0.2.6-dev: impostor review follow-ups (#542) — a skeleton stays in the clip-bounds queue only while an actor uses it (the last one destroyed drops its pending clips, the clip in progress and its scratch skeleton; a later actor queues them again), a clip whose sampling throws is recorded as not measurable and drawn directly while it plays instead of counting as empty, and a frozen model's first update counts as posed only when it succeeded; DESIGN §31.6 updated; golden: unchanged
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@@ -129,12 +129,16 @@ function slotCentre(slot, att, buf, out) {
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// by render/app.js once per frame, samples within that time budget: the clips a unit plays take ≈ 9 ms per skeleton on
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// the current roster (53 ms at most), so a model is measured a few frames after it loads, long before a crowd needs its
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// impostor. [ASSUMED] the rate, the cap and the budget (a pose between two samples is covered by the box's padding,
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// units.js IMP_BOX, and anything past it is cut by the atlas slot's scissor, never left behind).
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// units.js IMP_BOX, and anything past it is cut by the atlas slot's scissor, never left behind). A record is queued only
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// while an actor uses its skeleton data: when the last one is destroyed (a model swap, a battlefield torn down) its pending
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// clips and its scratch skeleton are dropped — nothing holds a skeleton the Spine store let go, and nothing stale is
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// measured ahead of the next scene's models —, and a later actor queues what was never measured again. A clip whose
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// sampling throws is recorded as not measurable (false): units.js draws it directly while it plays, never as empty.
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export const CLIP_SAMPLE_HZ = 60;
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export const CLIP_SAMPLE_MAX = 48;
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export const CLIP_BOUNDS_BUDGET_MS = 2.5;
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const ATT_REGION = 0, ATT_MESH = 2; // pixi-spine AttachmentType
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const boundsOf = new WeakMap(); // skeleton data → { data, Skeleton, skel, rects: Map<clip, rect|null>, todo, job, failed }
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const boundsOf = new WeakMap(); // skeleton data → { data, Skeleton, skel, rects: Map<clip, rect|null|false>, todo, job, users, failed }
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const boundsQueue = []; // records with clips still to sample, oldest request first
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const nowMs = () => (globalThis.performance ? globalThis.performance.now() : Date.now());
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const emptyRect = () => [Infinity, Infinity, -Infinity, -Infinity];
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@@ -185,7 +189,7 @@ function scratchSkeleton(rec) {
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function boundsRecord(data, Skeleton) {
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let rec = boundsOf.get(data);
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if (rec) return rec;
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rec = { data, Skeleton, skel: null, rects: new Map(), todo: [], job: null, failed: false, buf: { v: new Float32Array(256) } };
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rec = { data, Skeleton, skel: null, rects: new Map(), todo: [], job: null, users: 0, failed: false, buf: { v: new Float32Array(256) } };
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try {
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const skel = scratchSkeleton(rec);
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skel.setToSetupPose();
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@@ -223,9 +227,25 @@ export function requestClipBounds(data, Skeleton, names) {
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if (typeof n === 'string' && !rec.rects.has(n) && !rec.todo.includes(n) && !(rec.job && rec.job.name === n)) { rec.todo.push(n); added = true; }
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}
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if (added && !boundsQueue.includes(rec)) boundsQueue.push(rec);
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else if (!boundsQueue.includes(rec)) rec.skel = null; // nothing to sample: no scratch skeleton kept
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return rec;
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}
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/**
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* One actor more (+1, SpineActor.clipBounds) or less (−1, SpineActor.destroy) measures record `rec`; with none left, the
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* record leaves the queue with its pending clips (todo and the clip in progress) and its scratch skeleton — a later actor
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* queues what was never measured again (a todo left behind would read as queued and never be measured).
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*/
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function useBounds(rec, delta) {
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rec.users = Math.max(0, rec.users + delta);
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if (rec.users > 0) return;
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const i = boundsQueue.indexOf(rec);
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if (i >= 0) boundsQueue.splice(i, 1);
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rec.todo.length = 0;
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rec.job = null;
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rec.skel = null;
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}
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/**
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* Sample queued clips for up to `budgetMs` (render/app.js calls it once per frame): pose after pose, a clip resumed on the
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* next call when the budget runs out inside it; at least one pose per call.
