t2-mapper/app/page.tsx
2026-03-09 12:38:40 -07:00

507 lines
16 KiB
TypeScript

"use client";
import {
useState,
useEffect,
useCallback,
Suspense,
useRef,
lazy,
} from "react";
import { Canvas, GLProps } from "@react-three/fiber";
import { NoToneMapping, SRGBColorSpace, PCFShadowMap, Camera } from "three";
import { Mission } from "@/src/components/Mission";
import { QueryClient, QueryClientProvider } from "@tanstack/react-query";
import {
ObserverControls,
KEYBOARD_CONTROLS,
} from "@/src/components/ObserverControls";
import { KeyboardOverlay } from "@/src/components/KeyboardOverlay";
import {
TouchJoystick,
TouchCameraMovement,
type JoystickState,
} from "@/src/components/TouchControls";
import { KeyboardControls } from "@react-three/drei";
import { InspectorControls } from "@/src/components/InspectorControls";
import { useTouchDevice } from "@/src/components/useTouchDevice";
import { SettingsProvider } from "@/src/components/SettingsProvider";
import { ObserverCamera } from "@/src/components/ObserverCamera";
import { AudioProvider } from "@/src/components/AudioContext";
import { DebugElements } from "@/src/components/DebugElements";
import { CamerasProvider } from "@/src/components/CamerasProvider";
import {
RecordingProvider,
usePlaybackActions,
useRecording,
} from "@/src/components/RecordingProvider";
import { EntityScene } from "@/src/components/EntityScene";
import { TickProvider } from "@/src/components/TickProvider";
import { SceneLighting } from "@/src/components/SceneLighting";
import { PlayerHUD } from "@/src/components/PlayerHUD";
import {
LiveConnectionProvider,
useLiveConnection,
} from "@/src/components/LiveConnection";
import { ServerBrowser } from "@/src/components/ServerBrowser";
import {
FeaturesProvider,
useFeatures,
} from "@/src/components/FeaturesProvider";
// Lazy-load demo and live streaming modules — they pull in heavy dependencies
// (demo parser, streaming engine, particles) that aren't needed for mission-only mode.
const DemoPlayback = lazy(() =>
import("@/src/components/DemoPlayback").then((mod) => ({
default: mod.DemoPlayback,
})),
);
const DemoPlaybackControls = lazy(() =>
import("@/src/components/DemoPlaybackControls").then((mod) => ({
default: mod.DemoPlaybackControls,
})),
);
const LiveObserver = lazy(() =>
import("@/src/components/LiveObserver").then((mod) => ({
default: mod.LiveObserver,
})),
);
const ChatSoundPlayer = lazy(() =>
import("@/src/components/ChatSoundPlayer").then((mod) => ({
default: mod.ChatSoundPlayer,
})),
);
import {
getMissionList,
getMissionInfo,
} from "@/src/manifest";
import { createParser, parseAsBoolean, useQueryState } from "nuqs";
import styles from "./page.module.css";
const MapInfoDialog = lazy(() =>
import("@/src/components/MapInfoDialog").then((mod) => ({
default: mod.MapInfoDialog,
})),
);
// Three.js has its own loaders for textures and models, but we need to load other
// stuff too, e.g. missions, terrains, and more. This client is used for those.
const queryClient = new QueryClient();
// Renderer settings to match Tribes 2's simple rendering pipeline.
// Tribes 2 (Torque engine, 2001) worked entirely in gamma/sRGB space with no HDR
// or tone mapping. We disable tone mapping and ensure proper sRGB output.
const glSettings: GLProps = {
toneMapping: NoToneMapping,
outputColorSpace: SRGBColorSpace,
};
type CurrentMission = {
missionName: string;
missionType?: string;
};
const defaultMission: CurrentMission = {
missionName: "RiverDance",
missionType: "CTF",
};
const parseAsMissionWithType = createParser<CurrentMission>({
parse(query: string) {
const [missionName, missionType] = query.split("~");
let selectedMissionType = missionType;
const availableMissionTypes = getMissionInfo(missionName).missionTypes;
if (!missionType || !availableMissionTypes.includes(missionType)) {
selectedMissionType = availableMissionTypes[0];
}
return { missionName, missionType: selectedMissionType };
},
serialize({ missionName, missionType }): string {
const availableMissionTypes = getMissionInfo(missionName).missionTypes;
if (availableMissionTypes.length === 1) {
return missionName;
}
return `${missionName}~${missionType}`;
},
eq(a, b) {
return a.missionName === b.missionName && a.missionType === b.missionType;
},
}).withDefault(defaultMission);
function MapInspector() {
const [currentMission, setCurrentMission] = useQueryState(
"mission",
parseAsMissionWithType,
);
const [fogEnabledOverride, setFogEnabledOverride] = useQueryState(
"fog",
parseAsBoolean,
);
const clearFogEnabledOverride = useCallback(() => {
setFogEnabledOverride(null);
}, [setFogEnabledOverride]);
const changeMission = useCallback(
(mission: CurrentMission) => {
window.location.hash = "";
clearFogEnabledOverride();
setCurrentMission(mission);
},
[setCurrentMission, clearFogEnabledOverride],
);
const isTouch = useTouchDevice();
const features = useFeatures();
const live = useLiveConnection();
const { missionName, missionType } = currentMission;
const [mapInfoOpen, setMapInfoOpen] = useState(false);
const [serverBrowserOpen, setServerBrowserOpen] = useState(false);
const [missionLoadingProgress, setMissionLoadingProgress] = useState(0);
const [showLoadingIndicator, setShowLoadingIndicator] = useState(true);
// During live join, show progress based on connection status.
