One Camera, Two Clocks
Here's a trap that catches nearly everyone in their first month. The static camera model — the one with coordinates and names — also carries pan, tilt, and zoom fields. They're right there. They typecheck. And they are frozen at whatever the camera was doing when the page loaded.
The real PTZ values live somewhere else, updating every few seconds while your load-time snapshot quietly goes stale.
The app avoids this trap with a clean split: every camera has a slow half and a fast half, each owned by its own store, each updating on its own clock. This lesson walks through both — and through the three update rules that make the fast half cheap enough to run against ~1,400 cameras.
The slow clock: staticCameraStore
stores/staticCameraStore.ts holds the half of a camera that changes on the order of days:
coordinates, elevation, camera name (cn), site id and name, model, provider, and the capability
flags the UI gates on — ptz, canControl, canUsePatrolMode, isRealCam.
Because this data almost never changes, its update strategy is the simplest one possible: every
static fetch rebuilds everything from scratch. setStaticCameraData(data) throws away the old
state and replaces it in a single set. No merging, no diffing. When writes are rare, the dumbest
strategy is the right one.
But reads are anything but rare — every hover, every click, every map poll looks cameras up. So the store builds two indexes at write time:
staticCameraData— camera bycId, for "give me this camera"staticCameraBySiteMap— cameras bysid, for "give me every camera at this mountain top"
Why bother? Because "click a camera, show every camera at this physical site" is a hot path in the FeatureMap, and without the index it would be a scan over 1,400 entries on every click. Measure the difference yourself — it runs live, on your machine:
const CAMERA_COUNT = 1400; // production scale — try 100, then 10000 const RUNS = 100; const cameras = []; for (let i = 0; i < CAMERA_COUNT; i++) cameras.push({ cId: 'cam-' + i, sid: 'site-' + (i % 400) }); const ids = cameras.slice(0, 100).map(function (c) { return c.cId; }); // The store builds both of these once, in setStaticCameraData. const byId = new Map(cameras.map(function (c) { return [c.cId, c]; })); const bySite = new Map(); cameras.forEach(function (c) { bySite.set(c.sid, (bySite.get(c.sid) || []).concat(c)); }); function ms(fn) { const t = performance.now(); for (let i = 0; i < RUNS; i++) fn(); return performance.now() - t; } const find = ms(function () { ids.forEach(function (id) { cameras.find(function (c) { return c.cId === id; }); }); }); const get = ms(function () { ids.forEach(function (id) { byId.get(id); }); }); const filt = ms(function () { cameras.filter(function (c) { return c.sid === 'site-7'; }); }); const site = ms(function () { bySite.get('site-7'); }); const speedup = (slow, fast) => fast < 0.05 ? '>' + (slow / 0.05).toFixed(0) : (slow / fast).toFixed(0); render(<pre style={{margin: 0}}>{[CAMERA_COUNT + ' cameras, 100 lookups × ' + RUNS + ' runs', '', 'getCameraById: find() ' + find.toFixed(1) + 'ms Map.get() ' + get.toFixed(1) + 'ms → ' + speedup(find, get) + '× faster', 'getCamerasBySiteId: filter() ' + filt.toFixed(1) + 'ms Map.get() ' + site.toFixed(1) + 'ms → ' + speedup(filt, site) + '× faster', ].join('\n')}</pre>);
The exact milliseconds vary run to run — the ratio is the durable result. Building the indexes costs O(n) once per fetch; it pays for itself on the first hover.
globalPanoOffsetDegrees is the fallback rotational correction for external-vendor panorama
cameras that have no calibration of their own. Consumers read it through a three-step chain — the
camera's own panoOffsetDegrees, then the global value, then 0:
const offset = isExternalPano
? (cameraSelected?.panoOffsetDegrees ?? globalPanoOffsetDegrees ?? 0)
: 0;
If you add a new pano consumer, follow the same chain — reaching straight for the global value silently ignores a camera's own calibration. The full story is in Pano calibration and bearing.
The fast clock: realTimeCameraStore
stores/realTimeCameraStore.ts is the single source of truth for everything that changes minute
to minute: pan, tilt, zoom, the latest image URL and timestamp, latency, patrol mode, and the
AI-detection flags. Two writers feed it, at two very different rates:
- Polling —
usePageUpdatespolls for the selected camera, andCameraListComponentpolls for the tiles currently scrolled into view. Both land inupdateRealTimeCameraData. - SignalR — when the hub pushes a fresh frame,
IImage/SignalRIImagecallupdateSingleCameraFromSignalRfor that one camera.
Everything else in the app only reads: the map hover/selection/polling hooks, the camera tiles, the PTZ buttons, the latency badge, the AI indicator.
