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|
module SomhairlesDream.Frontend.App
open System
open Browser.Dom
open Browser.Types
open Fable.Core
open Fable.Core.JsInterop
open SomhairlesDream.Frontend.Bindings
open SomhairlesDream.Shared
[<Erase>]
type SnapshotPayload =
abstract projectId: string with get
abstract runId: string with get
abstract status: string with get
abstract currentStepIndex: int with get
abstract totalSteps: int with get
abstract completedSteps: string array with get
abstract lastHeartbeatAt: string with get
abstract updatedAt: string with get
abstract message: string with get
abstract manifestUrl: string with get
abstract error: string with get
abstract isStale: bool with get
type RunSelection =
{ ProjectId: string
RunId: string
BaseId: string
TargetId: string
Render: bool }
type ViewState =
{ Renderer: ThreeRenderer
Scene: ThreeNode
Camera: ThreeCamera
Group: ThreeNode
Canvas: HTMLCanvasElement }
type LoadOwner =
{ ProjectId: string
RunId: string
Path: string }
type ViewMode =
| FrameMode
| StepMode
let frames = Replay.frames ()
let mutable viewState: ViewState option = None
let mutable selectedFrame = frames[0]
let mutable replayTimer: int option = None
let mutable replayIndex = 0
let mutable eventSource: EventSource option = None
let mutable currentProjectId = ""
let mutable currentRunId = ""
/// Bumped on every new step request and on every invalidation; only the
/// response matching the latest generation may repaint the viewport.
let mutable loadGeneration = 0
let mutable pendingLoad: (int * LoadOwner) option = None
let mutable loadedStep: LoadOwner option = None
let mutable viewMode = FrameMode
let mutable failedLoad: LoadOwner option = None
let mutable displayedNode: ThreeNode option = None
let mutable freezeRotation = false
let element id = document.getElementById(id)
let setText id value =
(element id).textContent <- value
let setWidth id value =
(element id).setAttribute("style", sprintf "width: %s" value)
let setStatusClass (status: string) =
let host = element "status-chip"
[| "idle"; "queued"; "running"; "succeeded"; "failed"; "stale" |]
|> Array.iter (fun name -> host.classList.remove($"status-{name}"))
host.classList.add($"status-{status}")
host.setAttribute("data-status", status)
let statusName (payload: SnapshotPayload) =
if payload.isStale then
"stale"
else
match payload.status with
| "complete" -> "succeeded"
| "idle"
| "queued"
| "running"
| "failed" as status -> status
| _ -> "unknown"
let statusLabel (payload: SnapshotPayload) =
match payload.status, payload.isStale with
| _, true -> "心跳超时"
| "idle", _ -> "待机"
| "queued", _ -> "排队中"
| "running", _ -> "运行中"
| "complete", _ -> "已完成"
| "failed", _ -> "失败"
| _ -> "未知状态"
let addMesh (view: ViewState) (frame: ReplayFrame) =
let geometry = createBufferGeometry ()
let positions = MeshData.positionData frame.Mesh
let indices = MeshData.triangleIndices frame.Mesh
geometry.setAttribute("position", createFloat32BufferAttribute(positions, 3)) |> ignore
geometry.setIndex(createUint32BufferAttribute indices) |> ignore
geometry.computeVertexNormals()
let color =
match frame.Version with
| 1 -> "#d7a948"
| 2 -> "#efe4c4"
| _ -> "#a7c7c0"
let material =
createMeshStandardMaterial (
createObj
[ "color" ==> color
"roughness" ==> 0.36
"metalness" ==> 0.72 ]
)
let mesh = createMesh(geometry, material)
view.Group.add(mesh)
let clearGroup (group: ThreeNode) =
group.children |> Array.iter disposeNodeResources
