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https://github.com/bilawalsidhu/gods-eye-view.git
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Merge pull request #871 from waar19/perf/vessels-idle-render
perf(vessels): let the scene idle with AIS vessels enabled
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10 files changed
+308
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@@ -0,0 +1,7 @@
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- Let the scene idle with AIS vessels enabled. Vessels no longer hold the
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continuous render loop; they request frames for new data and selection, one
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trailing frame after the camera stops, and hold the loop only while focus
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emphasis animates or a vessel stays dimmed under a tracked target. A parked
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vessels-only scene went from continuous rendering to 0 frames in 5 s. While
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anything is tracked, the vessel focus pass skips hidden sprites at rest:
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about 4 ms to 1.2 ms per pass over 12,000 vessels (waar19, #871).
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@@ -2286,6 +2286,16 @@ fetching, trailing-24-hour filtering and partial-success caching are unchanged.
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> SCOPE toggle + FEATHER slider, hash keys `sc`/`scf`) — it is NOT the
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> six zero-intensity style stages anymore (those are disabled; see the
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> history note in `_initStages`). Hidden tabs stop the render loop.
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> AIS vessels no longer hold the loop while enabled (2026-09-30): vessels move
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> only when a poll lands, so the layer requests a frame for every forced pass
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> (new data, selection), leaves one trailing frame when the camera moved inside
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> the 800 ms visibility cadence, and holds `ais-vessels` only while focus
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> emphasis animates or any vessel stays dimmed under a live focus target. The
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> trailing frame goes through the layer's injectable runtime clock and is
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> cancelled on disable, destroy and reset (`renderGovernor.test.mjs` pins the
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> no-self-wake invariant). The 80 ms focus pass also skips hidden sprites whose
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> focus state is at rest (`spriteFocusAtRest`), since advancing them changes
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> nothing; with a 12k worldwide feed that is most of the fleet.
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> The scope's OUTSIDE terminus is **altitude-adaptive** (2026-08-17): 0.94
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> at/above **10 Mm**, so
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> faint stars survive in the corners of a TRUE full-globe view, fading quickly
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@@ -1719,3 +1719,50 @@ test('vessel selection passes the opaque source reference to optional history',
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aisLiveVesselsLayer.setSource(createVesselSource());
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}
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});
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test('vessel focus wire skips hidden sprites at rest while a target is tracked', () => {
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const makeColor = (alpha) => ({ alpha, withAlpha: (next) => makeColor(next) });
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const sprite = (show) => ({
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position: { x: 1, y: 2, z: 3 },
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show,
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color: makeColor(1),
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});
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const visible = sprite(true);
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const hidden = Array.from({ length: 50 }, () => sprite(false));
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const records = [visible, ...hidden].map((billboard) => ({
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position: billboard.position,
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billboard,
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}));
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const target = {
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screenRect: { left: 40, top: 40, right: 60, bottom: 60 },
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paddingPx: 0,
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cameraDistance: 1000,
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};
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let projected = 0;
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let measured = 0;
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const apply = (nowMs) =>
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applyVesselFocusDeemphasis({
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records,
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target,
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nowMs,
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screenPositionFor: () => {
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projected += 1;
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return { x: 50, y: 50 };
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},
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cameraDistanceFor: () => {
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measured += 1;
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return 1200;
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},
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params: { paddingPx: 0, dimFloor: 0.25, attackMs: 300 },
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});
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apply(0);
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const result = apply(300);
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// Only the on-screen sprite pays for projection and distance.
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assert.equal(projected, 2);
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assert.equal(measured, 2);
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assert.equal(visible.color.alpha, 0.25);
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assert.equal(result.activeCount, 1);
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for (const billboard of hidden) assert.equal(billboard.color.alpha, 1);
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});
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@@ -555,6 +555,21 @@ export function advanceFocusEvidenceNowMs(deltaMs) {
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return _focusEvidenceNowMs;
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}
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/**
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* True when a sprite holds no dimming state, or has settled at full emphasis
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* with nothing pending. Advancing such a sprite without a screen position (a
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* hidden sprite) changes neither its state nor its alpha, so a layer pass may
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* skip it.
