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>
This commit is contained in:
BenStullsBets
2026-06-30 08:53:40 -07:00
parent 1c7f2b7785
commit 7da944af0c
+51 -8
View File
@@ -720,6 +720,7 @@ let pos = 0; // continuous knob position; rest value == ringInd
let activeSeg = null; // { lo, clipLo, clipHi, file } for the segment being scrubbed
let seekPending = false; // throttle: at most one currentTime seek per animation frame
let scrubDir = 1; // last travel direction (+1 descend / -1 ascend) — which end we'll land on
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
// Diagnostic seam (sibling of window.__hefMorphs): the committed altitude state, so
// E2E can assert the locked clip mid-scrub when #scale-name (settle-only) is stale.
@@ -816,9 +817,25 @@ function rebuildSegment(lo, enteredFrom) {
vid.style.filter = "none";
vid.loop = false;
if (vid.dataset.morph !== file) {
vid.dataset.morph = file;
vid.src = mediaUrl(file);
vid.pause();
if (mediaBlobs[file]) {
// Cached → instant swap to the in-memory blob.
vid.dataset.morph = file;
vid.src = mediaBlobs[file];
vid.pause();
} else {
// Not loaded yet — HOLD the current frame (never point the visible element at
// a network src mid-scrub, which would blank it). Fetch into the blob cache and
// swap in once ready, IF we're still heading into this same morph. Meanwhile
// `vid.dataset.morph` stays unset, so the seek below is skipped and the last
// frame holds — keeping rapid altitude-clicking smooth.
cacheClip(file).then(() => {
if (activeSeg && activeSeg.file === file && mediaBlobs[file] && vid.dataset.morph !== file) {
vid.dataset.morph = file;
vid.src = mediaBlobs[file];
vid.pause();
}
});
}
}
// Diagnostic seam (matches advance()'s old record): the logical morph path
// played, reliable even when served from an in-memory blob.
@@ -844,19 +861,38 @@ function setPos(next) {
pos = next;
const { lo, frac } = HEFScrub.segmentOf(pos);
if (frac === 0) { // settled exactly on an altitude → lock + base loop + single soundtrack
busy = false;
delete vid.dataset.morph; // clear so re-entering the same segment reloads the morph (not the base)
currentClipId = null; // force ensureClipMedia to reload + loop the locked clip
playLoop(); // the loop element was preloaded to this clip @ tail during the scrub → instant, no reload
showActiveSource();
setNeedle(ringIndex * dialStep());
renderScaleReadout();
update(); // ensureClipMedia: idempotent loadLoop + keep the loop running
restAudio(ringIndex);
refreshReachablePreload(); // warm the morphs now reachable from the locked clip
// Swap to the base loop only once it can actually play. The loop element was
// preloaded to this clip @ tail during the scrub, so the common case is ready
// immediately and lands instantly (as before). If rapid navigation outran the
// load, KEEP `busy` true — displayVid() stays the morph element, whose last frame
// already depicts this clip — until the loop is decoded. Never blank the stage.
const myGen = ++settleGen;
const landing = activeClip();
let done = false;
const settleToLoop = () => {
if (done || myGen !== settleGen) return; // a new scrub started → this settle is stale
done = true;
busy = false; // displayVid() → loopVid; the shader now reads the base loop
playLoop();
showActiveSource();
update(); // ensureClipMedia: idempotent loadLoop + keep the loop running
};
if (loopVid.readyState >= 2 && landing && loopVid.dataset.clip === landing.id) {
settleToLoop(); // already decoded (preloaded @ tail) → instant landing
} else {
loopVid.addEventListener("canplay", settleToLoop, { once: true });
loopVid.addEventListener("loadeddata", settleToLoop, { once: true });
}
return;
}
busy = true; // mid-morph: block update() from reloading the base clip under us
settleGen++; // moving again → invalidate any pending settle-when-ready from a prior landing
if (!activeSeg || activeSeg.lo !== lo) rebuildSegment(lo, ringIndex);
// Preload the clip we're heading toward into the LOOP element (paused @ tail) so the
// landing is a swap, not a reload+seek. dir>0 lands on clipHi, dir<0 on clipLo.
@@ -1292,9 +1328,16 @@ async function main() {
dial.addEventListener("wheel", onWheel, { passive: false });
$("stage").addEventListener("wheel", onWheel, { passive: false });
update(); // render the initial state (both toggles off → black, silent)
await preloadAllMedia(); // download all media, updating the loading bar
// Progressive boot: become ready as soon as the FIRST scene can play, then stream
// the rest in the background — don't block the visitor on the full ~2.3 GB. The
// graduated preload (bases → reachable morphs → sweep) keeps filling the blob cache;
// anything not cached yet falls back to the network path on demand (mediaUrl).
const firstClip = activeClip();
if (firstClip) await cacheClip(firstClip.base_file); // just the first base (~16 MB)
hideLoading(); // experience is ready — boots SILENT (video off, audio 0)
$("run-sim").classList.remove("hidden"); // reveal the obvious starting point over the black stage
refreshReachablePreload(); // front-load the morphs the first knob-turn will need
preloadAllMedia(); // NO await — bases + morphs stream in behind the scenes
// No un-gestured auto-start: a browser autoplay policy blocks an audio play() made
// outside a user gesture (muted video survives, sound does not), so an auto-start
// would show video but stay silent. Instead the experience waits for the operator to