fix(manifold): full-width input vector, dropped switches, MIDI churn, re-subscribe churn

Phase 2 (S10, L19, L18, L24).

- S10: EngineApi.inputVector() returned a freshly allocated [lastRawX, lastRawY]
  on every spine tick, so VCV bridged mode silently truncated gamepad/MIDI input
  to 2-D while the spine already held the full N-dim raw vector. It now returns
  spine.lastRawInputs (ArrayLike<number>, documented as a live reused buffer —
  copy, don't retain; VcvBackend already copies), and VcvBackend tracks and
  dead-zones the full length. Audit correction: "32-input head" is not a
  constant — 32 is DEFAULT_MODE_ML.inputSize, the over-provisioned default
  before any mode is chosen; real per-mode widths come from the schemas.
- L19: BackendManager.setActive silently dropped a switch requested while
  another was in flight. Now stores the latest requested id and re-runs it in
  the finally block (latest-caller-wins).
- L18: MIDI CC messages triggered a React state update plus a snapshot
  allocation each. notifyBindings now fires only when the binding LIST changes.
- L24: two ConsoleApp global-listener effects had no dependency array and so
  re-subscribed on every render, including every pointer frame. Both now read
  through a single ref assigned in the render body, matching the existing
  onMoveRef pattern. Audit correction: its suggested `[inputs]` dep would not
  have worked — useInputLayer returns a fresh object literal each call, so that
  dep changes every render too.

Regression tests: input-vector-truncation.test.ts, backend-manager-switch.test.ts
(a fake backend whose start() is held open, to make the in-flight switch real),
midi-notify-churn.test.ts (fail-before confirmed: 51 notifications vs 1).
L24 has no test — this repo has no DOM render harness to count re-subscriptions
against a mounted component; verified by reading and reference-stability tracing.

ALSO: manifold/package.json's test script named its test files explicitly
("bun test src tests/pipeline-golden.test.ts"), so the three new files were not
run by `bun run test` or CI — regression tests that never execute. Now a glob.
Deliberately `tests/*.test.ts` rather than `tests`: bun's discovery matches
*.spec.ts too, which would drag the Playwright e2e specs into the unit run
(verified — it fails). Unit tests go 9 -> 17.

Gates: run-all-tests.sh ALL GREEN.
This commit is contained in:
monkey-w1n5t0n 2026-07-21 13:22:38 +02:00
parent dbe0f5d8ba
commit 75e0e58067
10 changed files with 491 additions and 45 deletions

View file

@ -9,7 +9,7 @@
"build": "tsc --noEmit && vite build",
"preview": "vite preview --port 4273",
"typecheck": "tsc --noEmit",
"test": "bun test src tests/pipeline-golden.test.ts",
"test": "bun test src tests/*.test.ts",
"test:e2e": "playwright test",
"test:e2e:headed": "playwright test --headed"
},

