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sync/hyperframes-codegen-b514a3b6
11
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7e96e60fe2 |
ci: bound the ffmpeg apt fetch so a stalled mirror costs a retry, not the job (#3356)
* ci: bound the ffmpeg apt fetch so a stalled mirror costs a retry, not the job Hosted runners intermittently stall on an apt mirror, and an unbounded apt-get inherits the whole job budget. The producer integration lane normally finishes in ~11 minutes against a 20 minute cap; on a stalled fetch it ran to the cap and failed. Same step, same shape, reproduces on main's tip — it is not specific to any one PR. The cost is not one red check. On the run that prompted this, four went red off that single step: the two jobs that install ffmpeg, plus a Test gate and a preview-regression gate that both fail closed when their dependency does not succeed. So a mirror stall reads as a producer defect and a preview defect. Each attempt is now bounded and retried three times, and the five workflows that installed ffmpeg share one action instead of five copies of the command. Deliberately still apt: caching the binary would strip it from the shared libraries it links against, and switching to a static build would change the ffmpeg under the producer's output comparisons. Neither belongs in a fix for a network stall. * ci: drop the stray version echo left in the player-perf ffmpeg step Converting the step to the shared action left the trailing `ffmpeg -version` line behind, and YAML folded it into the `uses:` value — so the runner looked for an action at a path with the command appended and failed all four perf shards. It parsed cleanly, which is why validating with a YAML load did not catch it: `uses: ./path\n ffmpeg -version` is a legal folded scalar. The check that does catch it asserts every local `uses:` resolves to a directory containing an action file, which is now what I ran. The action prints the version itself. * ci: bound the ffmpeg fetch at the connection, not with a wall-clock kill The first version wrapped apt in `timeout` and retried. A passing run showed why that is the wrong shape: the mirror is slow rather than hung — the install spent ~15 minutes pulling packages from azure.archive.ubuntu.com and finished successfully. Killing it at 300s discarded a download that was making progress and started over, so the retry turned a slow mirror into a slower one, and the worst case of three attempts exceeded the job's own 20 minute cap. Bound the connection instead. Acquire::Retries re-fetches the one package whose connection stalled while keeping everything already downloaded, and Acquire::http::Timeout caps how long any single connection may sit idle. That addresses the stall the original report described without punishing the slow case that is far more common. |
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07bcb4f73b |
fix(cli): stop dropping CI/agent telemetry, suppress HeyGen CI at workflow level
The CI=true early-exit in shouldTrack() was hiding most modern usage (coding agents in Codespaces, CI pipelines, agent sandboxes). Remove it. Each event still carries is_ci/is_docker/is_tty from system.ts, so CI vs laptop traffic can be separated in PostHog without being dropped at ingestion. HeyGen's own CI is suppressed via HYPERFRAMES_NO_TELEMETRY=1 added to each workflow that exercises the CLI. |
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00984133fc |
ci(preflight): extract preflight steps into a composite action
Same 5-step preflight body (setup-bun, setup-node, cache, install, lint, format:check) was duplicated across 5 workflows. Move it to .github/actions/preflight/action.yml so future tweaks (adding typecheck, swapping the cache key, etc.) are a single-file change. Net diff: +33 / -65. Addresses the "shared preflight" follow-up Vai called out on #877. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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e29d7db331 |
ci(preflight): cache ~/.bun/install/cache keyed on bun.lock
Each of the 5 preflight gates was doing a cold bun install, costing ~30-60s of redundant install time per PR. Cache the install dir keyed on bun.lock so subsequent preflights (and reruns) hit warm. Addresses Vai's review on #877. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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18e49cb69c |
ci: fast-fail regression matrix + preflight gate before expensive jobs
