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ns-ui

Night Store

A cache diagnostics rack where every key-group is a storage-heater brick holding heat: a hit charges it toward full glyph-density stipple, idle time cools it on a decay matched to its own TTL, and a real eviction contracts the rack by exactly one slot. Keys hit over and over flicker cold-hot instead of settling: the visual signature of a thrashing cache.

Usage

registry/core/night-store/demo.tsx
"use client";

import { useEffect, useRef, useState } from "react";
import { HeaterRack, type CacheEntryInput } from "./component";

// A believable cache: some key-groups get hammered (product:price,
// product:stock — the classic "everyone's viewing the same PDP" thrash),
// most see ordinary traffic, a couple barely get touched. Short TTLs (6-45s)
// so the decay/eviction story plays out in view rather than over minutes.
const GROUPS: { keyGroup: string; ttlMs: number; weight: number }[] = [
  { keyGroup: "user:session", ttlMs: 9000, weight: 6 },
  { keyGroup: "product:price", ttlMs: 8000, weight: 9 },
  { keyGroup: "product:stock", ttlMs: 6000, weight: 8 },
  { keyGroup: "user:profile", ttlMs: 24000, weight: 3 },
  { keyGroup: "search:query", ttlMs: 12000, weight: 4 },
  { keyGroup: "feed:home", ttlMs: 18000, weight: 3 },
  { keyGroup: "auth:token", ttlMs: 15000, weight: 2 },
  { keyGroup: "product:catalog", ttlMs: 36000, weight: 2 },
  { keyGroup: "search:facets", ttlMs: 27000, weight: 1 },
  { keyGroup: "cdn:manifest", ttlMs: 42000, weight: 1 },
  { keyGroup: "auth:refresh", ttlMs: 45000, weight: 1 },
  { keyGroup: "user:prefs", ttlMs: 30000, weight: 1 },
];

function approxT(e: CacheEntryInput, now: number) {
  const dt = Math.max(0, (now - e.lastHitAt) / 1000);
  const tau = Math.max(0.05, e.ttlMs / 3000);
  return Math.exp(-dt / tau);
}

function pickWeighted(entries: CacheEntryInput[], weights: Map<string, number>) {
  const total = entries.reduce((sum, e) => sum + (weights.get(e.id) ?? 1), 0);
  let r = Math.random() * total;
  for (const e of entries) {
    r -= weights.get(e.id) ?? 1;
    if (r <= 0) return e;
  }
  return entries[entries.length - 1];
}

const WINDOW_MS = 15000;
const EVICT_MIN_INTERVAL_MS = 22000;

// Deterministic seed for the very first render — identical on the server and
// on the client's first (pre-hydration) pass, so there is nothing for
// hydration to disagree about. `hitCount` and `lastHitAt` below used
// Math.random()/Date.now() directly in the useState initializer, which runs
// once during SSR and AGAIN during client hydration with a different clock
// and different random draws — the mismatched `hitCount` text node (and the
// lastHitAt-derived heat) is what threw React error #418. The real,
// staggered/randomized starting state is applied in a useEffect below, which
// only ever runs on the client after hydration has already matched.
function seedEntries(): CacheEntryInput[] {
  return GROUPS.map((g) => ({
    id: g.keyGroup,
    keyGroup: g.keyGroup,
    ttlMs: g.ttlMs,
    hitCount: 1,
    lastHitAt: 0,
  }));
}

function randomizeEntries(now: number): CacheEntryInput[] {
  return GROUPS.map((g) => ({
    id: g.keyGroup,
    keyGroup: g.keyGroup,
    ttlMs: g.ttlMs,
    hitCount: 2 + Math.floor(Math.random() * 5),
    // stagger initial ages so the resting frame already shows a mix of
    // hot, cooling and cold bricks instead of everything starting at T=1
    lastHitAt: now - Math.random() * g.ttlMs * 0.9,
  }));
}

export default function HeaterRackDemo() {
  const [entries, setEntries] = useState<CacheEntryInput[]>(seedEntries);

  const weights = useRef(new Map(GROUPS.map((g) => [g.keyGroup, g.weight])));
  const hitEventsRef = useRef<number[]>([]);
  const missEventsRef = useRef<number[]>([]);
  const evictEventsRef = useRef<number[]>([]);
  const lastEvictAtRef = useRef(0);
  const shardCounterRef = useRef(0);

  const [hitRatio, setHitRatio] = useState(0.86);
  const [evictionsPerMin, setEvictionsPerMin] = useState(0);

