feat(load): progressive boot + hold-last-frame until media loaded
Boot becomes ready on the first clip and streams the rest in the background (was: blocked on the full ~2.3 GB before 'Run simulation' appeared). During nav, the visible morph and landing base only swap to cached blobs — otherwise the current frame holds (settleGen guards a stale settle) — so rapid altitude-clicking never blanks the stage. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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+51
-8
@@ -720,6 +720,7 @@ let pos = 0; // continuous knob position; rest value == ringInd
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let activeSeg = null; // { lo, clipLo, clipHi, file } for the segment being scrubbed
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let seekPending = false; // throttle: at most one currentTime seek per animation frame
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let scrubDir = 1; // last travel direction (+1 descend / -1 ascend) — which end we'll land on
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let settleGen = 0; // bumped on every scrub frame; invalidates a pending "settle when the base is ready" callback so a stale one can't fire mid-new-scrub
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// Diagnostic seam (sibling of window.__hefMorphs): the committed altitude state, so
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// E2E can assert the locked clip mid-scrub when #scale-name (settle-only) is stale.
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@@ -816,9 +817,25 @@ function rebuildSegment(lo, enteredFrom) {
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vid.style.filter = "none";
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vid.loop = false;
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if (vid.dataset.morph !== file) {
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vid.dataset.morph = file;
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vid.src = mediaUrl(file);
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vid.pause();
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if (mediaBlobs[file]) {
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// Cached → instant swap to the in-memory blob.
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vid.dataset.morph = file;
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vid.src = mediaBlobs[file];
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vid.pause();
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} else {
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// Not loaded yet — HOLD the current frame (never point the visible element at
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// a network src mid-scrub, which would blank it). Fetch into the blob cache and
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// swap in once ready, IF we're still heading into this same morph. Meanwhile
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// `vid.dataset.morph` stays unset, so the seek below is skipped and the last
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// frame holds — keeping rapid altitude-clicking smooth.
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cacheClip(file).then(() => {
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if (activeSeg && activeSeg.file === file && mediaBlobs[file] && vid.dataset.morph !== file) {
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vid.dataset.morph = file;
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vid.src = mediaBlobs[file];
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vid.pause();
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}
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});
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}
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}
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// Diagnostic seam (matches advance()'s old record): the logical morph path
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// played, reliable even when served from an in-memory blob.
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@@ -844,19 +861,38 @@ function setPos(next) {
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pos = next;
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const { lo, frac } = HEFScrub.segmentOf(pos);
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if (frac === 0) { // settled exactly on an altitude → lock + base loop + single soundtrack
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busy = false;
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delete vid.dataset.morph; // clear so re-entering the same segment reloads the morph (not the base)
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currentClipId = null; // force ensureClipMedia to reload + loop the locked clip
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playLoop(); // the loop element was preloaded to this clip @ tail during the scrub → instant, no reload
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showActiveSource();
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setNeedle(ringIndex * dialStep());
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renderScaleReadout();
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update(); // ensureClipMedia: idempotent loadLoop + keep the loop running
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restAudio(ringIndex);
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refreshReachablePreload(); // warm the morphs now reachable from the locked clip
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// Swap to the base loop only once it can actually play. The loop element was
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// preloaded to this clip @ tail during the scrub, so the common case is ready
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// immediately and lands instantly (as before). If rapid navigation outran the
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// load, KEEP `busy` true — displayVid() stays the morph element, whose last frame
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// already depicts this clip — until the loop is decoded. Never blank the stage.
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const myGen = ++settleGen;
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const landing = activeClip();
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let done = false;
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const settleToLoop = () => {
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if (done || myGen !== settleGen) return; // a new scrub started → this settle is stale
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done = true;
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busy = false; // displayVid() → loopVid; the shader now reads the base loop
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playLoop();
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showActiveSource();
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update(); // ensureClipMedia: idempotent loadLoop + keep the loop running
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};
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if (loopVid.readyState >= 2 && landing && loopVid.dataset.clip === landing.id) {
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settleToLoop(); // already decoded (preloaded @ tail) → instant landing
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} else {
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loopVid.addEventListener("canplay", settleToLoop, { once: true });
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loopVid.addEventListener("loadeddata", settleToLoop, { once: true });
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}
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return;
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}
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busy = true; // mid-morph: block update() from reloading the base clip under us
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settleGen++; // moving again → invalidate any pending settle-when-ready from a prior landing
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if (!activeSeg || activeSeg.lo !== lo) rebuildSegment(lo, ringIndex);
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// Preload the clip we're heading toward into the LOOP element (paused @ tail) so the
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// landing is a swap, not a reload+seek. dir>0 lands on clipHi, dir<0 on clipLo.
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@@ -1292,9 +1328,16 @@ async function main() {
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dial.addEventListener("wheel", onWheel, { passive: false });
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$("stage").addEventListener("wheel", onWheel, { passive: false });
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update(); // render the initial state (both toggles off → black, silent)
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await preloadAllMedia(); // download all media, updating the loading bar
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// Progressive boot: become ready as soon as the FIRST scene can play, then stream
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// the rest in the background — don't block the visitor on the full ~2.3 GB. The
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// graduated preload (bases → reachable morphs → sweep) keeps filling the blob cache;
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// anything not cached yet falls back to the network path on demand (mediaUrl).
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const firstClip = activeClip();
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if (firstClip) await cacheClip(firstClip.base_file); // just the first base (~16 MB)
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hideLoading(); // experience is ready — boots SILENT (video off, audio 0)
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$("run-sim").classList.remove("hidden"); // reveal the obvious starting point over the black stage
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refreshReachablePreload(); // front-load the morphs the first knob-turn will need
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preloadAllMedia(); // NO await — bases + morphs stream in behind the scenes
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// No un-gestured auto-start: a browser autoplay policy blocks an audio play() made
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// outside a user gesture (muted video survives, sound does not), so an auto-start
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// would show video but stay silent. Instead the experience waits for the operator to
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