Commit Graph

115 Commits

Author SHA1 Message Date
you fba5649979 refactor: consolidate hop disambiguation — remove 3 duplicate implementations
- server.js disambiguateHops() now delegates to server-helpers.js
  (was a full copy of the same algorithm, ~70 lines removed)
- live.js resolveHopPositions() now delegates to shared HopResolver
  (was a standalone reimplementation, ~50 lines removed)
- HopResolver.init() called when live page loads/updates node data
- Net -106 lines, same behavior, single source of truth

All unit tests pass (241). E2E 13/16 (3 pre-existing Chromium crashes).
2026-03-24 22:19:16 +00:00
you 14ff1821d6 fix: hash-based packet deduplication in Live feed
Root cause: addFeedItem had no dedup logic — each WS message created
a new feed entry regardless of hash. Dedup only worked when the
'Realistic propagation' toggle was ON (which buffers by hash before
calling animateRealisticPropagation). Default mode called animatePacket
directly for every observation, producing duplicate feed entries.

Fix: Added feedHashMap (hash -> {element, count, pkt, addedAt}) that
tracks recent feed items by packet hash. When a packet with a known
hash arrives within 30s, the existing feed item is updated in-place:
- Observation count badge incremented
- Item flashed and moved to top of feed
- No duplicate DOM element created

Also adds data-hash attribute to feed items for testability.

Tests: 5 new Playwright tests in test-live-dedup.js covering:
- Same hash different observers → single entry
- Different hashes → separate entries
- 5 rapid sequential duplicates → single entry with count 5
- Same hash same observer → still deduplicates
- Packets without hash → not deduplicated
2026-03-24 19:35:28 +00:00
you 1bdf41a631 fix: separate heatmap opacity controls for Map and Live pages
- Live page showHeatMap() now reads meshcore-live-heatmap-opacity from
  localStorage and applies it to the canvas element (was hardcoded 0.3)
- Customizer now has two clearly labeled sliders:
  🗺️ Nodes Map — controls the static map page heatmap
  📡 Live Map — controls the live page heatmap
- Each uses its own localStorage key (meshcore-heatmap-opacity vs
  meshcore-live-heatmap-opacity)
- Added E2E tests for live opacity persistence and dual slider existence
- 13/15 E2E tests pass locally (2 fail due to ARM chromium OOM after
  heavy live page tests — CI on x64 will handle them)

Closes #119 properly this time.
2026-03-24 19:25:28 +00:00
you 52d52af6ec fix: force-enable heat toggle when matrix mode is off
Recover from stale localStorage state where heat checkbox stayed
disabled even after matrix/ghosts mode was turned off. Explicitly
sets ht.disabled = false in the else branch of matrix init.

13/13 E2E tests pass locally.
2026-03-24 19:17:17 +00:00
you 16eb7ef07d fix: persist live page heat checkbox + add E2E test
Live page liveHeatToggle now saves to localStorage (meshcore-live-heatmap).
Map page was already fixed but live page was missed.
Added E2E test that verifies persistence across reload.

13/13 E2E tests pass locally.
2026-03-24 17:57:17 +00:00
you ab3626935c Replace hardcoded status colors with CSS variables and theme-aware helpers
CSS changes:
- style.css: .live-dot.connected, .hop-global-fallback, .perf-slow, .perf-warn
  now use var(--status-green/red/yellow) instead of hardcoded hex
- live.css: live recording dot uses var(--status-red), LCD text uses var(--status-green)

JS changes (analytics.js):
- Added cssVar/statusGreen/statusYellow/statusRed/accentColor/snrColor helpers
  that read from CSS custom properties with hardcoded fallbacks
- Replaced ~20 hardcoded status colors in: SNR histograms, quality zones,
  zone borders/patterns, SNR timeline, daily SNR bars, collision badges
  (Local/Regional/Distant), distance classification, subpath map markers,
  hop distance distribution, network status cards, self-loop bars

JS changes (live.js):
- Added statusGreen helper for LCD clock color
- Legend dots now read from TYPE_COLORS global instead of hardcoded hex

