* feat(core): hold render-ready on declared compute and a build-ready hold, not just duration
Adds the compute and paint-and-idle inputs to the composition readiness gate,
plus window.__hf.buildReady: a promise registry a piece registers when it has
setup work no adapter can see (mesh building, shader compiles). The runtime
holds render-ready on it and the player shows its loading state instead of a
blank frame while it resolves.
* refactor(core): dedupe the paint-and-idle readiness test setup
Simplify pass on 23810da1b: fallow flagged the two paintAndIdleReadinessInput
tests as a 12-line clone; extracted the shared doc/tracking setup.
* fix(core): stop the readiness settled-tracker hanging on 2+ pending promises
Promise.all allocates a new promise every call, so comparing ITS identity
across repeat polls (isAdapterReadinessSettled, isBuildReadinessSettled) never
observes settled once 2+ promises are combined: every poll rebuilds a new
combined promise, re-arms, and republishes forever without the caller ever
seeing true. Reproduced with two already-resolved window.__hf.buildReady
entries, which is the exact multi-piece usage the new authoring doc describes.
Fixes both trackers at once with a shared createSettledTracker that compares
the source promise array by element instead of the Promise.all wrapper.
* fix(core): cancel readiness inputs once settleCompositionReadiness settles
computeReadinessInput's poll timer and paintAndIdleReadinessInput's rAF chain kept
running after the shared timeout won the race, since nothing told the losing
inputs to stop. One AbortSignal now threads through all three inputs and is
aborted the instant the race settles.
* docs(core): fix a stale sync-callback claim in settleCompositionReadiness
paintAndIdleReadinessInput always has a frame to wait on for any real
document, so the sync fast path this docstring described is no longer
reachable with the default inputs except for a viewless document.
Found by the simplify pass on this branch.
* fix(core): clear a stale buildReady entry on runtime teardown
A never-resolved window.__hf.buildReady promise from a torn-down
composition survived into the next init in the same window (window.__hf
is never reset), permanently blocking render-ready for whatever loaded
next -- the exact black-screen class this branch fixes, reproduced
through its own new mechanism. Found by the independent review.
Also fixes a stale hyperframes-player.ts docstring (media/images/fonts
had not been updated to compute + paint-and-idle) and documents the
buildReady key-collision hazard in three.md.
* fix(core): skip the compute readiness wait when no runtime ever ran
computeReadinessInput polled window.__renderReady for the full shared
timeout on any same-origin document with no HyperFrames runtime
injected (a probe-only composition using native video/duration, or a
blank test iframe) — nothing was ever going to set that flag. Checking
window.__hf first (the same signal composition-probe.ts already treats
as "has a runtime") lets it return null instead of waiting.
* fix(player): debounce the loading overlay and diagnose compute timeouts
paintAndIdleReadinessInput always has a frame to wait on for an
attached iframe, so settleCompositionReadiness's synchronous-settle
path is unreachable in practice now — the loading overlay showed on
every single Play, even ones with nothing genuinely pending. Debounce
the overlay itself instead: a wait that resolves fast never shows it.
Also names compute (window.__renderReady) in the stuck-assets timeout
diagnostic, which previously only re-scanned media, images and fonts.
* fix(engine): name a stuck buildReady key in the zero-duration diagnostic
A build promise a composition registers on window.__hf.buildReady that
never resolves left the export path's zero-duration timeout naming
nothing useful — hasHf/hasSeek/duration all looked fine, since the
runtime was genuinely present and just waiting on that one promise.
Probes buildReady's keys for pending ones and names them in the hint.
* fix(engine): stop the buildReady diagnostic from crashing on a rejection
A microtask race against a bare resolved promise rejected the whole
diagnostic expression on any rejected buildReady entry (the runtime's
own createSettledTracker rejects deliberately) and mis-sorted a settled
non-native thenable as pending, since its extra adoption tick loses the
race. Both measured directly, not inferred.
Settle each key onto its own record past one macrotask instead: no
throw, and pending/resolved/rejected are distinguished correctly. A
rejected key gets its own hint, separate from a merely pending one.
* fix(player): report a backgrounded document instead of overclaiming a paint bound
MAX_PAINT_WAIT_MS only bounds a document that keeps producing frames; one
that stops entirely (backgrounded tab suspends rAF, or fewer than 3 frames
ever fire) still rides the full shared 8s timeout, same as before this
input existed. Corrected the comments that claimed otherwise.
