fix: dispose pending infrastructure loads and entity contexts

This commit is contained in:
Sameh Khamis committed 2026-09-11 13:18:59 -07:00
1 parent a547e99a7b
commit e465197cee
4 files changed
+371 -196

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+221 -196
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@@ -3,6 +3,7 @@ import { governorRequestRender } from '../renderGovernor.js';
import {
clearSelectedEntityContextForLayer,
registerEntityContext,
removeEntityContextsForLayer,
selectEntityContext,
} from './contextStore.js';
import {
@@ -328,6 +329,8 @@ export function createLocalGeoJsonLayer({
let _stemGeometryDirty = true;
let _lastVisibilityUpdate = 0;
let _destroyed = false;
let _loadPromise = null;
let _loadController = null;
/**
* Globe-LOD active set: the record ids allowed to carry a live stem right
* now. This bounds geometry refreshes and ground-sample work to the
@@ -487,220 +490,240 @@ export function createLocalGeoJsonLayer({
// 1. Initialize data source
if (!_dataSource) {
const baseColor = Cesium.Color.fromCssColorString(color);
if (!_loadPromise) _loadPromise = (async () => {
_loadController = new AbortController();
const baseColor = Cesium.Color.fromCssColorString(color);
// Fetch and parse JSON Lines (.geojsonl) into a FeatureCollection.
// The source is built into a local and committed to `_dataSource`
// only once setup finishes: a half-built source published early would
// make every later enable() skip this block, so the layer could never
// clear its error or retry.
_error = null;
let loaded = null;
// Whether the scene has actually accepted `loaded` — the two rollback
// windows (before vs after the add settles) need different cleanup.
let addedToScene = false;
try {
const response = await fetch(url);
// A 404 returns an HTML body that would otherwise die in JSON.parse
// one line later, reported as a parse error for a missing file.
if (!response.ok) {
throw new Error(`HTTP ${response.status ?? '?'}`);
}
const text = await response.text();
const lines = text.split('\n').filter(l => l.trim().length > 0);
// Fetch and parse JSON Lines (.geojsonl) into a FeatureCollection.
// The source is built into a local and committed to `_dataSource`
// only once setup finishes: a half-built source published early would
// make every later enable() skip this block, so the layer could never
// clear its error or retry.
_error = null;
let loaded = null;
// Whether the scene has actually accepted `loaded` — the two rollback
// windows (before vs after the add settles) need different cleanup.
let addedToScene = false;
try {
const response = await fetch(url, { signal: _loadController.signal });
if (_destroyed) return;
// A 404 returns an HTML body that would otherwise die in JSON.parse
// one line later, reported as a parse error for a missing file.
if (!response.ok) {
throw new Error(`HTTP ${response.status ?? '?'}`);
}
const text = await response.text();
if (_destroyed) return;
const lines = text.split('\n').filter(l => l.trim().length > 0);
const features = lines.map(line => JSON.parse(line));
const features = lines.map(line => JSON.parse(line));
const geojson = {
type: 'FeatureCollection',
features
};
const geojson = {
type: 'FeatureCollection',
features
};
// Natively parse into entities and use it as our _dataSource
loaded = await Cesium.GeoJsonDataSource.load(geojson, {
clampToGround: true,
stroke: baseColor,
fill: baseColor.withAlpha(0.3),
strokeWidth: 2,
markerSize: 8,
markerColor: baseColor,
});
// Natively parse into entities and use it as our _dataSource
loaded = await Cesium.GeoJsonDataSource.load(geojson, {
clampToGround: true,
stroke: baseColor,
fill: baseColor.withAlpha(0.3),
strokeWidth: 2,
markerSize: 8,
markerColor: baseColor,
});
loaded.name = name;
loaded.show = false;
// Cesium's DataSourceCollection.add() returns a promise and only
// inserts on a later microtask. Without this await, a throw during
// post-processing would roll back a source the scene had not
// accepted yet — and Cesium would then insert the "removed" source
// anyway, leaving an orphan the retry would double up on. Awaiting
// also routes an add() rejection into the error path below instead
// of leaving it uncaught with healthy-looking stats.
