@selvajs/ui 5.0.1 → 6.0.0-beta.0

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Files changed (44) hide show
  1. package/dist/components/compute/ComputeApp.svelte +15 -7
  2. package/dist/components/compute/ComputeApp.svelte.d.ts +1 -1
  3. package/dist/components/primitives/textarea/textarea.svelte +1 -2
  4. package/dist/components/viewer/SceneManager.svelte +75 -160
  5. package/dist/components/viewer/SceneManager.svelte.d.ts +8 -3
  6. package/dist/components/viewer/Viewer.svelte +20 -3
  7. package/dist/compute/useSolveSession.svelte.d.ts +12 -0
  8. package/dist/compute/useSolveSession.svelte.js +76 -0
  9. package/dist/external/storage.d.ts +1 -15
  10. package/dist/external/storage.js +4 -54
  11. package/dist/index.d.ts +4 -3
  12. package/dist/index.js +7 -4
  13. package/dist/public.d.ts +4 -3
  14. package/dist/public.js +9 -5
  15. package/package.json +5 -3
  16. package/src/lib/components/compute/ComputeApp.svelte +15 -7
  17. package/src/lib/components/primitives/textarea/textarea.svelte +1 -2
  18. package/src/lib/components/viewer/SceneManager.svelte +75 -160
  19. package/src/lib/components/viewer/Viewer.svelte +20 -3
  20. package/src/lib/compute/mesh-policy-wiring.test.ts +72 -0
  21. package/src/lib/compute/useSolveSession.svelte.ts +83 -0
  22. package/src/lib/external/storage.ts +12 -64
  23. package/src/lib/index.ts +15 -5
  24. package/src/lib/public.ts +17 -6
  25. package/dist/compute/computeThrottle.svelte.d.ts +0 -24
  26. package/dist/compute/computeThrottle.svelte.js +0 -82
  27. package/dist/compute/createSolveSession.svelte.d.ts +0 -66
  28. package/dist/compute/createSolveSession.svelte.js +0 -159
  29. package/dist/compute/solve-session-core.d.ts +0 -54
  30. package/dist/compute/solve-session-core.js +0 -87
  31. package/dist/compute/solveMemo.d.ts +0 -22
  32. package/dist/compute/solveMemo.js +0 -124
  33. package/dist/types/solveFn.d.ts +0 -25
  34. package/dist/types/solveFn.js +0 -1
  35. package/src/lib/compute/computeThrottle.svelte.ts +0 -109
  36. package/src/lib/compute/computeThrottle.test.ts +0 -106
  37. package/src/lib/compute/createSolveSession.svelte.ts +0 -239
  38. package/src/lib/compute/createSolveSession.test.ts +0 -168
  39. package/src/lib/compute/solve-session-core.test.ts +0 -153
  40. package/src/lib/compute/solve-session-core.ts +0 -122
  41. package/src/lib/compute/solveMemo.test.ts +0 -220
  42. package/src/lib/compute/solveMemo.ts +0 -140
  43. package/src/lib/external/storage.test.ts +0 -99
  44. package/src/lib/types/solveFn.ts +0 -29
@@ -1,87 +0,0 @@
1
- // Pure, framework-free transition logic for a Solve Session (see CONTEXT.md).
2
- //
3
- // This module holds the value/lifecycle state machine with no Svelte runes and no
4
- // transport: how values are seeded (including client-sourced hydration), when a value
5
- // change should dispatch a solve vs. defer it, and what a reported solve result does to
6
- // the flags. The reactive wrapper in createSolveSession.svelte.ts is a thin shell over
7
- // these functions; everything testable lives here.
8
- import { getDefaultValue } from '../schema/defaults';
9
- import { getExternalInputs } from '../external/storage';
10
- /**
11
- * Builds the initial `values` map for a schema. Non-client inputs get their declared
12
- * default (falling back to the paramType default); client-sourced inputs are hydrated
13
- * from `read` and left absent when no stored value exists so the missing-inputs panel
14
- * can detect them. Outputs are seeded to null.
