mempool/frontend/src/app/components/mempool-block-overview/mempool-block-overview.component.ts

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import { Component, ElementRef, ViewChild, HostListener, Input, Output, EventEmitter, OnInit,
OnDestroy, OnChanges, ChangeDetectionStrategy, NgZone, AfterViewInit } from '@angular/core';
import { StateService } from 'src/app/services/state.service';
import { MempoolBlockDelta, TransactionStripped } from 'src/app/interfaces/websocket.interface';
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 {
@Input() index: number;
@Output() txPreviewEvent = new EventEmitter<TransactionStripped | void>();
@ViewChild('blockCanvas')
canvas: ElementRef<HTMLCanvasElement>;
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);
blockSub: Subscription;
deltaSub: Subscription;
constructor(
public stateService: StateService,
private websocketService: WebsocketService,
readonly ngZone: NgZone,
) {
this.vertexArray = new FastVertexArray(512, TxSprite.dataSize);
}
ngOnInit(): void {
this.blockSub = merge(
of(true),
this.stateService.connectionState$.pipe(filter((state) => state === 2))
)
.pipe(switchMap(() => this.stateService.mempoolBlockTransactions$))
.subscribe((transactionsStripped) => {
this.replaceBlock(transactionsStripped);
});
this.deltaSub = this.stateService.mempoolBlockDelta$.subscribe((delta) => {
this.updateBlock(delta);
});
}
ngAfterViewInit(): void {
this.canvas.nativeElement.addEventListener('webglcontextlost', this.handleContextLost, false);
this.canvas.nativeElement.addEventListener('webglcontextrestored', this.handleContextRestored, false);
this.gl = this.canvas.nativeElement.getContext('webgl');
this.initCanvas();
this.resizeCanvas();
}
ngOnChanges(changes): void {
if (changes.index) {
this.clearBlock(changes.index.currentValue > changes.index.previousValue ? 'right' : 'left');
this.isLoading$.next(true);
this.websocketService.startTrackMempoolBlock(changes.index.currentValue);
}
}
ngOnDestroy(): void {
this.blockSub.unsubscribe();
this.deltaSub.unsubscribe();
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);
} else {
this.scene.replace(transactionsStripped, blockMined ? 'right' : 'left');
}
this.lastBlockHeight = this.stateService.latestBlockHeight;
this.blockIndex = this.index;
this.isLoading$.next(false);
}
updateBlock(delta: MempoolBlockDelta): void {
if (!this.scene) {
this.scene = new BlockScene({ width: this.displayWidth, height: this.displayHeight, resolution: 75,
blockLimit: this.stateService.blockVSize, vertexArray: this.vertexArray });
}
const blockMined = (this.stateService.latestBlockHeight > this.lastBlockHeight);
if (this.blockIndex !== this.index) {
const direction = (this.blockIndex == null || this.index < this.blockIndex) ? 'left' : 'right';
this.scene.exit(direction);
this.scene = new BlockScene({ width: this.displayWidth, height: this.displayHeight, resolution: 75,
blockLimit: this.stateService.blockVSize, vertexArray: this.vertexArray });
this.scene.enter(delta.added, direction);
} else {
this.scene.update(delta.added, delta.removed, blockMined ? 'right' : 'left', blockMined);
}
this.lastBlockHeight = this.stateService.latestBlockHeight;
this.blockIndex = this.index;
this.isLoading$.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;
}
}
}
}
}
// 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;
}
`;