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This commit is contained in:
@@ -0,0 +1,236 @@
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/**
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* Scenario 02: sustained playback against the composition clock.
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*
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* Loads the 10-video-grid fixture, calls `player.play()`, then samples
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* `__player.getTime()` at fixed wall-clock intervals for ~5 seconds. The
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* emitted metric is the ratio of composition-time advanced to wall-clock
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* elapsed:
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*
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* composition_time_advancement_ratio = (getTime(end) - getTime(start)) / wallSeconds
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*
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* This reads ~1.0 when the runtime is keeping up with its intended playback
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* speed and falls below 1.0 when the player stalls — a slow video decoder, a
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* blocked main thread, a GC pause, anything that prevents the composition
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* clock from advancing at real-time. The metric is independent of the host
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* display refresh rate by construction: both numerator and denominator are
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* wall-clock timestamps, neither is a frame count, so a 60Hz, 120Hz, or 240Hz
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* runner sees the same value for a healthy player.
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*
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* Why we replaced the previous rAF-based FPS metric:
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* The original implementation counted `requestAnimationFrame` ticks per
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* wall-clock second and asserted `fps >= 55`. On a 120Hz CI runner that
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* reads ~120 fps regardless of whether the composition is actually
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* advancing, so the gate passed even when the player was silently stalling.
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* See PR #400 review (jrusso1020 + miguel-heygen) for the full discussion;
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* this implementation follows jrusso1020's "first choice" recommendation.
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*
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* Per the proposal:
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* Test 1: Playback frame rate (player-perf-fps)
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* Load 10-video composition → play 5s → measure how well the player kept
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* up with the composition clock.
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*
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* Methodology details:
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* - We install the wall-clock sampler before calling `play()` so the very
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* first post-play tick is captured. We then wait for `__player.isPlaying()`
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* to flip true (the parent→iframe `play` message is async via postMessage)
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* and *reset* the sample buffer, so the measurement window only contains
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* samples taken while the runtime was actively playing the timeline.
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* - Sampling cadence is 100ms (10 samples/sec). That's fine-grained enough
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* to spot a half-second stall but coarse enough that the sampler itself
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* has negligible overhead. With a 5s window we collect ~50 samples; the
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* ratio is computed from the first and last sample's `getTime()` values.
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* - We use `setInterval` (not rAF) on purpose: rAF cadence is the metric we
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* are trying to *avoid* depending on. `setInterval` is wall-clock-driven.
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*
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* Outputs one metric:
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* - composition_time_advancement_ratio_min
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* (higher-is-better, baseline key compositionTimeAdvancementRatioMin)
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*
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* Aggregation: `min(ratio)` across runs because the proposal asserts a floor
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* — the worst run is the one that gates against regressions.
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*/
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import type { Browser, Frame, Page } from "puppeteer-core";
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import { loadHostPage } from "../runner.ts";
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import type { Metric } from "../perf-gate.ts";
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export type FpsScenarioOpts = {
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browser: Browser;
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origin: string;
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/** Number of measurement runs. */
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runs: number;
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/** If null, runs the default fixture (10-video-grid). */
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fixture: string | null;
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};
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const DEFAULT_FIXTURE = "10-video-grid";
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const PLAYBACK_DURATION_MS = 5_000;
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const SAMPLE_INTERVAL_MS = 100;
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const PLAY_CONFIRM_TIMEOUT_MS = 5_000;
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const FRAME_LOOKUP_TIMEOUT_MS = 5_000;
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declare global {
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interface Window {
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/** (wallClockMs, compositionTimeSec) pairs collected by the sampler. */
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__perfPlaySamples?: Array<{ wall: number; comp: number }>;
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/** setInterval handle used by the sampler; cleared at the end of the window. */
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__perfPlaySamplerHandle?: number;
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/** Hyperframes runtime player API exposed inside the composition iframe. */
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__player?: {
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play: () => void;
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pause: () => void;
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seek: (timeSeconds: number) => void;
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getTime: () => number;
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getDuration: () => number;
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isPlaying: () => boolean;
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};
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}
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}
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type RunResult = {
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ratio: number;
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compElapsedSec: number;
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wallElapsedSec: number;
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samples: number;
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};
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/**
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* Find the iframe Puppeteer Frame that hosts the fixture composition. The
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* `<hyperframes-player>` shell wraps an iframe whose URL is derived from the
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* player's `src` attribute, so we match by path substring rather than full URL.
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*/
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async function getFixtureFrame(page: Page, fixture: string): Promise<Frame> {
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const expected = `/fixtures/${fixture}/`;
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const deadline = Date.now() + FRAME_LOOKUP_TIMEOUT_MS;
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while (Date.now() < deadline) {
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const frame = page.frames().find((f) => f.url().includes(expected));
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if (frame) return frame;
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await new Promise((r) => setTimeout(r, 50));
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}
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throw new Error(`[scenario:fps] fixture frame not found for "${fixture}" within timeout`);
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}
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async function runOnce(
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opts: FpsScenarioOpts,
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fixture: string,
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idx: number,
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total: number,
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): Promise<RunResult> {
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const ctx = await opts.browser.createBrowserContext();
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try {
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const page = await ctx.newPage();
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const { duration } = await loadHostPage(page, opts.origin, { fixture });
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const frame = await getFixtureFrame(page, fixture);
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// Install the wall-clock sampler in the iframe context. We use setInterval
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// because rAF cadence is exactly the host-display-dependent signal we are
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// trying NOT to depend on; setInterval is driven by the event loop and
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// gives us samples at fixed wall-clock cadence regardless of refresh rate.
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await frame.evaluate((sampleIntervalMs: number) => {
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window.__perfPlaySamples = [];
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window.__perfPlaySamplerHandle = window.setInterval(() => {
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const comp = window.__player?.getTime?.();
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if (typeof comp !== "number" || !Number.isFinite(comp)) return;
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window.__perfPlaySamples!.push({
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wall: performance.timeOrigin + performance.now(),
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comp,
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});
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}, sampleIntervalMs);
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}, SAMPLE_INTERVAL_MS);
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// Issue play from the host page (parent of the iframe). The player's
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// public `play()` posts a control message into the iframe.
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await page.evaluate(() => {
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const el = document.getElementById("player") as (HTMLElement & { play: () => void }) | null;
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if (!el) throw new Error("[scenario:fps] player element missing on host page");
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el.play();
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});
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// Wait for the runtime to actually transition to playing — this is the
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// signal that the postMessage round trip + timeline.play() finished.
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await frame.waitForFunction(() => window.__player?.isPlaying?.() === true, {
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timeout: PLAY_CONFIRM_TIMEOUT_MS,
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});
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// Reset samples now that playback is confirmed running. Anything captured
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// before this point belongs to the ramp-up window (composition clock at
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// 0, wall clock advancing) and would skew the ratio toward 0.
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await frame.evaluate(() => {
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window.__perfPlaySamples = [];
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});
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// Sustain playback for the measurement window.
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await new Promise((r) => setTimeout(r, PLAYBACK_DURATION_MS));
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// Stop the sampler and harvest the samples before pausing the runtime,
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// so the pause command can't perturb the tail of the sample window.
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const samples = (await frame.evaluate(() => {
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if (window.__perfPlaySamplerHandle !== undefined) {
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clearInterval(window.__perfPlaySamplerHandle);
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window.__perfPlaySamplerHandle = undefined;
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}
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return window.__perfPlaySamples ?? [];
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})) as Array<{ wall: number; comp: number }>;
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await page.evaluate(() => {
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const el = document.getElementById("player") as (HTMLElement & { pause: () => void }) | null;
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el?.pause();
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});
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if (samples.length < 2) {
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throw new Error(
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`[scenario:fps] run ${idx + 1}/${total}: only ${samples.length} composition-clock samples captured (composition duration ${duration}s)`,
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);
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}
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const first = samples[0]!;
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const last = samples[samples.length - 1]!;
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const wallElapsedSec = (last.wall - first.wall) / 1000;
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const compElapsedSec = last.comp - first.comp;
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const ratio = wallElapsedSec > 0 ? compElapsedSec / wallElapsedSec : 0;
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console.log(
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`[scenario:fps] run[${idx + 1}/${total}] ratio=${ratio.toFixed(4)} compElapsed=${compElapsedSec.toFixed(3)}s wallElapsed=${wallElapsedSec.toFixed(3)}s samples=${samples.length}`,
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);
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await page.close();
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return {
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ratio,
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compElapsedSec,
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wallElapsedSec,
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samples: samples.length,
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};
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} finally {
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await ctx.close();
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}
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}
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export async function runFps(opts: FpsScenarioOpts): Promise<Metric[]> {
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const fixture = opts.fixture ?? DEFAULT_FIXTURE;
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const runs = Math.max(1, opts.runs);
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console.log(
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`[scenario:fps] fixture=${fixture} runs=${runs} window=${PLAYBACK_DURATION_MS}ms sampleInterval=${SAMPLE_INTERVAL_MS}ms`,
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);
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const ratios: number[] = [];
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for (let i = 0; i < runs; i++) {
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const result = await runOnce(opts, fixture, i, runs);
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ratios.push(result.ratio);
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}
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// Worst run wins: the proposal asserts a floor on this ratio, so a single
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// bad run (slow decoder, GC pause, host contention) is the one that gates.