View file

@ -31,11 +31,13 @@ export interface ManagerEngine {
routedOutput(): Float32Array | null;
audio: { setMuted(muted: boolean): void };
/**
* Current control input vector (2-D for the fixed 2N MLP). Optional when
* present the VCV backend streams it to the module so the browser drives the
* module's inputs in bridged mode.
* Current FULL-width control input vector (one entry per active input axis
* NOT fixed at 2-D). Optional when present the VCV backend streams it
* to the module so the browser drives the module's inputs in bridged mode.
* May be a live reused buffer (ArrayLike) the manager copies it straight
* through to `VcvBackend.setInputVector`, which itself copies.
*/
inputVector?(): ReadonlyArray<number>;
inputVector?(): ArrayLike<number>;
}
export class BackendManager {
@ -46,6 +48,11 @@ export class BackendManager {
private ctx: BackendContext | null = null;
private unsub: (() => void) | null = null;
private switching = false;
/** Latest id requested while a switch was already in flight (simplification
* audit L19) re-run once the in-flight switch settles, so a rapid double
* click no longer silently drops the second request. Cleared before the
* re-run so it can only ever chain one hop at a time (no unbounded loop). */
private pendingId: BackendId | null = null;
private statusListeners = new Set<(id: BackendId, s: BackendStatus) => void>();
private offBackendStatus: (() => void) | null = null;
@ -126,19 +133,24 @@ export class BackendManager {
/**
* Switch the active backend. Tears down the old, starts the new, and applies
* the synth audio gate. Idempotent for the same id.
*
* If a switch is already in flight, the request is NOT dropped: it is
* remembered as `pendingId` (the latest caller wins) and re-run once the
* in-flight switch's `finally` settles see below.
*/
async setActive(id: BackendId): Promise<void> {
if (this.activeId === id || this.switching) return;
if (this.activeId === id) return;
if (this.switching) {
this.pendingId = id;
return;
}
this.switching = true;
try {
// Gate audio: only the synth mode drives sound.
this.engine.audio.setMuted(id !== 'synth');
const next = this.backends.get(id);
if (!next) {
this.switching = false;
return;
}
if (!next) return;
if (this.active) {
this.offBackendStatus?.();
this.offBackendStatus = null;
@ -154,6 +166,16 @@ export class BackendManager {
this.emitStatus(id, next.status());
} finally {
this.switching = false;
// A newer request arrived mid-switch — chase it. Clearing `pendingId`
// BEFORE the recursive call (rather than in it) bounds this to one hop
// per settled switch: the only way to chain further is another NEW
// request arriving during that hop, which is the intended behaviour,
// not an infinite loop.
const pending = this.pendingId;
this.pendingId = null;
if (pending !== null && pending !== this.activeId) {
void this.setActive(pending);
}
}
}

View file

@ -9,7 +9,9 @@
* manifold/osc-bridge, default ws://localhost:8765, default module UDP 7001):
*
* browser module
* /nisps/input <ff> the current 2-D input vector (drives the module)
* /nisps/input <ff> the current input vector, full net input
* arity (drives the module NOT truncated to
* 2-D; simplification audit S10)
* /nisps/output <ff> per-output values (CV) sent as params batch so
* the bridge maps each to /nisps/<name>; the module
* also derives its own outputs, but the browser
@ -62,13 +64,18 @@ export class VcvBackend implements OutputBackend {
private specs: VcvSpec[] = [];
private sendRaw = false;
/** Latest input vector the browser is driving the module with (2-D). */
/** Latest input vector the browser is driving the module with (N-D the
* net's full input arity, not fixed at 2; simplification audit S10). */
private inputVec: number[] = [0.5, 0.5];
private lastSent: Float32Array = new Float32Array(0); // last normalised output
private batch: Array<[string, number]> = []; // reused outer; entries reused
private lastSendMs = 0;
private lastInputSent: [number, number] = [-1, -1];
/** Dead-zone sentinel per input axis, sized to `inputVec` (out-of-range -1
* forces the first send). Tracks the FULL vector, not just the first two
* axes, so a change in axis 2+ (gamepad/MIDI beyond the XY pair) still
* triggers a resend instead of being silently swallowed. */
private lastInputSent: number[] = [];
private gotModuleReply = false;
@ -146,7 +153,7 @@ export class VcvBackend implements OutputBackend {
* Set the input vector the browser drives the module with (bridged mode). The
* next `send()` streams it to /nisps/input. Copied caller may mutate.
*/
setInputVector(vec: ReadonlyArray<number>): void {
setInputVector(vec: ArrayLike<number>): void {
if (this.inputVec.length !== vec.length) this.inputVec = new Array(vec.length);
for (let i = 0; i < vec.length; i++) this.inputVec[i] = vec[i];
}
@ -171,11 +178,20 @@ export class VcvBackend implements OutputBackend {
this.lastSendMs = now;
// 1) Stream the current input vector so the browser drives the module.
const ix = this.inputVec[0] ?? 0.5;
const iy = this.inputVec[1] ?? 0.5;
if (Math.abs(ix - this.lastInputSent[0]) >= DEAD_ZONE || Math.abs(iy - this.lastInputSent[1]) >= DEAD_ZONE) {
this.lastInputSent[0] = ix;
this.lastInputSent[1] = iy;
// Dead-zone over the FULL vector — any axis moving (not just the first
// two) triggers a resend (simplification audit S10).
if (this.lastInputSent.length !== this.inputVec.length) {
this.lastInputSent = new Array(this.inputVec.length).fill(-1);
}
let inputChanged = false;
for (let i = 0; i < this.inputVec.length; i++) {
if (Math.abs(this.inputVec[i] - this.lastInputSent[i]) >= DEAD_ZONE) {
inputChanged = true;
break;
}
}
if (inputChanged) {
for (let i = 0; i < this.inputVec.length; i++) this.lastInputSent[i] = this.inputVec[i];
// → bridge `input` verb → ONE multi-float message to /nisps/input.
this.client.sendInput(this.inputVec);
}