All colors now respond to theme customization via the customize panel.
2026-03-23 04:17:31 +00:00
you 1cb3baf4ab fix: replace all hardcoded colors with CSS variables
- Move --status-green/yellow/red from home.css to style.css :root (light+dark)
- Replace hardcoded status colors in style.css (.tl-snr, .health-dot, .byop-err,
  .badge-hash-*, .fav-star.on, .spark-fill) with CSS variable references
- Replace hardcoded colors in live.css (VCR mode, stat pills, fdc-link, playhead)
- Replace --primary/--bg-secondary/--text-primary/--text-secondary dead vars with
  canonical --accent/--input-bg/--text/--text-muted in style.css, map.js, live.js,
  traces.js, packets.js
- Fix nodes.js legend colors to use ROLE_COLORS globals instead of hardcoded hex
- Replace hardcoded hex in home.js (SNR), perf.js (indicators), map.js (accuracy
  circles) with CSS variable references via getComputedStyle or var()
- Add --detail-bg to customizer (THEME_CSS_MAP, DEFAULTS, ADVANCED_KEYS, labels)
- Move font/mono out of ADVANCED_KEYS into separate Fonts section in customizer
- Remove debug console.log lines from customize.js
- Bump cache busters in index.html
2026-03-23 03:29:38 +00:00
you 0e59712a53 Fix: color changes re-render in-place without page flash
theme-changed now dispatches theme-refresh event instead of
full navigate(). Map re-renders markers, packets re-renders
table rows. No teardown/rebuild, no flash.
2026-03-23 02:06:26 +00:00
you c6a23d516c Customization: packet type colors (ADVERT, GRP_TXT, etc.)
Added global window.TYPE_COLORS in roles.js. Live.js and audio-lab.js
now reference the global. Customizer shows packet type colors with
emoji + descriptions. Changes sync to TYPE_COLORS in real-time.
Saved/restored via localStorage alongside node colors.
2026-03-23 01:29:56 +00:00
you bd43936e8b Show observer IATA regions in packet, node, and live detail views
- packets.js: obsName() now shows IATA code next to observer name, e.g. 'EW-SFC-DR01 (SFO)'
- packets.js: hop conflicts in field table show distance (e.g. '37km')
- nodes.js: both full and sidebar detail views show 'Regions: SJC, OAK, SFO' badges and per-observer IATA
- live.js: node detail panel shows regions in 'Heard By' heading and per-observer IATA
- server.js: /api/nodes/:pubkey/health now returns iata field for each observer
- Bump cache busters
2026-03-22 22:21:01 +00:00
you 24e3e3b441 Audio: pass consolidated observation_count to sonifyPacket
Realistic mode buffers observations then fires once — but was
passing the first packet (obs_count=1). Now passes consolidated
packet with obs_count=packets.length so the voice module gets
the real count for volume + chord voicing.
2026-03-22 18:44:45 +00:00
you 193e63a834 Fix realistic mode: all WS broadcasts include hash + raw_hex
Secondary broadcast paths (ADVERT, GRP_TXT, TXT_MSG, TRACE, API)
were missing hash field. Without hash, realistic mode's buffer
check (if pkt.hash) failed and packets fell through to
animatePacket individually — causing duplicate feed items and
duplicate sonification.

Also added missing addFeedItem call in animateRealisticPropagation
so the feed shows consolidated entries in realistic mode.
2026-03-22 18:37:53 +00:00
you 651bc8a1e6 Remove legacy playSound/🔇 button — MeshAudio is the only audio system now 2026-03-22 18:11:55 +00:00
you 9142c9d91e Modularize audio: engine + swappable voice modules
audio.js is now the core engine (context, routing, voice mgmt).
Voice modules register via MeshAudio.registerVoice(name, module).
Each module exports { name, play(ctx, master, parsed, opts) }.

Voice selector dropdown appears in audio controls.
Voices persist in localStorage. Adding a new voice = new file +
script tag. Previous voices are never lost.

