fix: game audio persistence and editor perf
- Keep game/campaign audio assets referenced (no prune) - Flush pending project save on quit/switch/export to avoid losing campaignAudios - Control: prevent game music restarts on scene changes; allow always-on controls; handle autoplay-after-scene-audio - Editor: reduce ReactFlow churn with stable scene card map; lazy/async image decode - Add contract/unit tests and update test script Made-with: Cursor
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@@ -20,9 +20,10 @@ void test('collectReferencedAssetIds: превью, видео и аудио', (
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},
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},
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},
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campaignAudios: [{ assetId: 'ca1' as AssetId, autoplay: true, loop: true }],
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} as unknown as Project;
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const s = collectReferencedAssetIds(p);
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assert.deepEqual([...s].sort(), ['a1', 'pr', 'v1'].sort());
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assert.deepEqual([...s].sort(), ['a1', 'ca1', 'pr', 'v1'].sort());
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});
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void test('reconcileAssetFiles: снимает осиротевшие assets и удаляет файлы', async () => {
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@@ -62,11 +63,13 @@ void test('reconcileAssetFiles: снимает осиротевшие assets и
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const prev: Project = {
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...base,
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scenes: {},
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campaignAudios: [],
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assets: { orphan: asset } as Project['assets'],
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};
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const next: Project = {
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...base,
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scenes: {},
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campaignAudios: [],
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assets: { orphan: asset } as Project['assets'],
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};
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@@ -111,7 +114,7 @@ void test('reconcileAssetFiles: удаляет файл при исключен
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} as unknown as Project;
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const prev: Project = { ...base, assets: { gone: asset } as Project['assets'] };
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const next: Project = { ...base, assets: {} as Project['assets'] };
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const next: Project = { ...base, campaignAudios: [], assets: {} as Project['assets'] };
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const out = await reconcileAssetFiles(prev, next, tmp);
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assert.deepEqual(out.assets, {});
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