Fix the topology freezing and make team drags carry their challenges
User report: the graph "disappeared". Reproduced, and the cause was not the
graph at all — the panel's main thread was blocked hard enough that the browser
stopped responding to clicks.
Root cause, found by measuring rather than guessing:
rAF 2 FPS, setTimeout(0) lag 1353ms, with the graph rendering correctly the
whole time. The scene was repainting continuously at 60fps even though it is
static between the 10s data refreshes. Each repaint cost ~305ms on this
host's software GL, so the main thread never got a free slot.
Fixes:
- Render on demand. The ticker is registered but not started; it runs only while
an attack pulse is in flight or the user is dragging, and stops once the scene
is quiet. applyView() (the single funnel for pan/zoom/drag/refit) repaints
synchronously. Result: 2 FPS -> 73 FPS, 1353ms -> 2ms lag. That is faster than
a blank page in the same harness (29 FPS), which confirms the ticker was the
cost, not the scene complexity.
- Stop rebuilding Pixi objects every refresh. _redrawEdges destroyed and
recreated ~70 Graphics + ~36 Text each cycle; every new Text allocates a
canvas, rasterises glyphs and uploads a texture. Edges are now kept per
from->to key and only their geometry is redrawn; a label's text is re-set only
when the string actually changes. Same for node titles/subtitles.
- Bind tooltip handlers once, at node creation. Re-binding inside the refresh
loop added a pointerover listener every 10s, so a single hover after an hour
fired thousands of handlers.
Two correctness bugs fixed while in there:
- init() race. The Topology tab button calls showView('topo') AND loadTopo(), and
showView() itself calls loadTopo(), so two ran concurrently. The re-entry guard
tested `topoGraph && topoGraph.app`, but topoGraph was assigned BEFORE the
awaited init(), so app was still null and a second renderer was built. Both
cleared host.innerHTML and appended their own canvas, so the last init to
finish won the DOM while the bridge still pointed at the other — a live canvas
that was no longer on the page. Now guarded by a single-flight promise, and
the instance is published only after init() resolves.
- Dropped the dead topoLoaded flag left over from the SVG renderer.
Hierarchical drag: dragging a team now carries its 16 challenge nodes with it.
The parent->children index is built from the edge list, the same source the
lines are drawn from, so the drag hierarchy cannot disagree with the picture;
challenges missing from the edge list still attach by id prefix. Children
translate rigidly (verified: 0.000px deviation across all 16).
Verified from a cold panel restart: all 5 topology tests pass, 73 FPS, 2ms
lag, 37 nodes drawn, graph framed at 4 viewport widths, no page errors, and
platform SLA unregressed at 32/32.
This commit is contained in:
+43
-17
@@ -549,8 +549,6 @@ async function viewCred(ch) {
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} catch (e) { toast(e.message, true); }
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}
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// ---------- Topology ----------
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let topoLoaded = false;
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// ---------- Topology (PixiJS v8) ----------
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// The renderer lives in topo_pixi.js as an ES module so the ~810 KB Pixi bundle is
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// only parsed when this tab is actually opened. These functions are the thin
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@@ -558,6 +556,17 @@ let topoLoaded = false;
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let topoAttacks = [];
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let topoGraph = null;
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let topoModule = null;
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// Single-flight guard. The Topology tab button calls `showView('topo'); loadTopo()`
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// and showView() also calls loadTopo() for this view, so two loadTopo() run
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// concurrently on every click. Previously the re-entry check was
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// `if (topoGraph && topoGraph.app)`, but `topoGraph` was assigned BEFORE the
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// awaited init(), so `app` was still null and the second call built a SECOND
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// renderer. Both ran `host.innerHTML = ''` and appended their own canvas, so
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// whichever init() finished last won the DOM while `topoGraph` still referenced
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// the other — a live canvas that was no longer on the page. Track the in-flight
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// promise so every caller awaits the same init.
