perf(office-ui): stop per-token full-tree renders, sleep hidden Phaser loop, cut broadcast churn

Company-mode UIs became unusably slow once work items and transcripts
grew. Three presentation-layer fixes, none touching work progression:

- App.tsx: buffer assistant_delta/thinking_delta store writes per task
  and flush every 80ms instead of once per token; any non-delta event
  for the same task flushes first so draft/clearDraft ordering is
  byte-identical. The unconditional per-event setUiTick (whole-app
  re-render per websocket event) is now a 300ms trailing throttle.
- PhaserGame: display:none does not stop requestAnimationFrame, so the
  office scene kept burning CPU on every other page. The loop now
  sleeps when the office page is hidden and wakes (with a parent-bounds
  refresh) on return; bridge writes stay synchronous so no state is lost.
- Kanban collab_sync debounce 0.2s -> 1.5s: the broadcaster is a
  trailing coalescer, so the final board state still always ships; each
  fire is a full-project snapshot build, which at 5/s dominated backend
  CPU on large projects. CommsPanel poll 8s -> 30s (comms_state_dirty
  push already drives freshness) and its interval no longer pins a
  stale onRefresh closure.

Verified: tsc + vite build, App.test.tsx / workItemSessions structural
tests, backend suites (company_review_flow incl. debounce push test,
kanban_push_runtime, actor_runtime_company_mode, task_mode_contract,
work_item_transition — 119 green), and canvas_smoke e2e against a real
server with zero console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
LZH-YS1998
2026-07-09 16:36:39 +08:00
parent 5aa57e69ee
commit e3bed49811
7 changed files with 327 additions and 184 deletions
@@ -7,12 +7,38 @@ import { OfficeScene } from './scenes/OfficeScene'
interface Props {
bridge: GameBridge
/** False while the office page is hidden — puts the render loop to sleep.
Bridge calls still apply synchronously to scene state, so nothing is
lost; only the per-frame update/render work stops. */
active?: boolean
}
export function PhaserGame({ bridge }: Props) {
export function PhaserGame({ bridge, active = true }: Props) {
const wrapperRef = useRef<HTMLDivElement>(null)
const containerRef = useRef<HTMLDivElement>(null)
const gameRef = useRef<Phaser.Game | null>(null)
const activeRef = useRef(active)
activeRef.current = active
// display:none does NOT stop requestAnimationFrame — without this, the
// whole game loop (physics, tweens, full canvas redraw) keeps burning CPU
// while the user is on the Workspace/Org pages.
useEffect(() => {
const game = gameRef.current
if (!game || !game.loop) return
// TimeStep.running toggles false on sleep() while `started` stays true.
if (active) {
if (game.loop.started && !game.loop.running) {
game.loop.wake()
// Re-measure after display:none → visible; in RESIZE mode Phaser's
// parent-size poll may still hold the stale hidden bounds.
game.scale.getParentBounds()
game.scale.refresh()
}
} else if (game.loop.running) {
game.loop.sleep()
}
}, [active])
useEffect(() => {
if (!wrapperRef.current || !containerRef.current) return
@@ -26,6 +52,11 @@ export function PhaserGame({ bridge }: Props) {
config.scene = [BootScene, OfficeScene]
const game = new Phaser.Game(config)
game.registry.set('bridge', bridge)
// The game is created lazily on first layout; if the page was switched
// away before boot finished, park the loop immediately.
game.events.once(Phaser.Core.Events.READY, () => {
if (!activeRef.current && game.loop.running) game.loop.sleep()
})
gameRef.current = game
}