f24704091a
This log fires every time the lite map loader skips heavy nodes, which is the expected fast-path. It does not need to show up in a normal console session — moving it to logger.debug keeps it accessible under ?debug for diagnostics while removing the noise from default runs.
426 lines
12 KiB
TypeScript
426 lines
12 KiB
TypeScript
import type { ReactNode } from "react";
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import {
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Component,
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Suspense,
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useCallback,
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useEffect,
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useMemo,
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useRef,
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useState,
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} from "react";
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import * as THREE from "three";
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import { useClonedObject } from "@/hooks/three/useClonedObject";
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import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
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import {
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getObjectBottomOffset,
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normalizeMapScale,
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useTerrainHeightSampler,
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} from "@/hooks/three/useTerrainHeight";
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import { TerrainModel } from "@/components/three/world/TerrainModel";
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import {
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isMapModelVisible,
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useMapPerformanceStore,
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} from "@/managers/stores/useMapPerformanceStore";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { useRepairMissionAnchorStore } from "@/managers/stores/useRepairMissionAnchorStore";
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import { GameMapCollision } from "@/world/GameMapCollision";
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import { GeneratedMapNodeInstance } from "@/world/map-generated/GeneratedMapNodeInstance";
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import { isGeneratedMapModelName } from "@/data/world/generatedMapModelConfig";
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import { getMapSingleModelScaleMultiplier } from "@/data/world/mapInstancingConfig";
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import { MapInstancingSystem } from "@/world/map-instancing/MapInstancingSystem";
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import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
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import { logger } from "@/utils/core/Logger";
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import { loadMapSceneData } from "@/utils/map/loadMapSceneData";
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import {
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getTerrainMapNode,
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isRuntimeCollisionMapNode,
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isRuntimeSingleMapNode,
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} from "@/utils/map/mapRuntimeClassification";
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import { logModelLoadError } from "@/utils/three/modelLoadLogger";
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import { getRepairMissionMapAnchors } from "@/utils/map/repairMissionMapAnchors";
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import type { MapNode } from "@/types/map/mapScene";
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import type { OctreeReadyHandler } from "@/types/three/three";
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interface LoadedMapNode {
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node: MapNode;
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modelUrl: string | null;
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}
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interface ErrorBoundaryProps {
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children: ReactNode;
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fallback: ReactNode;
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modelUrl: string | null;
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node: MapNode;
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onSettled: () => void;
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}
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interface ErrorBoundaryState {
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hasError: boolean;
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}
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class ModelErrorBoundary extends Component<
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ErrorBoundaryProps,
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ErrorBoundaryState
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> {
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constructor(props: ErrorBoundaryProps) {
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super(props);
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this.state = { hasError: false };
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}
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static getDerivedStateFromError(): ErrorBoundaryState {
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return { hasError: true };
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}
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componentDidCatch(error: Error): void {
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logModelLoadError(
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{
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modelPath: this.props.modelUrl ?? `missing:${this.props.node.name}`,
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scope: "GameMap.ModelInstance",
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position: this.props.node.position,
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rotation: this.props.node.rotation,
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scale: this.props.node.scale,
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},
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error,
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);
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this.props.onSettled();
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}
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render(): ReactNode {
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if (this.state.hasError) {
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return this.props.fallback;
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}
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return this.props.children;
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}
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}
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interface GameMapProps {
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onLoaded?: (() => void) | undefined;
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onLoadingStateChange?: SceneLoadingChangeHandler | undefined;
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onOctreeReady: OctreeReadyHandler;
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buildOctree?: boolean;
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}
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export function GameMap({
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buildOctree = true,
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onLoaded,
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onLoadingStateChange,
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onOctreeReady,
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}: GameMapProps): React.JSX.Element {
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const settledMapNodesRef = useRef(new Set<number>());
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const groups = useMapPerformanceStore((state) => state.groups);
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const models = useMapPerformanceStore((state) => state.models);
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const [renderMapNodes, setRenderMapNodes] = useState<LoadedMapNode[]>([]);
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const [collisionMapNodes, setCollisionMapNodes] = useState<LoadedMapNode[]>(
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[],
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);
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const [terrainNode, setTerrainNode] = useState<MapNode | null>(null);
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const [mapLoaded, setMapLoaded] = useState(false);
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const [settledMapNodeCount, setSettledMapNodeCount] = useState(0);
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const setRepairMissionAnchors = useRepairMissionAnchorStore(
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(state) => state.setAnchors,
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);
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const mapReady = mapLoaded;
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const handleMapNodeSettled = useCallback((index: number) => {
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if (settledMapNodesRef.current.has(index)) return;
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settledMapNodesRef.current.add(index);
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setSettledMapNodeCount(settledMapNodesRef.current.size);
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}, []);
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const showEmptyMap = useCallback(