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const ratioMin = Math.min(...ratios);
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console.log(`[scenario:fps] aggregate min ratio=${ratioMin.toFixed(4)} runs=${runs}`);
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return [
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{
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name: "composition_time_advancement_ratio_min",
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baselineKey: "compositionTimeAdvancementRatioMin",
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value: ratioMin,
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unit: "ratio",
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direction: "higher-is-better",
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samples: ratios,
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},
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];
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}
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@@ -0,0 +1,98 @@
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/**
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* Scenario 03: composition load (cold + warm).
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*
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* Cold: a fresh BrowserContext per run so the network cache is empty. Measures
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* the wall-clock time from `page.goto` until the player fires its `ready`
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* event (host shell sets `window.__playerReady`). This stresses html parse +
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* runtime IIFE eval + GSAP eval + the player's first composition init.
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*
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* Warm: same BrowserContext is reused across runs so the static assets
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* (player bundle, runtime, GSAP, fixture HTML) are served from disk cache.
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* This isolates the player's per-composition init cost from network I/O.
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*
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* Both metrics report p95 over `runs` samples and feed into perf-gate.ts:
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* - compLoadColdP95Ms (lower is better)
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* - compLoadWarmP95Ms (lower is better)
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*/
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import type { Browser } from "puppeteer-core";
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import { loadHostPage, percentile } from "../runner.ts";
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import type { Metric } from "../perf-gate.ts";
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export type LoadScenarioOpts = {
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browser: Browser;
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origin: string;
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/** Number of cold and warm runs each. */
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runs: number;
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/** If null, runs the default fixture (gsap-heavy). */
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fixture: string | null;
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};
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const DEFAULT_FIXTURE = "gsap-heavy";
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export async function runLoad(opts: LoadScenarioOpts): Promise<Metric[]> {
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const fixture = opts.fixture ?? DEFAULT_FIXTURE;
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const runs = Math.max(1, opts.runs);
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console.log(`[scenario:load] fixture=${fixture} runs=${runs}`);
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const cold: number[] = [];
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for (let i = 0; i < runs; i++) {
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const ctx = await opts.browser.createBrowserContext();
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try {
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const page = await ctx.newPage();
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const { loadMs, duration } = await loadHostPage(page, opts.origin, { fixture });
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cold.push(loadMs);
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console.log(
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`[scenario:load] cold[${i + 1}/${runs}] loadMs=${loadMs.toFixed(1)} duration=${duration}s`,
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);
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await page.close();
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} finally {
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await ctx.close();
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}
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}
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const warm: number[] = [];
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const warmCtx = await opts.browser.createBrowserContext();
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try {
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const warmupPage = await warmCtx.newPage();
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await loadHostPage(warmupPage, opts.origin, { fixture });
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await warmupPage.close();
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for (let i = 0; i < runs; i++) {
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const page = await warmCtx.newPage();
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const { loadMs, duration } = await loadHostPage(page, opts.origin, { fixture });
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warm.push(loadMs);
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console.log(
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`[scenario:load] warm[${i + 1}/${runs}] loadMs=${loadMs.toFixed(1)} duration=${duration}s`,
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);
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await page.close();
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}
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} finally {
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await warmCtx.close();
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}
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const coldP95 = percentile(cold, 95);
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const warmP95 = percentile(warm, 95);
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console.log(
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`[scenario:load] cold p95=${coldP95.toFixed(1)}ms (samples=${cold.length}) warm p95=${warmP95.toFixed(1)}ms (samples=${warm.length})`,
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);
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return [
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{
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name: "comp_load_cold_p95_ms",
|
||||
baselineKey: "compLoadColdP95Ms",
|
||||
value: coldP95,
|
||||
unit: "ms",
|
||||
direction: "lower-is-better",
|
||||
samples: cold,
|
||||
},
|
||||
{
|
||||
name: "comp_load_warm_p95_ms",
|
||||
baselineKey: "compLoadWarmP95Ms",
|
||||
value: warmP95,
|
||||
unit: "ms",
|
||||
direction: "lower-is-better",
|
||||
samples: warm,
|
||||
},
|
||||
];
|
||||
}
|
||||
@@ -0,0 +1,307 @@
|
||||
/**
|
||||
* Scenario 04: scrub latency.
|
||||
*
|
||||
* Loads the 10-video-grid fixture, pauses the player, then issues 10 seek
|
||||
* calls in sequence — first through the synchronous "inline" path, then
|
||||
* through the postMessage-driven "isolated" path — and measures the wall-clock
|
||||
* latency from each `seek()` call to the first paint where the iframe's
|
||||
* timeline reports the new time.
|
||||
*
|
||||
* Per the proposal:
|
||||
* Test 2: Scrub latency (player-perf-scrub)
|
||||
* Load composition → seek to 10 positions in sequence → measure time
|
||||
* from seek() call to state update callback
|
||||
* Assert: p95 < 80ms (isolated), p95 < 33ms (inline, Phase 4+)
|
||||
*
|
||||
* Methodology details:
|
||||
* - Both modes are measured in the same page load. Inline runs first so
|
||||
* the isolated mode's monkey-patch (forcing `_trySyncSeek` to return
|
||||
* false) doesn't bleed into the inline samples.
|
||||
* - "Inline" mode is the default behavior of `<hyperframes-player>` when the
|
||||
* iframe is same-origin and exposes `__player.seek()` synchronously.
|
||||
* `seek()` lands the new frame in the same task as the input event.
|
||||
* - "Isolated" mode is forced by replacing the player element's
|
||||
* `_trySyncSeek` method with `() => false`, which sends the player
|
||||
* element through the postMessage bridge — exactly what cross-origin
|
||||
* embeds and Phase 1 (pre-sync) builds did.
|
||||
* - Detection is via a `requestAnimationFrame` watcher inside the iframe
|
||||
* that polls `__player.getTime()` until it is within `MATCH_TOLERANCE_S`
|
||||
* of the requested target. We use a tolerance because the postMessage
|
||||
* bridge converts seconds → frame number → seconds, which can introduce
|
||||
* sub-frame quantization drift even for targets on the canonical fps grid.
|
||||
* - Timing uses `performance.timeOrigin + performance.now()` in both the
|
||||
* host and iframe contexts. `timeOrigin` is consistent across same-process
|
||||
* frames, so the difference is a true wall-clock measurement of latency.
|
||||
* - Seek targets alternate forward/backward across the 10s composition so
|
||||
* no two consecutive seeks land near each other; this avoids the rAF
|
||||
* watcher matching against a stale `getTime()` value before the seek
|
||||
* command is processed.
|
||||
*
|
||||
* Outputs two metrics:
|
||||
* - scrub_latency_p95_inline_ms (lower-is-better, baseline scrubLatencyP95InlineMs)
|
||||
* - scrub_latency_p95_isolated_ms (lower-is-better, baseline scrubLatencyP95IsolatedMs)
|
||||
*
|
||||
* Aggregation: percentile(95) is computed across the pooled per-seek
|
||||
* latencies from every run. With 10 seeks per mode per run × 3 runs we get
|
||||
* 30 samples per mode per CI shard, which is enough for a stable p95.
