0.2.6-dev: DESIGN §31.6 for the impostor box without the setup pose (slots 1.26× the old area on the roster, the DPR-2 crowd numbers, the batch-buffer setting; the open item resolved), docs/design/client.md, CHANGELOG 0.2.6-dev (#542); golden: unchanged

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@@ -107,7 +107,8 @@ Regression covers normal two-, three- and four-human browser flows, the final tu
### 31.6 Impostor bounds and slot clearing (#542)
`render/spine.js clipBounds / stepClipBounds`, `render/units.js impostorBox / _impBox / _impBypass`, `render/impostor.js`.
`render/spine.js clipBounds / stepClipBounds / SpineActor.update`, `render/units.js impostorBox / _impBox / _impBypass`,
`render/impostor.js`, `render/app.js`.
- **Seen** (GitHub #542 by @ImPQlc; quality 高, usually from round 7 on): 野鬃's flag cut, offset and leaving stray pixels
while she idles; 浊心斯卡蒂's head cut in her S3 flight (Skill_3_Begin); 隐现's pistol muzzle cut, offset and leaving
@@ -129,37 +130,43 @@ Regression covers normal two-, three- and four-human browser flows, the final tu
a region by its attachment rectangle, a mesh by its vertices; slots drawn at alpha 0 skipped. It is queued when the model
loads and sampled within 2.5 ms per frame (`stepClipBounds`, called by `render/app.js`), ≈ 9 ms per skeleton on the
roster (53 ms at most), shared by every unit of that skeleton; a unit is drawn directly until its box is ready. (2) The
box is the setup pose ∪ the idle clip (never smaller than the setup pose), then each other clip in the order of the area
it adds while the box stays within 4 × that core (a looping or held clip) or 2 × (a one-off clip: the deploy clip, a
skill's, stun's or move's begin and end, a form's change), padded by 3 % + 8 units. A clip that does not fit (`over`: 319
of the roster's 681 deploy clips — the drop from above, up to 1,700 units tall — and the looping clips of 6 skeletons with
screen-wide effects) is drawn directly while it plays; the unit keeps its slot (`_impBypass`). The box is computed once
per unit: no bounds work per frame. (3) The atlas draws each slot's skeleton in a container masked by the slot rectangle,
which PIXI draws as a scissor rect (no stencil, no render-pass break): nothing paints outside a slot, and the slot's
eraser clears all that an earlier pose can have left in it.
- **Cost**: slot sizes grow with the boxes. The 120-unit stress crowd at 1600 × 900 (DPR 1) uses 8.7 M px of slots instead
of 4.4 M (2.7 instead of 1.2 atlas pages, still no private render target). On the roster the boxes add up to 1.86 × the
old area (the median skeleton 1.39 ×; without the setup-pose floor it would be 1.23 ×). The atlas keeps its ≤ 3 + 2 pages;
a unit that finds no slot keeps a private render target, as before. At DPR 2 a page holds a quarter of the CSS pixels:
the same crowd at 1280 × 720 keeps 39 of its 120 units in the atlas instead of 119 (81 private render targets; 55
instead of 60 fps in headless Chrome), at 1920 × 1080 39 instead of 58; at 844 × 390, DPR 3, all 120 stay in two pages.
CPU: one batch flush per redrawn slot.
`tools/perfbench.mjs` (844 × 390, DPR 2, quality medium / low, where those battles draw through the atlas; 12 runs of
6 s): total busy JS +0.8 %, the impostor-redraw stage +14 % (+0.1–0.25 ms per frame at a 4 × CPU throttle), 60 fps in
every run before and after.
- Open: the setup-pose floor doubles the cost. A model shows its setup pose only when it is frozen before its first update
(built while stunned without a stun clip, or dead without a death or idle clip). If such a model were posed at its
clip's first frame instead, the setup pose could be dropped from the box: the stress crowd's slots would add up to
1.16 × the old area (DPR 1), and at 1280 × 720, DPR 2, 116 of the 120 units would stay in the atlas (60 fps). Kept as
specified for #542; the maintainer's call.
- [ASSUMED]: the growth limits (4 × / 2 ×), the 3 % + 8 padding, the sampling rate and the 2.5 ms budget. A pose between two
samples can still pass the padded box for a frame (33 of the 681 skeletons by a denser 60 Hz check, all in long clips
box is the idle clip, then each other clip in the order of the area it adds while the box stays within 5 × the idle
clip's area (a looping or held clip) or 2 × (a one-off clip: the deploy clip, a skill's, stun's or move's begin and end, a
form's change), padded by 3 % + 8 units. A clip that does not fit (`over`: 355 of the roster's 681 deploy clips — the drop
from above, up to 1,700 units tall — and the looping or held clips of 13 skeletons with screen-wide effects, among them
帕拉斯's skills and 诗怀雅's attack) is drawn directly while it plays; the unit keeps its slot (`_impBypass`). The box is
computed once per unit: no bounds work per frame. The setup pose needs no room: a model frozen before its first update —
built while its unit is stunned and it has no stun clip (202 of the 210 operators have none), or dead without a death or
idle clip — showed its setup pose, which no clip shows (隐现's Back model stands 900 units right of its feet in it);
`SpineActor.update` now poses it once at its clip's first frame. (3) The atlas draws each slot's skeleton in a container
masked by the slot rectangle, which PIXI draws as a scissor rect (no stencil, no render-pass break): nothing paints
outside a slot, and the slot's eraser clears all that an earlier pose can have left in it. Each redrawn slot is a batch
flush of its own, and PIXI uploaded its one batch vertex buffer again for every flush, which stalls Apple GPUs (Chrome,
ANGLE Metal, Apple M4: the 120-unit crowd at 1920 × 1080 ran at 42–58 fps instead of 60, by the machine's load), so
`render/app.js` turns PIXI's `BatchRenderer.canUploadSameBuffer` off: a buffer per flush, PIXI's own setting on iOS.