group.clear ()
let invalidateLoads () =
loadGeneration <- loadGeneration + 1
pendingLoad <- None
failedLoad <- None
let renderFrame (frame: ReplayFrame) =
selectedFrame <- frame
displayedNode <- None
invalidateLoads ()
viewMode <- FrameMode
match viewState with
| None -> ()
| Some view ->
clearGroup view.Group
addMesh view frame
view.Renderer.render(view.Scene, view.Camera)
let frameObject (view: ViewState) (node: ThreeNode) =
let box = createBox3 ()
box.setFromObject node |> ignore
if not (box.isEmpty ()) then
let center = createVector3 ()
let size = createVector3 ()
box.getCenter center |> ignore
box.getSize size |> ignore
let radius = 0.5 * size.length ()
if radius > 0.000001 then
node.position.set(-center.x, -center.y, -center.z) |> ignore
let camera = view.Camera
let width = max 1.0 (float view.Canvas.clientWidth)
let height = max 1.0 (float view.Canvas.clientHeight)
let aspect = width / height
camera.aspect <- aspect
let fovY = camera.fov * Math.PI / 180.0
let fovX = 2.0 * atan (tan (fovY / 2.0) * aspect)
let limitingFov = min fovY fovX
let distance = 1.28 * radius / sin (limitingFov / 2.0)
let dirX, dirY, dirZ = 0.62, 0.45, 0.70
let norm = sqrt (dirX * dirX + dirY * dirY + dirZ * dirZ)
camera.position.set(dirX / norm * distance, dirY / norm * distance, dirZ / norm * distance)
|> ignore
camera.near <- max (distance * 0.01) (distance - radius * 2.5)
camera.far <- distance + radius * 4.0
camera.lookAt(0.0, 0.0, 0.0)
camera.updateProjectionMatrix ()
let resizeView (view: ViewState) =
let width = max 1.0 (float view.Canvas.clientWidth)
let height = max 1.0 (float view.Canvas.clientHeight)
view.Renderer.setSize(width, height, false)
view.Camera.aspect <- width / height
view.Camera.updateProjectionMatrix()
match displayedNode with
| Some node ->
frameObject view node
view.Renderer.render(view.Scene, view.Camera)
| None -> view.Renderer.render(view.Scene, view.Camera)
let initializeView () =
let canvas = document.getElementById("viewport-canvas") :?> HTMLCanvasElement
let width = max 1.0 (float canvas.clientWidth)
let height = max 1.0 (float canvas.clientHeight)
let renderer =
createRenderer (
createObj
[ "canvas" ==> canvas
"antialias" ==> true
"alpha" ==> true ]
)
renderer.setPixelRatio(window.devicePixelRatio)
renderer.setSize(width, height, false)
let scene = createScene()
scene.background <- createColor("#11171a")
let camera = createPerspectiveCamera(34.0, width / height, 0.1, 100.0)
camera.position.set(6.4, 4.6, 7.2) |> ignore
camera.lookAt(0.0, 1.2, 0.0)
let group = createGroup()
scene.add(group)
scene.add(createAmbientLight("#f0e6c8", 1.9))
let keyLight = createDirectionalLight("#f2c76b", 2.8)
keyLight.position.set(4.0, 7.0, 5.0) |> ignore
scene.add(keyLight)
let view =
{ Renderer = renderer
Scene = scene
Camera = camera
Group = group
Canvas = canvas }
viewState <- Some view
freezeRotation <- (queryParam "freeze") = "1"
exposeViewerDebug camera scene group canvas
renderFrame selectedFrame
window.addEventListener("resize", fun _ -> resizeView view)
let rec animate (_: float) =
if not freezeRotation then
group.rotation.y <- group.rotation.y + 0.003
renderer.render(scene, camera)
requestAnimationFrame animate |> ignore
requestAnimationFrame animate |> ignore
let fallbackView () =
setText "viewport-note" "WebGL 视图待命 · 已保留重建数据"
(element "viewport-panel").classList.add("viewport-fallback")
let setNoteRetryable (retryable: bool) =
let note = element "viewport-note"
