forked from phenom/healer-man
updated the dungeon loading so it doesnt fail first try
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e39aebf3a1
commit
7e60864e70
11 files changed
+383
-69
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@@ -1,4 +1,4 @@
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import { useCallback, useEffect, useMemo, useRef } from "react";
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import { Suspense, useCallback, useEffect, useMemo, useRef, useState } from "react";
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import { RigidBody, TrimeshCollider } from "@react-three/rapier";
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import {
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AdditiveBlending,
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@@ -15,6 +15,11 @@ import { useGameStore } from "../game/store";
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import { collisionTrimeshes, prepareCollision } from "./productionDungeonCollision";
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import { disposeObject3DResources } from "./threeResourceDisposal";
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import { useGameGLTF } from "./useGameGLTF";
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import {
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DUNGEON_COLLISION_LOAD_BATCH_SIZE,
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DUNGEON_VISUAL_LOAD_BATCH_SIZE,
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advanceDungeonAssetCount,
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} from "./dungeonLoadSequencing";
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function matchesRole(name: string, patterns: readonly string[], names: readonly string[]): boolean {
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const lower = name.toLowerCase();
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@@ -90,6 +95,40 @@ function VisualChunk({ url, definition }: { readonly url: string; readonly defin
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return <primitive object={visual} position={position} rotation={rotation} scale={scale} />;
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}
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function AssetProbe({ url }: { readonly url: string }) {
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useGameGLTF(url);
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return null;
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}
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function CommitLoadedBatch({ onReady }: { readonly onReady: () => void }) {
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useEffect(() => {
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const frame = window.requestAnimationFrame(onReady);
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return () => window.cancelAnimationFrame(frame);
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}, [onReady]);
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return null;
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}
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/**
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* Suspends only the small batch currently being fetched. Previously prepared
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* visuals and colliders stay mounted while the next batch enters the GLTF
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* cache, avoiding one cold-start burst across the entire dungeon package.
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*/
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function AssetBatchLoader({
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urls,
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onReady,
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}: {
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readonly urls: readonly string[];
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readonly onReady: () => void;
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}) {
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if (!urls.length) return null;
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return (
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<Suspense fallback={null}>
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{urls.map((url) => <AssetProbe key={url} url={url} />)}
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<CommitLoadedBatch onReady={onReady} />
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</Suspense>
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);
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}
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function CollisionChunk({
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url,
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definition,
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@@ -146,8 +185,53 @@ export function ProductionDungeon({
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if (!assets.visual.length || !assets.collision.length) {
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throw new Error(`${definition.title} mounted without its required visual and collision GLBs.`);
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}
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const [loadedVisualCount, setLoadedVisualCount] = useState(0);
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const [loadedCollisionCount, setLoadedCollisionCount] = useState(0);
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const preparedCollisions = useRef(new Set<string>());
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const signalledFirstFrame = useRef(false);
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const pendingVisuals = assets.visual.slice(
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loadedVisualCount,
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advanceDungeonAssetCount(
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loadedVisualCount,
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assets.visual.length,
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DUNGEON_VISUAL_LOAD_BATCH_SIZE,
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),
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);
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const visualsLoaded = loadedVisualCount >= assets.visual.length;
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const pendingCollisions = visualsLoaded
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? assets.collision.slice(
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loadedCollisionCount,
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advanceDungeonAssetCount(
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loadedCollisionCount,
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assets.collision.length,
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DUNGEON_COLLISION_LOAD_BATCH_SIZE,
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),
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)
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: [];
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const pendingUrls = pendingVisuals.length ? pendingVisuals : pendingCollisions;
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const commitLoadedBatch = useCallback(() => {
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if (!visualsLoaded) {
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setLoadedVisualCount((current) => advanceDungeonAssetCount(
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current,
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assets.visual.length,
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DUNGEON_VISUAL_LOAD_BATCH_SIZE,
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));
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return;
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}
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setLoadedCollisionCount((current) => advanceDungeonAssetCount(
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current,
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assets.collision.length,
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DUNGEON_COLLISION_LOAD_BATCH_SIZE,
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));
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}, [assets.collision.length, assets.visual.length, visualsLoaded]);
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useEffect(() => {
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useGameStore.getState().setAssetStatus(
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"loading",
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`Preparing ${loadedVisualCount}/${assets.visual.length} visual and ${loadedCollisionCount}/${assets.collision.length} collision chunks.`,
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);
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}, [assets.collision.length, assets.visual.length, loadedCollisionCount, loadedVisualCount]);
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const registerPrepared = useCallback((url: string, ready: boolean) => {
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if (!ready) {
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preparedCollisions.current.delete(url);
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@@ -163,8 +247,10 @@ export function ProductionDungeon({
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return (
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<group name={`${definition.id}-production`}>
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{assets.visual.map((url) => <VisualChunk key={url} url={url} definition={definition} />)}
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{assets.collision.map((url) => (
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{assets.visual.slice(0, loadedVisualCount).map((url) => (
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<VisualChunk key={url} url={url} definition={definition} />
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))}
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{assets.collision.slice(0, loadedCollisionCount).map((url) => (
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<CollisionChunk
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key={url}
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url={url}
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@@ -172,6 +258,11 @@ export function ProductionDungeon({
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registerPrepared={registerPrepared}
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/>
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))}
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<AssetBatchLoader
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key={`${loadedVisualCount}:${loadedCollisionCount}:${pendingUrls.join("|")}`}
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urls={pendingUrls}
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onReady={commitLoadedBatch}
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/>
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</group>
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);
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}
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