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* @param {object} sprite
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* @returns {boolean}
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*/
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export function spriteFocusAtRest(sprite) {
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const state = _spriteStates.get(sprite);
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return (
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!state || (state.factor === 1 && state.desired === 1 && !state.wasFarther)
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);
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}
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/** Forget state when a primitive is removed from its owning collection. */
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export function forgetSpriteFocus(sprite) {
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if (sprite) _spriteStates.delete(sprite);
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@@ -11,7 +11,7 @@ export function createLifecycle({
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}) {
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const { state } = vesselState;
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const { restoreSpriteOrder, restoreSpriteOrderOnEnable } = services.sprites;
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const { holdContinuousRender, releaseContinuousRender } = services.render;
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const { releaseContinuousRender } = services.render;
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const { ensureGeoidReady } = services.geoid;
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const { registerPickOwner, unregisterPickOwner } = services.picking;
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@@ -125,6 +125,7 @@ export function createLifecycle({
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state.interactionHandlerFactory = null;
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state.interactionKeyTarget = null;
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state.preRenderRemover = null;
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components.rendering.cancelTrailingVisibilityPass();
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state.lastVisibilityUpdate = 0;
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state.lastFocusUpdate = 0;
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state.activeFocusCount = 0;
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@@ -164,7 +165,6 @@ export function createLifecycle({
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const wasEnabled = state.feed.enabled;
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state.feed.enabled = true;
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if (!wasEnabled) beginAisSession();
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holdContinuousRender('ais-vessels'); // per-frame animator (perf wave 2)
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const activeViewer = viewer || state.viewer;
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components.rendering.ensureCollections(activeViewer);
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components.selection.installInteraction(activeViewer);
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@@ -208,6 +208,7 @@ export function createLifecycle({
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state.feed.enabled = false;
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invalidateAisSession();
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releaseContinuousRender('ais-vessels');
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components.rendering.cancelTrailingVisibilityPass();
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unregisterPickOwner('ais-live-vessels');
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components.rendering.setVisible(false);
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vesselState._vesselOverlayHost.clearSource(VESSEL_OVERLAY_SOURCE_ID);
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@@ -227,6 +228,7 @@ export function createLifecycle({
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const activeViewer = viewer || state.viewer;
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invalidateAisSession();
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releaseContinuousRender('ais-vessels'); // direct-destroy path (perf wave 2 fix)
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components.rendering.cancelTrailingVisibilityPass();
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if (state.feed.abort) state.feed.abort.abort();
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unregisterPickOwner('ais-live-vessels');
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components.selection.clearVesselInspection();
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@@ -29,7 +29,11 @@ function services() {
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forgetSpriteFocus: noop,
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},
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worldFocus: {},
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render: { releaseContinuousRender: noop },
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render: {
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holdContinuousRender: noop,
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releaseContinuousRender: noop,
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governorRequestRender: noop,
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},
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};
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}
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function setup(source, options = {}) {
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@@ -0,0 +1,138 @@
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import test from 'node:test';
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import assert from 'node:assert/strict';
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import { createVesselLayer } from './index.js';
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import { VISIBILITY_UPDATE_MS } from './policy.js';
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// Vessels move only when a poll lands, so the layer must let the scene idle:
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// it asks for frames for forced passes and one trailing frame after the camera
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// stops, and never schedules a frame from a pass the camera did not cause.
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const noop = () => {};
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function setup() {
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let clock = 10_000;
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const requests = [];
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const holds = new Set();
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const timers = new Map();
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let nextTimer = 1;
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const layer = createVesselLayer({
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source: { getSnapshot: async () => ({ records: [] }) },
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services: {
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context: {
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clearSelectedEntityContextForLayer: noop,
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registerEntityContext: () => null,
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},
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trails: {
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createTrail: () => ({ setPositions: noop, clear: noop, destroy: noop }),
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},
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labels: {},
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picking: { unregisterPickOwner: noop },
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overlay: {
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setOverlayEntries: noop,
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setOverlaySourceVisible: noop,
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clearOverlaySource: noop,
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},
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geoid: {},
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sprites: {},
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focus: {
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focusNowMs: () => clock,
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getFocusTarget: () => null,
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focusPassIsNeeded: () => false,
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forgetSpriteFocus: noop,
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},
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worldFocus: {},
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render: {
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holdContinuousRender: (id) => holds.add(id),
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releaseContinuousRender: (id) => holds.delete(id),
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governorRequestRender: (reason) => requests.push(reason),
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},
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},
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});
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const camera = {
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positionWC: { x: 0, y: 0, z: 7_000_000 },
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heading: 0,
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pitch: -1.2,
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roll: 0,
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};
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layer.testing._setVesselStateForTest({ viewer: { camera, scene: {} } });
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layer.testing._setAisRuntimeForTest({
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now: () => clock,
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setTimeout(fn, ms) {
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const id = nextTimer++;
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timers.set(id, { fn, at: clock + ms });
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return id;
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},
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clearTimeout: (id) => timers.delete(id),
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});
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const advance = (ms) => {
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clock += ms;
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for (const [id, timer] of [...timers]) {
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if (timer.at > clock) continue;
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timers.delete(id);
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timer.fn();
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}
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};
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const frame = () => layer.testing._runVisibilityPassForTest();
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return { layer, camera, requests, holds, timers, advance, frame };
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}
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test('a parked camera schedules no frames after the cadence pass', () => {
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const { requests, holds, timers, advance, frame } = setup();
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frame();
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for (let i = 0; i < 20; i += 1) {
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advance(100);
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frame();
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}
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assert.deepEqual(requests, []);
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assert.equal(timers.size, 0);
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assert.equal(holds.has('ais-vessels'), false);
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});
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test('a camera that stops inside the cadence gets exactly one trailing frame', () => {
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const { layer, camera, requests, timers, advance, frame } = setup();
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frame();
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advance(100);
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camera.heading = 0.5;
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frame();
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advance(100);
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frame();
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assert.equal(timers.size, 1, 'one trailing frame, not one per skipped pass');
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assert.equal(layer.testing._hasTrailingVisibilityPassForTest(), true);
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advance(VISIBILITY_UPDATE_MS);
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assert.deepEqual(requests, ['ais-vessels-visibility']);
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// The trailing frame runs the regular pass on the pose the camera stopped
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// on. Its own frames must not schedule another one.
