Answer the review: budget in drawn pixels, re-ask when the budget moves, sort only the band it runs out in
- The budget counted CSS pixels; lines are drawn in device pixels, so a screen scaled to 150% or 200% drew 1.5-2x the calibrated line. It now counts the canvas's drawn pixels. - A graph was re-asked only when the drawn stars changed, so with a star budget covering the whole catalogue, or a resize, its budget and centre stayed wherever the layer was turned on. A view that chose its stars again now asks, and a graph is rebuilt when the stars, the range or the budget changed (the budget by more than half the margin, or its centre by more than 5 pc). - From inside a system the budget was worked out in astronomical units about the system's origin. Graphs are now asked for in parsec space only; the flight back out asks. - Comparing budgets let a request re-asked with a slightly different one supersede its twin, and the twin's rejection cleared the state of the request that replaced it. A rejection now clears it only for the latest request. - The worker sorted every link to keep a few thousand, 2.2x an unbudgeted build. It now bands links by distance, keeps every band before the one the budget runs out in, and sorts only that one: 142-168 ms on the real catalogue against 233-388 ms, 103 ms unbudgeted, returning early when all fit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi
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@@ -133,6 +133,13 @@ class FakeEngineService {
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resize(): void {}
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/** The canvas's device pixels per CSS pixel, as the renderer was told. */
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pixelRatio = 1;
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getRenderer(): { getPixelRatio(): number } {
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return { getPixelRatio: () => this.pixelRatio };
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}
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/** Test helper: simulates one rendered frame by invoking every registered tick callback. */
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tick(deltaSeconds: number): void {
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for (const callback of this.tickCallbacks) {
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@@ -475,14 +482,71 @@ describe('GalaxySystemSceneComponent camera-flight transitions', () => {
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it('asks for as much of the graph as a million pixels of line make, around where the view is centred', async () => {
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const links = vi.fn((_rangePc: number, _drawn: Uint32Array, _budget?: LinkBudget) => Promise.resolve(new Float32Array(0)));
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Object.defineProperty((fixture.nativeElement as HTMLElement).querySelector('canvas')!, 'clientHeight', { value: 1080 });
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// A screen scaled to 200%: 1080 CSS pixels are 2160 drawn ones, and the lines are drawn in those.
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engine.pixelRatio = 2;
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linkScene(links);
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await settle();
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const budget = links.mock.calls[0][2];
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// The view opens centred on the Sun: its frame's half-height there, over 540 pixels, is a pixel's worth of parsecs.
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// The view opens centred on the Sun: its frame's half-height there, over 1080 drawn pixels, is a pixel's worth of parsecs.
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const halfHeight = engine.getCamera().position.length() * Math.tan((50 * Math.PI) / 360);
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expect(budget?.centre).toEqual({ x: 0, y: 0, z: 0 });
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expect(budget?.lengthPc).toBeCloseTo((1_000_000 * halfHeight) / 540, 3);
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expect(budget?.lengthPc).toBeCloseTo((1_000_000 * halfHeight) / 1080, 3);
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});
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it('asks again once the view has zoomed past the budget it asked with, though the drawn stars are the same', async () => {
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// All three stars fit the star budget, so the drawn set never changes: only the budget can.
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const links = vi.fn((_rangePc: number, _drawn: Uint32Array, _budget?: LinkBudget) => Promise.resolve(new Float32Array(0)));
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Object.defineProperty((fixture.nativeElement as HTMLElement).querySelector('canvas')!, 'clientHeight', { value: 1080 });
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const component = linkScene(links);
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await advanceFrames(engine, 0.3);
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await settle();
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const asked = links.mock.calls.length;
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const camera = engine.getCamera();
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camera.position.sub(component.controls.target).multiplyScalar(0.5).add(component.controls.target);
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await advanceFrames(engine, 0.3);
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await settle();
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expect(links.mock.calls.length).toBe(asked + 1);
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expect(links.mock.calls.at(-1)![1]).toBe(links.mock.calls[0][1]);
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});
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it('asks for no graph from inside a system, where distances are in astronomical units', async () => {
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const links = vi.fn((_rangePc: number, _drawn: Uint32Array, _budget?: LinkBudget) => Promise.resolve(new Float32Array(0)));
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navigationStore.selectStar(SUN.id);
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await flushAsync();
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await advanceFrames(engine, 2.5);
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linkScene(links);
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await settle();
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expect(links).not.toHaveBeenCalled();
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});
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it('keeps what it asked for when an older request it replaced is rejected', async () => {
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// Off and on again while a graph is still waiting: the waiting one is replaced, and its
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// rejection must not be taken for the request that replaced it.
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const pending: Array<{ resolve: (segments: Float32Array) => void; reject: (error: Error) => void }> = [];
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const setSegments = vi.spyOn(JumpLinkRenderer.prototype, 'setSegments');
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const component = linkScene(() => new Promise<Float32Array>((resolve, reject) => pending.push({ resolve, reject })));
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await settle();
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component.display.update((display) => ({ ...display, jumpLinks: false }));
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TestBed.tick();
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await settle();
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component.display.update((display) => ({ ...display, jumpLinks: true }));
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TestBed.tick();
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await settle();
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expect(pending).toHaveLength(2);
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pending[0].reject(new Error('Superseded by a newer request'));
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await flushAsync();
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const graph = new Float32Array(6);
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pending[1].resolve(graph);
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await flushAsync();
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expect(setSegments).toHaveBeenLastCalledWith(graph);
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setSegments.mockRestore();
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});
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it('gives a view on the move a new graph at least every quarter second, rather than waiting for it to stop', async () => {
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