwards.
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changePassword: (current, next) => auth.changePassword(current, next),
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},
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);
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installDebugHook(app, state, editor);
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// Before the project, not after it (#119): which plugins run is written in the project file,
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// and `boot()` hands that list over before it reads the file into the model.
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await startPlugins(API_ENDPOINT, state, editor);
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await editor.boot();
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loadPhysics().catch((error: unknown) => console.error('[physics] Rapier could not be loaded:', error));
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};
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/**
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* Ends the session the Logout button belongs to: the editor writes what is unsaved and lets go
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* of everything, then the server drops the session, and the sign-in screen comes back. The
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* editor goes first, so its last save still travels with a session the server accepts.
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*/
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const endSession = async (editor: Editor): Promise<void> => {
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await editor.dispose();
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document.title = 'Game Maker';
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// The console panel is page-wide, the lines in it are not: what one account's project printed
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// is none of the next one's business.
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consoleLog.clear();
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try {
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await auth.logOut();
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} catch (error) {
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console.error('[auth] Signing out did not reach the server:', error);
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}
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await openSession();
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};
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await openSession();
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}
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