android: the boot chain goes out in one round, and a census that holds it there

Thirty rounds of onMount had never been read end to end, and read end to end
it was a queue: two dozen commands with a critical path ten deep, because
Tauri's `listen` is an invoke like any other. loadLibrary asked for five
independent SQLite reads one behind the other, bindSlsk registered eight
listeners one behind the other, and watchLibrary and the player's bindEvents
did two each. None of them depended on anything before them. They go out in
one round now — the same commands, critical path 10 to 3, and ten of them
used to leave in the shell's own first turn where twenty-three do now — and
in a rig that runs the real store modules with the bridge instrumented,
lib.loaded lands at 53 ms instead of 85 at a 6 ms round trip and 62 instead
of 148 at 20 ms. Those are a desktop rig's milliseconds with the round trip
swept rather than measured; the phone's own numbers are unproven until the
walk prints bootMs and bootLibMs.

The behaviour is meant to be identical. loadLibrary's only movable part was
lib.error, which has two writers and used to be decided by the order they were
awaited in; the two messages are now carried out of the round and applied in
that same order, so a failing library still shows the library's message. Every
combination of which of the five reads fails, over six latency shapes, comes
out identical to the old code. bindSlsk still does not return until every
handler is up, so connectStored cannot let a fast connected state land with
nobody listening, and bindEvents still hands back the transport's unlisten and
still rejects only when the transport is the one that failed.

src/lib/boot.js is the project's first launch instrument — one counter every
invoke and every listen passes, sealed at the first frame the shell paints and
never re-opened, so a probe landing a second and a half later still reads the
launch. perf.mjs measures frames; nothing measured the launch. The mock walk's
Home step now holds a budget against it and both walks print bootCalls,
bootSync, bootMs and bootLibMs on every step. bootSync is the clause with no
clock in it: a call that waits on the one before it can only issue its first
in the shell's own turn, so a chain put back in a queue falls under the floor
whatever the machine is doing. A bootCalls of -2 means __ss.boot is not there
at all, which is the census itself being broken rather than the app.

One import line goes with it: Sheet.svelte's `import * as api`, the only one
of the ten dead imports this round turned up whose reason is the bundle at
all. Rollup already drops an unreferenced NAMED import, so a dead name on an
import line is hygiene rather than bytes; a namespace import is the one shape
tree-shaking cannot see through, and this one was dead. It frees nothing on
its own — twenty-nine other files in the phone's graph hold the same module
the same way, so api.js is pinned into the chunk whatever Sheet.svelte does —
but it is the only one of the ten that belongs to a round about weight. The
nine that are drift go out with the sweep in the round after this one.

