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