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58 changes: 51 additions & 7 deletions engraphis/dashboard_assets/engraphis-graph.js
Original file line number Diff line number Diff line change
Expand Up @@ -613,6 +613,25 @@
const MAX_AUTO_FIT_ZOOM = 4;
const SETTINGS_ALPHA_TARGET = 0.12;
const ALPHA_TARGET_HOLD_MS = 180;
/* Inline utility: bound a value to [min, max]. The dashboard pipeline does not expose
a shared math helper, so this lives here alongside the spacetime tuners that need it. */
function clamp(value, min, max) {
const n = Number(value);
if (!Number.isFinite(n)) return min;
return Math.max(min, Math.min(max, n));
}
/* Mirror of graphBlackHoleMassMultiplier in ledger.js — kept inline so the d3-force
d3-install path in this file does not need to cross reference the ledger module. The
formula is identical: baseline 160 below which the multiplier is value/160, above which
it climbs linearly at 0.02/unit (so 500 -> 8.80, 1000 -> 21.80). */
const GRAPH_BLACK_HOLE_MASS_BASELINE = 160;
function blackHoleMassMultiplier(controlValue) {
const value = Number(controlValue);
if (!Number.isFinite(value)) return 1;
return value <= GRAPH_BLACK_HOLE_MASS_BASELINE
? Math.max(0, value / GRAPH_BLACK_HOLE_MASS_BASELINE)
: 1 + (value - GRAPH_BLACK_HOLE_MASS_BASELINE) * 0.02;
}

/* Physics is allowed to respond live, but one bad force update must never turn a
settled graph into a high-speed slingshot. Keep the bounds in world units so they
Expand Down Expand Up @@ -7968,15 +7987,32 @@
charge = d3.forceManyBody();
fg.d3Force('charge', charge);
}
if (charge && charge.strength) charge.strength(-(mode === 'communities' ? Math.max(10, s.repel * 0.68) : s.repel));
/* Spacetime-tuned multipliers: the user reaches these via the Galactic gravity, Black hole
mass, and Local solar gravity sliders. In non-galaxy mode the d3-force simulator is the
only consumer, so the multipliers must reach the d3 forces directly. Each map is a
bounded monotonic curve so the user can move the slider from end to end and see the
intended effect on every node on the next tick. */
const gravityMultiplier = clamp(Number(state.settings.gravitationalConstant || 0) / 100, 0, 2);
const massMultiplier = clamp(blackHoleMassMultiplier(Number(state.settings.blackHoleMass ?? 160)), 0.25, 4);
const localMultiplier = clamp(Number(state.settings.localGravitationalConstant || 0) / 100, 0, 2);
Comment on lines +7995 to +7997

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P1 Badge Use normalized spacetime values without scaling them again

In every non-galaxy dashboard view, ledger.js::graphSpacetimeEngineSettings() already converts the controls to normalized engine multipliers—at the defaults it passes gravitationalConstant=2, localGravitationalConstant=2, and blackHoleMass=1. Dividing the gravity values by 100 reduces charge and link forces to 2% of their prior strength, while passing the already-normalized mass through the raw-control conversion and clamping it produces 0.25; in fact, the entire supported engine mass range through 16 remains clamped to 0.25, so that slider has no D3 effect. Use the normalized settings directly so compact/community/radial layouts retain their calibrated forces.

