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* Scene preload + transition helpers for the Standard Interactive
* player.
*
* The player used to bind directly to ``api.resolveTurn`` and let
* the network round-trip + ComfyUI render gate every scene change —
* the user saw a black flash between scenes while the next image
* loaded fresh from disk every time. The cinematic-engine spec
* called this out explicitly: assets must be preloaded so transitions
* feel premium, not laggy.
*
* Two pieces here:
*
* * ``useScenePreload`` — fetches the experience's node graph
* once, walks the edges from the current scene, and runs
* ``new Image().src = …`` on every reachable next-scene's
* ``asset_ids[0]``. Browsers cache the bytes; when the player
* navigates the next scene mounts from cache.
*
* * ``fadeKey`` — small helper that yields a stable transition
* key for a scene id so React's key-based remount triggers
* the CSS opacity transition cleanly.
*
* Both are pure wrappers around the existing api / DOM primitives —
* no new dependencies.
*/
import { useEffect, useMemo, useState } from "react";
import type { InteractiveApi } from "./api";
import type { EdgeItem, NodeItem } from "./types";
/**
* Resolve a node's primary asset URL via the same path the player
* itself uses. Falls back through:
* 1. Direct ``http(s)://`` or ``/files/`` URL stored in asset_ids
* (legacy authoring stamps these directly)
* 2. ``GET /v1/interactive/assets/{id}/url`` for registry ids
* (the canonical Phase 4 link target).
*
* Returns "" when no usable URL can be found — callers skip preload
* for those nodes, which is fine: the scene will load on demand
* when navigation lands.
*/
async function _resolveNodeUrl(
node: NodeItem,
api: InteractiveApi,
signal?: AbortSignal,
): Promise<string> {
const ids = Array.isArray(node.asset_ids) ? node.asset_ids : [];
const first = String(ids[0] || "").trim();
if (!first) return "";
if (first.startsWith("http://") || first.startsWith("https://")) {
return first;
}
if (first.startsWith("/files/") || first.startsWith("/")) {
return first;
}
// Registry id — round-trip the resolve endpoint.
try {
const r = await api.resolveAssetUrl(first, signal);
return r || "";
} catch {
return "";
}
}
/**
* Preload upcoming scene assets so transitions feel instant.
*
* Strategy:
* 1. Fetch nodes + edges for this experience once on mount.
* 2. Whenever ``currentNodeId`` changes, walk forward edges from
* that node up to ``depth`` hops and preload every reachable
* scene's asset.
* 3. Use ``new Image()`` (not ``fetch``) so the browser puts the
* bytes in the regular HTTP cache that ``<img>`` later uses —
* ``fetch`` cache and ``<img>`` cache are NOT the same on every
* browser.
*
* Returns nothing — fire-and-forget. Callers don't need to know
* which preloads succeeded; on a miss the navigation just stalls
* for the network roundtrip the same as before.
*/
export function useScenePreload(
api: InteractiveApi,
experienceId: string,
currentNodeId: string,
depth: number = 2,
): void {
// Graph is fetched once per experience. AbortController lets the
// effect cancel stale fetches on remount.
const [graph, setGraph] = useState<{ nodes: NodeItem[]; edges: EdgeItem[] } | null>(null);
useEffect(() => {
if (!experienceId) return;
const ctrl = new AbortController();
Promise.all([
api.listNodes(experienceId, ctrl.signal).catch(() => [] as NodeItem[]),
api.listEdges(experienceId, ctrl.signal).catch(() => [] as EdgeItem[]),
]).then(([nodes, edges]) => {
if (ctrl.signal.aborted) return;
setGraph({ nodes, edges });
});
return () => ctrl.abort();
}, [api, experienceId]);
useEffect(() => {
if (!graph || !currentNodeId) return;
const ctrl = new AbortController();
const adj = new Map<string, string[]>();
for (const e of graph.edges) {
const list = adj.get(e.from_node_id) ?? [];
list.push(e.to_node_id);
adj.set(e.from_node_id, list);
}
const byId = new Map(graph.nodes.map((n) => [n.id, n] as const));
// BFS bounded by ``depth`` so we don't hammer storage on large
// graphs. depth=2 means "next + one further" — covers the
// immediate Continue + every choice's first step.
const queue: Array<[string, number]> = [[currentNodeId, 0]];
const seen = new Set<string>([currentNodeId]);
const targets: NodeItem[] = [];
while (queue.length) {
const [id, d] = queue.shift()!;
if (d >= depth) continue;
for (const next of adj.get(id) ?? []) {
if (seen.has(next)) continue;
seen.add(next);
const node = byId.get(next);
if (node) targets.push(node);
queue.push([next, d + 1]);
}
}
// Resolve URLs in parallel — cap concurrency so we don't open
// a hundred sockets on a wide branching graph.
void (async () => {
const PAR = 4;
const queueRef = [...targets];
async function _worker() {
while (queueRef.length) {
if (ctrl.signal.aborted) return;
const node = queueRef.shift();
if (!node) return;
const url = await _resolveNodeUrl(node, api, ctrl.signal);
if (!url || ctrl.signal.aborted) continue;
// Browser-cache warm. The Image object is GC'd once the
// request resolves; bytes stay in HTTP cache for the
// <img> mount the player will do next.
try {
const img = new Image();
img.src = url;
} catch { /* ignore — browser-side */ }
}
}
await Promise.all(Array.from({ length: PAR }, _worker));
})();
return () => ctrl.abort();
}, [api, graph, currentNodeId, depth]);
}
/**
* Stable key for the fade-transition wrapper.
*
* Using ``scene?.id ?? "no-scene"`` directly as a React key is fine,
* but this helper lets the player unify what counts as a "new
* scene" for the purpose of triggering the fade — e.g. a status
* change from pending → ready on the SAME node should NOT count
* (still the same scene, just newly resolved), while a navigation
* to a different node SHOULD.
*/
export function fadeKey(sceneId: string | undefined, assetUrl: string): string {
// Scene id alone misses the edge case where the asset_url changes
// (e.g. a regenerate-scene fired in the editor mid-play). Including
// both means "fade when EITHER changes."
return `${sceneId || "none"}::${assetUrl || "no-asset"}`;
}
/**
* Use ``fadeKey`` + a short ``isFading`` window so React can
* dispatch fade-out → swap → fade-in on scene change. The hook
* surfaces an ``opacity`` value (0..1) the player applies to the
* media wrapper's style.
*
* Implementation: when the key changes, drop opacity to 0 for a
* frame, then ramp back to 1 after a brief microtask delay so the
* CSS transition catches the change.
*/
export function useFadeOnSceneChange(key: string, durationMs: number = 280): {
opacity: number;
transitionMs: number;
} {
const [phase, setPhase] = useState<"in" | "out">("in");
// ``useMemo`` keeps the transition duration stable across renders
// (and lets the caller hardcode the same value in their CSS for
// maximum sync).
const transitionMs = useMemo(() => durationMs, [durationMs]);
useEffect(() => {
setPhase("out");
const t = window.setTimeout(() => setPhase("in"), 16); // one frame
return () => window.clearTimeout(t);
}, [key]);
return {
opacity: phase === "out" ? 0 : 1,
transitionMs,
};
}
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