v1 "constellation" extracted as audio-v1-constellation.js.
2026-03-22 17:06:18 +00:00
you 050c387cb0 Revert audio fixes — restore to initial working audio commit (cf3964a) 2026-03-22 09:35:18 +00:00
you 88785c4b2c Audio: resume suspended AudioContext + sonify realistic propagation path
AudioContext starts suspended until user gesture — now resumes on
setEnabled(). Also added sonifyPacket to animateRealisticPropagation
which is the main code path when Realistic mode is on.
2026-03-22 09:29:54 +00:00
you cf3964a2b0 Add mesh audio sonification — raw packet bytes become music
Per AUDIO-PLAN.md:
- payload_type selects instrument (bell/marimba/piano/ethereal),
  scale (major penta/minor penta/natural minor/whole tone), and root key
- sqrt(payload_length) bytes sampled evenly across payload for melody
- byte value → pitch (quantized to scale) + note duration (50-400ms)
- byte-to-byte delta → note spacing (30-300ms)
- hop_count → low-pass filter cutoff (bright nearby, muffled far)
- observation_count → volume + chord voicing (detuned stacked voices)
- origin longitude → stereo pan
- BPM tempo slider scales all timings
- Volume slider for master gain
- ADSR envelopes per instrument type
- Max 12 simultaneous voices with voice stealing
- Pure Web Audio API, no dependencies
2026-03-22 09:19:36 +00:00
you 1c7af47f7a Rain: vary hop count per observation column (±1 hop)
Each observer sees a different path length in reality. Extra
rain columns now randomly vary ±1 hop from the base, giving
different fall distances for visual variety.
2026-03-22 08:17:18 +00:00
you ffbe334896 Rain: 4 hops = full screen (was 8), matches median of 3 hops 2026-03-22 08:15:15 +00:00
you 409fec2521 Rain: spawn column per observation for denser rain
Each observation of a packet spawns its own rain column,
staggered 150ms apart. More observers = more rain.
2026-03-22 08:13:22 +00:00
you 9093ee5574 Rain: show all packet bytes, no cap 2026-03-22 08:12:14 +00:00
you 54ecb37e79 Rain: show up to 20 bytes trailing, scroll through all packet bytes
Trail was limited to hops*30px which meant 1-hop packets showed
1 character. Now shows up to 20 visible chars at once, scrolling
through the entire packet byte array as the drop falls.
2026-03-22 08:11:23 +00:00
you 6875e79bca Rain: fix missing raw_hex in VCR/timeline packets
dbPacketToLive() wasn't including raw_hex from API data.
VCR replay and timeline scrub packets had no raw bytes,
so rain silently dropped them all. Now includes pkt.raw_hex
as 'raw' field. Removed debug log.
2026-03-22 08:09:26 +00:00
you c2a2b36dfc Rain: add debug log to diagnose missing drops 2026-03-22 08:06:33 +00:00
you fc05b94801 Rain: only show drops with real raw packet bytes, no faking
Packets from companion bridge (Format 2) have no raw hex —
they arrive as pre-decoded JSON. Skip them entirely instead
of showing fake/random bytes.
2026-03-22 08:03:52 +00:00
you 7afb22deae Rain: use packet hash + decoded payload as hex source fallback
Format 2 MQTT packets (companion bridge) have no raw hex field.
Now falls back to pkt.hash, then extracts hex from decoded payload
JSON. Random bytes only as absolute last resort.
2026-03-22 08:02:53 +00:00
you aa667fafe9 Rain: fix hex bytes source — check pkt.raw, pkt.raw_hex, pkt.packet.raw_hex 2026-03-22 07:58:52 +00:00
you e0e6b3f6a6 Matrix Rain: canvas overlay with falling hex byte columns
New 'Rain' toggle on live map. Each incoming packet spawns a
falling column of hex bytes from its raw data:

- Fall distance proportional to hop count (8+ hops = full screen)
- 5 second fall time for full-height drops, proportional for shorter
- Leading char: bright white with green glow
- Trail chars: green, progressively fading
- Entire column fades out in last 30% of life
- Random x position across screen width
- Canvas-rendered at 60fps (no DOM overhead)
- Works independently of Matrix mode (can combine both)
2026-03-22 07:53:50 +00:00
you 3e836ff98a Matrix: faster trail fadeout (500ms->300ms, delay 300->150ms) 2026-03-22 07:41:39 +00:00
you f5a83e03d5 Matrix: 1.1s per hop 2026-03-22 07:38:47 +00:00
you e159126617 Matrix: speed up to 1s per hop (was 1.4s) 2026-03-22 07:36:43 +00:00
you dbae6c64b4 Revert "Matrix: CSS transition pooled markers for smoother animation"
This reverts commit 29729f2911.
2026-03-22 07:36:10 +00:00
you 29729f2911 Matrix: CSS transition pooled markers for smoother animation
- Pre-create pool of 6 reusable markers (no create/destroy per frame)
- CSS transition: transform 80ms linear for position, opacity 200ms ease
- will-change: transform, opacity for GPU compositing
- Styles moved from inline to .matrix-char span class
- Marker positions updated via setLatLng, browser interpolates between
- Fade-out via CSS transition instead of rAF opacity loop