  // Client-only: replace the deterministic seed with the real randomized,
  // staggered starting state now that hydration has already matched.
  useEffect(() => {
    const now = Date.now();
    lastEvictAtRef.current = now;
    setEntries(randomizeEntries(now));
  }, []);

  useEffect(() => {
    const trafficId = window.setInterval(() => {
      const now = Date.now();
      setEntries((cur) => {
        if (cur.length === 0) return cur;
        const isMiss = Math.random() < 0.12;
        if (isMiss) {
          missEventsRef.current.push(now);
          return cur;
        }
        const target = pickWeighted(cur, weights.current);
        hitEventsRef.current.push(now);
        return cur.map((e) => (e.id === target.id ? { ...e, hitCount: e.hitCount + 1, lastHitAt: now } : e));
      });
    }, 550);

    const evictId = window.setInterval(() => {
      const now = Date.now();
      if (now - lastEvictAtRef.current < EVICT_MIN_INTERVAL_MS) return;
      setEntries((cur) => {
        if (cur.length < 3) return cur;
        let coldest = cur[0];
        let coldestT = Infinity;
        for (const e of cur) {
          const t = approxT(e, now);
          if (t < coldestT) {
            coldestT = t;
            coldest = e;
          }
        }
        if (coldestT > 0.35 || !coldest) return cur; // nothing cold enough to be a real eviction yet
        lastEvictAtRef.current = now;
        evictEventsRef.current.push(now);
        const survivors = cur.filter((e) => e.id !== coldest.id);
        // a fresh shard reappears shortly after, so the rack keeps its size
        window.setTimeout(() => {
          shardCounterRef.current += 1;
          const base = GROUPS.find((g) => g.keyGroup === coldest.keyGroup) ?? GROUPS[0];
          const fresh: CacheEntryInput = {
            id: `${base.keyGroup}#${shardCounterRef.current}`,
            keyGroup: base.keyGroup,
            ttlMs: base.ttlMs,
            hitCount: 1,
            lastHitAt: Date.now(),
          };
          setEntries((c) => [...c, fresh]);
        }, 2600);
        return survivors;
      });
    }, 1000);

    const statsId = window.setInterval(() => {
      const now = Date.now();
      const cutoff = now - WINDOW_MS;
      hitEventsRef.current = hitEventsRef.current.filter((t) => t >= cutoff);
      missEventsRef.current = missEventsRef.current.filter((t) => t >= cutoff);
      evictEventsRef.current = evictEventsRef.current.filter((t) => t >= now - 60000);
      const hits = hitEventsRef.current.length;
      const misses = missEventsRef.current.length;
      setHitRatio(hits + misses > 0 ? hits / (hits + misses) : 0.86);
      setEvictionsPerMin(evictEventsRef.current.length);
    }, 1000);

    return () => {
      window.clearInterval(trafficId);
      window.clearInterval(evictId);
      window.clearInterval(statsId);
    };
  }, []);

  return (
    <main className="flex min-h-screen items-center justify-center bg-background p-6">
      <div className="w-full max-w-2xl">
        <p className="mb-4 font-mono text-xs tracking-widest text-ns-muted">ns-ui / night-store</p>
        <h1 className="text-lg font-semibold text-foreground">Cache heater rack</h1>
        <p className="mt-1 text-sm leading-relaxed text-ns-muted">
          Every brick is a key-group holding heat: a hit charges it toward full
          density, idle time cools it on a decay matched to its own TTL. Watch{" "}
          <span className="text-foreground">product:price</span> and{" "}
          <span className="text-foreground">product:stock</span> — hit hardest,
          they flicker cold-hot instead of settling, the visual signature of a
          thrashing cache.
        </p>

        <div className="mt-5 rounded-md border border-border bg-background p-5">
          <HeaterRack
            entries={entries}
            hitRatio={hitRatio}
            evictionsPerMin={evictionsPerMin}
            hitRatioAlertThreshold={0.7}
          />
        </div>
      </div>
    </main>
  );
}

