fix(review): const→static readonly Debug silences CS0162; update stale rAF comment to renderedPlayhead()
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@@ -58,7 +58,7 @@ public partial class MixWaveformVisualizer : ComponentBase, IAsyncDisposable
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// datum-fetch / subscription / playback-coupling seams log to the browser console (prefixed
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// datum-fetch / subscription / playback-coupling seams log to the browser console (prefixed
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// `[MixVisualizer]`, same as the JS logs so the two interleave into one timeline). These pinpoint
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// `[MixVisualizer]`, same as the JS logs so the two interleave into one timeline). These pinpoint
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// which upstream link is broken when the ribbon stays blank — set false once confirmed healthy.
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// which upstream link is broken when the ribbon stays blank — set false once confirmed healthy.
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private const bool Debug = false;
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private static readonly bool Debug = false;
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private const string Tag = "[MixVisualizer]";
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private const string Tag = "[MixVisualizer]";
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private static void DebugLog(string message)
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private static void DebugLog(string message)
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@@ -742,10 +742,11 @@ export function create(canvas: HTMLCanvasElement): MixVisualizerHandle {
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//
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//
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// Smoothness (spec §2e / §5.4): the scroll must advance every animation frame, not
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// Smoothness (spec §2e / §5.4): the scroll must advance every animation frame, not
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// step at Blazor's ~10 Hz playback-push cadence. We achieve that by interpolating
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// step at Blazor's ~10 Hz playback-push cadence. We achieve that by interpolating
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// the playhead on the wall clock — each frame uploads effectivePlayhead(), which
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// the playhead on the wall clock — each frame uploads renderedPlayhead() (= effectivePlayhead()
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// advances the last pushed position by real time elapsed since the push. (The
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// + the decaying jitter-correction offset), which advances the last pushed position by real time
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// separate uTimeSeconds monotonic clock is reserved for Wave 3's field/blob motion
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// elapsed since the push and blends out any accumulated timing error. (The separate uTimeSeconds
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// and is unused by this parity shader; it is NOT what drives the scroll here.)
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// monotonic clock is reserved for Wave 3's field/blob motion and is unused by this parity shader;
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// it is NOT what drives the scroll here.)
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/** Draw one still frame immediately, without scheduling a new rAF. */
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/** Draw one still frame immediately, without scheduling a new rAF. */
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function redrawOnce(): void {
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function redrawOnce(): void {
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