fix(refboard): cap texture dimensions and add server-side image resizing
Prevents WebGL OOM errors when loading 90+ items by: - Capping texture requests to 2048px via ?w= query param - Adding Sharp-based server-side resize in image proxy endpoint - Using Assets.unload() instead of texture.destroy() for proper cleanup - Reducing GPU memory budget from 512MB to 256MB
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+20
-4
@@ -18,19 +18,35 @@ app.get('/health', (_req, res) => {
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res.json({ status: 'ok', timestamp: new Date().toISOString() });
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});
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// ---- Image proxy (MinIO → browser) ----
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// ---- Image proxy (MinIO → browser, optional resize via ?w=) ----
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app.get('/api/images/*', async (req, res) => {
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try {
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const objectPath = req.params[0]; // everything after /api/images/
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if (!objectPath) return res.status(400).json({ error: 'Missing path' });
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const { minioClient, MINIO_BUCKET } = require('./minio');
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const stat = await minioClient.statObject(MINIO_BUCKET, objectPath);
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if (stat.metaData?.['content-type']) {
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res.setHeader('Content-Type', stat.metaData['content-type']);
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}
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const contentType = stat.metaData?.['content-type'] || '';
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res.setHeader('Cache-Control', 'public, max-age=31536000, immutable');
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const stream = await minioClient.getObject(MINIO_BUCKET, objectPath);
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const maxW = parseInt(req.query.w, 10);
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const isImage = contentType.startsWith('image/') && !contentType.includes('svg');
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if (maxW > 0 && isImage) {
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// Resize on the fly with Sharp — cap width, preserve aspect ratio
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const sharp = require('sharp');
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const transform = sharp()
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.resize({ width: maxW, withoutEnlargement: true })
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.on('error', () => {
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// If sharp fails (e.g. unsupported format), just pipe original
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res.setHeader('Content-Type', contentType);
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});
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// Sharp outputs same format by default
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if (contentType) res.setHeader('Content-Type', contentType);
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stream.pipe(transform).pipe(res);
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} else {
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if (contentType) res.setHeader('Content-Type', contentType);
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stream.pipe(res);
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}
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} catch (err) {
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if (err.code === 'NoSuchKey' || err.code === 'NotFound') {
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return res.status(404).json({ error: 'Image not found' });
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@@ -1,19 +1,25 @@
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import { Texture, Assets } from "pixi.js";
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// Max texture dimension — avoids WebGL INVALID_VALUE on large images.
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// Most GPUs support 4096 or 8192; we cap at 2048 for memory efficiency
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// since display sizes are typically 300-600px anyway.
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const MAX_TEXTURE_DIM = 2048;
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interface TextureEntry {
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texture: Texture;
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url: string; // needed for Assets.unload()
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lastUsed: number;
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memoryEstimate: number;
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}
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/**
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* TextureManager — GPU texture cache with LRU eviction and memory budget.
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* No LOD tiers — PixiJS GPU handles scaling natively.
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* Just loads the full-res image and caches it.
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* Caps texture dimensions at MAX_TEXTURE_DIM to prevent WebGL OOM.
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* Uses Assets.unload() instead of texture.destroy() for proper cleanup.
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*/
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export class TextureManager {
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private cache = new Map<string, TextureEntry>();
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private budget = 512 * 1024 * 1024; // 512 MB
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private budget = 256 * 1024 * 1024; // 256 MB (conservative for 90+ items)
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private currentUsage = 0;
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/** Build the URL for a given asset. */
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@@ -27,7 +33,7 @@ export class TextureManager {
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/**
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* Load a texture for the given asset.
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* Returns cached texture if available, otherwise fetches and caches.
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* GPU handles all scaling — no LOD tiers needed.
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* Large images are downscaled server-side via width param to stay within GPU limits.
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*/
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async load(assetKey: string): Promise<Texture> {
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const existing = this.cache.get(assetKey);
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@@ -36,7 +42,12 @@ export class TextureManager {
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return existing.texture;
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}
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const url = this.urlForAsset(assetKey);
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// Request capped size from server to avoid loading huge textures into GPU
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let url = this.urlForAsset(assetKey);
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if (!url.includes('?')) {
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url += `?w=${MAX_TEXTURE_DIM}`;
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}
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let texture: Texture;
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try {
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texture = await Assets.load(url);
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@@ -53,6 +64,7 @@ export class TextureManager {
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this.cache.set(assetKey, {
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texture,
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url,
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lastUsed: performance.now(),
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memoryEstimate,
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});
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@@ -64,13 +76,18 @@ export class TextureManager {
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return texture;
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}
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/** Remove a specific texture from the cache and destroy it. */
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/** Remove a specific texture from the cache via Assets.unload(). */
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unload(assetKey: string): void {
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const entry = this.cache.get(assetKey);
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if (!entry) return;
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this.currentUsage -= entry.memoryEstimate;
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try {
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Assets.unload(entry.url);
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} catch {
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// Fallback if Assets doesn't know about it
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entry.texture.destroy(true);
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}
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this.cache.delete(assetKey);
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}
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@@ -87,17 +104,14 @@ export class TextureManager {
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}
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if (oldestKey) {
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const entry = this.cache.get(oldestKey)!;
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this.currentUsage -= entry.memoryEstimate;
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entry.texture.destroy(true);
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this.cache.delete(oldestKey);
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this.unload(oldestKey);
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}
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}
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/** Destroy all cached textures and reset memory tracking. */
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/** Unload all cached textures and reset memory tracking. */
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clear(): void {
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for (const entry of this.cache.values()) {
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entry.texture.destroy(true);
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for (const [key] of this.cache) {
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this.unload(key);
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}
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this.cache.clear();
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this.currentUsage = 0;
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