forked from phenom/healer-man
Release Healer Man 0.1.22
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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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useState,
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type ErrorInfo,
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type ReactNode,
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} from "react";
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import { useShellStore } from "../app/shellStore";
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import type { ClassId } from "../app/characterCatalog";
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import type { AvatarIdentity } from "../avatar/CharacterModel";
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import { resolveAvatarAppearance } from "../avatar/appearanceResolver";
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import { loadAvatarTextureSet } from "../avatar/appearanceTextureCache";
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import {
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availableAvatarManifestUrls,
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getAvatarEntry,
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loadAvatarManifest,
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type AvatarManifestEntry,
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} from "../avatar/characterManifest";
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import { resolveContentUrl } from "../content/contentManager";
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import { useCombatStore } from "../game/combatStore";
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import { PLAYER_EQUIPMENT_OWNER_ID } from "../game/equipment";
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import { resolvedEquipmentItems } from "../game/heirloomEquipment";
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import type { InventoryItem } from "../game/lootTypes";
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import type { DungeonNavigationLink } from "../game/dungeonTypes";
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import { preparePartyNavigationGraph } from "../game/partyNavigationAssetCache";
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import { usePartyStore } from "../game/partyStore";
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import { preloadTalentGameplayResources } from "../ui/talentGameplayResources";
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import { useGameGLTFs } from "./useGameGLTF";
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interface WarmupBoundaryProps {
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readonly children: ReactNode;
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readonly label: string;
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readonly onSettled: () => void;
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}
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class WarmupBoundary extends Component<WarmupBoundaryProps, { readonly failed: boolean }> {
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state = { failed: false };
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static getDerivedStateFromError() {
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return { failed: true };
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}
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componentDidCatch(error: unknown, info: ErrorInfo): void {
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console.warn(`${this.props.label} could not be fully prepared before entering the expedition.`, error, info.componentStack);
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this.props.onSettled();
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}
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render(): ReactNode {
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return this.state.failed ? null : this.props.children;
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}
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}
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function WarmupCommit({ onSettled }: { readonly onSettled: () => void }) {
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useEffect(() => {
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const frame = window.requestAnimationFrame(onSettled);
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return () => window.cancelAnimationFrame(frame);
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}, [onSettled]);
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return null;
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}
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function SceneAssetProbe({
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navigationLinks,
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navigationUrl,
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urls,
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onSettled,
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}: {
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readonly navigationLinks: readonly DungeonNavigationLink[];
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readonly navigationUrl: string | null;
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readonly urls: readonly string[];
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readonly onSettled: () => void;
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}) {
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const gltfs = useGameGLTFs(urls);
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const navigationIndex = navigationUrl ? urls.indexOf(navigationUrl) : -1;
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useMemo(() => {
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if (navigationIndex < 0 || !navigationUrl) return null;
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return preparePartyNavigationGraph(
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navigationUrl,
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gltfs[navigationIndex].scene,
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navigationLinks,
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);
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}, [gltfs, navigationIndex, navigationLinks, navigationUrl]);
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return <WarmupCommit onSettled={onSettled} />;
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}
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interface AvatarWarmupPlan {
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readonly identity: AvatarIdentity;
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readonly entry: AvatarManifestEntry;
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readonly equipment: readonly InventoryItem[];
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}
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interface AvatarWarmupPayload {
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readonly modelUrls: readonly string[];
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readonly textureLoad: Promise<unknown>;
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}
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function AsyncWarmupCommit({
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label,
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onSettled,
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promise,
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}: {
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readonly label: string;
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readonly onSettled: () => void;
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readonly promise: Promise<unknown>;
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}) {
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useEffect(() => {
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let active = true;
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void promise.catch((error: unknown) => {
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console.warn(`${label} could not be fully prepared before entering the expedition.`, error);
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}).then(() => {
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if (active) onSettled();
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});
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return () => {
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active = false;
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};
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}, [label, onSettled, promise]);
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return null;
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}
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function ResolvedAvatarAssetProbe({
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modelUrls,
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onSettled,
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textureLoad,
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}: AvatarWarmupPayload & { readonly onSettled: () => void }) {
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useGameGLTFs(modelUrls);
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return (
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<AsyncWarmupCommit
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label="Party avatar textures"
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promise={textureLoad}
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onSettled={onSettled}
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/>
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);
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}
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function AvatarAssetProbe({ onSettled }: { readonly onSettled: () => void }) {
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const activeCharacter = useShellStore((state) => state.activeCharacter);
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const members = usePartyStore((state) => state.members);
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const inventory = useCombatStore((state) => state.inventory);
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const equipment = useCombatStore((state) => state.equipment);
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const level = useCombatStore((state) => state.level);
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const specializationId = useCombatStore((state) => state.specializationId);
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const gearRole = useCombatStore((state) => state.gearRole);
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const [payload, setPayload] = useState<AvatarWarmupPayload | null>(null);
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useEffect(() => {
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let active = true;
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setPayload(null);
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void loadAvatarManifest().then((manifest) => {
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const plans: AvatarWarmupPlan[] = [];
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if (activeCharacter) {
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const entry = getAvatarEntry(manifest, activeCharacter.raceId, activeCharacter.gender);
