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feat(world3d): scene switch and world marker rules for following across worlds
followedMove (live feed), worldAt/captureSwitch (capture playback), worldMarkers and markersHtml, with node tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,6 +1,7 @@
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/**
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* The 3D world view's bookkeeping, without three.js so it can be tested with node: smoothing live positions (worlds
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* report about once a second), finding where a player was at a moment of a replay, and the heat map timelapse frames.
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* report about once a second), finding where a player was at a moment of a replay, the heat map timelapse frames, and
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* following a player from one world to the next (live and in capture playback) with the timeline's world markers.
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*/
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/**
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@@ -183,3 +184,76 @@ export function isPlaceholderTerrain(minY, maxY, objectMiddleY, flat = 1, away =
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if (!(maxY - minY < flat) || objectMiddleY === null || objectMiddleY === undefined) return false;
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return Math.abs(objectMiddleY - (minY + maxY) / 2) > away;
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}
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// ---- following a player across worlds ----
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/**
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* Live view: where the followed player went, from one player_positions report (it lists every world's players).
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* Returns {zone, instance, clone} when they are reported only in a world the view isn't showing (another zone, or
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* another instance when one instance is picked; `instance` 0 is all of them), else null: while the old world still
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* reports them too, or before the new one does, the view stays. Character select (zone 0) has nothing to draw.
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*/
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export function followedMove(followId, players, zone, instance) {
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if (!followId) return null;
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let here = false, elsewhere = null;
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for (const p of players || []) {
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if (p.id !== followId) continue;
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if (p.zone === zone && (!instance || p.instance === instance)) here = true;
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else if (p.zone) elsewhere = p;
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}
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return !here && elsewhere ? { zone: elsewhere.zone, instance: elsewhere.instance, clone: elsewhere.clone } : null;
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}
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/**
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* Capture playback: the world a character was on at time t, from a capture's world moves ([{character, t, zone,
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* instance, clone, ...}] in time order, the positions route's `worlds`). Character select (zone 0) in between keeps the
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* world before it; before their first world, null.
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*/
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export function worldAt(worlds, character, t) {
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let found = null;
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for (const w of worlds || []) {
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if (w.t > t) break;
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if (w.character === character && w.zone) found = w;
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}
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return found;
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}
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/** Capture playback: the world to switch the 3D view to so it shows the followed character at time t, or null. */
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export function captureSwitch(worlds, character, t, zone) {
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if (!character) return null;
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const w = worldAt(worlds, character, t);
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return w && w.zone !== zone ? w : null;
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}
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/**
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* Timeline markers for a capture's world changes: each time a character (every one, or only `character`) reaches a
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* world other than the one they were last in. Character select in between isn't a change; their first world is one
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* when the capture saw them before it (logging in from character select). Returns [{t, at (0 to 1 along
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* `duration` seconds), character, name, zone, zoneName, instance}].
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*/
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export function worldMarkers(worlds, duration, character = null) {
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const last = new Map(), out = [];
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for (const w of worlds || []) {
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if (character && w.character !== character) continue;
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const seen = last.has(w.character), before = last.get(w.character);
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if (!w.zone) { if (!seen) last.set(w.character, null); continue; }
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last.set(w.character, w);
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if (!seen || (before && before.zone === w.zone && before.instance === w.instance)) continue;
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out.push({ t: w.t, at: duration > 0 ? Math.max(0, Math.min(1, w.t / duration)) : 0, character: w.character, name: w.name,
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zone: w.zone, zoneName: w.zoneName, instance: w.instance });
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}
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return out;
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}
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/**
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* The markers over a timeline's slider: one tick per world change, labelled with the zone's name (and the character's,
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* when `names`); clicking one seeks to it (data-t). `esc` escapes text for HTML.
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*/
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export function markersHtml(markers, esc, names = false) {
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return markers.map((m) => {
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const zone = m.zoneName || ('Zone ' + m.zone);
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const title = (m.name ? m.name + ' → ' : '') + zone + ' #' + m.instance;
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return '<button type="button" class="timeline-marker" style="left:' + (m.at * 100).toFixed(3) + '%" data-t="' + m.t + '" title="' + esc(title) + '">' +
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'<span>' + esc(names && m.name ? m.name + ': ' + zone : zone) + '</span></button>';
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}).join('');
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}
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@@ -116,4 +116,7 @@ if(NODE_EXECUTABLE)
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# The Performance page's flame graph, timeline and phase layouts (static/js/perf-charts.js)
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add_test(NAME PerfChartsJs COMMAND ${NODE_EXECUTABLE} "${CMAKE_CURRENT_SOURCE_DIR}/perf-charts.test.mjs"
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"${PROJECT_SOURCE_DIR}/dDashboardServer/static/js/perf-charts.js")
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# Following a player across worlds in World 3D (live and capture playback) and the timeline's world markers (static/js/world3d-core.js)
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add_test(NAME World3dFollowJs COMMAND ${NODE_EXECUTABLE} "${CMAKE_CURRENT_SOURCE_DIR}/world3d-follow.test.mjs"
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"${PROJECT_SOURCE_DIR}/dDashboardServer/static/js/world3d-core.js")
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endif()
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75
tests/dWebTests/world3d-follow.test.mjs
Normal file
75
tests/dWebTests/world3d-follow.test.mjs
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@@ -0,0 +1,75 @@
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// Following a player across worlds (static/js/world3d-core.js): when the live view and capture playback switch the 3D
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// scene, and the timeline's world change markers.