15
- */
16
- export function buildInitialValues(schema, scopeKey, read) {
17
- const clientSet = new Set(getExternalInputs(schema).map((e) => e.paramId));
18
- const values = {};
19
- for (const input of schema.inputs) {
20
- if (clientSet.has(input.id)) {
21
- const stored = read({ scopeKey, inputId: input.id });
22
- if (stored !== undefined)
23
- values[input.id] = stored;
24
- continue;
25
- }
26
- values[input.id] = input.default ?? getDefaultValue(input.paramType);
27
- }
28
- for (const output of schema.outputs) {
29
- values[output.id] = null;
30
- }
31
- return values;
32
- }
33
- /**
34
- * Initial lifecycle flags. Manual-solve schemas (instanceSolve === false) start dirty
35
- * so the user must explicitly calculate; auto-solve schemas start clean.
36
- */
37
- export function makeInitialFlags(instanceSolve) {
38
- const manual = instanceSolve === false;
39
- return { hasPendingChanges: manual, hasNeverSolved: manual };
40
- }
41
- /**
42
- * Records a single value change and decides whether it should dispatch a solve now.
43
- * Auto-solve mode dispatches immediately; manual mode defers (records the pending value
44
- * and raises the dirty flag) and never dispatches.
45
- */
46
- export function applyValueChange(state, id, value, instanceSolve) {
47
- state.values[id] = value;
48
- if (instanceSolve === false) {
49
- state.pendingValues[id] = value;
50
- state.hasPendingChanges = true;
51
- return { state, shouldSolve: false };
52
- }
53
- return { state, shouldSolve: true };
54
- }
55
- /**
56
- * Projects the session's live values down to solve INPUTS. Solve outputs are merged
57
- * into the same values map after each solve (applySolveResult) so widgets like
58
- * dynamic value lists can read them — but they are not solve inputs, and echoing
59
- * them back to the driver re-uploads potentially MB-sized payloads (a measured
60
- * 6.4 MB options list) that no backend reads. Every transport gets this projection
61
- * for free by going through the session's dispatch.
62
- */
63
- export function pickInputValues(schema, values) {
64
- if (!schema?.inputs)
65
- return values;
66
- const picked = {};
67
- for (const input of schema.inputs) {
68
- if (input.id in values)
69
- picked[input.id] = values[input.id];
70
- }
71
- return picked;
72
- }
73
- /**
74
- * Merges a reported solve result into the state and clears the post-solve lifecycle
75
- * flags. Missing result arrays are treated as empty.
76
- */
77
- export function applySolveResult(state, result) {
78
- state.error = '';
79
- state.computeErrors = result.errors ?? [];
80
- state.computeWarnings = result.warnings ?? [];
81
- state.meshes = result.meshes ?? [];
82
- Object.assign(state.values, result.outputs);
83
- state.pendingValues = {};
84
- state.hasPendingChanges = false;
85
- state.hasNeverSolved = false;
86
- return state;
87
- }
@@ -1,22 +0,0 @@
1
- import type { SolveResult } from '../types/solveFn';
2
- /**
3
- * Deterministic string key for a set of input values. Object keys are sorted at every
4
- * level so two logically-equal inputs (built in different key order) collide, matching
5
- * the server's stable-input keying intent. Values are plain JSON (numbers, strings,
6
- * booleans, arrays) — the projected solve inputs never contain functions or cycles.
7
- */
8
- export declare function stableInputKey(values: Record<string, unknown>): string;
9
- export interface SolveMemo {
10
- /** Returns a previously stored result for these inputs, or undefined on a miss. */
11
- get(values: Record<string, unknown>): SolveResult | undefined;
12
- /** Records a completed solve result under its input key (evicting the LRU tail). */
13
- set(values: Record<string, unknown>, result: SolveResult): void;
14
- /** Drops every entry — called when the active definition changes. */
15
- clear(): void;
16
- }
17
- /**
18
- * A bounded LRU memo. `max` caps entries (not bytes); solve results can be large, so the
19
- * default is deliberately small — this targets the tight slider-scrub loop, not a durable
20
- * cache. Re-reading an entry refreshes its recency (Map insertion-order LRU).
