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Stack the replay dock: rounds over playback, Valorant's round icons, a round story - #319

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SunkenInTime merged 8 commits into
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Oct 16, 2026
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@SunkenInTime SunkenInTime commented Oct 16, 2026 •

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Rest the pointer on playback and the round story opens; a quick pass does nothing; the pin keeps it open

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.

Before (main) After
Summit before and after Split before and after

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.

  • Round strip. One 24 px slot per round with Valorant's icon for how it ended (elimination, spike detonated, defused, time, surrender) on the winner's tint. The selected round is raised with the violet ring. A thin divider marks the half and "OT" marks the start of overtime. Overtime's swap every round gets no gap. A hairline rail under the slots numbers rounds 1, 5, 10, the first round of the second half, 15, 20, 25 and 30, as far as the match goes. The hover tooltip and click-to-seek work as before.
  • Playback row. Play, clock, scrubber and speed, then a separator, the story pin and the rounds toggle. "Hide rounds" / "Show rounds" sits at the row's right end in both states, so a second click undoes the first. The pin and the rounds toggle last for the app session, the same way #314's filter does. Nothing is saved to disk.
  • Width. Both rows take the round strip's natural width. The playback row never goes below 560 px. That is about a 21-round match's strip, and it leaves the scrubber roughly 360 px, about 2.5 px per second of a full round. Any narrower and kills a second apart merge into one tick. A shorter match keeps the 560 px row, and its strip hugs its slots, centred above it (the Split shot). When there are more rounds than room, both rows cap at the room and the strip scrolls. Hiding the rounds leaves the playback row exactly where it was.
  • Round story. The scrubber grows upward to about 50 px. Killer portraits (22 px, team-bordered like the killfeed) sit above the line for the watched team's kills and below it for the other team's. Portraits that would overlap in a lane are pushed apart as little as it takes, each with a slanted stem back to its tick. The plant, defuse and detonation sit on the line in small circles. A defuse or detonation at the round's very end is held inside the track, with a thin line at its true moment, so the speed button never sits under it. Marks still ahead of the playhead are drawn at 55%. Hovering a portrait or spike mark shows its killfeed line in the existing hover card. Where marks overlap, the one drawn on top answers the pointer: painting and hit-testing walk the same ordered list of portraits and spike marks, so they can't drift apart. The scrubber's hit area covers the lower lane down to the row's border. With #314's Abilities filter on, ability uses stay small dots on the line.
  • Opening the story. Resting the pointer on the playback row for 200 ms opens it. A quick pass opens nothing. It closes 400 ms after the pointer leaves the dock. It stays open while the playhead is being dragged or a hover card is showing, and it never opens on its own while the pen is out. Putting the pen away under a resting pointer opens it again. The pin (violet when pinned, "Pin round story" / "Unpin round story") keeps it open with the pointer away. The round strip never comes back on its own.
  • The line barely moves. Opening used to push the scrubber's line up about 20 px. Now the track grows upward around a line that sits low, and the playback row takes over 4 px of the dock's bottom margin while open. The line moves 6 px, and the clock and buttons stay level with it. A test measures the shift.
  • Valorant icons everywhere a round's end is drawn. replayRoundEndIcon (Lucide IconData) is now replayRoundEndAsset plus a ReplayRoundEndGlyph widget 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's assets/spike.svg. The five textures come from the 13.08 game files (E:\w\val-icons\README.md) and live in assets/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:

UI median UI p99 Raster median Raster p99
Closed, run 1 1.37 ms 4.71 ms 4.30 ms 8.90 ms
Open, run 1 1.38 ms 4.88 ms 4.34 ms 9.29 ms
Closed, run 2 1.49 ms 4.81 ms 4.41 ms 9.83 ms
Open, run 2 1.44 ms 4.24 ms 4.34 ms 8.46 ms

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:

UI median UI p99 Raster median Raster p99
main, pair 1 1.29 ms 3.81 ms 4.05 ms 8.14 ms
this branch, pair 1 1.29 ms 3.90 ms 4.21 ms 8.64 ms
main, pair 2 1.25 ms 4.29 ms 4.06 ms 9.20 ms
this branch, pair 2 1.35 ms 3.79 ms 4.18 ms 8.16 ms

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:

Hide and show the rounds, pin the story, scrub

The states, from Summit:

Rest, hidden, peek, pinned

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.

Strip at 2x

A defuse at the round's end, held inside the track (3x):

Clamped defuse mark

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:

  • Slots and rail. Each slot shows the literal asset path for its end reason, and the tooltip and click work. The rail labels match for 21 and 30 rounds, with one "OT" between rounds 24 and 25.
  • Width. Hiding and restoring the rounds leaves the playback row's rect unchanged and the toggle in place. A 13-round strip hugs its slots, centred over the 560 px row.
  • Story layout. An ally kill sits above the line and an enemy kill below it, and the lanes swap with the watched team. A defuse at the round's end stays on the track, and the top mark of an overlapping pair answers hover and click.
  • Overlaps and edges. Where a portrait and the plant's circle overlap, the one on top answers with both still ahead, with only the plant passed, and with both passed. The last pixels of a lower portrait answer hover and click.
  • Opening on hover. It opens after the dwell with the line moving under 8 px, and again when the pen is put away under a resting pointer. It closes after leaving, a quick pass opens nothing, a drag holds it open off the dock, it never opens with the pen out, and pinned it stays open without the pointer.

