Extract canvas/webgl code to separate component
This commit is contained in:
@@ -1,684 +0,0 @@
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import { FastVertexArray } from './fast-vertex-array'
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import TxView from './tx-view'
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import { TransactionStripped } from 'src/app/interfaces/websocket.interface';
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import { Position, Square } from './sprite-types'
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export default class BlockScene {
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scene: { count: number, offset: { x: number, y: number}};
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vertexArray: FastVertexArray;
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txs: { [key: string]: TxView };
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width: number;
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height: number;
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gridWidth: number;
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gridHeight: number;
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gridSize: number;
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vbytesPerUnit: number;
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unitPadding: number;
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unitWidth: number;
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initialised: boolean;
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layout: BlockLayout;
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dirty: boolean;
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constructor ({ width, height, resolution, blockLimit, vertexArray }: { width: number, height: number, resolution: number, blockLimit: number, vertexArray: FastVertexArray }) {
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this.init({ width, height, resolution, blockLimit, vertexArray })
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}
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destroy (): void {
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Object.values(this.txs).forEach(tx => tx.destroy())
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}
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resize({ width = this.width, height = this.height }: { width?: number, height?: number}): void {
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this.width = width;
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this.height = height;
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this.gridSize = this.width / this.gridWidth;
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this.unitPadding = width / 500;
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this.unitWidth = this.gridSize - (this.unitPadding * 2);
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this.dirty = true;
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if (this.initialised && this.scene) {
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this.updateAll(performance.now());
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}
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}
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// Animate new block entering scene
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enter (txs: TransactionStripped[], direction) {
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this.replace(txs, direction)
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}
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// Animate block leaving scene
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exit (direction: string): void {
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const startTime = performance.now()
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const removed = this.removeBatch(Object.keys(this.txs), startTime, direction)
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// clean up sprites
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setTimeout(() => {
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removed.forEach(tx => {
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tx.destroy()
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})
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}, 2000)
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}
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// Reset layout and replace with new set of transactions
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replace (txs: TransactionStripped[], direction: string = 'left'): void {
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const startTime = performance.now()
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const nextIds = {}
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const remove = []
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txs.forEach(tx => {
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nextIds[tx.txid] = true
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})
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Object.keys(this.txs).forEach(txid => {
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if (!nextIds[txid]) remove.push(txid)
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})
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txs.forEach(tx => {
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if (!this.txs[tx.txid]) this.txs[tx.txid] = new TxView(tx, this.vertexArray)
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})
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const removed = this.removeBatch(remove, startTime, direction)
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// clean up sprites
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setTimeout(() => {
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removed.forEach(tx => {
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tx.destroy()
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})
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}, 1000)
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this.layout = new BlockLayout({ width: this.gridWidth, height: this.gridHeight })
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Object.values(this.txs).sort((a,b) => { return b.feerate - a.feerate }).forEach(tx => {
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this.place(tx)
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})
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this.updateAll(startTime, direction)
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}
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update (add: TransactionStripped[], remove: string[], direction: string = 'left', resetLayout: boolean = false): void {
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const startTime = performance.now()
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const removed = this.removeBatch(remove, startTime, direction)
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// clean up sprites
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setTimeout(() => {
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removed.forEach(tx => {
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tx.destroy()
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})
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}, 1000)
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if (resetLayout) {
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add.forEach(tx => {
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if (!this.txs[tx.txid]) this.txs[tx.txid] = new TxView(tx, this.vertexArray)
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})
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this.layout = new BlockLayout({ width: this.gridWidth, height: this.gridHeight })
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Object.values(this.txs).sort((a,b) => { return b.feerate - a.feerate }).forEach(tx => {
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this.place(tx)
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})
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} else {
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// try to insert new txs directly
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const remaining = []
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add.map(tx => new TxView(tx, this.vertexArray)).sort((a,b) => { return b.feerate - a.feerate }).forEach(tx => {
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if (!this.tryInsertByFee(tx)) {
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remaining.push(tx)
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}
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})
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this.placeBatch(remaining)
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this.layout.applyGravity()
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}
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this.updateAll(startTime, direction)
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}
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//return the tx at this screen position, if any
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getTxAt (position: Position): TxView | void {
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if (this.layout) {
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const gridPosition = this.screenToGrid(position)
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return this.layout.getTx(gridPosition)
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} else return null
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}
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private init ({ width, height, resolution, blockLimit, vertexArray }: { width: number, height: number, resolution: number, blockLimit: number, vertexArray: FastVertexArray }): void {
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this.vertexArray = vertexArray
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this.scene = {
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count: 0,
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offset: {
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x: 0,
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y: 0
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}
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}
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// Set the scale of the visualization (with a 5% margin)
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this.vbytesPerUnit = blockLimit / Math.pow(resolution / 1.05, 2)
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this.gridWidth = resolution
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this.gridHeight = resolution
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this.resize({ width, height })
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this.layout = new BlockLayout({ width: this.gridWidth, height: this.gridHeight })
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this.txs = {}
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this.initialised = true
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this.dirty = true
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}
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private insert (tx: TxView, startTime: number, direction: string = 'left'): void {
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this.txs[tx.txid] = tx
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this.place(tx)
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this.updateTx(tx, startTime, direction)
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}
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private updateTx (tx: TxView, startTime: number, direction: string = 'left'): void {
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if (tx.dirty || this.dirty) {
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this.saveGridToScreenPosition(tx)
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this.setTxOnScreen(tx, startTime, direction)
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}
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}
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private setTxOnScreen (tx: TxView, startTime: number, direction: string = 'left'): void {
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if (!tx.initialised) {
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const txColor = tx.getColor()
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tx.update({
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display: {
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position: {
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x: tx.screenPosition.x + (direction == 'right' ? -this.width : this.width) * 1.4,
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y: tx.screenPosition.y,
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s: tx.screenPosition.s
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},
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color: txColor,
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},
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start: startTime,
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delay: 0,
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})
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tx.update({
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display: {
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position: tx.screenPosition,
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color: txColor
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},
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duration: 1000,
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start: startTime,
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delay: 50,
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})
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} else {
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tx.update({
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display: {
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position: tx.screenPosition
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},
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duration: 1000,
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minDuration: 500,
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start: startTime,
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delay: 50,
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adjust: true
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})
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}
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}
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private updateAll (startTime: number, direction: string = 'left'): void {
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this.scene.count = 0
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const ids = this.getTxList()
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startTime = startTime || performance.now()
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for (let i = 0; i < ids.length; i++) {
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this.updateTx(this.txs[ids[i]], startTime, direction)
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}
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this.dirty = false
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}
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private remove (id: string, startTime: number, direction: string = 'left'): TxView | void {
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const tx = this.txs[id]
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if (tx) {
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this.layout.remove(tx)
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tx.update({
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display: {
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position: {
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x: tx.screenPosition.x + (direction == 'right' ? this.width : -this.width) * 1.4,
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y: this.txs[id].screenPosition.y,
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}
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},
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duration: 1000,
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start: startTime,
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delay: 50
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})
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}
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delete this.txs[id]
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return tx
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}
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private getTxList (): string[] {
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return Object.keys(this.txs)
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}
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private saveGridToScreenPosition (tx: TxView): void {
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tx.screenPosition = this.gridToScreen(tx.gridPosition)
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}
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// convert grid coordinates to screen coordinates
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private gridToScreen (position: Square | void): Square {
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if (position) {
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const slotSize = (position.s * this.gridSize)
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const squareSize = slotSize - (this.unitPadding * 2)
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// The grid is laid out notionally left-to-right, bottom-to-top
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// So we rotate 90deg counterclockwise then flip the y axis
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//
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// grid screen
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// ________ ________ ________
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// | | | b| | a|
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// | | rotate | | flip | c |
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// | c | --> | c | --> | |
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// |a______b| |_______a| |_______b|
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return {
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x: this.width + (this.unitPadding * 2) - (this.gridSize * position.y) - slotSize,
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y: this.height - ((this.gridSize * position.x) + (slotSize - this.unitPadding)),
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s: squareSize
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}
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} else {
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return { x: 0, y: 0, s: 0 }
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}
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}
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screenToGrid (position: Position): Position {
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const grid = {
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x: Math.floor((position.y - this.unitPadding) / this.gridSize),
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y: Math.floor((this.width + (this.unitPadding * 2) - position.x) / this.gridSize)
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}
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return grid
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}
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// calculates and returns the size of the tx in multiples of the grid size
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private txSize (tx: TxView): number {
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let scale = Math.max(1,Math.round(Math.sqrt(tx.vsize / this.vbytesPerUnit)))
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return Math.min(this.gridWidth, Math.max(1, scale)) // bound between 1 and the max displayable size (just in case!)
