d9cacdad12
(1) HandTrackingProvider always renders the same JSX root (HandTrackingRuntime) so toggling `enabled` no longer remounts the <Canvas> below — that remount was destroying the WebGL context every time the player entered an interaction zone. (2) Add HAND_TRACKING_LINGER_MS (2s) cooldown on `enabled` so brief walk-throughs of a trigger zone don't tear down MediaPipe before it has time to initialize the webcam + model + first frame (cold start ~800ms). Resolves the WebGL context lost + respawn loop and restores visible hand tracking in the backend runtime. Browser JS runtime detection quality is a separate follow-up. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
114 lines
3.8 KiB
TypeScript
114 lines
3.8 KiB
TypeScript
import type { ReactNode } from "react";
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import { useEffect, useState } from "react";
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import { HAND_TRACKING_LINGER_MS } from "@/data/handTrackingConfig";
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import { useSceneMode } from "@/hooks/debug/useSceneMode";
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import { useDebugStore } from "@/hooks/debug/useDebugStore";
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import { useInteraction } from "@/hooks/interaction/useInteraction";
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import {
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HAND_TRACKING_IDLE_SNAPSHOT,
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HandTrackingContext,
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} from "@/hooks/handTracking/useHandTrackingSnapshot";
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import { useBrowserHandTracking } from "@/hooks/handTracking/useBrowserHandTracking";
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import { useRemoteHandTracking } from "@/hooks/handTracking/useRemoteHandTracking";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import type { MissionStep } from "@/types/gameplay/repairMission";
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const REPAIR_HAND_TRACKING_STEPS = new Set<MissionStep>([
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"inspected",
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"repairing",
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"reassembling",
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"done",
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]);
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export function HandTrackingProvider({
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children,
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}: {
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children: ReactNode;
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}): React.JSX.Element {
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const sceneMode = useSceneMode();
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const repairNeedsHands = useGameStore((state) => {
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switch (state.mainState) {
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case "ebike":
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return REPAIR_HAND_TRACKING_STEPS.has(state.ebike.currentStep);
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case "pylon":
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return REPAIR_HAND_TRACKING_STEPS.has(state.pylon.currentStep);
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case "farm":
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return REPAIR_HAND_TRACKING_STEPS.has(state.farm.currentStep);
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case "intro":
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case "outro":
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return false;
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}
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});
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const { nearby, holding, handHolding } = useInteraction();
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const requested =
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repairNeedsHands ||
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(sceneMode === "physics" && (nearby || holding || handHolding));
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// Keep the runtime active a little after `requested` turns off so
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// MediaPipe has time to initialize the webcam + model + first frame
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// before being torn down. Without this, a quick walk-through of a
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// trigger zone never produces a detected hand and the user sees
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// nothing.
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const enabled = useLingeredFlag(requested, HAND_TRACKING_LINGER_MS);
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// Always render the same JSX root (HandTrackingRuntime). Returning
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// different element types from this provider would force React to
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// remount its entire subtree — including the <Canvas> below — every
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// time `enabled` toggles, which destroys the WebGL context.
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return (
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<HandTrackingRuntime enabled={enabled}>{children}</HandTrackingRuntime>
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);
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}
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function useLingeredFlag(value: boolean, lingerMs: number): boolean {
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const [latched, setLatched] = useState(value);
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// Asymmetric sync: snap up immediately when `value` becomes true,
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// debounce the down transition by `lingerMs`. The setLatched(true)
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// call below is intentionally a direct setState inside an effect
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// because that is exactly the pattern we want (mirror upward edge,
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// delay downward edge), and there is no equivalent without it.
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useEffect(() => {
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if (value) {
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// eslint-disable-next-line react-hooks/set-state-in-effect -- intentional upward edge sync, see hook comment
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setLatched(true);
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return undefined;
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}
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const timer = window.setTimeout(() => {
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setLatched(false);
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}, lingerMs);
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return () => {
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window.clearTimeout(timer);
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};
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}, [value, lingerMs]);
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return latched;
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}
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function HandTrackingRuntime({
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enabled,
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children,
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}: {
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enabled: boolean;
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children: ReactNode;
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}): React.JSX.Element {
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const handTrackingSource = useDebugStore((debug) =>
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debug.getHandTrackingSource(),
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);
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const backendSnapshot = useRemoteHandTracking({
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enabled: enabled && handTrackingSource === "backend",
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});
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const browserSnapshot = useBrowserHandTracking({
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enabled: enabled && handTrackingSource === "browser",
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});
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const snapshot = !enabled
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? HAND_TRACKING_IDLE_SNAPSHOT
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: handTrackingSource === "browser"
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? browserSnapshot
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: backendSnapshot;
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return <HandTrackingContext value={snapshot}>{children}</HandTrackingContext>;
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}
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