Now, think about what a naive implementation would do. A poll response arrives every ten seconds.
You build a fresh Map, set it, and — because a new Map is a new reference — every subscribed
tile re-renders. Ten seconds later, again. Most of those polls changed nothing.
The store's answer is three update rules. They're subtle, they're deliberate, and each one will surprise you the first time you trace it.
Rule 1: if nothing changed, the same reference comes back
The diff (in util/cameras/realTimeCameraDiffAnalyzer.ts) runs microdiff per camera, allocates
the new Map lazily on the first real change, and skips set entirely when there were none.
An identical poll allocates nothing, triggers nothing, re-renders nothing.
Rule 2: a poll can never remove a camera
The merge only ever calls .set() on the map. A camera missing from a response is left exactly as
it was — a partial or filtered response must not make cameras blink out of the UI. The flip side:
a camera the backend has genuinely retired stays in the store until a full page reload.
Rule 3: a null in the payload never wipes a stored value
The update is spread over the existing entry, then the fields that matter (p, t, z, time,
imageTimestamp, imageUrl, and friends) are null-coalesced back to their previous values. A
backend that momentarily reports p: null must not erase a pan angle the UI already knows.
All three rules in one runnable model:
const FIELDS = ['p', 't', 'z', 'imageTimestamp']; function apply(cameraMap, data) { let hasChanges = false, newMap = null; // lazy: a no-op poll allocates nothing data.forEach(function (up) { const old = cameraMap.get(up.cId); const next = old ? Object.assign({}, old, up) : up; // Rule 3: a null must not wipe a field an earlier poll filled in. if (old) FIELDS.forEach(function (f) { if (up[f] == null) next[f] = old[f]; }); if (!old || FIELDS.some(function (f) { return old[f] !== next[f]; })) { if (!newMap) newMap = new Map(cameraMap); newMap.set(up.cId, next); hasChanges = true; } }); // Rule 1 (same ref back) + Rule 2 (absent cameras survive): return { updatedMap: newMap || cameraMap, hasChanges: hasChanges }; } const store = new Map([['cam-1', { cId: 'cam-1', p: 45, t: 10, z: 2, imageTimestamp: 'T12' }], ['cam-2', { cId: 'cam-2', p: 90, t: 0, z: 1, imageTimestamp: 'T12' }], ['cam-3', { cId: 'cam-3', p: 180, t: 5, z: 3, imageTimestamp: 'T12' }]]); const polls = [ ['identical data', [{ cId: 'cam-1', p: 45, t: 10, z: 2, imageTimestamp: 'T12' }]], ['cam-2 panned', [{ cId: 'cam-2', p: 135, t: 0, z: 1, imageTimestamp: 'T12' }]], ['null pan (must not wipe)', [{ cId: 'cam-1', p: null, t: 10, z: 2, imageTimestamp: 'T12' }]], ['cam-3 missing entirely', [{ cId: 'cam-1', p: 45, t: 10, z: 2, imageTimestamp: 'T12' }]], ]; render(<pre style={{margin: 0}}>{polls.map(function (p) { const r = apply(store, p[1]); return p[0].padEnd(28) + 'changed=' + String(r.hasChanges).padEnd(7) + 'sameRef=' + String(r.updatedMap === store).padEnd(7) + 'size=' + r.updatedMap.size; }).join('\n') + '\n\nsameRef=true is what stops React re-rendering every subscribed tile.'}</pre>);
The production version diffs every field with microdiff rather than the four above, but the
shape is identical.
updateSingleCameraFromSignalR early-returns when p, t, z, and imageTimestamp all match
what's stored. A push carrying a new imageUrl with the same timestamp is silently dropped. It
also bails if the camera isn't already in the map — SignalR can never introduce a camera the
polling path hasn't seen first.
Going deeper
Watching the rules in DevTools. Every store registers with Redux DevTools as
ALERTCalifornia/<storeName>, with trace on in development. Two checks worth doing by hand
when debugging: a poll that changed nothing should produce no action at all (if you see one
per tick, something upstream is handing the store fresh object identities), and a camera that
vanished from the UI did not vanish from the store — check the snapshot before hunting for a
delete path that doesn't exist. The camera stores add a serialize.replacer so DevTools can
display a Map at all; that conversion is display-only.
Wrapping up
Every camera is split across a slow store and a fast one. The slow one rebuilds from scratch and
pre-indexes for reads; the fast one diffs carefully so that no-change polls are free, absent
cameras survive, and nulls can't erase knowledge. When PTZ looks stale, you're reading the slow
clock; when a "removed" camera won't go away, you've met Rule 2.
Next: the store that connects the map to the tile grid — and the difference between "in the viewport" and "on the screen": The Map and the List.