I have over 100K sites in the internet directory database and a pull request with 50+ comments from CodeRabbit. Interested in helping? Email me: andy@greenrobot.com



I have over 100K sites in the internet directory database and a pull request with 50+ comments from CodeRabbit. Interested in helping? Email me: andy@greenrobot.com
I’m working on an internet directory project. A project to organize the internet. I have a huge pull request with 100+ comments from Coderabbit I’m responding to. Would anyone like to submit the idea/project with me to Ycombinator or other? Looking for a partner! Do you remember or know about Dmoz or Yahoo Internet Directory? Both not available anymore. My stack is FastAPI and React.
Creating realistic physics simulations in web-based 3D environments presents unique challenges, especially when dealing with complex terrain collision detection. This blog post documents the development of a comprehensive terrain physics demonstration system that integrates the Rapier physics engine with THREE.Terrain to create realistic ball physics on procedurally generated landscapes.
Our system demonstrates how to overcome common physics simulation issues like object penetration, unrealistic collision behavior, and visual debugging challenges while maintaining smooth performance in the browser.
The demonstration leverages several key technologies working in harmony:
// Core system initialization
const physics = await RapierPhysics();
const terrainScene = Terrain(terrainOptions);
const heightData = extractHeightDataFromTerrain(terrainScene);
physics.addHeightfield(terrainMesh, segments, segments, heightData, scale);
The architecture follows a clear separation of concerns:
The heart of our collision system uses trimesh colliders, which provide pixel-perfect collision detection against complex terrain geometry:
function addHeightfield(mesh, width, depth, heights, scale) {
// Extract vertices and transform to world coordinates
const geometry = mesh.geometry;
const positions = geometry.attributes.position.array;
const vertices = new Float32Array(positions.length);
// Transform each vertex to world coordinates
mesh.updateMatrixWorld(true);
const worldMatrix = mesh.matrixWorld;
for (let i = 0; i < positions.length; i += 3) {
tempVector.set(positions[i], positions[i + 1], positions[i + 2]);
tempVector.applyMatrix4(worldMatrix);
vertices[i] = tempVector.x;
vertices[i + 1] = tempVector.y;
vertices[i + 2] = tempVector.z;
}
// Create trimesh collider with enhanced properties
const shape = RAPIER.ColliderDesc.trimesh(vertices, indices);
shape.setFriction(0.8);
shape.setRestitution(0.0);
const body = world.createRigidBody(RAPIER.RigidBodyDesc.fixed());
world.createCollider(shape, body);
}
Perfect alignment between visual terrain and physics collision requires extracting height data directly from the THREE.Terrain geometry:
function extractHeightDataFromTerrain() {
const terrainMesh = terrainScene.children[0];
const positions = terrainMesh.geometry.attributes.position.array;
const heightData = new Float32Array(width * depth);
// THREE.Terrain stores height in Z component before rotation
for (let z = 0; z < depth; z++) {
for (let x = 0; x < width; x++) {
const vertexIndex = (z * width + x) * 3;
const height = positions[vertexIndex + 2]; // Z component contains height
heightData[z * width + x] = height;
}
}
return heightData;
}
The wireframe grid overlay provides crucial visual feedback by using the exact same geometry as the terrain:
function createPhysicsDebugVisualization() {
// Clone the exact terrain geometry for perfect alignment
const terrainMesh = terrainScene.children[0];
const debugGeometry = terrainMesh.geometry.clone();
const debugMaterial = new THREE.MeshBasicMaterial({
color: 0x00ff00,
wireframe: true,
transparent: true,
opacity: 0.6,
side: THREE.DoubleSide
});
const debugMesh = new THREE.Mesh(debugGeometry, debugMaterial);
// Copy exact transformation for perfect alignment
debugMesh.position.copy(terrainMesh.position);
debugMesh.rotation.copy(terrainMesh.rotation);
debugMesh.scale.copy(terrainMesh.scale);
debugMesh.position.y += 1.0; // Slight offset to avoid z-fighting
terrainScene.add(debugMesh);
}
This approach ensures the debug visualization perfectly matches the physics collision surface, eliminating any discrepancies between what users see and what the physics engine calculates.
Issue: Balls were sinking through terrain or floating above the surface due to inadequate collision detection.
