Stream handling / Stream idle mode v2; a ton of network related changes (ping; scene indicator -> stream indicator, stream resizing (even on pause)) (#5312)
* Add back stream idle mode
* Shut up codespell
* Correct serialization; only expose at user level
* cargo fmt
* tsc lint fmt
* Move engineStreamMachine as a global actor; tons of more work
* Fix up everything after bumping kittycad/lib
* Remove camera sync
* Use pause/play iconology
* Add back better ping indicator
* wip
* Fix streamIdleMode checkbox being wonky
* yarn fmt
* Massive extinction event for waitForExecutionDone; try to stop projects view switching from crashing
* Clear diagnostics when unmounting code editor!
* wip
* Rework initial root projects dir + deflake many projects tests
* More e2e fixes
* Deflake revolve some revolve tests
* Fix the rest of the mfing tests
* yarn fmt
* yarn lint
* yarn tsc
* Fix tsc after rebase
* wip
* less flaky point and click
* wip
* Fixup after rebase
* Fix more tests
* Fix 2 more
* Fix up named-views tests
* yarn fmt lint tsc
* Fix up new changes
* Get rid of 1 cyclic dependency
* Fix another cyclic mfer!
* fmt
* fmt tsc
* Fix zoom to fit being frigged
* a new list of circular deps
* Remove NetworkHealthIndicator test that was shit
* Fix the bad reload repeat issue kevin started on
* Fix zoom to fit at the right moments...
* Fix cache count numbers in editor test
* Remove a test race - poll window info.
* Qualify fail function
* Try something
* Use scene.connectionEstablished
* Hopefully fix snapshots at least
* Add app console.log
* Fix native menu tests more
* tsc lint
* Fix camera failure
* Try again
* Test attempt number 15345203, action!
* Add back old window detection heuristic
* Remove firstWindow to complete the work of 2342d04fe2
* Tweak some tests for MacOS
* Tweak "set appearance" test for MacOS
Revert this if it messes up any other platform's color checks!
* Are you serious? This was all that needed formatting?
* More color tweaks
Local MacOS and CI MacOS don't agree
* Fixes on apperance e2e test for stream idle branch (#6168)
pierremtb/stream-idle-revamp-appearance-fixes
* Another apperance fix
* Skip one native menu test to make stream idle green (#6169)
* pierremtb/stream-idle-revamp-more-fixes
* Fix lint
* Update snapshot for test_generate_settings_docs
---------
Co-authored-by: lee-at-zoo-corp <lee@zoo.dev>
Co-authored-by: Frank Noirot <frankjohnson1993@gmail.com>
Co-authored-by: Pierre Jacquier <pierrejacquier39@gmail.com>
Co-authored-by: Pierre Jacquier <pierre@zoo.dev>
This commit is contained in:
431
src/components/EngineStream.tsx
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431
src/components/EngineStream.tsx
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@ -0,0 +1,431 @@
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import { useAppState } from '@src/AppState'
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import { ClientSideScene } from '@src/clientSideScene/ClientSideSceneComp'
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import { ViewControlContextMenu } from '@src/components/ViewControlMenu'
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import { useModelingContext } from '@src/hooks/useModelingContext'
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import { useNetworkContext } from '@src/hooks/useNetworkContext'
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import { NetworkHealthState } from '@src/hooks/useNetworkStatus'
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import { getArtifactOfTypes } from '@src/lang/std/artifactGraph'
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import { EngineCommandManagerEvents } from '@src/lang/std/engineConnection'
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import { btnName } from '@src/lib/cameraControls'
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import { PATHS } from '@src/lib/paths'
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import { sendSelectEventToEngine } from '@src/lib/selections'
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import {
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engineCommandManager,
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kclManager,
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sceneInfra,
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} from '@src/lib/singletons'
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import { REASONABLE_TIME_TO_REFRESH_STREAM_SIZE } from '@src/lib/timings'
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import { err, reportRejection, trap } from '@src/lib/trap'
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import type { IndexLoaderData } from '@src/lib/types'
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import { uuidv4 } from '@src/lib/utils'
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import { engineStreamActor, useSettings } from '@src/machines/appMachine'
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import { useCommandBarState } from '@src/machines/commandBarMachine'
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import {
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EngineStreamState,
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EngineStreamTransition,
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} from '@src/machines/engineStreamMachine'
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import { useSelector } from '@xstate/react'
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import type { MouseEventHandler } from 'react'
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import { useEffect, useRef, useState } from 'react'
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import { useRouteLoaderData } from 'react-router-dom'
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export const EngineStream = (props: {
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pool: string | null
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authToken: string | undefined
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}) => {
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const { setAppState } = useAppState()
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const [firstPlay, setFirstPlay] = useState(true)
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const { overallState } = useNetworkContext()
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const settings = useSettings()
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const engineStreamState = useSelector(engineStreamActor, (state) => state)
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const { file } = useRouteLoaderData(PATHS.FILE) as IndexLoaderData
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const last = useRef<number>(Date.now())
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const videoWrapperRef = useRef<HTMLDivElement>(null)
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const settingsEngine = {
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theme: settings.app.theme.current,
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enableSSAO: settings.modeling.enableSSAO.current,
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highlightEdges: settings.modeling.highlightEdges.current,
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showScaleGrid: settings.modeling.showScaleGrid.current,
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cameraProjection: settings.modeling.cameraProjection.current,
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}
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const { state: modelingMachineState, send: modelingMachineActorSend } =
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useModelingContext()
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const commandBarState = useCommandBarState()
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const streamIdleMode = settings.app.streamIdleMode.current
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const startOrReconfigureEngine = () => {
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engineStreamActor.send({
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type: EngineStreamTransition.StartOrReconfigureEngine,
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modelingMachineActorSend,
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settings: settingsEngine,
