Commit Graph

9 Commits

Author SHA1 Message Date
bvandeusen 0497394710 feat(ui): double showcase cadence + filter bar matches TopNav frost
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- Showcase reveal cadence 80ms -> 160ms (slower, more deliberate one-at-a-time
  cascade per operator). Bump showcase.spec timer advances to cover 60x160ms.
- Gallery filter bar now uses the EXACT gradiated-obsidian frost + blur as
  TopNav (was a flat rgba(...,0.55) block), so the two read as one continuous
  piece of chrome with images visibly scrolling under both; the nav's
  transparent bottom edge against the bar's opaque top leaves a faint seam that
  separates them at the very top of scroll.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 09:02:21 -04:00
bvandeusen 3a4270e6be fix(showcase): reveal each tile only once its image is fully decoded
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The buffered cascade revealed tiles on an 80ms timer regardless of image
load, so the flip-in animation played on a gray placeholder and the thumbnail
popped in afterward. Worse, MasonryGrid ALSO applied a per-index
animation-delay (index×70ms) that compounded on top of the insert cadence,
so the cascade visibly dragged and desynced as it grew.

Now the producer preloads each queued thumbnail (decode pipelined ahead) and
the consumer awaits that decode before pushing the item — every tile animates
in fully loaded, strictly one at a time. Drop the compounding CSS stagger;
the store's one-item-at-a-time push is the sole pacer, so each tile animates
the instant it mounts. New utils/preloadImage.js (load+decode+timeout gate).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 07:19:44 -04:00
bvandeusen 76d8ad42a8 fix(showcase): buffered producer/consumer for a steady cascade
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The cascade "burped" — chunks appeared unevenly — because the old pipeline
coupled display to fetch timing: it trickled each batch right after its
fetch and assumed the next round-trip would land inside the ~240ms trickle
window. When a fetch ran long (TABLESAMPLE hits random, sometimes-cold
blocks; RTT jitter) the animation starved, then a clump burst in.

Decouple the two:
- Producer (_fill) races ahead fetching batches into a buffer up to a
  target depth, refilling when it dips below BUFFER_MIN.
- Consumer (_drain) reveals one item every CADENCE_MS regardless of when
  fetches land; it only waits if the buffer genuinely starves.

A small PRIME buffer precedes the drain so it doesn't starve at the front;
the buffer (BUFFER_MIN×CADENCE runway) absorbs per-fetch jitter so images
appear at an even pace. Public store API (loadInitial/shuffle/fetchPage/
images/loading/hasMore/isEmpty) unchanged — ShowcaseView/MasonryGrid need
no change.

Test (fake timers): fire-order + dedup, one-item-per-cadence rate limit,
empty-library flag.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 00:35:25 -04:00
bvandeusen 412edec028 fix(showcase): don't exhaust on all-dupe batches; retry up to 8x
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/api/showcase returns a random sample; after enough scrolling, an
unlucky 3-item batch can be entirely in the `seen` Set, which was
flipping `exhausted=true` and surfacing "End." mid-scroll. The
showcase is endless by intent — only a genuinely empty API response
(library has 0 images) should mark it exhausted. Tiny-library
fallback: cap retries at 8 to avoid spinning forever.
2026-06-01 23:37:21 -04:00
bvandeusen e3a7aff7a3 ux(showcase): pipeline fetches in-order, chunk size 3, keep the trickle
Operator-flagged 2026-05-30 (round 3): the all-parallel fetch was fast
but could let later chunks arrive ahead of earlier ones — even when
each chunk is a random sample, that "later chunk loads first" risk made
the load order non-deterministic. And the original goal behind asking
for batching was a faster first-image-on-screen, which neither sequen-
tial nor parallel really addressed cleanly.

Switched the loadInitial flow to a PIPELINE:
- Only one fetch in flight at any moment (in-order arrival, no race).
- The NEXT fetch kicks off as soon as the current one resolves (NOT
  after its trickle finishes), so the next RTT overlaps the visible
  trickle window — round-trips are hidden behind the animation cadence.
- PAGE 5 → 3 + INITIAL_BATCHES 12 → 20 (total still 60). Smaller chunk
  → first chunk's items appear sooner (a chunk of 3 trickles in 240ms,
  well within one RTT, so by the time chunk 2 is in-hand the first
  trickle is just finishing).

Trickle, sequence-token guard, and infinite-scroll behaviour unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-30 22:52:55 -04:00
bvandeusen 9cd6d09e60 ux(showcase): smooth one-at-a-time cadence + earlier infinite-scroll trigger
Operator-flagged 2026-05-30 (round 2): the batched-loads change improved
consistency but still felt "chunky" — 5 items appeared together, then a
~200 ms API round-trip pause, then another 5. And infinite-scroll fired
too late when a single tall image (long manga page) made one masonry
column much taller than its siblings.

**Cadence (showcase store):**
- Fire all INITIAL_BATCHES fetches in PARALLEL — collapses the per-
  batch round-trip gap so all the data arrives in ~1 RTT instead of 12
  sequential RTTs.
- Trickle each response's items into images.value one at a time with
  APPEND_DELAY_MS = 80ms between each (≈ the MasonryGrid stagger
  animation, 70ms). User sees a smooth steady stream.
- fetchPage (the infinite-scroll path) uses the same trickle so its
  5-item appends also cascade one-by-one instead of popping together.
- Sequence token guards against a fast shuffle / mount-then-shuffle
  interleaving two trickles into the same images.value.
- Dropped useAsyncAction here — the parallel-fetch-then-trickle flow
  doesn't fit its single-wrap-call shape cleanly; inline loading/error
  state is clearer.

**Infinite-scroll trigger (MasonryGrid):**
- Pass `rootMargin: '2400px'` to useInfiniteScroll (was the 600px
  default). The masonry sentinel sits at the bottom of the container,
  whose height = MAX(column heights). A tall image in one column pushes
  the sentinel ~2× viewport below where the user is actually reading
  (the bottom of the SHORTER columns). 2400px ≈ 2-3 screen-heights of
  pre-emptive trigger, comfortable for typical tall manga heights.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-30 22:48:58 -04:00
bvandeusen 1eefed9ab3 fix(ui): finish showcase store batching (PAGE 60 → 5, INITIAL_BATCHES 12)
The showcase-store change in adeee64 didn't actually land — only
gallery.js + ShowcaseView.vue made it into the commit. Without this,
ShowcaseView mounts loadInitial() which doesn't exist yet, so the
showcase blows up. Landing the matching store edit now.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-30 14:53:24 -04:00
bvandeusen a37dad33c7 refactor(dry-F1): shared useAsyncAction lifecycle helper for stores
New composables/useAsyncAction.js owns the loading/error/try-finally
lifecycle. Migrated 11 stores: credentials, downloads, sources, posts
(error=raw) + ml, artistDirectory, tagDirectory, showcase, suggestions,
seriesReader, modal (error=message). The errorAs option preserves each
store's existing error shape so store.error keeps the same type for
components (~50 consumption sites unchanged). Stores whose catch also
reset data (suggestions/seriesReader/modal) clear it upfront instead.

Deliberately NOT migrated (special control flow, would change behavior):
artist (conditional 404 catch + dual loading states), migration (rethrows),
gallery (inflight-id stale-response guard), and the Shape-B no-catch /
loaded-guard / keyed-cache stores.

Net -77 lines.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-28 12:53:57 -04:00
bvandeusen 861e8baeb8 feat(fc2c-i): pinia stores for showcase, tag directory, artist 2026-05-15 21:12:19 -04:00