|
||||
*/
|
||||
|
||||
import type { Browser, Frame, Page } from "puppeteer-core";
|
||||
import { loadHostPage, percentile } from "../runner.ts";
|
||||
import type { Metric } from "../perf-gate.ts";
|
||||
|
||||
export type ScrubScenarioOpts = {
|
||||
browser: Browser;
|
||||
origin: string;
|
||||
/** Number of measurement runs. */
|
||||
runs: number;
|
||||
/** If null, runs the default fixture (10-video-grid). */
|
||||
fixture: string | null;
|
||||
};
|
||||
|
||||
const DEFAULT_FIXTURE = "10-video-grid";
|
||||
/** Targets are seconds within the composition (10s duration). */
|
||||
const SEEK_TARGETS: readonly number[] = [1.0, 7.0, 2.0, 8.0, 3.0, 9.0, 4.0, 6.0, 5.0, 0.5];
|
||||
/**
|
||||
* Tolerance window the rAF watcher uses to decide that the iframe's reported
|
||||
* `__player.getTime()` matches the requested seek target. 50ms = 1.5 frames at
|
||||
* 30fps, which absorbs three sources of expected slippage:
|
||||
*
|
||||
* 1. **Frame quantization on the postMessage path.** `_sendControl("seek")`
|
||||
* converts seconds → integer frame number → seconds inside the runtime,
|
||||
* so e.g. a target of 1.0s on a 30fps composition lands at frame 30 →
|
||||
* 1.000s exactly, but a target of 1.005s lands at frame 30 → still
|
||||
* 1.000s, a 5ms quantization error baked into the API itself.
|
||||
* 2. **Sub-frame intra-clip clock advance.** Even with the iframe paused,
|
||||
* between the `seek()` call landing and the next rAF tick, the runtime
|
||||
* may have already nudged time by a fraction of a frame as part of
|
||||
* finalizing the seek; `getTime()` reports the post-finalize value.
|
||||
* 3. **Variable host load + browser jitter on CI.** GitHub runners share
|
||||
* cores, so a noisy neighbor can delay the rAF tick that would otherwise
|
||||
* register the match by tens of ms. Picking a tolerance much tighter
|
||||
* than this would gate against runner contention rather than player
|
||||
* regressions.
|
||||
*
|
||||
* The metric this scenario asserts is *latency to user-visible match*, not
|
||||
* *exact equality of the reported time*, so a 50ms acceptance window is the
|
||||
* intended behavior — but if we ever want to tighten this (e.g. to assert
|
||||
* sub-frame precision on the inline path now that PR #397 documented it),
|
||||
* this is the knob to turn. Configurability is deliberately deferred until
|
||||
* we have a concrete second use case; YAGNI.
|
||||
*
|
||||
* TODO(player-perf): revisit this constant after P0-1b lands and we have ~2
|
||||
* weeks of CI baseline data — if the inline-mode samples consistently cluster
|
||||
* well below 50ms, drop this to e.g. 16ms (1 frame @ 60fps) and split the
|
||||
* tolerance per mode (tighter for inline, current for isolated).
|
||||
*/
|
||||
const MATCH_TOLERANCE_S = 0.05;
|
||||
/** Per-seek timeout; isolated p95 in the proposal is 80ms, so 1s is huge headroom. */
|
||||
const SEEK_TIMEOUT_MS = 1_000;
|
||||
const PAUSE_CONFIRM_TIMEOUT_MS = 5_000;
|
||||
const FRAME_LOOKUP_TIMEOUT_MS = 5_000;
|
||||
|
||||
declare global {
|
||||
interface Window {
|
||||
/** Promise resolved by the iframe rAF watcher with the wall-clock t1 of the matching paint. */
|
||||
__perfScrubAwait?: Promise<number>;
|
||||
__player?: {
|
||||
play: () => void;
|
||||
pause: () => void;
|
||||
seek: (timeSeconds: number) => void;
|
||||
getTime: () => number;
|
||||
getDuration: () => number;
|
||||
isPlaying: () => boolean;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
type Mode = "inline" | "isolated";
|
||||
|
||||
type RunResult = {
|
||||
inlineLatencies: number[];
|
||||
isolatedLatencies: number[];
|
||||
};
|
||||
|
||||
/**
|
||||
* Find the iframe Puppeteer Frame that hosts the fixture composition. Same
|
||||
* helper as 02-fps.ts; duplicated locally so each scenario file is
|
||||
* self-contained.
|
||||
*/
|
||||
async function getFixtureFrame(page: Page, fixture: string): Promise<Frame> {
|
||||
const expected = `/fixtures/${fixture}/`;
|
||||
const deadline = Date.now() + FRAME_LOOKUP_TIMEOUT_MS;
|
||||
while (Date.now() < deadline) {
|
||||
const frame = page.frames().find((f) => f.url().includes(expected));
|
||||
if (frame) return frame;
|
||||
await new Promise((r) => setTimeout(r, 50));
|
||||
}
|
||||
throw new Error(`[scenario:scrub] fixture frame not found for "${fixture}" within timeout`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Measure a single seek's latency.
|
||||
*
|
||||
* Sequence:
|
||||
* 1. Install a rAF watcher in the iframe that resolves with the wall-clock
|
||||
* timestamp of the first paint where `__player.getTime()` is within
|
||||
* tolerance of `target`. Promise is stashed on `window.__perfScrubAwait`.
|
||||
* 2. Capture host wall-clock t0 and call `el.seek(target)` in the same task.
|
||||
* 3. Await the iframe's resolved Promise (returns t1).
|
||||
* 4. Latency = t1 - t0 (ms).
|
||||
*/
|
||||
async function measureSingleSeek(page: Page, frame: Frame, target: number): Promise<number> {
|
||||
await frame.evaluate(
|
||||
(target: number, tolerance: number, timeoutMs: number) => {
|
||||
window.__perfScrubAwait = new Promise<number>((resolve, reject) => {
|
||||
const deadlineWall = performance.timeOrigin + performance.now() + timeoutMs;
|
||||
const tick = () => {
|
||||
const wall = performance.timeOrigin + performance.now();
|
||||
const time = window.__player?.getTime?.() ?? Number.NaN;
|
||||
if (Number.isFinite(time) && Math.abs(time - target) < tolerance) {
|
||||
resolve(wall);
|
||||
return;
|
||||
}
|
||||
if (wall > deadlineWall) {
|
||||
reject(new Error(`[scrub] timeout target=${target} last=${time}`));
|
||||
return;
|
||||
}
|
||||
requestAnimationFrame(tick);
|
||||
};
|
||||
requestAnimationFrame(tick);
|
||||
});
|
||||
},
|
||||
target,
|
||||
MATCH_TOLERANCE_S,
|
||||
SEEK_TIMEOUT_MS,
|
||||
);
|
||||
|
||||
const t0Wall = await page.evaluate((targetSeconds: number) => {
|
||||
const el = document.getElementById("player") as
|
||||
| (HTMLElement & { seek: (t: number) => void })
|
||||
| null;
|
||||
if (!el) throw new Error("[scenario:scrub] player element missing on host page");
|
||||
const wall = performance.timeOrigin + performance.now();
|
||||
el.seek(targetSeconds);
|
||||
return wall;
|
||||
}, target);
|
||||
|
||||
// Puppeteer awaits the Promise we stashed on window and returns its resolved value.
|
||||
const t1Wall = (await frame.evaluate(() => window.__perfScrubAwait as Promise<number>)) as number;
|
||||
|
||||
return t1Wall - t0Wall;
|
||||
}
|
||||
|
||||
async function runScrubBatch(
|
||||
page: Page,
|
||||
frame: Frame,
|
||||
mode: Mode,
|
||||
idx: number,
|
||||
total: number,
|
||||
): Promise<number[]> {
|
||||
const latencies: number[] = [];
|
||||
for (const target of SEEK_TARGETS) {
|
||||
const latency = await measureSingleSeek(page, frame, target);
|
||||
latencies.push(latency);
|
||||
}
|
||||
const p95 = percentile(latencies, 95);
|
||||
console.log(
|
||||
`[scenario:scrub] run[${idx + 1}/${total}] mode=${mode} p95=${p95.toFixed(2)}ms n=${latencies.length}`,
|
||||
);
|
||||
return latencies;
|
||||
}
|
||||
|
||||
async function runOnce(
|
||||
opts: ScrubScenarioOpts,
|
||||
fixture: string,
|
||||
idx: number,
|
||||
total: number,
|
||||
): Promise<RunResult> {
|
||||
const ctx = await opts.browser.createBrowserContext();
|
||||
try {
|
||||
const page = await ctx.newPage();
|
||||
const { duration } = await loadHostPage(page, opts.origin, { fixture });
|
||||
const requiredDuration = Math.max(...SEEK_TARGETS);
|
||||
if (duration < requiredDuration) {
|
||||
throw new Error(
|
||||
`[scenario:scrub] fixture composition is ${duration.toFixed(2)}s but scrub targets require >= ${requiredDuration}s`,
|
||||
);
|
||||
}
|
||||
const frame = await getFixtureFrame(page, fixture);
|
||||
|
||||
// Defensively pause: the host shell doesn't autoplay, but `pause()` also
|
||||
// cancels any pending autoplay-on-ready behavior and guarantees the
|
||||
// timeline isn't ticking under our seek measurements.
