One map in all three places, with heads and the world on - #129
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The desktop app, the web panel and the public site showed three different maps, because the desktop one was a second implementation. The panel and the site share `MAP_JS`; the desktop had its own React canvas written for #26 and never gained what #104 and #119 added — so it had no pan, no zoom, no coordinate readout, no heads, no world and no reset, while offering a heatmap the others did not surface the same way. The desktop now uses the same view transform from `@shared/livemap` — the same `fitView`, `panBy`, `zoomAt` and `screenToWorld` — and the same controls: drag to pan, wheel to zoom anchored on the cursor, the world under the markers, skin heads, the coordinate readout, reset view, and the heatmap it already had. **The tile queue moved into `core/worldTiles`.** All three surfaces now share one queue and one parse budget rather than the web owning it and the desktop having none: three callers each parsing regions on their own would be three times the work on the same main thread, and three maps that disagree about what has loaded. The desktop reaches it over a new `map:tiles` IPC, capped the same way the HTTP route is — the renderer is trusted, but a bug there should not be able to queue a whole world either. **Heads and the world default to on.** They are what make this a map of people and terrain rather than dots on a grid, and an operator should not have to find two toggles to get the obvious thing. The public site is unchanged in substance: its feed still refuses heads unless the operator agreed to send names to an avatar service, and publishing the terrain is still its own decision, off by default. A head is decoration, so `mapHead` now returns the dot rather than throwing when the environment has no `Image` at all — a missing avatar must not take the grid, the markers and the terrain down with it.
The desktop held every chunk it had ever looked at. Each tile is small and "small times unbounded" is still unbounded, in a process that runs for as long as the app is open — panning a big world would grow it without limit. Tiles outside the view are dropped past 2048, which costs a re-fetch the main process already has cached. The grab/grabbing cursor was bound to a React ref. A ref does not re-render, so the style never updated and the canvas showed `grab` while dragging. It comes from `:active` in CSS now, which is what the web map already does. And `headFor` marked a name as failed AFTER starting the load rather than before, so a handler that resolved first would have been overwritten by the mark. Browsers never fire `onload` synchronously, so this was a latent ordering bug rather than a live one — but it is the kind that only shows up under a cache hit on somebody else's machine.
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Self-review: bound the tile cache, and a cursor that never changed The desktop held every chunk it had ever looked at. Each tile is small and The grab/grabbing cursor was bound to a React ref. A ref does not re-render, so And |
The under-roof rule skips solid blocks until it has seen an air gap. A column that is solid from the ceiling all the way down — a netherrack pillar joining floor to roof — never shows one, so every block in it was skipped and the column came out transparent: holes punched through the nether map exactly where the terrain is thickest. The highest solid block seen while skipping is kept and used if the column ends up empty. And the web map's tile cache was never trimmed. The desktop got that in #129 and the shared engine did not, so panning a big world grew it for as long as the page stayed open. It matters more now than it did: since drawing iterates what is HELD rather than what is visible — which is the fix for the map vanishing when zoomed out — an unbounded cache is a per-frame cost as well as a memory one.