Two things were looked at and left alone, both written down in ANDROID.md
rather than half-done. Home's per-artist catalog walk is the deepest chain in
the app, and that serial walk is the Deezer and MusicBrainz pacing, not an
oversight. And the follows really are read twice at launch, but the obvious
guard does not work: Home's effect calls loadHome with force the first time
they land, so the guard would never fire. One small local read, left for a
round that can do it properly.
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@@ -782,6 +782,82 @@ switch (You → Appearance → Glass blur). Re-run the probe before adding any
backdrop blur to the phone; `--quick` runs the base variant only, and the
app must be on the phone's screen.
The launch itself had never been measured. The bundle the phone loads is
`mobile.html` and three chunks: its own (about 300 KB), the shared one
(about 130 KB) and a small third (about 27 KB) — roughly 460 KB of JS and
57 KB of CSS, all of it eager. The static graph from `src/mobile-main.js`
outward is 64 modules and contains no dynamic import at all, so there is one
chunk and the phone evaluates every byte of it at every launch. Importing
that graph in headless Chrome costs 11.6 ms at full speed and 59.2 ms at a
6× CPU throttle.
The desktop is not riding along, which was checked rather than assumed: of
`state.svelte.js`'s 44 long string literals exactly four appear in the
chunks the phone loads, and all four are event names it legitimately uses.
`heroGpu.js`, `trace.js`, `ImportWindow.svelte`, `TitleBar` and
`DebugOverlay` contribute nothing; there is no shader source anywhere in the
bundle. The one passenger is the dev mock library
(`src/lib/mockLibrary.js`, about 32 KB of the shared chunk), which
`src/lib/api.js` and `src/lib/events.js` import unconditionally because
`mockInvoke` has to answer synchronously. It costs 6.6 ms of every launch at
6× throttle, only 1.4 ms of which is its top-level work — the rest is parse
and function definition, which only removing it from the bundle can recover.
`import.meta.env.DEV` cannot do that, because the mock walk builds
`dist-smoke/` with a plain production `vite build`; getting it out needs a
build-mode flag the walk itself would have to pass. Named here rather than
taken.
The boot chain was the expensive half. It is 26 commands the census can see,
plus two plugin listeners that register through `@tauri-apps` directly and go
past it. Until this round its critical path — the longest chain where each
call was issued only after the one before it had answered — was ten deep,
because `listen` is an invoke like any other: `loadLibrary` asked for five
independent SQLite reads one after another, `bindSlsk` registered eight
listeners one after another, and `watchLibrary` and the player's `bindEvents`
each did two. They go out in one round now, and the difference is countable
rather than felt: ten of those commands used to leave in the shell's own
first turn and twenty-three do now, and the critical path is three instead
of ten. Measured in a rig that runs the real store modules —
both trees, the same onMount script — with the bridge instrumented and the
backend's work modelled behind the library's single `conn: Mutex<Connection>`:
the same commands both ways, and `lib.loaded` 85 ms → 53 at a 6 ms bridge
round trip, 105 → 57 at 12 ms, 148 → 62 at 20 ms. Those are a desktop rig's
milliseconds with the round trip swept rather than measured; the structural
half holds anywhere, and the phone's own numbers arrive the first time the
walk prints `bootMs` and `bootLibMs`.
Three things were looked at and deliberately left alone. Home's per-artist
catalog walk is the deepest chain in the app — `catalog_artist` →
`catalog_artist_identity` → `catalog_related`, serially, per followed artist
— and that is the pacing, not an oversight: `crates/metadata/src/lib.rs`
holds a Deezer budget of 45 requests per 5 s and records the MusicBrainz
identity chain at 4–6 requests behind a mandatory 1 req/s gate, 3.7–8.5 s
per artist. The follows are read twice at launch (once by `loadLibrary`,
once by `loadHome`), and the obvious guard does not work, because Home's
effect calls `loadHome(true)` the first time the follows land — one small
local read, left for a round that can do it properly. And lazy-loading the
one-tab screens (Diagnostics, Import, Browse, Peer, Room, Thread and the
importer) is 9% of the source against a real risk of a blank pushed frame,
so it is worth about 6 ms at 6× throttle and is not worth a dynamic import
yet.
The instrument is `src/lib/boot.js`: one counter every `invoke` and every
`listen` passes, sealed at the first frame the shell paints and never
re-opened, so a probe landing a second and a half later still reads the
launch. The mock walk holds a budget against it at the Home step and both
walks print `bootCalls`, `bootSync`, `bootMs` and `bootLibMs` on every step.
`bootSync` is the clause with no clock in it: it is how many of the boot
commands left in the shell's own turn, so a chain put back in a queue can
only fall under its floor, whatever the machine is doing. Three things the
instrument does not do. It counts the app's own traffic, so the media card's
and the transfer notice's `addPluginListener` are invisible to it. It counts
commands, not bytes, so a later round that adds an import to a shared file
can move modules between chunks with nothing failing — that gap is open. And
the mock's exact count depends on how much of the first screen has asked for
its covers by the time the second frame lands, so the call ceiling is set to
catch a regression in kind (a per-artist walk or an index pulled to boot)
rather than a handful of calls.
The audio side had its own lag: `dumpsys media.audio_flinger` showed the
track on the fast mixer with runs of ~55 ms underruns. The 8192-frame buffer
above moved it to the normal mixer; the phone walk samples the underrun
@@ -917,7 +993,11 @@ of theirs streamed → a buddy's sheet → You (every switch and chip saved
and read back from the config) → recent searches and a spelling
suggestion → the sleep timer → the phone turned sideways (the player's three faces, a
record with a long sheet over it, an artist page, and the side insets faked,
all at 915×411) and back, asserts what each step should show, screenshots every step into `tests/mobile/out/`, and fails on
all at 915×411) and back, asserts what each step should show — the Home
step holds the launch to a budget as well, reading off `__ss.boot` how many
commands the app issued before its first frame, how many of those left in the
shell's own turn, how long it took, and requiring round 12's art prewarm to
still be absent from them — screenshots every step into `tests/mobile/out/`, and fails on
any exception or console error. The block at the end of the mock walk is the
weather: a library index that will not read and its Try again, the client taken
offline, a refused password and a server that cannot be reached, Search with