@vgai/engine 0.5.8 → 0.5.10
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/adapter/ingest/contract-debug-adapter.d.ts +35 -0
- package/dist/adapter/ingest/contract-debug-adapter.d.ts.map +1 -0
- package/dist/adapter/ingest/contract-debug-adapter.js +90 -0
- package/dist/adapter/ingest/game-contract.d.ts +60 -1
- package/dist/adapter/ingest/game-contract.d.ts.map +1 -1
- package/dist/adapter/ingest/game-contract.js +1 -1
- package/dist/adapter/setup-three-root-adapter.d.ts.map +1 -1
- package/dist/adapter/setup-three-root-adapter.js +105 -2
- package/dist/dev/performance-profiler.d.ts +13 -7
- package/dist/dev/performance-profiler.d.ts.map +1 -1
- package/dist/dev/performance-profiler.js +31 -3
- package/dist/dev/register-render-vitals.d.ts +95 -0
- package/dist/dev/register-render-vitals.d.ts.map +1 -0
- package/dist/dev/register-render-vitals.js +182 -0
- package/dist/dev/render-census.d.ts +135 -0
- package/dist/dev/render-census.d.ts.map +1 -0
- package/dist/dev/render-census.js +257 -0
- package/dist/dev/render-vitals.d.ts +181 -0
- package/dist/dev/render-vitals.d.ts.map +1 -0
- package/dist/dev/render-vitals.js +232 -0
- package/dist/dev/static-batch-advisor.d.ts +106 -0
- package/dist/dev/static-batch-advisor.d.ts.map +1 -0
- package/dist/dev/static-batch-advisor.js +141 -0
- package/dist/render/render-batch-system.d.ts.map +1 -1
- package/dist/render/render-batch-system.js +7 -18
- package/dist/render/structural-signature.d.ts +148 -0
- package/dist/render/structural-signature.d.ts.map +1 -0
- package/dist/render/structural-signature.js +193 -0
- package/dist/runtime/dev-layers.d.ts.map +1 -1
- package/dist/runtime/dev-layers.js +6 -0
- package/package.json +1 -1
- package/schemas/engine-capabilities.json +5 -5
- package/src/adapter/ingest/contract-debug-adapter.ts +110 -0
- package/src/adapter/ingest/game-contract.ts +63 -1
- package/src/adapter/setup-three-root-adapter.ts +105 -2
- package/src/dev/performance-profiler.ts +47 -12
- package/src/dev/register-render-vitals.ts +249 -0
- package/src/dev/render-census.ts +351 -0
- package/src/dev/render-vitals.ts +338 -0
- package/src/dev/static-batch-advisor.ts +186 -0
- package/src/render/render-batch-system.ts +16 -19
- package/src/render/structural-signature.ts +231 -0
- package/src/runtime/dev-layers.ts +7 -1
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/**
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* Projects a game's DECLARED system surface (`window.vgaiGame.systems`, see
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* `game-contract.ts`) onto the host's existing {@link DebugAdapter} — the one
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* seam `game.commands()` / `game.state()` / `game.providers()` already read
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* through for first-party content (`command-listener.ts`'s
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* `dispatchBridgeMethod` → `getActiveSystems().debug`).
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*
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* Why a projection rather than a second door: an agent driving an ingested
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* game must not have to learn a parallel vocabulary. A first-party game
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* registers verbs with `ctx.debug.registerCommand`; an ingested game declares
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* them in its entry shim. Both arrive at the SAME `DebugAdapter`, so every
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* consumer downstream — the CLI's `vgai eval`, `@vgai/e2e`'s `GameClient`, the
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* editor's Debug Console and State Watch panels — works unchanged and unaware
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* of the provenance.
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*
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* What this deliberately does NOT do:
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* - **Validate arguments.** The first-party path validates against a declared
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* Zod tuple; a shim beside a foreign game is plain JS and has none. A verb
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* validates itself and throws its own error, which surfaces wrapped as
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* `DEBUG_COMMAND_FAILED` — the host never invents a schema to check against.
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* - **Fabricate an event ring.** There is no tick loop behind an ingested
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* game's declarations, so `events()` is empty. That is accurate (nothing was
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* emitted), not a stub standing in for a missing feature.
