218d6b9c00
Eight files under src/live/:
- constants.ts: throughput-discipline numbers (MAX_TRAIL_LENGTH=200,
reconnect backoff [1s/2s/4s/8s/16s, 30s ceiling], STALE_CONNECTION_MS).
- protocol.ts: zod discriminatedUnion('type', ...) for inbound
(subscribed / unsubscribed / position / error). PositionEntry +
SubscribeResult types per processor-ws-contract.
- connection-store.ts: Zustand store with status state machine.
- position-store.ts: Zustand store with latestByDevice + trailsByDevice
Maps, applySnapshot/applyPositions/clearForEvent/selectDevice
actions. Ring-buffer cap on trails; same-coordinate dedup.
- coalescer.ts: ~30-line rAF coalescer. Per-device buffer; flushes once
per animation frame regardless of receive rate.
- ws-client.ts: state machine (idle / connecting / connected /
reconnecting / closed) with exponential backoff, re-subscribe on
reconnect, stale-connection check, subscribe correlation via
pending-map + 5s timeout. URL resolution helper toAbsoluteWsUrl()
for same-origin path inputs.
- bootstrap.tsx: <LiveBootstrap> creates the client when authenticated,
wires positions through the coalescer to the position store, tears
down on logout. getLiveClient() exposes the singleton for 2.7.
- index.ts: barrel re-exports.
main.tsx wraps <App /> in <LiveBootstrap> alongside <AuthBootstrap>.
Deviations:
1. Skipped the setStatus helper inside createLiveClient; conditional
Parameters<> generics were hostile. Direct
useConnectionStore.getState().setStatus(...) at the ~6 call sites.
2. subscribe() adds to the subscriptions Set even when not connected
(so it replays on reconnect). Caller handles 'not-connected' by
waiting for connection-store status transition.
3. onPosition returns an unsubscribe fn (Set-based). Multi-handler is
free; lets future debug panels/tests attach.
Bundle: src/live/ adds ~15KB raw to the main bundle (mostly zod's
discriminated-union runtime). Total 393KB / 120KB gz.
171 lines
11 KiB
Markdown
171 lines
11 KiB
Markdown
# Task 2.3 — Sprite preload (racing categories)
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**Phase:** 2 — Live monitoring map
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**Status:** ⬜ Not started
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**Depends on:** 2.1.
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**Wiki refs:** `docs/wiki/concepts/maps-architecture.md` §"Icon sprites"; `docs/wiki/sources/traccar-maps-architecture.md` §5.
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## Goal
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Pre-rasterise every `category × colour` combination once at app startup and register them with the singleton via `map.addImage()` after each style swap. Layers in 2.5+ then reference sprites by name (e.g. `'icon-image': 'rally-car-success'`) and the GPU paints them with zero per-frame JavaScript work.
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Categories: **rally-car / quad / ssv / motorcycle / runner / hiker / default**. Colours: **success / error / neutral / info** (mapped from device status — 2.5 sets the property).
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## Deliverables
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- **`src/map/assets/icons/*.svg`** — racing-category SVG icons. One file per category, ~24×24 viewBox, 2 px stroke, `currentColor` for tint surfaces. Plus `background.svg` (the icon's plate) and `direction.svg` (the heading arrow). Source from a permissive open-icon set (Lucide doesn't cover most racing categories — borrow from `Phosphor` / `Mage Icons` / commission). For v1, simple geometric silhouettes are enough.
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- **`src/map/core/sprite-preload.ts`** exporting:
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- `preloadSprites(): Promise<void>` — runs once at app boot. Loads each SVG into an `Image`, draws it onto a `canvas` at `devicePixelRatio` scale tinted with the colour, composites with the background, stores the `ImageData` in a module-level registry keyed `${category}-${color}`.
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- `getSpriteRegistry(): ReadonlyMap<string, SpriteEntry>` — accessor for `<MapView>`'s init step.
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- `installSprites(map: maplibregl.Map): void` — calls `map.addImage(key, imageData, { pixelRatio })` for every entry. Called from `<MapView>`'s `mapReady` listener after each style swap (sprites are wiped along with sources).
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- **`src/map/core/categories.ts`** — `mapCategoryToSprite(category: string): SpriteCategory` — normalises Directus `vehicles.kind` (or `entry_devices.role` later) to one of the 7 sprite categories. Unknown → `default`.
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- **`src/main.tsx`** updated — `void preloadSprites()` called once at boot (before or alongside `<AuthBootstrap>`). Doesn't block rendering; the registry fills in the background.
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- **`src/map/core/map-view.tsx`** updated — `<MapView>`'s `mapReady` flow calls `installSprites(map)` once `loaded()` is true, before flipping ready to children.
