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Module-Rust/server/mapLive.js
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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
2026-09-25 01:06:10 -05:00

59 lines
2.2 KiB
JavaScript

// ── What moves on the map, asked for while somebody is looking ────────────
//
// D111: positions are request/reply, never a board. A board would run with
// nobody looking and keep where everybody is at rest in the sidecar's database;
// this asks `map.live` only when a page does, and keeps the answer IN MEMORY for
// five seconds.
//
// **Any number of viewers cost one ask.** Every request inside the window is
// served from the same answer, and a request that arrives while an ask is in
// flight waits for that ask rather than starting a second — so the sidecar sees
// at most one `map.live` per server per window, whoever and however many are
// watching (§30.4 step 7).
//
// The cache holds EVERY layer, unfiltered; each viewer's answer is projected
// from it by `model/map`. That is why it never leaves this process.
const sidecar = require('./sidecarClient')
const model = require('./model/map/map.model')
/** serverId → { at, answer } for the last good answer, and { pending } while one is in flight. */
const cache = new Map()
/**
* One server's live answer, from the cache when it is fresh. Resolves `{ ok,
* data, status }` like every sidecar call; never rejects.
*/
async function live(server, now = Date.now) {
const hit = cache.get(server.id)
if (hit && hit.answer && now() - hit.at < model.LIVE_CACHE_MS) return hit.answer
if (hit && hit.pending) return hit.pending
const pending = (async () => {
const res = await sidecar.mapLive(server)
const refused = res.ok && res.data && res.data.kind === 'map.error'
const answer = res.ok && !refused
? { ok: true, status: 'ok', data: res.data }
: { ok: false, status: refused ? res.data.reason || 'refused' : res.status, data: null }
// A failure is cached for the window too: a game that is down must not be
// asked once per viewer per poll while it stays down.
cache.set(server.id, { at: now(), answer })
return answer
})()
cache.set(server.id, { ...(hit || {}), pending })
try {
return await pending
} finally {
const entry = cache.get(server.id)
if (entry && entry.pending === pending) delete entry.pending
}
}
/** Test seam. */
function _reset() {
cache.clear()
}
module.exports = { live, _reset }