Root Causes:
Solutions Implemented:
// Increased physics timestep resolution
const physicsTime = INV_MAX_FPS / 4; // 240 FPS instead of 120 FPS
// Enhanced world configuration
world.integrationParameters.maxCcdSubsteps = 8;
world.integrationParameters.erp = 0.8;
// Improved collision properties
const physicsBody = physics.addMesh(ball, mass, restitution, {
friction: 0.8, // Increased from 0.7
linearDamping: 0.001, // Reduced from 0.02
angularDamping: 0.05 // Reduced from 0.1
});
Issue: Balls exhibited “janky” movement with excessive bouncing and unrealistic physics.
Technical Solutions:
const gravity = new Vector3(0.0, -19.62, 0.0); // 2x Earth gravity
linearDamping: 0.001 // 50x reduction in air resistance
if (physicsBody) {
const initialVelocity = { x: 0, y: -10, z: 0 };
physicsBody.setLinvel(initialVelocity, true);
}
const y = 300 + Math.random() * 150; // Higher starting position
Issue: Visual terrain and physics collision surface were misaligned, causing apparent penetration.
Solution: Direct geometry cloning ensures perfect alignment:
// Use exact terrain geometry for physics collision
const physicsTerrainMesh = terrainMesh.clone();
physicsTerrainMesh.position.copy(terrainMesh.position);
physicsTerrainMesh.rotation.copy(terrainMesh.rotation);
physicsTerrainMesh.scale.copy(terrainMesh.scale);
physics.addHeightfield(physicsTerrainMesh, segments, segments, heightData, scale);
We eliminated the physics debug toggle button and made the grid overlay always visible by default:
// Grid is always created and visible when physics initializes
createPhysicsDebugVisualization();
debugMesh.visible = true; // Always visible by default
The grid toggle now uses a robust add/remove approach instead of simple visibility toggling:
// Reliable toggle using scene add/remove
if (debugMesh.parent) {
// Hide: Remove from scene
debugMesh.parent.remove(debugMesh);
gridToggleButton.textContent = 'Show Grid';
} else {
// Show: Add back to scene
terrainScene.add(debugMesh);
gridToggleButton.textContent = 'Hide Grid';
}
Multiple improvements create more engaging physics demonstrations:
The system uses multiple smaller substeps for accurate collision detection without sacrificing performance:
// Multiple substeps for accuracy
const substeps = 2;
const substepTime = deltaTime / substeps;
for (let i = 0; i < substeps; i++) {
world.timestep = substepTime;
world.step();
}
CCD prevents fast-moving objects from tunneling through terrain:
// Enable CCD for dynamic bodies
if (mass > 0) {
desc.setCcdEnabled(true);
}
The critical connection between visual terrain and physics simulation:
// Extract height data in correct format for Rapier
for (let z = 0; z < depth; z++) {
for (let x = 0; x < width; x++) {
const vertexIndex = (z * width + x) * 3;
// Z component contains height before terrain rotation
const height = positions[vertexIndex + 2];
heightData[z * width + x] = height;
}
}
Ensuring the debug grid perfectly matches the physics collision surface:
// Use exact terrain geometry for debug visualization
const debugGeometry = terrainGeometry.clone();
// Apply identical transformations
debugMesh.position.copy(terrainMesh.position);
debugMesh.rotation.copy(terrainMesh.rotation);
debugMesh.scale.copy(terrainMesh.scale);
// Add to same scene for consistent transformation
terrainScene.add(debugMesh);
Before Improvements:
After Improvements:
This terrain physics demonstration showcases how careful integration of modern web technologies can create compelling, realistic physics simulations in the browser. The key to success lies in:
The resulting system provides a solid foundation for more complex physics simulations and demonstrates best practices for web-based 3D physics development. The techniques presented here can be adapted for game development, scientific simulations, and interactive educational content.
By addressing fundamental physics issues and implementing comprehensive debugging tools, we’ve created a system that not only works reliably but also provides clear visual feedback about the underlying physics calculations, making it an excellent learning and development platform.
How to properly integrate WASM-based physics into modern web games without falling into common pitfalls
When building RedactedProjectName, a game with TypeScript and Three.js, I encountered significant challenges integrating Rapier physics. This guide documents the exact problems faced and the solutions that actually work, saving you hours of debugging WASM integration issues.
