fix(cockpit): a stalled water read is given up, and coarse reads only raise

Before the first full-detail read lands, a loaded-tile read could still
lower a river height partway (27 m to a 15 m bank). Loaded-tile reads now
only raise it; lowering is the full-detail read's to say.

That makes a full read that never lands (stalled tile requests) hold a
wrong height for the whole bridge, so one still running after 30 s is given
up for a fresh one; its late answer is dropped.

Also tests the other half of the double-click memory fix: another ship
selected within the memory is not entered through the first ship's spot.
This commit is contained in:
Sameh Khamis committed 2026-11-08 14:09:18 -08:00
1 parent 80a33ba52c
commit 1bc4f980e0
4 files changed
+110 -17

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@@ -53,6 +53,10 @@ function vesselLayer(record) {
deselect() {
selected = null;
},
/** Another ship selected in its place. */
select(next) {
selected = next;
},
/** Live AIS Vessels turned off: like the layer, it then has no subject. */
disable() {
enabled = false;
@@ -1372,6 +1376,59 @@ 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) => {
@@ -1481,6 +1538,17 @@ test("a ship's double-click memory does not carry over to an aircraft followed s
assert.equal(cockpit.active, false);
});
test("a ship's double-click memory does not carry over to another ship", async (t) => {
const { cockpit, viewer, vessels } = fixture(t);
heightSensitiveProjection(viewer);
cockpit.onScenePointerDown(1000);
// Within the memory another ship is selected, drawn elsewhere.
vessels.select({ ...RECORD, mmsi: '211000009', name: 'OTHER' });
heightSensitiveProjection(viewer, { x: 900 });
assert.equal(cockpit.onSceneDoubleClick({ x: 400, y: 300 }, 1250), false);
assert.equal(cockpit.active, false);
});
test("a double-click's second press keeps the first press's picture of the ship", async (t) => {
const { cockpit, viewer, store } = fixture(t);
heightSensitiveProjection(viewer);