Component

registry/core/night-store/component.tsx
"use client";

import { useEffect, useId, useMemo, useRef, useState } from "react";
import type { CSSProperties } from "react";

// ---------------------------------------------------------------------------
// HeaterRack — a cache diagnostics panel where every key-group is a
// storage-heater brick holding heat. One rule drives every brick: its
// temperature T is a pure function of elapsed time since its last hit,
// T(dt) = exp(-dt / tau) with tau = ttlMs/3000 seconds — chosen so a
// never-hit entry already reads visibly cold at roughly a third of its
// lifetime, early enough to PREDICT an eviction rather than report one. A
// hit resets a brick's clock (T snaps to 1); the "single fast charge ease"
// the brief asks for is realized as a plain ~220ms CSS opacity transition on
// each stipple dot, not a hand-rolled JS ramp — the same trick this
// registry already uses for its other scalar-driven surfaces (see
// button-cooldown-heat's --heat). Temperature never touches color: it is
// rendered purely as glyph-density STIPPLE (a fixed pool of deterministic,
// per-brick dot positions, radially ranked so a warming brick fills from its
// own center outward) quantized to a 5-level ramp — level = floor(T*5).
//
// Every visual property of a brick derives from ITS OWN T and nothing else.
// There is no shared clock, stagger, or wave across the rack: two bricks
// with identical hit histories always look identical, and a brick being hit
// over and over while its neighbors sit idle visibly flickers cold-hot
// against a static field — that contrast is the component's only
// diagnostic value, so nothing here is allowed to move the whole rack in
// unison.
//
// The rack's order is exactly the order of the `entries` prop and is NEVER
// re-sorted by temperature — re-sorting would make it impossible to track
// one brick's heat over time, which is the entire point of a diagnostics
// view. An id that drops out of `entries` (a real eviction) doesn't vanish;
// it plays a brief "leaving" contraction (max-width/opacity/margin easing
// to zero) and only then leaves the DOM, so the rack visibly contracts by
// exactly one slot instead of jump-cutting.
//
// Each brick is `role="listitem"` carrying the full diagnostic sentence in
// its own aria-label (key-group, hit count, a T/tau-derived eviction
// forecast) so a screen reader can walk the list without touching anything.
// The stipple SVG itself is aria-hidden. Anything beyond that summary — raw
// temperature, TTL, last-hit age — sits behind a real per-brick disclosure
// button (never a hover-only tooltip), which is also what keeps the
// component keyboard-reachable: a diagnostics grid otherwise has no natural
// "control" at all. Header stats (hit ratio, entry count, evictions/min)
// are live numbers; a separate sr-only aria-live=polite region announces
// only when `hitRatio` crosses the caller-supplied
// `hitRatioAlertThreshold`, never on every tick.
//
// DOM + SVG + CSS only, no canvas. Every ink value is --foreground over
// --ns-muted/--border/--background; --ns-accent appears solely on the
// disclosure button's focus ring.
// ---------------------------------------------------------------------------

export interface CacheEntryInput {
  /** stable identity for this cache entry/shard */
  id: string;
  /** the key-group label rendered on the brick, e.g. "user:profile" */
  keyGroup: string;
  /** this entry's TTL in ms — tau (the decay time-constant) is ttlMs / 3 */
  ttlMs: number;
  /** cumulative hit count, owned by the caller */
  hitCount: number;
  /** epoch ms of this entry's most recent hit (or creation, if never hit again) */
  lastHitAt: number;
}

export interface HeaterRackProps {
  /**
   * The tracked key-groups, in the fixed diagnostic order the rack renders
   * them — this order is never touched by the component. An id that drops
   * out of a later `entries` array is treated as a real eviction and
   * animates out; a new id is appended as a new brick.
   */
  entries: CacheEntryInput[];
  /** rolling hit ratio, 0..1, shown in the header. Caller computes this — the rack doesn't infer it from `entries`. */
  hitRatio: number;
  /** evictions observed in the last 60s, shown in the header. */
  evictionsPerMin: number;
  /** if set, the sr-only live region announces only when hitRatio crosses this value (either direction). */
  hitRatioAlertThreshold?: number;
  /** extra classes merged onto the rendered root element */
  className?: string;
}

interface BrickRow {
  id: string;
  entry: CacheEntryInput;
  leaving: boolean;
}

