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Rebuild the world map as a Google Maps-style viewer - #60

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ryanbarlow97 merged 57 commits into
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map-overhaul
Oct 3, 2026
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ryanbarlow97 merged 57 commits into
mainfrom
map-overhaul

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@ryanbarlow97 ryanbarlow97 commented Oct 3, 2026 •

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Summary

An overhaul of the public world map, reviewed on dev.tfminecraft.net throughout. Main's realms were copied to the Dev server for the review.

Route. The site's live map is at /map. /map/{id} still serves any map; the live map's id there forwards to /map. Which map is live comes from the map registry (live: true, defaulting to main), and a per-site data/maps.yml can override the repo's config/maps.yml (dev uses this to make /map the Dev server's map). Chronicle, staff, archive and editor routes are unchanged.

Interaction (Google Maps).

  • Drag, pinch, wheel and keys to move; zoom to 16x.
  • Clicking a realm opens its card (a bottom sheet on phones) and focuses it: the other realms' colours fade. A realm with subjects opens in place, CK3-style, with its subjects in their own colours; a subject can be clicked in turn. Clicking the sea, Escape or the card's close puts the map back.
  • Search (/) finds realms, titles, guilds, settlements and installations.
  • Pointing at a realm's name counts as pointing at the realm, even over water.
  • On phones: a slim search row, Layers top left, mode chips along the bottom, no zoom buttons, tap-to-read in the raster modes, no hover tooltips over the sheet, no page zoom or page scroll.

Cards.

  • Realm: an allowlist of public facts only (no balances, ledgers or members). The ruler is shown by character name, never by Minecraft account. Also shows guilds and subjects.
  • Place: capitals and settlements, including guild capitals.
  • Guild: leader (character name), members, capital and branches, and on the Trade map the provinces whose trade it dominates.

The character names come from SimpleFactions' leader character export (SimpleFactions #109).

Look. Plain forest/cream panels. The mode bar is ordered Realms | Empires, Kingdoms, Duchies, Counties | the rest. Title tiers are one family of crowns; the world modes are drawn as things (territories, cog, purse, bridge, skull).

Rendering.

  • The base map, raster modes and each region mode's default view are 256 px WebP tile pyramids (/{map}/tiles/{layer}/…).
  • Each pyramid is built after every regeneration (tile_warm), and the last finished one is served while a new one builds.
  • The resting zoom is CSS zoom, not a scale transform. On iPhones, WebKit backed the scaled 6400 px map with a full-size layer and the tab ran out of memory ("a problem repeatedly occurred").
  • Phones get a half-size, nearest-neighbour pick map and at most 2x tiles.
  • Pick maps decode off the main thread and are copied in bands.
  • Name layout runs in slices and is cached per mode.
  • Highlights skip CSS filters on WebKit, which drew filtered overlays as nothing.

Backend.

  • Region outlines, province painting, the geometry cache's land mask and the palette lookup are vectorised. Every mode, trade included, is outlined. Regeneration on dev went from ~243 s to ~21 s, with pixel-identical output.
  • /mapdata/{mode}?scale=n serves reduced pick maps.
  • The per-site map registry adds live.

Merged with main: #61's Infrastructure mode is carried into the new mode bar (bridge icon, tile warming, figures loaded on entry), and its water-tooltip fix is kept.

Test plan

  • npx vitest run: 1726 passed. tsc -p tsconfig.build.json passes.
  • Backend: the tile, regeneration, mapgen, infrastructure and http-header suites pass (208 tests). The full suite's remaining failures (skins, characters, codes, ledger registry) fail the same way on main.
  • Regeneration output checked pixel-identical to the old code on dev's data (trade and nation, overlays.json included).
  • On dev.tfminecraft.net with Chromium, and WebKit with an iPhone 15 profile:
    • every mode's switch timing and zoom frames;
    • iPhone memory stays ~1 GB across mode switches, down from ~3.7 GB;
    • taps, hover alignment, focus/subjects, guild cards and tap-to-read.

🤖 Generated with Claude Code

The live main map moves to /map (/map/main redirects there; chronicle and
staff pages keep their /map/main/... paths).

The map now fills the screen with framed controls floating over it:

- Left-drag, touch drag and pinch pan and zoom the map; keyboard arrows
  and +/- work too, with zoom buttons in the corner. A drag never also
  selects. Paint mode keeps the left button while it is on.
- Clicking a realm opens a details panel (a bottom sheet on phones) in
  place of the modal and hover card, and outlines it on the map. The
  panel reads an allowlist of realm facts, so ledgers, balances, member
  lists and queues never reach the page.
- A search box finds realms, titles, settlements and installations, and
  flies to the one picked.
- Map modes are a CK3-style medallion tray on desktop and labelled chips
  on phones. A Layers menu holds the marker toggles, war planning and the
  archive. A breadcrumb shows which subject layers are open.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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coderabbitai Bot commented Oct 3, 2026 •

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Review in Change Stack →

Navigate logical layers of code changes, visualize relationships, and explore their blast radius.