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setAppState,
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// It's possible a reconnect happens as we drag the window :')
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onMediaStream(mediaStream: MediaStream) {
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engineStreamActor.send({
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type: EngineStreamTransition.SetMediaStream,
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mediaStream,
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})
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},
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})
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}
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// When the scene is ready play the stream and execute!
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const play = () => {
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engineStreamActor.send({
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type: EngineStreamTransition.Play,
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})
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const kmp = kclManager.executeCode().catch(trap)
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if (!firstPlay) return
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setFirstPlay(false)
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console.log('scene is ready, fire!')
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kmp
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.then(() =>
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// It makes sense to also call zoom to fit here, when a new file is
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// loaded for the first time, but not overtaking the work kevin did
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// so the camera isn't moving all the time.
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engineCommandManager.sendSceneCommand({
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type: 'modeling_cmd_req',
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cmd_id: uuidv4(),
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cmd: {
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type: 'zoom_to_fit',
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object_ids: [], // leave empty to zoom to all objects
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padding: 0.1, // padding around the objects
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animated: false, // don't animate the zoom for now
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},
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})
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)
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.catch(trap)
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}
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useEffect(() => {
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engineCommandManager.addEventListener(
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EngineCommandManagerEvents.SceneReady,
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play
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)
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return () => {
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engineCommandManager.removeEventListener(
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EngineCommandManagerEvents.SceneReady,
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play
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)
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}
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}, [firstPlay])
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useEffect(() => {
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engineCommandManager.addEventListener(
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EngineCommandManagerEvents.SceneReady,
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play
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)
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engineStreamActor.send({
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type: EngineStreamTransition.SetPool,
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data: { pool: props.pool },
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})
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engineStreamActor.send({
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type: EngineStreamTransition.SetAuthToken,
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data: { authToken: props.authToken },
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})
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return () => {
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engineCommandManager.tearDown()
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}
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}, [])
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// In the past we'd try to play immediately, but the proper thing is to way
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// for the 'canplay' event to tell us data is ready.
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useEffect(() => {
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const videoRef = engineStreamState.context.videoRef.current
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if (!videoRef) {
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return
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}
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const play = () => {
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videoRef.play().catch(console.error)
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}
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videoRef.addEventListener('canplay', play)
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return () => {
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videoRef.removeEventListener('canplay', play)
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}
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}, [engineStreamState.context.videoRef.current])
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useEffect(() => {
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if (engineStreamState.value === EngineStreamState.Reconfiguring) return
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const video = engineStreamState.context.videoRef?.current
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if (!video) return
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const canvas = engineStreamState.context.canvasRef?.current
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if (!canvas) return
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new ResizeObserver(() => {
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// Prevents:
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// `Uncaught ResizeObserver loop completed with undelivered notifications`
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window.requestAnimationFrame(() => {
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if (Date.now() - last.current < REASONABLE_TIME_TO_REFRESH_STREAM_SIZE)
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return
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last.current = Date.now()
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if (
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Math.abs(video.width - window.innerWidth) > 4 ||
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Math.abs(video.height - window.innerHeight) > 4
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) {
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timeoutStart.current = Date.now()
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startOrReconfigureEngine()
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}
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})
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}).observe(document.body)
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}, [engineStreamState.value])
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// When the video and canvas element references are set, start the engine.