21
- */
22
- export declare function createSolveMemo(max?: number): SolveMemo;
@@ -1,124 +0,0 @@
1
- // Client-side solve result memo (M2). A small LRU keyed on a stable serialization of
2
- // the solve INPUTS, sitting in front of the request/response driver. Dragging a slider
3
- // back to a value already solved this session returns instantly without a network
4
- // round-trip — killing slider-scrub storms before they leave the browser. It pairs with
5
- // the throttle's latest-wins abort: the memo only serves values that fully solved, so a
6
- // hit is always a complete result.
7
- //
8
- // GPU ownership (audit C1): a SolveResult carries live three.js objects, and the viewer
9
- // takes ownership of every mesh array it renders — `updateScene` disposes the previous
10
- // content on the next update. So the memo can neither hand out its own instances (they'd
11
- // be disposed under it, then re-added dead on the next hit) nor drop entries silently
12
- // (their GPU buffers would leak). It therefore keeps private copies, serves a fresh clone
13
- // per hit, and disposes an entry whenever it leaves the map.
14
- import * as THREE from 'three';
15
- /**
16
- * Deterministic string key for a set of input values. Object keys are sorted at every
17
- * level so two logically-equal inputs (built in different key order) collide, matching
18
- * the server's stable-input keying intent. Values are plain JSON (numbers, strings,
19
- * booleans, arrays) — the projected solve inputs never contain functions or cycles.
20
- */
21
- export function stableInputKey(values) {
22
- return serialize(values);
23
- }
24
- function serialize(value) {
25
- if (value === null || typeof value !== 'object')
26
- return JSON.stringify(value) ?? 'null';
27
- if (Array.isArray(value))
28
- return `[${value.map(serialize).join(',')}]`;
29
- const obj = value;
30
- const keys = Object.keys(obj).sort();
31
- return `{${keys.map((k) => `${JSON.stringify(k)}:${serialize(obj[k])}`).join(',')}}`;
32
- }
33
- /**
34
- * Deep-clone a solve's scene objects so the caller owns them outright.
35
- *
36
- * `Object3D.clone()` copies the transform hierarchy but SHARES `geometry` and `material`
37
- * by reference — which is exactly the aliasing that makes a naive clone useless here, so
38
- * geometry is copied explicitly. Materials are deliberately left shared: the viewer's
39
- * `clearScene` skips disposing anything in its SHARED_MATERIALS set (module-scope
40
- * singletons reused across solves), and per-mesh materials are cheap to recreate but
41
- * expensive to re-compile as new shader programs.
42
- */
43
- function cloneSceneObjects(meshes) {
44
- return meshes.map((root) => {
45
- const copy = root.clone(true);
46
- const sources = [];
47
- root.traverse((child) => sources.push(child));
48
- let i = 0;
49
- copy.traverse((child) => {
50
- const source = sources[i++];
51
- const target = child;
52
- if (source.geometry)
53
- target.geometry = source.geometry.clone();
54
- });
55
- return copy;
56
- });
57
- }
58
- /**
59
- * Release an entry's GPU buffers. Mirrors `clearScene`'s traversal, minus materials —
60
- * the memo never owns those (see {@link cloneSceneObjects}), so disposing one here would
61
- * free a singleton still referenced by live scene content.
62
- */
63
- function disposeSceneObjects(result) {
64
- result.meshes?.forEach((root) => root.traverse((child) => {
65
- child.geometry?.dispose();
66
- }));
67
- }
68
- /**
69
- * A bounded LRU memo. `max` caps entries (not bytes); solve results can be large, so the
70
- * default is deliberately small — this targets the tight slider-scrub loop, not a durable
71
- * cache. Re-reading an entry refreshes its recency (Map insertion-order LRU).