Don't burn 60+ runner-minutes on regression shards, perf shards, preview-parity, Windows renders, or catalog-preview renders when the PR is already failing lint or format. - regression: matrix fail-fast: false → true (first failing shard cancels the rest), plus a new preflight (lint + format:check) job gating regression-shards. - player-perf: matrix fail-fast → true, plus preflight gate. - preview-regression, windows-render, catalog-previews: preflight gate added; heavy jobs now needs: [..., preflight]. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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8986ab2739 | fix(ci): harden GitHub Actions workflows against supply chain attacks (#740) | ||
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745b877796 | chore(deps): pin dependencies | ||
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267ffd3fca |
fix(engine,producer): preserve template-wrapped sub-composition media offsets (#476)
## Problem Template-wrapped sub-compositions could still lose correct parent timing during render in more than one place. In the validated repros, a host sub-composition starting after the intro (and in one follow-up repro, starting at `20s` after earlier compositions) contained scene-local media inside it. On the broken paths: - template-wrapped media could be missed during compile and scheduled at raw scene-local time - already-correct first-pass offsets could be clobbered during `recompileWithResolutions()` - even after those two fixes, the browser-metadata reconcile step in `executeRenderJob()` could still overwrite a compiled global `end` with a scene-local `data-end` from the inlined DOM, clipping the tail off late-start sub-composition media ## What this fixes ### Template-wrapped media discovery - `parseVideoElements`, `parseImageElements`, and `parseAudioElements` now unwrap a single top-level `<template>` wrapper before scraping media - the unwrap helper is DOM-based, not regex-based, so it avoids the CodeQL backtracking warning and only unwraps the exact single-wrapper shape we want - multiple sibling templates or other top-level content are left untouched instead of being rewritten heuristically ### Offset preservation after duration resolution - `recompileWithResolutions()` now preserves the first-pass sub-composition media arrays when the already-inlined HTML no longer contains `[data-composition-src]` hosts - that prevents correctly offset media metadata from being overwritten by scene-local media parsed from the merged DOM ### Browser metadata reconciliation in the compiled time origin - browser-discovered media can still report scene-local `data-start` / `data-end` from the merged DOM after inlining - the producer now reprojects browser `end` values into the compiled element's time origin before reconciling them back into `composition.videos` / `composition.audios` - this prevents late-start sub-composition media from getting truncated back to a scene-local end during the probe phase ### Regression coverage - adds focused engine tests for the template unwrap helper - adds producer regression coverage for both the initial compile path and the post-inline `recompileWithResolutions()` path - adds producer regression coverage for late-start host compositions (`t≈20`) with scene-local media inside them - adds producer unit coverage for the browser-end reprojection helper used by the reconcile path ## Root cause There were three distinct renderer failures behind the bug: ### 1. Template contents were invisible to the media scrapers `parseSubCompositions()` reads raw sub-composition HTML and applies the host offset to discovered media. But the engine media helpers were querying the parsed document directly, and linkedom follows browser semantics here: top-level `<template>` contents live in a `DocumentFragment`, so `querySelectorAll()` never saw those `<video>` / `<audio>` / `<img>` nodes. That meant template-wrapped sub-compositions could silently produce zero discovered media during the first pass. ### 2. The duration-resolution recompile could clobber already-correct offsets After the browser resolves composition durations, `recompileWithResolutions()` reparses the already-inlined HTML. By that point the original `[data-composition-src]` hosts are gone, so `parseSubCompositions()` legitimately returns no nested media. The old code still rebuilt the deduped media arrays from the merged DOM, which let scene-local media parsed from the inlined HTML overwrite the correctly offset first-pass metadata. ### 3. The browser probe reconcile path mixed two timing coordinate systems `discoverMediaFromBrowser()` reads `data-start` / `data-end` directly from the live DOM after sub-compositions are already inlined. For nested media, those attributes can still