Give the map back its mouse, and render the dimensions it never could (#135) - #138
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…#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.
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.
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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 And the web map's tile cache was never trimmed. The desktop got that in #129 and |
Give the map back its mouse, and render the dimensions it never could (#135)
An invisible box was eating every mouse event.
.mp-emptyisposition:absolute; inset:0— it covers the whole canvas — and #103 removed itspointer-events:noneso the bridge install button inside it could be clicked.That handed
mousedown,mousemoveand thewheellistener to the overlay, soneither 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
preventDefaultinsideonWheeldoes nothing. Itbinds its own listener with
passive: false.The terrain vanished when zoomed out because one function answered two
questions.
mapVisibleChunksis capped at 4096 so a zoomed-out view does notask 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 existthere. Both layouts are tried now, plus a custom world's own folder, and the
resolved directory is remembered because
peekChunkTileruns once per requestedchunk.
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.