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frame();
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for (let i = 0; i < 20; i += 1) {
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advance(100);
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frame();
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}
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assert.deepEqual(requests, ['ais-vessels-visibility']);
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assert.equal(timers.size, 0);
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});
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test('a forced pass requests its own frame', () => {
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const { layer, requests } = setup();
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layer.testing._runVisibilityPassForTest(true);
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assert.deepEqual(requests, ['ais-vessels-update']);
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});
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test('destroy cancels a pending trailing frame', (t) => {
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const originalDocument = globalThis.document;
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globalThis.document = { getElementById: () => null };
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t.after(() => {
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if (originalDocument === undefined) delete globalThis.document;
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else globalThis.document = originalDocument;
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});
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const { layer, camera, requests, timers, advance, frame } = setup();
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frame();
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advance(100);
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camera.heading = 0.5;
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frame();
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assert.equal(timers.size, 1);
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layer.destroy();
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assert.equal(timers.size, 0);
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advance(VISIBILITY_UPDATE_MS);
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assert.deepEqual(requests, []);
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});
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@@ -75,7 +75,13 @@ export function createRendering({
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focusPassIsNeeded,
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advanceSpriteFocus,
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focusAlphaNeedsWrite,
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spriteFocusAtRest,
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} = services.focus;
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const {
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holdContinuousRender,
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releaseContinuousRender,
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governorRequestRender,
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} = services.render;
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function renderRowLimit() {
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const configured = Number(options.maxRows);
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@@ -196,6 +202,14 @@ export function createRendering({
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return icon;
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}
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// Vessels move only when a poll lands, so the layer does not hold the
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// continuous render loop. Its passes run in preRender, which idle mode fires
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// only for rendered frames: a forced pass (new data, selection) requests its
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// frame, a frame that moved the camera but fell inside the 800 ms cadence
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// leaves a trailing frame so the view the camera stopped on is always
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// evaluated, and the continuous hold is kept only while focus emphasis is
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// animating. The trailing frame is keyed to camera motion alone: the pass's
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// own label publication requests a frame, and scheduling on that would loop.
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function installRuntime(viewer) {
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if (state.preRenderRemover || !viewer) return;
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state.preRenderRemover = viewer.scene.preRender.addEventListener(() =>
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@@ -203,8 +217,27 @@ export function createRendering({
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);
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}
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function scheduleTrailingVisibilityPass(now) {
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if (state.trailingVisibilityTimer) return;
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const waitMs = Math.max(
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0,
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VISIBILITY_UPDATE_MS - (now - state.lastVisibilityUpdate),
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);
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state.trailingVisibilityTimer = vesselState._aisRuntime.setTimeout(() => {
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state.trailingVisibilityTimer = null;
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if (state.feed.enabled) governorRequestRender('ais-vessels-visibility');
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}, waitMs);
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}
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function cancelTrailingVisibilityPass() {
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if (!state.trailingVisibilityTimer) return;
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vesselState._aisRuntime.clearTimeout(state.trailingVisibilityTimer);
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state.trailingVisibilityTimer = null;
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}
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function updateVisibility(force = false) {
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if (!state.feed.enabled) return;
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if (force) governorRequestRender('ais-vessels-update');
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const now = focusNowMs(performance.now());
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const focusTarget = getFocusTarget();
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const regularPass =
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@@ -212,13 +245,30 @@ export function createRendering({
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const focusPass =
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focusPassIsNeeded(focusTarget, state.activeFocusCount) &&
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(force || now - state.lastFocusUpdate >= FOCUS_UPDATE_MS);
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if (
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!regularPass &&
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state.viewer?.camera &&
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cameraPoseSignature(state.viewer.camera) !== vesselState._lastCamPoseSig
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)
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scheduleTrailingVisibilityPass(now);
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if (!regularPass && !focusPass) return;
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if (regularPass) state.lastVisibilityUpdate = now;
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if (focusPass) state.lastFocusUpdate = now;
|
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if (!state.records.all.length) {
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// No records — flush any lingering card entries (vanished-feed case).
