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## 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.
116 lines
3.0 KiB
HTML
116 lines
3.0 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<title>perf fixture: gsap-heavy</title>
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<style>
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:root {
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color-scheme: dark;
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}
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html,
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body {
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margin: 0;
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padding: 0;
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background: #0b0b12;
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color: #e6e6f0;
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font-family:
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system-ui,
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-apple-system,
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sans-serif;
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overflow: hidden;
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}
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#root {
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position: relative;
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width: 1920px;
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height: 1080px;
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overflow: hidden;
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}
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.tile {
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position: absolute;
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width: 96px;
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height: 96px;
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border-radius: 12px;
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background: linear-gradient(135deg, #4f46e5, #ec4899);
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box-shadow: 0 6px 16px rgba(0, 0, 0, 0.4);
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transform: translate3d(0, 0, 0);
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will-change: transform, opacity;
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}
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</style>
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<script src="/vendor/gsap.min.js"></script>
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<script data-hyperframes-runtime="1" src="/vendor/hyperframe.runtime.iife.js"></script>
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</head>
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<body>
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<div
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id="root"
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data-composition-id="main"
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data-width="1920"
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data-height="1080"
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data-duration="10"
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data-fps="60"
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></div>
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<script>
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(function () {
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var TILE_COUNT = 60;
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var DURATION_SEC = 10;
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var COLS = 12;
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var ROWS = 5;
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var TILE = 96;
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var GAP_X = 1920 / COLS;
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var GAP_Y = 1080 / ROWS;
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var root = document.getElementById("root");
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var tiles = [];
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for (var i = 0; i < TILE_COUNT; i++) {
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var col = i % COLS;
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var row = Math.floor(i / COLS);
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var el = document.createElement("div");
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el.className = "tile";
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el.style.left = col * GAP_X + (GAP_X - TILE) / 2 + "px";
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el.style.top = row * GAP_Y + (GAP_Y - TILE) / 2 + "px";
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el.setAttribute("data-tile-index", String(i));
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root.appendChild(el);
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tiles.push(el);
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}
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var tl = gsap.timeline({ paused: true });
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for (var j = 0; j < tiles.length; j++) {
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var t = tiles[j];
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var phase = j / tiles.length;
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var start = phase * (DURATION_SEC - 4);
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tl.to(
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t,
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{
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x: 200 * Math.cos(phase * Math.PI * 2),
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y: 120 * Math.sin(phase * Math.PI * 2),
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rotation: 360,
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scale: 1.4,
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opacity: 0.6,
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borderRadius: "48px",
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duration: 2,
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ease: "power2.inOut",
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},
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start,
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);
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tl.to(
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t,
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{
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x: 0,
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y: 0,
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rotation: 0,
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scale: 1,
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opacity: 1,
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borderRadius: "12px",
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duration: 2,
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ease: "power2.inOut",
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},
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start + 2,
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);
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}
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window.__timelines = window.__timelines || {};
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window.__timelines["main"] = tl;
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})();
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</script>
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</body>
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</html>
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