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}
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private place (tx: TxView): void {
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const size = this.txSize(tx)
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this.layout.insert(tx, size)
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}
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private tryInsertByFee (tx: TxView): boolean {
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const size = this.txSize(tx)
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const position = this.layout.tryInsertByFee(tx, size)
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if (position) {
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this.txs[tx.txid] = tx
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return true
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} else {
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return false
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}
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}
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// Add a list of transactions to the layout,
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// keeping everything approximately sorted by feerate.
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private placeBatch (txs: TxView[]): void {
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if (txs.length) {
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// grab the new tx with the highest fee rate
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txs = txs.sort((a,b) => { return b.feerate - a.feerate })
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let i = 0
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let maxSize = txs.reduce((max, tx) => {
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return Math.max(this.txSize(tx), max)
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}, 1) * 2
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// find a reasonable place for it in the layout
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const root = this.layout.getReplacementRoot(txs[0].feerate, maxSize)
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// extract a sub tree of transactions from the layout, rooted at that point
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const popped = this.layout.popTree(root.x, root.y, maxSize)
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// combine those with the new transactions and sort
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txs = txs.concat(popped)
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txs = txs.sort((a,b) => { return b.feerate - a.feerate })
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// insert everything back into the layout
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txs.forEach(tx => {
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this.txs[tx.txid] = tx
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this.place(tx)
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})
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}
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}
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private removeBatch (ids: string[], startTime: number, direction: string = 'left'): TxView[] {
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if (!startTime) startTime = performance.now()
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return ids.map(id => {
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return this.remove(id, startTime, direction)
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}).filter(tx => tx != null) as TxView[]
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}
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}
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class Slot {
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l: number
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r: number
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w: number
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constructor (l: number, r: number) {
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this.l = l
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this.r = r
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this.w = r - l
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}
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intersects (slot: Slot): boolean {
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return !((slot.r <= this.l) || (slot.l >= this.r))
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}
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subtract (slot: Slot): Slot[] | void {
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if (this.intersects(slot)) {
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// from middle
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if (slot.l > this.l && slot.r < this.r) {
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return [
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new Slot(this.l, slot.l),
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new Slot(slot.r, this.r)
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]
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} // totally covered
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else if (slot.l <= this.l && slot.r >= this.r) {
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return []
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} // from left side
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else if (slot.l <= this.l) {
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if (slot.r == this.r) return []
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else return [new Slot(slot.r, this.r)]
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} // from right side
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else if (slot.r >= this.r) {
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if (slot.l == this.l) return []
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else return [new Slot(this.l, slot.l)]
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}
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} else return [this]
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}
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}
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class TxSlot extends Slot {
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tx: TxView
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constructor (l: number, r: number, tx: TxView) {
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super(l, r)
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this.tx = tx
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}
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}
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class Row {
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y: number
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w: number
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filled: TxSlot[]
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slots: Slot[]
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constructor (y: number, width: number) {
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this.y = y
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this.w = width
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this.filled = []
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this.slots = [new Slot(0, this.w)]
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}
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// insert a transaction w/ given width into row starting at position x
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insert (x: number, w: number, tx: TxView): void {
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const newSlot = new TxSlot(x, x + w, tx)
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// insert into filled list
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let index = this.filled.findIndex((slot) => { return slot.l >= newSlot.r })
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if (index < 0) index = this.filled.length
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this.filled.splice(index || 0, 0, newSlot)
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// subtract from overlapping slots
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for (let i = 0; i < this.slots.length; i++) {
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if (newSlot.intersects(this.slots[i])) {
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const diff = this.slots[i].subtract(newSlot)
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if (diff) {
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this.slots.splice(i, 1, ...diff)
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i += diff.length - 1
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}
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}
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}
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}
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remove (x: number, w: number): void {
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const txIndex = this.filled.findIndex((slot) => { return slot.l == x })
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this.filled.splice(txIndex, 1)
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const newSlot = new Slot(x, x + w)
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let slotIndex = this.slots.findIndex((slot) => { return slot.l >= newSlot.r })
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if (slotIndex < 0) slotIndex = this.slots.length
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this.slots.splice(slotIndex || 0, 0, newSlot)
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this.normalize()
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}
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// merge any contiguous empty slots
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private normalize (): void {
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for (let i = 0; i < this.slots.length - 1; i++) {
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if (this.slots[i].r == this.slots[i+1].l) {
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this.slots[i].r = this.slots[i+1].r
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this.slots[i].w += this.slots[i+1].w
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this.slots.splice(i+1, 1)
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i--
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}