View file

@ -593,6 +593,40 @@ export function ConsoleApp() {
const setParam = (i: number, patch: Partial<MFParam>) =>
setParams((ps) => ps.map((p, j) => (j === i ? { ...p, ...patch } : p)));
// Ref-mirror of everything the two global-listener effects below close over
// that is NOT already React-stable (verdict/navigation handlers are plain
// consts re-created every render; `pos`/`inputs.inputMode` are per-render
// values). Assigned directly in the render body — same technique as
// `onMoveRef` in Manifold.tsx — so both effects can install their
// subscriptions ONCE ([] deps) instead of tearing down + re-subscribing on
// EVERY render (previously: no dep array at all, so both effects re-ran on
// every render — including every pointer frame `onReducedInput`/`setPos`
// drive; simplification audit L24). `setActive`/`setDepth`/`setSplit`/
// `setPos` are `useState` setters, which React guarantees are stable, so
// they're read directly and don't need mirroring here.
const liveRef = useRef({
perturb,
commit,
undo,
reroll,
onScratchNudge,
onPlace,
onPickLocation,
pos,
inputMode: inputs.inputMode,
});
liveRef.current = {
perturb,
commit,
undo,
reroll,
onScratchNudge,
onPlace,
onPickLocation,
pos,
inputMode: inputs.inputMode,
};
// keyboard accelerators
useEffect(() => {
const onKey = (e: KeyboardEvent) => {
@ -607,10 +641,10 @@ export function ConsoleApp() {
};
if (e.key === '1') {
e.preventDefault();
perturb();
liveRef.current.perturb();
} else if (e.key === '2') {
e.preventDefault();
commit();
liveRef.current.commit();
} else if (map[e.key]) {
setActive((a) => (a === map[e.key] ? null : map[e.key]));
setDepth('condensed');
@ -626,15 +660,15 @@ export function ConsoleApp() {
setSplit(0.5);
} else if (e.key === ' ' || e.key === 'ArrowUp') {
e.preventDefault();
commit();
liveRef.current.commit();
} else if (e.key === 'ArrowDown') {
e.preventDefault();
perturb();
} else if (e.key.toLowerCase() === 'z') undo();
liveRef.current.perturb();
} else if (e.key.toLowerCase() === 'z') liveRef.current.undo();
};
window.addEventListener('keydown', onKey);
return () => window.removeEventListener('keydown', onKey);
});
}, []);
// ---- Game-controller verdict bindings (inputs-spec) ---------------------
// The gamepad's sticks already feed the input layer (→ engine); its BUTTONS
@ -644,50 +678,57 @@ export function ConsoleApp() {
// (hold A, move the stick to a spot on the manifold, release to drop it).
// MIDI note actions are surfaced too but left unbound (MIDI mode learns CCs
// as INPUT axes; verdicts there stay on the on-screen / keyboard controls).
// The effect has no dep array (matching the keydown handler above) so each
// binding closes over the latest verdict functions + live `pos`.
// Deps are the two subscribe methods, not `inputs` itself: `inputs` is a
// fresh object literal every render (useInputLayer doesn't memoize its
// return value), so depending on the whole object would reintroduce the
// exact per-render resubscribe churn this fix removes. `onAction`/
// `onReducedInput` ARE stable (useCallback over a ref-held layer created
// once), so this genuinely installs once; everything that DOES vary
// per-render is read fresh through `liveRef` above.
useEffect(() => {
const unBtn = inputs.onAction((a) => {
if (a.source !== 'gamepad') return;
const phase = a.phase ?? 'press';
const live = liveRef.current;
if (phase === 'press') {
switch (a.id) {
case 'button:4': // LB → thumbs-down
perturb();
live.perturb();
break;
case 'button:5': // RB → thumbs-up
commit();
live.commit();
break;
case 'button:2': // X → randomise / re-roll
reroll();
live.reroll();
break;
case 'button:3': // Y → nudge (scratchpad)
onScratchNudge();
live.onScratchNudge();
break;
case 'button:1': // B → undo
undo();
live.undo();
break;
case 'button:0': // A (down) → begin repositioning an example
onPlace();
live.onPlace();
break;
}
} else if (phase === 'release' && a.id === 'button:0') {
// A (up) → drop the example at the current (stick-driven) location.
onPickLocation(pos[0], pos[1]);
live.onPickLocation(live.pos[0], live.pos[1]);
}
});
// Mirror the composed gamepad/MIDI position onto the on-screen manifold so
// markers + readouts track the controller (the XY pad pushes its own pos).
// The callback fires every rAF frame — only re-render when it actually moves.
const unPos = inputs.onReducedInput((x, y) => {
if (inputs.inputMode === 'internal') return;
if (liveRef.current.inputMode === 'internal') return;
setPos((prev) => (Math.abs(prev[0] - x) < 1e-3 && Math.abs(prev[1] - y) < 1e-3 ? prev : [x, y]));
});
return () => {
unBtn();
unPos();
};
});
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [inputs.onAction, inputs.onReducedInput]);
const onToggleAudio = () => {
if (!engine) return;