await viewer.dataSources.add(loaded);
addedToScene = true;
// Convert parsed points into 3D stems or style polygons
const entities = loaded.entities.values;
_count = entities.length;
_stemRecords = [];
_stemGeometryDirty = true;
for (let i = 0; i < entities.length; i++) {
const feature = entities[i];
feature.__localLayerId = id; // Tag it so our click handler knows it belongs to this layer
let pos = feature.position?.getValue(Cesium.JulianDate.now());
if (!pos) {
// It's a polygon or line
if (feature.polygon) {
feature.polygon.outline = true;
feature.polygon.outlineColor = baseColor;
// Calculate center point for the stem
const hierarchy = feature.polygon.hierarchy?.getValue(Cesium.JulianDate.now());
if (hierarchy && hierarchy.positions && hierarchy.positions.length > 0) {
pos = Cesium.BoundingSphere.fromPoints(hierarchy.positions).center;
}
}
if (_destroyed) return;
loaded.name = name;
loaded.show = false;
// Cesium's DataSourceCollection.add() returns a promise and only
// inserts on a later microtask. Without this await, a throw during
// post-processing would roll back a source the scene had not
// accepted yet — and Cesium would then insert the "removed" source
// anyway, leaving an orphan the retry would double up on. Awaiting
// also routes an add() rejection into the error path below instead
// of leaving it uncaught with healthy-looking stats.
await viewer.dataSources.add(loaded);
addedToScene = true;
if (_destroyed) {
viewer.dataSources.remove(loaded, true);
return;
}
if (!pos) continue;
// Convert parsed points into 3D stems or style polygons
const entities = loaded.entities.values;
_count = entities.length;
_stemRecords = [];
_stemGeometryDirty = true;
for (let i = 0; i < entities.length; i++) {
const feature = entities[i];
feature.__localLayerId = id; // Tag it so our click handler knows it belongs to this layer
let pos = feature.position?.getValue(Cesium.JulianDate.now());
if (!pos) {
// It's a polygon or line
if (feature.polygon) {
feature.polygon.outline = true;
feature.polygon.outlineColor = baseColor;
// Calculate center point for the stem
const hierarchy = feature.polygon.hierarchy?.getValue(Cesium.JulianDate.now());
if (hierarchy && hierarchy.positions && hierarchy.positions.length > 0) {
pos = Cesium.BoundingSphere.fromPoints(hierarchy.positions).center;
}
}
}
const carto = Cesium.Cartographic.fromCartesian(pos);
const groundHeight = 0; // Ellipsoid surface until a scene sample lands
const tipHeight = 2000; // Initial Stem height
if (!pos) continue;
const base = Cesium.Cartesian3.fromRadians(carto.longitude, carto.latitude, groundHeight);
const tip = Cesium.Cartesian3.fromRadians(carto.longitude, carto.latitude, tipHeight);
const properties = propertyObject(feature);
const recordId = String(feature.id ?? i);
const carto = Cesium.Cartographic.fromCartesian(pos);
const groundHeight = 0; // Ellipsoid surface until a scene sample lands
const tipHeight = 2000; // Initial Stem height
// Store references for bounded stem scaling and native picking.
feature.__localBaseCarto = carto;
feature.__localBaseCartesian = base;
registerEntityContext(feature, {
id: `${id}:${recordId}`,
layerId: id,
layerName: name,
source,
dataSource: loaded,
label: featureLabelFromProperties(properties, id),
properties,
latitude: Number(Cesium.Math.toDegrees(carto.latitude).toFixed(6)),
longitude: Number(Cesium.Math.toDegrees(carto.longitude).toFixed(6)),
});
const base = Cesium.Cartesian3.fromRadians(carto.longitude, carto.latitude, groundHeight);
const tip = Cesium.Cartesian3.fromRadians(carto.longitude, carto.latitude, tipHeight);
const properties = propertyObject(feature);
const recordId = String(feature.id ?? i);
// Constant properties are refreshed on the existing 450 ms source
// cadence. Cesium no longer evaluates 2-3 callbacks per entity on
// every frame, while the point/stem pick surface stays native.