Switched back and forth within one page it gave 60 fps against 42 (DPR 2) and 50 (DPR 1) with the shared buffer —
turning it off only around the atlas pass gave 55 — for ≈ 0.3 ms more render CPU per frame; under load it also steadied
the 0.2.5 renderer (51 → 59 fps at DPR 2).
- **Cost**: slot sizes grow with the boxes. On the roster they add up to 1.26 × the old area (the median skeleton
1.13 ×). The 120-unit stress crowd at 1600 × 900 (DPR 1) uses 5.5 M px of slots instead of 4.4 M (two of the three atlas
pages, no private render target). At DPR 2 a page holds a quarter of the CSS pixels: the crowd at 1280 × 720 keeps 98–108
of its units in the atlas instead of 118–120, at 1920 × 1080 59–61 instead of 58–59 (its private render targets 4.4 M px
instead of 2.8 M); at 844 × 390, DPR 3, all 120 stay in two pages. 60 fps in every case, before and after (runs on a
quiet machine). A unit that finds no slot keeps a private render target, as before; the atlas keeps its ≤ 3 + 2 pages.
CPU: `tools/perfbench.mjs` (844 × 390, DPR 2, quality medium / low, where those battles draw through the atlas; four
battles at a 4 × CPU throttle, two interleaved runs before and after): the view's JS 4.69 → 5.04 ms per frame, the
impostor-redraw stage +21 % (+0.12 ms per frame), all busy JS +0.4 %, 60 fps in every run.
- [ASSUMED]: the growth limits (5 × / 2 ×), the 3 % + 8 padding, the sampling rate and the 2.5 ms budget. A pose between two
samples can still pass the padded box for a frame (42 of the 681 skeletons by a denser 60 Hz check, all in long clips
sampled sparser than that); the scissor cuts it and leaves nothing behind.
- Tests: `test/render/impostor-bounds.test.js` (synthetic Spine 3.8 skeletons: setup and clip bounds, an attachment shown
for 0.05 s, an alpha-0 slot, the budgeted queue; `impostorBox` / `playedClips`; every atlas slot's clip box and eraser;
UnitView: drawn directly until measured, the over-clip bypass keeping its slot, the legacy fallback, a pen figure),
`test/render/impostor-bounds-models.test.js` (the three operators through the real runtime: every pose of every clip
they play, at 30 Hz, inside their box; the old box cut 野鬃 by 103 units and 浊心斯卡蒂 by 188; skips without the
assets), `test/render/impostor-bounds.browser.test.js` (`RENDER_E2E=1`: the held stress crowd — inside their slots, no
atlas pixel outside a live slot; the scissor on a bare page; 野鬃's deploy drawn directly), `test/render/boardart.test.js`
(the allocator's test doubles). Dev: `render-demo.html?scene=stress&ops=<chessId>,…`. Golden: unchanged.
- Tests: `test/render/impostor-bounds.test.js` (synthetic Spine 3.8 skeletons: clip bounds, an attachment shown for
0.05 s, an alpha-0 slot, the budgeted queue; a model frozen before its first update — stunned without a stun clip, dead
without a death or idle clip — posed once at its clip's first frame; `impostorBox` / `playedClips`; every atlas slot's
clip box and eraser; UnitView: drawn directly until measured, built while stunned, a skeleton without an Idle clip, the
over-clip bypass keeping its slot, the legacy fallback, a pen figure), `test/render/impostor-bounds-models.test.js` (the
three operators through the real runtime: every pose of every clip they play, at 30 Hz, inside their box; the old box
cut 野鬃 by 103 units and 浊心斯卡蒂 by 188; 隐现's Back model built while stunned shows its Idle's first frame inside
the box, its setup pose lies outside it; skips without the assets), `test/render/impostor-bounds.browser.test.js`
(`RENDER_E2E=1`: the held stress crowd — inside their slots, no atlas pixel outside a live slot; the scissor on a bare
page; 野鬃's deploy drawn directly), `test/render/boardart.test.js` (the allocator's test doubles). Dev:
`render-demo.html?scene=stress&ops=<chessId>,…`. Golden: unchanged.