const POOL_SIZE = 16;
const EVICT_TH = 0.15; // T below this reads as "at risk now" in the forecast text
const POLL_MS_NORMAL = 220;
const POLL_MS_REDUCED = 1000;
const LEAVE_MS = 260;

function hashStr(s: string): number {
  let h = 2166136261;
  for (let i = 0; i < s.length; i++) {
    h ^= s.charCodeAt(i);
    h = Math.imul(h, 16777619);
  }
  return h >>> 0;
}

function mulberry32(seed: number) {
  let a = seed;
  return function () {
    a = (a + 0x6d2b79f5) | 0;
    let t = Math.imul(a ^ (a >>> 15), 1 | a);
    t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
    return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
  };
}

/** Deterministic, per-id stipple pool in normalized [0,1] space, ranked by
 *  distance from center so the reveal order (see `visibleCount`) fills a
 *  warming brick from its own core outward. Computed once per id and cached
 *  on a ref for the component's lifetime — positions never change. */
function stipplePool(id: string): { x: number; y: number }[] {
  const rng = mulberry32(hashStr(id));
  const pts = Array.from({ length: POOL_SIZE }, () => ({ x: rng(), y: rng() }));
  pts.sort((a, b) => Math.hypot(a.x - 0.5, a.y - 0.5) - Math.hypot(b.x - 0.5, b.y - 0.5));
  return pts;
}

function computeT(nowMs: number, entry: CacheEntryInput): number {
  const dt = Math.max(0, (nowMs - entry.lastHitAt) / 1000);
  if (dt === 0) return 1;
  const tau = Math.max(0.05, entry.ttlMs / 3000);
  return Math.exp(-dt / tau);
}

function levelFromT(t: number): number {
  return Math.min(4, Math.max(0, Math.floor(t * 5)));
}

function visibleCount(level: number): number {
  return Math.round((level / 4) * POOL_SIZE);
}

function fmtDuration(ms: number): string {
  const s = Math.max(0, Math.round(ms / 1000));
  if (s < 60) return `${s}s`;
  return `${Math.floor(s / 60)}m ${s % 60}s`;
}

function forecastText(t: number, entry: CacheEntryInput): string {
  if (t >= 0.94) return "just hit, full heat";
  if (t <= EVICT_TH) return "cold, at risk of eviction now";
  const tau = Math.max(0.05, entry.ttlMs / 3000);
  const secs = Math.max(1, Math.round(tau * Math.log(t / EVICT_TH)));
  return `cooling, likely evicted in ~${secs}s`;
}

function useReducedMotion(): boolean {
  const [reduced, setReduced] = useState(false);
  useEffect(() => {
    const mq = window.matchMedia("(prefers-reduced-motion: reduce)");
    setReduced(mq.matches);
    const onChange = () => setReduced(mq.matches);
    mq.addEventListener("change", onChange);
    return () => mq.removeEventListener("change", onChange);
  }, []);
  return reduced;
}

export function HeaterRack({
  entries,
  hitRatio,
  evictionsPerMin,
  hitRatioAlertThreshold,
  className = "",
}: HeaterRackProps) {
  const uid = useId();
  const reduced = useReducedMotion();

  // -- ordered rows: mirrors `entries` exactly while an id is present, keeps
  // a departed id around (marked `leaving`) just long enough to animate the
  // rack's contraction, and never reorders anything itself.
  const [rows, setRows] = useState<BrickRow[]>(() =>
    entries.map((entry) => ({ id: entry.id, entry, leaving: false }))
  );
  const leaveTimersRef = useRef<Map<string, number>>(new Map());

  useEffect(() => {
    const byId = new Map(entries.map((e) => [e.id, e]));
    setRows((prev) => {
      const next: BrickRow[] = [];
      const seen = new Set<string>();
      for (const row of prev) {
        seen.add(row.id);
        const live = byId.get(row.id);
        if (live) {
          next.push({ id: row.id, entry: live, leaving: false });
        } else if (row.leaving) {
          next.push(row); // already animating out
        } else {
          next.push({ ...row, leaving: true });
          const timer = window.setTimeout(() => {
            setRows((cur) => cur.filter((r) => r.id !== row.id));
            leaveTimersRef.current.delete(row.id);
          }, LEAVE_MS);
          const prior = leaveTimersRef.current.get(row.id);
          if (prior) window.clearTimeout(prior);
          leaveTimersRef.current.set(row.id, timer);
        }
      }
      for (const entry of entries) {
        if (!seen.has(entry.id)) next.push({ id: entry.id, entry, leaving: false });
      }
      return next;
    });
  }, [entries]);

  useEffect(() => {
    const timers = leaveTimersRef.current;
    return () => {
      timers.forEach((t) => window.clearTimeout(t));
      timers.clear();
    };
  }, []);