if retryable then
note.classList.add("is-retryable")
else
note.classList.remove("is-retryable")
let showFrameMetadata (frame: ReplayFrame) =
setText "mesh-label" frame.Label
setText "timeline-current" (sprintf "V%02d · %s" frame.Version frame.Label)
let setManifestLink (payload: SnapshotPayload) =
let link = element "artifact-manifest-link"
match payload.manifestUrl with
| value when String.IsNullOrWhiteSpace(value) ->
link.removeAttribute("href")
link.classList.add("is-hidden")
| value ->
link.setAttribute("href", value)
link.classList.remove("is-hidden")
let startStepLoad (view: ViewState) (owner: LoadOwner) =
let generation = loadGeneration + 1
loadGeneration <- generation
pendingLoad <- Some(generation, owner)
viewMode <- StepMode
failedLoad <- None
setNoteRetryable false
let loader = createGLTFLoader ()
let projectId = JS.encodeURIComponent owner.ProjectId
let runId = JS.encodeURIComponent owner.RunId
let url = sprintf "/api/artifacts/steps?projectId=%s&runId=%s&path=%s" projectId runId (JS.encodeURIComponent owner.Path)
setText "viewport-note" (sprintf "管线几何加载中 · %s" owner.Path)
loadGLTF loader url
(fun gltf ->
if pendingLoad = Some(generation, owner) then
pendingLoad <- None
clearGroup view.Group
view.Group.add gltf.scene
displayedNode <- Some gltf.scene
loadedStep <- Some owner
frameObject view gltf.scene
view.Renderer.render(view.Scene, view.Camera)
setText "viewport-note" (sprintf "管线几何 · %s" owner.Path)
else
disposeNodeResources gltf.scene)
(fun _ ->
if pendingLoad = Some(generation, owner) then
pendingLoad <- None
loadedStep <- None
failedLoad <- Some owner
setNoteRetryable true
setText "viewport-note" (sprintf "管线几何加载失败 · %s" owner.Path))
let loadStepArtifact (view: ViewState) (stepPath: string) =
let owner =
{ ProjectId = currentProjectId
RunId = currentRunId
Path = stepPath }
match pendingLoad with
| Some (_, pending) when pending = owner -> ()
| _ -> startStepLoad view owner
let retryFailedLoad () =
match viewState, failedLoad with
| Some view, Some owner when owner.ProjectId = currentProjectId && owner.RunId = currentRunId ->
loadStepArtifact view owner.Path
| _ -> ()
let updateState (payload: SnapshotPayload) =
let status = statusName payload
setStatusClass status
setText "status-label" (statusLabel payload)
let message =
if payload.status = "failed" && not (String.IsNullOrWhiteSpace(payload.error)) then
payload.error
else
payload.message
setText "run-message" message
setText "project-id" payload.projectId
setText "run-id" payload.runId
if currentProjectId <> payload.projectId || currentRunId <> payload.runId then
invalidateLoads ()
displayedNode <- None
currentProjectId <- payload.projectId
currentRunId <- payload.runId
let currentVersion = max 0 (payload.currentStepIndex + 1)
setText "target-version" (sprintf "V%02d" payload.totalSteps)
setText "current-version" (sprintf "V%02d" currentVersion)
setText "version-readout" (sprintf "%02d / %02d" currentVersion payload.totalSteps)
setText "updated-at" payload.updatedAt
let progress =
if payload.totalSteps <= 0 then 0.0
else min 100.0 (float currentVersion / float payload.totalSteps * 100.0)
setWidth "progress-fill" (sprintf "%.0f%%" progress)
let frame =
frames
|> Array.tryFind (fun candidate -> candidate.Version = currentVersion)
|> Option.defaultValue selectedFrame
setManifestLink payload
let completedSteps =
if isNull (box payload.completedSteps) then [||] else payload.completedSteps
match viewState, completedSteps with
