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fix(studio): fix seek after code edit, improve scrub perf, add click-to-source (#881)
* feat(studio): html-backed motion panel — persist GSAP motion to element attributes Re-architects the motion panel to store GSAP motion data as a JSON data attribute (data-hf-studio-motion) on each element instead of a .hyperframes/studio-motion.json sidecar file. Follows the same pattern as position/resize/rotation edits: write to DOM, build patches, persist to HTML source via commitPositionPatchToHtml. Render pipeline: the studioPositionSeekReapplyRuntime now queries [data-hf-studio-motion] elements after each seek, parses their JSON, builds a GSAP timeline, and seeks it to the current frame time. Studio preview: motion reapply is integrated into the manual edits seek hook (reapplyPositionEditsAfterSeek). useManifestPersistence is slimmed to only handle save queue and seek hooks. * fix(studio): address PR review — html-escape attrs, cache timeline, migrate sidecar, add tests Blocker: JSON attribute values are now HTML-entity-escaped before being written into source HTML. Read-back unescapes automatically. Perf: motion timeline is cached between seeks at render — only rebuilt when the concatenated JSON key changes, not on every frame. Migration: on mount, empties legacy .hyperframes/studio-motion.json so the legacy render script no-ops. Tests: 46 new tests for motion read/write/clear round-trips, JSON attribute escaping, and source patcher entity handling. Nits: removed unused activeCompositionPath param; tightened htmlCompiler attribute substring check. * fix(studio): fix seek after code edit, improve scrub performance, add click-to-source Three issues addressed: 1. **Seek breaks after code edit**: During crossfade refreshes the retiring Player's cleanup unconditionally nulled `iframeRef.current`, clobbering the reference the new Player had already assigned. Guard the cleanup to only clear the ref when it still points to the retiring Player's own iframe. 2. **Scrubber/timeline drag jank**: Every pointermove during a drag called the full seek pipeline (adapter.seek + setCurrentTime + React re-render cascade). RAF-throttle the expensive onSeek call during drags while keeping slider and playhead visuals updated on every pointer event for instant feedback. 3. **Click-to-source**: Clicking an element in the preview now switches to the Code tab, opens the element's source file, and scrolls the editor to the element's opening tag. Uses the existing `findTagByTarget` source patcher to locate the element by id/selector in the HTML source. * fix(studio): address PR review — gate click-to-source, fix fetch race, guard refs - Gate click-to-source on Alt/Option+click so it doesn't steal the Code tab on every preview click, conflicting with select-to-inspect workflow - Fix fetch race in openSourceForSelection: AbortController cancels the previous in-flight fetch, monotonic request ID prevents stale responses from applying the wrong file/offset - Guard the callback-ref branch in Player cleanup (no-op — can't read back from a callback ref to check identity, and the path is unreachable today since the ref is always a MutableRefObject) - Import SidebarTab type instead of duplicating the literal inline
This commit is contained in:
@@ -268,11 +268,20 @@ export const Player = forwardRef<HTMLIFrameElement, PlayerProps>(
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if (assetPollRef.current) clearInterval(assetPollRef.current);
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assetPollRef.current = null;
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container.removeChild(player);
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// Clear the forwarded ref
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// Clear the forwarded ref only if it still points to THIS iframe.
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// During crossfade refreshes the retiring Player unmounts after the
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// new Player has already assigned its iframe to the same ref — blindly
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// nulling it would break seeking in the new Player.
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// Callback refs are skipped — we can't read back the current value to
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// guard against clobbering a newer assignment. The mutable-ref branch
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// (the only path used today) is guarded by identity check.