  // -- periodic recompute of T for every brick. T is a pure function of
  // elapsed time, so there's nothing to simulate frame-by-frame — this just
  // re-samples it, at 1Hz under reduced motion per the spec, faster
  // otherwise so the fast charge-ease reads smoothly.
  const [tick, setTick] = useState(0);
  const reducedRef = useRef(reduced);
  reducedRef.current = reduced;
  useEffect(() => {
    let id = 0;
    const schedule = () => {
      id = window.setTimeout(() => {
        setTick((t) => t + 1);
        schedule();
      }, reducedRef.current ? POLL_MS_REDUCED : POLL_MS_NORMAL);
    };
    schedule();
    return () => window.clearTimeout(id);
  }, []);

  const now = useMemo(() => Date.now(), [tick]);

  const poolCacheRef = useRef<Map<string, { x: number; y: number }[]>>(new Map());
  const poolFor = (id: string) => {
    let pool = poolCacheRef.current.get(id);
    if (!pool) {
      pool = stipplePool(id);
      poolCacheRef.current.set(id, pool);
    }
    return pool;
  };

  const [expanded, setExpanded] = useState<Set<string>>(() => new Set());
  const toggleExpanded = (id: string) => {
    setExpanded((prev) => {
      const next = new Set(prev);
      if (next.has(id)) next.delete(id);
      else next.add(id);
      return next;
    });
  };

  // -- threshold-crossing announcement only, never a per-tick readout.
  const [announce, setAnnounce] = useState("");
  const prevAboveRef = useRef<boolean | null>(null);
  useEffect(() => {
    if (hitRatioAlertThreshold == null) return;
    const above = hitRatio >= hitRatioAlertThreshold;
    if (prevAboveRef.current !== null && prevAboveRef.current !== above) {
      const pct = Math.round(hitRatioAlertThreshold * 100);
      setAnnounce(
        above
          ? `Hit ratio recovered above ${pct}%.`
          : `Hit ratio dropped below ${pct}% — cache under pressure.`
      );
    }
    prevAboveRef.current = above;
  }, [hitRatio, hitRatioAlertThreshold]);

  return (
    <div className={`ns-hr-root ${className}`}>
      <style>{CSS}</style>

      <dl className="m-0 flex flex-wrap gap-x-6 gap-y-2 p-0" aria-label="Cache health">
        <div className="flex flex-col gap-0.5">
          <dt className="m-0 font-mono text-[10px] uppercase tracking-wider text-ns-muted">Hit ratio</dt>
          <dd className="m-0 font-mono text-sm font-semibold tabular-nums text-foreground">
            {Math.round(hitRatio * 100)}%
          </dd>
        </div>
        <div className="flex flex-col gap-0.5">
          <dt className="m-0 font-mono text-[10px] uppercase tracking-wider text-ns-muted">Entries</dt>
          <dd className="m-0 font-mono text-sm font-semibold tabular-nums text-foreground">{entries.length}</dd>
        </div>
        <div className="flex flex-col gap-0.5">
          <dt className="m-0 font-mono text-[10px] uppercase tracking-wider text-ns-muted">Evictions/min</dt>
          <dd className="m-0 font-mono text-sm font-semibold tabular-nums text-foreground">{evictionsPerMin}</dd>
        </div>
      </dl>

