SceneBridge class wraps @pascal-app/core's Zustand store for Node, exposing a clean programmatic API for scene load/mutate/export plus Zundo undo/redo. Requires a requestAnimationFrame polyfill loaded before any core import to work around the store's RAF-batched dirty marking. - 51 tests, 99.68% line coverage on scene-bridge.ts - All-or-nothing applyPatch with Zod dry-run validation - Safeguards against prototype-polluting keys in loadJSON - Resolves children through the flat nodes dict (handles the SiteNode.children-as-objects inconsistency) Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
501 lines
17 KiB
TypeScript
501 lines
17 KiB
TypeScript
// Side-effect import MUST come first: installs RAF polyfill before core loads.
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import './node-shims'
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import type { SceneGraph } from '@pascal-app/core/clone-scene-graph'
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import type { AnyNode } from '@pascal-app/core/schema'
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import { type AnyNodeId, AnyNode as AnyNodeSchema, type AnyNodeType } from '@pascal-app/core/schema'
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// Per PLAN §0.6: `useScene` is the DEFAULT export from `@pascal-app/core/store`.
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import useScene from '@pascal-app/core/store'
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export type ValidationError = { nodeId: string; path: string; message: string }
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export type ValidationResult = { valid: boolean; errors: ValidationError[] }
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export type CreatePatch = { op: 'create'; node: AnyNode; parentId?: AnyNodeId }
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export type UpdatePatch = { op: 'update'; id: AnyNodeId; data: Partial<AnyNode> }
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export type DeletePatch = { op: 'delete'; id: AnyNodeId; cascade?: boolean }
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export type Patch = CreatePatch | UpdatePatch | DeletePatch
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/**
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* Headless bridge to the `@pascal-app/core` Zustand store.
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*
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* All mutation flows through the real core store so undo/redo works via Zundo.
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* No renderer is attached; `dirtyNodes` accumulates and can be drained via
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* `flushDirty()` for observability.
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*/
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export class SceneBridge {
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/** Load initial state; if empty, creates default Site → Building → Level. */
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loadDefault(): void {
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useScene.getState().loadScene()
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}
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/** Replace entire scene (undoable via Zundo). */
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setScene(nodes: Record<AnyNodeId, AnyNode>, rootNodeIds: AnyNodeId[]): void {
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useScene.getState().setScene(nodes, rootNodeIds)
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}
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/** Full snapshot for export, including collections. */
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exportJSON(): SceneGraph & { collections: Record<string, unknown> } {
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const state = useScene.getState()
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// Deep-clone so callers can't mutate store state directly.
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return JSON.parse(
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JSON.stringify({
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nodes: state.nodes,
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rootNodeIds: state.rootNodeIds,
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collections: state.collections ?? {},
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}),
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)
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}
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/**
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* Import. Accepts either a JSON string or a parsed SceneGraph object.
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* Throws on invalid JSON, unexpected shape, or prototype-polluting keys.
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*/
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loadJSON(json: string | SceneGraph): void {
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let parsed: unknown
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if (typeof json === 'string') {
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try {
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parsed = JSON.parse(json)
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} catch (err) {
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const msg = err instanceof Error ? err.message : String(err)
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throw new Error(`invalid JSON: ${msg}`)
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}
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} else {
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parsed = json
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}
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if (!parsed || typeof parsed !== 'object') {
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throw new Error('invalid scene: expected object with {nodes, rootNodeIds}')
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}
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const obj = parsed as Record<string, unknown>
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const nodes = obj.nodes
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const rootNodeIds = obj.rootNodeIds
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if (!nodes || typeof nodes !== 'object' || Array.isArray(nodes)) {
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throw new Error('invalid scene: `nodes` must be an object')
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}
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if (!Array.isArray(rootNodeIds)) {
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throw new Error('invalid scene: `rootNodeIds` must be an array')
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}
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// Reject prototype-polluting keys as top-level `nodes` keys.
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const BANNED = new Set(['__proto__', 'constructor', 'prototype'])
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for (const key of Object.keys(nodes)) {
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if (BANNED.has(key)) {
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throw new Error(`invalid scene: forbidden key "${key}" in nodes`)
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}
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}
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this.setScene(nodes as Record<AnyNodeId, AnyNode>, rootNodeIds as AnyNodeId[])
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}
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/** Read a single node, or `null` if not present. */
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getNode(id: AnyNodeId): AnyNode | null {
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const node = useScene.getState().nodes[id]
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return node ?? null
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}
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/** All nodes (live reference into the store — do NOT mutate). */
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getNodes(): Record<AnyNodeId, AnyNode> {
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return useScene.getState().nodes
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}
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/** Root node IDs. */
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getRootNodeIds(): AnyNodeId[] {
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return useScene.getState().rootNodeIds
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}
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/**
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* Resolve children via the flat `nodes` dict. Uses THREE fallbacks because
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* the codebase's parent-tracking is not uniform:
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*
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* 1. `node.parentId === parentId` (normal case post-store-mutation).