be scene-local even though the compiled metadata has already been offset into the parent host timeline. The old reconcile path compared those values directly and overwrote `existing.end` whenever the numbers differed. For a late-start sub-composition, that could replace a correct global end like `25.5` with a scene-local end like `5.5`, cutting the clip off during render. ## Verification ### Local checks - `bun test packages/engine/src/utils/htmlTemplate.test.ts` - `bun test packages/producer/src/services/htmlCompiler.test.ts` - `bunx vitest run packages/producer/src/services/renderOrchestrator.test.ts` - `bun run --filter @hyperframes/engine test` - `bun run --filter @hyperframes/engine typecheck` - `bun run --filter @hyperframes/producer typecheck` - `bunx oxlint packages/engine/src/utils/htmlTemplate.ts packages/engine/src/utils/htmlTemplate.test.ts packages/producer/src/services/renderOrchestrator.ts packages/producer/src/services/renderOrchestrator.test.ts packages/producer/src/services/htmlCompiler.test.ts` - `bunx oxfmt --check packages/engine/src/utils/htmlTemplate.ts packages/engine/src/utils/htmlTemplate.test.ts` - `bun run build:producer` ### Render / browser verification Verified against two local repros: 1. **Early offset repro** - host starts at `2s` - child media is scene-local `0-4s` - compiled render summary keeps the child video/audio at `start: 2` - browser verification via `agent-browser` confirmed the `2.2s` frame still shows the child clip active in the host timeline 2. **Late offset repro** - earlier compositions run first, then the target host starts at `20s` - child media starts scene-local at `1.5s` and should remain visible through `24.5s` - compiled render summary keeps the child video/audio at `start: 21.5`, `end: 25.5` - browser verification via `agent-browser` confirmed the `24.5s` frame still shows the late clip visible, which is the exact tail-clipping case the old reconcile path could break ## Notes - the `/tmp/hf-pr475-repro` and `/tmp/hf-pr476-late-offset-repro` projects plus their browser-proof artifacts are verification-only and are not part of this PR - this PR stays narrowly scoped to sub-composition media timing across compile, recompile, and browser probe reconciliation; it does not broaden into general sub-composition HTML normalization beyond the single-wrapper case |
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80e7cd2844 |
perf(player): p0-1c live-playback parity test via SSIM (#401)
## Summary Adds **scenario 06: live-playback parity** — the third and final tranche of the P0-1 perf-test buildout (`p0-1a` infra → `p0-1b` fps/scrub/drift → this). The scenario plays the `gsap-heavy` fixture, freezes it mid-animation, screenshots the live frame, then synchronously seeks the same player back to that exact timestamp and screenshots the reference. The two PNGs are diffed with `ffmpeg -lavfi ssim` and the resulting average SSIM is emitted as `parity_ssim_min`. Baseline gate: **SSIM ≥ 0.95**. This pins the player's two frame-production paths (the runtime's animation loop vs. `_trySyncSeek`) to each other visually, so any future drift between scrub and playback fails CI instead of silently shipping. ## Motivation `<hyperframes-player>` produces frames two different ways: 1. **Live playback** — the runtime's animation loop advances the GSAP timeline frame-by-frame. 2. **Synchronous seek** (`_trySyncSeek`, landed in #397) — for same-origin embeds, the player calls into the iframe runtime's `seek()` directly and asks for a specific time. These paths must agree. If they don't — different rounding, different sub-frame sampling, different state ordering — scrubbing a paused composition shows different pixels than a paused-during-playback frame at the same time. That's a class of bug that only surfaces visually, never in unit tests, and only at specific timestamps where many things are mid-flight. `gsap-heavy` is a 10s composition with 60 tiles each running a staggered 4s out-and-back tween. At t=5.0s a large fraction of those tiles are mid-flight, so the rendered frame has many distinct, position-sensitive pixels — the worst-case input for any sub-frame disagreement. If the two paths produce identical pixels here, they'll produce identical pixels everywhere that matters. ## What changed - **`packages/player/tests/perf/scenarios/06-parity.ts`** — new scenario (~340 lines). Owns capture, seek, screenshot, SSIM, artifact persistence, and aggregation. - **`packages/player/tests/perf/index.ts`** — register `parity` as a scenario id, default-runs = 3, dispatch to `runParity`, include in the default scenario list. - **`packages/player/tests/perf/perf-gate.ts`** — extend `PerfBaseline` with `paritySsimMin`. - **`packages/player/tests/perf/baseline.json`** — `paritySsimMin: 0.95`. - **`.github/workflows/player-perf.yml`** — add a `parity` shard (3 runs) to the matrix alongside `load` / `fps` / `scrub` / `drift`. ## How the scenario works The hard part is making the two captures land on the *exact same timestamp* without trusting `postMessage` round-trips or arbitrary `setTimeout` settling. 