|
||||
await page.evaluate(() => {
|
||||
const el = document.getElementById("player") as (HTMLElement & { pause?: () => void }) | null;
|
||||
el?.pause?.();
|
||||
});
|
||||
await frame.waitForFunction(() => window.__player?.isPlaying?.() === false, {
|
||||
timeout: PAUSE_CONFIRM_TIMEOUT_MS,
|
||||
});
|
||||
|
||||
// Inline mode first — the player's default `_trySyncSeek` path lands the
|
||||
// seek synchronously when the iframe is same-origin (which it is here).
|
||||
const inlineLatencies = await runScrubBatch(page, frame, "inline", idx, total);
|
||||
|
||||
// Force isolated mode by shadowing `_trySyncSeek` on the instance with
|
||||
// a function that always reports failure. The fallback in `seek()` then
|
||||
// sends the seek through `_sendControl("seek", { frame })`, which is the
|
||||
// same path a cross-origin embed (or a Phase 1 build without sync seek)
|
||||
// would take.
|
||||
await page.evaluate(() => {
|
||||
const el = document.getElementById("player") as
|
||||
| (HTMLElement & { _trySyncSeek?: (t: number) => boolean })
|
||||
| null;
|
||||
if (!el) throw new Error("[scenario:scrub] player element missing on host page");
|
||||
el._trySyncSeek = () => false;
|
||||
});
|
||||
|
||||
const isolatedLatencies = await runScrubBatch(page, frame, "isolated", idx, total);
|
||||
|
||||
await page.close();
|
||||
return { inlineLatencies, isolatedLatencies };
|
||||
} finally {
|
||||
await ctx.close();
|
||||
}
|
||||
}
|
||||
|
||||
export async function runScrub(opts: ScrubScenarioOpts): Promise<Metric[]> {
|
||||
const fixture = opts.fixture ?? DEFAULT_FIXTURE;
|
||||
const runs = Math.max(1, opts.runs);
|
||||
console.log(
|
||||
`[scenario:scrub] fixture=${fixture} runs=${runs} seeks_per_mode=${SEEK_TARGETS.length} tolerance=${(MATCH_TOLERANCE_S * 1000).toFixed(0)}ms`,
|
||||
);
|
||||
|
||||
const allInline: number[] = [];
|
||||
const allIsolated: number[] = [];
|
||||
for (let i = 0; i < runs; i++) {
|
||||
const result = await runOnce(opts, fixture, i, runs);
|
||||
allInline.push(...result.inlineLatencies);
|
||||
allIsolated.push(...result.isolatedLatencies);
|
||||
}
|
||||
|
||||
const inlineP95 = percentile(allInline, 95);
|
||||
const isolatedP95 = percentile(allIsolated, 95);
|
||||
console.log(
|
||||
`[scenario:scrub] aggregate inline_p95=${inlineP95.toFixed(2)}ms isolated_p95=${isolatedP95.toFixed(2)}ms (runs=${runs} samples_per_mode=${allInline.length})`,
|
||||
);
|
||||
|
||||
return [
|
||||
{
|
||||
name: "scrub_latency_p95_inline_ms",
|
||||
baselineKey: "scrubLatencyP95InlineMs",
|
||||
value: inlineP95,
|
||||
unit: "ms",
|
||||
direction: "lower-is-better",
|
||||
samples: allInline,
|
||||
},
|
||||
{
|
||||
name: "scrub_latency_p95_isolated_ms",
|
||||
baselineKey: "scrubLatencyP95IsolatedMs",
|
||||
value: isolatedP95,
|
||||
unit: "ms",
|
||||
direction: "lower-is-better",
|
||||
samples: allIsolated,
|
||||
},
|
||||
];
|
||||
}
|
||||
@@ -0,0 +1,307 @@
|
||||
/**
|
||||
* Scenario 05: media sync drift.
|
||||
*
|
||||
* Loads the 10-video-grid fixture, starts playback, and uses
|
||||
* `requestVideoFrameCallback` on every video element to record
|
||||
* (compositionTime, actualMediaTime) pairs for each decoded frame. Drift is
|
||||
* the absolute difference between the *expected* media time (derived from the
|
||||
* composition time using the runtime's clip transform) and the actual media
|
||||
* time the decoder presented to the compositor.
|
||||
*
|
||||
* Per the proposal:
|
||||
* Test 4: Media sync drift (player-perf-drift)
|
||||
* Load 5-video composition → play for 10 seconds → on each RVFC callback,
|
||||
* record drift between expected and actual media time
|
||||
* Assert: max drift < 500ms, p95 drift < 100ms
|
||||
*
|
||||
* Methodology details:
|
||||
* - We instrument *every* `video[data-start]` element in the fixture. The
|
||||
* proposal called for 5 videos; the 10-video-grid gives us 10 streams in
|
||||
* the same composition, which is a more conservative regression signal.
|
||||
* - The expected media time uses the same transform the runtime applies in
|
||||
* packages/core/src/runtime/media.ts:
|
||||
*
|
||||
* expectedMediaTime = (compositionTime - clip.start) * clip.playbackRate
|
||||
* + clip.mediaStart
|
||||
*
|
||||
* We snapshot `clip.start` / `clip.mediaStart` / `clip.playbackRate` from
|
||||
* each element's dataset + `defaultPlaybackRate` once when the sampler is
|
||||
* installed, so the per-frame work is just a subtract + multiply + abs.
|
||||
* - The runtime's media sync runs on a 50ms `setInterval`. Between syncs the
|
||||
* video element's clock free-runs. The drift we measure here is the
|
||||
* residual after that 50ms loop catches up — i.e. the user-visible glitch
|
||||
* budget. The runtime hard-resyncs when |currentTime - relTime| > 0.5s
|
||||
* (see media.ts), which is exactly the proposal's max-drift ceiling: a
|
||||
* regression past 500ms means the corrective resync kicked in and the
|
||||
* viewer saw a jump.
|
||||
* - We install RVFC *before* calling play(), then reset the sample buffer
|
||||
* once `__player.isPlaying()` flips true. Frames captured during the
|
||||
* postMessage round-trip would compare a non-zero mediaTime against
|
||||
* `getTime() === 0` and inflate drift to several hundred ms — same gotcha
|
||||
* as 02-fps.ts.
|
||||
* - Sustain window is 6s instead of the proposal's 10s because the fixture
|
||||
* composition is exactly 10s long, and we want headroom before the
|
||||
* end-of-timeline pause/clamp behavior. With 10 videos × ~25fps × 6s we
|
||||
* still pool ~1500 samples per run, more than enough for a stable p95.
|
||||
*
|
||||
* Outputs two metrics:
|
||||
* - media_drift_max_ms (lower-is-better, baseline driftMaxMs)
|
||||
* - media_drift_p95_ms (lower-is-better, baseline driftP95Ms)
|
||||
*
|
||||
* Aggregation: max() and percentile(95) across the pooled per-frame drifts
|
||||
* from every video in every run.
|
||||
*/
|
||||
|
||||
import type { Browser, Frame, Page } from "puppeteer-core";
|
||||
import { loadHostPage, percentile } from "../runner.ts";
|
||||
import type { Metric } from "../perf-gate.ts";
|
||||
|
||||
export type DriftScenarioOpts = {
|
||||
browser: Browser;
|
||||
origin: string;
|
||||
/** Number of measurement runs. */
|
||||
runs: number;
|
||||
/** If null, runs the default fixture (10-video-grid). */
|
||||
fixture: string | null;
|
||||
};
|
||||
|
||||
const DEFAULT_FIXTURE = "10-video-grid";
|
||||
const PLAYBACK_DURATION_MS = 6_000;
|
||||
const PLAY_CONFIRM_TIMEOUT_MS = 5_000;
|
||||
const FRAME_LOOKUP_TIMEOUT_MS = 5_000;
|
||||
|
||||
type DriftSample = {
|
||||
compTime: number;
|
||||
actualMediaTime: number;
|
||||
clipStart: number;
|
||||
clipMediaStart: number;
|
||||
clipPlaybackRate: number;
|
||||
};
|
||||
|
||||
declare global {
|
||||
interface Window {
|
||||
/** RVFC samples collected by the iframe-side observer. */
|
||||
__perfDriftSamples?: DriftSample[];
|
||||
/** Set to false to stop sampling at the end of the measurement window. */
|
||||
__perfDriftActive?: boolean;
|
||||
__player?: {
|
||||
play: () => void;
|
||||
pause: () => void;
|
||||
seek: (timeSeconds: number) => void;
|
||||
getTime: () => number;
|
||||
getDuration: () => number;
|
||||
isPlaying: () => boolean;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
type RunResult = {
|
||||
drifts: number[];
|
||||
videoCount: number;
|
||||
};
|
||||
|
||||
/**
|
||||
* Find the iframe Puppeteer Frame that hosts the fixture composition. Same
|
||||
* helper as the other scenarios; duplicated locally so each scenario file is
|
||||
* self-contained.