View file

@ -241,11 +241,14 @@ export class EngineApi {
}
/**
* Current control input vector (2-D for the fixed 2N MLP). Used by the VCV
* backend (via BackendManager) to drive the module's inputs over the bridge.
* Current FULL-width control input vector (one entry per active input axis,
* up to the net's input arity NOT fixed at 2). Live reused buffer copy,
* don't retain. Used by the VCV backend (via BackendManager) to drive the
* module's inputs over the bridge without truncating gamepad/MIDI axes
* beyond the first two (simplification audit S10).
*/
inputVector(): ReadonlyArray<number> {
return [this.spine.lastRawX, this.spine.lastRawY];
inputVector(): ArrayLike<number> {
return this.spine.lastRawInputs;
}
/**

View file

@ -88,8 +88,14 @@ export class Spine implements EngineSink {
// Last raw input, so `EngineApi.process()` can re-tick after a weight change.
lastRawX = 0.5;
lastRawY = 0.5;
// Full last raw input vector (N-D) for re-ticking without losing extra axes.
private lastRawInputs: Float32Array = new Float32Array(2);
/**
* Full last raw input vector (N-D), so `process()`/`reprocess()` can re-tick
* without losing extra axes. Public + reused (live buffer copy, don't
* retain): this is what `EngineApi.inputVector()` hands to the VCV backend
* so bridged mode drives the module's FULL input arity instead of the
* fixed 2-D pair `lastRawX`/`lastRawY` cover (simplification audit S10).
*/
lastRawInputs: Float32Array = new Float32Array(2);
private mlBuf: F32 = new Float32Array(126);
private routedBuf: F32 | null = null;

