revert(cockpit): no water read timeout, and loaded reads not raise-only

Both reviews of the timeout found that Cesium cannot cancel a full-detail
read: each one given up kept its nine picks traversing every frame, so
stalled tiles piled up a new set every 30 s, while slow but valid answers
were dropped. Raise-only loaded reads then locked in a wrong-high height.
Back to one full-detail read at a time whose answer always applies, and
loaded reads that may adjust a river height but never take it to the sea;
a coarse probe can again lower it partway until the full read lands.

Keeps the test for another ship selected inside the double-click memory,
and corrects CURRENT-STATE: a failed read keeps the height it had.
This commit is contained in:
Sameh Khamis committed 2026-11-08 14:09:18 -08:00
1 parent 1bc4f980e0
commit 1b9bb844e6
4 files changed
+18 -96

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+3 -4
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@@ -1574,10 +1574,9 @@ the full-detail read replaces it; it repeats every 5 s. Only one full-detail
read runs at a time: while one is still running, a refresh reads the loaded
tiles instead, and the slow read applies whenever it lands. Once a
full-detail read has answered, loaded-tile reads no longer change the height;
before then they may only raise it. A read that sampled nothing keeps the
height it had, and a full-detail read still running after 30 s
(`VESSEL_WATERLINE_READ_TIMEOUT_MS`) is given up for a fresh one. A failed read keeps
the sea surface.
before then they may find raised water but never take it back to the sea.
A read that sampled nothing, or failed, keeps the height it had and is
tried again on the next refresh.
The HUD keeps its frame, vision styles, briefing, weather and Display/Radio
utilities. It names the ship, reads `{type} · LIVE AIS · EYE {height}`, shows
-7
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@@ -38,13 +38,6 @@ export const VESSEL_WATERLINE_PROBE_COUNT = 8;
/** How often the bridge reads the water under its ship again, ms. */
export const VESSEL_WATERLINE_REFRESH_MS = 5000;
/**
* A full-detail water read still running after this long is given up and
* a fresh one started, ms: tile requests can stall, and one read that never
* lands would otherwise hold the height for the rest of the bridge.
*/
export const VESSEL_WATERLINE_READ_TIMEOUT_MS = 30000;
/** A surface less than this above sea level is the sea itself, metres. */
export const VESSEL_WATERLINE_MIN_RISE_M = 2;
-53
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@@ -1376,59 +1376,6 @@ test('before any full read lands, a coarse loaded read keeps the river it found'
ship.viewer.scene.sampleHeight = () => 0.5;
frames(ship.cockpit, clock, ship.shots, 240);
near(eyeHeightM(ship.shots.at(-1)) - seaEyeM, 27, 'still on the river', 0.5);
// Nor partway down: a probe on a 15 m bank is not the river either.
ship.viewer.scene.sampleHeight = () => 15;
frames(ship.cockpit, clock, ship.shots, 240);
near(eyeHeightM(ship.shots.at(-1)) - seaEyeM, 27, 'not lowered partway', 0.5);
});
test('a full water read that never lands is given up for a fresh one', async (t) => {
const clock = manualClock(t, START_MS);
const sea = await bridgeAt(t, clock);
frames(sea.cockpit, clock, sea.shots, 60);
const seaEyeM = eyeHeightM(sea.shots.at(-1));
sea.cockpit.exit();
clock.set(START_MS);
const record = { ...RECORD, lastPositionEpoch: START_MS / 1000 };
const ship = fixture(t, { record });
const reads = [];
ship.viewer.scene.sampleHeightMostDetailed = (positions) =>
new Promise((resolve) => reads.push({ positions, resolve }));
// Coarse tiles first put the ship 27 m up; it is really at sea.
ship.viewer.scene.sampleHeight = () => 27;
ship.cockpit.enter();
await settle();
ship.cockpit.update();
await settle();
assert.equal(reads.length, 1);
// The first read stalls. Twenty seconds on, still no second read.
frames(ship.cockpit, clock, ship.shots, 400);
await settle();
assert.equal(reads.length, 1, 'not stacked while it may still land');
// Past the timeout, a fresh read starts, and its answer applies.
frames(ship.cockpit, clock, ship.shots, 300);
await settle();