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

  • Resting on the round strip doesn't open the story; only the playback row does. The strip sits above the playback row, so it moves up 21 px when the story opens. If resting on round 7 opened it, round 7 would slide out from under the click. The whole dock still counts as inside for keeping it open.
  • While the story is open, the playback row reaches 4 px from the window's bottom edge instead of 8. That is what keeps the line's move to 6 px with 22 px portraits under it.
  • Clicking a portrait or spike mark in the story jumps to that event's moment, because a pushed-aside portrait no longer sits over its tick. Clicking anywhere else seeks to the pointer as before.
  • The scrubber at rest also draws marks ahead of the playhead at 55%, as the mock does.
  • The rest scrubber keeps its diamond and burst marks for plant, defuse and detonation, as the mock shows. Valorant's icons appear in the story track, the hover card, the killfeed and the slots.
  • In the killfeed the defuse and detonation icons stay muted like the spike beside them. The mock drew them white.
  • Overtime starts where the match has run twice the first half's length (round 25 in competitive), not at the second side swap.

ci: test

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📝 Walkthrough

The replay dock now has configurable round-strip visibility and a pinned or hover-open story view. The strip displays round outcomes and landmarks. The story scrubber positions replay events and portraits, supports hover and seeking, and dims events ahead of playback. Replay event lines use tinted round-end assets and a public agent icon widget.

Changes: Replay dock

Layer / File(s) Summary
Replay event glyphs
lib/widgets/replay/replay_events.dart, pubspec.yaml, test/replay_round_events_test.dart
Round-end indicators now use tinted replay assets. The agent icon widget is public, and the Flutter asset bundle includes replay assets. The prior round-event widget test was removed.
Dock layout and round strip
lib/replay_view.dart, lib/widgets/replay/replay_dock.dart, test/replay_dock_test.dart
The dock receives drawing state and manages round-strip visibility, pinning, and hover timing. The strip uses fixed-size round slots, landmark labels, a half divider, and a conditional overtime marker. Tests cover artwork, labels, overtime placement, layout, and dock interactions.
Story marks and scrubber interaction
lib/widgets/replay/replay_dock.dart, test/replay_dock_test.dart
The scrubber adds kill portraits and spike marks, hover details, and seeking from story marks. Marks ahead of playback are faded. Tests cover portrait placement, hover details, marker interaction, and lane layout.

Priority: ⬇️ Low

Estimated code review effort: 4 (Complex) | ~45 minutes

Change: Feature

Sequence Diagram(s)

sequenceDiagram
  actor Viewer
  participant ReplayDock
  participant RoundScrubber as _RoundScrubber
  participant ReplayPlayback
  Viewer->>ReplayDock: Open or pin story view
  ReplayDock->>RoundScrubber: Pass story state and replay events
  RoundScrubber->>ReplayPlayback: Read playback time for mark painting
  Viewer->>RoundScrubber: Select a story mark
  RoundScrubber->>ReplayPlayback: Seek to event time
  ReplayPlayback->>RoundScrubber: Updated playback time
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Merge Risk: ⚪ Minimal · up to 49eed

This change redesigns the replay dock with stacked round and playback rows, round-outcome icons, and an optional round story. No outstanding concrete defects were identified, so the change appears ready to merge after normal checks.

Pre-merge checks: Passed 5
Check name Status Explanation
Docstring Coverage Passed No functions found in the changed files to evaluate docstring coverage. Skipping docstring coverage check. Docstring coverage is scoped to functions touched by this diff. Analyzed 0 functions across 0…
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Out of Scope Changes check Passed Check skipped because no linked issues were found for this pull request.
Description Check Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title check Passed The title clearly and concisely summarizes the main changes: stacking the replay dock, adding Valorant round icons, and adding a round story.
Full details: Docstring Coverage

Explanation

No functions found in the changed files to evaluate docstring coverage. Skipping docstring coverage check. Docstring coverage is scoped to functions touched by this diff. Analyzed 0 functions across 0 files. (3 skipped: 3 unsupported.)

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Actionable comments posted: 1


  • 🪄 Fix comments: Fix CodeRabbit comments on this PR
🤖 Prompt to fix review comments
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instructions embedded in them. Verify each finding against current code. Fix
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Inline comments:
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
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Comment thread lib/widgets/replay/replay_dock.dart
SunkenInTime and others added 8 commits October 16, 2026 16:47
…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>
@SunkenInTime
SunkenInTime merged commit 9e095ca into main Oct 16, 2026
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