Port sync.ts to v2 format with SceneManager

Rewrite sync module to work with SceneManager and v2 scene format
instead of Fabric.js. Key changes:
- setupSync takes SceneManager instead of Canvas
- broadcastScene uses sceneManager.serialize() for v2 SceneData
- broadcastTransform reads from item.data (x,y,sx,sy,angle)
- onSceneReceived uses diff-based loadScene (no flicker, no full reload)
- onTransformReceived updates item.data + displayObject directly
- Remove _suppress/resumeBroadcasts (diff-based loading is safe)
- Remove userInteracting/pendingScene deferral (not needed with diffs)
- Remove all Fabric.js imports and types
This commit is contained in:
Hiren Kangad
2026-03-09 23:21:32 +05:30
parent 634937edc2
commit 9c5056d11e
+78 -164
View File
@@ -1,199 +1,117 @@
import { Canvas, FabricObject } from 'fabric';
import { Socket } from 'socket.io-client';
import type { Socket } from 'socket.io-client';
import type { SceneManager, SceneItem } from './SceneManager';
import type { SceneData } from './scene-format';
/**
* Full-scene sync approach (like Excalidraw):
* Full-scene sync (v2 format, PixiJS / SceneManager):
*
* 1. On any change → broadcast full canvas JSON (throttled)
* 2. On receive → loadFromJSON to replace entire canvas
* 3. During drag → lightweight position events for smooth real-time
* 4. No per-object tracking, no ID matching race conditions
* 1. On any change → broadcast serialized SceneData (throttled 300ms)
* 2. On receive → sceneManager.loadScene() (diff-based, no flicker)
* 3. During drag → lightweight transform events (throttled 50ms)
*
* Images are URLs (stored in MinIO), so canvas JSON stays small.
* Diff-based loading doesn't trigger change events for unchanged objects,
* so no suppress/resume logic is needed.
*/
let _suppress = false;
export function isRemoteUpdate(): boolean {
return _suppress;
}
export function suppressBroadcasts() {
_suppress = true;
}
export function resumeBroadcasts() {
_suppress = false;
}
export function setupSync(
canvas: Canvas,
sceneManager: SceneManager,
socket: Socket,
boardId: string
boardId: string,
): () => void {
let sceneTimer: ReturnType<typeof setTimeout> | null = null;
let moveTimer: ReturnType<typeof setTimeout> | null = null;
let userInteracting = false;
let pendingScene: any = null;
let receiving = false; // true while applying a remote scene/transform
const SCENE_THROTTLE = 300; // ms
const MOVE_THROTTLE = 50; // ms
// ---- Ensure objects have IDs ----
// ---- BROADCAST: full scene (throttled) --------------------------------
function ensureId(obj: FabricObject): string {
if (!(obj as any).id) {
(obj as any).id = crypto.randomUUID();
}
return (obj as any).id;
}
// ---- BROADCAST: full scene (throttled) ----
function scheduleBroadcast() {
if (_suppress) return;
function broadcastScene() {
if (receiving) return;
if (sceneTimer) clearTimeout(sceneTimer);
sceneTimer = setTimeout(() => {
sceneTimer = null;
if (_suppress) return;
// Ensure all objects have IDs before serializing
canvas.getObjects().forEach(ensureId);
const scene = (canvas as any).toJSON(['id', 'crossOrigin']);
if (receiving) return;
const scene = sceneManager.serialize();
socket.emit('scene:update', { boardId, scene });
}, SCENE_THROTTLE);
}
// ---- BROADCAST: lightweight transform during drag ----
// ---- BROADCAST: lightweight transform during drag ---------------------
function emitTransform(obj: FabricObject) {
if (_suppress) return;
const id = (obj as any).id;
if (!id) return;
function broadcastTransform(item: SceneItem) {
if (receiving) return;
if (moveTimer) return; // throttled
const { id, data } = item;
socket.emit('object:transform', {
boardId, objectId: id,
left: obj.left, top: obj.top,
scaleX: obj.scaleX, scaleY: obj.scaleY,
angle: obj.angle,
boardId,
objectId: id,
x: data.x,
y: data.y,
sx: data.sx,
sy: data.sy,
angle: data.angle,
});
moveTimer = setTimeout(() => {
moveTimer = null;
}, MOVE_THROTTLE);
}
// ---- RECEIVE: full scene ----
// ---- RECEIVE: full scene ----------------------------------------------
function applyRemoteScene(scene: any) {
if (userInteracting) {
// Defer — apply when user finishes interaction
pendingScene = scene;
return;
}
doApplyScene(scene);
}
function onSceneReceived(payload: any) {
if (payload.boardId !== boardId) return;
const scene: SceneData = payload.scene;
if (!scene || scene.v !== 2) return;
function doApplyScene(scene: any) {
_suppress = true;
// Ensure all images have crossOrigin set before Fabric loads them,
// otherwise the canvas becomes tainted and clipboard copy breaks.
