- Background media worker: polls media_jobs table, runs ffprobe+ffmpeg
with concurrency limit, generates video posters, emits socket events
- Non-blocking video upload: stores file + enqueues job, returns immediately
- Poster hydration on board load: GET /boards/:id injects poster/dimensions
from DB into canvas_state video objects
- SpatialGrid: fixed-cell (512px) spatial hash for O(nearby) culling instead
of O(all) item scanning, eliminates setTimeout violations
- Canvas-based video rendering: draws video frames to offscreen canvas then
uploads to GPU, completely eliminates GL_INVALID_OPERATION errors from
PixiJS VideoSource auto-update mechanism
- Server poster upgrade path: culling ticker and applyProcessedMedia() both
upgrade client-captured posters to server posters when available
- Pause restores server poster (paused video behaves like an image)
- Selection drag-end persistence: onObjectDragEnd broadcasts + saves + undo
- Live media:job:update socket handler patches scene data + VideoSprite
dimensions without broadcast fanout
Add _serverPosterLoading flag so repeated 200ms culling ticks don't
call textures.load() multiple times before the first resolves. Also
release the texture ref if the sprite was destroyed or started playing
during the async load.
1. Server posters no longer auto-load in VideoSprite constructor.
loadServerPoster() is now public and called by the culling system
only when within MAX_POSTER_VIDEOS budget. Videos outside the
budget stay as placeholders regardless of server poster availability.
2. video-utils cleanup() now uses statSync to distinguish files from
directories, unlinks files first, then rmdirs. Previously tmpDir
was passed through path.dirname() which resolved to /tmp instead
of the created temp directory.
Upload pipeline now extracts poster frame (JPEG) and metadata
(width, height, duration) from videos at upload time using ffmpeg.
Server:
- Add ffmpeg to Docker image (Alpine)
- video-utils.js: probeVideo() and extractPoster() using ffprobe/ffmpeg
- Upload response includes poster_asset_key and duration
Frontend:
- VideoObject gains poster and duration fields in scene format
- VideoSprite accepts posterAssetKey + TextureManager, loads poster
as a regular image texture on construction (no <video> needed)
- Server poster loaded/released via TextureManager ref counting
- addVideoFromUpload passes poster and duration through to scene data
- image-drop.ts forwards poster_asset_key from upload response
Result: videos with server posters render as images by default.
Zero <video> elements needed for thumbnails. Only explicit play
creates a media element.
preload='metadata' doesn't decode video frames, so readyState stays
at 1 (HAVE_METADATA) and loadeddata never fires. capturePoster() now
detects this state and forces a seek to 0.1s via _trySeekCapture(),
which triggers frame decode and captures on the 'seeked' event.
Video memory:
- Lazy <video> creation: constructor makes placeholder only, initVideo()
creates element with preload='metadata' when near viewport
- Tiered budgets: 1 playing / 6 initialized / 4 poster textures max
- Aggressive teardown: offscreen videos lose <video> element, poster,
and all textures — zero memory for offscreen videos
- Poster textures dropped while playing (don't keep both resident)
- Dimension caching in scene data (nativeW/nativeH) avoids re-init
Server:
- HTTP Range support (206 Partial Content) for video seeking
- Proper end clamping and invalid range rejection (416)
Sync:
- Remove redundant broadcastSceneDebounced() from broadcastTransform()
- Remove duplicate broadcastElements() from drag-end handler
VideoControls:
- Event-driven (timeupdate/play/pause/seeked) instead of rAF polling
- Tracks actual HTMLVideoElement reference, rebinds on init/teardown
- Seek uses ref-based commit on pointerUp, not conditional onChange
When duplicated images share the same assetKey, Assets.unload()
was destroying the shared texture source — crashing all sprites
using it (null addressModeU/alphaMode in WebGL renderer).
TextureManager now tracks refCount per asset. Only calls
Assets.unload() when the last reference is released. ImageSprite
calls release() instead of unload() on texture teardown.
PixiJS v8 crashes with 'alphaMode of null' even when Sprite.visible
is false — it still traverses the display object. Fix: create the
Sprite lazily in loadTexture() only after a real texture is ready.
On unload, remove and destroy the Sprite entirely.
PixiJS v8 crashes with 'Cannot read alphaMode of null' when rendering
a Sprite with Texture.EMPTY. Fix: set sprite.visible = false until a
real texture is loaded, re-hide on unload.
Images no longer load textures eagerly on creation. Instead, the
culling ticker checks viewport proximity every 200ms:
- Load margin: 1x screen size beyond viewport (preload before visible)
- Unload margin: 2x screen size (hysteresis prevents thrash during pan)
ImageSprite changes:
- Constructor no longer calls loadTexture() — deferred to culling system
- New unloadTexture() restores placeholder and frees GPU memory
- Exposed texture getter for clipboard resolution detection
- loaded field now public for culling system to check state
This should allow hundreds of images without GPU OOM, since only
nearby textures consume GPU memory at any time.
Floating HTML overlay with play/pause, seekbar, time display, and
mute toggle that appears when a single video element is selected.
Positioned at the bottom of the video using viewport.toScreen()
coordinate conversion, polled at 100ms for position and 250ms for
playback progress.
DropShadowFilter applied to all ImageSprites for photos-on-a-desk feel.
SelectionManager now handles object dragging with shadow lift/drop and
spring-animated scale (1.0 <-> 1.03). Replaced incompatible @pixi/filter-drop-shadow
v5 with pixi-filters v6 for PixiJS v8 compatibility.
Implements inline video playback as a PixiJS Sprite subclass with:
- MAX_CONCURRENT_VIDEOS (3) with oldest-eviction policy
- Visibility-based auto play/pause for viewport culling
- Play icon overlay, tap-to-toggle-mute interaction
- Proper resource cleanup on destroy (video element + texture)
Introduces ImageSprite (extends Sprite) that manages per-image LOD
texture swapping via TextureManager. Shows a placeholder rect until
the first texture loads, then upgrades/downgrades tiers based on zoom.