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).
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@@ -1,6 +1,7 @@
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<script setup lang="ts">
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import { computed, onMounted, ref, watch } from 'vue';
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import L from 'leaflet';
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import 'leaflet.markercluster';
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import { useAuthStore } from '../stores/auth';
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import { useGameStore } from '../stores/game';
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import type { Place } from '../stores/game';
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@@ -10,7 +11,12 @@ const game = useGameStore();
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const mapEl = ref<HTMLDivElement | null>(null);
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let map: L.Map | null = null;
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let markersLayer: L.LayerGroup | null = null;
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// Clustered — with places synced worldwide (tens of thousands, not the
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// original Madeira-only ~170), rendering every marker individually would
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// choke the DOM. leaflet.markercluster groups nearby markers at low zoom
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// and expands them as you zoom in; each individual marker keeps its own
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// team-colored portalIcon() once visible.
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let markersLayer: L.MarkerClusterGroup | null = null;
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let linksLayer: L.LayerGroup | null = null;
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let fieldsLayer: L.LayerGroup | null = null;
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@@ -53,13 +59,18 @@ function redraw() {
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const coordsById = new Map(game.places.map((p) => [p.id, p]));
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for (const place of game.places) {
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// addLayers() batch-inserts in one pass — markercluster's recommended way
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// to add anything beyond a handful of markers; looping addLayer() one at a
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// time recalculates the cluster tree on every call and is dramatically
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// slower at this scale (tens of thousands of places).
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const markers = game.places.map((place) => {
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const isSource = place.id === linkSourceId.value;
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const marker = L.marker([place.lat, place.lon], { icon: portalIcon(place, isSource) });
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marker.on('click', () => onMarkerClick(place));
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marker.bindTooltip(place.name || `Place ${place.id}`, { direction: 'top' });
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markersLayer.addLayer(marker);
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}
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return marker;
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});
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markersLayer.addLayers(markers);
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for (const link of game.links) {
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const from = coordsById.get(link.from_place_id);
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@@ -156,7 +167,9 @@ const greenScore = computed(() => game.scores.find((s) => s.team === 'green'));
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onMounted(async () => {
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if (mapEl.value) {
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map = L.map(mapEl.value, { zoomControl: false }).setView([32.7607, -16.9595], 12);
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// World view by default now that places are synced globally, not just
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// Madeira — falls back to this if geolocation isn't available/granted.
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map = L.map(mapEl.value, { zoomControl: false }).setView([20, 0], 2);
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L.control.zoom({ position: 'bottomright' }).addTo(map);
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L.tileLayer('https://{s}.basemaps.cartocdn.com/dark_all/{z}/{x}/{y}{r}.png', {
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attribution: '© OpenStreetMap contributors © CARTO',
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@@ -165,7 +178,25 @@ onMounted(async () => {
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}).addTo(map);
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fieldsLayer = L.layerGroup().addTo(map);
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linksLayer = L.layerGroup().addTo(map);
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markersLayer = L.layerGroup().addTo(map);
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markersLayer = L.markerClusterGroup({
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maxClusterRadius: 60,
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spiderfyOnMaxZoom: true,
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iconCreateFunction: (cluster) => {
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const count = cluster.getChildCount();
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const size = count < 100 ? 34 : count < 1000 ? 42 : 50;
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return L.divIcon({
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className: 'regress-cluster',
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html: `<div style="width:${size}px;height:${size}px;">${count}</div>`,
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iconSize: [size, size],
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});
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},
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}).addTo(map);
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navigator.geolocation?.getCurrentPosition(
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(pos) => map?.setView([pos.coords.latitude, pos.coords.longitude], 13),
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() => {}, // silently keep the world view if denied/unavailable
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{ timeout: 5000 },
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);
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}
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await game.refreshAll();
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redraw();
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