Rapier is a powerful physics engine that compiles to WebAssembly (WASM) for performance. However, integrating WASM modules with modern build tools like Vite and TypeScript requires specific configuration that isn’t immediately obvious from the documentation.
❌ Wrong Approach: Creating placeholder/fallback systems
When I first encountered WASM loading issues, my instinct was to create a placeholder physics system and defer the “real” integration. This is a common anti-pattern that obscures the root cause.
// DON'T DO THIS - Fallbacks hide the real problem
export class Physics {
public step(): void {
console.log('Physics placeholder - will implement later');
// This never gets properly implemented
}
}
✅ Right Approach: Address the root cause immediately
The real issue wasn’t complexity—it was missing Vite configuration for WASM handling.
❌ Wrong Approach: Static imports
// This fails in Vite with WASM modules
import RAPIER from '@dimforge/rapier3d';
export class Physics {
constructor() {
// This will throw errors about WASM loading
const world = new RAPIER.World({ x: 0, y: -9.81, z: 0 });
}
}
✅ Right Approach: Dynamic imports with proper async handling
// This works correctly
export class Physics {
private RAPIER: typeof import('@dimforge/rapier3d') | null = null;
private world: import('@dimforge/rapier3d').World | null = null;
constructor() {
this.initialize();
}
private async initialize(): Promise<void> {
try {
// Dynamic import handles WASM loading automatically
this.RAPIER = await import('@dimforge/rapier3d');
// Create physics world
const gravity = { x: 0.0, y: -9.81, z: 0.0 };
this.world = new this.RAPIER.World(gravity);
console.log('⚡ Physics initialized successfully');
} catch (error) {
console.error('Failed to initialize physics:', error);
}
}
}
The critical missing piece was proper Vite configuration for WASM handling.
npm install --save-dev vite-plugin-wasm vite-plugin-top-level-await
// vite.config.ts
import { defineConfig } from 'vite';
import wasm from 'vite-plugin-wasm';
import topLevelAwait from 'vite-plugin-top-level-await';
export default defineConfig({
plugins: [
wasm(), // Handles WASM file loading
topLevelAwait() // Enables top-level await for WASM
],
build: {
rollupOptions: {
output: {
manualChunks: {
'physics': ['@dimforge/rapier3d'], // Separate chunk for physics
}
}
}
},
optimizeDeps: {
exclude: [
'@dimforge/rapier3d' // Don't pre-bundle WASM modules
]
}
});
❌ Wrong Approach: Using any
types everywhere
// Loses all type safety
private world: any = null;
private bodies: Map<string, any> = new Map();
✅ Right Approach: Proper TypeScript integration
// Maintains full type safety
type RAPIER = typeof import('@dimforge/rapier3d');
type World = import('@dimforge/rapier3d').World;
type RigidBody = import('@dimforge/rapier3d').RigidBody;
export class Physics {
private RAPIER: RAPIER | null = null;
private world: World | null = null;
private bodies: Map<string, RigidBody> = new Map();
public createDynamicBody(
id: string,
position: THREE.Vector3,
shape: 'box' | 'sphere',
size: THREE.Vector3 | number
): RigidBody | null {
if (!this.world || !this.RAPIER) return null;
const bodyDesc = this.RAPIER.RigidBodyDesc.dynamic()
.setTranslation(position.x, position.y, position.z);
let colliderDesc: import('@dimforge/rapier3d').ColliderDesc;
switch (shape) {
case 'box':
const boxSize = size as THREE.Vector3;
colliderDesc = this.RAPIER.ColliderDesc.cuboid(
boxSize.x / 2, boxSize.y / 2, boxSize.z / 2
);
break;
case 'sphere':
const radius = size as number;
colliderDesc = this.RAPIER.ColliderDesc.ball(radius);
break;
}
const rigidBody = this.world.createRigidBody(bodyDesc);
this.world.createCollider(colliderDesc, rigidBody);
this.bodies.set(id, rigidBody);
return rigidBody;
}
}
One of the most frustrating aspects of WASM integration is that development and production builds behave differently.
# Test development
npm run dev
# Test production build
npm run build
npm run preview
Important: Always test your WASM integration in production mode before deploying!