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@@ -240,8 +260,10 @@ export function stepClipBounds(budgetMs = CLIP_BOUNDS_BUDGET_MS) {
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if (!rec.job) {
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const name = rec.todo.shift();
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if (name === undefined) { boundsQueue.shift(); rec.skel = null; continue; }
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try { rec.job = startClip(rec, name); } catch { rec.job = null; }
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if (!rec.job) { rec.rects.set(name, null); finished++; continue; }
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let broken = false;
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try { rec.job = startClip(rec, name); } catch { rec.job = null; broken = true; }
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// no such clip: it never plays (null); a clip that could not be set up: not measurable (false)
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if (!rec.job) { rec.rects.set(name, broken ? false : null); finished++; continue; }
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}
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const j = rec.job;
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try {
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@@ -255,9 +277,10 @@ export function stepClipBounds(budgetMs = CLIP_BOUNDS_BUDGET_MS) {
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posed++;
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if (nowMs() >= end) break;
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}
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} catch { j.i = j.n + 1; j.r = emptyRect(); }
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} catch { j.i = j.n + 1; j.broken = true; }
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if (j.i > j.n) {
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rec.rects.set(j.name, rectOk(j.r) ? j.r : null);
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// a pose that threw: the clip is not measurable (false) — drawn directly while it plays, not taken as empty
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rec.rects.set(j.name, j.broken ? false : rectOk(j.r) ? j.r : null);
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rec.job = null;
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finished++;
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}
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@@ -804,8 +827,10 @@ export class SpineActor {
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// left in its setup pose, which no clip shows and the impostor box does not cover (GitHub #542: 隐现's Back model
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// stands 900 units to the right of its feet in the setup pose)
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if (!this.frozen || !this._posed) {
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try { this.spine.update(this.frozen ? 0 : dt); } catch { /* a broken skeleton must not stop the frame */ }
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this._posed = true;
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try {
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this.spine.update(this.frozen ? 0 : dt);
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this._posed = true; // (a first update that threw is tried again: no setup pose left on screen)
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} catch { /* a broken skeleton must not stop the frame */ }
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}
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if (this.clipped && !this.clipOn) this._eyeMaskFallback();
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this._applied = true;
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@@ -863,8 +888,9 @@ export class SpineActor {
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/**
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* Skeleton-space bounds of clips `names` ("clip bounds" above; render/units.js _impBox): a Map name → rect (null: draws
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* nothing / no such clip) once every clip is sampled; null while some still wait — they are queued here and
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* render/app.js samples them (stepClipBounds); false when this runtime cannot be posed off-screen (a test double).
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* nothing / no such clip; false: its sampling threw, not measurable) once every clip is sampled; null while some still
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* wait — they are queued here and render/app.js samples them (stepClipBounds); false when this runtime cannot be posed
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* off-screen (a test double). The actor counts as a user of its skeleton's record until it is destroyed.
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* @param {string[]} names
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*/
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clipBounds(names) {
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@@ -874,6 +900,11 @@ export class SpineActor {
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let rec = boundsOf.get(data);
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if (!rec || names.some((n) => !rec.rects.has(n))) rec = requestClipBounds(data, sp.skeleton && sp.skeleton.constructor, names);
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if (rec.failed) return false;
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if (this._bounds !== rec) {
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if (this._bounds) useBounds(this._bounds, -1);
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this._bounds = rec;
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useBounds(rec, 1);
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}
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const clips = new Map();
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for (const n of names) {
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if (!rec.rects.has(n)) return null;
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@@ -890,6 +921,7 @@ export class SpineActor {
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}
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destroy() {
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if (this._bounds) { useBounds(this._bounds, -1); this._bounds = null; } // the last user gone: its queue entry goes
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try { this.spine.destroy({ children: true, texture: false, baseTexture: false }); } catch { /* ignore */ }
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this.spine = null;
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}
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