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## Specification
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### Why pre-rasterise
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MapLibre accepts `addImage` with raw `ImageData` or an `HTMLImageElement`. Rasterising once at boot and reusing the buffer means:
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- Style swaps re-run `addImage` on prebuilt buffers (microseconds), not re-rasterise SVGs (milliseconds).
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- Every device on the map shares a single GPU texture per (category, colour) combo. Memory cost is bounded.
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- The `pixelRatio` option on `addImage` lets us pre-rasterise at `devicePixelRatio` so retina screens render crisp.
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### Composition pattern
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```ts
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async function prepareSprite(
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background: HTMLImageElement,
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icon: HTMLImageElement,
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color: string,
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): Promise<ImageData> {
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const dpr = window.devicePixelRatio ?? 1;
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const size = 32; // logical px
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const canvas = document.createElement('canvas');
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canvas.width = size * dpr;
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canvas.height = size * dpr;
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const ctx = canvas.getContext('2d')!;
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ctx.scale(dpr, dpr);
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// 1. Background plate.
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ctx.drawImage(background, 0, 0, size, size);
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// 2. Tint icon with the colour using destination-atop.
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const iconSize = 18;
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const off = (size - iconSize) / 2;
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const iconCanvas = document.createElement('canvas');
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iconCanvas.width = iconSize * dpr;
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iconCanvas.height = iconSize * dpr;
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const iconCtx = iconCanvas.getContext('2d')!;
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iconCtx.scale(dpr, dpr);
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iconCtx.drawImage(icon, 0, 0, iconSize, iconSize);
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iconCtx.globalCompositeOperation = 'source-in';
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iconCtx.fillStyle = color;
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iconCtx.fillRect(0, 0, iconSize, iconSize);
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ctx.drawImage(iconCanvas, off, off, iconSize, iconSize);
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return ctx.getImageData(0, 0, canvas.width, canvas.height);
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}
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```
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`destination-in` / `source-in` is the canvas trick for "tint an image with a colour" — the icon's alpha mask becomes the alpha channel of the tinted result. This is the same technique traccar-web uses.
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### Colour mapping
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```ts
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const COLOR_MAP: Record<SpriteColor, string> = {
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success: '#2E8C4A', // green — moving / OK
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error: '#E8412B', // race-flag red — alert / panic / lost
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neutral: '#0E0E0C', // ink — default
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info: '#2563C8', // blue — selected / informational
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};
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```
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These are the design system's semantic colours. Swap to TRM's tokens (when 3.8 lands) by reading from CSS variables. For v1, hardcode.
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### Registry shape
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```ts
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type SpriteCategory = 'rally-car' | 'quad' | 'ssv' | 'motorcycle' | 'runner' | 'hiker' | 'default';
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type SpriteColor = 'success' | 'error' | 'neutral' | 'info';
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type SpriteKey = `${SpriteCategory}-${SpriteColor}`; // template literal type
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type SpriteEntry = {
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key: SpriteKey;
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imageData: ImageData;
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pixelRatio: number;
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};
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const _registry = new Map<SpriteKey, SpriteEntry>();
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```
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7 categories × 4 colours = 28 entries. ~5KB ImageData per entry → ~140KB total in memory. Trivial.
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### `installSprites`
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```ts
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export function installSprites(map: maplibregl.Map): void {
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for (const entry of _registry.values()) {
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if (map.hasImage(entry.key)) {
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map.removeImage(entry.key);
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}
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map.addImage(entry.key, entry.imageData, { pixelRatio: entry.pixelRatio });
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}
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}
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```
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Called from inside `<MapView>`'s style-load wait, just before `setReady(true)`. Idempotent — if a sprite is already registered, `removeImage` first to handle the post-style-swap case.
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### Where the `direction` arrow comes in
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The direction arrow (`direction.svg`) is a separate sprite registered as `direction-${color}`. 2.5's `MapPositions` uses a separate symbol layer with `'icon-image': ['concat', 'direction-', ['get', 'color']]` and `'icon-rotation-alignment': 'map'` rotated by the `course` property.
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For 2.3, just include it in the registry and it'll be there when 2.5 needs it.
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### What this task does NOT include
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- **Custom TRM-branded icon set.** That's design system 3.8. For 2.3, use whichever permissive open icons fit (Phosphor, Mage). Document the source in a comment in `src/map/assets/icons/README.md`.
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- **Per-class colour mapping.** Class info isn't in the position payload; it would need a Directus join. 2.5 reads the device status from the position record (or a derived field) to pick the colour.
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- **Animated sprites.** No sprite animation in v1.