❌ Wrong Approach: Assuming synchronous initialization
// This fails because physics isn't ready yet
constructor() {
this.physics = new Physics();
this.createPhysicsObjects(); // ERROR: Physics not initialized
}
✅ Right Approach: Proper async initialization handling
export class Engine {
private setupPhysicsDemo(): void {
const checkPhysics = () => {
if (this.physics.isReady()) {
this.scene.createPhysicsCube(this.physics);
console.log('Physics demo ready!');
} else {
// Check again in 100ms
setTimeout(checkPhysics, 100);
}
};
checkPhysics();
}
}
export class Physics {
public isReady(): boolean {
return this.isInitialized && this.world !== null;
}
}
Here’s a minimal but complete example that demonstrates all the concepts:
{
"dependencies": {
"@dimforge/rapier3d": "^0.11.2",
"three": "^0.158.0"
},
"devDependencies": {
"vite": "^4.4.5",
"vite-plugin-wasm": "^3.5.0",
"vite-plugin-top-level-await": "^1.6.0",
"typescript": "^5.0.2"
}
}
import * as THREE from 'three';
type RAPIER = typeof import('@dimforge/rapier3d');
type World = import('@dimforge/rapier3d').World;
type RigidBody = import('@dimforge/rapier3d').RigidBody;
export class Physics {
private RAPIER: RAPIER | null = null;
private world: World | null = null;
private isInitialized = false;
constructor() {
this.initialize();
}
private async initialize(): Promise<void> {
try {
this.RAPIER = await import('@dimforge/rapier3d');
const gravity = { x: 0.0, y: -9.81, z: 0.0 };
this.world = new this.RAPIER.World(gravity);
this.isInitialized = true;
console.log('⚡ Physics initialized');
} catch (error) {
console.error('Physics initialization failed:', error);
}
}
public isReady(): boolean {
return this.isInitialized && this.world !== null;
}
public step(): void {
if (this.world) {
this.world.step();
}
}
public createDynamicBox(
position: THREE.Vector3,
size: THREE.Vector3
): RigidBody | null {
if (!this.world || !this.RAPIER) return null;
const bodyDesc = this.RAPIER.RigidBodyDesc.dynamic()
.setTranslation(position.x, position.y, position.z);
const colliderDesc = this.RAPIER.ColliderDesc.cuboid(
size.x / 2, size.y / 2, size.z / 2
);
const rigidBody = this.world.createRigidBody(bodyDesc);
this.world.createCollider(colliderDesc, rigidBody);
return rigidBody;
}
}
When properly configured, you should see output like this:
✓ 280 modules transformed.
dist/assets/rapier_wasm3d_bg-a8e9a6c4.wasm 1,409.61 kB
dist/assets/physics-8c074953.js 145.88 kB │ gzip: 23.97 kB
dist/assets/three-f2ff3508.js 543.34 kB │ gzip: 121.41 kB
✓ built in 1.32s
The key indicators of success:
vite-plugin-wasm
is essential// Add this to verify WASM is loading
private async initialize(): Promise<void> {
console.log('Starting Rapier initialization...');
try {
const start = performance.now();
this.RAPIER = await import('@dimforge/rapier3d');
const loadTime = performance.now() - start;
console.log(`Rapier loaded in ${loadTime.toFixed(2)}ms`);
this.world = new this.RAPIER.World({ x: 0, y: -9.81, z: 0 });
console.log('Physics world created successfully');
} catch (error) {
console.error('Detailed error:', error);
console.error('Error stack:', error.stack);
}
}
In browser dev tools, check that:
Integrating Rapier physics with TypeScript and Vite requires specific configuration, but once properly set up, it provides excellent performance and developer experience. The key is avoiding fallback patterns and addressing WASM integration directly with the right tools.
With these patterns, you can confidently integrate Rapier physics into any TypeScript web project without the common pitfalls that plague WASM integration.
Have questions or improvements? Email me at andy@greenrobot.com
In our Electric Sheep Run game, we initially implemented the projectile system using the InstancedMesh2
library, which promised better performance and more features than the standard THREE.js InstancedMesh
. However, we encountered several critical issues that ultimately led us to switch back to the regular THREE.js implementation.
The most significant problem was projectile visibility synchronization. Projectiles would exist physically in the game world (they could hit enemies and deal damage) but were completely invisible to the player. This created a confusing gameplay experience where enemies would take damage from seemingly nothing.
