mirror of
https://github.com/bilawalsidhu/gods-eye-view.git
synced 2026-11-09 04:44:01 +00:00
fix(cockpit): a coarse read never takes a river bridge back to the sea
Before the first full-detail water read lands (it can take many seconds from cold tiles), a refresh's loaded-tile read with one low probe still dropped a river height to the geoid. Before that landing, loaded-tile reads may now find raised water but only a full-detail read lowers it. CURRENT-STATE also says what the earlier fixes changed: C stays the CCTV shortcut when the bridge cannot be entered, voice entry is refused on a bridge, and the ridden ship's trail is hidden with its sprite.
This commit is contained in:
1 parent
5c937e67e1
commit
80a33ba52c
3 files changed
+44
-9
No files matched your search
+10
-5
@@ -1530,16 +1530,20 @@ With no aircraft tracked, Cockpit can ride the selected AIS vessel instead.
|
||||
Entry needs only the layer of the vessel it rides, Live AIS Vessels, and a
|
||||
selected vessel; Contacts and every other layer may be off, before or during
|
||||
the bridge (`bridgeEntryAllowed` in `src/contextModePolicy.js`). A Context mode
|
||||
change still in flight blocks entry until it settles. `C` enters it, and the
|
||||
change still in flight blocks entry until it settles. `C` enters it (when
|
||||
the bridge cannot be entered, `C` stays the CCTV shortcut), and the
|
||||
entry button reads BRIDGE with a ship icon both in Contacts (`#cockpit-entry`)
|
||||
and under the selected vessel's Intel HUD readout in the bottom-right corner
|
||||
(`#cockpit-entry-readout`, shown with the HUD on, in its Tactical and Cyber
|
||||
layouts). Turning Live AIS Vessels off ends the bridge: the layer then has no
|
||||
subject (`getCockpitSubject` returns null). The bridge picture uses AIS alone,
|
||||
so no other feed being off makes it partial.
|
||||
Voice (`control_cockpit`) and the selection entry transaction stay aircraft-only.
|
||||
Voice (`control_cockpit`) and the selection entry transaction stay aircraft-only;
|
||||
voice `enter` on a bridge is refused before it touches tracking, with the
|
||||
reason to exit the bridge first.
|
||||
The vessel layer supplies the subject (`getCockpitSubject`), hides that ship's
|
||||
sprite, card and detection bracket while it is held (`setCockpitSubject`), and
|
||||
sprite, card, detection bracket and trail while it is held
|
||||
(`setCockpitSubject`), and
|
||||
ignores scene clicks so open water cannot deselect it. The eye sits on the AIS
|
||||
position at a representative bridge height for the AIS type family
|
||||
(`src/layers/vessels/cockpitSubject.js`: cargo and tanker 30 m, passenger 25 m,
|
||||
@@ -1569,8 +1573,9 @@ eight probes 30 m out, the lowest probe taken as the water when it is 2 m to
|
||||
the full-detail read replaces it; it repeats every 5 s. Only one full-detail
|
||||
read runs at a time: while one is still running, a refresh reads the loaded
|
||||
tiles instead, and the slow read applies whenever it lands. Once a
|
||||
full-detail read has answered, loaded-tile reads no longer change the height,
|
||||
and a read that sampled nothing keeps the height it had. A failed read keeps
|
||||
full-detail read has answered, loaded-tile reads no longer change the height;
|
||||
before then they may find raised water but never take it back to the sea.
|
||||
A read that sampled nothing keeps the height it had. A failed read keeps
|
||||
the sea surface.
|
||||
|
||||
The HUD keeps its frame, vision styles, briefing, weather and Display/Radio
|
||||
|
||||
@@ -1350,6 +1350,30 @@ test('a river height stands through reads that sample nothing or one coarse prob
|
||||
);
|
||||
});
|
||||
|
||||
test('before any full read lands, a coarse loaded read keeps the river it found', 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 });
|
||||
// The full-detail read is cold and never lands in this test.
|
||||
ship.viewer.scene.sampleHeightMostDetailed = () => new Promise(() => {});
|
||||
ship.viewer.scene.sampleHeight = () => 27;
|
||||
ship.cockpit.enter();
|
||||
await settle();
|
||||
ship.cockpit.update();
|
||||
frames(ship.cockpit, clock, ship.shots, 60);
|
||||
near(eyeHeightM(ship.shots.at(-1)) - seaEyeM, 27, 'on the river', 0.5);
|
||||
// A refresh meets one low probe on coarse tiles.
|
||||
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);
|
||||
});
|
||||
|
||||
test('a client clock minutes fast does not age the bridge into a stale feed', async (t) => {
|
||||
// The feed's newest fix is this ship's; the client clock runs 200 s
|
||||
// ahead of the feed and received the refresh just now.
|
||||
|
||||
+10
-4
@@ -110,9 +110,10 @@ export function update() {
|
||||
* every frame until it settles): while one is still running, a refresh
|
||||
* reads the loaded tiles instead, and the slow read applies whenever it
|
||||
* lands. Once a full-detail read has answered, only full-detail reads
|
||||
* change the height: a loaded-tile read stands in only until the first
|
||||
* lands, so one coarse probe cannot drop a river bridge to the sea, and a
|
||||
* read that sampled nothing keeps the height it had.
|
||||
* change the height; before then a loaded-tile read may find raised water
|
||||
* but never takes a raised height back to the sea. One coarse probe cannot
|
||||
* drop a river bridge to the sea, and a read that sampled nothing keeps
|
||||
* the height it had.
|
||||
* @param {{latitude: number, longitude: number}} [at] Where to read the
|
||||
* water: the dead-reckoned position the camera rides.
|
||||
* @returns {number} Ellipsoidal metres.
|
||||
@@ -145,7 +146,12 @@ function vesselSurfaceM(info, nowMs, at = info) {
|
||||
read.sampledMs = nowMs;
|
||||
if (read.inFlight && !read.landed) {
|
||||
const loadedM = loadedWaterlineM(scene, probes, seaM);
|
||||
if (Number.isFinite(loadedM)) read.heightM = loadedM;
|
||||
// Taking a river back to the sea is the full-detail read's to say.
|
||||
const lowers =
|
||||
Number.isFinite(read.heightM) &&
|
||||
read.heightM > seaM &&
|
||||
!(loadedM > seaM);
|
||||
if (Number.isFinite(loadedM) && !lowers) read.heightM = loadedM;
|
||||
}
|
||||
}
|
||||
if (!read.inFlight) readWaterline.call(this, read, scene, probes, seaM);
|
||||
|
||||
Reference in new issue
Block a user