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* 2. Parent has `children: string[]` of IDs (building, level, wall, ...).
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* 3. Parent has `children: Array<node-object>` (the SiteNode quirk — see
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* PLAN §0.7). We resolve each object to its flat-dict entry by `id`.
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*
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* The `loadScene()` default assembler skips the store mutation paths so the
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* default site/building/level tree has `parentId === null` on every node —
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* only the `children` arrays reflect the hierarchy.
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*
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* Results are de-duplicated by id, in flat-dict iteration order.
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*/
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getChildren(parentId: AnyNodeId): AnyNode[] {
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const nodes = useScene.getState().nodes
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const out: AnyNode[] = []
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const seen = new Set<AnyNodeId>()
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// Strategy 1: parentId scan.
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for (const node of Object.values(nodes)) {
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if (node.parentId === parentId && !seen.has(node.id as AnyNodeId)) {
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seen.add(node.id as AnyNodeId)
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out.push(node)
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}
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}
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// Strategies 2 & 3: parent's own `children` field.
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const parent = nodes[parentId]
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if (parent && 'children' in parent && Array.isArray(parent.children)) {
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for (const child of parent.children as unknown[]) {
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let childId: string | null = null
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if (typeof child === 'string') childId = child
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else if (
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child &&
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typeof child === 'object' &&
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'id' in (child as Record<string, unknown>) &&
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typeof (child as { id: unknown }).id === 'string'
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) {
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childId = (child as { id: string }).id
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}
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if (!childId) continue
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const childNode = nodes[childId as AnyNodeId]
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if (!childNode) continue
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if (seen.has(childNode.id as AnyNodeId)) continue
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seen.add(childNode.id as AnyNodeId)
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out.push(childNode)
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}
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}
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return out
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}
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/**
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* Walk up `parentId` chain; returns `[self, parent, grandparent, ...]`.
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*
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* Falls back to reverse-scanning `children` arrays when `parentId` is
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* unset (see the default-scene quirk documented on `getChildren`).
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*/
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getAncestry(id: AnyNodeId): AnyNode[] {
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const nodes = useScene.getState().nodes
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const out: AnyNode[] = []
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let current: AnyNode | undefined = nodes[id]
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const seen = new Set<AnyNodeId>()
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while (current && !seen.has(current.id)) {
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seen.add(current.id)
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out.push(current)
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const pid = current.parentId as AnyNodeId | null | undefined
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if (pid && nodes[pid]) {
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current = nodes[pid]
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continue
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}
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// Fallback: scan for any node whose `children` includes this id.
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const fallback = this._findParentByChildrenScan(current.id as AnyNodeId)
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if (!fallback) break
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current = fallback
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}
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return out
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}
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/** Find all nodes matching the given filters (all filters ANDed). */
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findNodes(filter: {
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type?: AnyNodeType
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parentId?: AnyNodeId | null
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levelId?: AnyNodeId
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}): AnyNode[] {
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const nodes = useScene.getState().nodes
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const out: AnyNode[] = []
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for (const node of Object.values(nodes)) {
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if (filter.type !== undefined && node.type !== filter.type) continue
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if (filter.parentId !== undefined) {
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const np = (node.parentId ?? null) as AnyNodeId | null
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if (np !== filter.parentId) continue
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}
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if (filter.levelId !== undefined) {
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if (this.resolveLevelId(node.id as AnyNodeId) !== filter.levelId) continue
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}
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out.push(node)
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}
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return out
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}
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/** Resolve the level-ancestor of a node, or `null` if none in the chain. */
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resolveLevelId(id: AnyNodeId): AnyNodeId | null {
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const ancestry = this.getAncestry(id)
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for (const node of ancestry) {
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if (node.type === 'level') return node.id as AnyNodeId
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}
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return null
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}
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/**
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* Create a node. Caller must pass an already-parsed `AnyNode` (with a valid
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* `id`, generated by the schema default if they did `XxxNode.parse({...})`).
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* Returns the generated id.
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*/
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createNode(node: AnyNode, parentId?: AnyNodeId): AnyNodeId {
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useScene.getState().createNode(node, parentId)
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return node.id as AnyNodeId
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}
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/** Update node fields (shallow merge through the core store). */
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updateNode(id: AnyNodeId, data: Partial<AnyNode>): void {
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if (!useScene.getState().nodes[id]) {
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throw new Error(`node not found: ${id}`)
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}
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useScene.getState().updateNode(id, data)
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}
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/**
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* Delete a node. If the node has children and `cascade === false`, throws.