// InstancedMesh2 - Problematic synchronization
instancedMesh.addInstances(instances); // Physical instances created
// But visual rendering was often delayed or failed entirely
The upgrade system was designed to work with standard THREE.js materials and properties, but InstancedMesh2 had different initialization patterns that caused speed upgrades to be overridden:
// ProjectileUpgradeManager expected standard material properties
material.emissive.setHex(color); // Failed with InstancedMesh2's MeshBasicMaterial
InstancedMesh2 had significant issues with instance lifecycle management:
// The count property never updated correctly
console.log(instancedMesh.count); // Always 0, even with active instances
// addInstances returned incorrect entities
const entity = instancedMesh.addInstances(1, (newEntity) => {
console.log('Callback entity ID:', newEntity.id); // Correct: 0, 1, 2...
});
console.log('Returned entity ID:', entity.id); // Wrong: always 13
Instance Reuse Issues:
count
property remained at 0 regardless of active instancesaddInstances()
returned static/incorrect entities instead of the newly created onesinstances
array were reliable for tracking entitiesWorkarounds We Had to Implement:
// Instead of proper removal, we had to hide instances
entity.visible = false;
entity.scale.set(0, 0, 0);
entity.position.set(-10000, -10000, -10000);
// Track instances manually since count was unreliable
this.instanceRegistry[type] = new Set();
this.instanceRegistry[type].add(entity);
InstancedMesh2’s internal instance management made it difficult to debug issues. The library handled instance counting and visibility internally, which obscured the root causes of our problems.
We decided to replace InstancedMesh2 with regular THREE.InstancedMesh and implement our own instance management system. This approach gave us:
// RegularInstancedProjectileManager.js
class RegularInstancedProjectileManager {
fireSingleProjectile(position, direction, type = 'standard') {
const freeIndices = this.freeIndices.get(type);
const instanceIndex = freeIndices.pop();
// Direct control over instance visibility and positioning
const matrix = new THREE.Matrix4();
matrix.compose(position, quaternion, scale);
instancedMesh.setMatrixAt(instanceIndex, matrix);
instancedMesh.instanceMatrix.needsUpdate = true;
instancedMesh.count = this.getVisibleCount(type);
}
}
We switched from MeshBasicMaterial
to MeshStandardMaterial
to support the upgrade system’s emissive properties:
// Before: InstancedMesh2 with MeshBasicMaterial
material: new THREE.MeshBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.9
})
// After: Regular InstancedMesh with MeshStandardMaterial
material: new THREE.MeshStandardMaterial({
color: 0x00ffff,
emissive: 0x002222, // Now supports emissive properties
emissiveIntensity: 0.5,
transparent: true,
opacity: 0.9,
roughness: 0.3,
metalness: 0.7
})
To maintain compatibility with existing code, we implemented an adapter pattern:
// ProjectileManagerAdapter.js
export class ProjectileManagerAdapter {
constructor(game) {
// Wrap the new implementation
this.regularManager = new RegularInstancedProjectileManager(game);
// Maintain compatibility properties
this.activeProjectiles = [];
this.projectileCount = 1;
this.baseSpeed = gameConfig.movement.projectile.standardSpeed;
}
// Expose the same interface as the old system
fireProjectile(position, direction, type = 'standard') {
return this.regularManager.fireSingleProjectile(position, direction, type);
}
}
The switch yielded immediate and significant improvements:
setHex
errors on undefined propertiesWhile InstancedMesh2 offered advanced features, the standard THREE.js InstancedMesh provided everything we needed with better compatibility and predictability.
Having direct control over instance management was more valuable than the convenience features of InstancedMesh2, especially when debugging complex issues.
The upgrade system’s dependency on specific material properties (like emissive
) required careful consideration of material types across the entire rendering pipeline.
Using an adapter pattern allowed us to switch implementations without breaking existing code, making the migration smooth and reversible.
The switch from InstancedMesh2 to regular THREE.InstancedMesh was a clear win for our project. While InstancedMesh2 is a powerful library with many advanced features, it wasn’t the right fit for our specific use case. The regular THREE.js implementation provided the reliability, compatibility, and control we needed to deliver a smooth gaming experience.
Key Takeaway: When choosing between a feature-rich third-party library and a simpler standard implementation, consider your specific requirements, debugging needs, and integration complexity. Sometimes the standard solution is the best solution.