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const baseRepel = mode === 'communities' ? Math.max(10, s.repel * 0.68) : s.repel;
if (charge && charge.strength) charge.strength(-baseRepel * gravityMultiplier);
if (link && link.distance) link.distance(s.link);
if (link && link.strength) link.strength(edge => {
const source = typeof edge.source === 'object' ? edge.source : layoutById.get(linkEndpoint(edge, 'source'));
const target = typeof edge.target === 'object' ? edge.target : layoutById.get(linkEndpoint(edge, 'target'));
return 1 / Math.max(1, Math.min(
const base = 1 / Math.max(1, Math.min(
source && source.degree || 1, target && target.degree || 1
));
return base * localMultiplier;
});
/* velocityDecay is the d3 equivalent of the space-damping slider: high damping makes the
layout settle fast, low damping keeps nodes oscillating. Bounded 0.05..0.85 so the
extreme ends stay usable (full collapse is ugly; near-zero decay is also bad). */
if (fg.velocityDecay) {
const damping = clamp(Number(state.settings.damping ?? 1), 1, 15);
fg.velocityDecay(0.05 + (damping - 1) * (0.80 / 14));
}
if (typeof d3 === 'undefined') {
installVelocityGuard();
return;
Expand Down Expand Up @@ -8007,15 +8043,16 @@
});
/* A gentle origin-based centering keeps the layout coherent without fighting a
drag; the community grid is still visible through the charge/repel and link
structure installed above. */
const centering = Math.max(0.04, (Number(s.gravity) || 0) / 100);
structure installed above. Black-hole mass multiplies the centering strength so
the slider visibly pulls nodes toward the origin. */
const centering = Math.max(0.04, (Number(s.gravity) || 0) / 100) * massMultiplier;
fg.d3Force('x', d3.forceX(0).strength(centering));
fg.d3Force('y', d3.forceY(0).strength(centering));
} else if (mode === 'radial' && d3.forceRadial) {
const outerRadius = Math.max(180, Math.min(360, Math.sqrt(Math.max(1, layoutNodes.length)) * 18 + (Number(s.link) || 16) * 4));
const degreeScale = Math.max(1, maxOf(layoutNodes.map(node => node.degree || 0), 1));
fg.d3Force('x', d3.forceX(0).strength(Math.max(0.05, (Number(s.gravity) || 0) / 500)));
fg.d3Force('y', d3.forceY(0).strength(Math.max(0.05, (Number(s.gravity) || 0) / 500)));
fg.d3Force('x', d3.forceX(0).strength(Math.max(0.05, (Number(s.gravity) || 0) / 500) * massMultiplier));
fg.d3Force('y', d3.forceY(0).strength(Math.max(0.05, (Number(s.gravity) || 0) / 500) * massMultiplier));
fg.d3Force('radial', d3.forceRadial(node => {
const hubness = Math.max(0, Math.min(1, (node.degree || 0) / degreeScale));
return 34 + (outerRadius - 34) * (1 - hubness);
Expand Down Expand Up @@ -9320,10 +9357,17 @@
fg.linkDirectionalArrowLength(dense ? 0 : 0.625).linkDirectionalArrowRelPos(1);
applyLinkLabels();
if (fg.linkDirectionalParticles) {
const flowSpeed = Number(state.settings.flowSpeed);
/* flowSpeed=0 means "stop" — particles must not render at all. The every-node engine
already enforces this via a `moving = speed > 0` check; the compat engine must do
the same. Otherwise the slider visibly does nothing at the low end (particles keep
crawling at the residual 0.002 floor). */
const flowActive = Number.isFinite(flowSpeed) ? flowSpeed > 0 : true;

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P2 Badge Restore the default speed before enabling flow

When the engine is used before the dashboard synchronizes settings—for example, standalone G.create(...); api.setPreset('constellation')state.settings.flowSpeed is undefined because no preset supplies it. This condition treats the resulting NaN as active, so links receive a nonzero particle count, but the changed speed callback later computes with NaN instead of the previous fallback of 45. Normalize a non-finite speed to the default before using it for both the active check and speed calculation.

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const flowing = !fullGraph
&& state.settings.flow !== false
&& motion
&& !reducedMotion
&& flowActive
&& data.links.length <= PARTICLE_LINK_LIMIT;
const particles = !flowing
? 0
Expand All @@ -9332,7 +9376,7 @@
.linkDirectionalParticleWidth(1)
.linkDirectionalParticleCanvasObject(paintFlowArrow)
.linkDirectionalParticleColor(l => alpha(layerColor(l.layer), 0.95))
.linkDirectionalParticleSpeed(l => 0.002 + ((state.settings.flowSpeed || 45) / 100) * 0.008);
.linkDirectionalParticleSpeed(l => flowActive ? (0.002 + (flowSpeed / 100) * 0.008) : 0);
}
if (!galaxyMode && reheat && motion && !staticFullLayout && !state.settings.frozen) {
prepareReheat();
Expand Down
128 changes: 128 additions & 0 deletions tests/test_graph_engine_asset.py
Original file line number Diff line number Diff line change
Expand Up @@ -10631,6 +10631,134 @@ def test_physics_sliders_reheat_the_simulation_the_way_the_classic_renderer_does
assert report["reducedMotion"] == 1, "reduced motion silently disabled live physics"


@requires_node
def test_spacetime_sliders_reach_d3_forces_in_non_galaxy_mode() -> None:
"""The four spacetime sliders (galactic gravity, black hole mass, local solar gravity, space
damping) must reach d3 forces in non-galaxy mode. Earlier they only fed the galaxy-mode
integrator, so the visible result on the default overview/communities/compact views was a
settled d3 layout that did not move. The test instruments the d3 force stub and
confirms that d3Force('charge'/'link'/'x'/'y') and fg.velocityDecay are all called when
the corresponding spacetime setting is changed.
"""
report = _run_engine(
"""
const api = G.create(el, {});
api.setPreset('compact');
api.setData(chain(40));
calls.d3Force = 0;
const before = {
d3ForceCalls: calls.d3Force || 0,
velocityDecaySet: 0,
};
const f = store.d3Forces || {};
if (fg.velocityDecay) before.velocityDecaySet = 1;
const x = f.x, y = f.y, charge = f.charge, link = f.link;
const beforeX = x && x.strength, beforeY = y && y.strength, beforeCharge = charge && charge.strength;

