Fix bug where changing tabs would *always* pause the outfit animations
We have a feature to check the movie's FPS, and pause it if it gets too low, as a guard against especially low-performance movies. But this was triggering in an *expected* case, where browsers intentionally throttle interval events when a page is in the background (e.g. you switch to another tab). Now, our rendering is aware of page visibility: when the page is hidden, don't bother rendering, and keep resetting the FPS counter state, so that we can pick up with a fresh FPS counter when the page comes back.
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1 changed files with 24 additions and 13 deletions
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@ -196,26 +196,37 @@ function OutfitMovieLayer({
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let lastFpsLoggedAtInMs = performance.now();
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let numFramesSinceLastLogged = 0;
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const intervalId = setInterval(() => {
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updateStage();
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numFramesSinceLastLogged++;
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const now = performance.now();
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const timeSinceLastFpsLoggedAtInMs = now - lastFpsLoggedAtInMs;
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const timeSinceLastFpsLoggedAtInSec = timeSinceLastFpsLoggedAtInMs / 1000;
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if (timeSinceLastFpsLoggedAtInSec > 2) {
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const fps = numFramesSinceLastLogged / timeSinceLastFpsLoggedAtInSec;
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const roundedFps = Math.round(fps * 100) / 100;
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// If the page is visible, render the next frame, and track that we did.
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// And if it's been 2 seconds since the last time we logged the FPS,
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// compute and log the FPS during those two seconds. (Checking the page
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// visibility is both an optimization to avoid rendering the movie, but
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// also makes "low FPS" tracking more accurate: browsers already throttle
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// intervals when the page is hidden, so a low FPS is *expected*, and
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// wouldn't indicate a performance problem like a low FPS normally would.)
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if (!document.hidden) {
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updateStage();
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numFramesSinceLastLogged++;
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if (timeSinceLastFpsLoggedAtInSec > 2) {
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console.debug(
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`[OutfitMovieLayer] FPS: ${roundedFps} (Target: ${targetFps}) (${libraryUrl})`,
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);
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if (onLowFps && fps < 2) {
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onLowFps(fps);
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}
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lastFpsLoggedAtInMs = now;
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numFramesSinceLastLogged = 0;
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}
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} else {
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// Otherwise, if the page is hidden, keep resetting the FPS tracker
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// state, to be able to pick up counting fresh once we come back.
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lastFpsLoggedAtInMs = now;
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numFramesSinceLastLogged = 0;
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}
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