View file

@ -216,6 +216,14 @@ export class WebMidiInputSource extends BaseSource {
* Route an incoming CC: update a matching binding's value, or if batch
* learn is armed capture it as a NEW axis (deduped). Learn stays armed so
* the user can sweep their whole control surface in one pass.
*
* `notifyBindings()` fires ONLY when the binding LIST changes (a new axis
* captured here, or `clearBinding`/`clearAllBindings`) NOT on every value
* update, which used to push a React state update + a fresh array snapshot
* per incoming CC message (simplification audit L18). `sample()` already
* pulls live values every input-layer tick; a consumer that wants a live
* per-binding readout (e.g. a meter) should read `getBindings()` on demand
* (poll/rAF) rather than rely on a notify-per-value-change contract.
*/
private handleCc(number: number, channel: number, value: number): void {
const existing = this.bindings.find(
@ -223,7 +231,6 @@ export class WebMidiInputSource extends BaseSource {
);
if (existing) {
existing.value = value;
this.notifyBindings();
return;
}
if (this.learnArmed) {
@ -232,14 +239,17 @@ export class WebMidiInputSource extends BaseSource {
}
}
/** Update a learned note axis's gate value (note bindings are not auto-learned). */
/**
* Update a learned note axis's gate value (note bindings are not
* auto-learned, so this never changes the binding LIST see the
* notify-on-list-change contract on {@link handleCc}).
*/
private updateNote(number: number, channel: number, value: number): void {
const existing = this.bindings.find(
(b) => b.kind === 'note' && b.number === number && b.channel === channel,
);
if (existing) {
existing.value = value;
this.notifyBindings();
}
}

View file

@ -0,0 +1,130 @@
/**
* BackendManager.setActive regression (simplification audit L19): a switch
* requested while another is already in flight must NOT be silently dropped.
* Run with `bun test tests/backend-manager-switch.test.ts` (see NOTE at the
* bottom of this file re: `bun run test` wiring).
*/
import { expect, test } from 'bun:test';
import { BackendManager, type ManagerEngine } from '../src/backends/manager';
import type { BackendContext, BackendStatus, OutputBackend } from '../src/backends/backend';
import type { BackendId } from '../src/dock/output-state';
function makeCtx(): BackendContext {
return { modeId: 'test', outputCount: 0, mappings: [], names: [] };
}
function makeEngine(): ManagerEngine {
return {
subscribe: () => () => {},
routedOutput: () => null,
audio: { setMuted: () => {} },
};
}
/** A fake backend whose `start()` can be held open until the test releases it,
* so we can deterministically land a second `setActive` call WHILE the first
* is still in flight. */
class FakeBackend implements OutputBackend {
readonly id: BackendId;
startCalls = 0;
teardownCalls = 0;
private release: (() => void) | null = null;
private hold: boolean;
constructor(id: BackendId, hold = false) {
this.id = id;
this.hold = hold;
}
isAvailable(): boolean {
return true;
}
async start(_ctx: BackendContext): Promise<void> {
this.startCalls++;
if (this.hold) {
await new Promise<void>((resolve) => {
this.release = resolve;
});
}
}
/** Let a held `start()` resolve (simulates the backend becoming ready). */
releaseStart(): void {
this.release?.();
this.release = null;
}
async teardown(): Promise<void> {
this.teardownCalls++;
}
send(): void {}
status(): BackendStatus {
return { state: 'ready', message: 'fake' };
}
onStatusChange(): () => void {
return () => {};
}
}
test('a switch requested mid-switch is queued and applied, not dropped (L19)', async () => {
const midi = new FakeBackend('midi', /* hold */ true);
const osc = new FakeBackend('osc');
const manager = new BackendManager(makeEngine(), { midi, osc });
manager.setContext(makeCtx());
// Kick off a switch to 'midi' whose start() we hold open, simulating a
// switch genuinely in flight (e.g. an async backend.start()).
const first = manager.setActive('midi');
// While 'midi' is still starting, request 'osc'. Pre-fix this silently
// returned (BackendManager.setActive:131 `if (... || this.switching) return`)
// and 'osc' was never applied once 'midi' finished starting.
const second = manager.setActive('osc');
expect(manager.getActiveId()).toBe('midi'); // still mid-switch
midi.releaseStart();
await first;
await second;
// Give the queued re-run (kicked off in setActive's `finally`) a tick to
// settle — its own start() is not held, so one microtask flush suffices.
await Promise.resolve();
await Promise.resolve();
expect(manager.getActiveId()).toBe('osc');
expect(osc.startCalls).toBe(1);
});
test('rapid repeated switches to the SAME pending id only apply it once', async () => {
const midi = new FakeBackend('midi', /* hold */ true);
const osc = new FakeBackend('osc');
const manager = new BackendManager(makeEngine(), { midi, osc });
manager.setContext(makeCtx());
const first = manager.setActive('midi');
void manager.setActive('osc');
void manager.setActive('osc'); // repeated request for the same pending id
void manager.setActive('osc');
midi.releaseStart();
await first;
await Promise.resolve();
await Promise.resolve();
await Promise.resolve();
expect(manager.getActiveId()).toBe('osc');
// Only ONE extra switch should have actually run (no repeated re-queueing
// beyond the single pending slot — the infinite-loop guard).
expect(osc.startCalls).toBe(1);
});
// NOTE: `manifold/package.json`'s `test` script is `bun test src
// tests/pipeline-golden.test.ts` — an explicit file list, not a directory
// glob, so this file (like any other new file under tests/) is NOT picked up
// by `bun run test` as currently wired. Verified directly with
// `bun test tests/backend-manager-switch.test.ts`. Wiring `tests/` in as a
// whole is a one-line package.json change outside this group's file scope
// (see the handoff note in the accompanying report).