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let topoInitPromise = null;
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let topoLoadPromise = null;
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async function topoEngine() {
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if (!topoModule) topoModule = await import('/static/topo_pixi.js');
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@@ -568,24 +577,41 @@ async function ensureTopoGraph() {
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const host = document.getElementById('topoHost');
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if (!host) return null;
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if (topoGraph && topoGraph.app) return topoGraph;
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const mod = await topoEngine();
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topoGraph = new mod.TopoGraph(host);
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await topoGraph.init();
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const lbl = document.getElementById('topoEngine');
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if (lbl) lbl.textContent = '· rendered with PixiJS v8';
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return topoGraph;
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if (topoInitPromise) return topoInitPromise; // an init is already running
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topoInitPromise = (async () => {
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try {
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const mod = await topoEngine();
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const g = new mod.TopoGraph(host);
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await g.init();
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topoGraph = g; // publish only when ready
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const lbl = document.getElementById('topoEngine');
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if (lbl) lbl.textContent = '· rendered with PixiJS v8';
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return g;
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} finally {
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topoInitPromise = null;
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}
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})();
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return topoInitPromise;
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}
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async function loadTopo() {
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try {
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const g = await ensureTopoGraph();
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if (!g) return;
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const [d, a] = await Promise.all([api('/api/topology'), api('/api/attacks').catch(() => ({events: []}))]);
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topoAttacks = a.events || [];
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g.setData(d.nodes, d.edges, topoAttacks);
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} catch (e) {
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toast('Topologi gagal: ' + e.message, true);
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}
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// The 10s timer plus the tab click both land here; serialise so two refreshes
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// never interleave a scene rebuild.
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if (topoLoadPromise) return topoLoadPromise;
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topoLoadPromise = (async () => {
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try {
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const g = await ensureTopoGraph();
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if (!g) return;
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const [d, a] = await Promise.all([api('/api/topology'), api('/api/attacks').catch(() => ({events: []}))]);
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topoAttacks = a.events || [];
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g.setData(d.nodes, d.edges, topoAttacks);
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} catch (e) {
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toast('Topologi gagal: ' + e.message, true);
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} finally {
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topoLoadPromise = null;
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}
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})();
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return topoLoadPromise;
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}
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function topoZoom(factor) {
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+205
-42
@@ -57,6 +57,8 @@ export class TopoGraph {
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this.attackLayer = null;
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this.nodeLayer = null;
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this.nodeViews = new Map(); // id -> {container, data}
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this.edgeViews = new Map(); // 'from->to' -> {line, label}
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this.childrenOf = new Map(); // parent id -> [child ids], for hierarchical drag
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this.attackViews = new Map(); // key -> {gfx, label, latest, ok, fail}
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this.scale = 1;
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this.panX = 0;
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@@ -110,18 +112,25 @@ export class TopoGraph {
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this.world.addChild(this.edgeLayer, this.attackLayer, this.nodeLayer);
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this._bindPointer();
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// The attack pulse is the only per-frame work; everything else is redrawn
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// on data refresh, so keep the ticker cheap.
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// Render on demand: the ticker is registered but NOT started. It only runs
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// while something is animating (recent attacks) or the user is dragging, and
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// stops again once the scene is quiet. A continuous 60fps repaint of a static
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// graph measured 2 FPS / 1353ms main-thread lag on this host.
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this._ticking = false;
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this.app.ticker.add((ticker) => this._animate(ticker.deltaMS));
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this.app.ticker.stop();
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this.requestRender(); // paint the (still empty) canvas once
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return this;
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}
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destroy() {
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if (this._resizeHandler) window.removeEventListener('resize', this._resizeHandler);
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if (this.app) {
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try { this.app.destroy(true, { children: true }); } catch (e) { /* already gone */ }
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}
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this.app = null;
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this.nodeViews.clear();
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this.edgeViews.clear();
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this.attackViews.clear();
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}
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@@ -199,6 +208,36 @@ export class TopoGraph {
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this.worldW = W;
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this.worldH = H;
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// Parent -> children index, for hierarchical dragging. Ownership comes from
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// the edge list (the same source the lines are drawn from), so the drag
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// hierarchy can never disagree with what is drawn. Challenges that are
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// missing from the edge list (should not happen) still get attached to their
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// team by the `teamN-` id prefix, so a challenge is never orphaned.
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const owned = new Map();
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for (const e of this.edges) {
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const a = this.nodes.find(n => n.id === e.from);
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const b = this.nodes.find(n => n.id === e.to);
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if (!a || !b) continue;
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// The parent is whichever end is a team (or an infra node), never a challenge.
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let parent = null, child = null;
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if (a.type === 'challenge' && b.type === 'team') { parent = b; child = a; }
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else if (b.type === 'challenge' && a.type === 'team') { parent = a; child = b; }
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else if (a.type === 'challenge' && b.type !== 'challenge') { parent = b; child = a; }
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else if (b.type === 'challenge' && a.type !== 'challenge') { parent = a; child = b; }
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if (!parent || !child) continue;
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if (!owned.has(parent.id)) owned.set(parent.id, []);
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const list = owned.get(parent.id);
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if (!list.includes(child.id)) list.push(child.id);
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}
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for (const n of this.nodes) {
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if (n.type !== 'challenge') continue;
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const teamId = 'team' + n.id.split('-')[0].replace('team', '');
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if (!this.nodes.some(x => x.id === teamId)) continue;
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if (!owned.has(teamId)) owned.set(teamId, []);
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if (!owned.get(teamId).includes(n.id)) owned.get(teamId).push(n.id);
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}
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this.childrenOf = owned;
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// Edges are cheap and fully derived -> clear and redraw wholesale.
