Plot routes and build the jump-link graph in a Web Worker
Route plotting ran on the main thread, and so did the jump-link graph: - the range search for a far target, HD 2626 at 236 pc, takes 4-5 s; - the graph at 8 pc is 3.7 million links, 6-10 s to build, then as many link objects again to turn into vertices. The map stopped for as long as either ran. A Web Worker now does both. RoutingClient sends it the catalogue's ids and positions once, and it keeps its own spatial index. A route question comes back with the route, or with the range that would open one. A graph comes back as one Float32Array of segment vertices, transferred rather than copied. On the scene side, only the latest route request is shown: an earlier answer arriving later is dropped. Only the graph for the range last asked for is drawn. The Routes panel says "Plotting…" and holds its button while a request is out. collectJumpLinks gave way to jumpLinkSegments, which writes the vertex pairs straight into floats rather than building link objects first; the scene was its only caller. The routing module (routing.ts) is the message protocol and the one function answering it, so the worker is a dozen lines, and the same answers are worked out in place where there is no Worker, as in the unit tests' DOM. The worker is built with its own tsconfig, as the Angular builder expects. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi
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@@ -36,8 +36,8 @@ import { RouteRequest, RouteResult, RouteStarOption } from '../hud/routes-panel.
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import { buildSearchIndex, IndexedSearchEntry, rankSearchResults } from '../search/search-ranking';
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import { StarmapHudComponent } from './starmap-hud.component';
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import { SystemObjectCardComponent } from './system-object-card.component';
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import { RoutingClient } from './routing-client';
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import { colorIndexToRgb, FOCUS_RADIUS_PC, StarFieldRenderer, starRenderBudgetFromUrl } from './star-field-renderer';
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import { collectJumpLinks, minimumRangeBetween, routeBetween } from '../../shared/astro/jump-links';
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import { brightestWithin, brightnessOrder } from '../../shared/astro/brightest';
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import { StarNeighbourhood } from '../../shared/astro/star-neighbourhood';
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import { MAX_JUMP_RANGE_PC } from '../hud/routes-panel.component';
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@@ -260,6 +260,7 @@ function galacticOverviewPose(): { position: THREE.Vector3; target: THREE.Vector
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[display]="display()"
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[routing]="true"
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[routeResult]="routeResult()"
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[routePending]="routePending()"
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[routeOptions]="routeOptions()"
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[currentStar]="currentStarOption()"
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[keepableStarId]="navigationStore.selectedStarId()"
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@@ -325,10 +326,16 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
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private hostRings?: HostStarRings;
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/** Proximity over the whole catalogue, built once; the neighbour labels are one query on it. */
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private neighbourhood?: StarNeighbourhood;
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/** Routes and the jump-link graph, worked out off the main thread. See `RoutingClient`. */
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private routing?: RoutingClient;
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/** Which route request is the latest, so an answer to an earlier one is not shown over it. */
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private routeRequest = 0;
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private jumpLinks?: JumpLinkRenderer;
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/** How far a single crossing may be. Drives both the drawn graph and the route walked on it. */
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readonly jumpRangePc = signal(3);
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readonly routeResult = signal<RouteResult | null>(null);
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/** A route has been asked for and not yet answered. */
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readonly routePending = signal(false);
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/**
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* Matches for whichever routing field is being typed into. Stars only: a route is a chain of
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* stars, and offering a moon as a destination would be offering a place that leads nowhere.