…#135) (#138) * Give the map back its mouse, and render the dimensions it never could (#135) **An invisible box was eating every mouse event.** `.mp-empty` is `position:absolute; inset:0` — it covers the whole canvas — and #103 removed its `pointer-events:none` so the bridge install button inside it could be clicked. That handed `mousedown`, `mousemove` and the `wheel` listener to the overlay, so neither web map could be dragged or zoomed and the wheel fell through to the page. It is transparent to the mouse again, with only its children clickable, which is what the button needed in the first place. The desktop scrolled the page for a different reason: React registers wheel listeners as **passive**, so `preventDefault` inside `onWheel` does nothing. It binds its own listener with `passive: false`. **The terrain vanished when zoomed out** because one function answered two questions. `mapVisibleChunks` is capped at 4096 so a zoomed-out view does not ask for a million chunks — and it was also the list of what to *draw*, so the cap blanked the map. Drawing now iterates what is HELD and clips to the viewport, which costs the size of the cache rather than the size of the view and stays cheap however far out you go. **The nether and the end have never rendered.** Paper splits dimensions into sibling world folders — `world_nether/DIM-1/region`, `world_the_end/DIM1/region` — and MSMS only ever built vanilla's `world/DIM-1/region`, which does not exist there. Both layouts are tried now, plus a custom world's own folder, and the resolved directory is remembered because `peekChunkTile` runs once per requested chunk. **And the nether needed a different technique.** It has a bedrock roof at y=127, so a top-down scan finds bedrock in every column and paints the dimension one flat grey slab. The scan starts below the roof and skips solid blocks until it has seen an air gap — the floor a player stands on rather than the ceiling above them. Verified by rendering the real world to an image and looking at it: netherrack, lava and warped forest where there was a grey slab, and the end's island in end stone with its obsidian pillars where there was nothing at all. Asserted with a synthetic nether-shaped chunk — bedrock roof, air gap, netherrack floor — read under both rules: the overworld rule stops at the roof (which is the bug), the nether rule reaches the floor below it. The terrain toggle now defaults on. A grid with dots on it was not a map. * Self-review: holes in the nether, and a web tile cache that never shrank The under-roof rule skips solid blocks until it has seen an air gap. A column that is solid from the ceiling all the way down — a netherrack pillar joining floor to roof — never shows one, so every block in it was skipped and the column came out transparent: holes punched through the nether map exactly where the terrain is thickest. The highest solid block seen while skipping is kept and used if the column ends up empty. And the web map's tile cache was never trimmed. The desktop got that in #129 and the shared engine did not, so panning a big world grew it for as long as the page stayed open. It matters more now than it did: since drawing iterates what is HELD rather than what is visible — which is the fix for the map vanishing when zoomed out — an unbounded cache is a per-frame cost as well as a memory one.
* Named chunk areas, drawn on every map surface (#144) An operator can mark chunks as a named, coloured region with a note, and everyone looking at the map reads it. Built pure-first, in `@shared/chunkAreas`, because four surfaces draw this — desktop app, admin panel, public site, and the map page still to come. #129 unified three maps that had drifted apart; adding a feature to one of them and backfilling the rest is how they drifted in the first place. The decisions that had to be made once rather than four times: Dimension. An area belongs to exactly one, or an overworld claim paints the same rectangle over the nether, where it means nothing. Overlap: SMALLEST WINS. A plot inside a town inside a claimed continent should read as the plot — the specific label is the informative one, and the big region is still visible everywhere the small one is not. Ties break on the later edit, then on id, so the order is total and every surface resolves a chunk identically. An explicit z-order would be one more thing for four UIs to get right. Shape is a list of RECTANGLES, not of chunks. A region 100 chunks square is one rect or ten thousand pairs, and this is served to a public page on every map load. Clicking chunks and typing coordinates both produce the same structure, and the tidy-up merges neighbours that share a full edge — so the stored shape covers exactly the chunks that were sent, written down smaller. What a visitor may read is its own type, like `PublicMapPlayer`: name, colour, note, rectangles. Not the timestamps, and not the hidden flag, which