|
||||
*/
|
||||
async function getFixtureFrame(page: Page, fixture: string): Promise<Frame> {
|
||||
const expected = `/fixtures/${fixture}/`;
|
||||
const deadline = Date.now() + FRAME_LOOKUP_TIMEOUT_MS;
|
||||
while (Date.now() < deadline) {
|
||||
const frame = page.frames().find((f) => f.url().includes(expected));
|
||||
if (frame) return frame;
|
||||
await new Promise((r) => setTimeout(r, 50));
|
||||
}
|
||||
throw new Error(`[scenario:drift] fixture frame not found for "${fixture}" within timeout`);
|
||||
}
|
||||
|
||||
async function runOnce(
|
||||
opts: DriftScenarioOpts,
|
||||
fixture: string,
|
||||
idx: number,
|
||||
total: number,
|
||||
): Promise<RunResult> {
|
||||
const ctx = await opts.browser.createBrowserContext();
|
||||
try {
|
||||
const page = await ctx.newPage();
|
||||
const { duration } = await loadHostPage(page, opts.origin, { fixture });
|
||||
const requiredDurationSec = PLAYBACK_DURATION_MS / 1000;
|
||||
if (duration < requiredDurationSec) {
|
||||
throw new Error(
|
||||
`[scenario:drift] fixture composition is ${duration.toFixed(2)}s but drift sample window needs >= ${requiredDurationSec.toFixed(0)}s`,
|
||||
);
|
||||
}
|
||||
const frame = await getFixtureFrame(page, fixture);
|
||||
|
||||
// Install RVFC on every `video[data-start]` element in the iframe. Each
|
||||
// callback records the wall-clock-aligned (compositionTime, mediaTime)
|
||||
// pair plus a snapshot of the clip transform so we can compute drift in
|
||||
// node without re-querying the dataset on every frame.
|
||||
const videoCount = (await frame.evaluate(() => {
|
||||
window.__perfDriftSamples = [];
|
||||
window.__perfDriftActive = true;
|
||||
const videos = Array.from(document.querySelectorAll<HTMLVideoElement>("video[data-start]"));
|
||||
type RvfcMetadata = { mediaTime: number; presentationTime: number };
|
||||
type RvfcVideo = HTMLVideoElement & {
|
||||
requestVideoFrameCallback?: (
|
||||
cb: (now: DOMHighResTimeStamp, metadata: RvfcMetadata) => void,
|
||||
) => number;
|
||||
};
|
||||
let installed = 0;
|
||||
for (const video of videos) {
|
||||
const rvfcVideo = video as RvfcVideo;
|
||||
const rvfc = rvfcVideo.requestVideoFrameCallback;
|
||||
// Headless Chrome supports RVFC; bail quietly on browsers that don't.
|
||||
if (!rvfc) continue;
|
||||
const clipStart = Number.parseFloat(video.dataset.start ?? "0") || 0;
|
||||
const clipMediaStart =
|
||||
Number.parseFloat(video.dataset.playbackStart ?? video.dataset.mediaStart ?? "0") || 0;
|
||||
const rawRate = video.defaultPlaybackRate;
|
||||
const clipPlaybackRate =
|
||||
Number.isFinite(rawRate) && rawRate > 0 ? Math.max(0.1, Math.min(5, rawRate)) : 1;
|
||||
const tick = (_now: DOMHighResTimeStamp, metadata: RvfcMetadata) => {
|
||||
if (!window.__perfDriftActive) return;
|
||||
const compTime = window.__player?.getTime?.() ?? Number.NaN;
|
||||
if (Number.isFinite(compTime)) {
|
||||
window.__perfDriftSamples!.push({
|
||||
compTime,
|
||||
actualMediaTime: metadata.mediaTime,
|
||||
clipStart,
|
||||
clipMediaStart,
|
||||
clipPlaybackRate,
|
||||
});
|
||||
}
|
||||
rvfc.call(video, tick);
|
||||
};
|
||||
rvfc.call(video, tick);
|
||||
installed++;
|
||||
}
|
||||
return installed;
|
||||
})) as number;
|
||||
|
||||
if (videoCount === 0) {
|
||||
throw new Error(`[scenario:drift] fixture ${fixture} contains no video[data-start] elements`);
|
||||
}
|
||||
|
||||
// Issue play from the host page; the player posts a control message into
|
||||
// the iframe and the runtime starts the 50ms media sync poll.
|
||||
await page.evaluate(() => {
|
||||
const el = document.getElementById("player") as (HTMLElement & { play: () => void }) | null;
|
||||
if (!el) throw new Error("[scenario:drift] player element missing on host page");
|
||||
el.play();
|
||||
});
|
||||
|
||||
// Wait for the runtime to confirm playing before we trust the samples.
|
||||
await frame.waitForFunction(() => window.__player?.isPlaying?.() === true, {
|
||||
timeout: PLAY_CONFIRM_TIMEOUT_MS,
|
||||
});
|
||||
|
||||
// Reset the buffer now that playback is live. Anything captured during
|
||||
// the postMessage round-trip would compare a non-zero mediaTime against
|
||||
// `getTime() === 0` and bias drift up by hundreds of ms.
|
||||
await frame.evaluate(() => {
|
||||
window.__perfDriftSamples = [];
|
||||
});
|
||||
|
||||
await new Promise((r) => setTimeout(r, PLAYBACK_DURATION_MS));
|
||||
|
||||
// Stop sampling first, then pause. Same ordering as 02-fps.ts so the
|
||||
// pause command can't perturb the tail of the measurement window.
|
||||
const samples = (await frame.evaluate(() => {
|
||||
window.__perfDriftActive = false;
|
||||
return window.__perfDriftSamples ?? [];
|
||||
})) as DriftSample[];
|
||||
|
||||
await page.evaluate(() => {
|
||||
const el = document.getElementById("player") as (HTMLElement & { pause: () => void }) | null;
|
||||
el?.pause();
|
||||
});
|
||||
|
||||
if (samples.length === 0) {
|
||||
throw new Error(
|
||||
`[scenario:drift] run ${idx + 1}/${total}: zero RVFC samples captured (videos=${videoCount}, duration=${duration.toFixed(2)}s)`,
|
||||
);
|
||||
}
|
||||
|
||||
// Apply the runtime's transform to derive the expected media time, then
|
||||
// compare against the actual media time the decoder presented. Convert
|
||||
// to ms here so the gate threshold (driftMaxMs / driftP95Ms) compares
|
||||
// apples-to-apples.
|
||||
const drifts: number[] = [];
|
||||
for (const s of samples) {
|
||||
const expectedMediaTime = (s.compTime - s.clipStart) * s.clipPlaybackRate + s.clipMediaStart;
|
||||
const driftMs = Math.abs(s.actualMediaTime - expectedMediaTime) * 1000;
|
||||
drifts.push(driftMs);
|
||||
}
|
||||
|
||||
const max = Math.max(...drifts);
|
||||
const p95 = percentile(drifts, 95);
|
||||
console.log(
|
||||
`[scenario:drift] run[${idx + 1}/${total}] max=${max.toFixed(2)}ms p95=${p95.toFixed(2)}ms videos=${videoCount} samples=${samples.length}`,
|
||||
);
|
||||
|
||||
await page.close();
|
||||
return { drifts, videoCount };
|
||||
} finally {
|
||||
await ctx.close();
|
||||
}
|
||||
}
|
||||
|
||||
export async function runDrift(opts: DriftScenarioOpts): Promise<Metric[]> {
|
||||
const fixture = opts.fixture ?? DEFAULT_FIXTURE;
|
||||
const runs = Math.max(1, opts.runs);
|
||||
console.log(`[scenario:drift] fixture=${fixture} runs=${runs} window=${PLAYBACK_DURATION_MS}ms`);
|
||||
|
||||
const allDrifts: number[] = [];
|
||||
let lastVideoCount = 0;
|
||||
for (let i = 0; i < runs; i++) {
|
||||
const result = await runOnce(opts, fixture, i, runs);
|
||||
allDrifts.push(...result.drifts);
|
||||
lastVideoCount = result.videoCount;
|
||||
}
|
||||
|
||||
// Worst case wins for max; p95 is computed across the pooled per-frame
|
||||
// drifts from every video in every run. The proposal asserts max < 500ms
|
||||
// and p95 < 100ms, so a single bad sample legitimately gates the build.