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*/
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import { DebugError } from '../../runtime/debug-registry';
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import type { DebugAdapter, DebugCommandInfo, TickStampedEvent } from '../system-adapter';
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import type { VgaiGameSystems } from './game-contract';
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/**
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* Build a {@link DebugAdapter} over a declared system surface, or `null` when
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* the game declared no verbs and no state. `null` is the honest floor: the
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* bridge then reports `DEBUG_ADAPTER_UNAVAILABLE` exactly as it did before,
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* rather than serving an empty adapter that reads as "this game has no state"
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* when the truth is "this game declared nothing".
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*/
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export function createContractDebugAdapter(
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systems: VgaiGameSystems | undefined | null,
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): DebugAdapter | null {
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const commandList = systems?.commands ?? [];
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const providerList = systems?.state ?? [];
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if (commandList.length === 0 && providerList.length === 0) return null;
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// Snapshot into name-keyed maps once. A later duplicate shadows an earlier
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// one and the listing de-duplicates with it, so `commands()` can never
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// advertise a name `invoke()` would resolve differently.
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const byCommand = new Map(commandList.map((c) => [c.name, c]));
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const byProvider = new Map(providerList.map((p) => [p.name, p]));
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return {
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providers: () =>
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[...byProvider.values()].map((p) => ({ name: p.name, tier: p.tier ?? 'observable' })),
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state: (name: string): unknown => {
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const provider = byProvider.get(name);
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if (!provider) {
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throw new DebugError(
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'STATE_PROVIDER_NOT_FOUND',
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`No state provider named "${name}" is declared by this game.`,
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{ registered: [...byProvider.keys()] },
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);
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}
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return provider.read();
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},
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stateAll: (): Record<string, unknown> => {
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const out: Record<string, unknown> = {};
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for (const [name, provider] of byProvider) {
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// One throwing provider must not cost the caller every other reading —
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// the same per-key isolation the first-party registry gives.
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try {
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out[name] = provider.read();
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} catch (err) {
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out[name] = { __error: String(err) };
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}
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}
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return out;
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},
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commands: (): DebugCommandInfo[] =>
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[...byCommand.values()].map((c) => ({
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name: c.name,
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description: c.description,
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argsJsonSchema: c.argsJsonSchema,
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// An ingested game runs entirely in the browser realm the host mounted
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// it in; there is no server leg for its verbs to route to.
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locus: 'client' as const,
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})),
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invoke: async (name: string, args: unknown[]): Promise<unknown> => {
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const command = byCommand.get(name);
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if (!command) {
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throw new DebugError(
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'DEBUG_COMMAND_NOT_REGISTERED',
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`No command named "${name}" is declared by this game.`,
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{ registered: [...byCommand.keys()] },
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);
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}
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try {
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return await command.run(...args);
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} catch (err) {
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throw new DebugError('DEBUG_COMMAND_FAILED', `Command "${name}" threw: ${String(err)}`, {
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name,
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});
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}
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},
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events: (): TickStampedEvent[] => [],
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};
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}
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@@ -15,7 +15,7 @@
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* endpoint by endpoint: capture infers what it can (the scene), the game
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* declares what inference can't reach (its DOM root, its session lifecycle).
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*
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* Origin (root), F17+F21 (lifecycle).
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* Origin (root), F17+F21 (lifecycle), WO-SYS1 (systems).
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*/
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/**
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@@ -34,6 +34,62 @@ export interface VgaiGameLifecycle {
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resume?(): void;
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}
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/**
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* One invokable verb the game exposes. Deliberately the SAME listing shape a
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* first-party game gets from `ctx.debug.registerCommand`
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* (`DebugCommandInfo`/`DebugAdapter.invoke` in `adapter/system-adapter.ts`) —
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* an ingested game's verbs must enumerate through `game.commands()` and run
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* through `game.command(...)` with no second vocabulary for agents to learn.
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*
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* `run` receives the positional argument list exactly as invoked. There is no
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* host-side validation: the contract is plain JS declared beside a foreign
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* game, so it cannot carry a Zod tuple the way `registerCommand` does.
