Go global: worldwide BTC Map sync, marker clustering, response compression

- Sync now pulls every BTC Map place worldwide (~29k live), not just
  Madeira — dropped BTCMAP_CENTER_LAT/LON/RADIUS_KM entirely.
- Incremental via a stored watermark (settings.btcmap_synced_since):
  only fetches what changed since the last sync, not the whole dataset
  every time. Handles deletions too (BTC Map delistings correctly evict
  the local place + cascade its claim/links, not just go unclaimed).
- Real bug caught and fixed before it shipped: tried BTC Map's own
  recommended updated_since+limit pagination first, but their timestamps
  mix millisecond and whole-second precision, and naive string comparison
  across that isn't chronologically safe — silently truncated a real
  sync to ~4,000 of ~42,000 records with no error. Measured the
  alternative (single unpaginated request) instead: 2-3s for the full
  dataset, simpler and actually correct. Full writeup in
  services/btcmap.ts, regression test for the specific bug in
  services/btcmap.test.ts.
- @fastify/compress added — the places list is now tens of thousands of
  rows, gzip/br/zstd auto-negotiated.
- Also fixed while touching dependencies: @fastify/static had a real
  high-severity path-traversal/auth-bypass advisory (GHSA-pr96-94w5-mx2h
  et al) affecting the version we were pinned to — bumped to the patched
  10.1.2.
- Frontend: leaflet.markercluster (raw per-marker rendering doesn't scale
  to tens of thousands of points), cyberpunk-themed cluster icons to
  match the existing HUD styling, batch marker insertion (addLayers, not
  a per-marker addLayer loop) since that's dramatically faster at this
  scale. Default map view is now world-scale, recentering on the
  player's location if geolocation is available.
- 60 backend tests passing throughout (7 new for the sync rewrite).
This commit is contained in:
2026-08-05 17:32:54 +00:00
parent 4fef930029
commit bb03bfc365
14 changed files with 464 additions and 200 deletions
+37 -6
View File
@@ -1,6 +1,7 @@
<script setup lang="ts">
import { computed, onMounted, ref, watch } from 'vue';
import L from 'leaflet';
import 'leaflet.markercluster';
import { useAuthStore } from '../stores/auth';
import { useGameStore } from '../stores/game';
import type { Place } from '../stores/game';
@@ -10,7 +11,12 @@ const game = useGameStore();
const mapEl = ref<HTMLDivElement | null>(null);
let map: L.Map | null = null;
let markersLayer: L.LayerGroup | null = null;
// Clustered — with places synced worldwide (tens of thousands, not the
// original Madeira-only ~170), rendering every marker individually would
// choke the DOM. leaflet.markercluster groups nearby markers at low zoom
// and expands them as you zoom in; each individual marker keeps its own
// team-colored portalIcon() once visible.
let markersLayer: L.MarkerClusterGroup | null = null;
let linksLayer: L.LayerGroup | null = null;
let fieldsLayer: L.LayerGroup | null = null;
@@ -53,13 +59,18 @@ function redraw() {
const coordsById = new Map(game.places.map((p) => [p.id, p]));
for (const place of game.places) {
// addLayers() batch-inserts in one pass — markercluster's recommended way
// to add anything beyond a handful of markers; looping addLayer() one at a
// time recalculates the cluster tree on every call and is dramatically
// slower at this scale (tens of thousands of places).
const markers = game.places.map((place) => {
const isSource = place.id === linkSourceId.value;
const marker = L.marker([place.lat, place.lon], { icon: portalIcon(place, isSource) });
marker.on('click', () => onMarkerClick(place));
marker.bindTooltip(place.name || `Place ${place.id}`, { direction: 'top' });
markersLayer.addLayer(marker);
}
return marker;
});
markersLayer.addLayers(markers);
for (const link of game.links) {
const from = coordsById.get(link.from_place_id);
@@ -156,7 +167,9 @@ const greenScore = computed(() => game.scores.find((s) => s.team === 'green'));
onMounted(async () => {
if (mapEl.value) {
map = L.map(mapEl.value, { zoomControl: false }).setView([32.7607, -16.9595], 12);
// World view by default now that places are synced globally, not just
// Madeira — falls back to this if geolocation isn't available/granted.
map = L.map(mapEl.value, { zoomControl: false }).setView([20, 0], 2);
L.control.zoom({ position: 'bottomright' }).addTo(map);
L.tileLayer('https://{s}.basemaps.cartocdn.com/dark_all/{z}/{x}/{y}{r}.png', {
attribution: '&copy; OpenStreetMap contributors &copy; CARTO',
@@ -165,7 +178,25 @@ onMounted(async () => {
}).addTo(map);
fieldsLayer = L.layerGroup().addTo(map);
linksLayer = L.layerGroup().addTo(map);
markersLayer = L.layerGroup().addTo(map);
markersLayer = L.markerClusterGroup({
maxClusterRadius: 60,
spiderfyOnMaxZoom: true,
iconCreateFunction: (cluster) => {
const count = cluster.getChildCount();
const size = count < 100 ? 34 : count < 1000 ? 42 : 50;
return L.divIcon({
className: 'regress-cluster',
html: `<div style="width:${size}px;height:${size}px;">${count}</div>`,
iconSize: [size, size],
});
},
}).addTo(map);
navigator.geolocation?.getCurrentPosition(
(pos) => map?.setView([pos.coords.latitude, pos.coords.longitude], 13),
() => {}, // silently keep the world view if denied/unavailable
{ timeout: 5000 },
);
}
await game.refreshAll();
redraw();