perf+fix: audit phase 0/1 — parallel textures, dead weight, two real bugs

Findings from a full frontend audit (static read + live instrumentation of
production). This covers the "bleeding" and performance phases.

Bug fixes:
- StatsPanel branch collapse/expand never re-rendered. Two Svelte 5 defects:
  $state(new Set()) is not proxied (proxy.js bails on non-object/array
  prototypes), so .add()/.delete() were untracked; and the Svelte 4
  `x = x` reactivity idiom is a no-op in runes mode, where sources use a
  strict `equals` comparator. Switched to SvelteSet and dropped the
  self-assignment. Verified: aria-expanded now flips and rows 28<->24.
- The closed stats panel's gold box-shadow (8px offset + 80px blur) bled
  ~88px past its right edge, painting a permanent olive stripe down the
  left of the viewport on every page view. Offset the closed transform
  past the shadow.
- data.ts shipped a placeholder repoUrl (github.com/yourusername/...), a
  live 404 on the node describing this very site. Also removed the
  "Tailwind CSS" techStack claim; it is not a dependency of this project.

Performance:
- nodes.ts awaited Assets.load() inside the node loop, serialising ~56 icon
  round-trips before the tree could render or accept input. Now one
  parallel batch. Measured: all 78 tree icon requests start at ~28ms and
  complete within ~618ms.
- isLoading was cleared right after app.init(), before a single texture
  existed, so the spinner resolved onto an empty screen. Moved to after
  the scene graph is built.
- Renderer left antialias on (costly, ~no benefit on soft glow circles)
  and resolution/autoDensity at defaults (blurry on HiDPI). Now
  antialias:false, resolution:min(dpr,2), autoDensity, high-performance.
- cacheAsTexture on the fully-static gradient (16 full-screen fills) and
  vignette (13); interactiveChildren:false on background containers.
- Dust ticker allocated a fresh closure per frame via forEach; replaced
  with a named function and an indexed loop.

Dead weight:
- static/{headshot,profile}.jpg.original (8.6MB, 83% of the static payload)
  were committed and deployed verbatim by adapter-static, publicly
  fetchable and referenced by nothing. Moved to a gitignored assets-src/
  so the full-res sources stay on disk without shipping.
- precompress:true so nginx gzip_static/brotli_static have siblings to
  serve (the origin currently sends everything uncompressed).

build/ 11.13MB -> 3.7MB. JS wire 727.6KB raw -> 232KB gzip / 202.7KB brotli.
svelte-check clean, 14/14 tests pass.

Note: the matching nginx change lives in the gitignored homelab/default.conf
and must be applied to the container separately.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
TehRiehlDealandClaude Opus 5 committed 2026-08-09 00:06:01 -07:00
1 parent ad258f7f9f
commit 8874b35998
9 files changed
+68 -29

