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>
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>