📝 Summary

Summary by CodeRabbit

  • New Features

    • Redesigned the map experience with responsive controls, searchable maps and places, detailed realm, place and guild panels, and interactive navigation.
    • Added tiled map views and region overlays, with zoom, pan and touch gestures for smoother map browsing.
    • The /map route now opens the designated live map; other maps remain available through their own routes.
    • Trade maps now display region borders.
    • Added reduced-detail map images and tiles to support faster loading.
  • Bug Fixes

    • Improved marker labels and tooltips, including clearer hover and selection behaviour.
    • Added validation for map image requests and bounded detail-level options.

Walkthrough

The pull request adds tiled map delivery and rendering, live-map routing, and a redesigned map viewer with search, selection, detail panels, and viewport controls. It also changes map-region image generation to use bounded image windows and adds array-based border operations.

Changes

Tiled map delivery

Layer / File(s) Summary
Tile caches and region composites
backend/src/api/tile_cache.py, backend/src/api/region_composite.py, backend/src/api/test_tile_cache.py, backend/src/api/test_region_composite.py
The backend adds versioned tile pyramids, cached reduced image variants, and region composites. Tests cover build readiness, version changes, image contents, and serving a previous composite during a rebuild.
Tile routes and build warm-up
backend/server.py, backend/src/api/file_routes.py, backend/src/api/tile_routes.py, backend/src/api/tile_warm.py, backend/src/scripts/util/regeneration.py, backend/src/api/test_tile_routes.py
The FastAPI application registers tile routes for manifests and WebP tiles. Map-file endpoints accept bounded scale or LOD values. Regeneration queues tile and composite builds.
Manifest and tile rendering
frontend/app/hooks/useTileManifest.ts, frontend/app/lib/map/tilePyramid.ts, frontend/app/components/map/TileLayer.tsx, frontend/app/components/map/MapCanvas.tsx, frontend/app/lib/map/tilePyramid.test.ts
The frontend fetches and caches manifests, selects tiles for the viewport, and renders tiled map layers with image fallbacks. Tile readiness controls overlay and label display.

Live map and viewer

Layer / File(s) Summary
Live-map selection and routes
backend/src/api/map_registry.py, backend/src/api/test_map_registry_live.py, frontend/app/components/map/SiteMap.tsx, frontend/app/lib/map/chronicleDayRoute.ts, frontend/app/map/*, frontend/lib/map/api.ts, frontend/app/components/shell/SiteHeader.tsx
The registry supports one validated live map. The /map route resolves that map, while other map IDs retain map-specific routes. Navigation links now target /map.
Map search and detail data
frontend/app/lib/map/{guildProfile,placeProfile,realmProfile,mapSearch}.ts, frontend/app/components/map/shell/{GuildPanel,PlacePanel,RealmPanel,MapSearch}.tsx, frontend/app/components/map/MapViewer.tsx
The frontend adds profile builders for realms, guilds, and places, plus map search indexing and ranking. Detail panels display these profiles and provide selection or map-focus actions.
Map navigation and interaction
frontend/app/components/map/{MapCanvas,MapViewport,MapAuthImage,MapMarkerLayer}.tsx, frontend/app/hooks/{useMapViewport,useMapHover,useProvinceHover,useRegionHover,regionPick}.ts, frontend/app/lib/{mapGestures,mapLabels,mapMarkers,mapViewportMath,labelBlobGeometry}.ts, frontend/app/components/map/MapViewer.tsx
The viewer adds pointer, pinch, wheel, and keyboard controls, map focusing, label and marker picking, marker-label decluttering, and region and province hover updates. Label geometry can be computed in steps and cached.
Responsive map shell and controls
frontend/app/components/map/shell/*, frontend/app/components/map/MapViewer.tsx, frontend/app/components/map/MapPageLayout.tsx (deleted), frontend/app/components/map/MapToolbar.tsx (deleted), frontend/app/components/map/MapSidePanel.tsx (deleted), frontend/app/components/map/NationDetail*.tsx (deleted), frontend/app/internal/globals.css
The viewer replaces the previous page layout, toolbar, side panel, and region modal with MapShell, responsive mode controls, a details sheet, layer menus, and zoom controls. The map route adds fullscreen and panel styles.

Map generation updates

Layer / File(s) Summary
Province bounds and cropped region rendering
backend/src/scripts/mapgen/geometry_cache.py, backend/src/scripts/mapgen/map_paint_numpy.py, backend/src/scripts/mapgen/regiongen_numpy.py, backend/src/scripts/mapgen/test_geometry_cache.py
Geometry caching adds province bounds. Region generation paints and finalises bounded image windows, and RGB painting uses a packed-colour palette.
Array borders and trade mode
backend/src/scripts/util/border_paint.py, backend/src/scripts/util/mode_worker.py, backend/src/scripts/util/regeneration.py, backend/src/scripts/util/test_border_paint.py
Border and occupation-seam operations gain NumPy implementations. Trade-mode generation now enables borders. Tests compare array output with the existing per-pixel operations.

