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feat(hud): Cyber HUD theme with GPU contact sonar (#706)
Add the opt-in Cyber HUD layout with coordinated map and cockpit panel styling, GPU-only contact sonar (rings, range, power, opacity, sector) with native-rendering fallback, and set_cyber_sonar voice controls. Sonar visual style inspired by kk376's tactical naval sonar (#214). Co-authored-by: Sameh Khamis <[email protected]> Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
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import test from 'node:test';
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import assert from 'node:assert/strict';
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import * as Cesium from 'cesium';
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import {
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createCyberSonarSampler,
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cyberSonarIntensityAtScreenPoint,
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applyCyberSonarPrimitive,
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applyCyberSonarSettings,
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isCyberContactSonarActive,
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isCyberSonarActive,
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} from './cyberSonar.js';
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import {
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createCyberSonarScene,
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visitCyberSonarModels,
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getCyberSonarSceneDiagnostics,
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} from './cyberSonarScene.js';
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test('frame sampler matches reference without per-contact settings access', () => {
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let reads = 0;
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const values = {
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cyberSonarOpacity: '62',
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cyberSonarSector: '40',
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cyberSonarRange: '110',
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};
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const root = {
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dataset: new Proxy(values, {
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get(o, k) {
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reads++;
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return o[k];
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},
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}),
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};
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const frame = createCyberSonarSampler(1000, 800, 1234, root),
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once = reads;
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for (let x = 0; x < 1000; x += 33)
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for (let y = 0; y < 800; y += 31) frame.at(x, y);
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assert.equal(reads, once);
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for (let x = 0; x < 1000; x += 33)
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for (let y = 0; y < 800; y += 31)
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assert.ok(
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Math.abs(
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frame.at(x, y) -
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cyberSonarIntensityAtScreenPoint(x, y, 1000, 800, 1234, {
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dataset: values,
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}),
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) < 1e-10,
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);
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});
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test('model walk never enumerates native contact or EntityCluster records', () => {
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const root = new Cesium.PrimitiveCollection();
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const points = root.add(new Cesium.PointPrimitiveCollection());
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points.add();
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points.get = () => {
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throw new Error('must not enumerate contacts');
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};
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const cluster = root.add(new Cesium.EntityCluster());
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Object.defineProperty(cluster, '_billboardCollection', {
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get() {
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throw new Error('must not access cluster internals');
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},
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configurable: true,
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});
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const seen = [];
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visitCyberSonarModels(root, (...v) => seen.push(v));
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assert.equal(seen.length, 0);
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delete cluster._billboardCollection;
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root.destroy();
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});
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test('models retain render-pass alpha and owner refresh survives teardown', () => {
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const frame = createCyberSonarSampler(1000, 800, 0);
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const model = { color: new Cesium.Color(1, 0.5, 0.2, 1) };
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applyCyberSonarPrimitive(model, 0.5, true, frame, 'color', true);
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assert.equal(model.color.alpha, 1);
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assert.ok(model.color.red < 1);
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const owner = new Cesium.Color(0.2, 0.3, 0.4, 0.7);
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model.color = owner;
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applyCyberSonarPrimitive(model, 1, false);
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assert.equal(model.color, owner);
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const unset = {};
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applyCyberSonarPrimitive(unset, 0.5, true, frame, 'color', true);
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applyCyberSonarPrimitive(unset, 1, false);
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assert.equal(unset.color, undefined);
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});
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test('removed CSS mode cannot disable GPU contacts; unsupported adapters fail closed', () => {
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const root = { dataset: { uiTheme: 'cyber' }, style: { setProperty() {} } };
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const options = {
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root,
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body: { classList: { contains: () => false } },
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hud: { classList: { contains: () => true } },
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reducedMotion: false,
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};
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root.dataset.cyberSonarMode = 'css';
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assert.equal(applyCyberSonarSettings({ mode: 'css' }, root).mode, undefined);
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assert.equal(root.dataset.cyberSonarMode, undefined);
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assert.equal(isCyberSonarActive(options), true);
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assert.equal(isCyberContactSonarActive(options), true);
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assert.equal(
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applyCyberSonarSettings({ mode: 'invalid' }, root).mode,
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undefined,
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);
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assert.equal(isCyberContactSonarActive(options), true);
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root.dataset.cyberSonarGpu = 'unsupported';
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assert.equal(isCyberContactSonarActive(options), false);
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});
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test('native owner colors remain untouched and scene teardown releases listeners', () => {