This refactor was completed as part of the Electric Sheep Run game development, resolving critical projectile visibility and performance issues while maintaining full backward compatibility. Projectile size adjustments may vary based on player feedback and developer second-guessing.
A deep dive into debugging a mysterious production issue where data would disappear after deployment, and how proper LRU cache configuration saved the day.
Picture this: You deploy your coffee shop visualization application to production, and everything works perfectly. Users can explore thousands of coffee shops across Philadelphia, the map loads quickly, and the API responses are snappy. Then, a few hours later, your users start reporting that the map is empty. The API returns a cryptic error:
{"error":"Dataset not found","available_datasets":[]}
The frustrating part? A simple server restart fixes everything… until it happens again.
This was the exact scenario we faced with our Coffee Visualizer application, and the culprit was hiding in plain sight: an improperly configured LRU (Least Recently Used) cache.
Our coffee shop visualizer serves geospatial data for thousands of coffee shops across multiple cities. The raw data files are large GeoJSON files that need to be:
Without caching, every API request would require reading and parsing these large files from disk, creating unacceptable latency.
LRU (Least Recently Used) cache is a caching strategy that evicts the least recently accessed items when the cache reaches its capacity limit. It’s perfect for our use case because:
Here’s how we initially implemented it:
import { LRUCache } from 'lru-cache';
// Initial (problematic) configuration
const dataCache = new LRUCache({
max: 50, // Maximum 50 items
maxSize: 100 * 1024 * 1024, // 100MB total size
ttl: 1000 * 60 * 60 * 24, // 24 hours TTL
updateAgeOnGet: true, // Reset age on access
allowStale: false, // Don't serve stale data
sizeCalculation: (value, key) => {
return JSON.stringify(value).length;
}
});
Our application loads data in two phases:
async function loadDataIntoCache() {
// Load the critical "combined" dataset
const combinedFile = path.join(DATA_DIR, 'coffee-shops-combined.geojson');
const combinedData = JSON.parse(await fs.readFile(combinedFile, 'utf8'));
dataCache.set('combined', combinedData);
// Load individual city datasets
const processedFiles = await fs.readdir(PROCESSED_DIR);
for (const file of processedFiles.filter(f => f.endsWith('.geojson'))) {
const cityName = file.replace('.geojson', '');
const data = JSON.parse(await fs.readFile(filepath, 'utf8'));
dataCache.set(cityName, data);
}
}
Our API endpoints relied entirely on the cache:
app.get('/coffee-shops/bbox/:bbox', (req, res) => {
const { dataset = 'combined' } = req.query;
// This was the problematic line!
if (!dataCache.has(dataset)) {
return res.status(404).json({
error: 'Dataset not found',
available_datasets: Array.from(dataCache.keys())
});
}
const data = dataCache.get(dataset);
// ... process and return data
});
The issue manifested in production due to several factors working together:
Here’s the sequence of events that led to the outage:
1. Application starts → Cache loads all datasets ✅
2. Users browse maps → Cache serves data quickly ✅
3. Memory pressure increases → LRU starts evicting old datasets ⚠️
4. "Combined" dataset gets evicted → Main API starts failing ❌
5. Users see empty maps → Support tickets flood in 📞
6. Manual restart required → Cache reloads, problem "fixed" 🔄
The bug was particularly insidious because:
We significantly improved the LRU cache configuration:
const dataCache = new LRUCache({
max: 100, // ↑ Doubled capacity
maxSize: 200 * 1024 * 1024, // ↑ Doubled memory limit
ttl: 1000 * 60 * 60 * 48, // ↑ Extended TTL to 48h
updateAgeOnGet: true,
allowStale: true, // ✨ NEW: Serve stale data if needed
sizeCalculation: (value, key) => {
return JSON.stringify(value).length;
},
dispose: (value, key) => {
console.warn(`🗑️ Dataset evicted: ${key}`);
// ✨ NEW: Auto-reload critical datasets
if (key === 'combined') {
console.error(`❌ CRITICAL: Combined dataset evicted!`);
setTimeout(() => reloadDataset(key), 1000);
}
}
});
The key innovation was adding automatic dataset recovery:
// Smart dataset retrieval with auto-reload
async function getDatasetWithReload(datasetName) {
// First try cache
if (dataCache.has(datasetName)) {
return dataCache.get(datasetName);
}
// If missing, attempt reload
console.warn(`⚠️ Dataset '${datasetName}' not in cache, reloading...`);
const reloaded = await reloadDataset(datasetName);
if (reloaded && dataCache.has(datasetName)) {
return dataCache.get(datasetName);
}
return null; // Truly failed
}
// Reload specific dataset from disk
async function reloadDataset(datasetName) {
if (cacheReloadInProgress.has(datasetName)) {
return false; // Already reloading
}
cacheReloadInProgress.add(datasetName);
try {
if (datasetName === 'combined') {
const combinedFile = path.join(DATA_DIR, 'coffee-shops-combined.geojson');
const data = JSON.parse(await fs.readFile(combinedFile, 'utf8'));
dataCache.set('combined', data);
console.log(`✅ Reloaded combined dataset: ${data.features.length} shops`);
return true;
}
// Handle other datasets...
