Files
PIG-Demo/src/lib/demo-kit/player.ts
T
karti-ai 69607fbfe9 Pin seed->word across both languages with a shared hash
engine.ts used mulberry32 and engine.py used random.Random(seed). Same seed,
different word — so every ?seed= permalink on the site would have shown a
different puzzle than the recorded run it claimed to be replaying, and nobody
would have noticed until someone checked one by hand.

Both now derive the index from FNV-1a 32-bit over the decimal seed. A hash
rather than a PRNG because there is no honest one-line JavaScript equivalent of
Mersenne Twister, and this way there is nothing to keep in step: both sides
compute the same integer from the same string. Math.imul on the JS side is
load-bearing — a plain multiply overflows into a double and diverges after the
first few bytes.

Twelve seeds are pinned as a vector in both test suites.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019mt6sHQHEnEYrJZvoMCJSB
2026-08-28 15:42:17 -07:00

315 lines
10 KiB
TypeScript

/**
* The replay transport.
*
* A recorded rollout is played back on the timings the model actually took.
* That is not decoration: "the second guess took four seconds and 900 tokens"
* is one of the few things on this page an executive can feel rather than read.
*
* So the hard rule here is that **no code path invents a duration silently**.
* When a step's `call.durationMs` is null the player falls back to
* `FALLBACK_STEP_MS` and says so — `timingIsReal` goes false and `invented[i]`
* marks the step — so the UI can label the timeline as approximate instead of
* quietly presenting a made-up number as a measurement.
*
* Playback always starts PAUSED. A board that animates itself the moment the
* page loads has already played its best moment to a visitor who was still
* reading the headline.
*/
import { useCallback, useEffect, useMemo, useRef, useState, useSyncExternalStore } from 'react';
import type { DemoStep } from './types';
/** 1x, 2x, 4x, or straight to the end. */
export type PlaybackSpeed = 1 | 2 | 4 | 'instant';
export const PLAYBACK_SPEEDS: readonly PlaybackSpeed[] = [1, 2, 4, 'instant'];
export function isPlaybackSpeed(value: unknown): value is PlaybackSpeed {
return value === 1 || value === 2 || value === 4 || value === 'instant';
}
/**
* Dwell for a step whose real duration was not recorded. Exported and named so
* that when it appears on screen it can be labelled as the estimate it is.
*/
export const FALLBACK_STEP_MS = 900;
/**
* How often the fractional progress within a step is pushed into React state.
*
* Not every frame, on purpose: `progress` re-renders the whole demo page, and
* at 60 Hz on a phone that is the difference between a smooth board and a warm
* one. ~15 Hz is plenty as long as whatever consumes it has a CSS transition on
* the property it drives — give your progress bar `transition-[width]
* duration-1` and the gaps disappear.
*/
const PROGRESS_TICK_MS = 66;
const REDUCED_MOTION_QUERY = '(prefers-reduced-motion: reduce)';
function subscribeReducedMotion(onChange: () => void): () => void {
if (typeof window === 'undefined' || typeof window.matchMedia !== 'function') {
return () => undefined;
}
const query = window.matchMedia(REDUCED_MOTION_QUERY);
query.addEventListener('change', onChange);
return () => query.removeEventListener('change', onChange);
}
function readReducedMotion(): boolean {
if (typeof window === 'undefined' || typeof window.matchMedia !== 'function') return false;
return window.matchMedia(REDUCED_MOTION_QUERY).matches;
}
/** Live `prefers-reduced-motion`. Re-renders when the OS setting changes. */
export function usePrefersReducedMotion(): boolean {
return useSyncExternalStore(subscribeReducedMotion, readReducedMotion, () => false);
}
/** The recorded duration, or `null` when the trace did not carry a usable one. */
function recordedDurationMs(step: DemoStep<unknown> | undefined): number | null {
const recorded = step?.call?.durationMs;
if (recorded === null || recorded === undefined) return null;
// A zero or negative duration is a recording artefact, not a measurement.
if (!Number.isFinite(recorded) || recorded <= 0) return null;
return recorded;
}
export interface PlayerOptions {
/** Where to start — typically the `step` URL param. Clamped. */
initialIndex?: number;
initialSpeed?: PlaybackSpeed;
/** Fired on every index change, including seeks. Used to sync the permalink. */
onIndexChange?: (index: number) => void;
/** Override the invented dwell. Still reported as invented. */
fallbackStepMs?: number;
}
export interface Player<TState> {
index: number;
/** `undefined` only when there are no steps at all. */
step: DemoStep<TState> | undefined;
stepCount: number;
isPlaying: boolean;
speed: PlaybackSpeed;
/** 0..1 through the current step. Pinned to 0 under reduced motion. */
progress: number;
elapsedMs: number;
totalMs: number;
atStart: boolean;
atEnd: boolean;
/** The OS setting, surfaced so surfaces can skip their own animations too. */
reducedMotion: boolean;
/** False when ANY step's dwell was invented. Label the timeline when false. */
timingIsReal: boolean;
/** Per step: was this dwell invented? */
invented: readonly boolean[];
/** The dwell actually used per step, real or invented. */
durationsMs: readonly number[];
fallbackStepMs: number;
play: () => void;
pause: () => void;
toggle: () => void;
/** Jump to a step. Does NOT change play/pause — a scrubber drag keeps playing. */
seek: (index: number) => void;