1. **Install an iframe-side rAF watcher** before issuing `play()`. The watcher polls `__player.getTime()` every animation frame and, the first time `getTime() >= 5.0`, calls `__player.pause()` *from inside the same rAF tick*. `pause()` is synchronous (it calls `timeline.pause()`), so the timeline freezes at exactly that `getTime()` value with no postMessage round-trip. The watcher's Promise resolves with that frozen value as the canonical `T_actual` for the run. 2. **Confirm `isPlaying() === true`** via `frame.waitForFunction` before awaiting the watcher. Without this, the test can hang if `play()` hasn't kicked the timeline yet. 3. **Wait for paint** — two `requestAnimationFrame` ticks on the host page. The first flushes pending style/layout, the second guarantees a painted compositor commit. Same paint-settlement pattern as `packages/producer/src/parity-harness.ts`. 4. **Screenshot the live frame** — `page.screenshot({ type: "png" })`. 5. **Synchronously seek to `T_actual`** — call `el.seek(capturedTime)` on the host page. The player's public `seek()` calls `_trySyncSeek` which (same-origin) calls `__player.seek()` synchronously, so no postMessage await is needed. The runtime's deterministic `seek()` rebuilds frame state at exactly the requested time. 6. **Wait for paint** again, screenshot the reference frame. 7. **Diff with ffmpeg** — `ffmpeg -hide_banner -i reference.png -i actual.png -lavfi ssim -f null -`. ffmpeg writes per-channel + overall SSIM to stderr; we parse the `All:` value, clamp at 1.0 (ffmpeg occasionally reports 1.000001 on identical inputs), and treat it as the run's score. 8. **Persist artifacts** under `tests/perf/results/parity/run-N/` (`actual.png`, `reference.png`, `captured-time.txt`) so CI can upload them and so a failed run is locally reproducible. Directory is already gitignored via the existing `packages/player/tests/perf/results/` rule. ### Aggregation `min()` across runs, **not** mean. We want the *worst observed* parity to pass the gate so a single bad run can't get masked by averaging. Both per-run scores and the aggregate are logged. ### Output metric | name | direction | baseline | |-------------------|------------------|----------------------| | `parity_ssim_min` | higher-is-better | `paritySsimMin: 0.95` | With deterministic rendering enabled in the runner, identical pixels produce SSIM very close to 1.0; the 0.95 threshold leaves headroom for legitimate fixture-level noise (font hinting, GPU compositor variance) while still catching any real disagreement between the two paths. ## Test plan - `bun run player:perf -- --scenarios=parity --runs=3` locally on `gsap-heavy` — passes with SSIM ≈ 0.999 across all 3 runs. - Inspected `results/parity/run-1/actual.png` and `reference.png` side-by-side — visually identical. - Inspected `captured-time.txt` to confirm `T_actual` lands just past 5.0s (within one frame). - Sanity test: temporarily forced a 1-frame offset between live and reference capture; SSIM dropped well below 0.95 as expected, confirming the threshold catches real drift. - CI: `parity` shard added alongside the existing `load` / `fps` / `scrub` / `drift` shards; same `measure`-mode / artifact-upload / aggregation flow. - `bunx oxlint` and `bunx oxfmt --check` clean on the new scenario. ## Stack This is the top of the perf stack: 1. #393 `perf/x-1-emit-performance-metric` — performance.measure() emission 2. #394 `perf/p1-1-share-player-styles-via-adopted-stylesheets` — adopted stylesheets 3. #395 `perf/p1-2-scope-media-mutation-observer` — scoped MutationObserver 4. #396 `perf/p1-4-coalesce-mirror-parent-media-time` — coalesce currentTime writes 5. #397 `perf/p3-1-sync-seek-same-origin` — synchronous seek path (the path this PR pins) 6. #398 `perf/p3-2-srcdoc-composition-switching` — srcdoc switching 7. #399 `perf/p0-1a-perf-test-infra` — server, runner, perf-gate, CI 8. #400 `perf/p0-1b-perf-tests-for-fps-scrub-drift` — fps / scrub / drift scenarios 9. **#401 `perf/p0-1c-live-playback-parity-test` ← you are here** With this PR landed the perf harness covers all five proposal scenarios: `load`, `fps`, `scrub`, `drift`, `parity`. |
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6f05fabbf8 |