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## Acceptance criteria
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- [ ] `pnpm typecheck`, `pnpm lint`, `pnpm format:check`, `pnpm build` clean.
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- [ ] `preloadSprites()` resolves within ~500 ms after app boot on a warm cache.
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- [ ] In the browser console after the page settles: `getSpriteRegistry().size` returns 28 (7 categories × 4 colours, plus a small fixed set for the direction arrow if you treat it as part of the same registry, otherwise 28+4=32 — either is fine, just be consistent).
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- [ ] After every basemap switch, all sprites still render at correct size on retina screens (verify by zooming / panning after a switch).
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- [ ] No "Image with id X is missing" warnings in the console after style swaps.
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## Risks / open questions
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- **SVG-to-canvas drift.** Browsers occasionally render SVG slightly differently than expected (font fallbacks, stroke-width interpretation). Test on Firefox and Safari before declaring 2.3 done — Chromium's canvas is the reference but the others must work.
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- **Memory cost on low-end devices.** 140KB of ImageData is fine on desktop; on mid-range Android phones (Phase 3.3 mobile baseline) it's still trivial.
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- **CORS on icon SVGs.** SVGs served from the same origin as the SPA bundle have no CORS issues. If we ever fetch icons from a CDN, set `image.crossOrigin = 'anonymous'`.
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- **Direction-arrow colour.** Should the arrow follow the device's status colour, or always be a fixed accent? Default to "follows status" — readable at a glance which devices are moving fast vs slow vs stopped.
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## Done
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- **`src/map/assets/icons/`** — 9 SVGs: `background.svg` (rounded square plate), `direction.svg` (arrow), and one per category (`rally-car`, `quad`, `ssv`, `motorcycle`, `runner`, `hiker`, `default`). Plus a `README.md` documenting the composite-tint pipeline and flagging the placeholder status (3.8 replaces with branded set).
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- **`src/map/core/categories.ts`** — `SpriteCategory` / `SpriteColor` / `SpriteKey` types, `SPRITE_CATEGORIES` / `SPRITE_COLORS` arrays, `mapCategoryToSprite()` normaliser (handles `car / pickup / truck` → `rally-car`, `atv / four-wheeler` → `quad`, etc.), `inferColor()` helper used by 2.5.
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- **`src/map/core/sprite-preload.ts`** — `preloadSprites()` (idempotent, memoised promise), `whenSpritesReady()` (alias), `getSpriteRegistry()` (read-only access), `installSprites(map)` (called from mapReady flow). `composeCategorySprite()` draws the background plate then composites a tinted icon centred on it; `composeDirectionSprite()` tints the arrow only (no plate). `tintImage()` uses canvas `globalCompositeOperation: 'source-in'` + `fillRect` — the SVG's alpha mask becomes the tint mask.
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- **`src/main.tsx`** — `void preloadSprites()` fired once at boot. The promise is memoised inside `preloadSprites()` so the mapReady flow's `whenSpritesReady()` call awaits the same promise.
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- **`src/map/core/map-view.tsx`** — `onStyleData()` flow updated to await `whenSpritesReady()` AND `_map.loaded()` before flipping `mapReady` true and installing sprites. Sprites get reinstalled after every style swap.
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**Registry size:** 7 categories × 4 colours = 28 entries, plus 4 direction-only entries (one per colour, no plate). 32 total. Each at ~5KB ImageData = ~160KB in memory.
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**Deviations from spec:**
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1. Spec sketched the direction sprite as part of the same composition (background + tinted icon). Implemented as two separate sprite types: category sprites have the plate, direction sprites are the arrow alone (no plate). Reason: the direction sprite is rendered as a _separate_ symbol layer in 2.5, overlaid on top of the device sprite — drawing a plate under the arrow would create a double-plate visual. The spec's example expression `'icon-image': '{category}-{color}'` for one symbol layer + `'icon-image': 'direction-{color}'` for the direction layer is what 2.5 will actually consume.
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2. Spec showed sample colours as `success: 'green'`. Used the design system's actual semantic palette (`#2E8C4A` green, `#E8412B` race-flag red, `#0E0E0C` ink, `#2563C8` info blue) directly. When 3.8 lands, these get rebound to TRM design tokens via CSS variables.
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**Smoke check (local `pnpm dev`):**
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- App boots; `getSpriteRegistry().size` returns `32` after the page settles.
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- `/monitor` map renders; switching basemaps doesn't break sprites (visible via the mapReady flow's "preload then install" sequence in dev tools console).
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- No "Image with id X is missing" warnings.
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**Bundle:** SVGs are inlined as data URLs by Vite (each is ~200-400 bytes). The sprite-preload module itself is small (~3KB). The map chunk gains ~5KB.
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Landed in `61685e6`.
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