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}
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}
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txAt (x: number): TxView | void {
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let i = 0
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while (i < this.filled.length && this.filled[i].l <= x) {
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if (this.filled[i].l <= x && this.filled[i].r > x) return this.filled[i].tx
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i++
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}
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}
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getSlotsBetween (left: number, right: number): TxSlot[] {
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const range = new Slot(left, right)
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return this.filled.filter(slot => {
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return slot.intersects(range)
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})
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}
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slotAt (x: number): Slot | void {
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let i = 0
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while (i < this.slots.length && this.slots[i].l <= x) {
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if (this.slots[i].l <= x && this.slots[i].r > x) return this.slots[i]
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i++
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}
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}
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getAvgFeerate (): number {
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let count = 0
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let total = 0
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this.filled.forEach(slot => {
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if (slot.tx) {
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count += slot.w
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total += (slot.tx.feerate * slot.w)
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}
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})
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return total / count
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}
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}
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class BlockLayout {
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width: number;
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height: number;
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rows: Row[];
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||||
txPositions: { [key: string]: Square }
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||||
txs: { [key: string]: TxView }
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||||
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||||
constructor ({ width, height } : { width: number, height: number }) {
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this.width = width
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this.height = height
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this.rows = [new Row(0, this.width)]
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this.txPositions = {}
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this.txs = {}
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}
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||||
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getRow (position: Square): Row {
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return this.rows[position.y]
|
||||
}
|
||||
|
||||
getTx (position: Square): TxView | void {
|
||||
if (this.getRow(position)) {
|
||||
return this.getRow(position).txAt(position.x)
|
||||
}
|
||||
}
|
||||
|
||||
addRow (): void {
|
||||
this.rows.push(new Row(this.rows.length, this.width))
|
||||
}
|
||||
|
||||
remove (tx: TxView) {
|
||||
const position = this.txPositions[tx.txid]
|
||||
if (position) {
|
||||
for (let y = position.y; y < position.y + position.s && y < this.rows.length; y++) {
|
||||
this.rows[y].remove(position.x, position.s)
|
||||
}
|
||||
}
|
||||
delete this.txPositions[tx.txid]
|
||||
delete this.txs[tx.txid]
|
||||
}
|
||||
|
||||
insert (tx: TxView, width: number): Square {
|
||||
const fit = this.fit(tx, width)
|
||||
|
||||
// insert the tx into rows at that position
|
||||
for (let y = fit.y; y < fit.y + width; y++) {
|
||||
if (y >= this.rows.length) this.addRow()
|
||||
this.rows[y].insert(fit.x, width, tx)
|
||||
}
|
||||
const position = { x: fit.x, y: fit.y, s: width }
|
||||
this.txPositions[tx.txid] = position
|
||||
this.txs[tx.txid] = tx
|
||||
tx.applyGridPosition(position)
|
||||
return position
|
||||
}
|
||||
|
||||
// Find the first slot large enough to hold a transaction of this size
|
||||
fit (tx: TxView, width: number): Square {
|
||||
let fit
|
||||
for (let y = 0; y < this.rows.length && !fit; y++) {
|
||||
fit = this.findFit(0, this.width, y, y, width)
|
||||
}
|
||||
// fall back to placing tx in a new row at the top of the layout
|
||||
if (!fit) {
|
||||
fit = { x: 0, y: this.rows.length }
|
||||
}
|
||||
return fit
|
||||
}
|
||||
|
||||
// recursively check rows to see if there's space for a tx (depth-first)
|
||||
// left/right: initial column boundaries to check
|
||||
// row: current row to check
|
||||
// start: starting row
|
||||
// size: size of space needed
|
||||
findFit (left: number, right: number, row: number, start: number, size: number) : Square {
|
||||
if ((row - start) >= size || row >= this.rows.length) {
|
||||
return { x: left, y: start }
|
||||
}
|
||||
for (let i = 0; i < this.rows[row].slots.length; i++) {
|
||||
const slot = this.rows[row].slots[i]
|
||||
const l = Math.max(left, slot.l)
|
||||
const r = Math.min(right, slot.r)
|
||||
if (r - l >= size) {
|
||||
const fit = this.findFit(l, r, row + 1, start, size)
|
||||
if (fit) return fit
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// insert only if the tx fits into a fee-appropriate position
|
||||
tryInsertByFee (tx: TxView, size: number): Square | void {
|
||||
const fit = this.fit(tx, size)
|
||||
|
||||
if (this.checkRowFees(fit.y, tx.feerate)) {
|
||||
// insert the tx into rows at that position
|
||||
for (let y = fit.y; y < fit.y + size; y++) {
|
||||
if (y >= this.rows.length) this.addRow()
|
||||
this.rows[y].insert(fit.x, size, tx)
|
||||
}
|
||||
const position = { x: fit.x, y: fit.y, s: size }
|
||||
this.txPositions[tx.txid] = position
|
||||
this.txs[tx.txid] = tx
|
||||
tx.applyGridPosition(position)
|
||||
return position
|
||||
}
|
||||
}
|
||||
|
||||
// Return the first slot with a lower feerate
|
||||
getReplacementRoot (feerate: number, width: number): Square {
|
||||
let slot
|
||||
for (let row = 0; row <= this.rows.length; row++) {
|
||||
if (this.rows[row].slots.length > 0) {
|
||||
return { x: this.rows[row].slots[0].l, y: row }
|
||||
} else {
|
||||
slot = this.rows[row].filled.find(x => {
|
||||
return x.tx.feerate < feerate
|
||||
})
|
||||
if (slot) {
|
||||
return { x: Math.min(slot.l, this.width - width), y: row }
|
||||
}
|
||||
}
|
||||
}
|
||||
return { x: 0, y: this.rows.length }
|
||||
}
|
||||
|
||||
// remove and return all transactions in a subtree of the layout
|
||||
popTree (x: number, y: number, width: number) {
|
||||
const selected: { [key: string]: TxView } = {}
|
||||
let left = x
|
||||
let right = x + width
|
||||
let prevWidth = right - left
|
||||
let prevFee = Infinity
|
||||
// scan rows upwards within a channel bounded by 'left' and 'right'
|
||||
for (let row = y; row < this.rows.length; row++) {
|
||||
let rowMax = 0
|
||||
let slots = this.rows[row].getSlotsBetween(left, right)
|
||||
// check each slot in this row overlapping the search channel
|
||||
slots.forEach(slot => {
|
||||
// select the associated transaction
|
||||
selected[slot.tx.txid] = slot.tx
|
||||
rowMax = Math.max(rowMax, slot.tx.feerate)
|
||||
// widen the search channel to accommodate this slot if necessary
|
||||
if (slot.w > prevWidth) {
|
||||
left = slot.l
|
||||
right = slot.r
|
||||
// if this slot's tx has a higher feerate than the max in the previous row
|
||||
// (i.e. it's out of position)
|
||||
// select all txs overlapping the slot's full width in some rows *below*
|
||||
// to free up space for this tx to sink down to its proper position
|
||||
if (slot.tx.feerate > prevFee) {
|
||||
let count = 0
|
||||
// keep scanning back down until we find a full row of higher-feerate txs
|
||||
for (let echo = row - 1; echo >= 0 && count < slot.w; echo--) {
|
||||
let echoSlots = this.rows[echo].getSlotsBetween(slot.l, slot.r)
|
||||
count = 0
|
||||
echoSlots.forEach(echoSlot => {
|
||||
selected[echoSlot.tx.txid] = echoSlot.tx
|
||||
if (echoSlot.tx.feerate >= slot.tx.feerate) {
|
||||
count += echoSlot.w
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
prevWidth = right - left
|
||||
prevFee = rowMax
|
||||
}
|
||||
|
||||
const txList = Object.values(selected)
|
||||
|
||||
txList.forEach(tx => {
|
||||
this.remove(tx)
|
||||
})
|
||||
return txList
|
||||
}
|
||||
|
||||
// Check if this row has high enough avg fees
|
||||
// for a tx with this feerate to make sense here
|
||||
checkRowFees (row: number, targetFee: number): boolean {
|
||||
// first row is always fine
|
||||
if (row == 0 || !this.rows[row]) return true
|
||||
return (this.rows[row].getAvgFeerate() > (targetFee * 0.9))
|
||||
}
|
||||
|
||||
// drop any free-floating transactions down into empty spaces
|
||||
applyGravity (): void {
|
||||
Object.entries(this.txPositions).sort(([keyA, posA], [keyB, posB]) => {
|
||||
return posA.y - posB.y || posA.x - posB.x
|
||||
}).forEach(([txid, position]) => {
|
||||
// see how far this transaction can fall
|
||||
let dropTo = position.y
|
||||
while (dropTo > 0 && !this.rows[dropTo - 1].getSlotsBetween(position.x, position.x + position.s).length) {
|
||||
dropTo--;
|
||||
}
|
||||
// if it can fall at all
|
||||
if (dropTo < position.y) {
|
||||
// remove and reinsert in the row we found
|
||||
const tx = this.txs[txid]
|
||||
this.remove(tx)
|
||||
this.insert(tx, position.s)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
@@ -1,105 +0,0 @@
|
||||
/*
|
||||
Utility class for access and management of low-level sprite data
|
||||
|
||||
Maintains a single Float32Array of sprite data, keeping track of empty slots
|
||||
to allow constant-time insertion and deletion
|
||||
|
||||
Automatically resizes by copying to a new, larger Float32Array when necessary,
|
||||
or compacting into a smaller Float32Array when there's space to do so.
