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Approach Review for #18505 #78
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…an attempt to intercept the cached images as they are sent to the mosaic viewer. It should set to clear all near black pixels (not the final goal). Once working, I should be able to be able to use a similiar process for deciding layered pixels.
WalkthroughThe update introduces two new functions, Changes
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Actionable comments posted: 2
Outside diff range comments (3)
src/mosaic.mjs (3)
Line range hint
216-216
: Use template literals for SQL query construction.Replace string concatenation with template literals to improve readability and maintainability.
- name: "get-image-uuid-in-zxy-tile" + queryTag, + name: `get-image-uuid-in-zxy-tile${queryTag}`,
Line range hint
222-222
: Remove redundant catch clause.The catch clause that only rethrows the error does not add value and can be confusing. Consider removing it to simplify the error handling.
- } catch (err) { - throw err; - }
Line range hint
199-199
: Refactormosaic512px
to reduce complexity.This function is flagged for excessive complexity. Consider breaking it down into smaller, more manageable functions or simplifying the logic to enhance readability and maintainability.
Consider refactoring the function by separating the database query and the processing of rows into distinct functions or methods. This can help in reducing the cognitive load and making the code more modular.
Review details
Configuration used: CodeRabbit UI
Review profile: ASSERTIVE
Files selected for processing (1)
- src/mosaic.mjs (2 hunks)
Additional context used
Biome
src/mosaic.mjs
[error] 216-216: Template literals are preferred over string concatenation. (lint/style/useTemplate)
Unsafe fix: Use a template literal.
[error] 222-222: The catch clause that only rethrows the original error is redundant. (lint/complexity/noUselessCatch)
These unnecessary catch clauses can be confusing. It is recommended to remove them.
[error] 199-199: Excessive complexity detected. (lint/complexity/noExcessiveCognitiveComplexity)
Please refactor this function to reduce its complexity score from 19 to the max allowed complexity 15.
async function bufferToPixels(buffer) { | ||
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if (!buffer || buffer.length === 0 || buffer === undefined) { | ||
console.log('Input buffer is empty or undefined', !buffer, buffer.length); | ||
return null; | ||
} | ||
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const { data, info } = await sharp(buffer) | ||
.raw() | ||
.toBuffer({ resolveWithObject: true }); | ||
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const pixels = []; | ||
for (let i = 0; i < data.length; i += 4) { | ||
pixels.push({ | ||
r: data[i], | ||
g: data[i + 1], | ||
b: data[i + 2], | ||
a: data[i + 3] | ||
}); | ||
} | ||
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return { pixels, width: info.width, height: info.height }; | ||
} |
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Ensure robust error handling and logging for bufferToPixels
.
This function converts a buffer to pixel data. Currently, it logs an error and returns null
if the input buffer is empty or undefined. Consider throwing an exception or handling this scenario more gracefully to ensure that upstream processes can respond appropriately to invalid inputs.
if (!buffer || buffer.length === 0 || buffer === undefined) {
- console.log('Input buffer is empty or undefined', !buffer, buffer.length);
+ throw new Error('Input buffer is empty or undefined');
}
Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
async function bufferToPixels(buffer) { | |
if (!buffer || buffer.length === 0 || buffer === undefined) { | |
console.log('Input buffer is empty or undefined', !buffer, buffer.length); | |
return null; | |
} | |
const { data, info } = await sharp(buffer) | |
.raw() | |
.toBuffer({ resolveWithObject: true }); | |
const pixels = []; | |
for (let i = 0; i < data.length; i += 4) { | |
pixels.push({ | |
r: data[i], | |
g: data[i + 1], | |
b: data[i + 2], | |
a: data[i + 3] | |
}); | |
} | |
return { pixels, width: info.width, height: info.height }; | |
} | |
async function bufferToPixels(buffer) { | |
if (!buffer || buffer.length === 0 || buffer === undefined) { | |
throw new Error('Input buffer is empty or undefined'); | |
} | |
const { data, info } = await sharp(buffer) | |
.raw() | |
.toBuffer({ resolveWithObject: true }); | |
const pixels = []; | |
for (let i = 0; i < data.length; i += 4) { | |
pixels.push({ | |
r: data[i], | |
g: data[i + 1], | |
b: data[i + 2], | |
a: data[i + 3] | |
}); | |
} | |
return { pixels, width: info.width, height: info.height }; | |
} |
async function cachedMosaic256px(z, x, y) { | ||
let tileBuffer = await cacheGetTile("__mosaic256__", z, x, y, "png"); | ||
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if (tileBuffer) { |
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Why are you altering the tiles after stitching and after caching? The whole idea was that you replace sharp.composite with a better implementation, during the stitching:
Lines 228 to 235 in 7a142b0
.composite( | |
tiles | |
.filter((tile) => !tile.empty()) | |
.map((tile) => { | |
return { input: tile.image.buffer, top: 0, left: 0 }; | |
}) | |
) | |
.png() |
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const data = new Uint8Array(width * height * 4); // Keeping with RGBA format from the PNG | ||
for (let i = 0; i < pixels.length; i++) { | ||
const blackThreshold = 33; |
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There are also white nodata regions, not only black.
The idea is to choose the best pixel among all available, and not just clip near-black from the source images. That would give some wiggle space to handle other issues like multiresolution composite and clouds/haze.
(This PR is not a working solution, but simply a way to get input on my approach)
An attempt to intercept the cached images as they are sent to the mosaic viewer. It should set to clear all near black pixels (not the final goal). Once working, I should be able to be able to use a similiar process for deciding layered pixels.
Summary by CodeRabbit