Files
modeling-app/src/components/EngineStream.tsx
2025-05-20 15:12:08 -04:00

544 lines
18 KiB
TypeScript

import { isPlaywright } from '@src/lib/isPlaywright'
import { useAppState } from '@src/AppState'
import { ClientSideScene } from '@src/clientSideScene/ClientSideSceneComp'
import { ViewControlContextMenu } from '@src/components/ViewControlMenu'
import { useModelingContext } from '@src/hooks/useModelingContext'
import { useNetworkContext } from '@src/hooks/useNetworkContext'
import { NetworkHealthState } from '@src/hooks/useNetworkStatus'
import { getArtifactOfTypes } from '@src/lang/std/artifactGraph'
import {
EngineCommandManagerEvents,
EngineConnectionStateType,
} from '@src/lang/std/engineConnection'
import { btnName } from '@src/lib/cameraControls'
import { PATHS } from '@src/lib/paths'
import { sendSelectEventToEngine } from '@src/lib/selections'
import {
engineCommandManager,
kclManager,
sceneInfra,
} from '@src/lib/singletons'
import { REASONABLE_TIME_TO_REFRESH_STREAM_SIZE } from '@src/lib/timings'
import { err, reportRejection, trap } from '@src/lib/trap'
import type { IndexLoaderData } from '@src/lib/types'
import { uuidv4 } from '@src/lib/utils'
import { engineStreamActor, useSettings } from '@src/lib/singletons'
import {
EngineStreamState,
EngineStreamTransition,
} from '@src/machines/engineStreamMachine'
import Loading from '@src/components/Loading'
import { useSelector } from '@xstate/react'
import type { MouseEventHandler } from 'react'
import { useEffect, useRef, useState } from 'react'
import { useRouteLoaderData } from 'react-router-dom'
import { createThumbnailPNGOnDesktop } from '@src/lib/screenshot'
import type { SettingsViaQueryString } from '@src/lib/settings/settingsTypes'
import { resetCameraPosition } from '@src/lib/resetCameraPosition'
const TIME_1_SECOND = 1000
export const EngineStream = (props: {
pool: string | null
authToken: string | undefined
}) => {
const { setAppState } = useAppState()
const settings = useSettings()
const { state: modelingMachineState, send: modelingMachineActorSend } =
useModelingContext()
const { file, project } = useRouteLoaderData(PATHS.FILE) as IndexLoaderData
const last = useRef<number>(Date.now())
const [firstPlay, setFirstPlay] = useState(true)
const [isRestartRequestStarting, setIsRestartRequestStarting] =
useState(false)
const [attemptTimes, setAttemptTimes] = useState<[number, number]>([
0,
TIME_1_SECOND,
])
// These will be passed to the engineStreamActor to handle.
const videoRef = useRef<HTMLVideoElement>(null)
const canvasRef = useRef<HTMLCanvasElement>(null)
// For attaching right-click menu events
const videoWrapperRef = useRef<HTMLDivElement>(null)
const { overallState } = useNetworkContext()
const engineStreamState = useSelector(engineStreamActor, (state) => state)
/**
* We omit `pool` here because `engineStreamMachine` will override it anyway
* within the `EngineStreamTransition.StartOrReconfigureEngine` Promise actor.
*/
const settingsEngine: Omit<SettingsViaQueryString, 'pool'> = {
theme: settings.app.theme.current,
enableSSAO: settings.modeling.enableSSAO.current,
highlightEdges: settings.modeling.highlightEdges.current,
showScaleGrid: settings.modeling.showScaleGrid.current,
cameraProjection: settings.modeling.cameraProjection.current,
cameraOrbit: settings.modeling.cameraOrbit.current,
}
const streamIdleMode = settings.app.streamIdleMode.current
useEffect(() => {
engineStreamActor.send({
type: EngineStreamTransition.SetVideoRef,
videoRef: { current: videoRef.current },
})
}, [videoRef.current])
useEffect(() => {
engineStreamActor.send({
type: EngineStreamTransition.SetCanvasRef,
canvasRef: { current: canvasRef.current },
})
}, [canvasRef.current])
useEffect(() => {
engineStreamActor.send({
type: EngineStreamTransition.SetPool,
pool: props.pool,
})
}, [props.pool])
useEffect(() => {
engineStreamActor.send({
type: EngineStreamTransition.SetAuthToken,
authToken: props.authToken,
})
}, [props.authToken])
// We have to call this here because of the dependencies:
// modelingMachineActorSend, setAppState, settingsEngine
// It's possible to pass these in earlier but I (lee) don't want to
// restructure this further at the moment.
