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