perf(player): p0-1b perf tests for fps, scrub latency, and media sync drift (#400)
## Summary Second slice of `P0-1` from the player perf proposal: plugs the three steady-state scenarios — sustained playback FPS, scrub latency, and media-sync drift — into the perf gate that landed in #399. Adds the multi-video fixture they all share, wires three new shards into CI, and seeds one new baseline (`droppedFramesMax`). ## Why #399 stood up the harness and proved it with a single load-time scenario. By itself that's enough to catch regressions in initial composition setup, but it can't catch the things players actually fail at in production: - **FPS regressions** — a render-loop change that drops the ticker from 60 to 45 fps still loads fast. - **Scrub latency regressions** — the inline-vs-isolated split (#397) is exactly the kind of code path where a refactor can silently push everyone back to the postMessage round trip. - **Media drift** — runtime mirror logic (#396 in this stack) and per-frame scheduling tweaks can both cause video to slip out of sync with the composition clock without producing a single console error. Each of these is a target metric in the proposal with a concrete budget. This PR turns those budgets into gated CI signals and produces continuous data for them on every player/core/runtime change. ## What changed ### Fixture — `packages/player/tests/perf/fixtures/10-video-grid/` - `index.html`: 10-second composition, 1920×1080, 30 fps, with 10 simultaneously-decoding video tiles in a 5×2 grid plus a subtle GSAP scale "breath" on each tile (so the rAF/RVFC loops have real work to do without GSAP dominating the budget the decoder needs). - `sample.mp4`: small (~190 KB) clip checked in so the fixture is hermetic — no external CDN dependency, identical bytes on every run. - Same `data-composition-id="main"` host pattern as `gsap-heavy`, so the existing harness loader works without changes. ### `02-fps.ts` — sustained playback frame rate - Loads `10-video-grid`, calls `player.play()`, samples `requestAnimationFrame` callbacks inside the iframe for 5 s. - Crucial sequencing: install the rAF sampler **before** `play()`, wait for `__player.isPlaying() === true`, **then reset the sample buffer** — otherwise the postMessage round-trip ramp-up window drags the average down by 5–10 fps. - FPS = `(samples − 1) / (lastTs − firstTs in s)`; uses rAF timestamps (the same ones the compositor saw) rather than wall-clock `setTimeout`, so we're measuring real frame production. - Dropped-frame definition matches Chrome DevTools: gap > 1.5× (1000/60 ms) ≈ 25 ms = "missed at least one vsync." - Aggregation across runs: `min(fps)` and `max(droppedFrames)` — worst case wins, since the proposal asserts a floor on fps and a ceiling on drops. - Emits `playback_fps_min` (higher-is-better, baseline `fpsMin = 55`) and `playback_dropped_frames_max` (lower-is-better, baseline `droppedFramesMax = 3`). ### `04-scrub.ts` — scrub latency, inline + isolated - Loads `10-video-grid`, pauses, then issues 10 seek calls in two batches: first the synchronous **inline** path (`<hyperframes-player>`'s default same-origin `_trySyncSeek`), then the **isolated** path (forced by replacing `_trySyncSeek` with `() => false`, which makes the player fall back to the postMessage `_sendControl("seek")` bridge that cross-origin embeds and pre-#397 builds use). - Inline runs first so the isolated mode's monkey-patch can't bleed back into the inline samples. - Detection: a rAF watcher inside the iframe polls `__player.getTime()` until it's within `MATCH_TOLERANCE_S = 0.05 s` of the requested target. Tolerance exists because the postMessage bridge converts seconds → frame number → seconds, and that round-trip can introduce sub-frame quantization drift even for targets on the canonical fps grid. - Timing: `performance.timeOrigin + performance.now()` in both contexts. `timeOrigin` is consistent across same-process frames, so `t1 − t0` is a true wall-clock latency, not a host-only or iframe-only stopwatch. - Targets alternate forward/backward (`1.0, 7.0, 2.0, 8.0, 3.0, 9.0, 4.0, 6.0, 5.0, 0.5`) so no two consecutive seeks land near each other — protects the rAF watcher from matching against a stale `getTime()` value before the seek command is processed. - Aggregation: `percentile(95)` across the pooled per-seek latencies from every run. With 10 seeks × 2 modes × 3 runs we get 30 samples per mode per CI shard, enough for a stable p95. - Emits `scrub_latency_p95_inline_ms` (lower-is-better, baseline `scrubLatencyP95InlineMs = 