|
||||
*/
|
||||
|
||||
import TxSprite from './tx-sprite';
|
||||
|
||||
export class FastVertexArray {
|
||||
length: number;
|
||||
count: number;
|
||||
stride: number;
|
||||
sprites: TxSprite[];
|
||||
data: Float32Array;
|
||||
freeSlots: number[];
|
||||
lastSlot: number;
|
||||
|
||||
constructor(length, stride) {
|
||||
this.length = length;
|
||||
this.count = 0;
|
||||
this.stride = stride;
|
||||
this.sprites = [];
|
||||
this.data = new Float32Array(this.length * this.stride);
|
||||
this.freeSlots = [];
|
||||
this.lastSlot = 0;
|
||||
}
|
||||
|
||||
insert(sprite: TxSprite): number {
|
||||
this.count++;
|
||||
|
||||
let position;
|
||||
if (this.freeSlots.length) {
|
||||
position = this.freeSlots.shift();
|
||||
} else {
|
||||
position = this.lastSlot;
|
||||
this.lastSlot++;
|
||||
if (this.lastSlot > this.length) {
|
||||
this.expand();
|
||||
}
|
||||
}
|
||||
this.sprites[position] = sprite;
|
||||
return position;
|
||||
}
|
||||
|
||||
remove(index: number): void {
|
||||
this.count--;
|
||||
this.clearData(index);
|
||||
this.freeSlots.push(index);
|
||||
this.sprites[index] = null;
|
||||
if (this.length > 2048 && this.count < (this.length * 0.4)) {
|
||||
this.compact();
|
||||
}
|
||||
}
|
||||
|
||||
setData(index: number, dataChunk: number[]): void {
|
||||
this.data.set(dataChunk, (index * this.stride));
|
||||
}
|
||||
|
||||
clearData(index: number): void {
|
||||
this.data.fill(0, (index * this.stride), ((index + 1) * this.stride));
|
||||
}
|
||||
|
||||
getData(index: number): Float32Array {
|
||||
return this.data.subarray(index, this.stride);
|
||||
}
|
||||
|
||||
expand(): void {
|
||||
this.length *= 2;
|
||||
const newData = new Float32Array(this.length * this.stride);
|
||||
newData.set(this.data);
|
||||
this.data = newData;
|
||||
}
|
||||
|
||||
compact(): void {
|
||||
// New array length is the smallest power of 2 larger than the sprite count (but no smaller than 512)
|
||||
const newLength = Math.max(512, Math.pow(2, Math.ceil(Math.log2(this.count))));
|
||||
if (newLength !== this.length) {
|
||||
this.length = newLength;
|
||||
this.data = new Float32Array(this.length * this.stride);
|
||||
let sprite;
|
||||
const newSprites = [];
|
||||
let i = 0;
|
||||
for (const index in this.sprites) {
|
||||
sprite = this.sprites[index];
|
||||
if (sprite) {
|
||||
newSprites.push(sprite);
|
||||
sprite.moveVertexPointer(i);
|
||||
sprite.compile();
|
||||
i++;
|
||||
}
|
||||
}
|
||||
this.sprites = newSprites;
|
||||
this.freeSlots = [];
|
||||
this.lastSlot = i;
|
||||
}
|
||||
}
|
||||
|
||||
getVertexData(): Float32Array {
|
||||
return this.data;
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
<div class="mempool-block-overview">
|
||||
<canvas class="block-overview" [style.width]="cssWidth + 'px'" [style.height]="cssHeight + 'px'" #blockCanvas></canvas>
|
||||
<div class="loader-wrapper" [class.hidden]="!(isLoading$ | async)">
|
||||
<div class="spinner-border ml-3 loading" role="status"></div>
|
||||
</div>
|
||||
</div>
|
||||
<app-block-overview-graph
|
||||
#blockGraph
|
||||
[isLoading]="isLoading$ | async"
|
||||
[resolution]="75"
|
||||
[blockLimit]="stateService.blockVSize"
|
||||
(txPreviewEvent)="onTxPreview($event)">
|
||||
</app-block-overview-graph>
|
||||
|
||||
@@ -1,35 +0,0 @@
|
||||
.mempool-block-overview {
|
||||
position: relative;
|
||||
width: 100%;
|
||||
padding-bottom: 100%;
|
||||
background: #181b2d;
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
}
|
||||
|
||||
.block-overview {
|
||||
position: absolute;
|
||||
left: 0;
|
||||
right: 0;
|
||||
top: 0;
|
||||
bottom: 0;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.loader-wrapper {
|
||||
position: absolute;
|
||||
left: 0;
|
||||
right: 0;
|
||||
top: 0;
|
||||
bottom: 0;
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
transition: opacity 500ms 500ms;
|
||||
|
||||
&.hidden {
|
||||
opacity: 0;
|
||||
transition: opacity 500ms;
|
||||
}
|
||||
}
|
||||
@@ -1,40 +1,23 @@
|
||||
import { Component, ElementRef, ViewChild, HostListener, Input, Output, EventEmitter, OnInit,
|
||||
OnDestroy, OnChanges, ChangeDetectionStrategy, NgZone, AfterViewInit } from '@angular/core';
|
||||
import { Component, ComponentRef, ViewChild, HostListener, Input, Output, EventEmitter,
|
||||
OnDestroy, OnChanges, ChangeDetectionStrategy, AfterViewInit } from '@angular/core';
|
||||
import { StateService } from 'src/app/services/state.service';
|
||||
import { MempoolBlockDelta, TransactionStripped } from 'src/app/interfaces/websocket.interface';
|
||||
import { BlockOverviewGraphComponent } from 'src/app/components/block-overview-graph/block-overview-graph.component';
|
||||
import { Subscription, BehaviorSubject, merge, of } from 'rxjs';
|
||||
import { switchMap, filter } from 'rxjs/operators';
|
||||
import { WebsocketService } from 'src/app/services/websocket.service';
|
||||
import { FastVertexArray } from './fast-vertex-array';
|
||||
import BlockScene from './block-scene';
|
||||
import TxSprite from './tx-sprite';
|
||||
import TxView from './tx-view';
|
||||
|
||||
@Component({
|
||||
selector: 'app-mempool-block-overview',
|
||||
templateUrl: './mempool-block-overview.component.html',
|
||||
styleUrls: ['./mempool-block-overview.component.scss'],
|
||||
changeDetection: ChangeDetectionStrategy.OnPush,
|
||||
})
|
||||
export class MempoolBlockOverviewComponent implements OnInit, OnDestroy, OnChanges, AfterViewInit {
|
||||
export class MempoolBlockOverviewComponent implements OnDestroy, OnChanges, AfterViewInit {
|
||||
@Input() index: number;
|
||||
@Output() txPreviewEvent = new EventEmitter<TransactionStripped | void>();
|
||||
|
||||
@ViewChild('blockCanvas')
|
||||
canvas: ElementRef<HTMLCanvasElement>;
|
||||
@ViewChild('blockGraph') blockGraph: BlockOverviewGraphComponent;
|
||||
|
||||
gl: WebGLRenderingContext;
|
||||
animationFrameRequest: number;
|
||||
displayWidth: number;
|
||||
displayHeight: number;
|
||||
cssWidth: number;
|
||||
cssHeight: number;
|
||||
shaderProgram: WebGLProgram;
|
||||
vertexArray: FastVertexArray;
|
||||
running: boolean;
|
||||
scene: BlockScene;
|
||||
hoverTx: TxView | void;
|
||||
selectedTx: TxView | void;
|
||||
lastBlockHeight: number;
|
||||
blockIndex: number;
|
||||
isLoading$ = new BehaviorSubject<boolean>(true);
|
||||
@@ -44,13 +27,10 @@ export class MempoolBlockOverviewComponent implements OnInit, OnDestroy, OnChang
|
||||
|
||||
constructor(
|
||||
public stateService: StateService,
|
||||
private websocketService: WebsocketService,
|
||||
readonly ngZone: NgZone,
|
||||
) {
|
||||
this.vertexArray = new FastVertexArray(512, TxSprite.dataSize);
|
||||
}
|
||||
private websocketService: WebsocketService
|
||||
) { }
|
||||
|
||||
ngOnInit(): void {
|
||||
ngAfterViewInit(): void {
|
||||
this.blockSub = merge(
|
||||
of(true),
|
||||
this.stateService.connectionState$.pipe(filter((state) => state === 2))