Priority: ➖ Normal

Estimated code review effort: 5 (Critical) | ~120 minutes

Change: Feature

Sequence Diagram(s)

sequenceDiagram
  participant MapCanvas
  participant useTileManifest
  participant tile_router
  participant tile_cache
  participant TileLayer
  MapCanvas->>useTileManifest: request manifest for map layer
  useTileManifest->>tile_router: fetch manifest
  tile_router->>tile_cache: check readiness or schedule build
  tile_cache-->>tile_router: return manifest or not-ready result
  tile_router-->>useTileManifest: return manifest response
  useTileManifest-->>MapCanvas: expose manifest state
  MapCanvas->>TileLayer: render backdrop and visible tiles
Loading

Suggested reviewers: carolinebondhus

Merge Risk: 🔵 Low · up to 8ebec

Readers cannot select or copy facts from map detail panels. This is a bounded issue that can be fixed without blocking the map viewer’s use.

Security Architecture Review

Security architecture risk: 🟡 Moderate · up to 8ebec

Access checks remain in place. The main design concern is that cached map images can outlive an access change. Cache revocation and build coordination across deployments remain unconfirmed.

Retained concerns

  • Medium · security · inferred: New tile responses permit one-year reuse without origin revalidation. If a public map becomes protected, a compliant shared cache can continue serving previously cached public tile URLs despite the updated origin access check. Protected responses also permit long-lived private caching. This changes the previous revalidation contract; no cache-revocation mechanism was established. The concern is limited to already-issued image versions, not access to newly generated private content.
Security review details

Security Blast Radius

  • inferred — An anonymous caller can select supported artifacts of public registry maps and initiate missing tile or composite builds. The reachable assets are map imagery and derived files. Requests for protected maps remain subject to staff authorization; the inspected delivery path does not confer registry-editing or generation-input authority.

Security Findings and Attack Paths

  • inferred — The cache-related path is reuse of an already-cached tile URL after origin access policy changes. Public responses permit shared-cache reuse without reauthorization until expiry or invalidation. This is not evidence of a current private-map disclosure, and it does not expose future private image versions.

Trust Boundaries and Controls

  • observed — The apparent tokenless staff-tile mismatch has strong counterevidence: MapViewer supplies a token only for protected maps, MapCanvas disables tile loading and prefetching when that token is present, and protected fallback images use authenticated blob requests. Backend tile authorization remains independent of this client behavior.

Resilience and Maintainability Implications

  • observed — Composite publication is atomic at the file level but can skip unavailable overlay inputs. Successful regeneration publishes overlay metadata after saving images, providing a subsequent invalidation signal. Interrupted regeneration and cross-process build ownership are not established by these source safeguards.

Hardening Proposals

  • proposed — Define whether previously issued map images must stop being served after a visibility or permission change. If so, align tile cache lifetimes with that requirement and establish invalidation of previously public URLs; origin checks alone cannot revoke fresh shared-cache entries.
  • proposed — If multiple processes share derived-cache storage, establish shared build ownership and crash-recovery cleanup rather than relying only on process-local locks. This would preserve the intended resource-containment guarantee across API and regeneration workers.
  • Autopilot · Keep fixing CodeRabbit findings and required CI, and resolving merge conflicts

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ryanbarlow97 and others added 2 commits October 3, 2026 14:03
A mode change only swaps the overlays now. The map stays mounted after
its first load instead of falling back to "Loading map…", the camera
keeps its zoom and position, and a small note shows while the mode
loads. Overlays are keyed by mode so nothing carries over between them.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The map's panels, buttons and labels now use the same forest and cream
as the rest of the site: flat panels with a faint border, plain labels,
cream for links and the active mode, and a light outline on the
selected realm. No corner brackets, gradients or gilt rules.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
@ryanbarlow97 ryanbarlow97 changed the title Rebuild the world map as a Google Maps-style viewer in CK3 frames Rebuild the world map as a Google Maps-style viewer Oct 3, 2026
ryanbarlow97 and others added 7 commits October 3, 2026 14:36
Wheel, drag and pinch now move the map with a direct style write per
frame and only hand the result to React once the map has been still
for 140 ms. Labels, markers and overlays no longer re-render on every
wheel tick. The selected realm's outline filter stands down while a
gesture runs, and the base map decodes once after it loads.

Zoom now goes to 16x, and past one screen pixel per map pixel the base
map is drawn with sharp pixels.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Realm names are drawn in map units, so at the new deeper zoom a name
grew to fill the screen. Past 140 px on screen it now fades out, the
way it already fades out when too small to read.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The base map was one 6400x6400 image (34 MB as PNG) that the browser
decoded in full, and again at every new zoom scale, even with a twentieth
of it on screen. That decode was the zoom stutter.

The backend now cuts the base map and each raster map mode into a pyramid
of 256 px WebP tiles, built in the background and cached per source mtime
(`/{map}/tiles/{layer}/manifest` and `.../{version}/{z}/{x}/{y}.webp`,
immutable). The viewer loads only the tiles on screen at the level its
zoom needs, over a low-resolution backdrop, and keeps the previous level
up until the new one has loaded. Mid-gesture it does not re-render at all.

Also:
- realm overlays come as reduced copies (`?lod=n`) when zoomed out
- the 6400 px pick canvas no longer sits in the map layer
- settlement markers stop growing at deep zoom and hold their size
- staff maps and any map whose pyramid is not ready yet keep the single
  image, so nothing regresses while tiles build

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Switching to a region mode fetched one overlay image per region (85 for
counties), and on a first visit the server made a reduced copy of each
before answering. The names, which come with the region data, were drawn
long before the colour under them.

