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fix(street-level): retry lines a partial terrain lookup left draped
A tile whose terrain lookup cast some lines kept castRequested set, so a later refresh skipped it and the lines that failed stayed draped over trees and roofs until the tile was rebuilt. A refresh now retries any tile with lines still draped, and redraws it only when more of its lines can be cast, so a tile that cannot be cast fully costs a cache check, not a rebuild, per refresh. castRequested still stops the redraw from casting again at once. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -216,12 +216,14 @@ export function createCoverage({ state, source }) {
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}
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/**
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* Fetch the terrain heights a tile's lines need, then redraw it cast. A
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* cast that resolves nothing clears `castRequested`, so the next refresh
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* retries instead of this looping.
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* Fetch the terrain heights a tile's lines need, then redraw it cast.
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* `castRequested` stops the redraw from casting again at once; a refresh
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* `retry`s a tile whose lines are still draped (a failed or partial cast),
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* and it is redrawn only when more of its lines can be cast.
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*/
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function castTile(entry) {
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if (entry.castRequested || entry.castAbort || !terrainMode()) return;
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function castTile(entry, { retry = false } = {}) {
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if ((entry.castRequested && !retry) || entry.castAbort || !terrainMode())
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return;
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entry.castRequested = true;
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entry.castAbort = new AbortController();
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const { signal } = entry.castAbort;
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@@ -233,9 +235,13 @@ export function createCoverage({ state, source }) {
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if (entry.castAbort?.signal === signal) entry.castAbort = null;
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const attached = [...state.coverage.tiles.values()].includes(entry);
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if (signal.aborted || !attached || !terrainMode()) return;
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// Nothing new to cast: keep it draped until the next refresh.
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if (!lines.some((coords) => caster.castLine(coords))) {
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entry.castRequested = false;
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// Nothing new to cast: keep what is drawn until the next refresh.
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// Counted like buildSequencePrimitives: a cast line needs two points.
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const castable = lines.filter(
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(coords) => caster.castLine(coords)?.length >= 6,
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).length;
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if (castable <= (entry.castLines || 0)) {
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entry.castRequested = (entry.castLines || 0) > 0;
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return;
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}
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// A remesh may have cleared the flag while this was in flight.
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@@ -718,11 +724,12 @@ export function createCoverage({ state, source }) {
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for (const tile of tiles) loadTile(tile, kind);
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if (!state.coverage.pending.size) purgeStale();
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// The camera moved: cells that were out of the sampler's range may not be,
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// and a tile left draped by a failed or dropped cast gets another try.
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// and lines left draped by a failed, partial or dropped cast get another try.
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if (terrainMode())
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for (const entry of state.coverage.tiles.values())
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for (const entry of state.coverage.tiles.values()) {
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if (entry.castRequested) requestMesh(entry);
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else if (entry.drapedLines) castTile(entry);
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if (entry.drapedLines) castTile(entry, { retry: true });
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}
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notify();
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}
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@@ -930,3 +930,60 @@ test('a tile that fails before the terrain table loads is reported at once, neve
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process.off('unhandledRejection', onUnhandled);
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}
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});
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test('lines a partial terrain lookup left draped are cast once the terrain recovers', async () => {
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// Two lines: the west one's heights arrive, the east one's fail at first.
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let eastUp = false;
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let prepares = 0;
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const groundCaster = {
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prepareLines: async () => {
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prepares++;
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return eastUp;
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},
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castLine: (coords) =>
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coords[0][0] < centreLon || eastUp
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? coords.flatMap(([lon, lat]) => [lon, lat, 30])
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: null,
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};
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const { state, source, coverage, centre } = setup({
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surface: 'terrain',
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groundCaster,
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});
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const centreLon = centre.lon;
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const line = (from, to) => [
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[
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[from, centre.lat],
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[to, centre.lat],
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],
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];
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coverage.refresh();
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source.calls[0].resolve(
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encodeCoverageTile(centre.tile, {
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sequences: [
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{ id: 'west', parts: line(centre.lon - 0.002, centre.lon - 0.001) },
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{ id: 'east', parts: line(centre.lon + 0.001, centre.lon + 0.002) },
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],
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}),
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);
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await settle();
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await settle();
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const [entry] = state.coverage.tiles.values();
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assert.equal(prepares, 1);
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assert.deepEqual([entry.castLines, entry.drapedLines], [1, 1], 'partial');
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await settle();
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assert.equal(prepares, 1, 'no retry loop while the lookup fails');
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// A refresh while still failing asks again but rebuilds nothing.
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const drawn = entry.primitives;
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coverage.refresh();
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await settle();
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assert.equal(prepares, 2);
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assert.equal(entry.primitives, drawn, 'no rebuild without new heights');
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eastUp = true; // the terrain proxy recovers
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coverage.refresh();
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await settle();
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assert.equal(prepares, 3, 'the next refresh tries the draped line again');
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assert.deepEqual([entry.castLines, entry.drapedLines], [2, 0], 'all cast');
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coverage.clear();
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});
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