Files
feuerwerk/src/editor/App.ts
T
adminandClaude Opus 5.5 cb3183227b Keep drags at full speed in large projects (#394)
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>
2026-10-10 19:45:59 +02:00

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import type { Application } from 'pixi.js';
import type { AuthStore, SignedIn } from '../core/store/AuthStore';
import { HttpAuthStore } from '../core/store/HttpAuthStore';
import { HttpFileStore } from '../core/store/HttpFileStore';
import { HttpProjectStore } from '../core/store/HttpProjectStore';
import { HttpReleaseStore } from '../core/store/HttpReleaseStore';
import { HttpSnapshotStore } from '../core/store/HttpSnapshotStore';
import { HttpUsersStore } from '../core/store/HttpUsersStore';
import type { StoredTexture, UploadedTexture } from '../core/store/TextureStore';
import { loadPhysics } from '../runtime/physics/engine';
import { projectPictureFactory } from '../viewport/generatedPictures';
import { preloadProjectFiles, setUpProjectFiles } from '../viewport/projectFiles';
import { textureLibrary } from '../viewport/TextureLibrary';
import type { VStack } from '../ui';
import { pixelCels } from '../viewport/PixelCels';
import { LoginScreen } from './auth/LoginScreen';
import { installLoginHook } from './auth/loginHook';
import { consoleLog } from './console/log';
import { installDebugHook } from './debugHook';
import { Editor } from './Editor';
import { isDragFrame } from './framePreview';
import { startPlugins } from './plugins/startPlugins';
import { CelUploadStore } from './pixelart/celUploadStore';
import { EditorState } from './state';
const API_ENDPOINT = '/game-maker/api/index.php';
/**
* Shows the sign-in screen until somebody is signed in, and answers with their name. Returns
* right away when the session from an earlier visit is still good – which is what lets a
* deployment replace the editor under an open tab without asking for the password again.
*/
async function signedInUser(app: Application, root: VStack, auth: AuthStore): Promise<SignedIn> {
const existing = await auth.session();
if (existing !== null) return existing;
let done: (account: SignedIn) => void = () => {};
const screen = new LoginScreen(auth, (account) => done(account));
const removeHook = installLoginHook(app, screen);
const account = await new Promise<SignedIn>((resolve) => {
done = resolve;
root.add(screen, 1);
root.resize(app.screen.width, app.screen.height);
screen.focusFirstField();
});
removeHook();
root.removeChild(screen);
// The editor sizes `root` itself once it is built, but `resize` lays out only when the size
// changed – and the sign-in screen has already set it to the size of the window. Forgetting the
// size here is what makes that call count again; without it the whole editor sits unlaid-out in
// the corner.
root.resize(0, 0);
screen.destroy({ children: true });
return account;
}
/**
* Wires state, stores and the editor composition together and opens the first project.
*
* Signing out does not reload the page (#177): it takes the editor down and puts the sign-in
* screen back, in the same canvas with the same renderer. So this is a loop rather than a straight
* line – every round is one account's session. Only the first round is awaited, because the caller
* has more to set up once the editor is up; the rounds after it run on their own.
*/
export async function startEditor(app: Application, root: VStack): Promise<void> {
const auth = new HttpAuthStore(API_ENDPOINT);
setUpProjectFiles(app.renderer);
const openSession = async (): Promise<void> => {
const { user, role } = await signedInUser(app, root, auth);
// Who is signed in goes into the window title: the toolbar is crowded enough, and the title is
// also what tells two tabs on two accounts apart.
document.title = `Game Maker – ${user}`;
const state = new EditorState();
// Drawn pictures (#185) are looked up in the project this session holds; the next session
// installs its own, which is also what lets go of everything the old one had drawn.
textureLibrary.setPictureFactory(projectPictureFactory(() => state.project));
// Asked on every change but a drag's frame (#394): in a large project the walk over all assets
// costs milliseconds, and the command that ends the drag asks again.
state.on('project', () => {
if (!isDragFrame()) preloadProjectFiles(state.project);
});
const editor = new Editor(
app,
root,
state,
new CelUploadStore(
new HttpProjectStore(API_ENDPOINT),
pixelCels,
new HttpFileStore(API_ENDPOINT, 'pixels'),
),
new HttpFileStore<UploadedTexture, StoredTexture>(API_ENDPOINT, 'textures'),
new HttpFileStore(API_ENDPOINT, 'fonts'),
new HttpFileStore(API_ENDPOINT, 'sounds'),
new HttpSnapshotStore(API_ENDPOINT),
new HttpReleaseStore(API_ENDPOINT),
{
user,
role,
users: new HttpUsersStore(API_ENDPOINT),
logOut: () =>
void endSession(editor).catch((error: unknown) => {
console.error('[auth] Signing out failed:', error);
}),
// Straight through to the store: the server checks the old password, and the session this
// tab holds is the one it keeps – so there is nothing to do here afterwards.
changePassword: (current, next) => auth.changePassword(current, next),
},
);
installDebugHook(app, state, editor);
// Before the project, not after it (#119): which plugins run is written in the project file,
// and `boot()` hands that list over before it reads the file into the model.
await startPlugins(API_ENDPOINT, state, editor);
await editor.boot();
loadPhysics().catch((error: unknown) => console.error('[physics] Rapier could not be loaded:', error));
};
/**
* Ends the session the Logout button belongs to: the editor writes what is unsaved and lets go
* of everything, then the server drops the session, and the sign-in screen comes back. The
* editor goes first, so its last save still travels with a session the server accepts.
*/
const endSession = async (editor: Editor): Promise<void> => {
await editor.dispose();
document.title = 'Game Maker';
// The console panel is page-wide, the lines in it are not: what one account's project printed
// is none of the next one's business.
consoleLog.clear();
try {
await auth.logOut();
} catch (error) {
console.error('[auth] Signing out did not reach the server:', error);
}
await openSession();
};
await openSession();
}