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+5
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@@ -27,3 +27,8 @@ Thumbs.db
# Vite
vite.config.js.timestamp-*
vite.config.ts.timestamp-*
homelab/*
# Full-res source images — kept locally, never deployed (adapter-static copies all of static/)
assets-src/
*.original
+15 -6
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@@ -1,5 +1,6 @@
<script lang="ts">
import { onMount } from 'svelte';
import { SvelteSet } from 'svelte/reactivity';
import { Application, Container } from 'pixi.js';
import type { TreeNode } from '$lib/data';
import { categoryColorHex } from '$lib/theme';
@@ -45,7 +46,9 @@
// Stats panel state
let statsPanelVisible = $state(false);
let expandedBranches = $state(new Set<string>(BRANCH_IDS)); // All expanded by default
// SvelteSet, not $state(new Set()) — Svelte 5 does not proxy a plain Set, so
// .add()/.delete() would be untracked and the panel would never re-render.
let expandedBranches = new SvelteSet<string>(BRANCH_IDS); // All expanded by default
function openModal(node: TreeNode) {
selectedNode = node;
@@ -81,7 +84,6 @@
} else {
expandedBranches.add(branchId);
}
expandedBranches = expandedBranches; // Trigger reactivity
}
// Stats calculations (reactive)
@@ -110,16 +112,18 @@
await app.init({
background: '#05050a',
resizeTo: container,
antialias: true
// The scene is soft glow circles — MSAA costs fill rate and buys almost
// nothing here. Sharpness comes from rendering at device resolution instead.
antialias: false,
resolution: Math.min(window.devicePixelRatio || 1, 2),
autoDensity: true,
powerPreference: 'high-performance'
});
// PixiJS owns this canvas, not Svelte — mounting it directly is intentional.
// eslint-disable-next-line svelte/no-dom-manipulating
container.appendChild(app.canvas);
// Hide loading indicator - PixiJS is ready, welcome title will be LCP
isLoading = false;
// Background layers (gradient → nebula → stars → dust → vignette)
const bg = createBackground(app, isMobile);
@@ -149,6 +153,11 @@
}
});
// Textures are loaded and the scene graph is built — only now is the canvas
// genuinely ready. (This used to fire right after app.init(), so the spinner
// resolved onto an empty screen.)
isLoading = false;
// Pan / zoom / parallax + keyboard navigation
const detachPanZoom = attachPanZoom(controller, {
onTooltipMove: (x, y) => {
+3 -1
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@@ -212,7 +212,9 @@
4px 0 40px rgba(255, 215, 0, 0.3),
8px 0 80px rgba(255, 215, 0, 0.15);
z-index: 900;
transform: translateX(-100%);
/* Offset past the box-shadow (8px offset + 80px blur) so the gold glow
doesn't bleed down the left edge of the viewport while closed. */
transform: translateX(calc(-100% - 100px));
transition: transform 0.3s cubic-bezier(0.4, 0, 0.2, 1);
overflow-y: auto;
overflow-x: hidden;
+2 -2
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@@ -366,9 +366,9 @@ export const treeNodes: TreeNode[] = [
category: 'projects',
size: 'small',
icon: '/icons/svelte.svg',
techStack: ['SvelteKit', 'TypeScript', 'PixiJS', 'GSAP', 'Tailwind CSS'],
techStack: ['SvelteKit', 'TypeScript', 'PixiJS', 'GSAP', 'Vitest'],
projectUrl: 'https://tehriehldeal.com',
repoUrl: 'https://github.com/yourusername/skill-tree-portfolio'
repoUrl: 'https://git.tehriehldeal.com/TehRiehlDeal/skill-tree-portfolio'
},
{
id: 'proj-character-builder',
+26 -11
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@@ -209,18 +209,22 @@ export function createBackground(app: Application, isMobile: boolean): Backgroun
});
}
// Animate dust particles drifting
app.ticker.add(() => {
dustParticles.forEach((p) => {
p.graphics.x += p.vx;
p.graphics.y += p.vy;
// Animate dust particles drifting. Named function + indexed loop: `forEach`
// with an inline arrow allocated a fresh closure on every frame.
function driftDust() {
for (let i = 0; i < dustParticles.length; i++) {
const p = dustParticles[i];
const g = p.graphics;
g.x += p.vx;
g.y += p.vy;
if (p.graphics.x < -20) p.graphics.x = screenWidth + 20;
if (p.graphics.x > screenWidth + 20) p.graphics.x = -20;
if (p.graphics.y < -20) p.graphics.y = screenHeight + 20;
if (p.graphics.y > screenHeight + 20) p.graphics.y = -20;
});
});
if (g.x < -20) g.x = screenWidth + 20;
else if (g.x > screenWidth + 20) g.x = -20;
if (g.y < -20) g.y = screenHeight + 20;
else if (g.y > screenHeight + 20) g.y = -20;
}
}
app.ticker.add(driftDust);
// ========== VIGNETTE OVERLAY ==========
const vignette = new Graphics();
@@ -234,5 +238,16 @@ export function createBackground(app: Application, isMobile: boolean): Backgroun
}
app.stage.addChild(vignette);
// The gradient (16 fills) and vignette (13 fills) are near-full-screen and
// never change — bake them to a texture instead of recompositing every frame.
deepBackgroundContainer.cacheAsTexture(true);
vignette.cacheAsTexture(true);
// Nothing in the background is clickable; skip it during hit-testing.
deepBackgroundContainer.interactiveChildren = false;
nebulaContainer.interactiveChildren = false;
starContainer.interactiveChildren = false;
vignette.eventMode = 'none';
return { deepBackgroundContainer, nebulaContainer, starContainer };
}
+16 -8
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@@ -1,7 +1,7 @@
// Tree node rendering: the origin profile node and regular icon nodes.
// Nodes start non-interactive (eventMode 'none') until the entrance animation
// enables them; see animation.ts.
import { Graphics, Container, Assets, Sprite } from 'pixi.js';
import { Graphics, Container, Assets, Sprite, type Texture } from 'pixi.js';
import { gsap } from 'gsap';
import { treeNodes, type TreeNode } from '$lib/data';
import { categoryColors } from '$lib/theme';
@@ -51,7 +51,16 @@ export async function createNodes(treeContainer: Container, opts: NodeOpts): Pro
const { isMobile } = opts;
const nodeObjects: NodeObject[] = [];
const profileTexture = await Assets.load('/headshot.jpg');
// Load every texture in ONE parallel batch. Previously each icon was awaited
// inside the loop below, which serialised ~56 round-trips before the tree
// could render or accept input.
const iconUrls = [...new Set(treeNodes.map((n) => n.icon).filter((s): s is string => !!s))];
const [profileTexture, iconTextures] = await Promise.all([
Assets.load<Texture>('/headshot.jpg'),
// Array form resolves to a url -> Texture map and fetches concurrently.
iconUrls.length ? Assets.load<Texture>(iconUrls) : Promise.resolve({} as Record<string, Texture>)
]);
for (const node of treeNodes) {
const radius = getNodeRadius(node.size, isMobile);
@@ -107,9 +116,11 @@ export async function createNodes(treeContainer: Container, opts: NodeOpts): Pro
nodeGraphics.circle(0, 0, radius * 0.75).stroke({ width: 1, color, alpha: 0.2 });
nodeContainer.addChild(nodeGraphics);
if (node.icon) {
try {
const iconTexture = await Assets.load(node.icon);
const iconTexture = node.icon ? iconTextures[node.icon] : undefined;
if (node.icon && !iconTexture) {
console.warn(`Could not load icon for ${node.id}:`, node.icon);
}
if (iconTexture) {
const iconSprite = new Sprite(iconTexture);
const iconSize = radius * 1.4;
@@ -119,9 +130,6 @@ export async function createNodes(treeContainer: Container, opts: NodeOpts): Pro
iconSprite.tint = color;
nodeContainer.addChild(iconSprite);
} catch {
console.warn(`Could not load icon for ${node.id}:`, node.icon);
}
}
nodeContainer.alpha = 0;
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+1 -1
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@@ -10,7 +10,7 @@ const config = {
pages: 'build',
assets: 'build',
fallback: null,
precompress: false,
precompress: true,
strict: true
})
}