| Some view, steps ->
if steps.Length = 0 then
showFrameMetadata frame
renderFrame frame
else
let latest = steps[steps.Length - 1]
let owner =
{ ProjectId = payload.projectId
RunId = payload.runId
Path = latest }
if loadedStep <> Some owner then
loadStepArtifact view latest
setText "mesh-label" latest
| None, steps ->
if steps.Length > 0 then
setText "mesh-label" steps[steps.Length - 1]
else
showFrameMetadata frame
let updateStreamState message =
setText "stream-state" message
let toggleReplay () =
match replayTimer with
| Some handle ->
clearInterval handle
replayTimer <- None
setText "replay-button" "重建演示"
setText "replay-state" "演示已暂停"
| None ->
replayIndex <- 0
setText "replay-button" "暂停重建"
setText "replay-state" "重建中 · 几何逐帧替换"
let tick () =
if replayIndex >= frames.Length then
match replayTimer with
| Some handle -> clearInterval handle
| None -> ()
replayTimer <- None
setText "replay-button" "重建演示"
setText "replay-state" "重建完成 · 几何已更新"
else
let frame = frames[replayIndex]
showFrameMetadata frame
renderFrame frame
setText "replay-state" (sprintf "重建中 · V%02d %s" frame.Version frame.Label)
replayIndex <- replayIndex + 1
tick ()
replayTimer <- Some(setInterval tick 900)
let disconnectFromServer () =
match eventSource with
| Some source ->
source.close()
eventSource <- None
| None -> ()
let connectToServer (selection: RunSelection) =
disconnectFromServer ()
let projectId = JS.encodeURIComponent selection.ProjectId
let runId = JS.encodeURIComponent selection.RunId
let source = createEventSource (sprintf "/api/runs/events?projectId=%s&runId=%s" projectId runId)
eventSource <- Some source
source.onmessage <- fun event ->
let payload = JS.JSON.parse(event.data) :?> SnapshotPayload
updateState payload
updateStreamState "实时链路 · SSE 已连接"
source.onerror <- fun _ -> updateStreamState "实时链路 · 等待自动重连"
let inputValue id =
(element id :?> HtmlInput).value
let selectedRun () =
{ ProjectId = inputValue "project-id-input"
RunId = inputValue "run-id-input"
BaseId = inputValue "base-id-input"
TargetId = inputValue "target-id-input"
Render = (element "run-render-input" :?> HtmlInput).``checked`` }
let startRun (selection: RunSelection) =
let requestBody =
createObj
[ "projectId" ==> selection.ProjectId
"runId" ==> selection.RunId
"baseId" ==> selection.BaseId
"targetId" ==> selection.TargetId
"render" ==> selection.Render ]
let requestOptions =
createObj
[ "method" ==> "POST"
"headers" ==> createObj [ "Content-Type" ==> "application/json" ]
"body" ==> JS.JSON.stringify requestBody ]
setText "run-message" "正在启动设计运行"
updateStreamState "实时链路 · 等待服务端确认"
async {
try
let! response = fetch ("/api/runs/start", requestOptions) |> Async.AwaitPromise
if response.ok then
let! value = response.json() |> Async.AwaitPromise
let payload = value :?> SnapshotPayload
updateState payload
connectToServer selection
updateStreamState "实时链路 · SSE 已连接"
else
setText "run-message" (sprintf "启动失败 · HTTP %d" response.status)
updateStreamState "实时链路 · 启动失败"
with _ ->
setText "run-message" "启动失败 · 无法连接服务端"
updateStreamState "实时链路 · 连接失败"
}
|> Async.StartImmediate
let boot () =
showFrameMetadata frames[0]
try
initializeView ()
with _ ->
fallbackView ()
(element "replay-button").addEventListener("click", fun _ -> toggleReplay ())
(element "viewport-note").addEventListener("click", fun _ -> retryFailedLoad ())
(element "run-controls").addEventListener("submit", fun event ->
event.preventDefault()
startRun (selectedRun ()))
boot ()
|