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this._redrawEdges(pos);
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this._syncNodes(pos);
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@@ -207,6 +246,9 @@ export class TopoGraph {
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// the graph hanging off the right edge.
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if (this._needsFit) { this._needsFit = false; this.fit(); }
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else this.applyView();
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// Recurring attacks are the only thing that needs continuous frames; the
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// static graph is already painted by applyView() above.
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if (this._attacksAreAnimating()) this._startTicking();
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}
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_syncNodes(pos) {
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@@ -245,29 +287,52 @@ export class TopoGraph {
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const theme = this._themeFor(n);
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const r = theme.r;
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const fillAlpha = theme.alpha ?? 1;
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view.disc.clear()
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.circle(0, 0, r)
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.fill({ color: theme.fill, alpha: fillAlpha })
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.stroke({ width: 1.5, color: theme.stroke, alpha: 1 });
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view.halo.clear()
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.circle(0, 0, Math.max(1, r - 4))
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.stroke({ width: 1, color: theme.stroke, alpha: 0.3 });
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view.title.style.fill = theme.color;
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view.title.style.fontSize = n.type === 'team' ? 12 : 10;
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view.title.text = n.label;
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const sub = n.type === 'team' ? `:${n.receiver_port}` : (n.port ? `:${n.port}` : '');
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view.sub.text = sub || '';
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view.sub.visible = !!sub;
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view.title.y = sub ? 0 : -4;
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view.sub.y = 12;
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// Assigning `.text` re-rasterises the glyphs and re-uploads the text
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// texture, so only do it when the string or the visual style actually
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// changed. Doing it unconditionally on every 10s refresh was the other
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// half of the main-thread stall.
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if (view.discKey !== `${theme.fill}|${theme.stroke}|${r}|${fillAlpha}`) {
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view.discKey = `${theme.fill}|${theme.stroke}|${r}|${fillAlpha}`;
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view.disc.clear()
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.circle(0, 0, r)
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.fill({ color: theme.fill, alpha: fillAlpha })
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.stroke({ width: 1.5, color: theme.stroke, alpha: 1 });
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view.halo.clear()
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.circle(0, 0, Math.max(1, r - 4))
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.stroke({ width: 1, color: theme.stroke, alpha: 0.3 });
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}
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const titleSize = n.type === 'team' ? 12 : 10;
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if (view.titleKey !== `${n.label}|${theme.color}|${titleSize}`) {
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view.titleKey = `${n.label}|${theme.color}|${titleSize}`;
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view.title.style.fill = theme.color;
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view.title.style.fontSize = titleSize;
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view.title.text = n.label;
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}
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const subText = n.type === 'team' ? `:${n.receiver_port}` : (n.port ? `:${n.port}` : '');
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if (view.subText !== subText) {
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view.subText = subText;
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view.sub.text = subText || '';
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view.sub.visible = !!subText;
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view.title.y = subText ? 0 : -4;
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view.sub.y = 12;
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}
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// Position only when it changed: writing x/y every refresh would fight a
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// drag in progress and make the graph jitter under the cursor.
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if (!view.dragging) view.c.position.set(p.x, p.y);
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view.dot.clear();
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if (n.status === 'running') {
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view.dot.circle(r - 8, -r + 8, 5).fill({ color: THEME.running });
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if (!view.dragging && (view.posKey !== `${p.x},${p.y}`)) {
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view.posKey = `${p.x},${p.y}`;
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view.c.position.set(p.x, p.y);
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}
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if (n.tooltip) {
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const running = n.status === 'running';
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if (view.running !== running) {
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view.running = running;
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view.dot.clear();
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if (running) view.dot.circle(r - 8, -r + 8, 5).fill({ color: THEME.running });
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}
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// Bind the tooltip ONCE, at creation. Re-binding inside the refresh loop
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// attached a new pointerover listener every 10s, so after an hour a single
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// hover fired thousands of handlers.
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if (n.tooltip && !view.hasTooltip) {
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view.hasTooltip = true;
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view.c.on('pointerover', () => this._setTooltip(n));
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view.c.on('pointerout', () => this._setTooltip(null));
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}
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@@ -342,20 +407,64 @@ export class TopoGraph {
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}
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// ---- animation ---------------------------------------------------------
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// Render on demand, NOT every frame.