// Relay status order: connecting → challenging → authenticating → connected.
// Once liveReady (first ghost arrives), loading is complete.
const liveLoadingProgress = live.adapter != null
? live.liveReady
? 1
: live.gameStatus === "connected" ? 0.8
: live.gameStatus === "authenticating" ? 0.6
: live.gameStatus === "challenging" ? 0.3
: live.gameStatus === "connecting" ? 0.2
: 0.1
: null;
// Reset stale mission progress when live mode takes over, so it can't
// flash through if liveLoadingProgress briefly becomes null.
useEffect(() => {
if (liveLoadingProgress != null) {
setMissionLoadingProgress(0);
}
}, [liveLoadingProgress != null]); // eslint-disable-line react-hooks/exhaustive-deps
const loadingProgress = liveLoadingProgress ?? missionLoadingProgress;
const isLoading = loadingProgress < 1;
// Keep the loading indicator visible briefly after reaching 100%
useEffect(() => {
if (isLoading) {
setShowLoadingIndicator(true);
} else {
const timer = setTimeout(() => setShowLoadingIndicator(false), 500);
return () => clearTimeout(timer);
}
}, [isLoading]);
useEffect(() => {
// For automation, like the t2-maps app!
window.setMissionName = (missionName: string) => {
const availableMissionTypes = getMissionInfo(missionName).missionTypes;
changeMission({
missionName,
missionType: availableMissionTypes[0],
});
};
window.getMissionList = getMissionList;
window.getMissionInfo = getMissionInfo;
return () => {
delete window.setMissionName;
delete window.getMissionList;
delete window.getMissionInfo;
};
}, [changeMission]);
useEffect(() => {
const handleKey = (e: KeyboardEvent) => {
if (e.code !== "KeyI" || e.metaKey || e.ctrlKey || e.altKey) return;
const target = e.target as HTMLElement;
if (
target.tagName === "INPUT" ||
target.tagName === "TEXTAREA" ||
target.isContentEditable
) {
return;
}
setMapInfoOpen(true);
};
window.addEventListener("keydown", handleKey);
return () => window.removeEventListener("keydown", handleKey);
}, []);
const handleLoadingChange = useCallback(
(_loading: boolean, progress: number = 0) => {
setMissionLoadingProgress(progress);
},
[],
);
const cameraRef = useRef<Camera | null>(null);
const joystickStateRef = useRef<JoystickState>({ angle: 0, force: 0 });
const joystickZoneRef = useRef<HTMLDivElement | null>(null);
const lookJoystickStateRef = useRef<JoystickState>({ angle: 0, force: 0 });
const lookJoystickZoneRef = useRef<HTMLDivElement | null>(null);
return (
<QueryClientProvider client={queryClient}>
<main>
<RecordingProvider>
<SettingsProvider
fogEnabledOverride={fogEnabledOverride}
onClearFogEnabledOverride={clearFogEnabledOverride}
>
<KeyboardControls map={KEYBOARD_CONTROLS}>
<div id="canvasContainer" className={styles.CanvasContainer}>
{showLoadingIndicator && (
<div
id="loadingIndicator"
className={styles.LoadingIndicator}
data-complete={!isLoading}
>
<div className={styles.Spinner} />
<div className={styles.Progress}>
<div
className={styles.ProgressBar}
style={{ width: `${loadingProgress * 100}%` }}
/>
</div>
<div className={styles.ProgressText}>
{Math.round(loadingProgress * 100)}%
</div>
</div>
)}
<Canvas
frameloop="always"
gl={glSettings}
shadows={{ type: PCFShadowMap }}
onCreated={(state) => {
cameraRef.current = state.camera;
}}
>
<TickProvider>
<CamerasProvider>
<AudioProvider>
<MissionWhenIdle
missionName={missionName}
missionType={missionType}
onLoadingChange={handleLoadingChange}
/>
<SceneLighting />
<EntityScene missionType={missionType} />
<ObserverCamera />
<DebugElements />
<StreamingComponents
isTouch={isTouch}
joystickStateRef={joystickStateRef}
joystickZoneRef={joystickZoneRef}
lookJoystickStateRef={lookJoystickStateRef}
lookJoystickZoneRef={lookJoystickZoneRef}
/>
</AudioProvider>
</CamerasProvider>
</TickProvider>
</Canvas>
</div>
<StreamingHUD />
{isTouch && (
<TouchJoystick
joystickState={joystickStateRef}
joystickZone={joystickZoneRef}
lookJoystickState={lookJoystickStateRef}
lookJoystickZone={lookJoystickZoneRef}
/>
)}
{isTouch === false && <KeyboardOverlay />}
<InspectorControls
missionName={missionName}
missionType={missionType}
onChangeMission={changeMission}
onOpenMapInfo={() => setMapInfoOpen(true)}
onOpenServerBrowser={features.live ? () => setServerBrowserOpen(true) : undefined}
cameraRef={cameraRef}
isTouch={isTouch}
/>
{mapInfoOpen && (
<Suspense fallback={null}>
<MapInfoDialog
open={mapInfoOpen}
onClose={() => setMapInfoOpen(false)}
missionName={missionName}
missionType={missionType ?? ""}
/>
</Suspense>
)}
<ServerBrowserDialog
open={serverBrowserOpen}
onClose={() => setServerBrowserOpen(false)}
/>
<StreamingOverlay />
<DemoWindowAPI />
</KeyboardControls>
</SettingsProvider>
</RecordingProvider>
</main>
</QueryClientProvider>
);
}
/**
* Only mount Mission (TorqueScript runtime, .mis loading) when NOT streaming.
