Hide a vessel's detection callout while its own card paints

With Vessels and Detection on, a vessel with an ambient card on the map
also got its detection callout next to the bracket. The callout lane
paints beneath the cards, so its text showed through the card's plate
and covered the speed and course.

The callout now gives way only to a card the shared overlay actually
paints in the same frame. The overlay paints part of the published
cards (shared budget, collisions, UI chrome), so a vessel whose card
was dropped keeps its callout.

The detection lane paints before the cards publish their paint rects,
so getOverlayPaintRect has nothing for the current frame there. The new
isOverlayEntryQueued answers from the paint queue that the overlay
solves before painting. Vessel detection objects name their card in
cardSourceId/cardEntryId.
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German Khokhlov committed 2026-11-05 12:53:17 +04:00
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@@ -5322,7 +5322,7 @@ silently demoting every later lookup for the session.
Mission world text has no native `LabelGraphics`: overview launch markers publish at most 48 ambient candidates for a 24-winner budget, while selecting a mission clears that overview source and publishes its launch-site callout, stage re-entry annotations, live/estimated payload-position readout, and orbit annotation as protected selected-lane entries. The source retains the exact former strings and colors. Static anchors reuse the Cartesian values used to build their mission geometry; the moving payload entry reads the layer's per-frame live-position cache; catalog-backed orbit annotation positions are cached in the same one-second matrix update that realigns the orbit primitive. Keyhole edge fade, horizon culling, final collision placement, and UI exclusion are owned by the shared host. Deselect restores the bounded overview, and refresh, disable, and destroy replace or clear both mission sources.
A selected mission renders its orbit as four repeating tactical sectors, each containing one prominent cyan dot followed by one hundred thin translucent dashes. The bright dots act as orbit anchors while the subdued dash field remains depth-tested against the globe and is shown only for the selected mission.
Close selected-pad views add one static 500 m-radius cyan launch-zone ring with a low-opacity translucent fill over the sampled photoreal launch-site surface. The single scene primitive is created only for the visible selected site and is otherwise dormant. It appears during Focus, sufficiently close manual zoom, and the replay countdown, but is suppressed above 120 km camera altitude, beyond 180 km direct camera-to-pad range, for unselected missions, and whenever Space Missions is inactive. Focus establishes a launch-site-centered camera transform once; subsequent manual heading and pitch changes remain centered on that site without an automated per-frame correction. Surface mission markers and labels use an additional conservative globe-limb margin before the exact ellipsoid occluder boundary, preventing near-horizon visibility from alternating between frames.
- **AIS vessels**: chevron symbology (naval cyan base, type tints), world-space headings, MMSI-keyed reconciliation (selection survives refreshes; pinned 3 refreshes with STALE marker when absent), detection-overlay integration (`type: 'SEA'`), contextStore registration for voice Q&A. Empty-space clicks, id-less photorealistic-tile picks, and Escape dismiss the vessel card/HUD/context and clear its trail; picks owned by another layer (including `gev-trail:*`) and raw vessel-record picks without a live MMSI key are no-ops for vessel selection. Click and key handlers detach while the layer is disabled and reinstall on enable. Selecting another vessel replaces the selection and trail, and reconciliation clears a trail if its owning vessel is evicted.
- **AIS vessels**: chevron symbology (naval cyan base, type tints), world-space headings, MMSI-keyed reconciliation (selection survives refreshes; pinned 3 refreshes with STALE marker when absent), detection-overlay integration (`type: 'SEA'`; a vessel whose ambient card the shared host paints in the current frame draws no detection callout, because the callout would show through the card's plate, while a vessel whose card was published but not painted (shared budget, collisions, UI chrome) keeps its callout — its detectable object names the card in `cardSourceId`/`cardEntryId`, and the callout lane asks `isOverlayEntryQueued` in `src/overlays/worldOverlay.js`, which answers from the solved paint queue because the detection lane paints before the cards publish their paint rects), contextStore registration for voice Q&A. Empty-space clicks, id-less photorealistic-tile picks, and Escape dismiss the vessel card/HUD/context and clear its trail; picks owned by another layer (including `gev-trail:*`) and raw vessel-record picks without a live MMSI key are no-ops for vessel selection. Click and key handlers detach while the layer is disabled and reinstall on enable. Selecting another vessel replaces the selection and trail, and reconciliation clears a trail if its owning vessel is evicted.
- **Track trails**: server accumulates per-MMSI ring buffers (`/api/vessels/track?mmsi=`, Float32+Uint32, 64 samples, 30s/25m thinning); aircraft backfill proxies `/api/flights/track` (OAuth, own credit bucket). Military aircraft keep only their locally accumulated trails: `/api/military/track` validates the hex, then answers `503 history_unavailable` without an upstream request.
- Shared `src/data/pickRegistry.js` stops the two flight layers' click handlers from fighting over the camera.