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if (entry) {
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plans.push({
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identity: activeCharacter,
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entry,
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equipment: resolvedEquipmentItems(equipment, inventory, {
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ownerId: PLAYER_EQUIPMENT_OWNER_ID,
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ownerKind: "player",
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classId: activeCharacter.classId,
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specializationId,
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role: gearRole,
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level,
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}),
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});
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}
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}
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for (const member of members) {
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const entry = getAvatarEntry(manifest, member.raceId, member.gender);
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if (!entry) continue;
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plans.push({
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identity: member,
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entry,
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equipment: resolvedEquipmentItems(equipment, inventory, {
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ownerId: member.id,
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ownerKind: "party",
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classId: member.classId,
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specializationId: member.specializationId,
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role: member.role,
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level: member.level,
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}),
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});
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}
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const resolvedPlans = plans.map((plan) => ({
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...plan,
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appearance: resolveAvatarAppearance(
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manifest,
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plan.entry,
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plan.identity.appearance,
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plan.identity.classId,
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plan.equipment,
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),
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}));
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const modelUrls = [...new Set(resolvedPlans.flatMap(({ appearance, entry }) => [
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entry.model,
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...appearance.equipmentModels.map((model) => model.url),
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]))].map(resolveContentUrl);
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const textureLoad = Promise.all(resolvedPlans.map((plan) => (
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loadAvatarTextureSet(manifest, plan.entry, plan.appearance)
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)));
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if (active) setPayload({ modelUrls, textureLoad });
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}).catch((error: unknown) => {
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console.warn("Party avatar assets could not be fully prepared before entering the expedition.", error);
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if (active) onSettled();
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});
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return () => {
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active = false;
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};
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}, [activeCharacter, equipment, gearRole, inventory, level, members, onSettled, specializationId]);
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if (!payload) return null;
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if (!payload.modelUrls.length) {
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return (
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<AsyncWarmupCommit
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label="Party avatar textures"
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promise={payload.textureLoad}
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onSettled={onSettled}
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/>
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);
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}
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return <ResolvedAvatarAssetProbe {...payload} onSettled={onSettled} />;
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}
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function PartyDataProbe({ onSettled }: { readonly onSettled: () => void }) {
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const classIdsKey = usePartyStore((state) => [...new Set(state.members
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.map((member) => member.classId)
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.filter((classId) => !classId.startsWith("rom-")))]
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.sort()
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.join("|"));
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useEffect(() => {
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let active = true;
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const classIds = classIdsKey ? classIdsKey.split("|") as ClassId[] : [];
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void Promise.all(classIds.map((classId) => preloadTalentGameplayResources(classId)))
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.catch((error: unknown) => {
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console.warn("Party talent catalogs could not be fully prepared before entering the expedition.", error);
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})
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.then(() => {
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if (active) onSettled();
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});
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return () => {
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active = false;
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};
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}, [classIdsKey, onSettled]);
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return null;
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}
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export function ActivityAssetWarmup({
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navigationLinks,
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navigationUrl,
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sceneAssetUrls,
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onReady,
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}: {
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readonly navigationLinks: readonly DungeonNavigationLink[];
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readonly navigationUrl: string | null;
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readonly sceneAssetUrls: readonly string[];
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readonly onReady: () => void;
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}) {
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const [sceneReady, setSceneReady] = useState(false);
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const [avatarsReady, setAvatarsReady] = useState(!availableAvatarManifestUrls().length);
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const [partyDataReady, setPartyDataReady] = useState(false);
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const markSceneReady = useCallback(() => setSceneReady(true), []);
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const markAvatarsReady = useCallback(() => setAvatarsReady(true), []);
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const markPartyDataReady = useCallback(() => setPartyDataReady(true), []);
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useEffect(() => {
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if (!sceneReady || !avatarsReady || !partyDataReady) return;
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onReady();
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}, [avatarsReady, onReady, partyDataReady, sceneReady]);
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return (
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<>
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{sceneAssetUrls.length ? (
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<WarmupBoundary label="Expedition models and navigation" onSettled={markSceneReady}>
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<Suspense fallback={null}>
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<SceneAssetProbe
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navigationLinks={navigationLinks}
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navigationUrl={navigationUrl}
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urls={sceneAssetUrls}
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onSettled={markSceneReady}
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/>
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</Suspense>
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</WarmupBoundary>
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) : <WarmupCommit onSettled={markSceneReady} />}
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{!avatarsReady ? (
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<WarmupBoundary label="Party avatar assets" onSettled={markAvatarsReady}>
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<Suspense fallback={null}>
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<AvatarAssetProbe onSettled={markAvatarsReady} />
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</Suspense>
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</WarmupBoundary>
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) : null}
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<WarmupBoundary label="Party talent catalogs" onSettled={markPartyDataReady}>
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<Suspense fallback={null}>
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<PartyDataProbe onSettled={markPartyDataReady} />
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</Suspense>
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</WarmupBoundary>
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</>
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);
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}
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