const startOrReconfigureEngine = () => {
engineStreamActor.send({
type: EngineStreamTransition.StartOrReconfigureEngine,
modelingMachineActorSend,
settings: settingsEngine,
setAppState,
onMediaStream(mediaStream: MediaStream) {
engineStreamActor.send({
type: EngineStreamTransition.SetMediaStream,
mediaStream,
})
},
})
}
useEffect(() => {
// Only try to start the stream if we're stopped or think we're done
// waiting for dependencies.
if (
!(
engineStreamState.value === EngineStreamState.WaitingForDependencies ||
engineStreamState.value === EngineStreamState.Stopped
)
)
return
// Don't bother trying to connect if the auth token is empty.
// We have the checks in the machine but this can cause a hot loop.
if (!engineStreamState.context.authToken) return
startOrReconfigureEngine()
}, [engineStreamState, setAppState])
// I would inline this but it needs to be a function for removeEventListener.
const play = () => {
engineStreamActor.send({
type: EngineStreamTransition.Play,
})
}
useEffect(() => {
engineCommandManager.addEventListener(
EngineCommandManagerEvents.SceneReady,
play
)
return () => {
engineCommandManager.removeEventListener(
EngineCommandManagerEvents.SceneReady,
play
)
}
}, [])
// When the scene is ready, execute kcl!
const executeKcl = () => {
console.log('scene is ready, execute kcl')
const kmp = kclManager.executeCode().catch(trap)
if (!firstPlay) return
setFirstPlay(false)
// Reset the restart timeouts
setAttemptTimes([0, TIME_1_SECOND])
console.log('firstPlay true, zoom to fit')
kmp
.then(async () => {
await resetCameraPosition()
if (project && project.path) {
createThumbnailPNGOnDesktop({
projectDirectoryWithoutEndingSlash: project.path,
})
}
})
.catch(trap)
}
useEffect(() => {
engineCommandManager.addEventListener(
EngineCommandManagerEvents.SceneReady,
executeKcl
)
return () => {
engineCommandManager.removeEventListener(
EngineCommandManagerEvents.SceneReady,
executeKcl
)
}
}, [firstPlay])
useEffect(() => {
// We do a back-off restart, using a fibonacci sequence, since it
// has a nice retry time curve (somewhat quick then exponential)
const attemptRestartIfNecessary = () => {
if (isRestartRequestStarting) return
setIsRestartRequestStarting(true)
setTimeout(() => {
engineStreamState.context.videoRef.current?.pause()
engineCommandManager.tearDown()
startOrReconfigureEngine()
setFirstPlay(false)
setIsRestartRequestStarting(false)
}, attemptTimes[0] + attemptTimes[1])
setAttemptTimes([attemptTimes[1], attemptTimes[0] + attemptTimes[1]])
}
// Poll that we're connected. If not, send a reset signal.
// Do not restart if we're in idle mode.
const connectionCheckIntervalId = setInterval(() => {
// SKIP DURING TESTS BECAUSE IT WILL MESS WITH REUSING THE
// ELECTRON INSTANCE.
if (isPlaywright()) {
return
}
// Don't try try to restart if we're already connected!
const hasEngineConnectionInst = engineCommandManager.engineConnection
const isDisconnected =
engineCommandManager.engineConnection?.state.type ===
EngineConnectionStateType.Disconnected
const inIdleMode = engineStreamState.value === EngineStreamState.Paused
if ((hasEngineConnectionInst && !isDisconnected) || inIdleMode) return
attemptRestartIfNecessary()
}, TIME_1_SECOND)
engineCommandManager.addEventListener(
EngineCommandManagerEvents.EngineRestartRequest,
attemptRestartIfNecessary
)
return () => {
clearInterval(connectionCheckIntervalId)
engineCommandManager.removeEventListener(
EngineCommandManagerEvents.EngineRestartRequest,
attemptRestartIfNecessary
)
}
}, [engineStreamState, attemptTimes, isRestartRequestStarting])
useEffect(() => {
// If engineStreamMachine is already reconfiguring, bail.