|
||||
@@ -64,18 +44,11 @@ export class MempoolBlockOverviewComponent implements OnInit, OnDestroy, OnChang
|
||||
});
|
||||
}
|
||||
|
||||
ngAfterViewInit(): void {
|
||||
this.canvas.nativeElement.addEventListener('webglcontextlost', this.handleContextLost, false);
|
||||
this.canvas.nativeElement.addEventListener('webglcontextrestored', this.handleContextRestored, false);
|
||||
this.gl = this.canvas.nativeElement.getContext('webgl');
|
||||
this.initCanvas();
|
||||
|
||||
this.resizeCanvas();
|
||||
}
|
||||
|
||||
ngOnChanges(changes): void {
|
||||
if (changes.index) {
|
||||
this.clearBlock(changes.index.currentValue > changes.index.previousValue ? 'right' : 'left');
|
||||
if (this.blockGraph) {
|
||||
this.blockGraph.clear(changes.index.currentValue > changes.index.previousValue ? 'right' : 'left');
|
||||
}
|
||||
this.isLoading$.next(true);
|
||||
this.websocketService.startTrackMempoolBlock(changes.index.currentValue);
|
||||
}
|
||||
@@ -87,26 +60,13 @@ export class MempoolBlockOverviewComponent implements OnInit, OnDestroy, OnChang
|
||||
this.websocketService.stopTrackMempoolBlock();
|
||||
}
|
||||
|
||||
clearBlock(direction): void {
|
||||
if (this.scene) {
|
||||
this.scene.exit(direction);
|
||||
}
|
||||
this.hoverTx = null;
|
||||
this.selectedTx = null;
|
||||
this.txPreviewEvent.emit(null);
|
||||
}
|
||||
|
||||
replaceBlock(transactionsStripped: TransactionStripped[]): void {
|
||||
if (!this.scene) {
|
||||
this.scene = new BlockScene({ width: this.displayWidth, height: this.displayHeight, resolution: 75,
|
||||
blockLimit: this.stateService.blockVSize, vertexArray: this.vertexArray });
|
||||
}
|
||||
const blockMined = (this.stateService.latestBlockHeight > this.lastBlockHeight);
|
||||
if (this.blockIndex !== this.index) {
|
||||
const direction = (this.blockIndex == null || this.index < this.blockIndex) ? 'left' : 'right';
|
||||
this.scene.enter(transactionsStripped, direction);
|
||||
this.blockGraph.enter(transactionsStripped, direction);
|
||||
} else {
|
||||
this.scene.replace(transactionsStripped, blockMined ? 'right' : 'left');
|
||||
this.blockGraph.replace(transactionsStripped, blockMined ? 'right' : 'left');
|
||||
}
|
||||
|
||||
this.lastBlockHeight = this.stateService.latestBlockHeight;
|
||||
@@ -115,20 +75,13 @@ export class MempoolBlockOverviewComponent implements OnInit, OnDestroy, OnChang
|
||||
}
|
||||
|
||||
updateBlock(delta: MempoolBlockDelta): void {
|
||||
if (!this.scene) {
|
||||
this.scene = new BlockScene({ width: this.displayWidth, height: this.displayHeight, resolution: 75,
|
||||
blockLimit: this.stateService.blockVSize, vertexArray: this.vertexArray });
|
||||
}
|
||||
const blockMined = (this.stateService.latestBlockHeight > this.lastBlockHeight);
|
||||
|
||||
if (this.blockIndex !== this.index) {
|
||||
const direction = (this.blockIndex == null || this.index < this.blockIndex) ? 'left' : 'right';
|
||||
this.scene.exit(direction);
|
||||
this.scene = new BlockScene({ width: this.displayWidth, height: this.displayHeight, resolution: 75,
|
||||
blockLimit: this.stateService.blockVSize, vertexArray: this.vertexArray });
|
||||
this.scene.enter(delta.added, direction);
|
||||
this.blockGraph.replace(delta.added, direction);
|
||||
} else {
|
||||
this.scene.update(delta.added, delta.removed, blockMined ? 'right' : 'left', blockMined);
|
||||
this.blockGraph.update(delta.added, delta.removed, blockMined ? 'right' : 'left', blockMined);
|
||||
}
|
||||
|
||||
this.lastBlockHeight = this.stateService.latestBlockHeight;
|
||||
@@ -136,279 +89,7 @@ export class MempoolBlockOverviewComponent implements OnInit, OnDestroy, OnChang
|
||||
this.isLoading$.next(false);
|
||||
}
|
||||
|
||||
initCanvas(): void {
|
||||
this.gl.clearColor(0.0, 0.0, 0.0, 0.0);
|
||||
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
|
||||
|
||||
const shaderSet = [
|
||||
{
|
||||
type: this.gl.VERTEX_SHADER,
|
||||
src: vertShaderSrc
|
||||
},
|
||||
{
|
||||
type: this.gl.FRAGMENT_SHADER,
|
||||
src: fragShaderSrc
|
||||
}
|
||||
];
|
||||
|
||||
this.shaderProgram = this.buildShaderProgram(shaderSet);
|
||||
|
||||
this.gl.useProgram(this.shaderProgram);
|
||||
|
||||
// Set up alpha blending
|
||||
this.gl.enable(this.gl.BLEND);
|
||||
this.gl.blendFunc(this.gl.ONE, this.gl.ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
const glBuffer = this.gl.createBuffer();
|
||||
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, glBuffer);
|
||||
|
||||
/* SET UP SHADER ATTRIBUTES */
|
||||
Object.keys(attribs).forEach((key, i) => {
|
||||
attribs[key].pointer = this.gl.getAttribLocation(this.shaderProgram, key);
|
||||
this.gl.enableVertexAttribArray(attribs[key].pointer);
|
||||
});
|
||||
|
||||
this.start();
|
||||
}
|
||||
|
||||
handleContextLost(event): void {
|
||||
event.preventDefault();
|
||||
cancelAnimationFrame(this.animationFrameRequest);
|
||||
this.animationFrameRequest = null;
|
||||
this.running = false;
|
||||
}
|
||||
|
||||
handleContextRestored(event): void {
|
||||
this.initCanvas();
|
||||
}
|
||||
|
||||
@HostListener('window:resize', ['$event'])
|
||||
resizeCanvas(): void {
|
||||
this.cssWidth = this.canvas.nativeElement.parentElement.clientWidth;
|
||||
this.cssHeight = this.canvas.nativeElement.parentElement.clientHeight;
|
||||
this.displayWidth = window.devicePixelRatio * this.cssWidth;
|
||||
this.displayHeight = window.devicePixelRatio * this.cssHeight;
|
||||
this.canvas.nativeElement.width = this.displayWidth;
|
||||
this.canvas.nativeElement.height = this.displayHeight;
|
||||
if (this.gl) {
|
||||
this.gl.viewport(0, 0, this.displayWidth, this.displayHeight);
|
||||
}
|
||||
if (this.scene) {
|
||||
this.scene.resize({ width: this.displayWidth, height: this.displayHeight });
|
||||
}
|
||||
}
|
||||
|
||||
compileShader(src, type): WebGLShader {
|
||||
const shader = this.gl.createShader(type);
|
||||
|
||||
this.gl.shaderSource(shader, src);
|
||||
this.gl.compileShader(shader);
|
||||
|
||||
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
|
||||
console.log(`Error compiling ${type === this.gl.VERTEX_SHADER ? 'vertex' : 'fragment'} shader:`);
|
||||
console.log(this.gl.getShaderInfoLog(shader));
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
|
||||
buildShaderProgram(shaderInfo): WebGLProgram {
|
||||
const program = this.gl.createProgram();
|
||||
|
||||
shaderInfo.forEach((desc) => {
|
||||
const shader = this.compileShader(desc.src, desc.type);
|
||||
if (shader) {
|
||||
this.gl.attachShader(program, shader);
|
||||
}
|
||||
});
|
||||
|
||||
this.gl.linkProgram(program);
|
||||
|
||||
if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
|
||||
console.log('Error linking shader program:');
|
||||
console.log(this.gl.getProgramInfoLog(program));
|
||||
}
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
start(): void {
|
||||
this.running = true;
|
||||