That gap is exactly why the stuck-assets diagnostic left paint-and-idle
unreported: there was no accurate way to say it might be the cause. Added
documentHidden (doc.hidden) to the diagnostic instead, since a backgrounded
tab is the reachable, directly observable case.
* refactor(engine): simplify the buildReady diagnostic rewrite
Skip the macrotask wait entirely when a composition registers no
buildReady keys — the common case, since it's opt-in. Nothing to settle
means nothing to wait on.
Collapse buildZeroDurationDiagnostic's inline parameter type into the
existing HfDiagnostic interface instead of maintaining two copies of
the same shape.
* docs(engine): note the setTimeout(0)-thenable gap the review found
An independent adversarial review, executing hostile inputs rather than
tracing, found the macrotask wait can still misreport a thenable that
resolves via its own internal setTimeout(0), since the diagnostic's own
timer is registered before the thenable's. Bounded and self-correcting
(only feeds the message text, and the diagnostic re-runs every ~1s), so
documenting the boundary rather than chasing an unbounded fix.
* feat(player): wait for a composition's media, images and fonts before playing
The player used to fire ready/autoplay the moment the timeline resolved,
even if the composition's video, images or fonts hadn't loaded yet -
visible as a flash of missing content or a frozen first frame. It now
waits for those assets (readyState >= HAVE_FUTURE_DATA for media, decoded
images, document.fonts.ready) before play() proceeds, showing its own
loading overlay (reusing the shader-transition loading panel) while it
waits, bounded by an 8s timeout that plays anyway and logs which assets
were still stuck.
Settles synchronously with no overlay when nothing needs waiting (already
loaded, or a cross-origin composition the player has no DOM access to
inspect), so today's immediate-autoplay behavior is unchanged for the
common case. A new assetsReady getter and assetsready event mirror the
gate for hosts that want to observe it.
* chore(player): drop internal decision-ref from a public-repo comment
An internal tracking id leaked into a code comment and a test name in the
previous commit. This repo is public; internal references don't belong here.
* fix(player): stop a stale asset-wait from settling a newer composition
An independent review found that a composition swap mid-wait (a new src or
srcdoc arriving while the previous composition's media/images/fonts were
still loading) had no way to invalidate the old wait. If the old wait's
promise resolved after the swap, it could mark the NEW composition ready
and even play it, while the new composition's own assets were still
pending - defeating the point of waiting in the first place. The same gap
let a late-resolving wait flip a disconnected player's paused state back to
false and fire a spurious play event after removal.
Fixed both with one generation counter: every new wait captures the current
generation, disconnect and reload each bump it, and a wait's eventual
settle no-ops if its generation is no longer current.
Also fixed: the loading overlay's aria-label ("Loading assets") never got
restored once the asset wait was done, so a later shader-transition overlay
on the same player kept misannouncing itself to assistive tech.
* fix(player): invalidate the asset wait from every navigation path, not two
The generation-counter fix only bumped at two of the six places that set
_ready = false ahead of a navigation, reload, or disconnect - src/srcdoc
attribute changes, a sandbox-origin policy reload, and a shader-options
reload all started a new navigation without invalidating the previous
wait, leaving the same race open through those paths.
One _invalidateAssetsWait() helper now owns the reset (assetsReady,
pendingPlay, generation, the loading attribute, hiding the overlay) and
every one of the six sites calls it before starting whatever comes next.
* fix(player): gate play on real composition readiness, not just duration
Add a shared composition-readiness gate in packages/core, exported as the
@hyperframes/core/composition-readiness subpath. It resolves once every
declared input settles (media for now: video/audio/image/font loads), or
after a timeout, and calls back synchronously when nothing is pending so a
caller that plays immediately after sees the decision already applied.
The player element now queues an early play() call instead of dropping it
when called before the runtime is ready, and both of Studio's readiness
call sites (the direct-adapter path and the message-based fallback) go
through one store action, requestTimelineReady, instead of duplicating a
generation-counter-and-settle pattern across two hook files.
* fix(player): stop a queued early play() and a project switch from double-firing readiness
An independent review of the readiness gate found two real races:
play() queued before the runtime was ready re-ran its full body once ready,
dispatching the public "play" event twice for one user action. It now
dispatches "play" only on the call that actually starts playback.