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if (typeof ref === "function") {
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ref(null);
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// no-op: can't safely guard callback refs
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} else if (ref) {
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(ref as React.MutableRefObject<HTMLIFrameElement | null>).current = null;
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const mutableRef = ref as React.MutableRefObject<HTMLIFrameElement | null>;
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if (mutableRef.current === iframe) {
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mutableRef.current = null;
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}
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}
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};
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});
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@@ -207,12 +207,39 @@ export const PlayerControls = memo(function PlayerControls({
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seekFromClientX(e.clientX);
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// During drag, update the slider visual immediately on every pointer
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// event but RAF-throttle the actual onSeek call. The seek path triggers
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// adapter.seek + setCurrentTime + React re-renders which can take >16ms
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// on complex compositions — keeping visual feedback on the raw event and
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// batching the expensive work to one call per frame keeps scrubbing at
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// 60 fps.
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let seekRafId = 0;
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let pendingClientX = e.clientX;
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const onMove = (ev: PointerEvent) => {
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if (ev.pointerId !== pointerId) return;
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if (isDraggingRef.current) seekFromClientX(ev.clientX);
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if (ev.pointerId !== pointerId || !isDraggingRef.current) return;
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pendingClientX = ev.clientX;
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const bar = seekBarRef.current;
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const dur = durationRef.current;
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if (bar && dur > 0) {
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const rect = bar.getBoundingClientRect();
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const pct = resolveSeekPercent(ev.clientX, rect.left, rect.width) * 100;
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if (progressFillRef.current) progressFillRef.current.style.width = `${pct}%`;
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if (progressThumbRef.current) progressThumbRef.current.style.left = `${pct}%`;
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}
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if (!seekRafId) {
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seekRafId = requestAnimationFrame(() => {
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seekRafId = 0;
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if (isDraggingRef.current) seekFromClientX(pendingClientX);
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});
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}
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};
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const cleanup = () => {
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isDraggingRef.current = false;
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if (seekRafId) {
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cancelAnimationFrame(seekRafId);
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seekRafId = 0;
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}
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seekFromClientX(pendingClientX);
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try {
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target.releasePointerCapture(pointerId);
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} catch {
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@@ -38,6 +38,9 @@ export function useTimelineRangeSelection({
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anchorY: number;
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} | null>(null);
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const seekRafRef = useRef(0);
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const pendingClientXRef = useRef(0);
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const handlePointerDown = useCallback(
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(e: React.PointerEvent) => {
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if (e.button !== 0) return;
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@@ -80,8 +83,27 @@ export function useTimelineRangeSelection({
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return;
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}
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if (!isDragging.current) return;
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seekFromX(e.clientX);
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autoScrollDuringDrag(e.clientX);
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pendingClientXRef.current = e.clientX;
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// Update the playhead visual immediately via liveTime for smooth feedback,
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// then RAF-throttle the full seek (adapter + React state sync).
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const el = scrollRef.current;
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if (el) {
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const rect = el.getBoundingClientRect();
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const x = e.clientX - rect.left + el.scrollLeft - GUTTER;
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if (x >= 0) {
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const dur = el.scrollWidth / pps;
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liveTime.notify(Math.max(0, Math.min(dur, x / pps)));
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}
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}
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if (!seekRafRef.current) {
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seekRafRef.current = requestAnimationFrame(() => {
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seekRafRef.current = 0;
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if (isDragging.current) {
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seekFromX(pendingClientXRef.current);
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autoScrollDuringDrag(pendingClientXRef.current);
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}
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});
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}
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},
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[seekFromX, autoScrollDuringDrag, pps, scrollRef, isDragging],
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);
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@@ -104,9 +126,14 @@ export function useTimelineRangeSelection({
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});
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return;
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}
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if (seekRafRef.current) {
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cancelAnimationFrame(seekRafRef.current);
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seekRafRef.current = 0;
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}
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seekFromX(pendingClientXRef.current);
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isDragging.current = false;
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cancelAnimationFrame(dragScrollRaf.current);
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}, [isDragging, dragScrollRaf, setShowPopover]);
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}, [isDragging, dragScrollRaf, setShowPopover, seekFromX]);
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return {
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rangeSelection,
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