Aymeric Rabot bee4613b82
Add project versioning & publish flow (#130)
* Add project versioning & publish flow

Introduce project model versioning and publishing support.

- DB: add published_model_version column to projects (migration + schema + types).
- Models: add version status types and helpers, implement getProjectVersionStatus, enhanced getProjectModel to load draft/published/legacy fallbacks, saveProjectModel now manages draft creation/updating and avoids no-op saves, saveProjectVersion to lock/save/publish versions and create next draft, publishProjectModel to republish specific saved versions. Includes scene-graph equality checks and authenticated project ownership checks.
- UI: AppSidebar shows publish/draft status, polling refresh, and Save / Save & publish / Publish actions that flush the editor scene before version operations. Hook update: load scene from result.data.model.scene_graph.
- Public project loader: prefer published version with legacy fallbacks.

This enables safe draft editing, explicit saves, publishing, and keeps autosave working across version locks.

* Add project versioning UI, APIs & preview mode

Introduce full version management support: UI, backend actions, and editor integration.

- UI: Add a Versions popover to the app sidebar with search, relative timestamps, preview, restore and publish controls; disable version actions while previewing and show proper labels/states. Imported new icons, popover and tooltip primitives and added formatRelativeTime helper.
- Actions: Add ProjectVersionListItem type and APIs getProjectVersionList and getProjectVersionByNumber to list and fetch saved (non-draft) versions.
- Hooks: Extract applySceneGraphToEditor and sync editor selection logic; ensure scene loading applies selection and supports preview mode (which suppresses autosave).
- Store: Add isVersionPreviewMode to project store with setter and isSceneLoading flag usage to prevent autosave while previewing.
- Misc: Wire up version list loading, previewing, restoring and publishing flows, and refresh version status/list after actions.

These changes enable browsing historical project versions, previewing them without triggering autosaves, and restoring or publishing selected versions.

* Improve version preview, restore flow & draft handling

- Add scene graph snapshot to preserve unsaved work during preview
- Include draft versions and metadata in version list
- Add getProjectVersionById for direct ID-based lookups
- Add autosave status to project store
- Refactor sidebar version UI (remove search, use save icon)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

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Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 23:56:46 -05:00