View file

@ -0,0 +1,132 @@
/**
* S10 regression (simplification audit): VCV bridged mode must drive the
* module with the FULL raw input vector, not just the first two axes.
*
* Two independent halves of the bug, tested separately:
* (a) `Spine.lastRawInputs` the buffer `EngineApi.inputVector()` now
* delegates to directly must hold every active axis, not just X/Y.
* Before the fix this field was PRIVATE (`private lastRawInputs`) and
* `EngineApi.inputVector()` returned a fresh `[lastRawX, lastRawY]`
* 2-element array, so this test would not even have compiled a
* stronger signal than a runtime failure. (`EngineApi` itself needs a
* real loaded WASM module to construct, which this suite avoids per the
* existing convention in tests/pipeline-golden.test.ts / wasm-load.ts
* "the ML surface is exercised elsewhere" so this drives Spine
* directly with a minimal fake `WasmIML`, which is exactly the surface
* `EngineApi.inputVector()` now just forwards.)
* (b) `VcvBackend.send()` must dead-zone over the FULL vector, not just
* indices 0/1 otherwise a change on axis 2+ (a gamepad stick or a
* learned MIDI CC beyond the XY pair) is silently swallowed even once
* `setInputVector` receives it.
*
* Run with `bun test tests/input-vector-truncation.test.ts` (see the NOTE at
* the bottom of tests/backend-manager-switch.test.ts re: `bun run test`
* wiring the same applies here).
*/
import { expect, test } from 'bun:test';
import { Spine } from '../src/engine/spine';
import type { WasmIML } from '../src/engine/wasm-iml';
import { VcvBackend } from '../src/backends/vcv-backend';
import type { BackendContext, OutputMapping } from '../src/backends/backend';
// ---- (a) Spine.lastRawInputs -------------------------------------------
/** Minimal fake satisfying exactly the WasmIML surface `Spine` calls (see
* spine.ts: attach/setInputs/reprocess). No real inference just plumbing,
* so this stays independent of the actual WASM build. */
function makeFakeIml(outputSize = 8): WasmIML {
return {
architecture: { inputSize: 2, hidden: [0, 0, 0] as [number, number, number], outputSize, numLayers: 3 },
setInputConfig: () => {},
setOutputConfig: () => {},
setOutputFreezeMask: () => {},
resetInput: () => {},
resetOutput: () => {},
processInput: (x: number, y: number) => ({ x, y, frozen: false }),
setInput: () => {},
processInto: (buf: Float32Array) => buf.fill(0),
processOutput: () => {},
} as unknown as WasmIML;
}
test('Spine.lastRawInputs retains the FULL N-D raw input vector, not just X/Y', () => {
const spine = new Spine();
spine.attach(makeFakeIml(), null);
spine.setState({ inputSize: 5 });
spine.setInputs([0.1, 0.2, 0.3, 0.4, 0.5]);
// Compare through Float32Array on both sides — `lastRawInputs` is f32, so a
// plain f64 literal array would spuriously mismatch on rounding (e.g. 0.1 →
