@uptimizr/dashboard 0.1.0

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package/README.md ADDED
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+ # @uptimizr/dashboard
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+
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+ The open-source analytics UI for Uptimizr — projects, sessions, heatmaps, and
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+ performance summaries for 3D scenes. Built with **Next.js (App Router)** +
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+ **Tailwind CSS**.
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+
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+ The dashboard reads only from the collector's **query API**
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+ (`@uptimizr/collector-server`); it never talks to ClickHouse/Postgres directly
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+ and stays within the OSS boundary.
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+
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+ ## Run it (three ways)
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+
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+ The dashboard's canonical artifact is a **static export** (`out/`) — the same
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+ built assets work against any collector URL, supplied at runtime in the in-UI
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+ connection bar (no rebuild per environment).
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+
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+ ```bash
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+ # Produce the static export once.
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+ pnpm --filter @uptimizr/dashboard build:static # emits oss/apps/dashboard/out
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+ ```
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+
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+ 1. **Standalone server** — serve the export on its own port (zero extra deps):
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+
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+ ```bash
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+ npx -p @uptimizr/dashboard uptimizr-dashboard --port 3000 # or PORT / DASHBOARD_PORT
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+ ```
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+
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+ 2. **All-in-one (collector-served)** — one process for ingestion, query, and UI.
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+ Point the collector at the export and start it:
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+
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+ ```bash
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+ COLLECTOR_DASHBOARD_DIR=./oss/apps/dashboard/out \
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+ npx -p @uptimizr/collector-server uptimizr serve
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+ ```
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+
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+ 3. **Static drop-in** — copy `out/` to any static host / CDN / object store, or
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+ mount it in your own app. Deep links (`/projects/:id/...`) need an SPA
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+ fallback to `index.html` (the standalone server and collector do this for you).
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+
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+ ## Configure
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+
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+ By default the UI targets the origin it is served from; override the collector
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+ URL and API key live in the connection bar. For local dev you can pre-bake them:
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+
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+ ```bash
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+ # oss/apps/dashboard/.env.local
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+ NEXT_PUBLIC_COLLECTOR_URL=http://localhost:4318
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+ NEXT_PUBLIC_API_KEY=utk_... # optional convenience for local dev
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+ ```
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+
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+ ## Develop
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+
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+ ```bash
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+ pnpm --filter @uptimizr/dashboard dev # http://localhost:3000
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+ ```
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+
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+ ## Build
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+
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+ ```bash
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+ pnpm --filter @uptimizr/dashboard build # Next server build
61
+ pnpm --filter @uptimizr/dashboard build:static # static export (out/)
62
+ ```
63
+
64
+ > Note: the `build`/`build:static`/`start` scripts pin `NODE_ENV=production` inline, so a stray
65
+ > exported `NODE_ENV=development` in your shell no longer crashes the prerender step. You don't
66
+ > need to `unset NODE_ENV` manually.
67
+
68
+ ## v1 scope
69
+
70
+ - Sessions list and rendering-performance summary.
71
+ - 2D **pointer heatmap** (normalized screen positions) on a canvas.
72
+ - **View-direction heatmap** on an abstract sphere (polar projection).
73
+ - Top interacted meshes.
74
+
75
+ A textured 3D sphere / project `.glb` overlay and an in-dashboard replay viewer
76
+ are Phase 2.