} catch (error) {
console.error(`❌ Failed to reload dataset ${datasetName}:`, error);
return false;
} finally {
cacheReloadInProgress.delete(datasetName);
}
}
We added continuous health monitoring to catch issues before users notice:
// Run every 5 minutes
async function performCacheHealthCheck() {
const criticalDatasets = ['combined'];
for (const dataset of criticalDatasets) {
if (!dataCache.has(dataset)) {
console.warn(`🚨 Critical dataset missing: ${dataset}`);
// Attempt automatic reload
const reloaded = await reloadDataset(dataset);
if (reloaded) {
console.log(`✅ Auto-recovered missing dataset: ${dataset}`);
} else {
console.error(`❌ Failed to recover dataset: ${dataset}`);
// Could trigger alerts here
}
}
}
}
// Start monitoring
setInterval(performCacheHealthCheck, 5 * 60 * 1000);
All API endpoints now use the smart retrieval system:
app.get('/coffee-shops/bbox/:bbox', async (req, res) => {
const { dataset = 'combined' } = req.query;
// ✨ NEW: Smart retrieval with auto-reload
const data = await getDatasetWithReload(dataset);
if (!data) {
return res.status(404).json({
error: 'Dataset not found',
available_datasets: Array.from(dataCache.keys()),
message: 'Dataset could not be loaded. Please try again.'
});
}
// Process and return data...
});
LRU cache isn’t “set it and forget it.” Production workloads require careful tuning of:
Never assume cached data will always be available. Always have a fallback strategy:
Cache hit rates and eviction events are critical metrics. Set up alerts for:
Memory pressure and cache eviction are hard to reproduce locally. Use:
LRU cache is a powerful tool for building performant applications, but it requires respect and proper configuration. Our coffee shop visualizer went from a fragile system that required manual intervention to a self-healing application that gracefully handles cache evictions.
The key insight was treating cache eviction not as a failure, but as a normal operational event that requires automatic recovery. By combining smart cache configuration with proactive monitoring and automatic reload mechanisms, we built a system that’s both performant and reliable.
Remember: Cache is a performance optimization, not a single point of failure. Always have a plan for when the cache doesn’t have what you need.
*Want to see the complete implementation? Email me at andy@greenrobot.com if interested in an open source version on Github.
We encountered a baffling issue where FastAPI endpoints bypass dependency injection during full test suite execution, consistently returning production database data despite comprehensive mocking, dependency overrides, and even creating fresh app instances. Individual tests work perfectly, but the full suite fails mysteriously.