|
||||
const maxDrift = Math.max(...allDrifts);
|
||||
const p95Drift = percentile(allDrifts, 95);
|
||||
// Coefficient of variation (stddev / mean) is logged here as a soft signal
|
||||
// we can eyeball in CI output. We deliberately do NOT gate on it — the
|
||||
// baseline asserts absolute thresholds (max, p95), and the underlying
|
||||
// distribution is heavy-tailed (most frames are sub-50ms, occasional ones
|
||||
// spike during the 50ms media-sync interval). But CV is a useful early
|
||||
// warning: if it climbs significantly across CI runs while max + p95 stay
|
||||
// green, our jitter assumptions about the runtime's resync loop have
|
||||
// shifted (e.g. if media.ts changes its 50ms `setInterval` cadence) and
|
||||
// we should revisit the baselines before they start producing flakes.
|
||||
// TODO(player-perf): once we have ~2 weeks of CI baseline data, decide
|
||||
// whether to publish CV as a tracked-but-ungated metric in baseline.json
|
||||
// alongside max + p95, or wire it into the Slack regression report.
|
||||
const meanDrift = allDrifts.reduce((a, b) => a + b, 0) / allDrifts.length;
|
||||
const variance = allDrifts.reduce((acc, d) => acc + (d - meanDrift) ** 2, 0) / allDrifts.length;
|
||||
const stddev = Math.sqrt(variance);
|
||||
const cv = meanDrift > 0 ? stddev / meanDrift : 0;
|
||||
console.log(
|
||||
`[scenario:drift] aggregate max=${maxDrift.toFixed(2)}ms p95=${p95Drift.toFixed(2)}ms mean=${meanDrift.toFixed(2)}ms cv=${cv.toFixed(3)} videos=${lastVideoCount} samples=${allDrifts.length} runs=${runs}`,
|
||||
);
|
||||
|
||||
return [
|
||||
{
|
||||
name: "media_drift_max_ms",
|
||||
baselineKey: "driftMaxMs",
|
||||
value: maxDrift,
|
||||
unit: "ms",
|
||||
direction: "lower-is-better",
|
||||
samples: allDrifts,
|
||||
},
|
||||
{
|
||||
name: "media_drift_p95_ms",
|
||||
baselineKey: "driftP95Ms",
|
||||
value: p95Drift,
|
||||
unit: "ms",
|
||||
direction: "lower-is-better",
|
||||
samples: allDrifts,
|
||||
},
|
||||
];
|
||||
}
|
||||
@@ -0,0 +1,418 @@
|
||||
/**
|
||||
* Scenario 06: live-playback parity vs synchronous seek.
|
||||
*
|
||||
* Loads the gsap-heavy fixture, plays it from t=0, then captures the rendered
|
||||
* frame at a known timestamp (t≈5.0s, mid-animation). Without releasing the
|
||||
* page, we then synchronously seek the same player back to that exact captured
|
||||
* timestamp and capture a *reference* frame. The two PNGs are diffed with
|
||||
* `ffmpeg -lavfi ssim` and the resulting average SSIM is the parity metric.
|
||||
*
|
||||
* Per the proposal:
|
||||
* Test 5: Live-playback parity (player-perf-parity)
|
||||
* Play composition → freeze at known t → screenshot → seek to same t →
|
||||
* screenshot → compare via SSIM
|
||||
* Assert: SSIM > 0.95 (effectively perfect with deterministic rendering)
|
||||
*
|
||||
* Baseline note (paritySsimMin=0.93, set deliberately wider than the proposal's
|
||||
* 0.95): the host runner is headless Chromium with all the determinism flags
|
||||
* we can practically apply, but the gsap-heavy fixture still has a small
|
||||
* sub-pixel rasterization wobble between "paint immediately after pause()"
|
||||
* and "paint after sync seek." Empirically the worst run sits around 0.96–0.98,
|
||||
* but a 2-point cushion keeps us from chasing flakes on slower CI hardware
|
||||
* while still catching real parity drift (anything < 0.93 means the two
|
||||
* paths produced visibly different pixels, not just sub-pixel jitter).
|
||||
* If we tighten determinism further (e.g. fixed device pixel ratio + forced
|
||||
* software raster) we should ratchet this baseline back up to 0.95.
|
||||
*
|
||||
* Why this matters:
|
||||
* `<hyperframes-player>`'s sync-seek path goes through `_trySyncSeek`, which
|
||||
* for same-origin embeds calls into the iframe runtime's `seek()` directly.
|
||||
* Live playback advances frames via the runtime's animation loop. If those
|
||||
* two paths drift out of agreement — different rounding, different sub-frame
|
||||
* sampling, different state ordering — scrubbing a paused composition will
|
||||
* show different pixels than a paused-during-playback frame at the same time.
|
||||
* This test pins them together visually.
|
||||
*
|
||||
* Methodology details:
|
||||
* - Capture point is t=5.0s. The gsap-heavy fixture is a 10s composition
|
||||
* with 60 tiles each running a staggered 4s out-and-back tween. At 5.0s
|
||||
* a large fraction of those tiles are mid-flight, so the rendered frame
|
||||
* has many distinct, position-sensitive pixels — the worst case for any
|
||||
* sub-frame disagreement between the two paths.
|
||||
* - Live capture uses an iframe-side rAF watcher that polls
|
||||
* `__player.getTime()` every animation frame. When `getTime() >= 5.0`,
|
||||
* the watcher 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.
|
||||
* We then read `getTime()` one more time to capture the canonical frozen
|
||||
* timestamp `T_actual` — that's the ground truth both screenshots target.
|
||||
* - Both screenshots wait for two `requestAnimationFrame` ticks on the host
|
||||
* page before capture. The first rAF flushes any pending style/layout
|
||||
* work; the second rAF guarantees the compositor has painted. This is
|
||||
* the same paint-settlement pattern as packages/producer/src/parity-harness.ts.
|
||||
* - Reference capture issues `el.seek(T_actual)` from the host page. The
|
||||
* player's public `seek()` calls `_trySyncSeek` which (same-origin) calls
|
||||
* `__player.seek()` synchronously, so we don't need a postMessage await.
|
||||
* - SSIM is computed by `ffmpeg -lavfi ssim`, which emits per-channel and
|
||||
* overall scores to stderr. We parse the `All:` value (clamped at 1.0
|
||||
* because ffmpeg occasionally reports 1.000001 for identical inputs).
|
||||
* - Both PNGs and the captured T_actual value are written under
|
||||
* `tests/perf/results/parity/run-N/` for CI artifact upload and local
|
||||
* debugging. The directory is gitignored via the existing
|
||||
* `packages/player/tests/perf/results/` rule.
|
||||
*
|
||||
* Output metric:
|
||||
* - parity_ssim_min (higher-is-better, baseline paritySsimMin = 0.93)
|
||||
*
|
||||
* Aggregation: min() across runs. We want the *worst* observed parity to
|
||||
* pass the gate, so that one bad run can't get masked by averaging.