72
- */
73
- export function createSolveMemo(max = 16) {
74
- const entries = new Map();
75
- /** Drop an entry and release its GPU buffers. No-op when the key is absent. */
76
- function evict(key) {
77
- const entry = entries.get(key);
78
- if (entry === undefined)
79
- return;
80
- entries.delete(key);
81
- disposeSceneObjects(entry);
82
- }
83
- return {
84
- get(values) {
85
- const key = stableInputKey(values);
86
- const hit = entries.get(key);
87
- if (hit === undefined)
88
- return undefined;
89
- // Refresh recency: re-insert at the tail.
90
- entries.delete(key);
91
- entries.set(key, hit);
92
- // A memo hit skips the transport entirely, so no other log line fires —
93
- // this line is the only trace it wasn't a fresh solve.
94
- console.info(`[Compute/memo] HIT — served from client memo (${entries.size}/${max})`);
95
- // Clone on the way out: the viewer disposes what it renders, so the retained
96
- // entry must never be the instance handed to it (audit C1).
97
- if (!hit.meshes?.length)
98
- return hit;
99
- return { ...hit, meshes: cloneSceneObjects(hit.meshes) };
100
- },
101
- set(values, result) {
102
- const key = stableInputKey(values);
103
- // Overwriting a key strands the old value's buffers unless it's disposed first.
104
- evict(key);
105
- // Store a private copy for the same reason `get` clones: the caller reports this
106
- // same object to the viewer, which will dispose it on the next scene update.
107
- entries.set(key, result.meshes?.length ? { ...result, meshes: cloneSceneObjects(result.meshes) } : result);
108
- while (entries.size > max) {
109
- const oldest = entries.keys().next().value;
110
- if (oldest === undefined)
111
- break;
112
- evict(oldest);
113
- console.info(`[Compute/memo] evicted LRU entry (cap ${max})`);
114
- }
115
- },
116
- clear() {
117
- if (entries.size > 0) {
118
- console.info(`[Compute/memo] cleared ${entries.size} entries (definition changed)`);
119
- }
120
- entries.forEach(disposeSceneObjects);
121
- entries.clear();
122
- }
123
- };
124
- }
@@ -1,25 +0,0 @@
1
- /**
2
- * Result returned from a solve operation.
3
- *
4
- * @property outputs - Key-value pairs of computed results
5
- * @property meshes - Optional array of 3D mesh data generated during computation
6
- * @property errors - Optional array of error messages that occurred
7
- * @property warnings - Optional array of warning messages from the computation
8
- */
9
- export interface SolveResult {
10
- outputs: Record<string, unknown>;
11
- meshes?: any[];
12
- errors?: string[];
13
- warnings?: string[];
14
- }
15
- /**
16
- * Function type for running a computation with given input values.
17
- *
18
- * Implementations should listen to the abort signal and clean up resources
19
- * when the signal is triggered (e.g., when the user cancels the operation).
20
- *
21
- * @param values - Input parameters for the computation
22
- * @param signal - AbortSignal to cancel ongoing operations
23
- * @returns Promise resolving to the computation result
24
- */
25
- export type SolveFn = (values: Record<string, unknown>, signal: AbortSignal) => Promise<SolveResult>;
@@ -1 +0,0 @@
1
- export {};
@@ -1,109 +0,0 @@
1
- /**
2
- * Compute throttle utility for managing async compute requests.
3
- *
4
- * - Only one request in-flight at a time
5
- * - Latest values always win (no queue)
6
- * - AbortController support to cancel stale requests
7
- * - Configurable timeout with automatic abort
8
- */
9
- interface ComputeThrottleOptions {
10
- timeout?: number;
11
- }
12
-
13
- /**
14
- * Fallback per-solve abort timeout (ms) when the caller doesn't pass one.
15
- * Used only by callers without a deployment-specific limit (e.g. plugin-ui
16
- * over WebSocket); the selva app supplies `MAX_SOLVE_DURATION_MS` from its
17
- * server config via `ComputeApp`'s `solveTimeoutMs` prop.
