test: observe aircraft arrival before idle refresh

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Said Turksever committed 2026-10-20 00:44:51 +01:00
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@@ -4,3 +4,6 @@
- Release unread responses from the optional Google-token probe so keyless
browser validation can settle; the Overpass gate recognizes only that probe's
expected 404 as an unavailable capability (asturksever, #1264).
- Make tracking arrival checks respect the aircraft update cadence while checking
orientation on the first reveal, avoiding false failures at faster render
rates (asturksever, #1264).
+1 -1
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@@ -5011,7 +5011,7 @@ pins and share links already supply complete boxes.
- Fleet model eligibility is distance-based with on-screen priority and hard caps (`MODEL_MAX`, `MODEL_MAX_ALL`) to avoid draw-call explosions. Each model owns its own `modelMatrix`; shared scratch matrices are forbidden because they caused stacking/flicker.
- Tracked aircraft use standalone model primitives driven from the already-settled dead-reckoned display position, while the tracked Cesium entity remains billboard-backed so `viewer.trackedEntity` always has a ready bounding sphere.
- Flights and military layers mirror the same tracking invariants: no warm-up freeze/jump, altitude-scaled framing, trail head glued to the displayed plane, no pull-out when switching targets, and no cross-layer orphan when switching between commercial and military tracks.
- Regression surface: `npm run test:track` drives the real app headless with synthetic aircraft feeds and asserts the tracking invariants without depending on live OpenSky/adsb data. `src/data/trackedModelRegime.test.mjs` pins the tracked contact's threshold math, the enter/exit asymmetry, and the default-on / cockpit / TR-3B / deselect wiring in both layers.
- Regression surface: `npm run test:track` drives the real app headless with synthetic aircraft feeds and asserts the tracking invariants without depending on live OpenSky/adsb data. Arrival-rotation checks observe the first reveal within a bounded wall-clock window before the one-second idle fallback, rather than assuming the 80 ms fleet cadence fits inside four rendered frames; an incorrect first orientation fails immediately. `src/data/trackedModelRegime.test.mjs` pins the tracked contact's threshold math, the enter/exit asymmetry, and the default-on / cockpit / TR-3B / deselect wiring in both layers.
### TR-3B conversion Easter egg (August 2026)
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@@ -1071,5 +1071,6 @@
"src/tooling/changelogFragments.test.mjs",
"src/data/gbfsProxyRateLimit.test.mjs",
"src/terrainHeightsBounds.test.mjs",
"server/providers/overpass/requestAdmission.test.mjs"
"server/providers/overpass/requestAdmission.test.mjs",
"src/tooling/trackArrivalObservation.test.mjs"
]
+34 -51
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@@ -94,6 +94,7 @@
import fs from 'node:fs';
import puppeteer from 'puppeteer';
import { arrivalRotationPassed } from '../src/tooling/trackArrivalObservation.mjs';
import { classifyAircraft, CLASS_SCALE_3D, CLASS_MODEL_REAL } from '../src/data/aircraftClass.js';
import { ensureGeoidReady, geoidHeight } from '../src/data/geoid.js';
@@ -2695,16 +2696,17 @@ async function main() {
// reappear wearing its stale/creation-north nose for up to 1 s).
// Staged deterministically: park the camera nadir over the synthetic
// cluster, let rotations settle, TAMPER a billboard's rotation, then
// trigger each path with the camera idle. The idle-drift catch-up
// (ROTATION_REFRESH_MS = 1 s) can coincidentally mask a regression in a
// ~300 ms SwiftShader frame window, so a regression shows as an
// intermittent (not guaranteed) failure — never a false failure.
// trigger each path with the camera idle. The fleet runs every 80 ms,
// independently of rendered FPS. Observe the first completed settle and
// reveal frames within 500 ms of forcing moveEnd, before the 1 s idle
// rotation refresh can repair an incorrect first reveal.
// ============================================================
console.log('\nChange 4 — arrival rotation: moveEnd settle pass + horizon-reveal pass');
const arrival = await evalPage(async () => {
const v = window.__godsEyeView.viewer;
const dm = window.__godsEyeView.dataManager;
const { screenProjectedRotation } = await import(`${window.__gevQaSourceBase || '/src'}/data/iconOrientation.js`);
const { observeArrivalRotation } = await import(`${window.__gevQaSourceBase || '/src'}/tooling/trackArrivalObservation.mjs`);
// 3D models OFF for this phase: a model-handed-off billboard is hidden
// and skips rotation updates entirely — the probes need live billboards
// (this is also the app's default state the field report came from).
