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feuerwerk/src/editor/videoImport.ts
T
adminandClaude Opus 5.5 e191dc4b2e
game-maker / gate (push) Successful in 4m14s
game-maker / suite (push) Successful in 17m7s
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>
2026-10-11 21:11:05 +02:00

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import { CreateVideoCommand } from '../core/commands/assetCommands';
import type { UploadedVideo, VideoStore } from '../core/store/VideoStore';
import { adopt, type ImportKind, type ImportOutcome, importStored } from './assetImport';
import type { EditorState } from './state';
/** What the file dialog offers and a drop accepts; ffmpeg on the server has the last word. */
export const VIDEO_ACCEPT = '.mp4,.mov,.m4v,.webm,.mkv,.avi';
const VIDEO_EXTENSION = /\.(mp4|mov|m4v|webm|mkv|avi)$/i;
export function isVideoFileName(name: string): boolean {
return VIDEO_EXTENSION.test(name);
}
export interface VideoImportDeps {
state: EditorState;
videos: VideoStore;
}
/**
* A video becomes an asset only once the worker has made it (#402): the asset copies its size,
* length and frame rate, which are not known before.
*/
const VIDEO_KIND: ImportKind<UploadedVideo, VideoImportDeps> = {
type: 'video',
noun: 'video',
fallbackName: 'Video',
store: (deps) => deps.videos,
prepare: (file) =>
isVideoFileName(file.name)
? Promise.resolve({ blob: file, type: 'application/octet-stream' })
: Promise.reject(new Error('Not a video file – use MP4, MOV, WebM, MKV or AVI.')),
create: (name, video) =>
new CreateVideoCommand(name, video.file, {
width: video.width ?? 0,
height: video.height ?? 0,
duration: video.duration ?? 0,
fps: video.fps ?? 0,
audio: video.audio ?? false,
}),
};
export function importStoredVideo(video: UploadedVideo, deps: VideoImportDeps): ImportOutcome {
return importStored(VIDEO_KIND, video, deps);
}
/** Makes an asset named `name` of a video the server has converted, without opening it (#405). */
export function adoptVideo(video: UploadedVideo, name: string, deps: VideoImportDeps): ImportOutcome {
return adopt(VIDEO_KIND, video, name, name, deps);
}
/**
* Sends the files up one after the other and says how it went; what is done already is made an
* asset at once. The rest is converted on the server – `waiting` gets their names, for the picker
* to watch and adopt when they are ready.
*/
export async function uploadVideos(
files: readonly File[],
deps: VideoImportDeps,
waiting: (files: string[]) => void,
): Promise<void> {
const pending: string[] = [];
const failed: string[] = [];
for (const file of files) {
try {
const { blob, type } = await VIDEO_KIND.prepare(file);
const uploaded = await deps.videos.upload(blob, type, file.name);
if (uploaded.status === 'ready') importStoredVideo(uploaded, deps);
else pending.push(uploaded.file);
} catch (error) {
failed.push(`"${file.name}": ${error instanceof Error ? error.message : String(error)}`);
}
}
if (pending.length > 0) waiting(pending);
if (failed.length > 0) deps.state.setNotice(`Could not upload ${failed.join(', ')}`, 'error');
else if (pending.length > 0)
deps.state.setNotice(
pending.length === 1
? 'Converting the video on the server…'
: `Converting ${pending.length} videos on the server…`,
);
}