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useEffect(() => {
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if (
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engineStreamState.context.canvasRef.current &&
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engineStreamState.context.videoRef.current
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) {
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startOrReconfigureEngine()
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}
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}, [
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engineStreamState.context.canvasRef.current,
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engineStreamState.context.videoRef.current,
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])
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// On settings change, reconfigure the engine. When paused this gets really tricky,
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// and also requires onMediaStream to be set!
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useEffect(() => {
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startOrReconfigureEngine()
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}, Object.values(settingsEngine))
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/**
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* Subscribe to execute code when the file changes
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* but only if the scene is already ready.
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* See onSceneReady for the initial scene setup.
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*/
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useEffect(() => {
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if (engineCommandManager.engineConnection?.isReady() && file?.path) {
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console.log('file changed, executing code')
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kclManager
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.executeCode()
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.catch(trap)
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.then(() =>
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// It makes sense to also call zoom to fit here, when a new file is
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// loaded for the first time, but not overtaking the work kevin did
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// so the camera isn't moving all the time.
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engineCommandManager.sendSceneCommand({
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type: 'modeling_cmd_req',
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cmd_id: uuidv4(),
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cmd: {
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type: 'zoom_to_fit',
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object_ids: [], // leave empty to zoom to all objects
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padding: 0.1, // padding around the objects
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animated: false, // don't animate the zoom for now
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},
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})
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)
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.catch(trap)
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}
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}, [file?.path])
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const IDLE_TIME_MS = Number(streamIdleMode)
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// When streamIdleMode is changed, setup or teardown the timeouts
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const timeoutStart = useRef<number | null>(null)
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useEffect(() => {
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timeoutStart.current = streamIdleMode ? Date.now() : null
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}, [streamIdleMode])
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useEffect(() => {
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let frameId: ReturnType<typeof window.requestAnimationFrame> = 0
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const frameLoop = () => {
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// Do not pause if the user is in the middle of an operation
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if (!modelingMachineState.matches('idle')) {
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// In fact, stop the timeout, because we don't want to trigger the
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// pause when we exit the operation.
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timeoutStart.current = null
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} else if (timeoutStart.current) {
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const elapsed = Date.now() - timeoutStart.current
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if (elapsed >= IDLE_TIME_MS) {
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timeoutStart.current = null
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engineStreamActor.send({ type: EngineStreamTransition.Pause })
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}
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}
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frameId = window.requestAnimationFrame(frameLoop)
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}
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frameId = window.requestAnimationFrame(frameLoop)
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return () => {
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window.cancelAnimationFrame(frameId)
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}
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}, [modelingMachineState])
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useEffect(() => {
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if (!streamIdleMode) return
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const onAnyInput = () => {
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// Just in case it happens in the middle of the user turning off
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// idle mode.
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if (!streamIdleMode) {
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timeoutStart.current = null
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return
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}
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if (engineStreamState.value === EngineStreamState.Paused) {
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engineStreamActor.send({
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type: EngineStreamTransition.StartOrReconfigureEngine,
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modelingMachineActorSend,
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settings: settingsEngine,
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setAppState,
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onMediaStream(mediaStream: MediaStream) {
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engineStreamActor.send({
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type: EngineStreamTransition.SetMediaStream,
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mediaStream,
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})
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},
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})
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}
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timeoutStart.current = Date.now()
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}
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// It's possible after a reconnect, the user doesn't move their mouse at
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// all, meaning the timer is not reset to run. We need to set it every
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// time our effect dependencies change then.