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* `argsJsonSchema` is therefore DOCUMENTATION for listing surfaces, not a
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* gate — a verb validates its own arguments and throws its own errors.
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*/
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export interface VgaiGameCommand {
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name: string;
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description?: string;
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/** JSON-Schema projection of the argument list, when the game declares one. */
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argsJsonSchema?: unknown;
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run(...args: unknown[]): unknown | Promise<unknown>;
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}
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/**
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* One named, JSON-serializable state read — the `ctx.debug.registerStateProvider`
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* shape. `tier` carries the same meaning as the first-party one: `observable`
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* is a value the game already computes, `assisted` is one the shim derives.
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*/
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export interface VgaiGameStateProvider {
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name: string;
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tier?: 'observable' | 'assisted';
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read(): unknown;
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}
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/**
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* The game's SYSTEM surface: what its content actually IS, as opposed to how
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* it renders. An ingested game's content is not always its scene graph — in a
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* system-driven game the authorable content lives in the game's own model and
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* is reached through the game's own verbs, which `root`/`lifecycle` could not
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* express.
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*
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* Both members are read by exactly one consumer,
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* `adapter/ingest/contract-debug-adapter.ts`, which projects them onto the
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* host's ordinary `DebugAdapter` (`adapter/system-adapter.ts`) — so
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* `game.commands()`/`game.state()` reach an ingested game through the same
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* bridge first-party content uses, with no second vocabulary for agents to
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* learn. That is deliberate scope: this
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* interface describes what a foreign game's entry shim may declare, so every
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* member here is a promise the host must already keep. A member nothing reads
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* would be a shim author implementing a hook that is never called.
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*/
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export interface VgaiGameSystems {
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/** Verbs, enumerated by `game.commands()` and run by `game.command(...)`. */
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commands?: VgaiGameCommand[];
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/** State reads, enumerated by `game.providers()` and read by `game.state(...)`. */
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state?: VgaiGameStateProvider[];
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}
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export interface VgaiGameContract {
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/** Bump only on breaking shape changes; additive endpoints keep version 1. */
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contractVersion: 1;
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*/
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root?: HTMLElement;
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lifecycle?: VgaiGameLifecycle;
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/**
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* The game's own systems. Absent means "this game declared no system
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* surface" — every dependent editor surface then shows a named absence, not
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* an empty pretend-palette.
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*/
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systems?: VgaiGameSystems;
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}
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/**
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import { createSimClock, getSimClock, type SimClockInternal } from '../core/sim-clock';
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import { createSystemRunner } from '../core/system-runner';
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import { createDebugDraw } from '../dev/debug-draw';
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import { type RenderVitalsRegistration, registerRenderVitals } from '../dev/register-render-vitals';
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import {
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createRenderDebugAdapter,
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frameCaptureContextFor,
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type RenderDebugWiring,
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} from '../dev/render-debug-adapter';
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import { collectRenderMemory } from '../dev/render-memory';
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import { RENDER_SUBMIT_PHASE } from '../dev/render-vitals';
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import { createWebGLFrameCapture } from '../dev/webgl-frame-capture';
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import { createWebGLGpuTimer } from '../dev/webgl-gpu-timer';
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import { createSceneIndex } from '../ecs/scene-index';
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type DebugRegistry,
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getDebugRegistry,
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} from '../runtime/debug-registry';
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import { devLayersEnabled } from '../runtime/dev-layers';
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import { disposeDebrisSubtree, type RootFrameHooks } from '../runtime/game';
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import type { EditorPreview, GameCleanup, GameContext, GameSetupFn } from '../runtime/types';
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import { type AudioContext as GameAudio, setupAudio } from '../setup/setup-audio';
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@@ -237,6 +240,10 @@ export class SetupThreeRootAdapter implements RootAdapter {
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: null;
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const viewportShading = new ViewportShadingRenderer();
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let viewportShadingMode: ViewportShadingMode = 'solid';
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/** Top-level `renderer.render()` calls the last presentation cost — written
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* by the render system, read by `postFrame`. See both for why the count is
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* latched rather than differenced at report time. */
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let lastPresentationPasses = 0;
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// --- System runner (engine-level systems) ---
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const systems = createSystemRunner(host.game?.profiler.systemObserver, 'three');
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systems.add(
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'render',
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(dt) => {
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-
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const profiler = host.game?.profiler;
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if (profiler?.enabled) gpuTimer?.begin();
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if (sparkRenderer) scene.add(sparkRenderer);
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// W4b: arm-gated frame capture wraps the real draw calls. beginPass
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// is a no-op unless a captureFrame() armed it; afterRender delivers
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// patched context — in the SAME finally as gpuTimer.end(). Spark is
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// added before this so its draws fall inside the captured frame.