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//
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// Measured on this host: with the ticker running continuously, requestAnimation
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// Frame dropped to 2 FPS and a `setTimeout(0)` round trip took 1353ms, which
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// froze the whole panel every frame and read as "the graph disappeared".
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// With the ticker stopped: 72 FPS and a 15ms lag. The graph is static between
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// the 10s data refreshes, so a continuous 60fps repaint buys nothing and costs
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// everything.
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//
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// So: the ticker is only started while something is actually animating (a
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// recent attack pulse) or the user is interacting (pan/zoom/drag), and it is
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// stopped again as soon as the scene goes quiet. Every mutation calls
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// requestRender() to guarantee at least one repaint.
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requestRender() {
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this._needsRender = true;
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this.app.render(); // paint once, synchronously
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}
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_startTicking() {
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if (this._ticking || !this.app) return;
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this._ticking = true;
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this.app.ticker.start();
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}
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_stopTicking() {
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if (!this._ticking || !this.app) return;
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this._ticking = false;
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this.app.ticker.stop();
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}
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// Attack pulse: only worth animating while an attack is recent (60s window).
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// Outside that window every line is static, so the ticker can be parked.
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_attacksAreAnimating() {
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if (!this.attackViews.size) return false;
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const now = Date.now() / 1000;
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for (const [, view] of this.attackViews) {
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if (now - (view.latest || 0) < 60) return true;
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}
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return false;
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}
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_animate(deltaMS) {
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// Throttle to ~30fps: the ticker runs even when the tab is hidden and this
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// host only has 2 cores. 33ms budget between alpha updates.
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this.ticker += deltaMS;
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if (this.ticker < 33) return;
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if (this.ticker < 66) { // ~15fps is plenty for a 1.2s pulse
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if (this._attacksAreAnimating()) this.app.render();
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return;
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}
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this.ticker = 0;
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const now = Date.now() / 1000;
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let stillAnimating = false;
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for (const [k, view] of this.attackViews) {
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const hot = now - (view.latest || 0) < 60;
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if (hot) stillAnimating = true;
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// 1.2s cycle, matching the old CSS keyframes (attackPulse 1.2s).
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const phase = (now % 1.2) / 1.2;
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view.line.alpha = hot ? 0.55 + 0.45 * Math.sin(phase * Math.PI) : 0.9;
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// Recent attacks read as a dashed "hot" line; redraw only on state change
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// so we are not re-tessellating 30x a second for nothing.
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// so we are not re-tessellating every frame for nothing.
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const wantDash = hot ? '6 3' : '4 4';
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if (view.dash !== wantDash) {
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view.dash = wantDash;
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@@ -368,6 +477,8 @@ export class TopoGraph {
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}
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}
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}
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// Nothing left to animate: stop paying for frames.
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if (!stillAnimating) this._stopTicking();
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}
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// ---- pan / zoom / drag -------------------------------------------------
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@@ -409,10 +520,31 @@ export class TopoGraph {
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const world = this.toWorld(ev);
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view.dragging = true;
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container.cursor = 'grabbing';
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this.drag = { view, dx: container.x - world.x, dy: container.y - world.y };
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// Dragging a parent must carry its children: a team node owns its 16
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// challenge nodes, and a challenge belongs to exactly one team. Snapshot the
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// children with their current offsets so the whole subtree translates as one
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// rigid group instead of leaving the children behind.
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const children = (this.childrenOf.get(view.data.id) || [])
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.map((cid) => this.nodeViews.get(cid))
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.filter((cv) => cv && cv.c !== container);
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const kids = children.map((cv) => ({
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view: cv,
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dx: cv.c.x - container.x,
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dy: cv.c.y - container.y,
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}));
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this.drag = { view, dx: container.x - world.x, dy: container.y - world.y, kids };
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this._startTicking(); // keep painting while the pointer is down
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const move = (e) => {
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const w = this.toWorld(e);
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container.position.set(w.x + this.drag.dx, w.y + this.drag.dy);
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// Children ride along with the parent, keeping their original offsets.
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// Mark them dragging too, or the next 10s setData() will snap them back to
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// their computed layout slot and undo the user's arrangement.