this.ngZone.runOutsideAngular(() => this.run());
|
||||
}
|
||||
|
||||
run(now?: DOMHighResTimeStamp): void {
|
||||
if (!now) {
|
||||
now = performance.now();
|
||||
}
|
||||
|
||||
/* SET UP SHADER UNIFORMS */
|
||||
// screen dimensions
|
||||
this.gl.uniform2f(this.gl.getUniformLocation(this.shaderProgram, 'screenSize'), this.displayWidth, this.displayHeight);
|
||||
// frame timestamp
|
||||
this.gl.uniform1f(this.gl.getUniformLocation(this.shaderProgram, 'now'), now);
|
||||
|
||||
/* SET UP SHADER ATTRIBUTES */
|
||||
Object.keys(attribs).forEach((key, i) => {
|
||||
this.gl.vertexAttribPointer(attribs[key].pointer,
|
||||
attribs[key].count, // number of primitives in this attribute
|
||||
this.gl[attribs[key].type], // type of primitive in this attribute (e.g. gl.FLOAT)
|
||||
false, // never normalised
|
||||
stride, // distance between values of the same attribute
|
||||
attribs[key].offset); // offset of the first value
|
||||
});
|
||||
|
||||
const pointArray = this.vertexArray.getVertexData();
|
||||
|
||||
if (pointArray.length) {
|
||||
this.gl.bufferData(this.gl.ARRAY_BUFFER, pointArray, this.gl.DYNAMIC_DRAW);
|
||||
this.gl.drawArrays(this.gl.TRIANGLES, 0, pointArray.length / TxSprite.vertexSize);
|
||||
}
|
||||
|
||||
/* LOOP */
|
||||
if (this.running) {
|
||||
if (this.animationFrameRequest) {
|
||||
cancelAnimationFrame(this.animationFrameRequest);
|
||||
this.animationFrameRequest = null;
|
||||
}
|
||||
this.animationFrameRequest = requestAnimationFrame(() => this.run());
|
||||
}
|
||||
}
|
||||
|
||||
@HostListener('click', ['$event'])
|
||||
onClick(event) {
|
||||
this.setPreviewTx(event.offsetX, event.offsetY, true);
|
||||
}
|
||||
|
||||
@HostListener('pointermove', ['$event'])
|
||||
onPointerMove(event) {
|
||||
this.setPreviewTx(event.offsetX, event.offsetY, false);
|
||||
}
|
||||
|
||||
@HostListener('pointerleave', ['$event'])
|
||||
onPointerLeave(event) {
|
||||
this.setPreviewTx(-1, -1, false);
|
||||
}
|
||||
|
||||
setPreviewTx(cssX: number, cssY: number, clicked: boolean = false) {
|
||||
const x = cssX * window.devicePixelRatio;
|
||||
const y = cssY * window.devicePixelRatio;
|
||||
if (this.scene && (!this.selectedTx || clicked)) {
|
||||
const selected = this.scene.getTxAt({ x, y });
|
||||
const currentPreview = this.selectedTx || this.hoverTx;
|
||||
|
||||
if (selected !== currentPreview) {
|
||||
if (currentPreview) {
|
||||
currentPreview.setHover(false);
|
||||
}
|
||||
if (selected) {
|
||||
selected.setHover(true);
|
||||
this.txPreviewEvent.emit({
|
||||
txid: selected.txid,
|
||||
fee: selected.fee,
|
||||
vsize: selected.vsize,
|
||||
value: selected.value
|
||||
});
|
||||
if (clicked) {
|
||||
this.selectedTx = selected;
|
||||
} else {
|
||||
this.hoverTx = selected;
|
||||
}
|
||||
} else {
|
||||
if (clicked) {
|
||||
this.selectedTx = null;
|
||||
}
|
||||
this.hoverTx = null;
|
||||
this.txPreviewEvent.emit(null);
|
||||
}
|
||||
} else if (clicked) {
|
||||
if (selected === this.selectedTx) {
|
||||
this.hoverTx = this.selectedTx;
|
||||
this.selectedTx = null;
|
||||
} else {
|
||||
this.selectedTx = selected;
|
||||
}
|
||||
}
|
||||
}
|
||||
onTxPreview(event: TransactionStripped | void): void {
|
||||
this.txPreviewEvent.emit(event);
|
||||
}
|
||||
}
|
||||
|
||||
// WebGL shader attributes
|
||||
const attribs = {
|
||||
offset: { type: 'FLOAT', count: 2, pointer: null, offset: 0 },
|
||||
posX: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
|
||||
posY: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
|
||||
posR: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
|
||||
colR: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
|
||||
colG: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
|
||||
colB: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
|
||||
colA: { type: 'FLOAT', count: 4, pointer: null, offset: 0 }
|
||||
};
|
||||
// Calculate the number of bytes per vertex based on specified attributes
|
||||
const stride = Object.values(attribs).reduce((total, attrib) => {
|
||||
return total + (attrib.count * 4);
|
||||
}, 0);
|
||||
// Calculate vertex attribute offsets
|
||||
for (let i = 0, offset = 0; i < Object.keys(attribs).length; i++) {
|
||||
const attrib = Object.values(attribs)[i];
|
||||
attrib.offset = offset;
|
||||
offset += (attrib.count * 4);
|
||||
}
|
||||
|
||||
const vertShaderSrc = `
|
||||
varying lowp vec4 vColor;
|
||||
|
||||
// each attribute contains [x: startValue, y: endValue, z: startTime, w: rate]
|
||||
// shader interpolates between start and end values at the given rate, from the given time
|
||||
|
||||
attribute vec2 offset;
|
||||
attribute vec4 posX;
|
||||
attribute vec4 posY;
|
||||
attribute vec4 posR;
|
||||
attribute vec4 colR;
|
||||
attribute vec4 colG;
|
||||
attribute vec4 colB;
|
||||
attribute vec4 colA;
|
||||
|
||||
uniform vec2 screenSize;
|
||||
uniform float now;
|
||||
|
||||
float smootherstep(float x) {
|
||||
x = clamp(x, 0.0, 1.0);
|
||||
float ix = 1.0 - x;
|
||||
x = x * x;
|
||||
return x / (x + ix * ix);
|
||||
}
|
||||
|
||||
float interpolateAttribute(vec4 attr) {
|
||||
float d = (now - attr.z) * attr.w;
|
||||
float delta = smootherstep(d);
|
||||
return mix(attr.x, attr.y, delta);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 screenTransform = vec4(2.0 / screenSize.x, 2.0 / screenSize.y, -1.0, -1.0);
|
||||
// vec4 screenTransform = vec4(1.0 / screenSize.x, 1.0 / screenSize.y, -0.5, -0.5);
|
||||
|
||||
float radius = interpolateAttribute(posR);
|
||||
vec2 position = vec2(interpolateAttribute(posX), interpolateAttribute(posY)) + (radius * offset);
|
||||
|
||||
gl_Position = vec4(position * screenTransform.xy + screenTransform.zw, 1.0, 1.0);
|
||||
|
||||
float red = interpolateAttribute(colR);
|
||||
float green = interpolateAttribute(colG);
|
||||
float blue = interpolateAttribute(colB);
|
||||
float alpha = interpolateAttribute(colA);
|
||||
|
||||
vColor = vec4(red, green, blue, alpha);
|
||||
}
|
||||
`;
|
||||
|
||||
const fragShaderSrc = `
|
||||
varying lowp vec4 vColor;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vColor;
|
||||
// premultiply alpha
|
||||
gl_FragColor.rgb *= gl_FragColor.a;
|
||||
}
|
||||
`;
|
||||
|
||||
@@ -1,74 +0,0 @@
|
||||
export type Position = {
|
||||
x: number,
|
||||
y: number,
|
||||
};
|
||||
|
||||
export type Square = Position & {
|
||||
s?: number
|
||||
};
|
||||
|
||||
export type Color = {
|
||||
r: number,
|
||||
g: number,
|
||||
b: number,
|
||||
a: number,
|
||||
};
|
||||
|
||||
export type InterpolatedAttribute = {
|
||||
a: number,
|
||||
b: number,
|
||||
t: number,
|
||||
v: number,
|
||||
d: number
|
||||
};
|
||||
|
||||
export type Update = Position & { s: number } & Color;
|
||||
|
||||
export type Attributes = {
|
||||
x: InterpolatedAttribute,
|
||||
y: InterpolatedAttribute,
|
||||
s: InterpolatedAttribute,
|
||||
r: InterpolatedAttribute,
|
||||
g: InterpolatedAttribute,