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renderDebugWiring?.beforeRender();
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// Issue #1504: CPU render submission, bracketed as its OWN profiler
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// phase nested inside the frame's enclosing `render` phase. This is
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// the frame's only isolated measurement of "how long did it take to
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// hand the draws to the driver" — the `render` phase around it also
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// contains physics-debug redraw and every other world's render work,
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// and a system span would key the reading to this adapter's system
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// NAME. The profiler's phase clock is a stack precisely so this
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// bracket cannot truncate its parent (`dev/performance-profiler.ts`).
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// It is also what makes a frame a PRESENTATION as far as the vitals
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// fold is concerned: no draw, no bracket, no display frame.
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profiler?.beginPhase();
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// `info.render.frame` counts top-level renderer.render() calls and
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// survives `info.reset()`, so its delta across the draw is how many
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// passes the composer chain (plus shadows) actually cost.
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const passesBefore = renderer.info.render.frame;
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try {
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viewportShading.render(
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scene,
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@@ -315,6 +338,8 @@ export class SetupThreeRootAdapter implements RootAdapter {
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(mesh) => camera.layers.test(mesh.layers),
|
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);
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} finally {
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+
profiler?.endPhase(RENDER_SUBMIT_PHASE);
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lastPresentationPasses = renderer.info.render.frame - passesBefore;
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renderDebugWiring?.afterRender();
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sparkRenderer?.removeFromParent();
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gpuTimer?.end();
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@@ -336,13 +361,25 @@ export class SetupThreeRootAdapter implements RootAdapter {
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const postFrame = () => {
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if (ownsInput) input.endFrame();
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-
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+
// `renderer.info` is checked, not assumed: a headless/stub renderer
|
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// supplies only what the runtime needs to mount, and a mount with no
|
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// counters must report NOTHING rather than throw once per frame. This
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// used to be unreachable because only the editor ever enabled the
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// profiler; the engine enables it itself under the dev gate now (see the
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// render-vitals seed below), so the assumption has to be paid for.
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if (host.game?.profiler.enabled && renderer.info) {
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host.game.profiler.reportRender({
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gpuMs: gpuTimer?.poll() ?? null,
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drawCalls: renderer.info.render.calls,
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triangles: renderer.info.render.triangles,
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geometries: renderer.info.memory.geometries,
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textures: renderer.info.memory.textures,
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// The LAST presentation's pass count, not a delta taken here: under
|
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// the display-rate loop this hook runs once per fixed SUBSTEP, so a
|
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// delta measured at this point would read as 0 on every substep that
|
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// did not draw. Same one-frame-warm semantics as the renderer.info
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// counters beside it.
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renderPasses: lastPresentationPasses,
|
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});
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}
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};
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@@ -538,6 +575,59 @@ export class SetupThreeRootAdapter implements RootAdapter {
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|
(host.game ? getSeededRandom(host.game) : null) ??
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576
|
createSeededRandom(DEFAULT_SEEDED_RANDOM_SEED);
|
|
540
577
|
|
|
578
|
+
// --- Live render vitals (issue #1504) -------------------------------------
|
|
579
|
+
// Engine-owned and first-party, seeded HERE like `renderDebug` above: a
|
|
580
|
+
// running game must be able to explain its own frame cost through the debug
|
|
581
|
+
// registry, with no capability to install and nothing for a game to write.
|
|
582
|
+
//
|
|
583
|
+
// THE GATE, in one place. Three conditions, and the reason for each:
|
|
584
|
+
// 1. `devLayersEnabled()` — the ONE owner of "is this a dev/editor
|
|
585
|
+
// context" (`runtime/dev-layers.ts`). A ship build registers nothing,
|
|
586
|
+
// subscribes to nothing, and never enables the profiler.