feature.position = tip;
const stemPositionBuffers = [[base, tip], [base, tip]];
feature.polyline = new Cesium.PolylineGraphics({
positions: stemPositionBuffers[0],
width: 3.5,
material: new Cesium.ColorMaterialProperty(baseColor),
});
feature.point = new Cesium.PointGraphics({
pixelSize: 10,
color: baseColor,
outlineColor: Cesium.Color.BLACK,
outlineWidth: 2,
// Never depth-cull the anchor against the photoreal mesh —
// globe-horizon culling is handled by the pre-render occluder.
disableDepthTestDistance: Number.POSITIVE_INFINITY,
});
const priority = labelPriorityFromProperties(properties, id);
_stemRecords.push({
id: recordId,
entity: feature,
carto,
base,
tip,
nextTip: Cesium.Cartesian3.clone(tip),
stemPositionBuffers,
stemPositionBufferIndex: 0,
groundHeight,
groundSampled: false,
lastGroundSampleMs: 0,
priority,
entry: labels ? createLocalInfrastructureOverlayEntry({
id: recordId,
// Store references for bounded stem scaling and native picking.
feature.__localBaseCarto = carto;
feature.__localBaseCartesian = base;
registerEntityContext(feature, {
id: `${id}:${recordId}`,
layerId: id,
position: tip,
layerName: name,
source,
dataSource: loaded,
label: featureLabelFromProperties(properties, id),
properties,
priority,
accent: color,
}) : null,
});
}
// Setup finished — publish it.
_dataSource = loaded;
_lastUpdate = Date.now();
} catch (e) {
// The dataset ships with the build, so this is a broken install,
// not a blip — it has to reach the chip, not just the console.
_error = localDatasetError(e);
// Roll the partial build back so a later enable() retries from
// scratch instead of inheriting a half-populated source. Only the
// post-add window has something in the scene to remove: a failure
// before (or inside) add() never reached the collection, and
// removing then would race Cesium's pending insert.
if (addedToScene) {
try { viewer?.dataSources?.remove(loaded, true); } catch { /* already gone */ }
}
_count = 0;
_stemRecords = [];
console.error(`Failed to load ${id}:`, e);
}
latitude: Number(Cesium.Math.toDegrees(carto.latitude).toFixed(6)),
longitude: Number(Cesium.Math.toDegrees(carto.longitude).toFixed(6)),
});
// 2. Install native global click handler
if (!_clickHandler) {
_clickHandler = screenSpaceEventHandlerFactory(viewer.scene.canvas);
_clickHandler.setInputAction((click) => {
if (!_enabled) return;
const picked = viewer.scene.pick(click.position);
if (picked && picked.id && picked.id.__localLayerId === id) {
const entity = picked.id;
viewer.selectedEntity = entity;
selectEntityContext(entity);
// We zoom to the surface base of the stem or the center of the polygon
let targetPos = null;
if (entity.polyline) {
// If it's a stem, fly to the base
const positions = entity.polyline.positions.getValue(Cesium.JulianDate.now());
if (positions && positions.length > 0) {
targetPos = positions[0];
}
} else if (entity.polygon && entity.polygon.hierarchy) {
// If it's a polygon, just fly to its center
const hierarchy = entity.polygon.hierarchy.getValue(Cesium.JulianDate.now());
if (hierarchy && hierarchy.positions.length > 0) {
targetPos = Cesium.BoundingSphere.fromPoints(hierarchy.positions).center;
}
}
if (targetPos) {
const carto = Cesium.Cartographic.fromCartesian(targetPos);
// Disable interactions so Cesium doesn't magically cancel the flight
viewer.scene.screenSpaceCameraController.enableInputs = false;
viewer.camera.flyTo({
destination: Cesium.Cartesian3.fromRadians(carto.longitude, carto.latitude, 5000),
duration: 1.5,
complete: () => { viewer.scene.screenSpaceCameraController.enableInputs = true; },
cancel: () => { viewer.scene.screenSpaceCameraController.enableInputs = true; },
});
}
// Constant properties are refreshed on the existing 450 ms source
// cadence. Cesium no longer evaluates 2-3 callbacks per entity on
// every frame, while the point/stem pick surface stays native.
feature.position = tip;
const stemPositionBuffers = [[base, tip], [base, tip]];
feature.polyline = new Cesium.PolylineGraphics({
positions: stemPositionBuffers[0],
width: 3.5,
material: new Cesium.ColorMaterialProperty(baseColor),
});
feature.point = new Cesium.PointGraphics({
pixelSize: 10,
color: baseColor,
outlineColor: Cesium.Color.BLACK,
outlineWidth: 2,
// Never depth-cull the anchor against the photoreal mesh —
// globe-horizon culling is handled by the pre-render occluder.