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* If `cascade` is true (or undefined and no children), delegates to the core
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* action which already recursively removes descendants.
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*
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* Returns the list of ids actually removed from the scene.
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*/
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deleteNode(id: AnyNodeId, cascade = false): string[] {
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const state = useScene.getState()
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const node = state.nodes[id]
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if (!node) {
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throw new Error(`node not found: ${id}`)
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}
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const descendants = this._collectDescendants(id)
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if (!cascade && descendants.length > 1) {
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throw new Error(
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`node has ${descendants.length - 1} descendant(s); pass cascade: true to delete recursively`,
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)
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}
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const before = new Set(Object.keys(state.nodes))
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useScene.getState().deleteNode(id)
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const afterNodes = useScene.getState().nodes
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const removed: string[] = []
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for (const prevId of before) {
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if (!(prevId in afterNodes)) removed.push(prevId)
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}
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return removed
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}
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/**
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* Atomic multi-op patch. Validates EVERY patch first (dry run); only if all
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* pass does it apply in a single batch via `createNodes` / `updateNodes` /
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* `deleteNodes`. Throws on any validation failure without mutating state.
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*/
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applyPatch(patches: Patch[]): {
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appliedOps: number
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deletedIds: AnyNodeId[]
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createdIds: AnyNodeId[]
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} {
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const state = useScene.getState()
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const nodes = state.nodes
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// Track synthesized state as we dry-run so later ops can reference
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// earlier-created ids and reflect earlier-deleted ids.
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const simAvailable = new Set<string>(Object.keys(nodes))
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const simDeleted = new Set<string>()
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for (let i = 0; i < patches.length; i++) {
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const p = patches[i]
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if (!p) throw new Error(`invalid patch: patches[${i}] is undefined`)
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if (p.op === 'create') {
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const res = AnyNodeSchema.safeParse(p.node)
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if (!res.success) {
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throw new Error(
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`invalid patch: patches[${i}] create node failed schema: ${res.error.message}`,
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)
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}
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if (p.parentId !== undefined && !simAvailable.has(p.parentId)) {
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throw new Error(`invalid patch: patches[${i}] create parentId "${p.parentId}" not found`)
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}
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simAvailable.add(p.node.id)
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} else if (p.op === 'update') {
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if (!simAvailable.has(p.id) || simDeleted.has(p.id)) {
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throw new Error(`invalid patch: patches[${i}] update id "${p.id}" not found`)
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}
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if (!p.data || typeof p.data !== 'object') {
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throw new Error(`invalid patch: patches[${i}] update data is not an object`)
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}
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} else if (p.op === 'delete') {
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if (!simAvailable.has(p.id) || simDeleted.has(p.id)) {
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throw new Error(`invalid patch: patches[${i}] delete id "${p.id}" not found`)
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}
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if (p.cascade === false) {
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// Only inspect the current store state — we don't simulate
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// descendant additions during dry-run, because that would require
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// building a full shadow tree. This matches the semantics of the
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// single-op deleteNode guard.
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const desc = this._collectDescendants(p.id)
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if (desc.length > 1) {
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throw new Error(
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`invalid patch: patches[${i}] delete "${p.id}" has descendants; pass cascade: true`,
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)
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}
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}
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simAvailable.delete(p.id)
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simDeleted.add(p.id)
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} else {
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throw new Error(`invalid patch: patches[${i}] unknown op`)
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}
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}
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// Dry-run succeeded — apply in order, batching adjacent ops of the same
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// op type so Zundo groups them tightly.
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const createOps: { node: AnyNode; parentId?: AnyNodeId }[] = []
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const updateOps: { id: AnyNodeId; data: Partial<AnyNode> }[] = []
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const deleteIds: AnyNodeId[] = []
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const createdIds: AnyNodeId[] = []
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// Simple approach: queue by type, flush in original order by walking
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// patches and interleaving flushes when the op type changes, so ids
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// created/updated/deleted stay temporally consistent.
