feat(rust): the live map (phase 14, protocol 11)
PLAN.md §30 as approved, plus D119/D120 from the build. Server: - rust_map_images (one row per server: picture as MEDIUMBLOB, geometry, monuments, DERIVATION_VERSION) and rust_map_overrides; purge.sql pair. - mapImages.js: D110. The board poll notices a new boot/wipe/seed/size and asks map.info; a new key or hash from the free Rust+ cache (or a render kept on disk) is fetched in slices, checked against its SHA-256 and stored in one statement. One fetch per server, a backoff on failure, `stale` abandons a fetch that straddles a map change. Render now (D109) is admin-only and watched to completion. - mapLive.js: D111. One map.live per server per 5 s whoever asks; positions are held in memory only. - model/map: four layers (world, events public; players, bases staff), a fleet default plus per-server override (D114), the players layer capped by presence (D113), own dot and online first-party clan mates for a linked viewer (D115, D117, D118). A layer the viewer may not see is absent from the answer, never sent and hidden. - Routes: public /servers/:id/map, /map/image (immutable under its hash), /map/live; admin /servers/:id/map/fetch and /render; the Map card on the visibility PUT. Swagger fragment and frozen manifest regenerated. Client: - A Map tab: Leaflet over the picture in CRS.Simple, the game's own grid (labels only when a cell is wide enough to hold one), a legend that lists hidden layers with who can see them, polled every 10 s while visible. - D120: Leaflet is a lazy split chunk beside entry.js, not in it. release.yml copies every dist/*.js; checkExternals and build.test.js hold both ends. - The Map card on Admin -> Rust visibility, with Fetch again and Render now. Capability `map` declared for the Android app (phase 15). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
This commit is contained in:
92
client/src/lib/mapGeometry.js
Normal file
92
client/src/lib/mapGeometry.js
Normal file
@@ -0,0 +1,92 @@
|
||||
// ── How a world position reaches a pixel ──────────────────────────────────
|
||||
//
|
||||
// PLAN.md §30.3, in the one place the page computes it. Rust's world is centred
|
||||
// on the origin, x east and z north; the picture is the world at a scale, with
|
||||
// an ocean margin around it that is measured in PIXELS and is not scaled (the
|
||||
// rig's 3000 map is 3000 × 0.5 + 2 × 500 = 2500 pixels). So:
|
||||
//
|
||||
// s = (width − 2 × margin) / worldSize
|
||||
// px = (x + worldSize / 2) × s + margin
|
||||
// py = (z + worldSize / 2) × s + margin measured UP from the bottom edge
|
||||
//
|
||||
// Up from the bottom because Leaflet's `CRS.Simple` has y growing north, which
|
||||
// is Rust's z — so the picture's bounds are `[[0, 0], [height, width]]` and a
|
||||
// position is `[py, px]` with no flip anywhere.
|
||||
//
|
||||
// The grid is the GAME's (D119): `gridCells` cells of `gridCellSize` metres per
|
||||
// side, lettered from the west and numbered from the north, `A0` at the
|
||||
// north-west corner. Both numbers come from the plugin, which asks the game's own
|
||||
// `MapHelper`; nothing here assumes a cell size.
|
||||
//
|
||||
// Pure, and free of Leaflet, so it is tested in Node.
|
||||
|
||||
/** Pixels per metre, or 0 for a geometry that cannot place anything. */
|
||||
export function scaleOf(g) {
|
||||
if (!g || !(g.worldSize > 0) || !(g.width > 0)) return 0
|
||||
return (g.width - 2 * (g.oceanMargin || 0)) / g.worldSize
|
||||
}
|
||||
|
||||
/** A world position as `[lat, lng]` in the map's pixel space. */
|
||||
export function toLatLng(g, x, z) {
|
||||
const s = scaleOf(g)
|
||||
const half = g.worldSize / 2
|
||||
const m = g.oceanMargin || 0
|
||||
return [(Number(z) + half) * s + m, (Number(x) + half) * s + m]
|
||||
}
|
||||
|
||||
/** The picture's bounds in the same space. */
|
||||
export function boundsOf(g) {
|
||||
return [[0, 0], [g.height, g.width]]
|
||||
}
|
||||
|
||||
/** A column number as Rust spells it: 0 is A, 25 is Z, 26 is AA. */
|
||||
export function column(index) {
|
||||
let name = ''
|
||||
let n = index + 1
|
||||
while (n > 0) {
|
||||
const r = (n - 1) % 26
|
||||
name = String.fromCharCode(65 + r) + name
|
||||
n = Math.floor((n - 1) / 26)
|
||||
}
|
||||
return name
|
||||
}
|
||||
|
||||
/** The grid label for a world position, the way the in-game map writes it. */
|
||||
export function gridLabel(g, x, z) {
|
||||
if (!g || !(g.gridCells > 0) || !(g.gridCellSize > 0)) return null
|
||||
const half = g.worldSize / 2
|
||||
const clamp = (v) => Math.max(0, Math.min(g.gridCells - 1, v))
|
||||
const col = clamp(Math.floor((Number(x) + half) / g.gridCellSize))
|
||||
const row = clamp(Math.floor((half - Number(z)) / g.gridCellSize))
|
||||
return `${column(col)}${row}`
|
||||
}
|
||||
|
||||
/**
|
||||
* The grid as lines and labels in world metres: `lines` are `[[x1, z1], [x2,
|
||||
* z2]]` pairs, `labels` sit at each cell's north-west corner.
|
||||
*/
|
||||
export function grid(g) {
|
||||
if (!g || !(g.gridCells > 0) || !(g.gridCellSize > 0)) return { lines: [], labels: [] }
|
||||
const half = g.worldSize / 2
|
||||
const n = g.gridCells
|
||||
const c = g.gridCellSize
|
||||
const lines = []
|
||||
for (let i = 0; i <= n; i += 1) {
|
||||
const at = -half + i * c
|
||||
lines.push([[at, half], [at, half - n * c]])
|
||||
lines.push([[-half, half - i * c], [-half + n * c, half - i * c]])
|
||||
}
|
||||
const labels = []
|
||||
for (let col = 0; col < n; col += 1) {
|
||||
for (let row = 0; row < n; row += 1) {
|
||||
labels.push({ text: `${column(col)}${row}`, x: -half + col * c, z: half - row * c })
|
||||
}
|
||||
}
|
||||
return { lines, labels }
|
||||
}
|
||||
|
||||
/** Seconds as `m:ss`, for a locked crate's hack. */
|
||||
export function countdown(seconds) {
|
||||
const s = Math.max(0, Math.round(Number(seconds) || 0))
|
||||
return `${Math.floor(s / 60)}:${String(s % 60).padStart(2, '0')}`
|
||||
}
|
||||
Reference in New Issue
Block a user