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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.
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@@ -1350,6 +1350,30 @@ test('a river height stands through reads that sample nothing or one coarse prob
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);
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});
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test('before any full read lands, a coarse loaded read keeps the river it found', async (t) => {
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const clock = manualClock(t, START_MS);
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const sea = await bridgeAt(t, clock);
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frames(sea.cockpit, clock, sea.shots, 60);
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const seaEyeM = eyeHeightM(sea.shots.at(-1));
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sea.cockpit.exit();
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clock.set(START_MS);
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const record = { ...RECORD, lastPositionEpoch: START_MS / 1000 };
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const ship = fixture(t, { record });
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// The full-detail read is cold and never lands in this test.
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ship.viewer.scene.sampleHeightMostDetailed = () => new Promise(() => {});
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ship.viewer.scene.sampleHeight = () => 27;
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ship.cockpit.enter();
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await settle();
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ship.cockpit.update();
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frames(ship.cockpit, clock, ship.shots, 60);
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near(eyeHeightM(ship.shots.at(-1)) - seaEyeM, 27, 'on the river', 0.5);
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// A refresh meets one low probe on coarse tiles.
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ship.viewer.scene.sampleHeight = () => 0.5;
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frames(ship.cockpit, clock, ship.shots, 240);
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near(eyeHeightM(ship.shots.at(-1)) - seaEyeM, 27, 'still on the river', 0.5);
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});
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test('a client clock minutes fast does not age the bridge into a stale feed', async (t) => {
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// The feed's newest fix is this ship's; the client clock runs 200 s
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// ahead of the feed and received the refresh just now.
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+10
-4
@@ -110,9 +110,10 @@ export function update() {
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* every frame until it settles): while one is still running, a refresh
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* reads the loaded tiles instead, and the slow read applies whenever it
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* lands. Once a full-detail read has answered, only full-detail reads
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* change the height: a loaded-tile read stands in only until the first
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* lands, so one coarse probe cannot drop a river bridge to the sea, and a
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* read that sampled nothing keeps the height it had.
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* change the height; before then a loaded-tile read may find raised water
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* but never takes a raised height back to the sea. One coarse probe cannot
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* drop a river bridge to the sea, and a read that sampled nothing keeps
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* the height it had.
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* @param {{latitude: number, longitude: number}} [at] Where to read the
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* water: the dead-reckoned position the camera rides.
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* @returns {number} Ellipsoidal metres.
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@@ -145,7 +146,12 @@ function vesselSurfaceM(info, nowMs, at = info) {
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read.sampledMs = nowMs;
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if (read.inFlight && !read.landed) {
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const loadedM = loadedWaterlineM(scene, probes, seaM);
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if (Number.isFinite(loadedM)) read.heightM = loadedM;
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// Taking a river back to the sea is the full-detail read's to say.
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const lowers =
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Number.isFinite(read.heightM) &&
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read.heightM > seaM &&
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!(loadedM > seaM);
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if (Number.isFinite(loadedM) && !lowers) read.heightM = loadedM;
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}
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}
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if (!read.inFlight) readWaterline.call(this, read, scene, probes, seaM);
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