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Stack the replay dock: rounds over playback, Valorant's round icons, a round story - #319
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Review comments at @lib/widgets/replay/replay_dock.dart:
- Around line 508-521: Update _storyOf to include playback.perspective in its
cache key and record the perspective used to build the marks, so a perspective
change triggers a new _StoryMark.layout. Update _StoryPainter.shouldRepaint to
also compare perspectives so marks are repainted with the correct ally/enemy
colors.
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assets/replay/round-defused.pngis excluded by!**/*.pngassets/replay/round-detonated.pngis excluded by!**/*.pngassets/replay/round-elimination.pngis excluded by!**/*.pngassets/replay/round-surrender.pngis excluded by!**/*.pngassets/replay/round-time.pngis excluded by!**/*.png
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lib/widgets/replay/replay_dock.dartlib/widgets/replay/replay_events.dartpubspec.yamltest/replay_dock_test.darttest/replay_round_events_test.dart
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…a round story Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…s on the track Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…pins it Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…en; reach the lower lane Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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The replay viewer's playback controls sat in one 880 px card with a strip of round chips. Each chip showed a number and a Lucide glyph, which read as clutter and didn't look like Valorant. Dara asked for something that uses less height, drops the wide card, uses Valorant's own round-outcome icons, and lets the rounds be hidden. This builds the design Dara approved from the mocks: stacked rows (
E:\w\dock-mocks\stack) with option B's icon-only slots and number rail (E:\w\dock-mocks\slots). Dara then approved one more piece: the round story opens on its own while the pointer rests on the dock, and the story button becomes a pin.What changed
The dock is now a stack of small surfaces, bottom-centre of the canvas left of the roster, 4 px apart so the map shows between them.
replayRoundEndIcon(LucideIconData) is nowreplayRoundEndAssetplus aReplayRoundEndGlyphwidget that tints the white texture. The slots, the killfeed's defuse and detonation rows, the hover card and the story track all use it. The plant keeps the app'sassets/spike.svg. The five textures come from the 13.08 game files (E:\w\val-icons\README.md) and live inassets/replay/.Perf
Dara targets 165 Hz. Neither the strip nor the scrubber's widgets rebuild per frame. The scrubber's two painters listen to playback and repaint on their own inside their own repaint boundary. The story's portraits, stems and spike marks rebuild once per round, per filter or pin change, and when the playhead passes a mark. All the marks still ahead fade in one opacity layer, not one each. Only the clock text rebuilds per frame.
Measured in a profile build on the 47-minute Split replay, round 1 from 0:17 to 0:24 (four kills, the plant nearby) at 1x, 1920x1080 window, frame timings from
SchedulerBinding.addTimingsCallback. Story open against story closed cycled in the same process, 12 cycles of 7 s, two runs:Median of the per-cycle differences, open minus closed: UI +0.00 and -0.03 ms, raster +0.02 and -0.10 ms. That is within noise. An earlier version faded each mark ahead in its own opacity layer and cost +0.10 to +0.12 ms raster median and about +1 ms raster p99. Fading them all in one layer removed it.
Against main (this branch closed vs main's dock), two interleaved pairs of separate processes, 8 cycles each:
The branch is 0.12 to 0.16 ms raster median above main in these two pairs. Before the pin work the same comparison gave +0.13 and -0.09 ms, and runs of one build drift by about 0.15 ms here, so I read it as noise or a very small cost. A peeking story draws exactly what a pinned one does, so the open numbers cover both.
Ground truth
Release build (
--dart-define=ICARUS_CLOUD_ENVIRONMENT=development) on real replays: Summit (13.00, 30 rounds with overtime), the 47-minute Split (13.00, 14 rounds, ends in a surrender) and Corrode (13.08, 24 rounds). None of the 13.08 replays on this PC goes to overtime, so the overtime shots are from Summit. Both GIFs are real mouse input on the release build.I checked window focus on the release build with real input. With the story open from a resting pointer, a window opened over the dock closed it within 0.65 s. With another window focused elsewhere and the pointer still on the dock, it stayed open, which is right, and moving the pointer onto the map then closed it. Nothing sticks, so there is no separate focus handling.
The GIF up top shows a quick pass across the dock, then a rest on the clock, leaving, pinning and unpinning. This one hides and restores the rounds, pins the story and scrubs through Summit's round 9:
The states, from Summit:
The strip at 2x. At 14 px the textures stay crisp on this 1x display. Elimination's ring-and-cross is the smallest detail and still reads.
A defuse at the round's end, held inside the track (3x):
The killfeed's defuse row and the scrubber's hover card with Valorant's defuse icon (Split round 1, 2x):
Tests in
test/replay_dock_test.dart:I checked that each of the hover, line, pen, dwell, overlap, clamp, lane and overtime tests fails when I break what it guards.
Calls you may want to undo
ci: test
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