The backend now flattens each mode's overlays, as first shown, into one
image (`region_composite`) and tiles it like the base map
(`/tiles/regions-{mode}`). It is versioned by which regions are visible
and when regen last redrew them, not by the data file's mtime, which
SimpleFactions rewrites every few minutes with new figures. All full-map
builds share one lock so modes queue instead of stacking in memory.

The viewer uses those tiles until subject layers are opened, waits for
the first manifest answer instead of starting per-region downloads, and
fades names in once the colour is on screen. An older pyramid keeps
serving until it is replaced, and a tile that 404s re-reads the manifest.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Tile layers are keyed per mode and pyramid version, so a mode switch no
longer inherits the last mode's loaded tiles or held level (which kept
the realm names hidden and doubled the requests). Manifests are cached
for the page view and tied to the layer they describe.

Once the map settles, every other region mode's manifest and backdrop
tiles are fetched in the background, so switching shows colour at once
while sharper tiles load.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The overlay sidecar nests each region's box under "overlay", the field
the data route merges onto the region. The composite read x/y off the
entry itself, found nothing, and drew every region at 0,0. A format
number in the version hash makes existing composites rebuild.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
On the trade map every mouse move asked the server which province was
under the pointer, and when the answer landed it replaced the region
tooltip with the province's trade breakdown, which the next move
replaced back. The two took turns on screen.

The live map now loads the quarter-scale province grid (as stored days
already do) for the modes whose tooltip describes a province, and the
compiled province figures once per map. Hover resolves the province
locally and returns its lines in the same frame; on the trade map they
are folded into the region's tooltip as one box. The other province
modes stop issuing a request per mouse move too.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
ryanbarlow97 and others added 17 commits October 3, 2026 15:47
The realm panel showed `leader`, which is the Minecraft username. It now
shows `leader character`, the RPCharacters name SimpleFactions exports
(TF-Minecraft/SimpleFactions#109), and only while `leader character of`
still matches the current leader. A realm without one shows no ruler
name rather than falling back to the username.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Clicking a marker used to fall through to the land under it, which with
the realm-panel model read as clicking empty map and closed the panel.
Markers now open their own card: what the place is (capital, guild
seat, settlement, port, fort, ...), the realm that owns it with a link
to its panel, population or supply hubs, county, coordinates, and Zoom
to / View realm. Search results for places and the realm panel's
Capital link open the same card, and the selected pin stays raised.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Hover swapped the realm for its paler `_hover` image over the tiled
colours, which read as a flat colour change. Hover and selection now
draw the realm's own shape, slightly brightened, with a light rim: thin
for hover, thicker for the realm whose details are open. Both stand down
while the map is moving.

Pointing at a city inside a realm cleared the realm's highlight. The
region under a pin is now resolved as if the pin were not there, so the
realm stays lit and only the tooltip belongs to the pin.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Hover and selection draw at the same opacity as the region colours, so
the brightening lifts the realm without flattening its terrain.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Hiding it read as the ruler having vanished. The row now always shows
the ruler's title, with "Character not yet known" until SimpleFactions
has exported the leader's character name.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
`/map` always meant `main`, so the dev site showed a frozen copy of
Main's map there while the Dev server's live map sat at /map/r3b1rth,
staff-only.

A site can now keep its own map registry in its data volume
(`data/maps.yml`), which takes precedence over the repo's config/maps.yml
(MAP_REGISTRY_PATH still wins over both). Entries take `live: true` to
mark the map `/map` shows; without one, `main` is live, so the public
site is unchanged. `/maps/accessible` reports `live`.

The frontend reads it: `/map` shows the live map, a URL naming the live
map by id forwards to `/map` (replacing the static /map/main redirect),
and links to it point at `/map`.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Guilds only existed on the map as the settlements they are based in.
Each realm's guild list (from nation.json) now feeds:

- a guild card: type and realm, the leader's character name (never the
  account), member count, the settlement it is based in (matched by
  home province), and branch levels
- a Guilds section on the realm card and "Guilds based here" on a
  settlement's card, both opening the guild card
- guild results in search, ranked between realms and places

Like realms, only allowlisted fields are read: balances, loans, ledgers
and member names stay out. One `select` helper now keeps realm, place
and guild cards exclusive.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Pins were sized by population, so a crowded village could out-shout a
small capital, and nearby names drew over each other. Settlements are
now sized by kind: realm capitals large, guild seats (where a guild is
based) medium, everything else small; population only breaks ties.

Names are decluttered each time the map settles, the way map sites thin
labels out: placed most prominent first, a name that would cross one
already placed, or a pin at least as prominent, is left off. Its pin
stays, hovering it shows the name, and zooming in brings it back. Hover
hit-testing uses the same result, so a hidden name is not clickable.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The cards said a guild was "based in" a settlement and listed "guilds
based here", which put the town first. A guild's settlement is its
capital: the guild card now shows Capital, and the settlement reads
"Capital of <guild>" with links to the guild and its realm ("Guild
capital" in cards and search). A realm capital that guilds also use
lists them under "Also capital of".