assert.equal(reads.length, 2, 'a fresh read after the stalled one');
const answer = (read, height) =>
read.resolve(
read.positions.map((position) => Object.assign(position, { height })),
);
answer(reads[1], 0.5);
await settle();
// The eye eases down; give it time to settle.
frames(ship.cockpit, clock, ship.shots, 400);
near(eyeHeightM(ship.shots.at(-1)), seaEyeM, 'back on the sea', 0.5);
// The stalled read landing now changes nothing.
answer(reads[0], 27);
await settle();
frames(ship.cockpit, clock, ship.shots, 60);
near(
eyeHeightM(ship.shots.at(-1)),
seaEyeM,
'the given-up read is dropped',
0.5,
);
});
test('a client clock minutes fast does not age the bridge into a stale feed', async (t) => {
+15 -32
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@@ -9,7 +9,6 @@ import {
} from '../cockpitMath.js';
import {
VESSEL_DEAD_RECKON_MAX_S,
VESSEL_WATERLINE_READ_TIMEOUT_MS,
VESSEL_WATERLINE_REFRESH_MS,
deadReckonVesselFix,
vesselCameraProfile,
@@ -111,11 +110,10 @@ export function update() {
* every frame until it settles): while one is still running, a refresh
* reads the loaded tiles instead, and the slow read applies whenever it
* lands. Once a full-detail read has answered, only full-detail reads
* change the height; before then a loaded-tile read may only raise it, so
* one coarse probe cannot drop a river bridge, and a read that sampled
* nothing keeps the height it had. A full-detail read still running after
* VESSEL_WATERLINE_READ_TIMEOUT_MS is given up for a fresh one, so a
* stalled read cannot hold a wrong height for the whole bridge.
* change the height; before then a loaded-tile read may find raised water
* but never takes a raised height back to the sea. One coarse probe cannot
* drop a river bridge to the sea, and a read that sampled nothing keeps
* the height it had.
* @param {{latitude: number, longitude: number}} [at] Where to read the
* water: the dead-reckoned position the camera rides.
* @returns {number} Ellipsoidal metres.
@@ -142,49 +140,35 @@ function vesselSurfaceM(info, nowMs, at = info) {
// Whether a full-detail read has answered for this ship.
landed: false,
inFlight: false,
// The running full-detail read: its number and start time.
attempt: 0,
startedMs: 0,
};
this.vesselWaterline = read;
} else {
read.sampledMs = nowMs;
if (read.inFlight && !read.landed) {
const loadedM = loadedWaterlineM(scene, probes, seaM);
// Lowering the water is the full-detail read's to say.
if (
Number.isFinite(loadedM) &&
!(Number.isFinite(read.heightM) && loadedM < read.heightM)
)
read.heightM = loadedM;
// Taking a river back to the sea is the full-detail read's to say.
const lowers =
Number.isFinite(read.heightM) &&
read.heightM > seaM &&
!(loadedM > seaM);
if (Number.isFinite(loadedM) && !lowers) read.heightM = loadedM;
}
if (
read.inFlight &&
nowMs - read.startedMs >= VESSEL_WATERLINE_READ_TIMEOUT_MS
)
read.inFlight = false;
}
if (!read.inFlight)
readWaterline.call(this, read, scene, probes, seaM, nowMs);
if (!read.inFlight) readWaterline.call(this, read, scene, probes, seaM);
}
return read && Number.isFinite(read.heightM)
? Math.max(seaM, read.heightM)
: seaM;
}
/**
* Start one full-detail water read for `read`; its answer lands on it
* unless it was given up for a newer read.
*/
function readWaterline(read, scene, probes, seaM, nowMs) {
const attempt = ++read.attempt;
/** Start one full-detail water read for `read`; its answer lands on it. */
function readWaterline(read, scene, probes, seaM) {
read.inFlight = true;
read.startedMs = nowMs;
Promise.resolve()
.then(() => scene.sampleHeightMostDetailed(probes))
.then(
(samples) => {
if (this.vesselWaterline !== read || attempt !== read.attempt) return;
if (this.vesselWaterline !== read) return;
read.inFlight = false;
// However late it lands, it applies; one that sampled nothing (tiles
// not loaded yet) is no answer and keeps the height already read.
@@ -194,8 +178,7 @@ function readWaterline(read, scene, probes, seaM, nowMs) {
read.heightM = vesselWaterlineM(seaM, heights);
},
() => {
if (this.vesselWaterline === read && attempt === read.attempt)
read.inFlight = false;
if (this.vesselWaterline === read) read.inFlight = false;
},
);
}