|
|
587
|
+
// 2. a `Game` shell exists — the readings are folded out of that game's
|
|
588
|
+
// profiler frames, and a bare mount has no profiler to fold.
|
|
589
|
+
// 3. not headless — a headless mount registers no render system at all,
|
|
590
|
+
// so it never brackets a submission and never presents a frame. Its
|
|
591
|
+
// vitals could only ever read empty, and registering a door that is
|
|
592
|
+
// structurally incapable of answering is worse than not having one.
|
|
593
|
+
//
|
|
594
|
+
// The enabled-gating question, resolved: the profiler is AUTO-ENABLED here
|
|
595
|
+
// rather than given a second, cheaper always-on counter tier. A counter
|
|
596
|
+
// tier would be a parallel measurement path — exactly the side ledger this
|
|
597
|
+
// work exists to avoid — and the profiler already has the one property
|
|
598
|
+
// that made the choice: `enabled` is a plain flag whose cost is per-frame
|
|
599
|
+
// bookkeeping the editor ALREADY pays (it sets `profiler.enabled = true`
|
|
600
|
+
// on play, `CenterDocuments.tsx`), so under the dev gate this is not a new
|
|
601
|
+
// cost, it is the same cost arriving a little earlier. Nothing here ever
|
|
602
|
+
// turns it OFF: the profiler's other owners (the Performance panel,
|
|
603
|
+
// `render-control.ts`'s perfSample) save and restore the prior state, so a
|
|
604
|
+
// dev session that enabled it at mount keeps it enabled.
|
|
605
|
+
let renderVitals: RenderVitalsRegistration | null = null;
|
|
606
|
+
const seedRenderVitals = (): void => {
|
|
607
|
+
// `editorPreview ? true : undefined`: an adapter holding an editor
|
|
608
|
+
// preview is being authored IN the editor — a dev context by
|
|
609
|
+
// definition, even when the editor SPA itself is a production build.
|
|
610
|
+
// The packaged runtime bakes `import.meta.env.DEV = false` into its
|
|
611
|
+
// prebuilt bundle, which is a fact about how the EDITOR was built, not
|
|
612
|
+
// about whether this mount is a dev session — found live: a
|
|
613
|
+
// package-native project's vitals never seeded while its dev menu,
|
|
614
|
+
// capabilities, and every project-graph dev layer ran fine. The
|
|
615
|
+
// override argument is dev-layers' own documented seam for exactly
|
|
616
|
+
// this caller-knows-better case; a standalone/ship mount (no
|
|
617
|
+
// editorPreview) still resolves purely from the build env.
|
|
618
|
+
if (!host.game || headless || !devLayersEnabled(editorPreview ? true : undefined)) return;
|
|
619
|
+
renderVitals?.dispose();
|
|
620
|
+
host.game.profiler.enabled = true;
|
|
621
|
+
renderVitals = registerRenderVitals({
|
|
622
|
+
registry: debugRegistry,
|
|
623
|
+
worldId: this.id,
|
|
624
|
+
profiler: host.game.profiler,
|
|
625
|
+
scene,
|
|
626
|
+
renderer,
|
|
627
|
+
});
|
|
628
|
+
};
|
|
629
|
+
seedRenderVitals();
|
|
630
|
+
|
|
541
631
|
// Snapshot of the engine-owned adapter kinds, taken right after seeding
|
|
542
632
|
// and before any setup() has had a chance to run. `hotReload`/`disposeGame`
|
|
543
633
|
// use this to strip every GAME-registered kind (including an override of a
|
|
@@ -740,6 +830,13 @@ export class SetupThreeRootAdapter implements RootAdapter {
|
|
|
740
830
|
safeStep('debugRegistry.strip', () =>
|
|
741
831
|
host.game ? debugRegistry.strip(this.id) : debugRegistry.strip(),
|
|
742
832
|
);
|
|
833
|
+
// The strip above removes the vitals REGISTRATIONS (their provenance is
|
|
834
|
+
// this world). This ends the fold's profiler subscription — the one
|
|
835
|
+
// resource `registerRenderVitals` allocates that a strip cannot reach.