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timeoutStart.current = Date.now()
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window.document.addEventListener('keydown', onAnyInput)
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window.document.addEventListener('keyup', onAnyInput)
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window.document.addEventListener('mousemove', onAnyInput)
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window.document.addEventListener('mousedown', onAnyInput)
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window.document.addEventListener('mouseup', onAnyInput)
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window.document.addEventListener('scroll', onAnyInput)
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window.document.addEventListener('touchstart', onAnyInput)
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window.document.addEventListener('touchstop', onAnyInput)
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return () => {
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timeoutStart.current = null
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window.document.removeEventListener('keydown', onAnyInput)
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window.document.removeEventListener('keyup', onAnyInput)
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window.document.removeEventListener('mousemove', onAnyInput)
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window.document.removeEventListener('mousedown', onAnyInput)
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window.document.removeEventListener('mouseup', onAnyInput)
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window.document.removeEventListener('scroll', onAnyInput)
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window.document.removeEventListener('touchstart', onAnyInput)
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window.document.removeEventListener('touchstop', onAnyInput)
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}
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}, [streamIdleMode, engineStreamState.value])
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const isNetworkOkay =
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overallState === NetworkHealthState.Ok ||
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overallState === NetworkHealthState.Weak
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const handleMouseUp: MouseEventHandler<HTMLDivElement> = (e) => {
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if (!isNetworkOkay) return
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if (!engineStreamState.context.videoRef.current) return
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// If we're in sketch mode, don't send a engine-side select event
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if (modelingMachineState.matches('Sketch')) return
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// Only respect default plane selection if we're on a selection command argument
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if (
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modelingMachineState.matches({ idle: 'showPlanes' }) &&
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!(
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commandBarState.matches('Gathering arguments') &&
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commandBarState.context.currentArgument?.inputType === 'selection'
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)
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)
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return
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// If we're mousing up from a camera drag, don't send a select event
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if (sceneInfra.camControls.wasDragging === true) return
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if (btnName(e.nativeEvent).left) {
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// eslint-disable-next-line @typescript-eslint/no-floating-promises
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sendSelectEventToEngine(e)
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}
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}
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/**
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* On double-click of sketch entities we automatically enter sketch mode with the selected sketch,
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* allowing for quick editing of sketches. TODO: This should be moved to a more central place.
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*/
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const enterSketchModeIfSelectingSketch: MouseEventHandler<HTMLDivElement> = (
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e
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) => {
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if (
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!isNetworkOkay ||
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!engineStreamState.context.videoRef.current ||
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modelingMachineState.matches('Sketch') ||
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modelingMachineState.matches({ idle: 'showPlanes' }) ||
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sceneInfra.camControls.wasDragging === true ||
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!btnName(e.nativeEvent).left
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) {
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return
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}
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sendSelectEventToEngine(e)
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.then(({ entity_id }) => {
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if (!entity_id) {
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// No entity selected. This is benign
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return
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}
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const path = getArtifactOfTypes(
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{ key: entity_id, types: ['path', 'solid2d', 'segment', 'helix'] },
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kclManager.artifactGraph
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)
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if (err(path)) {
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return path
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}
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sceneInfra.modelingSend({ type: 'Enter sketch' })
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})
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.catch(reportRejection)
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}
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return (
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// eslint-disable-next-line jsx-a11y/no-static-element-interactions
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<div
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ref={videoWrapperRef}
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className="absolute inset-0 z-0"
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id="stream"
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data-testid="stream"
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onMouseUp={handleMouseUp}
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onDoubleClick={enterSketchModeIfSelectingSketch}
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onContextMenu={(e) => e.preventDefault()}
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onContextMenuCapture={(e) => e.preventDefault()}
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>
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<video
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autoPlay
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muted
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key={engineStreamActor.id + 'video'}
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ref={engineStreamState.context.videoRef}
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controls={false}
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className="w-full cursor-pointer h-full"
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disablePictureInPicture
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id="video-stream"
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/>
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<canvas
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key={engineStreamActor.id + 'canvas'}
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ref={engineStreamState.context.canvasRef}
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className="cursor-pointer"
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id="freeze-frame"
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>
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No canvas support
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</canvas>
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<ClientSideScene
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cameraControls={settings.modeling.mouseControls.current}
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/>
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<ViewControlContextMenu
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event="mouseup"
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guard={(e) =>
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sceneInfra.camControls.wasDragging === false &&
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btnName(e).right === true
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}
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menuTargetElement={videoWrapperRef}
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/>
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</div>
|
||||
)
|
||||
}
|
Reference in New Issue
Block a user