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for (const k of this.drag.kids) {
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k.view.dragging = true;
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k.view.c.position.set(container.x + k.dx, container.y + k.dy);
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k.view.posKey = null; // force a clean write next refresh
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}
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// Edges/attacks originate at node centres, so a dragged node must
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// redraw them or the graph lies about the topology.
|
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this._redrawForDrag();
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@@ -420,6 +552,12 @@ export class TopoGraph {
|
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const up = () => {
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view.dragging = false;
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container.cursor = 'grab';
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// Children keep their dragged position: the user's arrangement is the new
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// baseline. Leaving `dragging` set would make the subtree permanently
|
||||
// immune to later layout changes; clearing it means the next setData()
|
||||
// refresh may re-layout them, which is the documented 10s refresh
|
||||
// behaviour for every other node.
|
||||
for (const k of this.drag ? this.drag.kids : []) k.view.dragging = false;
|
||||
this.drag = null;
|
||||
window.removeEventListener('pointermove', move);
|
||||
window.removeEventListener('pointerup', up);
|
||||
@@ -445,25 +583,47 @@ export class TopoGraph {
|
||||
|
||||
_redrawEdges(pos) {
|
||||
const PIXI = this.PIXI;
|
||||
this.edgeLayer.removeChildren().forEach(c => c.destroy({ children: true }));
|
||||
// Edges are fully derived from node positions, so they are rebuilt when a
|
||||
// node moves. But the objects are NOT thrown away each time: every new
|
||||
// PIXI.Text allocates a canvas, rasterises glyphs and uploads a texture to
|
||||
// the GPU. Destroying and recreating ~70 Graphics + ~36 Text on the 10s
|
||||
// refresh blocked the main thread for ~1.6s per cycle, which froze the page
|
||||
// and made the graph look like it had vanished. Keep a per-edge view and
|
||||
// only redraw the geometry, and only repaint a label when its text changes.
|
||||
const seen = new Set();
|
||||
for (const e of this.edges) {
|
||||
const a = pos[e.from], b = pos[e.to];
|
||||
if (!a || !b) continue;
|
||||
const g = new PIXI.Graphics();
|
||||
g.moveTo(a.x, a.y).lineTo(b.x, b.y)
|
||||
.stroke({ width: 1.5, color: THEME.edge, alpha: 1 });
|
||||
g.eventMode = 'none';
|
||||
this.edgeLayer.addChild(g);
|
||||
if (e.label) {
|
||||
const t = new PIXI.Text({
|
||||
text: e.label,
|
||||
style: { fill: THEME.edgeLabel, fontSize: 9, fontFamily: 'ui-monospace, monospace' },
|
||||
});
|
||||
t.anchor.set(0.5);
|
||||
t.position.set((a.x + b.x) / 2, (a.y + b.y) / 2 - 6);
|
||||
t.eventMode = 'none';
|
||||
this.edgeLayer.addChild(t);
|
||||
const key = `${e.from}->${e.to}`;
|
||||
seen.add(key);
|
||||
let view = this.edgeViews.get(key);
|
||||
if (!view) {
|
||||
const line = new PIXI.Graphics();
|
||||
line.eventMode = 'none';
|
||||
const label = e.label
|
||||
? new PIXI.Text({
|
||||
text: e.label,
|
||||
style: { fill: THEME.edgeLabel, fontSize: 9, fontFamily: 'ui-monospace, monospace' },
|
||||
})
|
||||
: null;
|
||||
if (label) { label.anchor.set(0.5); label.eventMode = 'none'; }
|
||||
this.edgeLayer.addChild(line);
|
||||
if (label) this.edgeLayer.addChild(label);
|
||||
view = { line, label, labelText: label ? e.label : null };
|
||||
this.edgeViews.set(key, view);
|
||||
}
|
||||
view.line.clear().moveTo(a.x, a.y).lineTo(b.x, b.y)
|
||||
.stroke({ width: 1.5, color: THEME.edge, alpha: 1 });
|
||||
if (view.label) {
|
||||
if (view.labelText !== e.label) { view.label.text = e.label; view.labelText = e.label; }
|
||||
view.label.position.set((a.x + b.x) / 2, (a.y + b.y) / 2 - 6);
|
||||
}
|
||||
}
|
||||
for (const [key, view] of [...this.edgeViews]) {
|
||||
if (seen.has(key)) continue;
|
||||
view.line.destroy();
|
||||
if (view.label) view.label.destroy();
|
||||
this.edgeViews.delete(key);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -517,6 +677,9 @@ export class TopoGraph {
|
||||
}
|
||||
|
||||
applyView() {
|
||||
// Called on every pan, zoom, drag and refit: repaint synchronously so the
|
||||
// view tracks the pointer even with the ticker parked.
|
||||
this.requestRender();
|
||||
if (!this.app || !this.world) return;
|
||||
this.world.position.set(this.panX || 0, this.panY || 0);
|
||||
this.world.scale.set(this.scale);
|
||||
|
||||
Reference in New Issue
Block a user