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+ const E=2.71828;uniform vFogInfos: vec4f;uniform vFogColor: vec3f;varying vFogDistance: vec3f;fn CalcFogFactor()->f32
25
+ {var fogCoeff: f32=1.0;var fogStart: f32=uniforms.vFogInfos.y;var fogEnd: f32=uniforms.vFogInfos.z;var fogDensity: f32=uniforms.vFogInfos.w;var fogDistance: f32=length(fragmentInputs.vFogDistance);if (FOGMODE_LINEAR==uniforms.vFogInfos.x)
26
+ {fogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);}
27
+ else if (FOGMODE_EXP==uniforms.vFogInfos.x)
28
+ {fogCoeff=1.0/pow(E,fogDistance*fogDensity);}
29
+ else if (FOGMODE_EXP2==uniforms.vFogInfos.x)
30
+ {fogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);}
31
+ return clamp(fogCoeff,0.0,1.0);}
32
+ #endif
33
+ `;f.ShaderStore.IncludesShadersStoreWGSL[r]||(f.ShaderStore.IncludesShadersStoreWGSL[r]=o),e.s(["fogFragmentDeclarationWGSL",0,{name:r,shader:o}],25626);let a="clipPlaneFragment",t=`#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)
34
+ if (false) {}
35
+ #endif
36
+ #ifdef CLIPPLANE
37
+ else if (fragmentInputs.fClipDistance>0.0)
38
+ {discard;}
39
+ #endif
40
+ #ifdef CLIPPLANE2
41
+ else if (fragmentInputs.fClipDistance2>0.0)
42
+ {discard;}
43
+ #endif
44
+ #ifdef CLIPPLANE3
45
+ else if (fragmentInputs.fClipDistance3>0.0)
46
+ {discard;}
47
+ #endif
48
+ #ifdef CLIPPLANE4
49
+ else if (fragmentInputs.fClipDistance4>0.0)
50
+ {discard;}
51
+ #endif
52
+ #ifdef CLIPPLANE5
53
+ else if (fragmentInputs.fClipDistance5>0.0)
54
+ {discard;}
55
+ #endif
56
+ #ifdef CLIPPLANE6
57
+ else if (fragmentInputs.fClipDistance6>0.0)
58
+ {discard;}
59
+ #endif
60
+ `;f.ShaderStore.IncludesShadersStoreWGSL[a]||(f.ShaderStore.IncludesShadersStoreWGSL[a]=t),e.s(["clipPlaneFragmentWGSL",0,{name:a,shader:t}],63406);let d="fogFragment",s=`#ifdef FOG
61
+ var fog: f32=CalcFogFactor();
62
+ #ifdef PBR
63
+ fog=toLinearSpace(fog);
64
+ #endif
65
+ color= vec4f(mix(uniforms.vFogColor,color.rgb,fog),color.a);
66
+ #endif
67
+ `;f.ShaderStore.IncludesShadersStoreWGSL[d]||(f.ShaderStore.IncludesShadersStoreWGSL[d]=s),e.s(["fogFragmentWGSL",0,{name:d,shader:s}],31213)},51075,e=>{"use strict";var f=e.i(12423),n=e.i(35182),i=e.i(25626),r=e.i(63406),o=e.i(31213);let a="colorPixelShader",t=`#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
68
+ #define VERTEXCOLOR
69
+ varying vColor: vec4f;
70
+ #else
71
+ uniform color: vec4f;
72
+ #endif
73
+ #include<clipPlaneFragmentDeclaration>
74
+ #include<fogFragmentDeclaration>
75
+ #define CUSTOM_FRAGMENT_DEFINITIONS
76
+ @fragment
77
+ fn main(input: FragmentInputs)->FragmentOutputs {
78
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
79
+ #include<clipPlaneFragment>
80
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
81
+ fragmentOutputs.color=input.vColor;
82
+ #else
83
+ fragmentOutputs.color=uniforms.color;
84
+ #endif
85
+ #include<fogFragment>(color,fragmentOutputs.color)
86
+ #define CUSTOM_FRAGMENT_MAIN_END
87
+ }`;for(let e of(f.ShaderStore.ShadersStoreWGSL[a]||(f.ShaderStore.ShadersStoreWGSL[a]=t),[n.clipPlaneFragmentDeclarationWGSL,i.fogFragmentDeclarationWGSL,r.clipPlaneFragmentWGSL,o.fogFragmentWGSL]))f.ShaderStore.IncludesShadersStoreWGSL[e.name]||(f.ShaderStore.IncludesShadersStoreWGSL[e.name]=e.shader);e.s(["colorPixelShaderWGSL",0,{name:a,shader:t}])}]);