|
|
836
|
+
safeStep('renderVitals.dispose', () => {
|
|
837
|
+
renderVitals?.dispose();
|
|
838
|
+
renderVitals = null;
|
|
839
|
+
});
|
|
743
840
|
|
|
744
841
|
// Release analyser taps BEFORE the audio teardown below. A consumer
|
|
745
842
|
// (the editor's meter poll) should dispose its own handle, but Stop must
|
|
@@ -855,6 +952,12 @@ export class SetupThreeRootAdapter implements RootAdapter {
|
|
|
855
952
|
// every react-door registration (whose `useEffect` cleanup never
|
|
856
953
|
// re-fires to restore them after someone else's strip).
|
|
857
954
|
safeStep('debugRegistry.strip', () => debugRegistry.strip(this.id));
|
|
955
|
+
// The strip above takes the ENGINE's own vitals registrations with it
|
|
956
|
+
// (they carry this world's provenance, which is what makes the game's
|
|
957
|
+
// own re-seed silent). Re-seed them before the incoming setup runs, so a
|
|
958
|
+
// warm restart does not silently cost a game its render vitals — and so
|
|
959
|
+
// the fold starts clean rather than carrying the outgoing game's frames.
|
|
960
|
+
safeStep('renderVitals re-seed', seedRenderVitals);
|
|
858
961
|
|
|
859
962
|
currentCleanup = await newSetup(ctx, newEditorPreview);
|
|
860
963
|
};
|
|
@@ -35,6 +35,15 @@ export interface PerformanceRenderStats {
|
|
|
35
35
|
readonly triangles: number;
|
|
36
36
|
readonly geometries: number;
|
|
37
37
|
readonly textures: number;
|
|
38
|
+
/**
|
|
39
|
+
* How many top-level `renderer.render()` submissions the last presentation
|
|
40
|
+
* took (`renderer.info.render.frame`'s delta across one draw) — a composer
|
|
41
|
+
* chain, a shadow pass and a post stack each cost one. `null` (never a
|
|
42
|
+
* fabricated 0, same rule as `gpuMs`) when no reporter counted them: a
|
|
43
|
+
* reporter that omits `renderPasses` is saying it does not know, which is
|
|
44
|
+
* different from saying nothing was drawn.
|
|
45
|
+
*/
|
|
46
|
+
readonly renderPasses: number | null;
|
|
38
47
|
}
|
|
39
48
|
|
|
40
49
|
export interface PerformanceFrame {
|
|
@@ -75,13 +84,7 @@ export interface PerformanceSnapshot {
|
|
|
75
84
|
readonly phases: readonly PerformanceTiming[];
|
|
76
85
|
readonly systems: readonly PerformanceTiming[];
|
|
77
86
|
readonly components: readonly PerformanceTiming[];
|
|
78
|
-
readonly render:
|
|
79
|
-
readonly gpuMs: number | null;
|
|
80
|
-
readonly drawCalls: number;
|
|
81
|
-
readonly triangles: number;
|
|
82
|
-
readonly geometries: number;
|
|
83
|
-
readonly textures: number;
|
|
84
|
-
};
|
|
87
|
+
readonly render: PerformanceRenderStats;
|
|
85
88
|
}
|
|
86
89
|
|
|
87
90
|
const now = () => globalThis.performance?.now() ?? Date.now();
|
|
@@ -110,15 +113,27 @@ export function createPerformanceProfiler(initiallyEnabled = false) {
|
|
|
110
113
|
let frameId = 0;
|
|
111
114
|
let frameStart = 0;
|
|
112
115
|
let lastFrameStart = 0;
|
|
113
|
-
|
|
116
|
+
/**
|
|
117
|
+
* Phase start times, innermost last. A STACK rather than the single slot
|
|
118
|
+
* this used to be, because phases NEST: the three adapter brackets its CPU
|
|
119
|
+
* render submission as its own phase (`render.submit`,
|
|
120
|
+
* `dev/render-vitals.ts`) from inside the frame's enclosing `render` phase.