18
- */
19
- const DEFAULT_TIMEOUT_MS = 60_000;
20
-
21
- /**
22
- * Creates a throttled compute handler that keeps only one request in-flight.
23
- * If a new value arrives while one is running, it overwrites the single pending
24
- * slot — older pending values are dropped. The pending value runs once the
25
- * current request finishes (or aborts).
26
- */
27
- export function createComputeThrottle<T>(
28
- computeFn: (values: T, signal: AbortSignal) => Promise<void>,
29
- options: ComputeThrottleOptions = {}
30
- ): {
31
- trigger: (values: T) => void;
32
- readonly isComputing: boolean;
33
- readonly hasPending: boolean;
34
- cancel: () => void;
35
- } {
36
- const { timeout = DEFAULT_TIMEOUT_MS } = options;
37
-
38
- let isComputing = $state(false);
39
- let pendingValues = $state<T | null>(null);
40
- let currentAbortController: AbortController | null = null;
41
-
42
- function abortCurrent() {
43
- currentAbortController?.abort();
44
- currentAbortController = null;
45
- }
46
-
47
- async function executeCompute(values: T) {
48
- abortCurrent();
49
-
50
- currentAbortController = new AbortController();
51
- const { signal } = currentAbortController;
52
- const timeoutId = setTimeout(() => {
53
- // Cleared in `finally` on every other path, so firing means a genuine
54
- // timeout — the only signal for it (the abort itself is swallowed below).
55
- console.warn(`[Compute/throttle] solve exceeded ${timeout}ms — aborting`);
56
- currentAbortController?.abort();
57
- }, timeout);
58
-
59
- isComputing = true;
60
- try {
61
- await computeFn(values, signal);
62
- } catch (err) {
63
- // AbortError is expected (timeout or cancel). Non-abort errors must be
64
- // handled inside computeFn — re-throwing here would produce an unhandled
65
- // rejection because executeCompute is always called fire-and-forget.
66
- if (!(err instanceof Error) || (err.name !== 'AbortError' && err.name !== 'TimeoutError')) {
67
- console.error('[computeThrottle] unhandled error in computeFn:', err);
68
- }
69
- } finally {
70
- clearTimeout(timeoutId);
71
- isComputing = false;
72
- currentAbortController = null;
73
-
74
- if (pendingValues !== null) {
75
- const next = pendingValues;
76
- pendingValues = null;
77
- executeCompute(next);
78
- }
79
- }
80
- }
81
-
82
- function trigger(values: T) {
83
- if (isComputing) {
84
- if (pendingValues !== null) {
85
- // Latest-wins: the previously-queued values are dropped, not solved.
86
- console.debug('[Compute/throttle] superseded pending solve (latest-wins)');
87
- }
88
- pendingValues = values;
89
- } else {
90
- executeCompute(values);
91
- }
92
- }
93
-
94
- function cancel() {
95
- pendingValues = null;
96
- abortCurrent();
97
- }
98
-
99
- return {
100
- trigger,
101
- get isComputing() {
102
- return isComputing;
103
- },
104
- get hasPending() {
105
- return pendingValues !== null;
106
- },
107
- cancel
108
- };
109
- }
@@ -1,106 +0,0 @@
1
- import { afterEach, beforeEach, describe, expect, it, vi } from 'vitest';
2
- import { createComputeThrottle } from './computeThrottle.svelte';
3
-
4
- // Pins the throttle state machine: single-in-flight, latest-pending-wins, abort on
5
- // re-trigger, timeout -> abort, and cancel clearing the pending slot. These are the
6
- // non-obvious paths (the finally-block re-entry, the abort cleanup) where bugs hide.
7
- // `computeThrottle.svelte.ts` is a rune module, so these run under the svelte vitest
8
- // plugin (see vitest.config.ts).