      <ul className="ns-hr-rack m-0 mt-3 flex flex-wrap p-0" style={{ listStyle: "none" }}>
        {rows.map((row, index) => {
          const t = row.leaving ? 0 : computeT(now, row.entry);
          const level = levelFromT(t);
          const shown = visibleCount(level);
          const pool = poolFor(row.id);
          const isExpanded = expanded.has(row.id);
          const detailId = `${uid}-detail-${row.id}`;
          const forecast = forecastText(t, row.entry);
          const hitNoun = row.entry.hitCount === 1 ? "hit" : "hits";
          const ariaLabel = `${row.entry.keyGroup}, ${row.entry.hitCount} ${hitNoun}, ${forecast}`;

          return (
            <li
              key={row.id}
              role="listitem"
              aria-label={ariaLabel}
              data-ns-brick-index={index}
              className={`ns-hr-brick ${row.leaving ? "ns-hr-brick-leaving" : ""}`}
              style={{ "--t": t.toFixed(3) } as CSSProperties}
            >
              <div className="ns-hr-stipple" aria-hidden="true">
                <svg viewBox="0 0 1 1" preserveAspectRatio="none" focusable="false">
                  {pool.map((p, k) => (
                    <circle
                      key={k}
                      cx={p.x}
                      cy={p.y}
                      r={0.055}
                      className="ns-hr-dot"
                      style={{ opacity: k < shown ? 1 : 0 }}
                    />
                  ))}
                </svg>
              </div>

              <div className="mt-1.5 flex items-baseline justify-between gap-1.5">
                <span className="truncate font-mono text-[10px] text-foreground">{row.entry.keyGroup}</span>
                <span className="shrink-0 font-mono text-[10px] tabular-nums text-ns-muted">
                  {row.entry.hitCount}
                </span>
              </div>

              <button
                type="button"
                data-ns-disclosure
                aria-expanded={isExpanded}
                aria-controls={detailId}
                onClick={() => toggleExpanded(row.id)}
                className="ns-hr-disclosure mt-1.5 flex w-full items-center justify-center rounded-[6px] border border-border py-0.5 text-[11px] leading-none text-ns-muted transition-colors duration-150 hover:border-foreground/30 hover:text-foreground focus-visible:outline-2 focus-visible:outline-offset-2 focus-visible:outline-ns-accent"
              >
                <span className="sr-only">
                  {isExpanded ? "Hide" : "Show"} details for {row.entry.keyGroup}
                </span>
                <span aria-hidden="true">{isExpanded ? "−" : "+"}</span>
              </button>

              {isExpanded ? (
                <dl
                  id={detailId}
                  data-ns-detail
                  className="mt-1.5 flex flex-col gap-0.5 border-t border-border pt-1.5"
                >
                  <div className="flex justify-between gap-2">
                    <dt className="m-0 font-mono text-[9px] text-ns-muted">Temp</dt>
                    <dd className="m-0 font-mono text-[9px] tabular-nums text-foreground">{Math.round(t * 100)}%</dd>
                  </div>
                  <div className="flex justify-between gap-2">
                    <dt className="m-0 font-mono text-[9px] text-ns-muted">TTL</dt>
                    <dd className="m-0 font-mono text-[9px] tabular-nums text-foreground">
                      {fmtDuration(row.entry.ttlMs)}
                    </dd>
                  </div>
                  <div className="flex justify-between gap-2">
                    <dt className="m-0 font-mono text-[9px] text-ns-muted">Last hit</dt>
                    <dd className="m-0 font-mono text-[9px] tabular-nums text-foreground">
                      {fmtDuration(now - row.entry.lastHitAt)} ago
                    </dd>
                  </div>
                  <div className="flex justify-between gap-2">
                    <dt className="m-0 font-mono text-[9px] text-ns-muted">Forecast</dt>
                    <dd className="m-0 text-right font-mono text-[9px] text-foreground">{forecast}</dd>
                  </div>
                </dl>
              ) : null}
            </li>
          );
        })}
      </ul>

      <span role="status" aria-live="polite" className="sr-only">
        {announce}
      </span>
    </div>
  );
}