// 0.10000000149011612), not on the axis-count truncation this test targets.
expect(Array.from(spine.lastRawInputs)).toEqual(
Array.from(new Float32Array([0.1, 0.2, 0.3, 0.4, 0.5])),
);
// The old 2-D extraction (`[lastRawX, lastRawY]`) is still available for
// the 2-D pad path, but must not be what a 5-D-aware consumer reads.
expect(spine.lastRawInputs.length).toBeGreaterThan(2);
});
// ---- (b) VcvBackend full-length dead-zone -------------------------------
function liveMapping(): OutputMapping {
return { state: 'live', muted: false, min: 0, max: 1, curve: 0.5, fixedValue: 0 };
}
function makeCtx(outputCount: number): BackendContext {
return {
modeId: 'test',
outputCount,
mappings: Array.from({ length: outputCount }, liveMapping),
names: Array.from({ length: outputCount }, (_, i) => `out${i}`),
};
}
/** Swap in a fake transport so `send()` runs without a real WebSocket. */
function fakeClient() {
const sentInputs: number[][] = [];
return { connected: true, sendInput: (v: ReadonlyArray<number>) => sentInputs.push(Array.from(v)), sendParams: () => {}, sentInputs };
}
/** Push `send()`'s internal 50ms send-interval timer far into the past so the
* throttle never blocks a test call regardless of how early in the process
* lifetime `performance.now()` currently reads. */
function unthrottle(vcv: VcvBackend): void {
(vcv as unknown as { lastSendMs: number }).lastSendMs = -1e9;
}
test('VcvBackend.send streams a 5-D input vector in full (not truncated to 2)', () => {
const vcv = new VcvBackend();
(vcv as unknown as { ctx: BackendContext }).ctx = makeCtx(4);
const client = fakeClient();
(vcv as unknown as { client: unknown }).client = client;
unthrottle(vcv);
vcv.setInputVector([0.1, 0.2, 0.9, 0.4, 0.55]);
vcv.send(new Float32Array(4));
expect(client.sentInputs).toEqual([[0.1, 0.2, 0.9, 0.4, 0.55]]);
});
test('VcvBackend.send dead-zones over the FULL vector — a change on axis 3 alone still resends', () => {
const vcv = new VcvBackend();
(vcv as unknown as { ctx: BackendContext }).ctx = makeCtx(4);
const client = fakeClient();
(vcv as unknown as { client: unknown }).client = client;
unthrottle(vcv);
vcv.setInputVector([0.5, 0.5, 0.5, 0.5]);
vcv.send(new Float32Array(4)); // first send always fires (sentinel init)
expect(client.sentInputs.length).toBe(1);
// Bypass the internal 50ms send-interval throttle for the second call.
unthrottle(vcv);
// Only axis index 3 moves; X/Y (indices 0/1) are unchanged. Before the S10
// fix, VcvBackend's dead-zone check only ever looked at indices 0/1, so
// this change would have been silently dropped — no resend.
vcv.setInputVector([0.5, 0.5, 0.5, 0.9]);
vcv.send(new Float32Array(4));
expect(client.sentInputs.length).toBe(2);
expect(client.sentInputs[1]).toEqual([0.5, 0.5, 0.5, 0.9]);
});