if (engineStreamState.value === EngineStreamState.Reconfiguring) return
// But if the user resizes, and we're stopped or paused, then we want
// to try to restart the stream!
const video = engineStreamState.context.videoRef?.current
if (!video) return
const canvas = engineStreamState.context.canvasRef?.current
if (!canvas) return
new ResizeObserver(() => {
// Prevents:
// `Uncaught ResizeObserver loop completed with undelivered notifications`
window.requestAnimationFrame(() => {
if (Date.now() - last.current < REASONABLE_TIME_TO_REFRESH_STREAM_SIZE)
return
last.current = Date.now()
if (
(Math.abs(video.width - window.innerWidth) > 4 ||
Math.abs(video.height - window.innerHeight) > 4) &&
!engineStreamState.matches(EngineStreamState.WaitingToPlay)
) {
timeoutStart.current = Date.now()
startOrReconfigureEngine()
}
})
}).observe(document.body)
}, [engineStreamState.value])
/**
* Subscribe to execute code when the file changes
* but only if the scene is already ready.
* See onSceneReady for the initial scene setup.
*/
useEffect(() => {
if (engineCommandManager.engineConnection?.isReady() && file?.path) {
console.log('file changed, executing code')
kclManager
.executeCode()
.catch(trap)
.then(() =>
// It makes sense to also call zoom to fit here, when a new file is
// loaded for the first time, but not overtaking the work kevin did
// so the camera isn't moving all the time.
engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'zoom_to_fit',
object_ids: [], // leave empty to zoom to all objects
padding: 0.1, // padding around the objects
animated: false, // don't animate the zoom for now
},
})
)
.catch(trap)
}
/**
* Watch file not file?.path. Watching the object allows us to send the same file.path back to back
* and still trigger the executeCode() function. JS should not be doing a cache check on the file path
* we should be putting the cache check in Rust.
* e.g. We can call `navigate(/file/<>)` or `navigate(/file/<>/settings)` as much as we want and it will
* trigger this workflow.
*/
}, [file])
const IDLE_TIME_MS = Number(streamIdleMode)
// When streamIdleMode is changed, setup or teardown the timeouts
const timeoutStart = useRef<number | null>(null)
useEffect(() => {
timeoutStart.current = streamIdleMode ? Date.now() : null
}, [streamIdleMode])
useEffect(() => {
let frameId: ReturnType<typeof window.requestAnimationFrame> = 0
const frameLoop = () => {
// Do not pause if the user is in the middle of an operation
if (!modelingMachineState.matches('idle')) {
// In fact, stop the timeout, because we don't want to trigger the
// pause when we exit the operation.
timeoutStart.current = null
} else if (timeoutStart.current) {
const elapsed = Date.now() - timeoutStart.current
if (elapsed >= IDLE_TIME_MS) {
timeoutStart.current = null
engineStreamActor.send({ type: EngineStreamTransition.Pause })
}
}
frameId = window.requestAnimationFrame(frameLoop)
}
frameId = window.requestAnimationFrame(frameLoop)
return () => {
window.cancelAnimationFrame(frameId)
}
}, [modelingMachineState])
useEffect(() => {
if (!streamIdleMode) return
const onAnyInput = () => {
// Just in case it happens in the middle of the user turning off
// idle mode.
if (!streamIdleMode) {
timeoutStart.current = null
return
}
if (engineStreamState.value === EngineStreamState.Paused) {
startOrReconfigureEngine()
}
timeoutStart.current = Date.now()
}
// It's possible after a reconnect, the user doesn't move their mouse at
// all, meaning the timer is not reset to run. We need to set it every
// time our effect dependencies change then.
timeoutStart.current = Date.now()
window.document.addEventListener('keydown', onAnyInput)
window.document.addEventListener('keyup', onAnyInput)
window.document.addEventListener('mousemove', onAnyInput)
window.document.addEventListener('mousedown', onAnyInput)
window.document.addEventListener('mouseup', onAnyInput)
window.document.addEventListener('scroll', onAnyInput)
window.document.addEventListener('touchstart', onAnyInput)
window.document.addEventListener('touchend', onAnyInput)
return () => {
timeoutStart.current = null
window.document.removeEventListener('keydown', onAnyInput)
window.document.removeEventListener('keyup', onAnyInput)
window.document.removeEventListener('mousemove', onAnyInput)
window.document.removeEventListener('mousedown', onAnyInput)
window.document.removeEventListener('mouseup', onAnyInput)
window.document.removeEventListener('scroll', onAnyInput)
window.document.removeEventListener('touchstart', onAnyInput)
window.document.removeEventListener('touchend', onAnyInput)
}
}, [streamIdleMode, engineStreamState.value])
// On various inputs save the camera state, in case we get disconnected.
useEffect(() => {
// Only start saving after we are playing the stream (which means
// the scene is ready.)