@@ -2766,39 +2768,29 @@ async function main() {
const bb = findBB(id);
if (!bb || !bb.show) return { error: `${id} missing/hidden` };
const r0 = bb.rotation; // settled tamper origin; correctness uses a fresh projection below
// (a) settle pass: tamper, then raise moveEnd with the camera IDLE —
// the pose signature is unchanged, so only the moveEnd hook can fix
// this before the 1 s catch-up.
bb.rotation = r0 + 1.5;
v.camera.moveEnd.raiseEvent();
await nextFrames(2);
const afterMoveEnd = bb.rotation;
// A real-GPU fleet tick can land near the edge of the frame budget and
// advance the contact before the probe reads it. Compare with the
// production projection at the CURRENT position, not the now-stale r0.
const expectedMoveEnd = screenProjectedRotation(v.scene, bb.position, course, null);
// (b) reveal pass: tamper + hide — the next fleet tick must flip it
// visible AND correct the nose in that same tick (camera still idle,
// no moveEnd raised). Diagnostic fields (round 5): record WHICH frame
// the flip landed on (flipFrame; -1 = never within the extended
// window) and whether a 3D model owns this id — distinguishes "tick
// slow under load" from "occluder says hidden" from "model handoff".
bb.rotation = r0 + 1.5;
bb.show = false;
let flipFrame = -1;
for (let f = 1; f <= 6; f++) {
await nextFrames(1);
if (bb.show && flipFrame === -1) flipFrame = f;
if (f >= 2 && flipFrame !== -1) break;
}
const expectedReveal = screenProjectedRotation(v.scene, bb.position, course, null);
const observed = await observeArrivalRotation({
scene: v.scene,
startMoveEnd() {
// Only moveEnd can repair the tampered angle at the idle pose.
bb.rotation = r0 + 1.5;
v.camera.moveEnd.raiseEvent();
},
startReveal() {
// Hide immediately after the confirmed settle frame. The next
// eligible fleet tick must reveal AND re-aim in that same tick.
bb.rotation = r0 + 1.5;
bb.show = false;
},
read() {
return {
shown: bb.show,
rotationError: angDiff(bb.rotation,
screenProjectedRotation(v.scene, bb.position, course, null)),
};
},
});
const hasModel = !!(window.__g3dFindModel && window.__g3dFindModel(id));
return {
r0,
dMoveEnd: angDiff(afterMoveEnd, expectedMoveEnd),
dReveal: angDiff(bb.rotation, expectedReveal),
shown: bb.show, flipFrame, hasModel,
};
return { r0, ...observed, hasModel };
};
const flightCourse = window.__SYNTH.flights.find((f) => f.icao === 'aaa002')?.track ?? 0;
const militaryCourse = window.__SYNTH.military.find((m) => m.hex === 'bbb101')?.track ?? 0;
@@ -2807,22 +2799,13 @@ async function main() {
military: await probe('bbb101', militaryCourse),
};
});
const fmtArr = (a) => (!a ? `no result (${arrival?.error || 'phase error'})` : a.error ? a.error
: `settle-err=${(a.dMoveEnd * 180 / Math.PI).toFixed(1)}° reveal-err=${(a.dReveal * 180 / Math.PI).toFixed(1)}° shown=${a.shown} flipFrame=${a.flipFrame} hasModel=${a.hasModel}`);
const fmtArr = (a) => (!a ? `no result (${arrival?.error || 'phase error'})` : a.error ? `${a.error}; elapsed=${Number(a.elapsedMs).toFixed(1)} ms`
: `settle-err=${(a.dMoveEnd * 180 / Math.PI).toFixed(1)}° reveal-err=${(a.dReveal * 180 / Math.PI).toFixed(1)}° shown=${a.shown} flipFrame=${a.flipFrame} settle=${a.moveEndMs.toFixed(1)} ms reveal=${a.revealMs.toFixed(1)} ms total=${a.elapsedMs.toFixed(1)} ms hasModel=${a.hasModel}`);
const TAMPER_DEG = 1.5 * 180 / Math.PI; // ≈ 86° — an uncorrected nose stays this far off
// Reveal budget re-pinned 2 → 4 frames (round 5): the diagnostic probe
// shows the military flip consistently lands on frame 2 — the exact edge
// of the old budget — so any load hiccup flaked it (flights lands frame
// 1). The regression this protects against is a reveal that waits for
// the 1 s idle catch-up (~30-60 frames) or never re-aims; 4 frames still
// catches that with a wide margin, with zero-headroom flakes gone.