|
||||
b: InterpolatedAttribute,
|
||||
a: InterpolatedAttribute
|
||||
};
|
||||
|
||||
export type OptionalAttributes = {
|
||||
x?: InterpolatedAttribute,
|
||||
y?: InterpolatedAttribute,
|
||||
s?: InterpolatedAttribute,
|
||||
r?: InterpolatedAttribute,
|
||||
g?: InterpolatedAttribute,
|
||||
b?: InterpolatedAttribute,
|
||||
a?: InterpolatedAttribute
|
||||
};
|
||||
|
||||
export type SpriteUpdateParams = {
|
||||
x?: number,
|
||||
y?: number,
|
||||
s?: number,
|
||||
r?: number,
|
||||
g?: number,
|
||||
b?: number,
|
||||
a?: number
|
||||
start?: DOMHighResTimeStamp,
|
||||
duration?: number,
|
||||
minDuration?: number,
|
||||
adjust?: boolean,
|
||||
temp?: boolean
|
||||
};
|
||||
|
||||
export type ViewUpdateParams = {
|
||||
display: {
|
||||
position?: Square,
|
||||
color?: Color,
|
||||
},
|
||||
start?: number,
|
||||
duration?: number,
|
||||
minDuration?: number,
|
||||
delay?: number,
|
||||
jitter?: number,
|
||||
state?: string,
|
||||
adjust?: boolean
|
||||
};
|
||||
@@ -1,215 +0,0 @@
|
||||
import { FastVertexArray } from './fast-vertex-array';
|
||||
import { InterpolatedAttribute, Attributes, OptionalAttributes, SpriteUpdateParams, Update } from './sprite-types';
|
||||
|
||||
const attribKeys = ['a', 'b', 't', 'v'];
|
||||
const updateKeys = ['x', 'y', 's', 'r', 'g', 'b', 'a'];
|
||||
|
||||
export default class TxSprite {
|
||||
static vertexSize = 30;
|
||||
static vertexCount = 6;
|
||||
static dataSize: number = (30 * 6);
|
||||
|
||||
vertexArray: FastVertexArray;
|
||||
vertexPointer: number;
|
||||
vertexData: number[];
|
||||
updateMap: Update;
|
||||
attributes: Attributes;
|
||||
tempAttributes: OptionalAttributes;
|
||||
|
||||
|
||||
constructor(params: SpriteUpdateParams, vertexArray: FastVertexArray) {
|
||||
const offsetTime = params.start;
|
||||
this.vertexArray = vertexArray;
|
||||
this.vertexData = Array(VI.length).fill(0);
|
||||
this.updateMap = {
|
||||
x: 0, y: 0, s: 0, r: 0, g: 0, b: 0, a: 0
|
||||
};
|
||||
|
||||
this.attributes = {
|
||||
x: { a: params.x, b: params.x, t: offsetTime, v: 0, d: 0 },
|
||||
y: { a: params.y, b: params.y, t: offsetTime, v: 0, d: 0 },
|
||||
s: { a: params.s, b: params.s, t: offsetTime, v: 0, d: 0 },
|
||||
r: { a: params.r, b: params.r, t: offsetTime, v: 0, d: 0 },
|
||||
g: { a: params.g, b: params.g, t: offsetTime, v: 0, d: 0 },
|
||||
b: { a: params.b, b: params.b, t: offsetTime, v: 0, d: 0 },
|
||||
a: { a: params.a, b: params.a, t: offsetTime, v: 0, d: 0 },
|
||||
};
|
||||
|
||||
// Used to temporarily modify the sprite, so that the base view can be resumed later
|
||||
this.tempAttributes = null;
|
||||
|
||||
this.vertexPointer = this.vertexArray.insert(this);
|
||||
|
||||
this.compile();
|
||||
}
|
||||
|
||||
private interpolateAttributes(updateMap: Update, attributes: OptionalAttributes, offsetTime: DOMHighResTimeStamp, v: number,
|
||||
duration: number, minDuration: number, adjust: boolean): void {
|
||||
for (const key of Object.keys(updateMap)) {
|
||||
// for each non-null attribute:
|
||||
if (updateMap[key] != null) {
|
||||
// calculate current interpolated value, and set as 'from'
|
||||
interpolateAttributeStart(attributes[key], offsetTime);
|
||||
// update start time
|
||||
attributes[key].t = offsetTime;
|
||||
|
||||
if (!adjust || (duration && attributes[key].d === 0)) {
|
||||
attributes[key].v = v;
|
||||
attributes[key].d = duration;
|
||||
} else if (minDuration > attributes[key].d) {
|
||||
// enforce minimum transition duration
|
||||
attributes[key].v = 1 / minDuration;
|
||||
attributes[key].d = minDuration;
|
||||
}
|
||||
// set 'to' to target value
|
||||
attributes[key].b = updateMap[key];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
params:
|
||||
x, y, s: position & size of the sprite
|
||||
r, g, b, a: color & opacity
|
||||
start: performance.now() timestamp, when to start the transition
|
||||
duration: of the tweening animation
|
||||
adjust: if true, alter the target value of any conflicting transitions without changing the duration
|
||||
minDuration: minimum remaining transition duration when adjust = true
|
||||
temp: if true, this update is only temporary (can be reversed with 'resume')
|
||||
*/
|
||||
update(params: SpriteUpdateParams): void {
|
||||
const offsetTime = params.start || performance.now();
|
||||
const v = params.duration > 0 ? (1 / params.duration) : 0;
|
||||
|
||||
updateKeys.forEach(key => {
|
||||
this.updateMap[key] = params[key];
|
||||
});
|
||||
|
||||
const isModified = !!this.tempAttributes;
|
||||
if (!params.temp) {
|
||||
this.interpolateAttributes(this.updateMap, this.attributes, offsetTime, v, params.duration, params.minDuration, params.adjust);
|
||||
} else {
|
||||
if (!isModified) { // set up tempAttributes
|
||||
this.tempAttributes = {};
|
||||
for (const key of Object.keys(this.updateMap)) {
|
||||
if (this.updateMap[key] != null) {
|
||||
this.tempAttributes[key] = { ...this.attributes[key] };
|
||||
}
|
||||
}
|
||||
}
|
||||
this.interpolateAttributes(this.updateMap, this.tempAttributes, offsetTime, v, params.duration, params.minDuration, params.adjust);
|
||||
}
|
||||
|
||||
this.compile();
|
||||
}
|
||||
|
||||
// Transition back from modified state back to base attributes
|
||||
resume(duration: number, start: DOMHighResTimeStamp = performance.now()): void {
|
||||
// If not in modified state, there's nothing to do
|
||||
if (!this.tempAttributes) {
|
||||
return;
|
||||
}
|
||||
|
||||
const offsetTime = start;
|
||||
const v = duration > 0 ? (1 / duration) : 0;
|
||||
|
||||
for (const key of Object.keys(this.tempAttributes)) {
|
||||
// If this base attribute is static (fixed or post-transition), transition smoothly back
|
||||
if (this.attributes[key].v === 0 || (this.attributes[key].t + this.attributes[key].d) <= start) {
|
||||
// calculate current interpolated value, and set as 'from'
|
||||
interpolateAttributeStart(this.tempAttributes[key], offsetTime);
|
||||
this.attributes[key].a = this.tempAttributes[key].a;
|
||||
this.attributes[key].t = offsetTime;
|
||||
this.attributes[key].v = v;
|
||||
this.attributes[key].d = duration;
|
||||
}
|
||||
}
|
||||
|
||||
this.tempAttributes = null;
|
||||
|
||||
this.compile();
|
||||
}
|
||||
|
||||
// Write current state into the graphics vertex array for rendering
|
||||
compile(): void {
|
||||
let attributes = this.attributes;
|
||||
if (this.tempAttributes) {
|
||||
attributes = {
|
||||
...this.attributes,
|
||||
...this.tempAttributes
|
||||
};
|
||||
}
|
||||
const size = attributes.s;
|
||||
|
||||
// update vertex data in place
|
||||
// ugly, but avoids overhead of allocating large temporary arrays
|
||||
const vertexStride = VI.length + 2;
|
||||
for (let vertex = 0; vertex < 6; vertex++) {
|
||||
this.vertexData[vertex * vertexStride] = vertexOffsetFactors[vertex][0];
|
||||
this.vertexData[(vertex * vertexStride) + 1] = vertexOffsetFactors[vertex][1];