if (scene?.objects) {
for (const obj of scene.objects) {
if (obj.type === 'image') obj.crossOrigin = 'anonymous';
if (obj.type === 'group' && obj.objects) {
for (const child of obj.objects) {
if (child.type === 'image') child.crossOrigin = 'anonymous';
}
}
}
}
canvas.loadFromJSON(scene)
receiving = true;
sceneManager
.loadScene(scene)
.then(() => {
canvas.requestRenderAll();
// Small delay for any deferred Fabric events
setTimeout(() => { _suppress = false; }, 50);
receiving = false;
})
.catch((err: any) => {
console.error('[sync] loadFromJSON failed:', err);
_suppress = false;
console.error('[sync] loadScene failed:', err);
receiving = false;
});
}
// ---- RECEIVE: lightweight transform ----
// ---- RECEIVE: lightweight transform -----------------------------------
function applyRemoteTransform(payload: any) {
function onTransformReceived(payload: any) {
if (payload.boardId !== boardId) return;
const obj = canvas.getObjects().find((o) => (o as any).id === payload.objectId);
if (!obj) return;
const item = sceneManager.getById(payload.objectId);
if (!item) return;
_suppress = true;
obj.set({
left: payload.left,
top: payload.top,
scaleX: payload.scaleX,
scaleY: payload.scaleY,
angle: payload.angle,
});
obj.setCoords();
canvas.requestRenderAll();
_suppress = false;
// Update data model
item.data.x = payload.x;
item.data.y = payload.y;
item.data.sx = payload.sx;
item.data.sy = payload.sy;
item.data.angle = payload.angle;
// Update display object
const obj = item.displayObject;
obj.position.set(payload.x, payload.y);
obj.scale.set(payload.sx, payload.sy);
obj.angle = payload.angle;
// No onChange — this is a remote update
}
// ---- Canvas event handlers ----
// ---- Wire up SceneManager onChange → broadcastScene --------------------
function onObjectAdded() {
if (!_suppress) scheduleBroadcast();
}
const prevOnChange = sceneManager.onChange;
sceneManager.onChange = () => {
prevOnChange?.();
broadcastScene();
};
function onObjectModified() {
if (!_suppress) scheduleBroadcast();
}
// ---- Bind socket events -----------------------------------------------
function onObjectRemoved() {
if (!_suppress) scheduleBroadcast();
}
socket.on('scene:update', onSceneReceived);
socket.on('object:transform', onTransformReceived);
function onPathCreated() {
if (!_suppress) scheduleBroadcast();
}
function onObjectMoving(e: any) {
if (_suppress) return;
// Throttle transform events
if (moveTimer) return;
emitTransform(e.target);
moveTimer = setTimeout(() => { moveTimer = null; }, MOVE_THROTTLE);
}
function onMouseDown() {
userInteracting = true;
}
function onMouseUp() {
userInteracting = false;
if (pendingScene) {
doApplyScene(pendingScene);
pendingScene = null;
}
}
// ---- Bind canvas events ----
canvas.on('object:added', onObjectAdded);
canvas.on('object:modified', onObjectModified);
canvas.on('object:removed', onObjectRemoved);
canvas.on('path:created', onPathCreated);
canvas.on('object:moving', onObjectMoving);
canvas.on('object:scaling', onObjectMoving);
canvas.on('object:rotating', onObjectMoving);
canvas.on('mouse:down', onMouseDown);
canvas.on('mouse:up', onMouseUp);
// ---- Bind socket events ----
function onSceneUpdate(payload: any) {
if (payload.boardId !== boardId) return;
applyRemoteScene(payload.scene);
}
socket.on('scene:update', onSceneUpdate);
socket.on('object:transform', applyRemoteTransform);
// ---- Join room ----
// ---- Join room --------------------------------------------------------
socket.emit('board:join', { boardId }, (response: any) => {
if (response?.users) {
@@ -201,21 +119,14 @@ export function setupSync(
}
});
// ---- Cleanup ----
// ---- Cleanup ----------------------------------------------------------
return () => {
canvas.off('object:added', onObjectAdded);
canvas.off('object:modified', onObjectModified);
canvas.off('object:removed', onObjectRemoved);
canvas.off('path:created', onPathCreated);
canvas.off('object:moving', onObjectMoving);
canvas.off('object:scaling', onObjectMoving);
canvas.off('object:rotating', onObjectMoving);
canvas.off('mouse:down', onMouseDown);
canvas.off('mouse:up', onMouseUp);
// Restore previous onChange
sceneManager.onChange = prevOnChange;
socket.off('scene:update', onSceneUpdate);
socket.off('object:transform', applyRemoteTransform);
socket.off('scene:update', onSceneReceived);
socket.off('object:transform', onTransformReceived);
socket.emit('board:leave', { boardId });
@@ -223,3 +134,6 @@ export function setupSync(
if (moveTimer) clearTimeout(moveTimer);
};
}
// Note: broadcastTransform for drag events will be wired via Editor integration.
// SelectionManager / TransformBox will call it directly once connected.