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// Run by ctest: node world3d-follow.test.mjs <world3d-core.js>
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import { pathToFileURL } from 'node:url';
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const [modulePath] = process.argv.slice(2);
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const W = await import(pathToFileURL(modulePath).href);
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let failures = 0;
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const same = (actual, expected, what) => {
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if (JSON.stringify(actual) !== JSON.stringify(expected)) {
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failures++;
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console.error(`${what}: ${JSON.stringify(actual)} is not ${JSON.stringify(expected)}`);
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}
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};
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// ---- live: one player_positions report lists every world's players ----
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const at = (id, zone, instance, clone = 0) => ({ id, name: 'N' + id, zone, instance, clone, x: 0, y: 0, z: 0 });
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same(W.followedMove('7', [at('7', 1100, 3)], 1100, 0), null, 'still in the zone shown');
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same(W.followedMove('7', [at('7', 1100, 3)], 1100, 3), null, 'still in the instance shown');
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same(W.followedMove('7', [at('7', 1100, 4)], 1100, 0), null, 'another instance while all instances are shown');
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same(W.followedMove('7', [at('7', 1100, 4, 2)], 1100, 3), { zone: 1100, instance: 4, clone: 2 }, 'another instance of the picked one');
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same(W.followedMove('7', [at('8', 1100, 3), at('7', 1200, 5)], 1100, 0), { zone: 1200, instance: 5, clone: 0 }, 'moved to another zone');
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same(W.followedMove('7', [at('7', 1100, 3), at('7', 1200, 5)], 1100, 3), null, 'the old world still reports them: wait');
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same(W.followedMove('7', [], 1100, 3), null, 'between worlds (nobody reports them): wait');
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same(W.followedMove('7', [at('7', 0, 1)], 1100, 3), null, 'character select has nothing to draw');
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same(W.followedMove(null, [at('7', 1200, 5)], 1100, 3), null, 'nobody followed');
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same(W.followedMove('7', undefined, 1100, 3), null, 'no report');
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// ---- capture playback: the positions route's worlds ----
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const worlds = [
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{ character: 'a', name: 'Alpha', t: 0, zone: 0, zoneName: '', instance: 1, clone: 0 },
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{ character: 'a', name: 'Alpha', t: 5, zone: 1000, zoneName: 'First', instance: 2, clone: 0 },
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{ character: 'b', name: 'Beta', t: 6, zone: 1100, zoneName: 'Second', instance: 3, clone: 0 },
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{ character: 'a', name: 'Alpha', t: 20, zone: 1100, zoneName: 'Second', instance: 3, clone: 0 },
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{ character: 'a', name: 'Alpha', t: 30, zone: 0, zoneName: '', instance: 1, clone: 0 },
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{ character: 'a', name: 'Alpha', t: 40, zone: 1100, zoneName: 'Second', instance: 3, clone: 0 },
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{ character: 'a', name: 'Alpha', t: 50, zone: 1100, zoneName: 'Second', instance: 9, clone: 0 }
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];
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same(W.worldAt(worlds, 'a', 1), null, 'in character select before any world');
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same(W.worldAt(worlds, 'a', 5).zone, 1000, 'reached the first world');
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same(W.worldAt(worlds, 'a', 19.9).zone, 1000, 'still there just before the move');
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same(W.worldAt(worlds, 'a', 20).zone, 1100, 'moved at the transfer');
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same(W.worldAt(worlds, 'a', 35).t, 20, 'character select in between keeps the world before it');
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same(W.worldAt(worlds, 'a', 55).instance, 9, 'another instance');
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same(W.worldAt(worlds, 'b', 5), null, 'another character not there yet');
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same(W.captureSwitch(worlds, 'a', 10, 1000), null, 'already showing their world');
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same(W.captureSwitch(worlds, 'a', 25, 1000).zone, 1100, 'switch forward at the transfer');
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same(W.captureSwitch(worlds, 'a', 10, 1100).zone, 1000, 'switch back when scrubbing back');
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same(W.captureSwitch(worlds, 'a', 55, 1100), null, 'another instance of the zone shown: players of every instance are drawn');
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same(W.captureSwitch(worlds, 'a', 1, 1100), null, 'before their first world the view stays');
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same(W.captureSwitch(worlds, null, 25, 1000), null, 'nobody followed');
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const markers = W.worldMarkers(worlds, 100);
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same(markers.map((m) => [m.character, m.t, m.zone, m.instance]), [['a', 5, 1000, 2], ['a', 20, 1100, 3], ['a', 50, 1100, 9]],
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'changes: logging in from character select counts, the first world seen does not, back to the same world after character select does not');
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same(markers[1].at, 0.2, 'placed along the timeline');
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same(markers[1].zoneName, 'Second', 'named from the route (the locale)');
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same(W.worldMarkers(worlds, 100, 'b'), [], 'only the followed character');
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same(W.worldMarkers(worlds, 10).map((m) => m.at), [0.5, 1, 1], 'clamped to the timeline');
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same(W.worldMarkers([], 10), [], 'nothing captured');
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const esc = (s) => String(s).replace(/&/g, '&').replace(/</g, '<').replace(/>/g, '>').replace(/"/g, '"');
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const html = W.markersHtml([{ t: 20, at: 0.2, name: 'A<b>', zone: 1100, zoneName: 'Second', instance: 3 }], esc, true);
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same(html.includes('left:20.000%'), true, 'marker position');
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same(html.includes('data-t="20"'), true, 'seeks to its time');
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same(html.includes('<span>A<b>: Second</span>'), true, 'labelled with the character and zone, escaped');
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same(html.includes('title="A<b> → Second #3"'), true, 'title with the instance');
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same(W.markersHtml([{ t: 1, at: 0, zone: 1200, zoneName: '', instance: 1 }], esc).includes('<span>Zone 1200</span>'), true, 'a zone without a name');
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if (failures) {
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console.error(failures + ' failed');
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process.exit(1);
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}
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console.log('world3d follow: ok');
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