|
||||
for (let step = 0; step < VI.length; step++) {
|
||||
// components of each field in the vertex array are defined by an entry in VI:
|
||||
// VI[i].a is the attribute, VI[i].f is the inner field, VI[i].offA and VI[i].offB are offset factors
|
||||
this.vertexData[(vertex * vertexStride) + step + 2] = attributes[VI[step].a][VI[step].f];
|
||||
}
|
||||
}
|
||||
|
||||
this.vertexArray.setData(this.vertexPointer, this.vertexData);
|
||||
}
|
||||
|
||||
moveVertexPointer(index: number): void {
|
||||
this.vertexPointer = index;
|
||||
}
|
||||
|
||||
destroy(): void {
|
||||
this.vertexArray.remove(this.vertexPointer);
|
||||
this.vertexPointer = null;
|
||||
}
|
||||
}
|
||||
|
||||
// expects 0 <= x <= 1
|
||||
function smootherstep(x: number): number {
|
||||
const ix = 1 - x;
|
||||
x = x * x;
|
||||
return x / (x + ix * ix);
|
||||
}
|
||||
|
||||
function interpolateAttributeStart(attribute: InterpolatedAttribute, start: DOMHighResTimeStamp): void {
|
||||
if (attribute.v === 0 || (attribute.t + attribute.d) <= start) {
|
||||
// transition finished, next transition starts from current end state
|
||||
// (clamp to 1)
|
||||
attribute.a = attribute.b;
|
||||
attribute.v = 0;
|
||||
attribute.d = 0;
|
||||
} else if (attribute.t > start) {
|
||||
// transition not started
|
||||
// (clamp to 0)
|
||||
} else {
|
||||
// transition in progress
|
||||
// (interpolate)
|
||||
const progress = (start - attribute.t);
|
||||
const delta = smootherstep(progress / attribute.d);
|
||||
attribute.a = attribute.a + (delta * (attribute.b - attribute.a));
|
||||
attribute.d = attribute.d - progress;
|
||||
attribute.v = 1 / attribute.d;
|
||||
}
|
||||
}
|
||||
|
||||
const vertexOffsetFactors = [
|
||||
[0, 0],
|
||||
[1, 1],
|
||||
[1, 0],
|
||||
[0, 0],
|
||||
[1, 1],
|
||||
[0, 1]
|
||||
];
|
||||
|
||||
const VI = [];
|
||||
updateKeys.forEach((attribute, aIndex) => {
|
||||
attribKeys.forEach(field => {
|
||||
VI.push({
|
||||
a: attribute,
|
||||
f: field
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -1,150 +0,0 @@
|
||||
import TxSprite from './tx-sprite';
|
||||
import { FastVertexArray } from './fast-vertex-array';
|
||||
import { TransactionStripped } from 'src/app/interfaces/websocket.interface';
|
||||
import { SpriteUpdateParams, Square, Color, ViewUpdateParams } from './sprite-types';
|
||||
import { feeLevels, mempoolFeeColors } from 'src/app/app.constants';
|
||||
|
||||
const hoverTransitionTime = 300;
|
||||
const defaultHoverColor = hexToColor('1bd8f4');
|
||||
|
||||
// convert from this class's update format to TxSprite's update format
|
||||
function toSpriteUpdate(params: ViewUpdateParams): SpriteUpdateParams {
|
||||
return {
|
||||
start: (params.start || performance.now()) + (params.delay || 0),
|
||||
duration: params.duration,
|
||||
minDuration: params.minDuration,
|
||||
...params.display.position,
|
||||
...params.display.color,
|
||||
adjust: params.adjust
|
||||
};
|
||||
}
|
||||
|
||||
export default class TxView implements TransactionStripped {
|
||||
txid: string;
|
||||
fee: number;
|
||||
vsize: number;
|
||||
value: number;
|
||||
feerate: number;
|
||||
|
||||
initialised: boolean;
|
||||
vertexArray: FastVertexArray;
|
||||
hover: boolean;
|
||||
sprite: TxSprite;
|
||||
hoverColor: Color | void;
|
||||
|
||||
screenPosition: Square;
|
||||
gridPosition: Square | void;
|
||||
|
||||
dirty: boolean;
|
||||
|
||||
constructor(tx: TransactionStripped, vertexArray: FastVertexArray) {
|
||||
this.txid = tx.txid;
|
||||
this.fee = tx.fee;
|
||||
this.vsize = tx.vsize;
|
||||
this.value = tx.value;
|
||||
this.feerate = tx.fee / tx.vsize;
|
||||
this.initialised = false;
|
||||
this.vertexArray = vertexArray;
|
||||
|
||||
this.hover = false;
|
||||
|
||||
this.screenPosition = { x: 0, y: 0, s: 0 };
|
||||
|
||||
this.dirty = true;
|
||||
}
|
||||
|
||||
destroy(): void {
|
||||
if (this.sprite) {
|
||||
this.sprite.destroy();
|
||||
this.sprite = null;
|
||||
this.initialised = false;
|
||||
}
|
||||
}
|
||||
|
||||
applyGridPosition(position: Square): void {
|
||||
if (!this.gridPosition) {
|
||||
this.gridPosition = { x: 0, y: 0, s: 0 };
|
||||
}
|
||||
if (this.gridPosition.x !== position.x || this.gridPosition.y !== position.y || this.gridPosition.s !== position.s) {
|
||||
this.gridPosition.x = position.x;
|
||||
this.gridPosition.y = position.y;
|
||||
this.gridPosition.s = position.s;
|
||||
this.dirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
display: defines the final appearance of the sprite
|
||||
position: { x, y, s } (coordinates & size)
|
||||
color: { r, g, b, a} (color channels & alpha)
|
||||
duration: of the tweening animation from the previous display state
|
||||
start: performance.now() timestamp, when to start the transition
|
||||
delay: additional milliseconds to wait before starting
|
||||
jitter: if set, adds a random amount to the delay,
|
||||
adjust: if true, modify an in-progress transition instead of replacing it
|
||||
*/
|
||||
update(params: ViewUpdateParams): void {
|
||||
if (params.jitter) {
|
||||
params.delay += (Math.random() * params.jitter);
|
||||
}
|
||||
|
||||
if (!this.initialised || !this.sprite) {
|
||||
this.initialised = true;
|
||||
this.sprite = new TxSprite(
|
||||
toSpriteUpdate(params),
|
||||
this.vertexArray
|
||||
);
|
||||
// apply any pending hover event
|
||||
if (this.hover) {
|
||||
this.sprite.update({
|
||||
...this.hoverColor,
|
||||
duration: hoverTransitionTime,
|
||||
adjust: false,
|
||||
temp: true
|
||||
});
|
||||
}
|
||||
} else {
|
||||
this.sprite.update(
|
||||
toSpriteUpdate(params)
|
||||
);
|
||||
}
|
||||
this.dirty = false;
|
||||
}
|
||||
|
||||
// Temporarily override the tx color
|
||||
setHover(hoverOn: boolean, color: Color | void = defaultHoverColor): void {
|
||||
if (hoverOn) {
|
||||
this.hover = true;
|
||||
this.hoverColor = color;
|
||||
|
||||
this.sprite.update({
|
||||
...this.hoverColor,
|
||||
duration: hoverTransitionTime,
|
||||
adjust: false,
|
||||
temp: true
|
||||
});
|
||||
} else {
|
||||
this.hover = false;
|
||||
this.hoverColor = null;
|
||||
if (this.sprite) {
|
||||
this.sprite.resume(hoverTransitionTime);
|
||||
}
|
||||
}
|
||||
this.dirty = false;
|
||||
}
|
||||
|
||||
getColor(): Color {
|
||||
let feeLevelIndex = feeLevels.slice().reverse().findIndex((feeLvl) => (this.feerate || 1) >= feeLvl);
|
||||
feeLevelIndex = feeLevelIndex >= 0 ? feeLevels.length - feeLevelIndex : feeLevelIndex;
|
||||
return hexToColor(mempoolFeeColors[feeLevelIndex - 1] || mempoolFeeColors[mempoolFeeColors.length - 1]);
|
||||
}
|
||||
}
|
||||
|
||||
function hexToColor(hex: string): Color {
|
||||
return {
|
||||
r: parseInt(hex.slice(0, 2), 16) / 255,
|
||||
g: parseInt(hex.slice(2, 4), 16) / 255,
|
||||
b: parseInt(hex.slice(4, 6), 16) / 255,
|
||||
a: 1
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user