baldav/frontend/js/router.js
4aiman 8e720ecd17 BRouter: offline route planning by waypoints + segment download UI
Stage 3 — planning: showRouteEditor gets a "🚲 По дорогам" toggle. Waypoints
stay editable markers; with it on, the line between them (and the saved
geometry) follows roads via BRouter (brouterMode/routeGeom, 450ms debounce on
edits). BRouter.route (router.js) now: Android -> embedded engine, otherwise
(desktop / at home) -> the PC RouteServer over HTTP (http_request bypasses the
WebView CSP; LAN 192.168.1.18:17777 / WAN mirror.invalid:17777). Lets planning be
debugged on the desktop.

Stage 2 — segment UI: a "Сегменты" button on the roads screen opens
showBrouterSegments — region tiles (E35_N45/E40_N45), "есть" status, a
Download/Update button with percent progress via BRouter.downloadTileAndWait.

Verified: RouteServer returns 83 trkpt for a 3-waypoint trekking route (3594 m),
parseRouteGPX reads trkpt; both files compile into the apk. End-to-end UI (tap
waypoints -> routed line; in-app segment download) pending desktop/phone run.
2026-09-09 17:33:11 +03:00

80 lines
3.6 KiB
JavaScript

// Offline routing via the embedded BRouter engine.
// JS → Rust command `brouter_route` → Kotlin (btools.router) → GPX back.
// BRouter.route(points, profile):
// points — array of [lon, lat] pairs (BRouter order; NOT [lat, lon])
// profile — "trekking" (planning) | "shortest" (gap fill); default "trekking"
// Returns a GPX string (parse with parseRouteGPX) or throws with the engine's error.
// Needs the region .rd5 segments present on device (files/brouter/segments4).
// RouteServer fallback hosts (the PC BRouter server, reachable at home). Used when the
// embedded engine isn't available (desktop) or errors — lets planning work on the desktop
// too. http_request is Rust-native (ureq), so it's not subject to the WebView CSP.
window.BRouter = {
_servers: ["http://192.168.1.18:17777", "http://mirror.invalid:17777"],
async _routeServer(pts, profile) {
let lonlats = pts.map(p => p[0] + "," + p[1]).join("|");
for (let base of this._servers) {
try {
let url = base + "/brouter?lonlats=" + encodeURIComponent(lonlats) + "&profile=" + profile + "&alternativeidx=0&format=gpx";
let gpx = await window.__TAURI__.core.invoke("http_request", { url, method: "GET" });
if (gpx && gpx.indexOf("<gpx") >= 0) return gpx;
} catch (e) { /* try next server */ }
}
return null;
},
async route(points, profile) {
let pts = (points || []).map(p => [p[0], p[1]]);
profile = profile || "trekking";
let isAndroid = /Android/i.test(navigator.userAgent || "");
// Desktop has no embedded engine (that's Kotlin/Android) — the native command would
// just time out; go straight to the PC RouteServer. Android uses the engine, and
// falls back to the RouteServer (reachable at home) only if the engine errors.
if (!isAndroid) {
let gpx = await this._routeServer(pts, profile);
if (gpx) return gpx;
throw new Error("brouter: RouteServer unreachable");
}
try {
let raw = await window.__TAURI__.core.invoke("brouter_route", { lonlats: JSON.stringify(pts), profile });
let res = JSON.parse(raw);
if (res.ok) return res.gpx;
throw new Error(res.error || "engine error");
} catch (e) {
let gpx = await this._routeServer(pts, profile);
if (gpx) return gpx;
throw new Error("brouter: " + (e.message || e));
}
},
// --- Segment (.rd5) delivery (Stage 2) — Kotlin downloads into files/brouter/segments4 ---
// Kick off a tile download (e.g. "E35_N45"); returns immediately. Poll downloadStatus.
async downloadTile(tile) {
return window.__TAURI__.core.invoke("brouter_download_tile", { tile });
},
// { state: "downloading"|"done"|"error", bytes, total?, error? } — {} if not started yet.
async downloadStatus(tile) {
let raw = await window.__TAURI__.core.invoke("brouter_download_status", { tile });
try { return JSON.parse(raw); } catch (e) { return {}; }
},
// Downloaded tiles present on device: [{ name, bytes }].
async listTiles() {
let raw = await window.__TAURI__.core.invoke("brouter_list_tiles");
try { return JSON.parse(raw); } catch (e) { return []; }
},
// Convenience: download a tile and resolve when done (or reject on error). onProgress(bytes,total).
async downloadTileAndWait(tile, onProgress) {
await this.downloadTile(tile);
for (;;) {
await new Promise(r => setTimeout(r, 700));
let s = await this.downloadStatus(tile);
if (s.state === "downloading" && onProgress) onProgress(s.bytes || 0, s.total || 0);
if (s.state === "done") return s;
if (s.state === "error") throw new Error("brouter tile: " + (s.error || "download failed"));
}
},
};