Files
modeling-app/src/components/EngineStream.tsx
Kevin Nadro 99cb6a6179 [Fix] Created the safest navigate/load/open/please sir i want some more for a .kcl file (#6867)
* fix: clear scene and bust cache if rust panics

* Update onboarding following @jgomez720

* chore: hopefully made a safe navigate to kcl file to call executeAST without a race condition

* chore: hopefully made a safe navigate to kcl file to call executeAST without a race condition

* fix: clean up

* fix: FUCK

* fix: FUCK 2.0

* fix: oh boi

* fix: oh boi

* fix: idk man

* updates

Signed-off-by: Jess Frazelle <github@jessfraz.com>

* fix: take main on this, do not need a single line from my testing code

* fix: more PR cleanup from all of the testing code

* fix: trying to clean up more, ope this has a lot of other code

* fix: PR clean up

* fix: trying to get a clean branch, I had multiple other branches in here ope

* fix: more cleanup

* fix: another one

* fix: fixed the comment to be accurate

* fix: removed confusing comment

---------

Signed-off-by: Jess Frazelle <github@jessfraz.com>
Co-authored-by: Frank Noirot <frankjohnson1993@gmail.com>
Co-authored-by: Jess Frazelle <github@jessfraz.com>
2025-05-13 15:35:29 +00:00

467 lines
16 KiB
TypeScript

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 } 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 { isPlaywright } from '@src/lib/isPlaywright'
import {
engineStreamZoomToFit,
engineViewIsometricWithGeometryPresent,
engineViewIsometricWithoutGeometryPresent,
} from '@src/lib/utils'
import { DEFAULT_DEFAULT_LENGTH_UNIT } from '@src/lib/constants'
import { createThumbnailPNGOnDesktop } from '@src/lib/screenshot'
import type { SettingsViaQueryString } from '@src/lib/settings/settingsTypes'
export const EngineStream = (props: {
pool: string | null
authToken: string | undefined
}) => {
const { setAppState } = useAppState()
const [firstPlay, setFirstPlay] = useState(true)
const { overallState } = useNetworkContext()
const settings = useSettings()
const engineStreamState = useSelector(engineStreamActor, (state) => state)
const { file, project } = useRouteLoaderData(PATHS.FILE) as IndexLoaderData
const last = useRef<number>(Date.now())
const videoWrapperRef = useRef<HTMLDivElement>(null)
/**
* 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 { state: modelingMachineState, send: modelingMachineActorSend } =
useModelingContext()
const streamIdleMode = settings.app.streamIdleMode.current
const startOrReconfigureEngine = () => {
engineStreamActor.send({
type: EngineStreamTransition.StartOrReconfigureEngine,
modelingMachineActorSend,
settings: settingsEngine,
setAppState,
// It's possible a reconnect happens as we drag the window :')
onMediaStream(mediaStream: MediaStream) {
engineStreamActor.send({
type: EngineStreamTransition.SetMediaStream,
mediaStream,
})
},
})
}
// When the scene is ready play the stream and execute!
const play = () => {
engineStreamActor.send({
type: EngineStreamTransition.Play,
})
const kmp = kclManager.executeCode().catch(trap)
if (!firstPlay) return
setFirstPlay(false)
console.log('scene is ready, fire!')
kmp
.then(async () => {
// Gotcha: Playwright E2E tests will be zoom_to_fit, when you try to recreate the e2e test manually
// your localhost will do view_isometric. Turn this boolean on to have the same experience when manually
// debugging e2e tests
// We need a padding of 0.1 for zoom_to_fit for all E2E tests since they were originally
// written with zoom_to_fit with padding 0.1
const padding = 0.1
if (isPlaywright()) {
await engineStreamZoomToFit({ engineCommandManager, padding })
} else {
// If the scene is empty you cannot use view_isometric, it will not move the camera
if (kclManager.isAstBodyEmpty(kclManager.ast)) {
await engineViewIsometricWithoutGeometryPresent({
engineCommandManager,
unit:
kclManager.fileSettings.defaultLengthUnit ||
DEFAULT_DEFAULT_LENGTH_UNIT,
})
} else {
await engineViewIsometricWithGeometryPresent({
engineCommandManager,
padding,
})
}
}
if (project && project.path) {
createThumbnailPNGOnDesktop({
projectDirectoryWithoutEndingSlash: project.path,
})
}
})
.catch(trap)
}
useEffect(() => {
engineCommandManager.addEventListener(
EngineCommandManagerEvents.SceneReady,
play
)
return () => {
engineCommandManager.removeEventListener(
EngineCommandManagerEvents.SceneReady,
play
)
}
}, [firstPlay])
useEffect(() => {
engineCommandManager.addEventListener(
EngineCommandManagerEvents.SceneReady,
play
)
engineStreamActor.send({
type: EngineStreamTransition.SetPool,
data: { pool: props.pool },
})
engineStreamActor.send({
type: EngineStreamTransition.SetAuthToken,
data: { authToken: props.authToken },
})
return () => {
engineCommandManager.tearDown()
}
}, [])
// In the past we'd try to play immediately, but the proper thing is to way
// for the 'canplay' event to tell us data is ready.
useEffect(() => {
const videoRef = engineStreamState.context.videoRef.current
if (!videoRef) {
return
}
const play = () => {
videoRef.play().catch(console.error)
}
videoRef.addEventListener('canplay', play)
return () => {
videoRef.removeEventListener('canplay', play)
}
}, [engineStreamState.context.videoRef.current])
useEffect(() => {
if (engineStreamState.value === EngineStreamState.Reconfiguring) return
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
) {
timeoutStart.current = Date.now()
startOrReconfigureEngine()
}
})
}).observe(document.body)
}, [engineStreamState.value])
// When the video and canvas element references are set, start the engine.
useEffect(() => {
if (
engineStreamState.context.canvasRef.current &&
engineStreamState.context.videoRef.current
) {
startOrReconfigureEngine()
}
}, [
engineStreamState.context.canvasRef.current,
engineStreamState.context.videoRef.current,
])
// On settings change, reconfigure the engine. When paused this gets really tricky,
// and also requires onMediaStream to be set!
useEffect(() => {
startOrReconfigureEngine()
}, Object.values(settingsEngine))
/**
* 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) {
engineStreamActor.send({
type: EngineStreamTransition.StartOrReconfigureEngine,
modelingMachineActorSend,
settings: settingsEngine,
setAppState,
onMediaStream(mediaStream: MediaStream) {
engineStreamActor.send({
type: EngineStreamTransition.SetMediaStream,
mediaStream,
})
},
})
}
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('touchstop', 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('touchstop', onAnyInput)
}
}, [streamIdleMode, 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={engineStreamState.context.videoRef}
controls={false}
className="w-full cursor-pointer h-full"
disablePictureInPicture
id="video-stream"
/>
<canvas
key={engineStreamActor.id + 'canvas'}
ref={engineStreamState.context.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].some(
(s) => s === engineStreamState.value
) && (
<Loading dataTestId="loading-engine" className="fixed inset-0 h-screen">
Connecting to engine
</Loading>
)}
</div>
)
}