Studio's requestTimelineReady generation guard was never invalidated by a
project switch or a full timeline reset, so a slow-loading project's
in-flight wait could resolve after the switch and mark the new, unchecked
project ready. Resetting the timeline now bumps the generation, and setting
timelineReady directly does too.
* fix(player): cancel a queued play on pause or seek during the asset wait
A play() queued while assets buffer (_pendingPlay) used to fire once they
settled even after an explicit pause or seek during the wait. pause() and
seek() now clear the flag, so a user pause/seek wins.
* chore: prepare v0.8.46
Draft only, not tagged: bun run release:prepare 0.8.46 --no-tag.
Changelog rewritten in plain words for the one change since v0.8.45
(#4031, adaptive per-frame motion-blur sample count). Cutting the
release is a separate step on Miguel's word.
* docs(release): fix false render-time savings claim in v0.8.46 notes
Adaptive sampling never drops below the old fixed-16 default; it only
adds cost on frames that measure real spatial motion. Per Miga's review
on #4033.
- Lint no longer reports root_dimensions_mismatch for sub-compositions, the
false positive v0.8.43 shipped with; a top-level mismatch is still reported
and a viewport-meta-only mismatch gets its own wording (#4012)
- The streaming encoder accepts lockGopForChunkConcat and gopSize, emitting the
same arguments as the disk encoder. Off by default, so an existing render
produces an unchanged FFmpeg arg list (#3973)
Co-authored-by: Miguel Ángel <miguel.sierra@heygen.com>
- Portrait compositions render the full frame when the project was
scaffolded at a different size: html/body are sized to the composition
root at runtime; new lint warning root_dimensions_mismatch (#4005,
fixes#4001)
- render_complete telemetry adds composition_element_tags,
aroll_video_count, heygen_video_count; render_error adds error_name and
failed_stage_code (#4004)
- Catalog docs "Source" accordion titles are plain strings, so docs
search no longer shows [object Object] (#4006)
Co-authored-by: Miguel Ángel <miguel.sierra@heygen.com>
* chore: release v0.8.42
- Studio preview works for projects whose path has non-Latin-1 characters (#3982)
- Studio render downloads use RFC 6266 headers for non-Latin-1 filenames (#3984)
- check --json reports HDR auto-promotion; render prints one warning (#3985)
- Forced --sdr renders tone-map HDR sources before extraction (#3981)
- Render/preview workers no longer survive as orphans after Ctrl-C or parent exit;
cancellation reaches final artifact promotion; HYPERFRAMES_RENDER_DETACHED=1 for
intentionally detached renders (#3974)
- HDR preflight test coverage for held tails (#3963)
Co-Authored-By: Miguel Ángel <miguel.sierra@heygen.com>
* chore: release v0.8.42 notes — name the #3982 symptom and scope
- #3982 entry: a Studio preview server crash for compositions whose file path
has non-Latin-1 characters (the project directory is not involved)
Co-Authored-By: Miguel Ángel <miguel.sierra@heygen.com>
* chore: release v0.8.42 notes — name the #3982 symptom
- #3982 entry: the uncaught ETag TypeError took the preview server down, so
call it a Studio preview server crash rather than a preview failure
Co-Authored-By: Miguel Ángel <miguel.sierra@heygen.com>
---------
Co-authored-by: Miguel Ángel <miguel.sierra@heygen.com>
connectedCallback defers init to a setTimeout(0) so the parser can append
the element's children first. With the bundle loaded from <head>, as
`hyperframes present` emits it, headless Chromium fires that timer while
the parser is still inside <hyperframes-slideshow>: init finds no player
or a half-streamed island, returns, and the deck never binds.
While document.readyState is "loading", init now retries once at
DOMContentLoaded. After parsing there is nothing to wait for, so a missing
or malformed island still fails quietly as before. The subtree check is
split out as locateSlideshowParts so the classification is testable
without the element lifecycle.
* feat(player): report runtime data application
* fix(player): fail closed on runtime data delivery
* fix(player): close runtime delivery and sandbox gaps
* fix(player): satisfy runtime contract and CodeQL
* refactor(player): simplify runtime tag scanner
* style(player): apply repository formatter
* fix(player): type runtime tag boundaries
* fix(core): mint guest-local runtime-data ids in a separate space from host ids