would tell a stranger that hidden areas exist. Areas default to ON, unlike structure markers. A structure marker is information the operator may not want published; an area is a label they wrote on purpose for people to read. The two web pages carry their own copy of the lookup, the convention this codebase already uses for the view transform — a page pasted together as a string cannot import from @shared. The smoke runs both over every chunk in a range against a battery with three nested areas and a tie pair, and fails on the first disagreement. Verified: 12/12 gates. Both new checks proved failable. Deleting the page's smallest-wins rule first left the gate GREEN — the battery stepped 3 and 7 and walked straight over the 3x3 plot and the 2x2 tie pair, so it only ever compared chunks where nothing overlaps. Testing every chunk instead, and counting how many are actually contested, turns the same break into "the page disagrees about -3,-3 in overworld: app says plot, page says town". * The web panel can create areas too, not just draw them (#144) The first commit gave the panel a map that draws areas and no way to make one. "Yönetim panellerinden" is plural, and an operator who can only create areas from the desktop app has half a feature. Same two ways in as the desktop editor, for the same reason: clicking chunks is how you draw a town you can see, typing coordinates is how you enter the four hundred somebody sent you in a message. They edit one selection, so switching mid-edit loses nothing. Picking is a MODE, not a held modifier. This panel is used on a phone, where there is no shift key, and the map already pans on drag - a distance check tells a click from the end of a pan. Taking a chunk back out expands the selection and re-derives it without that chunk, rather than dropping the rectangle containing it. Rects are merged on the way in, so the chunk under the pointer is usually inside one covering forty others; dropping it would take all forty. The smoke removes the middle chunk of a merged row of four and checks that three survive. The shared map engine gained three optional host hooks - the picker state, the selection, and a redraw signal. The public site defines none of them and gets a read-only map, which is the point: one engine, and what a surface may do is what it declares, not what it is trusted to avoid calling. Verified: 12/12 gates. Two test defects fixed on the way: the stub canvas had no setLineDash, so a dashed selection failed the run with a TypeError that read like a page bug; and the tidy comparison went through JSON.stringify, which called a difference in key order a difference in the answer. * Self-review: removing one chunk from a big selection deleted 143 others (#144) `normalizeRects` sliced its INPUT at 256 rectangles, and the removal path expanded the selection to one rectangle per chunk before filtering. So a 20x20 region — one rectangle, 400 chunks — became 400 rectangles, then 399, then the first 256. A hundred and forty-three chunks disappeared with no error, no warning, and nothing to say which ones. The first test used a row of four chunks, which is exactly why it stayed green. Restoring the slice now fails with "removing one chunk from 400 left 256". Removal no longer expands anything. It splits the rectangle AROUND the chunk into the at most four pieces beside it, which touches only the rectangle involved and cannot grow the list by more than three, whatever the selection's size. The test now removes an interior chunk, a corner, an edge, the only chunk, and one that was never selected — and checks every one of the other 399 is covered exactly once, so a split that overlapped would fail too. The same slice had two more consequences, both fixed by refusing instead of trimming: An API caller who POSTed a hundred scattered chunks got a 200 with sixty-four of them stored. `checkArea` counted the chunks and the emptiness but never noticed rectangles had been dropped. There is now a named `too-many-rects`, documented beside `too-many-chunks`, and the cap is checked before normalising as well as after — a shape too complex to store is refused, never silently trimmed. Three hundred chunks in a ROW still pass, because they merge to one rectangle. The panel's own tidy had no cap at all, so above 256 it and the app disagreed about what had been selected. The panel now splits the same way, and the smoke checks its answer against `subtractChunk`'s on the 400-chunk case rather than only on four. Also: the desktop editor was permanently open, against its own comment saying it should not be — drawing areas and editing them are two decisions, which is how the web panel already had it. And `forgetServerAreas` was written, documented as "called when a server is forgotten", and called by nothing; `removeServer` calls it now, so a later server issued the same id cannot inherit someone else's annotations. Verified: 12/12 gates.