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The view used to stop at the map's edges, so zoomed in on a coast or a
corner the place of interest stayed pinned to the side of the screen.
Following OpenFront, the map may now be dragged until any of its edges
or corners reaches the centre of the view, and no further: at least a
quarter of the screen is always map, so it cannot be lost. Opening and
resetting the view still centre the whole map, and "zoom to" now
centres places near the edge properly.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Every area on the trade map is the guild that dominates its trade (all
20 on dev match a guild id), so it is the map of guilds, but clicking
one opened a generic "trade area" panel. The mode is now called Guilds,
and clicking an area (or picking it in search) opens that guild's card,
realm guilds included, with "Dominates trade in N provinces".

Guild details live in /data/nation, which only the realm map loads; the
viewer now fetches it once per map when another mode needs it. "View
realm" from a guild card outside the realm map switches to Realms and
opens the realm once its data is in.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The card was handed the trade map's data, which has no realms, so it
fell back to the realm's id.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Trade regions were generated without outlines, so neighbouring guilds'
areas ran into each other on what is now the Guilds map. Every mode now
gets the same region borders.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
It colours areas by the guild that dominates their trade, which is
trade influence, not guild territory, so "Guilds" misled. Clicking an
area still opens the dominant guild's card.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Outlining a region staged it on a full 6400 px canvas and walked every
pixel of the map in Python, for each of its two to four images. Nation
took about 205 s on dev and 255 s on Main; drawing trade's borders took
its regions from 45 s to 210 s.

Regions are now stroked on a window around their own box, and the
outline, stroke and occupation seam are whole-array operations. Each
province is painted from its own box rather than a full-map compare,
the land mask comes from one lookup instead of a pass per province, and
paint_from_rgb_lut indexes a palette directly instead of sorting the map
with np.unique.

On dev's data, locally: trade 470 s -> 13.5 s, nation 5.5 s, the
geometry cache 18 s -> 3 s. Trade and nation output is pixel-identical
to before, overlays.json included; new tests pin the array versions to
the per-pixel ones.

The parallel mode worker now outlines trade too, as the serial path
already did.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Opening a realm's subjects (Ctrl-click, or Show subjects) turned off the
flattened region tiles for the whole map, so every realm came back as its
own image: 19 downloads on dev, landing one by one over about 2 s.

The tiles now stay up. Clicking a realm selects it and, as CK3 does,
opens it: a wash dims everything outside its shape, and only its own
layers (its provinces and its subjects) are drawn inside, over a hole cut
in the tiles once they have loaded. Clicking a subject inside opens that
one; a realm without subjects is still lit while the rest dims. Closing
the card, Escape or a click on the sea puts the map back.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
ryanbarlow97 and others added 14 commits October 3, 2026 20:23
A first visit to a region mode laid out every name in one go inside a
useMemo: a quarter of a second of frozen page for the counties, measured
on dev. The layout is now a generator that yields after each region,
driven in 8 ms slices with the browser free between them. A layout
already cached this page view is still used at once.

The same approach as the GIF export: Turbopack does not bundle a browser
Worker in a production build (see encodeGif.ts).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Clearing the whole 6400 px canvas before the banded copy was itself a
~90 ms stall on every switch to a region mode. Each band is now cleared
just before it is drawn.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
On iPhones the map page crashed in a loop ("a problem repeatedly
occurred"). WebKit sizes a layer's backing store from its own CSS size
times the screen density, ignoring an ancestor's scale transform: the
6400 px map, scaled to fit a phone, got a store about 19,200 px square
once a mode switch made it its own layer. In WebKit with an iPhone
profile a switch to Counties took the page from ~760 MB to ~3.9 GB.

The live map now lays its content out at the size it appears: the
resting scale is CSS zoom on the content and the transform is a plain
translate. Gestures and animated moves still scale with the transform,
relative to that zoom, and hand the new scale to zoom once the map
settles, so zooming stays as smooth as before. Opt-in
(useMapViewport's restingZoom); the editor and studio are unchanged.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Provinces was a folded map (the whole page is one), trade a pair of
justice scales, prosperity a stack of cylinders that read as a database
and infestation a beetle that read as debugging. They are now land cut
into territories, a merchant's cog, a full purse with a coin and a
skull; terrain is tidied and fertility keeps its ear of wheat.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Safari on iOS draws its own indicator under a swiped row regardless of
scrollbar-width or ::-webkit-scrollbar. The row now has room below the
chips for it, and a wrapper clips that strip off; the chips sit where
they did.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
It sat stacked on top of the zoom buttons in the bottom-right corner.
It now has the bottom-left corner to itself, its menu opening up and to
the right, and zoom keeps the bottom right.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A tap also sends a mouse move, so on phones the desktop hover tooltip
("Sunsora · Click for details") appeared at the finger and stayed,
over the details sheet and off the edge of the screen. After a touch,
those moves now only clear hover; a real mouse brings it back.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Hiding hover after a tap left phones no way to read terrain, fertility,
prosperity, infestation or province details: there a hover tooltip is
the only way in, and a tap opens no card. In those modes a tap now shows
the tapped province's details, until the next press; in the region
modes a tap still opens the card without a tooltip.