309 lines
9.9 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, type SceneGraph } from './actions'
/** Debounce interval for cloud auto-save (ms). */
const AUTOSAVE_DEBOUNCE_MS = 1_000
function syncEditorSelectionFromCurrentScene() {
const sceneNodes = useScene.getState().nodes as Record<string, any>
const sceneRootIds = useScene.getState().rootNodeIds
const siteNode = sceneRootIds[0] ? sceneNodes[sceneRootIds[0]] : null
const resolve = (child: any) =>
typeof child === 'string' ? sceneNodes[child] : child
const firstBuilding = siteNode?.children?.map(resolve).find((n: any) => n?.type === 'building')
const firstLevel = firstBuilding?.children?.map(resolve).find((n: any) => n?.type === 'level')
if (firstBuilding && firstLevel) {
useViewer.getState().setSelection({
buildingId: firstBuilding.id,
levelId: firstLevel.id,
selectedIds: [],
zoneId: null,
})
useEditor.getState().setPhase('structure')
useEditor.getState().setStructureLayer('elements')
// Auto-select the wall tool if the level is empty (e.g., brand new project)
if (!firstLevel.children || firstLevel.children.length === 0) {
useEditor.getState().setMode('build')
useEditor.getState().setTool('wall')
}
} else {
useEditor.getState().setPhase('site')
useViewer.getState().setSelection({
buildingId: null,
levelId: null,
selectedIds: [],
zoneId: null,
})
}
}
export function applySceneGraphToEditor(sceneGraph?: SceneGraph | null) {
if (sceneGraph?.nodes && sceneGraph.rootNodeIds) {
const { nodes, rootNodeIds } = sceneGraph
useScene.getState().setScene(nodes, rootNodeIds)
} else {
useScene.getState().clearScene()
}
syncEditorSelectionFromCurrentScene()
}
/**
* 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 isVersionPreviewMode = useProjectStore((state) => state.isVersionPreviewMode)
const setAutosaveStatus = useProjectStore((state) => state.setAutosaveStatus)
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)
const executeSaveRef = useRef<(() => Promise<void>) | null>(null)
// Extract project ID for dependency tracking
const projectId = activeProject?.id ?? null
// Load scene when active project changes
useEffect(() => {
if (isLoadingProject) {
return
}
if (!projectId) {
useProjectStore.getState().setIsVersionPreviewMode(false)
setAutosaveStatus('idle')
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
useProjectStore.getState().setIsVersionPreviewMode(false)
setAutosaveStatus('idle')
useProjectStore.getState().setIsSceneLoading(true)
try {
const result = await getProjectModel(projectId || '')
applySceneGraphToEditor(result.success ? result.data?.model?.scene_graph ?? null : null)
} catch (error) {
// Fall back to an empty scene while preserving editor selection sync.
applySceneGraphToEditor(null)
} finally {
useProjectStore.getState().setIsSceneLoading(false)
}
// Allow auto-save again after a tick (let the store update propagate)
requestAnimationFrame(() => {
isLoadingSceneRef.current = false
setAutosaveStatus('saved')
})
}
loadScene()
}, [projectId, isLoadingProject, setAutosaveStatus])
// 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
executeSaveRef.current = null
setAutosaveStatus('idle')
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
}
if (useProjectStore.getState().isVersionPreviewMode) {
// Do not autosave preview scenes. Keep snapshot aligned so returning to
// latest does not schedule a false-positive save.
setAutosaveStatus('paused')
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
setAutosaveStatus('pending')
// 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(() => {
saveTimeoutRef.current = undefined
executeSave()
}, AUTOSAVE_DEBOUNCE_MS)
})
async function executeSave() {
const currentProjectId = currentProjectIdRef.current
if (!currentProjectId) return
if (isLoadingSceneRef.current || useProjectStore.getState().isVersionPreviewMode) {
// Save is paused while previewing older versions.
pendingSaveRef.current = true
setAutosaveStatus('paused')
return
}
const { nodes, rootNodeIds } = useScene.getState()
const sceneGraph = { nodes, rootNodeIds }
isSavingRef.current = true
pendingSaveRef.current = false
setAutosaveStatus('saving')
try {
await saveProjectModel(currentProjectId, sceneGraph)
hasDirtyChangesRef.current = false
setAutosaveStatus('saved')
} finally {
isSavingRef.current = false
// If changes arrived while we were saving, schedule one more save
if (pendingSaveRef.current) {
pendingSaveRef.current = false
setAutosaveStatus('pending')
saveTimeoutRef.current = setTimeout(() => {
saveTimeoutRef.current = undefined
executeSave()
}, AUTOSAVE_DEBOUNCE_MS)
}
}
}
executeSaveRef.current = executeSave
// 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 () => {
executeSaveRef.current = null
window.removeEventListener('beforeunload', flushOnExit)
if (saveTimeoutRef.current) {
clearTimeout(saveTimeoutRef.current)
}
// Flush on unmount (e.g. navigating away within the SPA)
flushOnExit()
unsubscribe()
}
}, [projectId, setAutosaveStatus])
useEffect(() => {
if (!projectId) return
if (isVersionPreviewMode) {
if (saveTimeoutRef.current) {
clearTimeout(saveTimeoutRef.current)
saveTimeoutRef.current = undefined
}
if (hasDirtyChangesRef.current) {
pendingSaveRef.current = true
}
setAutosaveStatus('paused')
return
}
if (isSavingRef.current) {
return
}
if (hasDirtyChangesRef.current) {
setAutosaveStatus('pending')
if (!saveTimeoutRef.current) {
saveTimeoutRef.current = setTimeout(() => {
saveTimeoutRef.current = undefined
executeSaveRef.current?.()
}, AUTOSAVE_DEBOUNCE_MS)
}
return
}
setAutosaveStatus('saved')
}, [isVersionPreviewMode, projectId, setAutosaveStatus])
}