Commit Graph
11 Commits
Author SHA1 Message Date
Sameh Khamis cbbf55cacd feat(vessels): key vessels by their source's stable id, and share a selected vessel
AIS Vessels are keyed by the id their live source gives, with the MMSI as an
attribute: an MMSI can be shared, spoofed or reused, so two vessels with one
MMSI are now two vessels. Looking a vessel up or selecting it by MMSI still
finds it.

A share link made while a vessel is selected opens that vessel. A UUID vessel
id travels as 16 bytes in a new thing field (13). A shared thing that is not
reporting now says so in a sentence per kind, with its id (ICAO, NORAD, MMSI
or vessel UUID) on a second line.
2026-11-10 18:12:53 -08:00
Sameh Khamis 57ff81f723 feat(live): flights, military and vessels follow the world clock when their source declares a timeline
A live source may now declare a timeline: it can answer a snapshot at a
given time (source.timeline = { coverage(), stepMs, subscribe? }, read by
readSnapshotTimeline). While such a layer is on it follows the world clock
and registers the coverage. At the live edge it polls exactly as before;
away from it the layer asks for getSnapshot({ ...query, atMs }) at the step
at or before the clock time and shows that snapshot instead of polling.

src/time/snapshotTimeline.js owns the following: a seek, time going
backwards or leaving live replaces every contact with the snapshot at the
new time (play waits on it, for at most 8 s); playing on keeps one
snapshot ahead and gates play on it, applying those snapshots as polls so
contacts move smoothly; outside coverage the layer is empty; back at live
it is cleared and polls at once. One load at a time, and a load the
source drops for a newer one is not a failure.

While following, aircraft are drawn at the clock time with no render
delay, records and absences are judged at the clock, track requests carry
atMs, and vessels move between fixes along the great circle. The world
clock counts jumps (seeks and returns to live) in getState().

A source with no timeline never follows the clock, and every layer stays
live, unchanged.
2026-11-10 18:12:53 -08:00
Denis Groshev 72112ecb45 feat(cockpit): ride the selected vessel from its bridge
With no aircraft tracked, Cockpit can ride the selected AIS vessel. Entry
needs only Live AIS Vessels and a selected vessel; C, double-click and the
entry buttons (reading BRIDGE with a ship icon) enter it, while voice stays
aircraft-only.

The eye sits on the AIS position at a representative bridge height for the
vessel's type family, looks along true heading and moves along course over
ground. The last fix is dead-reckoned for up to 180 s between the layer's
refreshes, and on rivers and lakes the waterline is read from the rendered
surface around the ship rather than the geoid.

The bridge HUD shows speed and course over ground, a straight heading
tape, window mullions, the AIS destination as a reported voyage and a
heading-up radar of nearby ships (3 to 24 NM). The arrow keys look around,
Home or 0 looks ahead again. The vessel layer hides the ridden ship's
sprite and card, ignores scene clicks while held, and returns the camera
to the vessel's map view on exit.
2026-11-07 19:52:30 +01:00
Said Turksever e6d2babea0 fix(vessels): pin the idle-render contract and move the entry to a fragment
- The trailing visibility frame uses the layer's injectable runtime timer and
  is cancelled by resetState as well as disable and destroy.
- An empty-feed regular pass records the camera pose, so later in-cadence
  frames do not keep scheduling trailing frames.
- New renderGovernor.test.mjs: a parked camera schedules nothing, a stopped
  camera gets exactly one trailing frame and no self-wake, a forced pass
  requests its frame, destroy cancels the timer.
- The CHANGELOG entry moves to changelog.d/871-vessels-idle-render.md; docs
  say the hold also covers vessels dimmed under a live target.
2026-10-28 15:15:57 +00:00
Said Turksever 87133e8dbf Merge remote-tracking branch 'upstream/main' into pr871-fix
# Conflicts:
#	CHANGELOG.md
2026-10-28 15:15:50 +00:00
German KhokhlovandClaude Opus 5.5 a2463ca2d2 Revert hiding vessel detection callouts under ambient cards
The vessels layer hid the detection callout for every vessel whose card
it published to the world overlay. The overlay paints only part of the
published cards (shared budget, collisions, UI chrome), so vessels whose
card was dropped lost all their text: with 60 vessels and Detection on,
21 showed only an arrow. Back to main's behaviour: the callout always
draws. Hiding it only under a painted card is HAL-628.

The translated speed unit in the callout stays.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 17:37:58 +04:00
German KhokhlovandClaude Opus 5.5 00704ddc89 i18n: fix review findings and polish ru/es strings
Fixes the 51 P0–P2 findings from the full review of the i18n branch and
the issues found while checking every new string on screen in ru and es.

- Translate errors and statuses that still reached ru/es in English:
  feed and tile errors, provider statuses, the ALPR chip, the traffic
  mode chip, voice plan step labels, fire feed values, receiver bands,
  scene save reasons and the Cesium attribution link.
- Show preset city names in the UI language (src/ui/placeNames.js);
  data and everything sent to the model stay English.
- Share layer names between the layer panel, HUD and voice card
  (src/ui/layerNames.js).
- Keep long ru/es strings whole: voice card error lines, analyst
  titles, the voice tier status, the Nepal evidence button, the ALPR
  retry chip. English layout is unchanged.
- Ask before a language switch drops unsaved work.
- Catalog fixes: glossary terms (пуск, пресет), gender agreement and
  consistent "peticiones" in es, fewer calques in both languages.
- Fix English text that was itself wrong (e.g. "Exit cockpit to fly to
  a weather", raw tool ids in voice plan steps).

Catalogs: es/ru 2535 messages each, complete.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 23:49:52 +04:00
Wilmer AlzateandClaude Opus 5.5 367827e742 perf(vessels): let the scene idle with AIS vessels enabled
Vessels move only when a poll lands, yet enabling the layer held the
continuous render loop for its lifetime, so a parked vessels-only scene
rendered every frame. The layer now:

- requests a frame for every forced visibility pass (new data, selection);
- leaves one trailing frame when the camera moved inside the 800 ms
  visibility cadence, so the view the camera stopped on is evaluated. It is
  keyed to camera motion alone: the pass's own label publication requests a
  frame, and scheduling on that looped at ~1.2 Hz;
- holds 'ais-vessels' only while focus emphasis is animating.

The 80 ms focus pass, which runs while anything is tracked, also skips hidden
sprites whose focus state is at rest (new spriteFocusAtRest) and whose alpha
is already 1: advancing them changes nothing, and with a 12k worldwide feed
they are most of the fleet.

Measured: a parked vessels-only scene (headless SwiftShader) went from
continuous mode and 28 frames in 5 s to idle and 0; horizon visibility had no
mismatches after the camera moved and settled. The focus pass over 12,000
vessels (11,353 hidden) went from ~4.0 ms to ~1.2 ms.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 13:01:45 -05:00
Sameh Khamis bdc026e50a Separate vessel records and acquisition from scene resources 2026-09-14 16:37:41 -07:00
Sameh Khamis a0b2d9f6aa Format extracted vessel components 2026-09-13 10:54:35 -07:00
Sameh Khamis 2f4839e8f2 Extract vessel components and preserve source lifecycle 2026-09-13 10:54:32 -07:00