33`) and `scrub_latency_p95_isolated_ms` (lower-is-better, baseline `scrubLatencyP95IsolatedMs = 80`). ### `05-drift.ts` — media sync drift - Loads `10-video-grid`, plays 6 s, instruments **every** `video[data-start]` element with `requestVideoFrameCallback`. Each callback records `(compositionTime, actualMediaTime)` plus a snapshot of the clip transform (`clipStart`, `clipMediaStart`, `clipPlaybackRate`). - Drift = `|actualMediaTime − ((compTime − clipStart) × clipPlaybackRate + clipMediaStart)|` — the same transform the runtime applies in `packages/core/src/runtime/media.ts`, snapshotted once at sampler install so the per-frame work is just subtract + multiply + abs. - Sustain window is 6 s (not the proposal's 10 s) because the fixture composition is exactly 10 s long and we want headroom before the end-of-timeline pause/clamp behavior. With 10 videos × ~25 fps × 6 s we still pool ~1500 samples per run — more than enough for a stable p95. - Same "reset buffer after play confirmed" gotcha as `02-fps.ts`: frames captured during the postMessage round-trip would compare a non-zero `mediaTime` against `getTime() === 0` and inflate drift by hundreds of ms. - Aggregation: `max()` and `percentile(95)` across the pooled per-frame drifts. The proposal's max-drift ceiling of 500 ms is intentional — the runtime hard-resyncs when `|currentTime − relTime| > 0.5 s`, so a regression past 500 ms means the corrective resync kicked in and the viewer saw a jump. - Emits `media_drift_max_ms` (lower-is-better, baseline `driftMaxMs = 500`) and `media_drift_p95_ms` (lower-is-better, baseline `driftP95Ms = 100`). ### Wiring - `packages/player/tests/perf/index.ts`: add `fps`, `scrub`, `drift` to `ScenarioId`, `DEFAULT_RUNS`, the default scenario list (`--scenarios` defaults to all four), and three new dispatch branches. - `packages/player/tests/perf/perf-gate.ts`: add `droppedFramesMax: number` to `PerfBaseline`. Other baseline keys for these scenarios were already seeded in #399. - `packages/player/tests/perf/baseline.json`: add `droppedFramesMax: 3`. - `.github/workflows/player-perf.yml`: three new matrix shards (`fps` / `scrub` / `drift`) at `runs: 3`. Same `paths-filter` and same artifact-upload pattern as the `load` shard, so the summary job aggregates them automatically. ## Methodology highlights These three patterns recur in all three scenarios and are worth noting because they're load-bearing for the numbers we report: 1. **Reset buffer after play-confirmed.** The `play()` API is async (postMessage), so any samples captured before `__player.isPlaying() === true` belong to ramp-up, not steady-state. Both `02-fps` and `05-drift` clear `__perfRafSamples` / `__perfDriftSamples` *after* the wait. Without this, fps drops 5–10 and drift inflates by hundreds of ms. 2. **Iframe-side timing.** All three scenarios time inside the iframe (`performance.timeOrigin + performance.now()` for scrub, rAF/RVFC timestamps for fps/drift) rather than host-side. The iframe is what the user sees; host-side timing would conflate Puppeteer's IPC overhead with real player latency. 3. **Stop sampling before pause.** Sampler is deactivated *before* `pause()` is issued, so the pause command's postMessage round-trip can't perturb the tail of the measurement window. ## Test plan - [x] Local: `bun run player:perf` runs all four scenarios end-to-end on the 10-video-grid fixture. - [x] Each scenario produces metrics matching its declared `baselineKey` so `perf-gate.ts` can find them. - [x] Typecheck, lint, format pass on the new files. - [x] Existing player unit tests untouched (no production code changes in this PR). - [ ] First CI run will confirm the new shards complete inside the workflow timeout and that the summary job picks up their `metrics.json` artifacts. ## Stack Step `P0-1b` of the player perf proposal. Builds on: - `P0-1a` (#399): the harness, runner, gate, and CI workflow this PR plugs new scenarios into. Followed by: - `P0-1c` (#401): `06-parity` — live playback frame vs. synchronously-seeked reference frame, compared via SSIM, on the existing `gsap-heavy` fixture from #399. |
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10d2725b54 |
perf(player): p0-1a perf test infra + composition-load smoke test (#399)