disableDepthTestDistance: Number.POSITIVE_INFINITY,
});
const priority = labelPriorityFromProperties(properties, id);
_stemRecords.push({
id: recordId,
entity: feature,
carto,
base,
tip,
nextTip: Cesium.Cartesian3.clone(tip),
stemPositionBuffers,
stemPositionBufferIndex: 0,
groundHeight,
groundSampled: false,
lastGroundSampleMs: 0,
priority,
entry: labels ? createLocalInfrastructureOverlayEntry({
id: recordId,
layerId: id,
position: tip,
properties,
priority,
accent: color,
}) : null,
});
}
}, Cesium.ScreenSpaceEventType.LEFT_CLICK);
// Setup finished — publish it.
_dataSource = loaded;
_lastUpdate = Date.now();
} catch (e) {
// The dataset ships with the build, so this is a broken install,
// not a blip — it has to reach the chip, not just the console.
if (!_destroyed) _error = localDatasetError(e);
// Roll the partial build back so a later enable() retries from
// scratch instead of inheriting a half-populated source. Only the
// post-add window has something in the scene to remove: a failure
// before (or inside) add() never reached the collection, and
// removing then would race Cesium's pending insert.
if (addedToScene) {
try { viewer?.dataSources?.remove(loaded, true); } catch { /* already gone */ }
}
if (_destroyed) return;
removeEntityContextsForLayer(id);
_count = 0;
_stemRecords = [];
console.error(`Failed to load ${id}:`, e);
}
if (_destroyed) return;
// 2. Install native global click handler
if (!_clickHandler) {
_clickHandler = screenSpaceEventHandlerFactory(viewer.scene.canvas);
_clickHandler.setInputAction((click) => {
if (!_enabled) return;
const picked = viewer.scene.pick(click.position);
if (picked && picked.id && picked.id.__localLayerId === id) {
const entity = picked.id;
viewer.selectedEntity = entity;
selectEntityContext(entity);
// We zoom to the surface base of the stem or the center of the polygon
let targetPos = null;
if (entity.polyline) {
// If it's a stem, fly to the base
const positions = entity.polyline.positions.getValue(Cesium.JulianDate.now());
if (positions && positions.length > 0) {
targetPos = positions[0];
}
} else if (entity.polygon && entity.polygon.hierarchy) {
// If it's a polygon, just fly to its center
const hierarchy = entity.polygon.hierarchy.getValue(Cesium.JulianDate.now());
if (hierarchy && hierarchy.positions.length > 0) {
targetPos = Cesium.BoundingSphere.fromPoints(hierarchy.positions).center;
}
}
if (targetPos) {
const carto = Cesium.Cartographic.fromCartesian(targetPos);
// Disable interactions so Cesium doesn't magically cancel the flight
viewer.scene.screenSpaceCameraController.enableInputs = false;
viewer.camera.flyTo({
destination: Cesium.Cartesian3.fromRadians(carto.longitude, carto.latitude, 5000),
duration: 1.5,
complete: () => { viewer.scene.screenSpaceCameraController.enableInputs = true; },
cancel: () => { viewer.scene.screenSpaceCameraController.enableInputs = true; },
});
}
}
}, Cesium.ScreenSpaceEventType.LEFT_CLICK);
}
})();
try {
await _loadPromise;
} finally {
_loadPromise = null;
_loadController = null;
}
}
if (_destroyed) return;
// 3. Add an incredibly fast pre-render occluder to hide points behind the globe
if (_enabled && !_preRenderRemover) {
_preRenderRemover = viewer.scene.preRender.addEventListener(() => {
@@ -879,9 +902,11 @@ export function createLocalGeoJsonLayer({
destroy: (viewer) => {
if (_destroyed) return;
_destroyed = true;
_loadController?.abort();
// Defensively disable first so listeners and selection state are
// torn down even if destroy is called while the layer is enabled.
disableLayer(viewer);
removeEntityContextsForLayer(id);
if (_clickHandler) {
_clickHandler.destroy();
_clickHandler = null;