/** Manual stepping pauses: you asked to look at this one. */
next: () => void;
prev: () => void;
restart: () => void;
setSpeed: (speed: PlaybackSpeed) => void;
}
export function usePlayer<TState>(
steps: readonly DemoStep<TState>[],
options: PlayerOptions = {},
): Player<TState> {
const fallbackStepMs = options.fallbackStepMs ?? FALLBACK_STEP_MS;
const stepCount = steps.length;
const lastIndex = Math.max(0, stepCount - 1);
const reducedMotion = usePrefersReducedMotion();
const [index, setIndexState] = useState(() =>
clamp(options.initialIndex ?? 0, 0, Math.max(0, steps.length - 1)),
);
const [isPlaying, setIsPlaying] = useState(false);
const [speed, setSpeedState] = useState<PlaybackSpeed>(options.initialSpeed ?? 1);
const [progress, setProgress] = useState(0);
const indexRef = useRef(index);
const elapsedRef = useRef(0);
const lastProgressPushRef = useRef(0);
// Held in a ref so changing the callback never restarts the animation loop.
const onIndexChangeRef = useRef(options.onIndexChange);
onIndexChangeRef.current = options.onIndexChange;
const durationsMs = useMemo(
() => steps.map((step) => recordedDurationMs(step) ?? fallbackStepMs),
[steps, fallbackStepMs],
);
const invented = useMemo(() => steps.map((step) => recordedDurationMs(step) === null), [steps]);
const timingIsReal = useMemo(() => !invented.includes(true), [invented]);
const cumulativeMs = useMemo(() => {
let running = 0;
return durationsMs.map((duration) => {
const start = running;
running += duration;
return start;
});
}, [durationsMs]);
const totalMs = useMemo(() => durationsMs.reduce((sum, d) => sum + d, 0), [durationsMs]);
const dwellAt = useCallback(
(at: number) => durationsMs[at] ?? fallbackStepMs,
[durationsMs, fallbackStepMs],
);
const commitIndex = useCallback((next: number) => {
if (indexRef.current === next) return;
indexRef.current = next;
setIndexState(next);
onIndexChangeRef.current?.(next);
}, []);
// A new steps array means a new run. Rewind rather than leaving the transport
// pointing at step 7 of a rollout that only has four turns.
const stepsRef = useRef(steps);
useEffect(() => {
if (stepsRef.current === steps) return;
stepsRef.current = steps;
elapsedRef.current = 0;
setIsPlaying(false);
setProgress(0);
commitIndex(0);
}, [steps, commitIndex]);
const seek = useCallback(
(to: number) => {
elapsedRef.current = 0;
setProgress(0);
commitIndex(clamp(to, 0, Math.max(0, stepsRef.current.length - 1)));
},
[commitIndex],
);
const play = useCallback(() => {
if (stepsRef.current.length === 0) return;
// Pressing play on the final step replays from the top; the alternative is
// a button that visibly does nothing.
if (indexRef.current >= stepsRef.current.length - 1) {
elapsedRef.current = 0;
setProgress(0);
commitIndex(0);
}
setIsPlaying(true);
}, [commitIndex]);
const pause = useCallback(() => setIsPlaying(false), []);
const toggle = useCallback(() => {
if (isPlaying) pause();
else play();
}, [isPlaying, pause, play]);
const next = useCallback(() => {
setIsPlaying(false);
seek(indexRef.current + 1);
}, [seek]);
const prev = useCallback(() => {
setIsPlaying(false);
seek(indexRef.current - 1);
}, [seek]);
const restart = useCallback(() => {
setIsPlaying(false);
seek(0);
}, [seek]);
const setSpeed = useCallback((nextSpeed: PlaybackSpeed) => setSpeedState(nextSpeed), []);
useEffect(() => {
if (!isPlaying || stepCount === 0) return;
let raf = 0;
let previous = performance.now();
const frame = (now: number): void => {
// `instant` is expressed as infinite elapsed time rather than an infinite
// rate: `(now - previous) * Infinity` is NaN on the very first frame,
// where `now === previous`, and NaN would freeze the transport forever.
const gained = speed === 'instant' ? Number.POSITIVE_INFINITY : (now - previous) * speed;
previous = now;
const startIndex = indexRef.current;
let elapsed = elapsedRef.current + gained;
let at = startIndex;
while (at < lastIndex && elapsed >= dwellAt(at)) {
elapsed -= dwellAt(at);
at += 1;
}
if (at >= lastIndex && elapsed >= dwellAt(lastIndex)) {
elapsedRef.current = dwellAt(lastIndex);
commitIndex(lastIndex);
setProgress(1);
setIsPlaying(false);
return; // Run over. Deliberately not scheduling another frame.
}
elapsedRef.current = elapsed;
if (at !== startIndex) {
commitIndex(at);
lastProgressPushRef.current = now;
// Reduced motion still advances on real time — the content is not the
// animation — but no fractional progress is emitted, so nothing on the
// page is being driven frame by frame.
setProgress(reducedMotion ? 0 : Math.min(1, elapsed / dwellAt(at)));
} else if (!reducedMotion && now - lastProgressPushRef.current >= PROGRESS_TICK_MS) {
lastProgressPushRef.current = now;
setProgress(Math.min(1, elapsed / dwellAt(at)));
}
raf = requestAnimationFrame(frame);
};
raf = requestAnimationFrame(frame);
return () => cancelAnimationFrame(raf);
}, [isPlaying, speed, stepCount, lastIndex, dwellAt, reducedMotion, commitIndex]);
const elapsedMs = (cumulativeMs[index] ?? 0) + progress * dwellAt(index);
return {
index,
step: steps[index],
stepCount,
isPlaying,
speed,
progress,
elapsedMs,
totalMs,
atStart: index === 0,
atEnd: stepCount === 0 || index >= lastIndex,
reducedMotion,
timingIsReal,
invented,
durationsMs,
fallbackStepMs,
play,
pause,
toggle,
seek,
next,
prev,
restart,
setSpeed,
};
}
function clamp(value: number, min: number, max: number): number {
if (!Number.isFinite(value)) return min;
return Math.min(max, Math.max(min, Math.trunc(value)));
}