const arrOk = (a) => !!a && !a.error && a.shown
&& (a.flipFrame === -1 ? false : a.flipFrame <= 4)
&& a.dMoveEnd * 180 / Math.PI < 10 && a.dReveal * 180 / Math.PI < 10;
record(`arrival: moveEnd + reveal both re-aim within 4 frames, flights (tamper was ${TAMPER_DEG.toFixed(0)}°)`,
arrOk(arrival.flights), fmtArr(arrival.flights));
record(`arrival: moveEnd + reveal both re-aim within 4 frames, military (tamper was ${TAMPER_DEG.toFixed(0)}°)`,
arrOk(arrival.military), fmtArr(arrival.military));
record(`arrival: moveEnd + first reveal both re-aim before idle refresh, flights (tamper was ${TAMPER_DEG.toFixed(0)}°)`,
arrivalRotationPassed(arrival.flights), fmtArr(arrival.flights));
record(`arrival: moveEnd + first reveal both re-aim before idle refresh, military (tamper was ${TAMPER_DEG.toFixed(0)}°)`,
arrivalRotationPassed(arrival.military), fmtArr(arrival.military));
// ============================================================
// DISPLAY FLOOR (2026-08-19): a grounded contact must never render below
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@@ -0,0 +1,100 @@
/** A reveal must beat the one-second idle rotation refresh, regardless of FPS. */
export const ARRIVAL_OBSERVATION_MS = 500;
/**
* Observe the first completed moveEnd frame and the first subsequent reveal.
* The deadline starts when moveEnd is forced, before its rotation baseline, so
* waiting for either frame cannot let the one-second idle refresh mask a bug.
* `read` snapshots visibility and rotation error against the current position.
*/
export function observeArrivalRotation({
scene,
startMoveEnd,
startReveal,
read,
now = () => performance.now(),
setTimer = setTimeout,
clearTimer = clearTimeout,
}) {
return new Promise((resolve, reject) => {
const startedAt = now();
let moveEnd = null;
let moveEndMs = null;
let revealFrames = 0;
let done = false;
let remove;
let timer;
const cleanup = () => {
done = true;
remove?.();
clearTimer(timer);
};
const finish = (result) => {
if (done) return;
cleanup();
resolve(result);
};
const expired = () => ({
error: `arrival ${moveEnd ? 'reveal' : 'moveEnd'} observation exceeded ${ARRIVAL_OBSERVATION_MS} ms`,
elapsedMs: now() - startedAt,
moveEndMs,
flipFrame: -1,
});
remove = scene.postRender.addEventListener(() => {
if (done) return;
try {
const elapsedMs = now() - startedAt;
if (elapsedMs >= ARRIVAL_OBSERVATION_MS) {
finish(expired());
return;
}
const sample = read();
if (moveEnd === null) {
moveEnd = sample;
moveEndMs = elapsedMs;
startReveal();
} else {
revealFrames++;
if (sample.shown) {
// Keep the FIRST visible result, including a wrong angle. Never
// wait for a subsequent tick to repair a failed reveal.