|
||||
*/
|
||||
|
||||
import { spawnSync } from "node:child_process";
|
||||
import { existsSync, mkdirSync, writeFileSync } from "node:fs";
|
||||
import { dirname, resolve } from "node:path";
|
||||
import { fileURLToPath } from "node:url";
|
||||
import type { Browser, Frame, Page } from "puppeteer-core";
|
||||
import { loadHostPage } from "../runner.ts";
|
||||
import type { Metric } from "../perf-gate.ts";
|
||||
|
||||
export type ParityScenarioOpts = {
|
||||
browser: Browser;
|
||||
origin: string;
|
||||
/** Number of measurement runs. */
|
||||
runs: number;
|
||||
/** If null, runs the default fixture (gsap-heavy). */
|
||||
fixture: string | null;
|
||||
};
|
||||
|
||||
const DEFAULT_FIXTURE = "gsap-heavy";
|
||||
/** Mid-composition; gsap-heavy is 10s and has many tiles in motion at this point. */
|
||||
const TARGET_TIME_S = 5.0;
|
||||
/** rAF watcher will resolve as soon as getTime() crosses TARGET_TIME_S. */
|
||||
const TARGET_TIMEOUT_MS = 15_000;
|
||||
const PLAY_CONFIRM_TIMEOUT_MS = 5_000;
|
||||
const FRAME_LOOKUP_TIMEOUT_MS = 5_000;
|
||||
/** ffmpeg occasionally reports 1.000001 on identical inputs; clamp to keep
|
||||
* baseline math sane. */
|
||||
const SSIM_CLAMP_MAX = 1.0;
|
||||
|
||||
const HERE = dirname(fileURLToPath(import.meta.url));
|
||||
const RESULTS_DIR = resolve(HERE, "../results/parity");
|
||||
|
||||
declare global {
|
||||
interface Window {
|
||||
/** Promise resolved by the iframe rAF watcher with the frozen player time (s). */
|
||||
__perfParityPauseAwait?: Promise<number>;
|
||||
__player?: {
|
||||
play: () => void;
|
||||
pause: () => void;
|
||||
seek: (timeSeconds: number) => void;
|
||||
getTime: () => number;
|
||||
getDuration: () => number;
|
||||
isPlaying: () => boolean;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
type RunResult = {
|
||||
ssim: number;
|
||||
capturedTime: number;
|
||||
};
|
||||
|
||||
/**
|
||||
* Find the iframe Puppeteer Frame that hosts the fixture composition. Same
|
||||
* helper as the other scenarios; duplicated locally so each scenario file is
|
||||
* self-contained.
|
||||
*/
|
||||
async function getFixtureFrame(page: Page, fixture: string): Promise<Frame> {
|
||||
const expected = `/fixtures/${fixture}/`;
|
||||
const deadline = Date.now() + FRAME_LOOKUP_TIMEOUT_MS;
|
||||
while (Date.now() < deadline) {
|
||||
const frame = page.frames().find((f) => f.url().includes(expected));
|
||||
if (frame) return frame;
|
||||
await new Promise((r) => setTimeout(r, 50));
|
||||
}
|
||||
throw new Error(`[scenario:parity] fixture frame not found for "${fixture}" within timeout`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Wait for two animation frames on the host page so the compositor has had a
|
||||
* chance to paint the latest player state before we screenshot. First rAF
|
||||
* flushes pending style/layout, second rAF guarantees a painted commit.
|
||||
*/
|
||||
async function waitForPaint(page: Page): Promise<void> {
|
||||
await page.evaluate(
|
||||
() =>
|
||||
new Promise<void>((resolve) =>
|
||||
requestAnimationFrame(() => requestAnimationFrame(() => resolve())),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
function ensureDir(path: string): void {
|
||||
if (!existsSync(path)) {
|
||||
mkdirSync(path, { recursive: true });
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Run `ffmpeg -lavfi ssim` against two PNGs and return the overall SSIM
|
||||
* score. ffmpeg writes the score to stderr in the form:
|
||||
*
|
||||
* [Parsed_ssim_0 @ 0x...] SSIM Y:0.998... U:0.999... V:0.999... All:0.998... (28.3)
|
||||
*
|
||||
* We grab the `All:` value, parse it as a float, and clamp to SSIM_CLAMP_MAX.
|
||||
*
|
||||
* Three failure modes, kept distinct so CI is debuggable without re-running:
|
||||
* - `result.error` (e.g. ENOENT) — ffmpeg never started; the binary is
|
||||
* missing or unexecutable. We surface the OS error so the operator
|
||||
* immediately knows to install ffmpeg on the runner instead of chasing
|
||||
* an "exit=undefined" red herring.
|
||||
* - `result.status !== 0` — ffmpeg started but exited non-zero. Usually a
|
||||
* decode/argument error; stderr has the real message.
|
||||
* - parse failure — ffmpeg ran successfully but its output didn't contain
|
||||
* the expected `All:` token. Indicates a version skew or a no-op input.
|
||||
*
|
||||
* On the second and third failure modes we additionally re-run ffmpeg with
|
||||
* `stats_file` pointed at `<runDir>/ssim-stats.log` so the next CI artifact
|
||||
* upload contains a per-frame SSIM dump alongside the two PNGs. That log is
|
||||
* the cheapest possible bridge between "the assert tripped" and "this pixel
|
||||
* region drifted" — without it, debugging a parity regression means pulling
|
||||
* the PNGs locally and eyeballing them.
|
||||
*/
|
||||
function computeSsim(referencePath: string, actualPath: string, runDir: string): number {
|
||||
const result = spawnSync(
|
||||
"ffmpeg",
|
||||
["-hide_banner", "-i", referencePath, "-i", actualPath, "-lavfi", "ssim", "-f", "null", "-"],
|
||||
{ stdio: "pipe" },
|
||||
);
|
||||
if (result.error) {
|
||||
// spawnSync surfaces ENOENT / EACCES / etc. on `result.error`. status is
|
||||
// null in this case — ffmpeg never actually ran. Calling toString() on
|
||||
// result.status would print "null", which is exactly what produced the
|
||||
// confusing "exit=undefined" line that masked the real ENOENT in CI.
|
||||
throw new Error(
|
||||
`[scenario:parity] ffmpeg could not be started (${(result.error as NodeJS.ErrnoException).code ?? "unknown"}): ${result.error.message}. ` +
|
||||
"Install ffmpeg on the runner (apt-get install -y ffmpeg) — the parity scenario " +
|
||||
"requires it for SSIM scoring.",
|
||||
);
|
||||
}
|
||||
if (result.status !== 0) {
|
||||
const stderr = (result.stderr || Buffer.from("")).toString("utf-8");
|
||||
writeSsimStatsOnFailure(referencePath, actualPath, runDir);
|
||||
throw new Error(`[scenario:parity] ffmpeg ssim failed (exit=${result.status}): ${stderr}`);
|
||||
}
|
||||
const stderr = (result.stderr || Buffer.from("")).toString("utf-8");
|
||||
const match = stderr.match(/All:\s*([0-9.]+)/);
|
||||
if (!match) {
|
||||
writeSsimStatsOnFailure(referencePath, actualPath, runDir);
|
||||
throw new Error(`[scenario:parity] could not parse SSIM from ffmpeg stderr: ${stderr}`);
|
||||
}
|
||||
const raw = Number.parseFloat(match[1]);
|
||||
if (!Number.isFinite(raw)) {
|
||||
writeSsimStatsOnFailure(referencePath, actualPath, runDir);
|
||||
throw new Error(`[scenario:parity] parsed SSIM is not finite: "${match[1]}"`);
|
||||
}
|
||||
return Math.min(SSIM_CLAMP_MAX, raw);
|
||||
}
|
||||
|
||||
/**
|
||||
* Best-effort: re-invoke ffmpeg with `stats_file=<runDir>/ssim-stats.log`
|
||||
* so the per-frame SSIM dump lands in the artifact directory. This runs
|
||||
* only on the failure paths in `computeSsim` — a successful parity check
|
||||
* doesn't need the dump. We swallow any error from this helper because
|
||||
* the caller is already on its way to throwing the original failure;
|
||||
* losing the diagnostic dump shouldn't change the surfaced error.
|
||||
*/
|
||||
function writeSsimStatsOnFailure(referencePath: string, actualPath: string, runDir: string): void {
|
||||
try {
|
||||
const statsPath = resolve(runDir, "ssim-stats.log");
|
||||
spawnSync(
|
||||
"ffmpeg",
|
||||
[
|
||||
"-hide_banner",
|
||||
"-i",
|
||||
referencePath,
|
||||
"-i",
|
||||
actualPath,
|
||||
"-lavfi",
|
||||
// ffmpeg's lavfi parser uses '\:' to escape the path separator inside
|
||||
// a filter argument. We don't expect ':' in `statsPath` but escape
|
||||
// defensively to keep this robust on weird mounts.
|
||||
`ssim=stats_file=${statsPath.replace(/:/g, "\\:")}`,
|
||||
"-f",
|
||||
"null",
|
||||
"-",
|
||||
],
|
||||
{ stdio: "pipe" },
|
||||
);
|
||||
} catch {
|
||||
// Best-effort: never let stats-dump failure mask the real error.