Tooltips also flip to the other side of the pointer near the window's
right or bottom edge instead of running off it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The raster modes' tap info relied on the mouse move a browser sends
before a tap's click, which not every browser sends. The click itself
now asks for that spot's details.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The live raster modes' province figures were fetched on the first hover,
and nothing showed them when they arrived: a mouse's next move did, a
tap has no next move, so a phone's first tap showed nothing. They are
now fetched on entering a mode that reads them, and on arrival the hover
is replayed at the last pointer or tap.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
On an iPhone a drag on the map's panels (search, mode chips) scrolled or
rubber-banded the page, sliding them under the site header and showing
empty space below the map. While the map is open the page, body and the
/map wrapper no longer scroll or overscroll; the map and the scrolling
inside its panels are unaffected.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Tapping the search box zoomed the whole page in on an iPhone: Safari
zooms into any field with text under 16 px. The map pages now set
maximum-scale=1 and user-scalable=no, the map shell allows only panning
gestures (Safari ignores user-scalable for pinches; the map still
handles its own), and the search box uses 16 px text on phones.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The top took a name plate, a search box and the mode chips, and the
bottom corner stacked layers and zoom buttons. On a phone now:

- one slim top row: the search box (which already names the map) and an
  icon-only History button;
- Layers top left under it, opening down, beside the breadcrumb;
- the mode chips along the bottom while no sheet is open;
- no zoom buttons: pinch zooms.

Desktop is unchanged.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
#61 added the Infrastructure raster mode through the old MapToolbar,
which this branch replaced. It now sits in the mode bar after
Prosperity with a bridge icon, gets its tiles warmed after a regen, and
loads its province figures on entry like the other raster modes. Main's
fix for hovering water carries over: water clears the tooltip as sea
does. #63 (factions guide) merged cleanly.

Also fixes the mapdata route when called directly (tests): the new
`scale` parameter is then still its Query default.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
@ryanbarlow97
ryanbarlow97 marked this pull request as ready for review October 3, 2026 22:23

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Actionable comments posted: 6

🧹 Nitpick comments (1)
backend/src/scripts/mapgen/geometry_cache.py (1)

75-89: 🚀 Performance & Scalability | 🔵 Trivial | 💤 Low value

Lower the memory cost of _province_boxes.

rows uses count × height bytes and cols uses count × width bytes. Take a 6400 px map with about 3000 provinces. Each array is then about 19 MB, so the pair uses about 38 MB. The reversed argmax calls also create temporary copies. Each worker process loads its own cache, so this cost repeats in every worker. The function works correctly. A sort-based pass with np.minimum.at/np.maximum.at over the row and column indices avoids the dense count × dimension arrays. If province counts are small in practice, you can skip this change.

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Review comment at @backend/src/scripts/mapgen/geometry_cache.py around lines 75
- 89:
Update _province_boxes to compute each present province’s bounding coordinates
with a sparse pass using np.minimum.at and np.maximum.at, avoiding the dense
count-by-height and count-by-width arrays and reversed argmax temporaries.
Preserve the returned province-to-box mapping and coordinate bounds.

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Inline comments:
Review comments at @backend/src/api/region_composite.py:
- Around line 146-147: Update the overlay compositing logic using x, y, and
layer so negative offsets crop the source image instead of shifting it to the
canvas edge. Skip compositing when the crop starts beyond either layer
dimension, and preserve the existing destination clamping for visible pixels.

Review comments at @backend/src/api/tile_cache.py:
- Around line 158-160: Update the sibling cleanup loop in the build flow to
remove only numeric version directories whose integer value is less than the
current build’s version. Preserve newer versions and non-version entries,
including temporary build directories.

Review comments at @frontend/app/components/map/SiteMap.tsx:
- Around line 29-31: In SiteMap, avoid setting liveId to null whenever
useAccessibleMaps enters a loading state, since that unmounts MapViewer and
discards its state. Store the last resolved live map ID and update it only when
loading is false, using liveMapIdFrom(maps); import the required React state and
effect hooks.

Review comments at @frontend/app/components/map/TileLayer.tsx:
- Line 124: Update the TileLayer error handler so failed tiles invoke
onTileError at most once for each manifest.version. Track the last reported
version in a ref and allow reporting again when the version changes.

Review comments at @frontend/app/components/MapViewer.tsx:
- Line 1155: Update the dependency array for handleSearchSelect to include
select, guildData, and settlements alongside selectRegion and focusPoint, so the
callback uses their current values when they change.

Review comments at @frontend/app/hooks/useMapViewport.ts:
- Around line 695-702: Update the handleKeyDown handler to process map shortcuts
only when the event target is document.body, the viewport element, or an element
contained within viewportRef.current; otherwise return before calling
preventDefault. Preserve the existing modifier-key and isTypingTarget checks.

---

Nitpick comments:
Review comments at @backend/src/scripts/mapgen/geometry_cache.py:
- Around line 75-89: Update _province_boxes to compute each present province’s
bounding coordinates with a sparse pass using np.minimum.at and np.maximum.at,
avoiding the dense count-by-height and count-by-width arrays and reversed argmax
temporaries. Preserve the returned province-to-box mapping and coordinate
bounds.