* A third listener that serves one fullscreen map (#146) A LISTENER, not a path on the public site. `WebConfig` already carries a port and an enabled flag per surface, and following that shape here is not about symmetry: a separate port is what lets an operator hand the map to people who must not reach the shop or the panel, with a firewall rule rather than with trust. "Yönetici kısıtlayabilmeli" has to mean something at the network layer, not only in a template. Not a fourth map. The page pastes `MAP_CSS`, `MAP_HTML` and `MAP_JS` from `@shared/mapUi` and restyles the wrapper - the canvas fills the window instead of sitting in a card, and the controls float over it. #129 was about three maps that had drifted apart; writing another one here would undo it. The one thing the engine needed was a hook for the areas URL, because this page has neither an admin id nor the public site's routes and would have 404ed on both branches of the guess. Three access modes: open, a shared passphrase, or a signed-in player. The gate refuses the DATA, not just the HTML - a page that gates only its markup is a page whose feed anyone can fetch directly. `mapPageAllows` is the single answer, called by the state route and every feed, so the door and the data cannot disagree. The passphrase is stored in the clear on purpose. It is a shared doorcode an operator has to be able to read back and tell people, not a credential belonging to a person; hashing it would only stop them looking it up, while anyone who can read the config can already change it. The COOKIE is a hash of it and an in-memory salt, so restarting MSMS signs everyone out - a cheap way to shut a leaked link without changing the code and telling everybody the new one. What the page may show is eleven separate operator decisions, and every one of them is enforced server-side: `world: false` makes the tile route a 404, not a hidden layer. Heads are refused with names off, because a face identifies a player exactly as well as a name does (#116). Verified: 12/12 gates. The gate proved failable - disabling it answers "protected /api/map answered 200". One test defect fixed: the route-coverage check isolated `handlePanel` by slicing to `startWebServer`, which held only while `handlePanel` was the last thing before it. `handleMapPage` landed in between and its routes - a different listener, deliberately outside the /api/v1 surface - were read as undocumented panel routes. It now slices to the next top-level function, and asserts the slice is big enough to be the real router, because a slice that is too short reads exactly like success. * Self-review: the players-only mode was a door that never opened (#146) Three access modes shipped; two had tests. The untested one did not work. `players` read the public site's session, which lives in `localStorage` under `msms_ptoken`. localStorage is per ORIGIN, and a different port IS a different origin - so the map page on 8724 could never read what the site on 8723 wrote, whatever the two agreed to call it. The mode was permanently shut, and nothing said so: the state route answered `allowed: false` exactly as it would for a visitor who simply had not signed in yet. The page signs players in itself now, against the same `playerAuth` accounts, and holds the session in a cookie on its own origin. Cookies are not isolated by port, which is a weakness elsewhere and the mechanism here. Session-length rather than the passphrase cookie's thirty days: this one stands for a person. The test signs a real account in and reads the map with the cookie a browser would send. Restoring the old cookie name fails it with "a signed-in player still could not read the map". It also asserts the NEGATIVE - that the public site's cookie name is not accepted - because reading that was the bug. Each mode's login route now 404s in the other's mode. An unused door left open is a door. Also: the page title is operator text interpolated inside a script block, and `JSON.stringify` escapes quotes while leaving `<` alone - a title containing a closing script tag ended the block and the rest of the page became markup. Escaped, and the smoke serves a page titled `evil</script><img src=x>` and checks it did not break out. The two HTML positions were already escaped; this one had been missed. And a port collision with the panel or the site is now said on screen. It used to be an EADDRINUSE in the log and a card that said "stopped". Verified: 12/12 gates.
One map in all three places, with heads and the world on
The desktop app, the web panel and the public site showed three different maps,
because the desktop one was a second implementation. The panel and the site
share
MAP_JS; the desktop had its own React canvas written for #26 and nevergained what #104 and #119 added — so it had no pan, no zoom, no coordinate
readout, no heads, no world and no reset, while offering a heatmap the others
did not surface the same way.
The desktop now uses the same view transform from
@shared/livemap— the samefitView,panBy,zoomAtandscreenToWorld— and the same controls: dragto pan, wheel to zoom anchored on the cursor, the world under the markers, skin
heads, the coordinate readout, reset view, and the heatmap it already had.
The tile queue moved into
core/worldTiles. All three surfaces now shareone queue and one parse budget rather than the web owning it and the desktop
having none: three callers each parsing regions on their own would be three
times the work on the same main thread, and three maps that disagree about what
has loaded. The desktop reaches it over a new
map:tilesIPC, capped the sameway the HTTP route is — the renderer is trusted, but a bug there should not be
able to queue a whole world either.
Heads and the world default to on. They are what make this a map of people
and terrain rather than dots on a grid, and an operator should not have to find
two toggles to get the obvious thing. The public site is unchanged in substance:
its feed still refuses heads unless the operator agreed to send names to an
avatar service, and publishing the terrain is still its own decision, off by
default.
A head is decoration, so
mapHeadnow returns the dot rather than throwing whenthe environment has no
Imageat all — a missing avatar must not take the grid,the markers and the terrain down with it.