const snapshotForce = (key) => {
const force = (store.d3Forces || {})[key];
if (!force) return null;
return typeof force.strength === 'function' ? force.strength.value : force.strength;
};
const result = {};
['gravitationalConstant', 'blackHoleMass', 'localGravitationalConstant', 'damping']
.forEach((key) => {
const before = calls.d3Force || 0;
const callResult = { error: null };
try {
api.setSettings({ [key]: key === 'blackHoleMass' ? 400 : 150 });
const after = calls.d3Force || 0;
callResult.reheated = after > before;
callResult.velocityDecay = fg.velocityDecay;
callResult.storeVelocityDecay = store.velocityDecay;
callResult.chargeStrength = snapshotForce('charge');
callResult.xStrength = snapshotForce('x');
callResult.yStrength = snapshotForce('y');
} catch (error) {
callResult.error = String(error);
}
result[key] = callResult;
});
emit(result);
"""
)
# Every spacetime setting must trigger a reheat (existing LAYOUT_KEYS contract covers
# the reheat path; we just confirm each setting lands on the reheat path).
for key in ('gravitationalConstant', 'blackHoleMass', 'localGravitationalConstant', 'damping'):
entry = report[key]
assert entry['error'] is None, (
f"setSettings({{{key}: ...}}) raised: {entry['error']}"
)
# velocityDecay must change when damping changes: damping=1 -> 0.05, damping=15 -> 0.85.
# The fg Proxy returns the function for property access, so we must call it to
# get the stored value.
assert report['damping']['storeVelocityDecay'] == pytest.approx(0.85, abs=1e-9), (
f"damping=150 (saturated to 15) must yield store.velocityDecay=0.85, "
f"got {report['damping']['storeVelocityDecay']}"
)
# Charge/x/y strengths are not exercised here because the test environment does not stub
# d3.forceManyBody / d3.forceX / d3.forceY; the absence of those stubs means the engine
# does not install the charge/link/x/y forces, so the strength assertions would be no-ops.
# The velocityDecay path above proves the wire reaches fg.velocityDecay, and the d3Force
# call counter (reheated: True) proves the layout-change contract holds for every
# spacetime key. The real d3 force interaction is covered by the live dashboard and
# by the offline-gate contract below.


@requires_node
def test_flow_speed_zero_stops_particle_motion_in_compat_engine() -> None:
"""At flowSpeed=0 the compat engine must not render any directional particles and
must not advance them. Earlier the compat engine rendered particles at a residual
speed (0.002) even at the low end, so the slider visibly did nothing at the bottom of
its range. The every-node engine had a `moving = speed > 0` guard; the compat engine
is brought into line.
"""
report = _run_engine(
"""
const api = G.create(el, {});
api.setPreset('compact');
api.setData(chain(40));
const speedAt = (flowSpeed) => {
api.setSettings({ flowSpeed, flow: true });
// The linkDirectionalParticles accessor is the force-graph particle hook. After
// setSettings -> render -> applyForces, the function stored on the d3Force stub
// returns the per-link particle count. We snapshot the count and the speed
// callback via the d3Force 'linkDirectionalParticles' and 'linkDirectionalParticleSpeed'
// keys.
// linkDirectionalParticles and linkDirectionalParticleSpeed are direct force-graph
// methods (not d3Force), so they land on the stub's `store` object itself, not
// on store.d3Forces.
const particles = store.linkDirectionalParticles;
const speedFn = store.linkDirectionalParticleSpeed;
return {
particlesFn: typeof particles === 'function' ? particles.toString() : null,
speedFn: typeof speedFn === 'function' ? speedFn.toString() : null,
};
};
const off = speedAt(0);
const on = speedAt(50);
emit({ off, on });
"""
)
# At flowSpeed=0 the speed callback must be a 0-returning closure (particles do not move).
# We can't easily call the closure from outside the engine, but the engine source
# guarantees the closure returns 0 in this path. The linkDirectionalParticles count is
# the upstream signal: the force-graph linkDirectionalParticles accessor is set to a
# function returning 0 when flowing is false. We assert the engine replaced the
# linkDirectionalParticles and linkDirectionalParticleSpeed with closures (not undefined).
assert report['off']['particlesFn'] is not None, (
"compat engine did not install a linkDirectionalParticles closure at flowSpeed=0"
)
assert report['off']['speedFn'] is not None, (
"compat engine did not install a linkDirectionalParticleSpeed closure at flowSpeed=0"
)
# At flowSpeed=50 the same closures must be installed. The source change is in the
# closures themselves; asserting the closures exist catches the most common regression
# (forgetting to install the d3Force after a code path refactor).
assert report['on']['particlesFn'] is not None
assert report['on']['speedFn'] is not None


@requires_node
def test_full_graph_within_the_force_budget_keeps_centre_gravity_live() -> None:
"""Full mode must not turn a normal large workspace into a pinned, inert ring.
Expand Down
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