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(currentStep: string) => {
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setRenderMapNodes([]);
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setCollisionMapNodes([]);
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setTerrainNode(null);
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setMapLoaded(true);
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settledMapNodesRef.current.clear();
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setSettledMapNodeCount(0);
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onLoadingStateChange?.({
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currentStep,
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progress: 0.7,
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status: "loading",
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});
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},
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[onLoadingStateChange],
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);
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useEffect(() => {
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onLoadingStateChange?.({
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currentStep: "Chargement de la carte",
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progress: 0.05,
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status: "loading",
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});
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const loadMap = async () => {
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try {
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const sceneData = await loadMapSceneData();
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if (!sceneData) {
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logger.warn("GameMap", "map.json not found");
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showEmptyMap("Map introuvable");
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return;
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}
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onLoadingStateChange?.({
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currentStep: "Importation des modèles",
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progress: 0.18,
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status: "loading",
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});
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const visibleMapNodes = sceneData.mapNodes.filter(
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isRuntimeSingleMapNode,
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);
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const skippedMapNodeCount =
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sceneData.mapNodes.length - visibleMapNodes.length;
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if (skippedMapNodeCount > 0) {
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logger.debug("GameMap", "Lite map skipped heavy map nodes", {
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skippedMapNodeCount,
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});
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}
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const loadedMapNodes = visibleMapNodes.map((node) => {
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const modelUrl = sceneData.models.get(node.name);
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return { node, modelUrl: modelUrl ?? null };
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});
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const loadedCollisionNodes = sceneData.mapNodes
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.filter(isRuntimeCollisionMapNode)
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.map((node) => {
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const modelUrl = sceneData.models.get(node.name);
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return { node, modelUrl: modelUrl ?? null };
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});
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const loadedTerrainNode = getTerrainMapNode(sceneData.mapNodes);
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const repairMissionAnchors = getRepairMissionMapAnchors(
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sceneData.mapNodes,
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);
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const missingModelCount = loadedMapNodes.filter(
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(mapNode) => mapNode.modelUrl === null,
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).length;
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if (missingModelCount > 0) {
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logger.warn(
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"GameMap",
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"Map nodes rendered as fallback cubes because model files are missing",
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{
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missingModelCount,
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},
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);
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}
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setRenderMapNodes(loadedMapNodes);
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setCollisionMapNodes(loadedCollisionNodes);
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setTerrainNode(loadedTerrainNode);
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setRepairMissionAnchors(repairMissionAnchors);
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setMapLoaded(true);
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settledMapNodesRef.current.clear();
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setSettledMapNodeCount(0);
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onLoadingStateChange?.({
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currentStep: "Chargement des modèles de la map",
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progress: 0.25,
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status: "loading",
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});
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} catch (error) {
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logger.error("GameMap", "Error loading map", {
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error: error instanceof Error ? error : new Error(String(error)),
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});
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showEmptyMap("Erreur de chargement de la map");
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}
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};
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loadMap();
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}, [onLoadingStateChange, setRepairMissionAnchors, showEmptyMap]);
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useEffect(() => {
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if (renderMapNodes.length === 0) return;
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const renderProgress =
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renderMapNodes.length === 0
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? 1
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: settledMapNodeCount / renderMapNodes.length;
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onLoadingStateChange?.({
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currentStep: "Chargement des modèles de la map",
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progress: 0.25 + renderProgress * 0.45,
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status: "loading",
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});
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}, [renderMapNodes.length, onLoadingStateChange, settledMapNodeCount]);
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return (
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<>
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<group>
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{renderMapNodes.map((mapNode, index) => (
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<ModelErrorBoundary
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key={index}
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fallback={<FallbackMapNode node={mapNode.node} />}
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modelUrl={mapNode.modelUrl}
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node={mapNode.node}
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onSettled={() => handleMapNodeSettled(index)}
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>
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{isMapModelVisible(mapNode.node.name, { groups, models }) ? (
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<MapNodeInstance
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node={mapNode.node}
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modelUrl={mapNode.modelUrl}
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onSettled={() => handleMapNodeSettled(index)}
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/>
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) : (
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<HiddenMapNode onSettled={() => handleMapNodeSettled(index)} />
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)}
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</ModelErrorBoundary>
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))}
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</group>
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<MapInstancingSystem />
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{isMapModelVisible("terrain", { groups, models }) ? (
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terrainNode ? (
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<TerrainModel
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position={terrainNode.position}
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rotation={terrainNode.rotation}