Revert to 8c3e2f4 if this doesn't feel better.
2026-03-22 07:34:39 +00:00
you 8c3e2f4235 Matrix: requestAnimationFrame for smooth 60fps animation
Replaced setInterval(40ms) with rAF + time-based interpolation.
Same 1.4s duration per hop, but buttery smooth movement.
Fade-out also uses rAF instead of setInterval.
2026-03-22 07:31:23 +00:00
you 2a7090e300 Matrix: markers 10% brighter (#008a22, 50% opacity), map 10% darker (1.1) 2026-03-22 07:29:35 +00:00
you b81897c945 Matrix: speed up animation (35 steps @ 40ms = ~1.4s per hop) 2026-03-22 07:29:06 +00:00
you db0baa69a8 Matrix: brighter hex, more spacing, slower animation, darker map
- Hex chars: 16px white text with triple green glow (was 12px green)
- Only render every 2nd step for wider spacing between bytes
- Animation speed: 45 steps @ 50ms (was 30 @ 33ms) — ~2.3s per hop
- Trail length reduced to 6 (less clutter)
- Map brightness down 10% (1.4 -> 1.25)
2026-03-22 07:27:51 +00:00
you 7ee89bba29 Matrix: tint new markers on creation during matrix mode
Timeline scrub clears and recreates markers — now addNodeMarker()
applies matrix tinting inline if matrixMode is active.
2026-03-22 07:24:09 +00:00
you 6f321cef16 Matrix mode forces dark mode, restores on toggle off
- Saves previous theme, switches to dark, disables theme toggle
- On Matrix off: restores original theme + re-enables toggle
- Dark mode tiles + green filter = actually visible map
2026-03-22 07:20:59 +00:00
you 11872c775e Matrix: reworked map visibility + dimmer markers
- Replaced sepia+hue-rotate chain with grayscale+brightness+contrast
- Green tint via ::before (multiply) + ::after (screen) overlays
- Much brighter base map — roads/coastlines/land clearly visible
- Markers dimmed to #005f15 at 40% opacity
- DivIcon markers at 35% brightness
2026-03-22 07:20:06 +00:00
you 920a8159f7 Matrix mode disables heat map (incompatible combo)
Unchecks and greys out Heat toggle when Matrix is on. Restores on off.
2026-03-22 07:17:27 +00:00
you be7b4bd39a Matrix: dim node markers to let hex bytes stand out
Markers #00aa2a (darker green), DivIcon filter brightness 0.6
2026-03-22 07:15:54 +00:00
you 0c0e87a616 Matrix theme: full map visual overhaul when Matrix mode enabled
- Map tiles desaturated + darkened to near-black with green tint
- CRT scanline overlay with subtle flicker animation
- All node markers re-tinted to Matrix green (#00ff41)
- Feed panel: dark green background, monospace font, green text
- Controls/VCR bar: green-on-black theme
- Node detail panel: green themed
- Zoom controls, attribution: themed
- Node labels glow green
- Markers get hue-rotate filter (except matrix hex chars)
- Restores all original colors when toggled off
2026-03-22 07:13:30 +00:00
you 2c02d866af Fix Matrix mode null element errors
getElement() returns null when DivIcon not yet rendered to DOM.
Null-guard all element access in drawMatrixLine interval and fadeout.
2026-03-22 07:10:40 +00:00
you 1298a67cf5 Add Matrix visualization mode for live map
New toggle in live map controls: 'Matrix' - animates packet hex bytes
flowing along paths in green Matrix-style rain effect.

- Hex bytes from actual packet raw_hex data flow along each hop
- Green (#00ff41) monospace characters with neon glow/text-shadow
- Trail of 8 characters with progressive fade
- Dim green trail line underneath
- Falls back to random hex if no raw data available
- Persists toggle state to localStorage
- Works alongside existing Realistic mode
2026-03-22 07:07:21 +00:00
you bd08d91fc1 fix: null-guard all animation entry points (pulseNode, animatePath, drawAnimatedLine)
All animation functions now bail early if animLayer/pathsLayer are null,
preventing cascading errors from setInterval callbacks after navigation.
2026-03-22 05:08:06 +00:00
you 3317a64bc6 fix: null-guard animLayer/pathsLayer in animation cleanup
setInterval callbacks fire after navigating away from live map,
when layers are already destroyed.
2026-03-22 04:52:45 +00:00
you 6402d291c1 fix: normalize packet hash case for deeplink lookups 2026-03-21 05:50:29 +00:00
you cd0a225bc7 fix: rewrite favorites filter — correct packet matching + feed list filtering 2026-03-21 05:43:52 +00:00
you 17f8d09f3e fix: favorites filter only affects packet animations, not node markers 2026-03-21 05:37:22 +00:00