Change to use doc comments (#7596)
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@ -30,7 +30,7 @@ export default class RustContext {
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private _defaultPlanes: DefaultPlanes | null = null
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private engineCommandManager: EngineCommandManager
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// Initialize the WASM module
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/** Initialize the WASM module */
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async ensureWasmInit() {
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try {
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await initPromise
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@ -53,7 +53,7 @@ export default class RustContext {
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.catch(reportRejection)
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}
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// Create a new context instance
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/** Create a new context instance */
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async create(): Promise<Context> {
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this.rustInstance = getModule()
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@ -68,7 +68,7 @@ export default class RustContext {
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return ctxInstance
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}
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// Execute a program.
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/** Execute a program. */
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async execute(
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node: Node<Program>,
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settings: DeepPartial<Configuration>,
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@ -82,7 +82,7 @@ export default class RustContext {
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path,
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JSON.stringify(settings)
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)
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/* Set the default planes, safe to call after execute. */
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// Set the default planes, safe to call after execute.
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const outcome = execStateFromRust(result)
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this._defaultPlanes = outcome.defaultPlanes
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@ -96,7 +96,7 @@ export default class RustContext {
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}
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}
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// Execute a program with in mock mode.
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/** Execute a program with in mock mode. */
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async executeMock(
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node: Node<Program>,
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settings: DeepPartial<Configuration>,
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@ -122,7 +122,7 @@ export default class RustContext {
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}
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}
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// Export a scene to a file.
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/** Export a scene to a file. */
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async export(
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format: DeepPartial<OutputFormat3d>,
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settings: DeepPartial<Configuration>,
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@ -150,20 +150,22 @@ export default class RustContext {
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return this._defaultPlanes
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}
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// Clear/reset the scene and bust the cache.
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// Do not use this function unless you absolutely need to. In most cases,
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// we should just fix the cache for whatever bug you are seeing.
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// The only time it makes sense to run this is if the engine disconnects and
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// reconnects. The rust side has no idea that happened and will think the
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// cache is still valid.
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// Caching on the rust side accounts for changes to files outside of the
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// scope of the current file the user is on. It collects all the dependencies
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// and checks if any of them have changed. If they have, it will bust the
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// cache and recompile the scene.
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// The typescript side should never raw dog clear the scene since that would
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// fuck with the cache as well. So if you _really_ want to just clear the scene
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// AND NOT re-execute, you can use this for that. But in 99.999999% of cases just
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// re-execute.
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/**
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* Clear/reset the scene and bust the cache.
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* Do not use this function unless you absolutely need to. In most cases,
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* we should just fix the cache for whatever bug you are seeing.
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* The only time it makes sense to run this is if the engine disconnects and
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* reconnects. The rust side has no idea that happened and will think the
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* cache is still valid.
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* Caching on the rust side accounts for changes to files outside of the
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* scope of the current file the user is on. It collects all the dependencies
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* and checks if any of them have changed. If they have, it will bust the
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* cache and recompile the scene.
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* The typescript side should never raw dog clear the scene since that would
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* fuck with the cache as well. So if you _really_ want to just clear the scene
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* AND NOT re-execute, you can use this for that. But in 99.999999% of cases just
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* re-execute.
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*/
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async clearSceneAndBustCache(
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settings: DeepPartial<Configuration>,
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path?: string
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@ -199,7 +201,7 @@ export default class RustContext {
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return this.defaultPlanes[key]
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}
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// Send a response back to the rust side, that we got back from the engine.
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/** Send a response back to the rust side, that we got back from the engine. */
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async sendResponse(
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response: Models['WebSocketResponse_type']
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): Promise<void> {
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@ -214,7 +216,7 @@ export default class RustContext {
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}
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}
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// Helper to check if context instance exists
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/** Helper to check if context instance exists */
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private async _checkInstance(): Promise<Context> {
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if (!this.ctxInstance) {
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// Create the context instance.
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@ -224,7 +226,7 @@ export default class RustContext {
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return this.ctxInstance
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}
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// Clean up resources
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/** Clean up resources */
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destroy() {
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if (this.ctxInstance) {
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// In a real implementation, you might need to manually free resources
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