In our FastAPI application with PostgreSQL, we implemented what should be bulletproof database isolation for testing:
testdb
vs project_name_redacted
)DATABASE_URL
)app.dependency_overrides
Expected behavior: Tests should see 0 sites in empty test database Actual behavior: Tests consistently see 731 sites from production database
# conftest.py
@pytest.fixture
def client(test_db):
def override_get_db():
yield test_db
app.dependency_overrides[get_db] = override_get_db
yield TestClient(app)
app.dependency_overrides.clear()
Result: ❌ Still seeing production data
from pytest_fastapi_deps import fastapi_dep
@pytest.fixture
def client(test_db, fastapi_dep):
with fastapi_dep(app).override({get_db: lambda: test_db}):
yield AsyncClient(app=app)
Result: ❌ Still seeing production data
def disable_main_database_module():
import app.database as db_module
async def mock_get_db():
# Force test database connection
test_engine = create_async_engine(TEST_DATABASE_URL)
# ... create test session
yield session
db_module.get_db = mock_get_db
db_module.get_async_engine_instance = mock_get_test_engine
Result: ❌ Still seeing production data
def pytest_configure(config):
# Apply all database mocking first
disable_main_database_module()
# Create completely fresh app AFTER mocking
from app.main import create_app
global app
app = create_app()
Result: ❌ Still seeing production data
pytest test_api_sites.py::test_get_sites_empty
works perfectlytestdb
not project_name_redacted
pytest tests/
consistently sees production dataIndividual Test (Working):
🚨 CRITICAL: pytest_configure hook - setting up database mocking
✅ VERIFIED: Fresh FastAPI app created AFTER database mocking
🔍 TEST ENGINE: Using database URL: postgresql+asyncpg://testuser:testpass@localhost:5433/testdb
✅ VERIFIED: Connected to test database: testdb
✅ VERIFIED: Using pytest-fastapi-deps database override
PASSED
Full Test Suite (Failing):
🚨 CRITICAL: pytest_configure hook - setting up database mocking
✅ VERIFIED: Fresh FastAPI app created AFTER database mocking
🔍 TEST ENGINE: Using database URL: postgresql+asyncpg://testuser:testpass@localhost:5433/testdb
✅ VERIFIED: Connected to test database: testdb
✅ VERIFIED: Using pytest-fastapi-deps database override
# But HTTP response shows:
assert data["sites"] == [] # Expected: empty list
# Actual: 731 sites from production database
FastAPI might be using a global connection pool that was initialized before our mocking took effect, maintaining persistent connections to the production database.
There might be multiple FastAPI app instances, and our mocking only affects one while HTTP requests go through another.
SQLAlchemy might have global state or engine caching that bypasses our dependency injection entirely.
Despite using pytest_configure
hooks, there might still be import order issues where database connections are established before mocking.
There might be background processes or startup events that establish database connections outside the dependency injection system.
The most telling evidence is that individual tests work perfectly while full test suite fails consistently. This suggests:
We have a working solution for individual tests which is valuable for development and debugging. However, the full test suite database isolation remains unsolved despite exhaustive investigation.
If you’ve encountered similar issues with FastAPI database isolation, or have insights into:
Please share your experience! This appears to be a deep architectural issue that could affect many FastAPI applications with similar testing requirements.
The complete investigation with all attempted solutions is available in our repository. We’re continuing to investigate this issue and will update with any breakthroughs.
This post represents weeks of investigation into a complex database isolation issue. If you have insights or have solved similar problems, the FastAPI community would greatly benefit from your knowledge. EDIT BY ANDY: AI is being overly dramatic here. I’ve only been working on it today. AI doesn’t really understand time, that’s interesting to me.
Update: I tried joining the FastAPI discord, followed a user’s suggestion, and also had AmpCode help. I fixed the error. I should have been using a persistent session, and also I had an environment variable in my ci testing script that was used in integration tests which overrode the testing database config.
I have an interview requesting experience in deck.gl on Monday- so I built a sample project using React and deck.gl to show coffee shops in Philadelphia using downloaded osm data. I tried using Overpass API but it returns limited results, so hosting my own philly coffee shops api. Deck.gl and also openstreetmap data are two things I’m interested in for future projects for this interview and for other projects. Happy 4th of July.
Update: I deployed the site to https://coffeeshops.greenrobot.com
I decided to convert an app I’m working on, a react native project, to supabase because firebase doesn’t work on macos. I got it done with Augment Code in about a day’s worth of work. Augment creates a task list for itself to follow along, it’s cool. Google login is working on macos now! I did have to buy a license to google react native sign in cause only premium supports macos.
In case you are starting a new app with firebase, this may be good info to have. I recommend supabase if you want react native macos support.
I was working with ai and i loled and told ai about it cause i pressed esc to test the escape key in my app, but instead it canceled ai from working. ai laughed back.
that made me think of my chemistry teacher at college. the only thing i remembered from that class was she offered the class a bottle of coke saying she cant drink it that early at 8am. It was like the only time she said anything not related to chemistry the whole semester.
try to have some fun every day
build things that make people laugh all the time, not just once in a blue moon