fix: stabilize game scene loading and player spawn
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This commit is contained in:
Tom Boullay
2026-05-11 23:52:57 +02:00
parent 1616f9ed02
commit e8968555b9
22 changed files with 202 additions and 110 deletions
+83 -47
View File
@@ -1,5 +1,12 @@
import type { ReactNode } from "react";
import { Component, Suspense, useEffect, useState } from "react";
import {
Component,
Suspense,
useCallback,
useEffect,
useRef,
useState,
} from "react";
import { useClonedObject } from "@/hooks/three/useClonedObject";
import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
import { GameMapCollision } from "@/world/GameMapCollision";
@@ -20,6 +27,7 @@ interface ErrorBoundaryProps {
fallback: ReactNode;
modelUrl: string | null;
node: MapNode;
onSettled: () => void;
}
interface ErrorBoundaryState {
@@ -50,6 +58,7 @@ class ModelErrorBoundary extends Component<
},
error,
);
this.props.onSettled();
}
render(): ReactNode {
@@ -68,19 +77,39 @@ interface GameMapProps {
buildOctree?: boolean;
}
const MAP_RENDER_BATCH_SIZE = 12;
export function GameMap({
buildOctree = true,
onLoaded,
onLoadingStateChange,
onOctreeReady,
}: GameMapProps): React.JSX.Element {
const settledMapNodesRef = useRef(new Set<number>());
const [mapNodes, setMapNodes] = useState<LoadedMapNode[]>([]);
const [mapLoaded, setMapLoaded] = useState(false);
const [visibleNodeCount, setVisibleNodeCount] = useState(0);
const visibleMapNodes = mapNodes.slice(0, visibleNodeCount);
const mapReady = mapLoaded && visibleNodeCount >= mapNodes.length;
const [settledMapNodeCount, setSettledMapNodeCount] = useState(0);
const mapReady = mapLoaded && settledMapNodeCount >= mapNodes.length;
const handleMapNodeSettled = useCallback((index: number) => {
if (settledMapNodesRef.current.has(index)) return;
settledMapNodesRef.current.add(index);
setSettledMapNodeCount(settledMapNodesRef.current.size);
}, []);
const showEmptyMap = useCallback(
(currentStep: string) => {
setMapNodes([]);
setMapLoaded(true);
settledMapNodesRef.current.clear();
setSettledMapNodeCount(0);
onLoadingStateChange?.({
currentStep,
progress: 0.7,
status: "loading",
});
},
[onLoadingStateChange],
);
useEffect(() => {
onLoadingStateChange?.({
@@ -94,11 +123,7 @@ export function GameMap({
const sceneData = await loadMapSceneData();
if (!sceneData) {
logger.warn("GameMap", "map.json not found");
onLoadingStateChange?.({
currentStep: "Map introuvable",
progress: 1,
status: "loading",
});
showEmptyMap("Map introuvable");
return;
}
@@ -128,9 +153,10 @@ export function GameMap({
setMapNodes(loadedMapNodes);
setMapLoaded(true);
setVisibleNodeCount(0);
settledMapNodesRef.current.clear();
setSettledMapNodeCount(0);
onLoadingStateChange?.({
currentStep: "Montage progressif des models",
currentStep: "Chargement des modèles de la map",
progress: 0.25,
status: "loading",
});
@@ -138,63 +164,41 @@ export function GameMap({
logger.error("GameMap", "Error loading map", {
error: error instanceof Error ? error : new Error(String(error)),
});
onLoadingStateChange?.({
currentStep: "Erreur de chargement de la map",
progress: 1,
status: "loading",
});
showEmptyMap("Erreur de chargement de la map");
}
};
loadMap();
}, [onLoaded, onLoadingStateChange]);
useEffect(() => {
if (mapNodes.length === 0 || visibleNodeCount >= mapNodes.length) return;
const frameId = window.requestAnimationFrame(() => {
setVisibleNodeCount((current) =>
Math.min(current + MAP_RENDER_BATCH_SIZE, mapNodes.length),
);
});
return () => {
window.cancelAnimationFrame(frameId);
};
}, [mapNodes.length, visibleNodeCount]);
}, [onLoadingStateChange, showEmptyMap]);
useEffect(() => {
if (mapNodes.length === 0) return;
const renderProgress =
mapNodes.length === 0 ? 1 : visibleNodeCount / mapNodes.length;
mapNodes.length === 0 ? 1 : settledMapNodeCount / mapNodes.length;
onLoadingStateChange?.({
currentStep: "Montage progressif des models",
currentStep: "Chargement des modèles de la map",
progress: 0.25 + renderProgress * 0.45,
status: "loading",
});
}, [mapNodes.length, onLoadingStateChange, visibleNodeCount]);
}, [mapNodes.length, onLoadingStateChange, settledMapNodeCount]);
return (
<>
<group>
{visibleMapNodes.map((mapNode, index) => (
{mapNodes.map((mapNode, index) => (
<ModelErrorBoundary
key={index}
fallback={<FallbackMapNode node={mapNode.node} />}
modelUrl={mapNode.modelUrl}
node={mapNode.node}
onSettled={() => handleMapNodeSettled(index)}
>
{mapNode.modelUrl ? (
<Suspense fallback={<FallbackMapNode node={mapNode.node} />}>
<ModelInstance
node={mapNode.node}
modelUrl={mapNode.modelUrl}
/>
</Suspense>
) : (
<FallbackMapNode node={mapNode.node} />
)}
<MapNodeInstance
node={mapNode.node}
modelUrl={mapNode.modelUrl}
onSettled={() => handleMapNodeSettled(index)}
/>
</ModelErrorBoundary>
))}
</group>
@@ -210,12 +214,40 @@ export function GameMap({
);
}
function MapNodeInstance({
node,
modelUrl,
onSettled,
}: {
node: MapNode;
modelUrl: string | null;
onSettled: () => void;
}): React.JSX.Element {
useEffect(() => {
if (modelUrl !== null) return;
onSettled();
}, [modelUrl, onSettled]);
if (!modelUrl) {
return <FallbackMapNode node={node} />;
}
return (
<Suspense fallback={<FallbackMapNode node={node} />}>
<ModelInstance node={node} modelUrl={modelUrl} onLoaded={onSettled} />
</Suspense>
);
}
function ModelInstance({
node,
modelUrl,
onLoaded,
}: {
node: MapNode;
modelUrl: string;
onLoaded: () => void;
}): React.JSX.Element {
const { position, rotation, scale } = node;
const { scene } = useLoggedGLTF(modelUrl, {
@@ -226,6 +258,10 @@ function ModelInstance({
});
const sceneInstance = useClonedObject(scene);
useEffect(() => {
onLoaded();
}, [onLoaded]);
return (
<primitive
object={sceneInstance}