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const flush = (kind: 'create' | 'update' | 'delete' | 'none') => {
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if (kind !== 'create' && createOps.length > 0) {
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useScene.getState().createNodes(createOps)
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createOps.length = 0
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}
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if (kind !== 'update' && updateOps.length > 0) {
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useScene.getState().updateNodes(updateOps)
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updateOps.length = 0
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}
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if (kind !== 'delete' && deleteIds.length > 0) {
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useScene.getState().deleteNodes(deleteIds)
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deleteIds.length = 0
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}
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}
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for (const p of patches) {
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if (p.op === 'create') {
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flush('create')
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createOps.push({ node: p.node, parentId: p.parentId })
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createdIds.push(p.node.id as AnyNodeId)
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} else if (p.op === 'update') {
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flush('update')
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updateOps.push({ id: p.id, data: p.data })
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} else {
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flush('delete')
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deleteIds.push(p.id)
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}
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}
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flush('none')
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// Compute actual deleted ids by diffing pre/post snapshots.
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const postNodes = useScene.getState().nodes
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const deletedIds: AnyNodeId[] = []
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for (const prevId of Object.keys(nodes)) {
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if (!(prevId in postNodes)) deletedIds.push(prevId as AnyNodeId)
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}
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return {
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appliedOps: patches.length,
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deletedIds,
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createdIds,
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}
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}
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/** Undo. Returns the number of steps actually undone. */
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undo(steps = 1): number {
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const before = useScene.temporal.getState().pastStates.length
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useScene.temporal.getState().undo(steps)
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const after = useScene.temporal.getState().pastStates.length
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return Math.max(0, before - after)
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}
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/** Redo. Returns the number of steps actually redone. */
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redo(steps = 1): number {
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const before = useScene.temporal.getState().futureStates.length
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useScene.temporal.getState().redo(steps)
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const after = useScene.temporal.getState().futureStates.length
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return Math.max(0, before - after)
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}
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/**
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* Zod-validate every node in the scene. Reports one error per failed node,
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* concatenating Zod issue paths.
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*/
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validateScene(): ValidationResult {
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const errors: ValidationError[] = []
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const nodes = useScene.getState().nodes
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for (const [id, node] of Object.entries(nodes)) {
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const res = AnyNodeSchema.safeParse(node)
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if (res.success) continue
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for (const issue of res.error.issues) {
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errors.push({
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nodeId: id,
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path: issue.path.join('.'),
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message: issue.message,
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})
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}
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}
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return { valid: errors.length === 0, errors }
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}
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/**
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* Drain the dirtyNodes set. Returns the ids that were present. No-op for
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* renderer (there is no renderer in MCP mode); useful for observability.
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*/
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flushDirty(): string[] {
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const state = useScene.getState()
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const ids = Array.from(state.dirtyNodes)
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for (const id of ids) {
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state.clearDirty(id as AnyNodeId)
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}
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return ids
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}
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/** Current temporal history pointers. */
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getHistory(): { pastCount: number; futureCount: number } {
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const t = useScene.temporal.getState()
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return {
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pastCount: t.pastStates.length,
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futureCount: t.futureStates.length,
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}
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}
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/** Clear the temporal undo/redo history. */
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clearHistory(): void {
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useScene.temporal.getState().clear()
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}
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// ---- internal helpers ----
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/**
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* Return the node whose `children` array (string or object form) contains
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* the given id, or null if none. Used as a fallback when `parentId` is
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* missing on a node.
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*/
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private _findParentByChildrenScan(id: AnyNodeId): AnyNode | null {
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const nodes = useScene.getState().nodes
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for (const candidate of Object.values(nodes)) {
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if (!('children' in candidate) || !Array.isArray(candidate.children)) continue
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for (const child of candidate.children as unknown[]) {
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let childId: string | null = null
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if (typeof child === 'string') childId = child
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else if (
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child &&
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typeof child === 'object' &&
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'id' in (child as Record<string, unknown>) &&
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typeof (child as { id: unknown }).id === 'string'
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) {
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childId = (child as { id: string }).id
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}
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if (childId === id) return candidate
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}
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}
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return null
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}
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/**
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* Collect ids of a node and all its descendants. Uses the same combined
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* strategy as `getChildren` (parentId scan + children-array walk) so that
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* the SiteNode quirk and the default-scene parentId-unset case both work.
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*/
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private _collectDescendants(id: AnyNodeId): AnyNodeId[] {
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const nodes = useScene.getState().nodes
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if (!nodes[id]) return []
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const out: AnyNodeId[] = []
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const stack: AnyNodeId[] = [id]
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const seen = new Set<AnyNodeId>()
|
|
// Precompute parent → child[] index from parentId only. `children` arrays
|
|
// are consulted on-the-fly via getChildren.
|
|
while (stack.length > 0) {
|
|
const curr = stack.pop()!
|
|
if (seen.has(curr)) continue
|
|
seen.add(curr)
|
|
out.push(curr)
|
|
const children = this.getChildren(curr)
|
|
for (const c of children) stack.push(c.id as AnyNodeId)
|
|
}
|
|
return out
|
|
}
|
|
}
|