Fix the review findings across the engines, layers, data and QA

Navara now matches Cesium where the review found it diverging: a flight
holds the camera inputs, camera.changed counts turns as Cesium does,
render requests made during a frame survive it, follow pinches zoom,
ground widths follow the pixel ratio and Cyber sonar reaches glyph caches
and models. On Cesium, a staged imagery swap keeps loading tiles, setView
replaces a running flight, and a cleared weather detail goes away.

The contract gains MoverSet.failed, maps.terrainRevision,
render.maxTextureSize and surface.sampleTerrainMostDetailed on every
engine, so layers retry failed models, key road heights by terrain,
size weather textures to the GPU and place Bhote Koshi cards on detailed
terrain.

Engine switches keep the live view, follows, focus, layer options and
cards: a pick hands over the exact pose, applies no address options and
pans no carried-over card; a history visit still applies its entry.

Layers put GhostMaps pins, cable landings, OSM Places and directions on
the measured surface without per-frame sampling, draw the Cockpit contact
dot, hide disabled CCTV on attach, and keep ALPR running outside secure
contexts. KML imports draw raised polygon fills, rotated and coloured
ground overlays and north-referenced icon headings, and report files
with nothing to draw.

QA scripts read the contract instead of Cesium internals (test:track is
109/109 again), wait for the camera to rest before clicking, and give
cold switches and parked engines realistic time. Docs follow the code.
This commit is contained in:
German Khokhlov committed 2026-11-09 21:34:42 +04:00
1 parent 69fbf5b38d
commit 0ef29781e5
276 files changed
+7217 -1517

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@@ -71,7 +71,7 @@
* Usage: node scripts/qa-perf.mjs [--url http://localhost:4173] [--engine=cesium|navara]
* Engine-neutral: the camera, frames and layers go through the globe engine
* and the QA probe (window.__godsEyeView.layers); on an engine without a
* layer (Navara today) that layer's checks are SKIPPED, not failed.
* layer that layer's checks are SKIPPED, not failed.
* Requires a running dev server. Headless; flags disable occlusion
* throttling so rAF cadence is trustworthy (hidden-pane gotcha).
*/
@@ -338,14 +338,16 @@ try {
await page.evaluate(() => { window.__godsEyeView.styleManager.setStyle('retro'); });
await new Promise((r) => setTimeout(r, 900)); // crossfade + first ticks
const dAnim = await diag();
// The animated styles are Cesium post-process stages; Navara draws its own
// looks and has no style animation (a known gap, not a regression).
// This assertion checks the Cesium style-anim render hold.
if (engineKind === 'cesium') {
check('animated style takes the style-anim hold (continuous)', dAnim?.mode === 'continuous' && dAnim.holds.includes('style-anim'), dAnim);
const animFrames = await countFrames(2_000);
check('animated style keeps frames flowing (≥50% rAF)', animFrames.renders >= animFrames.rafs * 0.5, animFrames);
} else {
skip('animated style takes the style-anim hold and keeps frames flowing', `the visual styles are Cesium post stages; ${engineKind} has none`);
skip(
'animated style takes the style-anim hold and keeps frames flowing',
`this check measures the Cesium style-anim hold, not ${engineKind} animation`,
);
}
// Returning to normal keeps detection ON by design (it is the default, and
// detection persists across style switches). Since 2026-08-22 detection holds