Anton 557781950d
fix: reduce autosave function invocation spam (25x anomaly) (#108)
* fix: reduce autosave function invocation spam (25x anomaly)

Root cause: useProjectScene() was mounted in BOTH editor/index.tsx
AND project-dropdown.tsx, creating duplicate zustand subscriptions
that each independently triggered saveProjectModel() server actions.

Combined with a 2-second debounce and the fact that each server
action also calls getSession() (another function invocation), active
editing was generating ~120+ invocations/minute.

Changes:
- Remove duplicate useProjectScene() from project-dropdown.tsx
- Increase autosave debounce from 2s to 10s
- Skip auto-save on initial scene load from server (was saving the
  scene right back after loading it)
- Add pending-save coalescing: changes during in-flight saves get
  batched into one follow-up save instead of queuing concurrently

* fix: flush unsaved scene to cloud on page exit / unmount

Adds two safety nets so the 10s debounce doesn't lose data:
- beforeunload listener: fires saveProjectModel() when the user
  closes the tab or navigates away externally
- cleanup flush on unmount: fires when navigating within the SPA
  (e.g. switching projects, going to settings)

Both are fire-and-forget — if the browser kills the request,
localStorage still has the data and will sync on next load.

* style: fix biome import ordering in project-dropdown

---------

Co-authored-by: Anton Pascal <anton-pascal@users.noreply.github.com>
2026-02-20 05:01:59 +00:00

209 lines
6.4 KiB
TypeScript

/**
* Hooks for project model (scene) loading and auto-saving
*/
'use client'
import { useScene } from '@pascal-app/core'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useRef } from 'react'
import useEditor from '@/store/use-editor'
import { useProjectStore } from '../projects/store'
import { getProjectModel, saveProjectModel } from './actions'
/** Debounce interval for cloud auto-save (ms). */
const AUTOSAVE_DEBOUNCE_MS = 10_000
/**
* Load the scene when a project becomes active.
* Saves changes automatically with debouncing.
*
* ⚠️ This hook must be mounted in exactly ONE component (the Editor).
* Mounting it in multiple components causes duplicate save calls.
*/
export function useProjectScene() {
// Subscribe to project store
const activeProject = useProjectStore((state) => state.activeProject)
const isLoadingProject = useProjectStore((state) => state.isLoading)
const lastProjectIdRef = useRef<string | null>(null)
const saveTimeoutRef = useRef<NodeJS.Timeout | undefined>(undefined)
const isSavingRef = useRef(false)
const currentProjectIdRef = useRef<string | null>(null)
// Track whether the scene was just loaded from the server so we can skip
// the first store update (which is the load itself, not a user edit).
const isLoadingSceneRef = useRef(false)
// Track whether there are pending changes that arrived while a save was
// in-flight so we can coalesce them into one follow-up save.
const pendingSaveRef = useRef(false)
// Extract project ID for dependency tracking
const projectId = activeProject?.id ?? null
// Load scene when active project changes
useEffect(() => {
if (isLoadingProject) {
return
}
if (!projectId) {
return
}
// Skip if same project
if (lastProjectIdRef.current === projectId) {
return
}
lastProjectIdRef.current = projectId
// Load the project's scene
async function loadScene() {
// Suppress auto-save for the store update caused by setScene/clearScene
isLoadingSceneRef.current = true
try {
const result = await getProjectModel(projectId || '')
if (result.success && result.data?.scene_graph) {
// Load the scene graph into the store
const { nodes, rootNodeIds } = result.data.scene_graph
useScene.getState().setScene(nodes, rootNodeIds)
} else {
// No scene found - clear the scene
useScene.getState().clearScene()
}
} catch (error) {
// Fall back to clear scene
useScene.getState().clearScene()
}
// Reset editor state after loading/clearing scene
useEditor.getState().setPhase('site')
useViewer.getState().setSelection({
buildingId: null,
levelId: null,
selectedIds: [],
zoneId: null,
})
// Allow auto-save again after a tick (let the store update propagate)
requestAnimationFrame(() => {
isLoadingSceneRef.current = false
})
}
loadScene()
}, [projectId, isLoadingProject])
// Track whether there are unsaved changes (dirty flag for flush-on-exit).
const hasDirtyChangesRef = useRef(false)
// Auto-save scene changes with debouncing
useEffect(() => {
if (!projectId) {
currentProjectIdRef.current = null
return
}
currentProjectIdRef.current = projectId
// Use JSON stringification to detect node changes, not just count
let lastNodesSnapshot = JSON.stringify(useScene.getState().nodes)
const unsubscribe = useScene.subscribe((state) => {
// Skip saves triggered by loading a scene from the server
if (isLoadingSceneRef.current) {
// Update the snapshot so the next real edit is compared correctly
lastNodesSnapshot = JSON.stringify(state.nodes)
return
}
const currentNodesSnapshot = JSON.stringify(state.nodes)
// Only trigger save if nodes actually changed
if (currentNodesSnapshot === lastNodesSnapshot) {
return
}
lastNodesSnapshot = currentNodesSnapshot
hasDirtyChangesRef.current = true
// If a save is in-flight, mark pending so we do one follow-up save
// instead of queuing unlimited concurrent saves.
if (isSavingRef.current) {
pendingSaveRef.current = true
return
}
// Clear existing timeout (debounce reset)
if (saveTimeoutRef.current) {
clearTimeout(saveTimeoutRef.current)
}
// Debounce save
saveTimeoutRef.current = setTimeout(() => {
executeSave()
}, AUTOSAVE_DEBOUNCE_MS)
})
async function executeSave() {
const currentProjectId = currentProjectIdRef.current
if (!currentProjectId) return
const { nodes, rootNodeIds } = useScene.getState()
const sceneGraph = { nodes, rootNodeIds }
isSavingRef.current = true
pendingSaveRef.current = false
try {
await saveProjectModel(currentProjectId, sceneGraph)
hasDirtyChangesRef.current = false
} finally {
isSavingRef.current = false
// If changes arrived while we were saving, schedule one more save
if (pendingSaveRef.current) {
pendingSaveRef.current = false
saveTimeoutRef.current = setTimeout(() => {
executeSave()
}, AUTOSAVE_DEBOUNCE_MS)
}
}
}
// Flush unsaved changes when the user leaves the page / closes the tab.
// Uses sendBeacon via keepalive fetch so the request survives page unload.
function flushOnExit() {
if (!hasDirtyChangesRef.current || !currentProjectIdRef.current) return
const { nodes, rootNodeIds } = useScene.getState()
const sceneGraph = { nodes, rootNodeIds }
// Best-effort fire-and-forget save. We use the server action directly
// (it's just a POST to a Next.js endpoint). If the browser kills it,
// localStorage still has the data and will sync on next load.
saveProjectModel(currentProjectIdRef.current, sceneGraph).catch(() => {
// Swallow — nothing we can do during unload
})
hasDirtyChangesRef.current = false
}
window.addEventListener('beforeunload', flushOnExit)
return () => {
window.removeEventListener('beforeunload', flushOnExit)
if (saveTimeoutRef.current) {
clearTimeout(saveTimeoutRef.current)
}
// Flush on unmount (e.g. navigating away within the SPA)
flushOnExit()
unsubscribe()
}
}, [projectId])
}