## Summary First slice of `P0-1` from the player perf proposal: lays the foundation for a player perf gate so later PRs can plug in fps / scrub / drift / parity scenarios without rebuilding infrastructure. Ships one smoke scenario (`03-load`, cold + warm composition load) to prove the gate end-to-end on real numbers. ## Why There was no automated way to catch player perf regressions. Every perf concern in the existing proposal — composition load time, sustained FPS, scrub p95, mirror-clock drift, live-vs-seek parity — needs the same plumbing: a same-origin harness, a Puppeteer runner, a baseline file, a gate that emits structured results, and a CI workflow that runs the right scenarios on the right changes. Building that up-front in one reviewable PR lets every subsequent perf PR (`P0-1b`, `P0-1c`, and beyond) be a 100-line scenario file plus a baseline entry instead of re-litigating the framework. ## What changed ### Harness — `packages/player/tests/perf/server.ts` - `Bun.serve` on a free port, single same-origin host for the player IIFE bundle, hyperframe runtime, GSAP from `node_modules`, and fixture HTML. - Same-origin matters: cross-origin would force every probe through `postMessage`, hiding bugs and inflating numbers in ways production never sees. Tests should measure the path the studio editor actually takes. - Routes: - `/player.js` → built IIFE bundle (rebuilt on demand). - `/vendor/runtime.js`, `/vendor/gsap.min.js` → resolved from `node_modules` so fixtures don't need to ship copies. - `/fixtures/*` → fixture HTML. ### Runner — `packages/player/tests/perf/runner.ts` - `puppeteer-core` thin wrappers (`launchBrowser`, `loadHostPage`). - Uses the system Chrome detected by `setup-chrome` in CI rather than the bundled puppeteer revision — keeps the action smaller, lets us pin Chrome version policy at the workflow level, and matches what users actually run. ### Gate — `packages/player/tests/perf/perf-gate.ts` + `baseline.json` - Loads `baseline.json` (initial budgets: cold/warm comp load, fps, scrub p95 isolated/inline, drift max/p95) with a 10% `allowedRegressionRatio`. - Per-metric direction (`lower-is-better` / `higher-is-better`) so the same evaluator handles latency and throughput. - Returns a structured `GateReport` consumed by both the CLI (table output) and `metrics.json` (CI artifact). - Two modes: `measure` (log only — used during the rollout) and `enforce` (fail the build) — flip per-metric once we trust the signal, without touching the harness. ### CLI orchestrator — `packages/player/tests/perf/index.ts` - Parses `--mode` / `--scenarios` / `--runs` / `--fixture` in both space- and equals-separated form (so `--scenarios fps,scrub` and `--scenarios=fps,scrub` both work — matches what humans type and what GitHub Actions emits). - Runs scenarios, runs the gate, and **always** writes `results/metrics.json` with schema version, git SHA, metrics, and gate rows — so failed runs are still investigable from the artifact alone. ### Fixture + smoke scenario - `fixtures/gsap-heavy/index.html`: 200 stagger-animated tiles, no media. Heavy enough to make load time meaningful, light enough to be deterministic. - `scenarios/03-load.ts`: cold + warm composition load. Measures from navigation start to player `ready` event, reports p95 across runs. ### CI — `.github/workflows/player-perf.yml` - `paths-filter` on `player` / `core` / `runtime` — perf only runs when something that could move the needle actually changed. - Sets up bun + node + chrome, runs perf in `measure` mode on a shard matrix (so future scenarios shard naturally), uploads `metrics.json` artifacts, and a summary job aggregates shard results into a single PR comment. ### Wiring - `packages/player`: `puppeteer-core`, `gsap`, `@types/bun` devDeps; typecheck extended to cover the perf `tsconfig`; new `perf` script. - Root `package.json`: `player:perf` workspace script so `bun run player:perf` runs the whole suite locally with the same flags CI uses. - `.gitignore`: `packages/player/tests/perf/results/`. - Separate `tests/perf/tsconfig.json` so test code doesn't pollute the package `rootDir` while still being typechecked. ## Test plan - [x] Local: `bun run player:perf` passes — cold p95 ≈ 386 ms, warm p95 ≈ 375 ms, both well under the seeded baselines. - [x] Typecheck, lint, format pass on the perf workspace. - [x] Existing player unit tests (71/71) still green. - [ ] First CI run after merge will be the real signal: confirms `setup-chrome` works on hosted runners, the shard matrix wires up, and `metrics.json` artifacts upload. ## Stack Step `P0-1a` of the player perf proposal. The next two slices are content-only — they don't touch the harness: - `P0-1b` (#400): adds `02-fps`, `04-scrub`, `05-drift` scenarios on a 10-video-grid fixture. - `P0-1c` (#401): adds `06-parity` (live playback vs. synchronously-seeked reference, compared via SSIM). Wiring this gate up first means each follow-up is a self-contained scenario file + baseline row + workflow shard. |