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📒 Files selected for processing (89)
  • backend/server.py
  • backend/src/api/file_routes.py
  • backend/src/api/map_registry.py
  • backend/src/api/region_composite.py
  • backend/src/api/test_map_registry_live.py
  • backend/src/api/test_region_composite.py
  • backend/src/api/test_tile_cache.py
  • backend/src/api/test_tile_routes.py
  • backend/src/api/tile_cache.py
  • backend/src/api/tile_routes.py
  • backend/src/api/tile_warm.py
  • backend/src/scripts/mapgen/geometry_cache.py
  • backend/src/scripts/mapgen/map_paint_numpy.py
  • backend/src/scripts/mapgen/regiongen_numpy.py
  • backend/src/scripts/mapgen/test_geometry_cache.py
  • backend/src/scripts/util/border_paint.py
  • backend/src/scripts/util/mode_worker.py
  • backend/src/scripts/util/regeneration.py
  • backend/src/scripts/util/test_border_paint.py
  • frontend/app/components/MapViewer.tsx
  • frontend/app/components/chronicle/ChronicleDayViewer.tsx
  • frontend/app/components/map/DraggablePanel.tsx
  • frontend/app/components/map/MapAuthImage.tsx
  • frontend/app/components/map/MapCanvas.tsx
  • frontend/app/components/map/MapMarkerLayer.tsx
  • frontend/app/components/map/MapPageLayout.tsx
  • frontend/app/components/map/MapSidePanel.tsx
  • frontend/app/components/map/MapToolbar.test.ts
  • frontend/app/components/map/MapToolbar.tsx
  • frontend/app/components/map/MapViewport.tsx
  • frontend/app/components/map/NationDetailContent.tsx
  • frontend/app/components/map/NationDetailModal.tsx
  • frontend/app/components/map/NationDetailPanel.tsx
  • frontend/app/components/map/PaintToolbar.tsx
  • frontend/app/components/map/SiteMap.tsx
  • frontend/app/components/map/TileLayer.tsx
  • frontend/app/components/map/editor/EditorDisabledGate.tsx
  • frontend/app/components/map/editor/EditorEntryGate.tsx
  • frontend/app/components/map/mapModes.test.ts
  • frontend/app/components/map/mapModes.ts
  • frontend/app/components/map/shell/GuildPanel.tsx
  • frontend/app/components/map/shell/MapDrillBreadcrumb.tsx
  • frontend/app/components/map/shell/MapIcons.tsx
  • frontend/app/components/map/shell/MapLayersMenu.tsx
  • frontend/app/components/map/shell/MapModeBar.tsx
  • frontend/app/components/map/shell/MapPlaque.tsx
  • frontend/app/components/map/shell/MapSearch.tsx
  • frontend/app/components/map/shell/MapShell.tsx
  • frontend/app/components/map/shell/MapZoomControls.tsx
  • frontend/app/components/map/shell/PlacePanel.tsx
  • frontend/app/components/map/shell/RealmPanel.tsx
  • frontend/app/components/shell/SiteHeader.tsx
  • frontend/app/hooks/regionPick.ts
  • frontend/app/hooks/useMapHover.ts
  • frontend/app/hooks/useMapViewport.ts
  • frontend/app/hooks/useProvinceHover.ts
  • frontend/app/hooks/useRegionHover.ts
  • frontend/app/hooks/useTileManifest.ts
  • frontend/app/internal/globals.css
  • frontend/app/lib/labelBlobGeometry.test.ts
  • frontend/app/lib/labelBlobGeometry.ts
  • frontend/app/lib/map/chronicleDayRoute.test.ts
  • frontend/app/lib/map/chronicleDayRoute.ts
  • frontend/app/lib/map/chronicleStaff.ts
  • frontend/app/lib/map/guildProfile.test.ts
  • frontend/app/lib/map/guildProfile.ts
  • frontend/app/lib/map/mapFilters.test.ts
  • frontend/app/lib/map/mapFilters.ts
  • frontend/app/lib/map/mapSearch.test.ts
  • frontend/app/lib/map/mapSearch.ts
  • frontend/app/lib/map/placeProfile.test.ts
  • frontend/app/lib/map/placeProfile.ts
  • frontend/app/lib/map/realmProfile.test.ts
  • frontend/app/lib/map/realmProfile.ts
  • frontend/app/lib/map/tilePyramid.test.ts
  • frontend/app/lib/map/tilePyramid.ts
  • frontend/app/lib/mapGestures.test.ts
  • frontend/app/lib/mapGestures.ts
  • frontend/app/lib/mapLabels.test.ts
  • frontend/app/lib/mapLabels.ts
  • frontend/app/lib/mapMarkers.ts
  • frontend/app/lib/mapMarkersDeclutter.test.ts
  • frontend/app/lib/mapViewportMath.test.ts
  • frontend/app/lib/mapViewportMath.ts
  • frontend/app/map/[map]/page.tsx
  • frontend/app/map/layout.tsx
  • frontend/app/map/page.tsx
  • frontend/app/page.tsx
  • frontend/lib/map/api.ts
💤 Files with no reviewable changes (8)
  • frontend/app/components/map/MapToolbar.test.ts
  • frontend/app/components/map/DraggablePanel.tsx
  • frontend/app/components/map/NationDetailContent.tsx
  • frontend/app/components/map/MapToolbar.tsx
  • frontend/app/components/map/NationDetailModal.tsx
  • frontend/app/components/map/MapPageLayout.tsx
  • frontend/app/components/map/MapSidePanel.tsx
  • frontend/app/components/map/NationDetailPanel.tsx

