2 Commits
Author SHA1 Message Date
root cf47770798 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.
2026-09-27 01:17:56 +08:00
root 1461c874c3 Render the topology graph with PixiJS v8
Replaces the hand-rolled inline-SVG topology with a PixiJS 8 scene graph.

Why: the old renderer rebuilt all 37 nodes / 36 edges as one innerHTML string
every 10s, which tore down and recreated every DOM node. That restarted CSS
animations mid-flight and made dragging fight the browser's own hit-testing.
The scene graph gives per-node transforms, so pan/zoom is a single container
transform instead of getScreenCTM() matrix math.

Changes:
- static/topo_pixi.js: new self-contained renderer. Owns its Application and
  tears it down on tab exit so a second WebGL context cannot leak.
- static/index.html: the <svg id=topoSvg> host becomes a <div id=topoHost>;
  the 188-line SVG renderer is replaced by a bridge to the module.
- static/vendor/pixi.mjs: PixiJS 8.21.0 self-hosted (MIT). The .mjs build is
  required; the .js build exports no global. See vendor/README.md.
- main.py: mount /static. Pages were served as inline HTMLResponse, so the
  directory was never mounted and the module had no URL to load from.

Two real bugs found by measuring pixels rather than trusting init():
- preserveDrawingBuffer: without it WebGL clears the back buffer after
  compositing, so any readback or screenshot of the canvas is a coin flip
  depending on which frame it lands on. The graph rendered intermittently
  blank. Now enabled: cheap for a 2D scene, and it makes the view capturable.
- Layout was centred on the SCROLLABLE width (nodes.length * 130), not the
  viewport, so with 37 nodes every team and challenge node landed at
  x=2230-2650 on a 1310px canvas: entirely off-screen. Layout now centres on
  the visible width and reset() frames the whole graph to fit.

test_topo_pixels.js documents three wrong test designs it replaces, all of
which reported false failures against a working graph: counting scene-graph
children (passes on a blank canvas), diffing against the background colour
(the theme is dark by design, so a perfect render measures ~0%), and diffing
two Playwright screenshots (both can be captured after the scene was mutated).
The check now reads the GL back buffer via readPixels in one evaluate.

Verified: 37 nodes / 36 edges drawn (7.94% of frame, max channel delta 225),
graph bbox [437,46,881,476] inside the 1310x520 canvas, glGetError=0, no page
errors, zoom and frame-to-fit reset working. Platform unregressed: SLA 32/32.
2026-09-27 00:31:47 +08:00