9
-
10
- // A controllable computeFn: each call exposes a resolver so the test drives when a
11
- // solve "finishes", plus records the values and the signal it was given.
12
- function deferredComputeFn() {
13
- const calls: { values: unknown; signal: AbortSignal; resolve: () => void }[] = [];
14
- const fn = (values: unknown, signal: AbortSignal) =>
15
- new Promise<void>((resolve) => {
16
- calls.push({ values, signal, resolve });
17
- });
18
- return { fn, calls };
19
- }
20
-
21
- const tick = () => new Promise((r) => setTimeout(r, 0));
22
-
23
- describe('createComputeThrottle', () => {
24
- it('runs immediately when idle and reports isComputing across the call', async () => {
25
- const { fn, calls } = deferredComputeFn();
26
- const t = createComputeThrottle<number>(fn);
27
-
28
- expect(t.isComputing).toBe(false);
29
- t.trigger(1);
30
- expect(t.isComputing).toBe(true);
31
- expect(calls).toHaveLength(1);
32
- expect(calls[0].values).toBe(1);
33
-
34
- calls[0].resolve();
35
- await tick();
36
- expect(t.isComputing).toBe(false);
37
- expect(t.hasPending).toBe(false);
38
- });
39
-
40
- it('keeps only one in flight; latest pending value wins, intermediates dropped', async () => {
41
- const { fn, calls } = deferredComputeFn();
42
- const t = createComputeThrottle<number>(fn);
43
-
44
- t.trigger(1); // runs
45
- t.trigger(2); // queued
46
- t.trigger(3); // overwrites the single pending slot — 2 is dropped
47
- expect(calls).toHaveLength(1);
48
- expect(t.hasPending).toBe(true);
49
-
50
- calls[0].resolve(); // first finishes -> pending (3) runs
51
- await tick();
52
- expect(calls).toHaveLength(2);
53
- expect(calls[1].values).toBe(3); // not 2
54
- expect(t.hasPending).toBe(false);
55
- });
56
-
57
- it('aborts the in-flight request when a new one starts (after the pending re-entry)', async () => {
58
- const { fn, calls } = deferredComputeFn();
59
- const t = createComputeThrottle<number>(fn);
60
-
61
- t.trigger(1);
62
- t.trigger(2); // pending
63
- const firstSignal = calls[0].signal;
64
-
65
- calls[0].resolve(); // finishes -> re-enters executeCompute(2), which aborts the (already-cleared) prior
66
- await tick();
67
- // The second run gets a fresh, non-aborted signal.
68
- expect(calls).toHaveLength(2);
69
- expect(calls[1].signal.aborted).toBe(false);
70
- expect(firstSignal).not.toBe(calls[1].signal);
71
- });
72
-
73
- it('cancel() clears the pending slot and aborts the in-flight signal', async () => {
74
- const { fn, calls } = deferredComputeFn();
75
- const t = createComputeThrottle<number>(fn);
76
-
77
- t.trigger(1);
78
- t.trigger(2); // pending
79
- expect(t.hasPending).toBe(true);
80
-
81
- t.cancel();
82
- expect(t.hasPending).toBe(false);
83
- expect(calls[0].signal.aborted).toBe(true);
84
-
85
- // Resolving the aborted call must NOT start the (now-cleared) pending one.
86
- calls[0].resolve();
87
- await tick();
88
- expect(calls).toHaveLength(1);
89
- });
90
-
91
- describe('timeout', () => {
92
- beforeEach(() => vi.useFakeTimers());
93
- afterEach(() => vi.useRealTimers());
94
-
95
- it('aborts the in-flight request when the timeout elapses', async () => {
96
- const { fn, calls } = deferredComputeFn();
97
- const t = createComputeThrottle<number>(fn, { timeout: 1000 });
98
-
99
- t.trigger(1);
100
- expect(calls[0].signal.aborted).toBe(false);
101
-
102
- vi.advanceTimersByTime(1000);
103
- expect(calls[0].signal.aborted).toBe(true);
104
- });
105
- });
106
- });