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scale={terrainNode.scale}
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/>
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) : (
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<TerrainModel />
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)
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) : null}
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<GameMapCollision
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buildOctree={buildOctree}
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mapReady={mapReady}
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nodes={collisionMapNodes}
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onLoaded={onLoaded}
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onLoadingStateChange={onLoadingStateChange}
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onOctreeReady={onOctreeReady}
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/>
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</>
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);
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}
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function HiddenMapNode({ onSettled }: { onSettled: () => void }): null {
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useEffect(() => {
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onSettled();
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}, [onSettled]);
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return null;
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}
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function MapNodeInstance({
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node,
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modelUrl,
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onSettled,
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}: {
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node: MapNode;
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modelUrl: string | null;
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onSettled: () => void;
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}): React.JSX.Element | null {
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const isGeneratedModel = isGeneratedMapModelName(node.name);
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const mainState = useGameStore((state) => state.mainState);
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const ebikeStep = useGameStore((state) => state.ebike.currentStep);
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const hideEbikeMapModel =
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node.name === "ebike" && mainState === "ebike" && ebikeStep !== "locked";
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useEffect(() => {
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if (modelUrl !== null || isGeneratedModel) return;
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onSettled();
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}, [isGeneratedModel, modelUrl, onSettled]);
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useEffect(() => {
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if (!hideEbikeMapModel) return;
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onSettled();
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}, [hideEbikeMapModel, onSettled]);
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if (hideEbikeMapModel) {
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return null;
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}
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if (isGeneratedModel) {
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return (
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<Suspense fallback={<FallbackMapNode node={node} />}>
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<GeneratedMapNodeInstance node={node} onLoaded={onSettled} />
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</Suspense>
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);
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}
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if (!modelUrl) {
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return <FallbackMapNode node={node} />;
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}
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return (
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<Suspense fallback={<FallbackMapNode node={node} />}>
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<ModelInstance node={node} modelUrl={modelUrl} onLoaded={onSettled} />
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</Suspense>
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);
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}
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function ModelInstance({
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node,
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modelUrl,
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onLoaded,
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}: {
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node: MapNode;
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modelUrl: string;
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onLoaded: () => void;
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}): React.JSX.Element {
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const { position, rotation, scale } = node;
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const scaleMultiplier = getMapSingleModelScaleMultiplier(node.name);
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const baseScale = normalizeMapScale(scale);
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const normalizedScale = useMemo(
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() =>
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[
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baseScale[0] * scaleMultiplier,
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baseScale[1] * scaleMultiplier,
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baseScale[2] * scaleMultiplier,
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] satisfies [number, number, number],
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[baseScale, scaleMultiplier],
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);
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const terrainHeight = useTerrainHeightSampler();
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const { scene } = useLoggedGLTF(modelUrl, {
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scope: "GameMap.ModelInstance",
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position,
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rotation,
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scale: normalizedScale,
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});
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const sceneInstance = useClonedObject(scene);
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const groundedPosition = useMemo(() => {
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const [x, y, z] = position;
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const height = terrainHeight.getHeight(x, z);
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const bottomOffset = getObjectBottomOffset(sceneInstance, normalizedScale);
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return [x, height !== null ? height + bottomOffset : y, z] as const;
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}, [normalizedScale, position, sceneInstance, terrainHeight]);
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useEffect(() => {
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sceneInstance.traverse((child) => {
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if (child instanceof THREE.Mesh) {
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child.castShadow = true;
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child.receiveShadow = true;
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}
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});
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onLoaded();
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}, [onLoaded, sceneInstance]);
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return (
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<primitive
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object={sceneInstance}
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position={groundedPosition}
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rotation={rotation}
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scale={normalizedScale}
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/>
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);
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}
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function FallbackMapNode({ node }: { node: MapNode }): React.JSX.Element {
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const { position, rotation, scale } = node;
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const normalizedScale = normalizeMapScale(scale);
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return (
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<mesh
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castShadow
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position={position}
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receiveShadow
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rotation={rotation}
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scale={normalizedScale}
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>
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<boxGeometry args={[1, 1, 1]} />
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<meshStandardMaterial color="#64748b" wireframe />
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</mesh>
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);
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}
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