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@@ -438,6 +445,7 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
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this.starField?.dispose();
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this.hostRings?.dispose();
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this.jumpLinks?.dispose();
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this.routing?.dispose();
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clearTimeout(this.jumpLinkRebuild);
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this.deepSky?.dispose();
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this.milkyWay?.dispose();
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@@ -530,6 +538,7 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
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this.stars = stars;
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this.starsById = new Map(stars.map((star) => [star.id, star]));
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this.neighbourhood = new StarNeighbourhood(stars);
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this.routing = new RoutingClient(stars, positions, this.neighbourhood);
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this.starsByBrightness = brightnessOrder(stars);
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this.starSearchIndex.set(
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buildSearchIndex(stars.map((star) => ({ kind: 'star' as const, name: star.name, subtitle: star.spectralType, starId: star.id })))
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@@ -1395,44 +1404,45 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
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}
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/**
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* Walks the graph, and where it cannot, says what range would. The search is lazy — it asks
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* the index for a star's neighbours as it reaches that star — so plotting one route never
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* costs a pass over the catalogue.
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* Walks the graph, and where it cannot, says what range would. Both run in a worker: a route
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* to a star 236 pc away, or the range one would need, can take seconds, and on this thread the
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* map would stop for as long. Only the latest request is shown; an earlier one still running
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* when a new one is made is answered into the void.
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*/
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onRouteRequested({ fromId, toId, rangePc }: RouteRequest): void {
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if (!this.neighbourhood) {
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if (!this.routing) {
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return;
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}
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const route = routeBetween(this.neighbourhood, fromId, toId, rangePc);
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if (route) {
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const request = ++this.routeRequest;
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this.routePending.set(true);
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void this.routing.route(fromId, toId, rangePc, ROUTE_RANGE_CEILING_PC).then(({ route, neededRangePc }) => {
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if (request !== this.routeRequest) {
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return;
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}
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this.routePending.set(false);
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this.routeResult.set({
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stars: route.stars.map((id) => ({ id, name: this.starsById.get(id)?.name ?? `Star ${id}` })),
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totalPc: route.totalPc,
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neededRangePc: null
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stars: route ? route.stars.map((id) => ({ id, name: this.starsById.get(id)?.name ?? `Star ${id}` })) : [],
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totalPc: route?.totalPc ?? 0,
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neededRangePc
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});
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this.jumpLinks?.setRoute(route.stars, (id) => this.starsById.get(id));
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return;
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}
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this.routeResult.set({
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stars: [],
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totalPc: 0,
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neededRangePc: minimumRangeBetween(this.neighbourhood, fromId, toId, ROUTE_RANGE_CEILING_PC)
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this.jumpLinks?.setRoute(route?.stars ?? [], (id) => this.starsById.get(id));
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});
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this.jumpLinks?.setRoute([], () => undefined);
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}
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/**
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* Rebuilds the drawn graph, which is the expensive half: every star's neighbours, once. Only
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* when the layer is on and the range has actually moved — the control emits per pixel dragged.
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* Rebuilds the drawn graph, which is the expensive half: every star's neighbours, once, and 3.7
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* million links at 8 pc, so it is built in the worker. Only when the layer is on and the range
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* has actually moved — the control emits per pixel dragged — and only the graph for the range
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* last asked for is drawn, in whatever order the answers arrive.
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*/
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private refreshJumpLinks(): void {
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if (!this.jumpLinks || !this.neighbourhood) {
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if (!this.jumpLinks || !this.routing) {
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return;
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}
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const rangePc = this.jumpRangePc();
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if (!this.display().jumpLinks) {
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if (this.drawnJumpRangePc !== null) {
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this.jumpLinks.setLinks([], () => undefined);
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this.jumpLinks.setSegments(new Float32Array(0));
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this.drawnJumpRangePc = null;
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}
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return;
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@@ -1441,8 +1451,11 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
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return;
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}
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this.drawnJumpRangePc = rangePc;
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const links = collectJumpLinks(this.neighbourhood, rangePc);
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this.jumpLinks.setLinks(links, (id) => this.starsById.get(id));
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void this.routing.links(rangePc).then((segments) => {
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if (this.drawnJumpRangePc === rangePc) {
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this.jumpLinks?.setSegments(segments);
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}
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});
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}
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/** A pinned body wins over a hovered one, so the card does not change under the pointer. */
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