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if (regularPass) updateClusteredLabels([]);
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if (focusPass) state.activeFocusCount = 0;
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// Still record the pose this pass evaluated, or every later frame that
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// falls inside the cadence would schedule another trailing frame.
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if (regularPass) {
|
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if (state.viewer?.camera)
|
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vesselState._lastCamPoseSig = cameraPoseSignature(
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state.viewer.camera,
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);
|
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updateClusteredLabels([]);
|
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}
|
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if (focusPass) {
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state.activeFocusCount = 0;
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releaseContinuousRender('ais-vessels');
|
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}
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return;
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}
|
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@@ -272,6 +322,9 @@ export function createRendering({
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Cesium.Cartesian3.distance(camera.positionWC, position),
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});
|
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state.activeFocusCount = result.activeCount;
|
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if (result.activeCount > 0 || result.transitioning)
|
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holdContinuousRender('ais-vessels');
|
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else releaseContinuousRender('ais-vessels');
|
||||
}
|
||||
}
|
||||
|
||||
@@ -302,6 +355,16 @@ export function createRendering({
|
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const bb = visual?.billboard;
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const position = bb?.position || visual?.position;
|
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if (!bb || !position) continue;
|
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// Most of a worldwide feed sits behind the horizon. A hidden sprite with
|
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// no pending focus state and full alpha would advance to exactly what it
|
||||
// already is, so skip it instead of paying its distance and state work
|
||||
// every 80 ms while anything is tracked.
|
||||
if (
|
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bb.show === false &&
|
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spriteFocusAtRest(bb) &&
|
||||
!focusAlphaNeedsWrite(bb.color?.alpha, 1, params)
|
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)
|
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continue;
|
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const focus = advanceSpriteFocus(bb, {
|
||||
// Hidden/far-side sprites still finish any pending release so the active
|
||||
// count remains truthful and they cannot reappear with stale dim alpha.
|
||||
@@ -510,6 +573,7 @@ export function createRendering({
|
||||
shipIcon,
|
||||
installRuntime,
|
||||
updateVisibility,
|
||||
cancelTrailingVisibilityPass,
|
||||
applyVesselFocusDeemphasis,
|
||||
makeOccluder,
|
||||
isVisible,
|
||||
|
||||
@@ -64,6 +64,8 @@ export function createVesselState({ source, services }) {
|
||||
/** Test-only key target paired with interactionHandlerFactory. */
|
||||
interactionKeyTarget: null,
|
||||
preRenderRemover: null,
|
||||
/** Pending timer that renders one frame after a cadence-skipped pass. */
|
||||
trailingVisibilityTimer: null,
|
||||
lastVisibilityUpdate: 0,
|
||||
lastFocusUpdate: 0,
|
||||
/** Sprites whose animated emphasis remains outside the 1.0 deadband. */
|
||||
|
||||
@@ -151,6 +151,18 @@ export function createTesting({
|
||||
};
|
||||
}
|
||||
|
||||
/** Run one preRender visibility/focus pass. Test-only seam. */
|
||||
|
||||
function _runVisibilityPassForTest(force = false) {
|
||||
components.rendering.updateVisibility(force);
|
||||
}
|
||||
|
||||
/** True while a trailing visibility frame is scheduled. Test-only seam. */
|
||||
|
||||
function _hasTrailingVisibilityPassForTest() {
|
||||
return state.trailingVisibilityTimer !== null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Read lifecycle ownership state without exposing the mutable state object.
|
||||
* Test-only seam.
|
||||
@@ -176,5 +188,7 @@ export function createTesting({
|
||||
_setAisRuntimeForTest,
|
||||
_getVesselFeedStateForTest,
|
||||
_getVesselStateForTest,
|
||||
_runVisibilityPassForTest,
|
||||
_hasTrailingVisibilityPassForTest,
|
||||
};
|
||||
}
|
||||
Reference in new issue
Block a user