View file

@ -0,0 +1,86 @@
/**
* L18 regression (simplification audit): `WebMidiInputSource` must notify
* `onBindingsChange` listeners only when the binding LIST changes (learn
* capture, clearBinding, clearAllBindings) NOT on every incoming CC value
* update. Pre-fix, every CC message on an already-learned axis pushed a full
* bindings-array snapshot to every listener (a React state update per MIDI
* message in the real app, via useInputLayer.ts's `onBindingsChange`
* subscription).
*
* `onMessage` is private there is no other public seam to feed synthetic
* MIDI bytes in, so this test invokes it through a narrow cast (a normal
* white-box technique for a class with no public message-injection API).
*
* Run with `bun test tests/midi-notify-churn.test.ts` (see the `bun run test`
* wiring note in tests/backend-manager-switch.test.ts the same applies).
*/
import { expect, test } from 'bun:test';
import { WebMidiInputSource } from '../src/inputs/midi-input-source';
function ccMessage(cc: number, channel1based: number, value7bit: number): MIDIMessageEvent {
const statusByte = 0xb0 | ((channel1based - 1) & 0x0f);
return { data: new Uint8Array([statusByte, cc, value7bit]) } as unknown as MIDIMessageEvent;
}
function feedCc(midi: WebMidiInputSource, cc: number, channel: number, value7bit: number): void {
(midi as unknown as { onMessage(e: MIDIMessageEvent): void }).onMessage(ccMessage(cc, channel, value7bit));
}
test('repeated CC value updates on an EXISTING binding do not re-notify', () => {
const midi = new WebMidiInputSource();
let notifyCount = 0;
midi.onBindingsChange(() => {
notifyCount++;
});
midi.armLearn(true);
feedCc(midi, 74, 1, 10); // new axis captured — the list changed → 1 notify
expect(notifyCount).toBe(1);
midi.armLearn(false);
// Flood the SAME learned CC with 50 more value updates (the "wiggle a
// fader" case that used to flood React with one state update each).
for (let v = 0; v < 50; v++) feedCc(midi, 74, 1, v);
expect(notifyCount).toBe(1); // still just the one list-change notify
expect(midi.getBindings()[0].value).toBeCloseTo(49 / 127, 5); // value still latches
});
test('learn capture / clearBinding / clearAllBindings still notify (the list DID change)', () => {
const midi = new WebMidiInputSource();
let notifyCount = 0;
midi.onBindingsChange(() => {
notifyCount++;
});
midi.armLearn(true);
feedCc(midi, 1, 1, 10);
feedCc(midi, 2, 1, 20);
expect(notifyCount).toBe(2); // two NEW axes captured
midi.armLearn(false);
midi.clearBinding(0);
expect(notifyCount).toBe(3);
midi.clearAllBindings();
expect(notifyCount).toBe(4);
});
test('note gate updates never notify (no note binding can ever be created)', () => {
const midi = new WebMidiInputSource();
let notifyCount = 0;
midi.onBindingsChange(() => {
notifyCount++;
});
// Note ON then OFF, repeatedly — no path creates a 'note' binding, so the
// list never changes and this must never notify.
const noteOn = { data: new Uint8Array([0x90, 60, 100]) } as unknown as MIDIMessageEvent;
const noteOff = { data: new Uint8Array([0x80, 60, 0]) } as unknown as MIDIMessageEvent;
const inject = midi as unknown as { onMessage(e: MIDIMessageEvent): void };
for (let i = 0; i < 10; i++) {
inject.onMessage(noteOn);
inject.onMessage(noteOff);
}
expect(notifyCount).toBe(0);
});