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Comment thread backend/src/api/region_composite.py Outdated
Comment thread backend/src/api/tile_cache.py
Comment thread frontend/app/components/map/SiteMap.tsx Outdated
Comment thread frontend/app/components/map/TileLayer.tsx Outdated
Comment thread frontend/app/components/MapViewer.tsx Outdated
Comment thread frontend/app/hooks/useMapViewport.ts
- Composites: an overlay box starting off the map's top or left edge is
  clipped there instead of shifted in.
- Tile pyramids: a build removes only older versions, so a build of an
  earlier source finishing last cannot delete the newer pyramid.
- TileLayer reports a broken pyramid once per version, not once per
  failed tile.
- SiteMap keeps the last resolved live map while the map list reloads,
  so a login in another tab no longer unmounts the map.
- Search: the guild path's dependencies are listed, so it flies to the
  seat once settlements have loaded.
- Arrow and +/- keys move the map only when aimed at it (or at nothing in
  particular), not when a card, button or scrolling panel has focus.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
@ryanbarlow97

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@coderabbitai Thanks. All six inline findings are fixed in 298eef0. On the geometry_cache nitpick: the two boolean arrays are ~38 MB for one regeneration on a 6400 px map and are freed straight after; the lower-memory routes (a stable argsort of the id grid, or per-province scans) cost more memory (~330 MB for the argsort indices) or time, so I'm leaving it as is.

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Actionable comments posted: 1


  • 🪄 Fix CodeRabbit comments on this PR
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Inline comments:
Review comments at @frontend/app/components/map/SiteMap.tsx:
- Around line 28-38: Update SiteMap to use the error state returned by
useAccessibleMaps, and keep the live map unresolved while loading or when the
map-list request has failed; only call liveMapIdFrom when the request succeeds.

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  • frontend/app/components/MapViewer.tsx
  • frontend/app/components/map/SiteMap.tsx
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  • frontend/app/hooks/useMapViewport.ts
🚧 Files skipped from review as they are similar to previous changes (5)
  • backend/src/api/test_tile_cache.py
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  • frontend/app/components/MapViewer.tsx

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Comment thread frontend/app/components/map/SiteMap.tsx
ryanbarlow97 and others added 4 commits October 3, 2026 22:52
The word took room on a small screen for a control its icon already
names. It is now a round icon button; screen readers still read
"Layers".

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A long press on a phone selected text across the panels and the map and
offered Copy / Look Up on it. While the map is open nothing on the page
selects, images do not drag, and iOS shows no long-press menu; the
search box still selects, or Safari would not let it be typed in.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Tiles overlapped by half a source pixel to hide sub-pixel seams. On a
see-through raster (prosperity's alpha runs 53-148) the overlap strip
was drawn twice and showed as a darker line along each tile edge. Tile
edges are now snapped to whole screen pixels, and the resting position
too, so neighbours meet exactly with neither gap nor overlap. The
backdrop and held levels also hide once the sharp tiles on screen have
loaded, so see-through colours are not stacked.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
When the accessible-maps request failed, its empty list resolved to
main, so a site whose registry makes another map live could show main
at /map. A failed list now leaves the live map unresolved: the last good
answer is kept, and with none the page says the map could not load.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

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Actionable comments posted: 1


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Inline comments:
Review comments at @frontend/app/internal/globals.css:
- Around line 49-53: Update the html.map-fullscreen body selection rule to
target the interactive map surface instead of the whole page, keeping map
interactions non-selectable while allowing detail-panel text to be selected.

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  • frontend/app/components/MapViewer.tsx
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  • frontend/app/components/map/TileLayer.tsx
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Comment thread frontend/app/internal/globals.css
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🏁 Script executed:

#!/bin/bash
set -euo pipefail
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Length of output: 4325


@ryanbarlow97 Thanks for the update and the explanation. You report that all six inline findings are fixed in 298eef0.

I checked _province_boxes in backend/src/scripts/mapgen/geometry_cache.py. The boolean arrays are temporary; the cache retains only the bounding boxes. Given the memory and runtime trade-offs you described, retaining this approach is reasonable. I withdraw the geometry-cache nitpick.


✏️ Learnings added
Learnt from: ryanbarlow97
URL: https://github.com/TF-Minecraft/ProvinceSystem/pull/60

Timestamp: 2026-10-03T23:27:33.760Z
Learning: In backend/src/scripts/mapgen/geometry_cache.py, the NumPy function _province_boxes deliberately uses temporary per-province row and column boolean arrays to compute bounding boxes. The maintainer reports that these arrays use about 38 MB for the site's 6400 px map and are freed after the calculation. A stable argsort of the province ID grid would require about 330 MB for indices, while per-province scans would increase runtime. Retaining this approach is an intentional memory/runtime trade-off; the cache stores only the resulting bounding boxes.

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✅ Action performed

Comments resolved and changes approved.

@ryanbarlow97
ryanbarlow97 merged commit 47c7638 into main Oct 3, 2026
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@ryanbarlow97
ryanbarlow97 deleted the map-overhaul branch October 3, 2026 23:36
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