const CSS = `
.ns-hr-brick {
  position: relative;
  box-sizing: border-box;
  width: 104px;
  max-width: 104px;
  margin: 0 8px 8px 0;
  padding: 8px;
  border: 1px solid var(--border);
  border-radius: 6px;
  background-color: color-mix(in srgb, var(--background), var(--ns-muted) calc(var(--t, 0) * 7%));
  overflow: hidden;
  transition: max-width 260ms cubic-bezier(0.4,0,0.2,1), opacity 260ms ease-in, margin-right 260ms ease-in, padding-left 260ms ease-in, padding-right 260ms ease-in, border-width 260ms ease-in, background-color 220ms ease-out;
}
.ns-hr-brick-leaving {
  max-width: 0;
  width: 0;
  opacity: 0;
  margin-right: 0;
  padding-left: 0;
  padding-right: 0;
  border-left-width: 0;
  border-right-width: 0;
}
.ns-hr-stipple { width: 100%; height: 40px; }
.ns-hr-stipple svg { width: 100%; height: 100%; display: block; }
.ns-hr-dot { fill: var(--foreground); transition: opacity 220ms ease-out; }
@media (prefers-reduced-motion: reduce) {
  .ns-hr-brick { transition: none; }
  .ns-hr-dot { transition: none; }
}
`;

The usage example imports ./component because it sits next to the component file in this repo. Installed, that file lands at components/ui/night-store.tsx, so point the import there.

Use when a live cache/session-store health panel where the question is which key-groups carry the heat, what's about to be evicted, and whether traffic is thrashing a given key — each brick's own hit history drives its own temperature and nothing else, so re-fetch loops show up as a visible cold-hot flicker on one brick over time. Pick heatmap-calendar-tide instead for magnitudes painted onto a fixed calendar grid of time slots, or table-heat-shimmer for a sortable ops table where hot ROWS need to be found by motion — neither tracks a live entry's own charge/decay across real hit and eviction events the way this rack does.

Install

npx shadcn add https://design.helpmarq.com/r/night-store.json

Ask AI

Point an assistant at this component's docs (llms-full.txt) with one click.

Claude, ChatGPT, Grok, and Perplexity open with the prompt already in. Gemini copies it to your clipboard first. Paste it in once the chat opens.