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const previous = globalThis.document;
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const root = { dataset: { uiTheme: 'cyber', cyberSonar: 'on' } };
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let cockpit = false;
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globalThis.document = {
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documentElement: root,
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body: { classList: { contains: () => cockpit } },
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getElementById: () => ({ classList: { contains: () => true } }),
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};
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const primitives = new Cesium.PrimitiveCollection();
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const points = primitives.add(new Cesium.PointPrimitiveCollection());
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const point = points.add({ color: new Cesium.Color(0.3, 0.7, 0.5, 0.8) });
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const original = primitives.update;
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const scene = {
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primitives,
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postUpdate: new Cesium.Event(),
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preRender: new Cesium.Event(),
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postRender: new Cesium.Event(),
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canvas: { clientWidth: 1000, clientHeight: 800 },
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camera: {
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frustum: { projectionMatrix: Cesium.Matrix4.IDENTITY },
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viewMatrix: Cesium.Matrix4.IDENTITY,
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},
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requestRender() {},
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};
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const viewer = { scene };
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const dispose = createCyberSonarScene(viewer);
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try {
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for (const enabled of ['on', 'off', 'on']) {
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root.dataset.cyberSonar = enabled;
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for (const opacity of [35, 84, 100]) {
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root.dataset.cyberSonarOpacity = String(opacity);
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point.color = new Cesium.Color(0.6, 0.4, 0.2, 0.7);
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scene.postUpdate.raiseEvent();
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scene.preRender.raiseEvent();
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assert.equal(point.color.alpha, 0.7);
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assert.equal(point.color.red, 0.6);
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}
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}
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const previousTimeout = globalThis.setTimeout;
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const previousClear = globalThis.clearTimeout;
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let timers = 0;
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globalThis.setTimeout = () => {
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timers++;
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return 1;
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};
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globalThis.clearTimeout = () => {};
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try {
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const gpu = getCyberSonarSceneDiagnostics(viewer).gpu;
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gpu.commands = 6;
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gpu.visibleCommands = 0;
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scene.postRender.raiseEvent();
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assert.equal(timers, 0, 'culled batches must not schedule a sonar draw');
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gpu.visibleCommands = 1;
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scene.postRender.raiseEvent();
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assert.equal(timers, 1, 'a visible batch keeps the sweep moving');
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root.dataset.cyberSonar = 'off';
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scene.postRender.raiseEvent();
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assert.equal(timers, 1, 'OFF does not schedule contact draws');
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} finally {
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globalThis.setTimeout = previousTimeout;
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globalThis.clearTimeout = previousClear;
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}
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cockpit = true;
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scene.postUpdate.raiseEvent();
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scene.preRender.raiseEvent();
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root.dataset.uiTheme = 'tactical';
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scene.postUpdate.raiseEvent();
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scene.preRender.raiseEvent();
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dispose();
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dispose();
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assert.equal(primitives.update, original);
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assert.equal(scene.postUpdate.numberOfListeners, 0);
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assert.equal(scene.preRender.numberOfListeners, 0);
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assert.equal(scene.postRender.numberOfListeners, 0);
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assert.equal(root.dataset.cyberSonarGpu, undefined);
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} finally {
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dispose();
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primitives.destroy();
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globalThis.document = previous;
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}
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});
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for (const reducedMotion of [false, true]) {
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test(`shader failure requests one parked restoration draw with ${reducedMotion ? 'reduced motion' : 'Sonar OFF'}`, () => {
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const previousDocument = globalThis.document;
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const previousMatchMedia = globalThis.matchMedia;
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const previousTimeout = globalThis.setTimeout;
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const previousClear = globalThis.clearTimeout;
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const root = {
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dataset: { uiTheme: 'cyber', cyberSonar: reducedMotion ? 'on' : 'off' },
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};
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const status = { textContent: '' };
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globalThis.document = {
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documentElement: root,
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body: { classList: { contains: () => false } },
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getElementById: (id) =>
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id === 'cyber-sonar-status'
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? status
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: { classList: { contains: () => true } },
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};
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globalThis.matchMedia = () => ({ matches: reducedMotion });
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let scheduled = 0;
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globalThis.setTimeout = () => {
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scheduled++;
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return 1;
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};
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globalThis.clearTimeout = () => {};
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// A model-shaped fixture exercises the actual scene walk without loading a
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// glTF or allocating a WebGL context. Rendering remains the browser gate.