finish({
dMoveEnd: moveEnd.rotationError,
dReveal: sample.rotationError,
shown: sample.shown,
flipFrame: revealFrames,
moveEndMs,
revealMs: elapsedMs - moveEndMs,
elapsedMs,
});
return;
}
}
scene.requestRender();
} catch (error) {
cleanup();
reject(error);
}
});
timer = setTimer(() => finish(expired()), ARRIVAL_OBSERVATION_MS);
try {
startMoveEnd();
scene.requestRender();
} catch (error) {
cleanup();
reject(error);
}
});
}
/** Test the captured frames without retrying a bad first observation. */
export function arrivalRotationPassed(observation) {
return (
!!observation &&
!observation.error &&
observation.shown === true &&
observation.elapsedMs < ARRIVAL_OBSERVATION_MS &&
(observation.dMoveEnd * 180) / Math.PI < 10 &&
(observation.dReveal * 180) / Math.PI < 10
);
}
@@ -0,0 +1,151 @@
import test from 'node:test';
import assert from 'node:assert/strict';
import {
ARRIVAL_OBSERVATION_MS,
arrivalRotationPassed,
observeArrivalRotation,
} from './trackArrivalObservation.mjs';
function fixture() {
let time = 0;
let state = { shown: true, rotationError: 0 };
const listeners = new Set();
const timers = new Map();
let renders = 0;
let moveEnds = 0;
const observation = observeArrivalRotation({
scene: {
postRender: {
addEventListener(listener) {
listeners.add(listener);
return () => listeners.delete(listener);
},
},
requestRender() {
renders++;
},
},
startMoveEnd() {
moveEnds++;
state.rotationError = 1.5;
},
startReveal() {
state = { shown: false, rotationError: 1.5 };
},
read: () => ({ ...state }),
now: () => time,
setTimer(callback, delay) {
const handle = {};
timers.set(handle, { callback, at: time + delay });
return handle;
},
clearTimer(handle) {
timers.delete(handle);
},
});
return {
observation,
frame(at, nextState) {
time = at;
state = { ...state, ...nextState };
for (const listener of [...listeners]) listener();
},
expire(at) {
time = at;
for (const timer of [...timers.values()])
if (timer.at <= at) timer.callback();
},
get resources() {
return {
listeners: listeners.size,
timers: timers.size,
renders,
moveEnds,
};
},
};
}
test('80 ms fleet scheduling passes after more than four fast rendered frames', async () => {
const f = fixture();
f.frame(8, { shown: true, rotationError: 0 });
// The forced fleet tick was at 8 ms. A 125 FPS renderer can complete nine
// more frames before the next 80 ms fleet interval becomes eligible.
for (let at = 16; at < 88; at += 8) f.frame(at);
f.frame(88, { shown: true, rotationError: 0 });
const result = await f.observation;
assert.equal(result.flipFrame, 10);
assert.equal(result.moveEndMs, 8);
assert.equal(result.revealMs, 80);
assert.equal(result.elapsedMs, 88);
assert.equal(arrivalRotationPassed(result), true);
assert.equal(f.resources.listeners, 0);
assert.equal(f.resources.timers, 0);
assert.equal(f.resources.moveEnds, 1);
});
test('a wrong first visible angle fails even if the next frame corrects it', async () => {
const f = fixture();
f.frame(8, { shown: true, rotationError: 0 });
f.frame(88, { shown: true, rotationError: 1.5 });
f.frame(96, { shown: true, rotationError: 0 });
const result = await f.observation;
assert.equal(result.dReveal, 1.5);
assert.equal(result.flipFrame, 1);
assert.equal(result.elapsedMs, 88);
assert.equal(arrivalRotationPassed(result), false);
});
test('a wrong first moveEnd angle is retained rather than repaired by reveal', async () => {
const f = fixture();
f.frame(8, { shown: true, rotationError: 1.5 });
f.frame(88, { shown: true, rotationError: 0 });
const result = await f.observation;
assert.equal(result.dMoveEnd, 1.5);
assert.equal(arrivalRotationPassed(result), false);
});
test('no reveal fails at a deadline before the one-second idle catch-up', async () => {
const f = fixture();
assert.equal(ARRIVAL_OBSERVATION_MS, 500);
f.frame(8, { shown: true, rotationError: 0 });
f.frame(480);
f.expire(500);
const result = await f.observation;
assert.match(result.error, /reveal.*500 ms/);
assert.equal(arrivalRotationPassed(result), false);
assert.equal(f.resources.listeners, 0);
assert.equal(f.resources.timers, 0);
f.frame(1000, { shown: true, rotationError: 0 });
assert.equal(result.flipFrame, -1);
});
test('a late visible frame fails even if the timeout callback is delayed', async () => {
const f = fixture();
f.frame(8, { shown: true, rotationError: 0 });
f.frame(501, { shown: true, rotationError: 0 });
const result = await f.observation;
assert.match(result.error, /reveal.*500 ms/);
assert.equal(result.elapsedMs, 501);
assert.equal(arrivalRotationPassed(result), false);
});
test('the deadline includes moveEnd setup rather than restarting when hidden', async () => {
const f = fixture();
f.frame(400, { shown: true, rotationError: 0 });
f.frame(600, { shown: true, rotationError: 0 });
const result = await f.observation;
assert.equal(result.moveEndMs, 400);
assert.equal(result.elapsedMs, 600);
assert.equal(arrivalRotationPassed(result), false);
});
test('missing moveEnd frames fail without waiting for a render callback', async () => {
const f = fixture();
f.expire(500);
const result = await f.observation;
assert.match(result.error, /moveEnd.*500 ms/);
assert.equal(arrivalRotationPassed(result), false);
assert.equal(f.resources.listeners, 0);
assert.equal(f.resources.timers, 0);
});