|
|
121
|
+
* With one slot the inner `beginPhase()` overwrote the outer's start, so the
|
|
122
|
+
* outer `endPhase('render')` measured only the tail after the inner phase —
|
|
123
|
+
* silently under-reporting the very phase the inner one was decomposing.
|
|
124
|
+
* Balanced callers are unaffected; `endPhase` with an empty stack falls back
|
|
125
|
+
* to `frameStart` rather than a stale start from a previous frame.
|
|
126
|
+
*/
|
|
127
|
+
const phaseStack: number[] = [];
|
|
114
128
|
let systemStart = 0;
|
|
115
129
|
let componentStart = 0;
|
|
116
|
-
let render = {
|
|
117
|
-
gpuMs: null
|
|
130
|
+
let render: PerformanceRenderStats = {
|
|
131
|
+
gpuMs: null,
|
|
118
132
|
drawCalls: 0,
|
|
119
133
|
triangles: 0,
|
|
120
134
|
geometries: 0,
|
|
121
135
|
textures: 0,
|
|
136
|
+
renderPasses: null,
|
|
122
137
|
};
|
|
123
138
|
let snapshot: PerformanceSnapshot = {
|
|
124
139
|
enabled,
|
|
@@ -188,15 +203,28 @@ export function createPerformanceProfiler(initiallyEnabled = false) {
|
|
|
188
203
|
currentComponents.clear();
|
|
189
204
|
frameSystems = [];
|
|
190
205
|
frameComponents = [];
|
|
191
|
-
|
|
206
|
+
// A frame that threw mid-phase leaves entries on the stack; a fresh
|
|
207
|
+
// frame starts from nothing rather than inheriting them.
|
|
208
|
+
phaseStack.length = 0;
|
|
209
|
+
render = {
|
|
210
|
+
gpuMs: null,
|
|
211
|
+
drawCalls: 0,
|
|
212
|
+
triangles: 0,
|
|
213
|
+
geometries: 0,
|
|
214
|
+
textures: 0,
|
|
215
|
+
renderPasses: null,
|
|
216
|
+
};
|
|
192
217
|
frameStart = now();
|
|
193
218
|
},
|
|
194
219
|
beginPhase() {
|
|
195
220
|
if (!enabled) return;
|
|
196
|
-
|
|
221
|
+
phaseStack.push(now());
|
|
197
222
|
},
|
|
198
223
|
endPhase(name: string) {
|
|
199
224
|
if (!enabled) return;
|
|
225
|
+
// See `phaseStack`: pop restores the ENCLOSING phase's own start, so a
|
|
226
|
+
// nested bracket measures itself without truncating its parent.
|
|
227
|
+
const phaseStart = phaseStack.pop() ?? frameStart;
|
|
200
228
|
const elapsed = now() - phaseStart;
|
|
201
229
|
const existing = currentPhases.get(name);
|
|
202
230
|
// Accumulate ms across re-entries of the same phase, but keep the FIRST
|
|
@@ -247,6 +275,9 @@ export function createPerformanceProfiler(initiallyEnabled = false) {
|
|
|
247
275
|
triangles: number;
|
|
248
276
|
geometries: number;
|
|
249
277
|
textures: number;
|
|
278
|
+
/** Omit when this reporter does not count passes — see
|
|
279
|
+
* {@link PerformanceRenderStats.renderPasses}. */
|
|
280
|
+
renderPasses?: number;
|
|
250
281
|
}) {
|
|
251
282
|
if (!enabled) return;
|
|
252
283
|
render = {
|
|
@@ -255,6 +286,10 @@ export function createPerformanceProfiler(initiallyEnabled = false) {
|
|
|
255
286
|
triangles: render.triangles + stats.triangles,
|
|
256
287
|
geometries: render.geometries + stats.geometries,
|
|
257
288
|
textures: render.textures + stats.textures,
|
|
289
|
+
renderPasses:
|
|
290
|
+
stats.renderPasses === undefined
|
|
291
|
+
? render.renderPasses
|
|
292
|
+
: (render.renderPasses ?? 0) + stats.renderPasses,
|
|
258
293
|
};
|
|
259
294
|
},
|
|
260
295
|
endFrame() {
|