// Also prevents us from stepping on the toes of the camera restoration.
if (engineStreamState.value !== EngineStreamState.Playing) return
const onInput = () => {
// Save the remote camera state to restore on stream restore.
// Fire-and-forget because we don't know when a camera movement is
// completed on the engine side (there are no responses to data channel
// mouse movements.)
sceneInfra.camControls.saveRemoteCameraState().catch(trap)
}
// These usually signal a user is done some sort of operation.
window.document.addEventListener('keyup', onInput)
window.document.addEventListener('mouseup', onInput)
window.document.addEventListener('scroll', onInput)
window.document.addEventListener('touchend', onInput)
return () => {
window.document.removeEventListener('keyup', onInput)
window.document.removeEventListener('mouseup', onInput)
window.document.removeEventListener('scroll', onInput)
window.document.removeEventListener('touchend', onInput)
}
}, [engineStreamState.value])
const isNetworkOkay =
overallState === NetworkHealthState.Ok ||
overallState === NetworkHealthState.Weak
const handleMouseUp: MouseEventHandler<HTMLDivElement> = (e) => {
if (!isNetworkOkay) return
if (!engineStreamState.context.videoRef.current) return
// If we're in sketch mode, don't send a engine-side select event
if (modelingMachineState.matches('Sketch')) return
// If we're mousing up from a camera drag, don't send a select event
if (sceneInfra.camControls.wasDragging === true) return
if (btnName(e.nativeEvent).left) {
// eslint-disable-next-line @typescript-eslint/no-floating-promises
sendSelectEventToEngine(e)
}
}
/**
* On double-click of sketch entities we automatically enter sketch mode with the selected sketch,
* allowing for quick editing of sketches. TODO: This should be moved to a more central place.
*/
const enterSketchModeIfSelectingSketch: MouseEventHandler<HTMLDivElement> = (
e
) => {
if (
!isNetworkOkay ||
!engineStreamState.context.videoRef.current ||
modelingMachineState.matches('Sketch') ||
sceneInfra.camControls.wasDragging === true ||
!btnName(e.nativeEvent).left
) {
return
}
sendSelectEventToEngine(e)
.then(({ entity_id }) => {
if (!entity_id) {
// No entity selected. This is benign
return
}
const path = getArtifactOfTypes(
{ key: entity_id, types: ['path', 'solid2d', 'segment', 'helix'] },
kclManager.artifactGraph
)
if (err(path)) {
return path
}
sceneInfra.modelingSend({ type: 'Enter sketch' })
})
.catch(reportRejection)
}
return (
// eslint-disable-next-line jsx-a11y/no-static-element-interactions
<div
ref={videoWrapperRef}
className="absolute inset-0 z-0"
id="stream"
data-testid="stream"
onMouseUp={handleMouseUp}
onDoubleClick={enterSketchModeIfSelectingSketch}
onContextMenu={(e) => e.preventDefault()}
onContextMenuCapture={(e) => e.preventDefault()}
>
<video
autoPlay
muted
key={engineStreamActor.id + 'video'}
ref={videoRef}
controls={false}
className="w-full cursor-pointer h-full"
disablePictureInPicture
id="video-stream"
/>
<canvas
key={engineStreamActor.id + 'canvas'}
ref={canvasRef}
className="cursor-pointer"
id="freeze-frame"
>
No canvas support
</canvas>
<ClientSideScene
cameraControls={settings.modeling.mouseControls.current}
/>
<ViewControlContextMenu
event="mouseup"
guard={(e) =>
sceneInfra.camControls.wasDragging === false &&
btnName(e).right === true
}
menuTargetElement={videoWrapperRef}
/>
{![
EngineStreamState.Playing,
EngineStreamState.Paused,
EngineStreamState.Resuming,
].some((s) => s === engineStreamState.value) && (
<Loading dataTestId="loading-engine" className="fixed inset-0 h-screen">
Connecting to engine
</Loading>
)}
</div>
)
}