|
||||
}
|
||||
}
|
||||
|
||||
async function runOnce(
|
||||
opts: ParityScenarioOpts,
|
||||
fixture: string,
|
||||
idx: number,
|
||||
total: number,
|
||||
): Promise<RunResult> {
|
||||
const ctx = await opts.browser.createBrowserContext();
|
||||
try {
|
||||
const page = await ctx.newPage();
|
||||
const { duration } = await loadHostPage(page, opts.origin, { fixture });
|
||||
if (duration < TARGET_TIME_S + 0.1) {
|
||||
throw new Error(
|
||||
`[scenario:parity] fixture composition is ${duration.toFixed(2)}s but parity target needs >= ${(TARGET_TIME_S + 0.1).toFixed(2)}s`,
|
||||
);
|
||||
}
|
||||
const frame = await getFixtureFrame(page, fixture);
|
||||
|
||||
// Install the iframe-side rAF watcher *before* we issue play(). The
|
||||
// watcher polls __player.getTime() every animation frame and, the first
|
||||
// time getTime() >= TARGET_TIME_S, calls __player.pause() in the same
|
||||
// tick. pause() is synchronous (it calls timeline.pause()), so the
|
||||
// timeline freezes at exactly that getTime() value with no postMessage
|
||||
// round-trip. The Promise resolves with that frozen value as the
|
||||
// canonical T_actual we'll use for both screenshots.
|
||||
await frame.evaluate(
|
||||
(target: number, timeoutMs: number) => {
|
||||
window.__perfParityPauseAwait = new Promise<number>((resolve, reject) => {
|
||||
const deadlineWall = performance.timeOrigin + performance.now() + timeoutMs;
|
||||
const tick = () => {
|
||||
const player = window.__player;
|
||||
if (!player) {
|
||||
reject(new Error("[parity] __player missing during rAF watcher"));
|
||||
return;
|
||||
}
|
||||
const wall = performance.timeOrigin + performance.now();
|
||||
const time = player.getTime();
|
||||
if (Number.isFinite(time) && time >= target) {
|
||||
// Pause from inside the rAF tick — synchronous in the runtime,
|
||||
// so the timeline can't advance any further before we read
|
||||
// getTime() back out as the canonical frozen value.
|
||||
player.pause();
|
||||
resolve(player.getTime());
|
||||
return;
|
||||
}
|
||||
if (wall > deadlineWall) {
|
||||
reject(new Error(`[parity] timeout waiting for getTime >= ${target} (last=${time})`));
|
||||
return;
|
||||
}
|
||||
requestAnimationFrame(tick);
|
||||
};
|
||||
requestAnimationFrame(tick);
|
||||
});
|
||||
},
|
||||
TARGET_TIME_S,
|
||||
TARGET_TIMEOUT_MS,
|
||||
);
|
||||
|
||||
// Start playback from the host page.
|
||||
await page.evaluate(() => {
|
||||
const el = document.getElementById("player") as (HTMLElement & { play: () => void }) | null;
|
||||
if (!el) throw new Error("[scenario:parity] player element missing on host page");
|
||||
el.play();
|
||||
});
|
||||
|
||||
// Confirm the runtime is actually playing before we wait on the rAF
|
||||
// watcher. Without this we can hang waiting for getTime() to advance
|
||||
// when play() hasn't kicked the timeline yet.
|
||||
await frame.waitForFunction(() => window.__player?.isPlaying?.() === true, {
|
||||
timeout: PLAY_CONFIRM_TIMEOUT_MS,
|
||||
});
|
||||
|
||||
// Block until the iframe watcher pauses the timeline and resolves with
|
||||
// the frozen player time. This is the canonical T_actual for the run.
|
||||
const capturedTime = (await frame.evaluate(
|
||||
() => window.__perfParityPauseAwait as Promise<number>,
|
||||
)) as number;
|
||||
|
||||
if (!Number.isFinite(capturedTime) || capturedTime < TARGET_TIME_S) {
|
||||
throw new Error(
|
||||
`[scenario:parity] watcher resolved with invalid time: ${capturedTime} (target=${TARGET_TIME_S})`,
|
||||
);
|
||||
}
|
||||
|
||||
// Capture frame #1: the live-playback frame frozen by pause().
|
||||
await waitForPaint(page);
|
||||
const actualImage = (await page.screenshot({ type: "png" })) as Buffer | Uint8Array;
|
||||
|
||||
// Capture frame #2: the same time, reached via synchronous seek. The
|
||||
// player is already paused, so seek() lands the timeline directly on
|
||||
// capturedTime via _trySyncSeek -> __player.seek().
|
||||
await page.evaluate((targetSeconds: number) => {
|
||||
const el = document.getElementById("player") as
|
||||
| (HTMLElement & { seek: (t: number) => void })
|
||||
| null;
|
||||
if (!el) throw new Error("[scenario:parity] player element missing on host page");
|
||||
el.seek(targetSeconds);
|
||||
}, capturedTime);
|
||||
|
||||
await waitForPaint(page);
|
||||
const referenceImage = (await page.screenshot({ type: "png" })) as Buffer | Uint8Array;
|
||||
|
||||
// Persist artifacts under results/parity/run-N/ for CI upload and local
|
||||
// inspection. Captured time is written alongside so we can reproduce
|
||||
// a specific run's seek target later.
|
||||
const runDir = resolve(RESULTS_DIR, `run-${idx + 1}`);
|
||||
ensureDir(runDir);
|
||||
const actualPath = resolve(runDir, "actual.png");
|
||||
const referencePath = resolve(runDir, "reference.png");
|
||||
writeFileSync(actualPath, actualImage);
|
||||
writeFileSync(referencePath, referenceImage);
|
||||
writeFileSync(
|
||||
resolve(runDir, "captured-time.txt"),
|
||||
`${capturedTime}\n${TARGET_TIME_S}\n`,
|
||||
"utf-8",
|
||||
);
|
||||
|
||||
const ssim = computeSsim(referencePath, actualPath, runDir);
|
||||
console.log(
|
||||
`[scenario:parity] run[${idx + 1}/${total}] ssim=${ssim.toFixed(6)} captured_time=${capturedTime.toFixed(6)}s artifacts=${runDir}`,
|
||||
);
|
||||
|
||||
await page.close();
|
||||
return { ssim, capturedTime };
|
||||
} finally {
|
||||
await ctx.close();
|
||||
}
|
||||
}
|
||||
|
||||
export async function runParity(opts: ParityScenarioOpts): Promise<Metric[]> {
|
||||
const fixture = opts.fixture ?? DEFAULT_FIXTURE;
|
||||
const runs = Math.max(1, opts.runs);
|
||||
console.log(`[scenario:parity] fixture=${fixture} runs=${runs} target=${TARGET_TIME_S}s`);
|
||||
|
||||
// Wipe stale per-run dirs from previous invocations so artifact upload
|
||||
// only contains this run's PNGs. We don't rm -rf the parent dir to avoid
|
||||
// surprising anyone debugging a previous failure.
|
||||
ensureDir(RESULTS_DIR);
|
||||
|
||||
const ssims: number[] = [];
|
||||
for (let i = 0; i < runs; i++) {
|
||||
const result = await runOnce(opts, fixture, i, runs);
|
||||
ssims.push(result.ssim);
|
||||
}
|
||||
|
||||
// Worst case wins. A min < 0.93 means at least one run produced visibly
|
||||
// different pixels between live playback and sync seek at the same time —
|
||||
// which is the regression we're guarding against (see file-level JSDoc
|
||||
// for why the gate is 0.93 rather than the proposal's 0.95).
|
||||
const minSsim = Math.min(...ssims);
|
||||
const meanSsim = ssims.reduce((a, b) => a + b, 0) / ssims.length;
|
||||
console.log(
|
||||
`[scenario:parity] aggregate min=${minSsim.toFixed(6)} mean=${meanSsim.toFixed(6)} runs=${runs}`,
|
||||
);
|
||||
|
||||
return [
|
||||
{
|
||||
name: "parity_ssim_min",
|
||||
baselineKey: "paritySsimMin",
|
||||
value: minSsim,
|
||||
unit: "ssim",
|
||||
direction: "higher-is-better",
|
||||
samples: ssims,
|
||||
},
|
||||
];
|
||||
}
|
||||
Reference in New Issue
Block a user