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const nativeColor = new Cesium.Color(0.2, 0.4, 0.8, 1);
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const model = Object.create(Cesium.Model.prototype, {
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ready: { value: true },
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show: { value: true },
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color: { value: nativeColor.clone(), writable: true },
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modelMatrix: { value: Cesium.Matrix4.IDENTITY },
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});
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const primitives = new Cesium.PrimitiveCollection({
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destroyPrimitives: false,
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});
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primitives.add(model);
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const points = new Cesium.PointPrimitiveCollection();
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const nativeCommand = {
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owner: points,
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uniformMap: {},
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shaderProgram: {
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vertexShaderSource: new Cesium.ShaderSource({
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sources: ['void main() {}'],
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}),
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},
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};
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primitives.update = (frame) => frame.commandList.push(nativeCommand);
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let requests = 0;
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const scene = {
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primitives,
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postUpdate: new Cesium.Event(),
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preRender: new Cesium.Event(),
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postRender: new Cesium.Event(),
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canvas: { clientWidth: 1000, clientHeight: 800 },
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drawingBufferWidth: 1000,
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drawingBufferHeight: 800,
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camera: {
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frustum: { projectionMatrix: Cesium.Matrix4.IDENTITY },
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viewMatrix: Cesium.Matrix4.IDENTITY,
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},
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requestRender() {
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requests++;
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},
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};
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const viewer = { scene };
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const dispose = createCyberSonarScene(viewer);
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try {
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scene.postUpdate.raiseEvent();
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scene.preRender.raiseEvent();
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assert.notDeepEqual(
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model.color,
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nativeColor,
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'Cyber neutral treatment precedes shader compilation',
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);
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const frame = { commandList: [], passes: { render: true } };
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primitives.update(frame);
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assert.equal(getCyberSonarSceneDiagnostics(viewer).gpu.supported, false);
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assert.equal(frame.commandList[0], nativeCommand);
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scene.postRender.raiseEvent();
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assert.equal(
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scheduled,
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0,
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'inactive sweep has no timer to perform recovery',
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);
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scene.postUpdate.raiseEvent();
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assert.equal(root.dataset.cyberSonarGpu, 'unsupported');
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assert.match(status.textContent, /Native contacts remain visible/);
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assert.equal(
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requests,
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1,
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'support loss explicitly wakes the parked scene',
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);
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scene.preRender.raiseEvent();
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assert.deepEqual(
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model.color,
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nativeColor,
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'the requested draw restores native model color',
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);
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assert.equal(getCyberSonarSceneDiagnostics(viewer).contacts, 0);
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scene.postRender.raiseEvent();
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for (let i = 0; i < 3; i++) scene.postUpdate.raiseEvent();
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assert.equal(
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requests,
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1,
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'unsupported idle ticks do not create a render loop',
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);
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assert.equal(scheduled, 0);
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dispose();
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scene.postUpdate.raiseEvent();
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assert.equal(requests, 1, 'disposed callbacks cannot wake the scene');
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} finally {
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dispose();
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points.destroy();
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primitives.destroy();
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globalThis.document = previousDocument;
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globalThis.matchMedia = previousMatchMedia;
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globalThis.setTimeout = previousTimeout;
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globalThis.clearTimeout = previousClear;
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}
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});
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}
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