Build spec

Build a cache diagnostics panel (`HeaterRack`) where every tracked key-group renders as a storage-heater brick holding heat. Props: `entries: CacheEntryInput[]` (each `{ id, keyGroup, ttlMs, hitCount, lastHitAt }`, owned and updated by the caller from real cache events), `hitRatio: number` (0..1, caller-computed rolling ratio), `evictionsPerMin: number`, an optional `hitRatioAlertThreshold?: number`, and `className`. MECHANISM (the one rule that drives every brick, and the falsifiable constraint of the whole component): a brick's temperature T is a PURE FUNCTION of elapsed time since its own last hit — `T(dt) = exp(-dt / tau)` where `tau = ttlMs / 3000` seconds (chosen so a never-hit entry already reads visibly cold at roughly a third of its lifetime, early enough to PREDICT an eviction rather than report one after the fact) and `dt = (now - lastHitAt) / 1000`; a hit simply resets `lastHitAt` to now, which snaps T back to 1. Every visual property of a brick derives from that brick's OWN T and nothing else — no global shimmer, wave, or stagger is allowed anywhere in the rack, because once bricks move together for ambience the thrash-flicker of a key being hit-then-cooled-then-hit-again over and over becomes invisible, and that flicker is the component's only diagnostic value. Re-sample T periodically (a plain `setTimeout` re-tick loop, not a physics simulation — there is nothing to accumulate since T is a pure function of elapsed time) at roughly 220ms under normal motion and exactly 1000ms (1Hz) under `prefers-reduced-motion: reduce`, per `matchMedia` with a live change listener. RENDERING — glyph-density stipple, never color: temperature is communicated purely by how many of a brick's dots are visible, quantized to a fixed 5-level ramp (`level = floor(T*5)`, clamped 0-4). Each brick has its own small fixed pool of 16 dot positions in a `viewBox="0 0 1 1"` SVG, generated once by a deterministic per-id PRNG (an FNV-1a-style hash of the entry `id` feeding a mulberry32 generator, same technique as this registry's other stipple components) and then sorted by distance from the brick's own center — so `visibleCount(level) = round((level/4)*16)` dots reveal outward from that brick's core as it warms, giving even a single brick a 'hot core, cool fringe' read, and the same pattern makes the WHOLE RACK read as a hot-core/cool-fringe texture once several bricks are hot at once. Every dot is `fill: var(--foreground)`; a brick's own background is a subtle `color-mix(in srgb, var(--background), var(--ns-muted) calc(var(--t)*7%))` wash (still grayscale, not a color ramp) driven by a `--t` custom property written straight onto the `<li>`. A brick that JUST got hit (T snapping toward 1, more dots turning on) or is cooling (dots turning back off) gets the SAME plain CSS `transition: opacity 220ms ease-out` on each dot — this is the entire 'single fast charge ease' the mechanism calls for: no hand-written JS ramp, just a short opacity transition doing the easing for both directions, stripped to an instant step under `prefers-reduced-motion: reduce`. LAYOUT AND ORDER: bricks render in a plain flex-wrap `<ul>`, in EXACTLY the order of the `entries` prop — the rack is never re-sorted by temperature at any point, because re-sorting would make it impossible to watch one brick's heat over time, which is the entire point of the view. When an id disappears from a later `entries` array (a real eviction happened upstream), the component doesn't unmount it immediately: it keeps the row, marks it `leaving`, and animates `max-width`/`opacity`/`margin`/`padding`/`border-width` to zero over 260ms (a small, real contraction of the rack by exactly one slot) before finally removing it from state — implemented by keeping an internal `rows` array reconciled against `entries` in a `useEffect`, with per-id `setTimeout` cleanup on unmount. ACCESSIBILITY: each brick is `<li role="listitem">` with an `aria-label` stating the full diagnostic sentence as text — `"{keyGroup}, {hitCount} hits, {forecast}"` — where `forecast` is derived purely from T and tau: `"just hit, full heat"` when T >= 0.94, `"cold, at risk of eviction now"` when T <= 0.15, otherwise `"cooling, likely evicted in ~{round(tau * ln(T/0.15))}s"` — a genuine prediction computed from the same decay constant driving the visual, not a canned string. The stipple SVG itself is `aria-hidden`. Beyond that label, every extra numeric fact (raw temperature %, TTL, time since last hit, the same forecast sentence) sits behind a real per-brick disclosure `<button data-ns-disclosure aria-expanded aria-controls>` (a '+' / '−' glyph with an sr-only accessible name, 'Show/Hide details for {keyGroup}') that reveals a `<dl data-ns-detail>` of those facts on click — never a hover-only tooltip, and this disclosure button is also what keeps the component genuinely keyboard-reachable, since a passive diagnostics grid otherwise exposes no natural control. The header renders three live stats as a `<dl>` — hit ratio, entry count, evictions/min — as plain visible text that simply re-renders on every prop change (not itself wrapped in `aria-live`, to avoid spamming assistive tech on every tick); a separate `sr-only` `role="status" aria-live="polite"` span announces a sentence ONLY when `hitRatio` crosses the caller-supplied `hitRatioAlertThreshold` in either direction ('Hit ratio dropped below 70% — cache under pressure.' / 'Hit ratio recovered above 70%.'), tracked via a ref holding the previous above/below state so re-renders at the same ratio never re-announce. TOKENS: --foreground for every dot and text value, --border for brick borders and the disclosure button's resting border, --ns-muted for secondary text and the background wash, --ns-accent ONLY on the disclosure button's `focus-visible` outline — no hex, no `rgb()`/`hsl()`, no Tailwind palette classes, no canvas. DEMO: a 12-key-group cache (`user:session`, `product:price`, `product:stock`, etc.) with short 6-45s TTLs so decay and eviction play out on screen, driven by a weighted random-hit interval (two key-groups deliberately over-weighted so they visibly thrash), a rare real eviction of whichever entry is coldest once nothing has been evicted in the last ~22s, and rolling hit-ratio/evictions-per-minute stats recomputed from a trailing event window — entirely the demo's own simulation, so the rack animates ambiently without needing any synthetic autoplay driver input.

Props

PropTypeDefaultDescription
entriesCacheEntryInput[]—The tracked key-groups, in the fixed diagnostic order the rack renders them — this order is never touched by the component. An id that drops out of a later `entries` array is treated as a real eviction and animates out; a new id is appended as a new brick.
hitRationumber—rolling hit ratio, 0..1, shown in the header. Caller computes this — the rack doesn't infer it from `entries`.
evictionsPerMinnumber—evictions observed in the last 60s, shown in the header.
hitRatioAlertThreshold?number—if set, the sr-only live region announces only when hitRatio crosses this value (either direction).
className?string—extra classes merged onto the rendered root element