* During demo/live playback, all scene data comes from ghosts — no need for
* the heavy TorqueScript execution pipeline.
*/
function MissionWhenIdle({
missionName,
missionType,
onLoadingChange,
}: {
missionName: string;
missionType: string;
onLoadingChange: (isLoading: boolean, progress?: number) => void;
}) {
const recording = useRecording();
const { adapter: liveAdapter } = useLiveConnection();
const isStreaming = recording != null || liveAdapter != null;
if (isStreaming) return null;
return (
<Mission
key={`${missionName}~${missionType}`}
name={missionName}
missionType={missionType}
onLoadingChange={onLoadingChange}
/>
);
}
/**
* In-Canvas components that depend on streaming mode. Mounts the appropriate
* controller (DemoPlayback or LiveObserver) and disables observer controls
* during streaming.
*/
function StreamingComponents({
isTouch,
joystickStateRef,
joystickZoneRef,
lookJoystickStateRef,
lookJoystickZoneRef,
}: {
isTouch: boolean | null;
joystickStateRef: React.RefObject<JoystickState>;
joystickZoneRef: React.RefObject<HTMLDivElement | null>;
lookJoystickStateRef: React.RefObject<JoystickState>;
lookJoystickZoneRef: React.RefObject<HTMLDivElement | null>;
}) {
const recording = useRecording();
const live = useLiveConnection();
const isLive = live.adapter != null;
const isStreaming = recording != null || isLive;
// Show ObserverControls for: non-streaming mode, OR live mode.
// During live, ObserverControls provides the same camera controls
// (pointer lock, drag-to-rotate, WASD fly) and LiveObserver intercepts
// click-while-locked to cycle observed players instead of nextCamera.
// During demo playback, the demo drives the camera so no controls needed.
const showObserverControls = !isStreaming || isLive;
return (
<>
{recording && (
<Suspense fallback={null}>
<DemoPlayback />
</Suspense>
)}
{isLive && (
<Suspense fallback={null}>
<LiveObserver />
</Suspense>
)}
{isStreaming && (
<Suspense fallback={null}>
<ChatSoundPlayer />
</Suspense>
)}
{showObserverControls && isTouch !== null && (
isTouch ? (
<TouchCameraMovement
joystickState={joystickStateRef}
joystickZone={joystickZoneRef}
lookJoystickState={lookJoystickStateRef}
lookJoystickZone={lookJoystickZoneRef}
/>
) : (
<ObserverControls />
)
)}
</>
);
}
/** HUD overlay — shown during streaming (demo or live). */
function StreamingHUD() {
const recording = useRecording();
const live = useLiveConnection();
if (!recording && !live.adapter) return null;
return <PlayerHUD />;
}
/** Playback controls overlay — only shown during demo playback. */
function StreamingOverlay() {
const recording = useRecording();
const live = useLiveConnection();
if (!recording || live.adapter != null) return null;
return (
<Suspense fallback={null}>
<DemoPlaybackControls />
</Suspense>
);
}
/** Server browser dialog connected to live state. */
function ServerBrowserDialog({
open,
onClose,
}: {
open: boolean;
onClose: () => void;
}) {
const live = useLiveConnection();
return (
<ServerBrowser
open={open}
onClose={onClose}
servers={live.servers}
loading={live.serversLoading}
onRefresh={live.listServers}
onJoin={(address) => live.joinServer(address)}
wsPing={live.wsPing}
/>
);
}
/** Exposes `window.loadDemoRecording` for automation/testing. */
function DemoWindowAPI() {
const { setRecording } = usePlaybackActions();
useEffect(() => {
window.loadDemoRecording = setRecording;
return () => {
delete window.loadDemoRecording;
};
}, [setRecording]);
return null;
}
export default function HomePage() {
return (
<Suspense>
<FeaturesProvider>
<LiveConnectionProvider>
<MapInspector />
</LiveConnectionProvider>
</FeaturesProvider>
</Suspense>
);
}