Files
Native-Router-Vue/packages/core-v2/src/scene/graph.ts
T
Claude b6f782d8af Fix stuck gestures and scene graph races; honour commitVelocity
Gestures
- Cancel a captured gesture on lostpointercapture, on a new primary
  pointer-down, and when its component unmounts, so operations are
  never left stuck mid-transition. Bindings gain onLostpointercapture.
- Warn (console.warn) when navigate() fails or the scene rejects an
  operation; stay quiet when two recognizers race for one origin.
- OriginGesture and OriginGestureSurface props are reactive. Changes
  apply from the next pointer-down; recognizers are kept per list
  position so re-renders never interrupt a drag.
- Remove the legacy direction/edge/threshold/action gesture form
  (OriginGestureOptions, legacy OriginGesture props, MaybeOriginAction).

Scene
- Honour choreography commitVelocity (default 0.3, as before).
- Scene errors are OriginSceneError with a stable code.
- update() during settling now really catches an operation: the spring
  stops, and only the latest finish() decides the outcome.
- Fix graph corruption found by the new property tests, all present on
  main: replacements escaping a cancelled push, edges left dangling when
  their current target differs from the original one, revealed targets
  keeping operations after their back is cancelled, history pointing at
  removed entries after replace, visual cycles from back through an
  undecided replace, exposed nodes reactivated as active, and a cancel
  cascade that could empty the whole scene.

Tests
- Add property tests checking structural invariants after every step of
  random operation sequences and pointer streams (PROPERTY_SEEDS).
- Add recognizer tests for stuck gestures, warnings, reactive props,
  and commitVelocity. Drop the main-comparison suites; keep benchmarks.

Also fix the origins demo's two pre-existing type errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Faarh2Ts6StJPcz2mRiHiR
2026-10-16 04:09:57 +00:00

645 lines
22 KiB
TypeScript

import { markRaw, reactive, shallowReactive, shallowRef } from "vue";
import type {
OriginAction,
OriginHistoryMode,
OriginView,
} from "../navigation";
import { clamp01, type OriginRect } from "../shared";
import type {
MutableOriginOperation,
OriginContext,
OriginFinishOptions,
OriginSceneNodeState,
} from "./types";
/** Mutable storage for one mounted scene node. */
export interface SceneNodeRecord {
key: string;
sequence: number;
view: OriginView;
/** Retained-history link: the entry a committed back returns to. */
previousNodeKey?: string;
state: OriginSceneNodeState;
/** Visual link: the operation edge positioning this node as its target. */
incomingOperationId?: number;
}
/**
* Why a scene operation was rejected.
*
* - `missing-node`: the node no longer exists.
* - `missing-origin`: the origin node does not exist.
* - `inert-origin`: the origin is parked or exposed and cannot originate.
* - `origin-busy`: the origin already has a live outgoing operation.
* - `invalid-action`: the action cannot be executed as written.
* - `no-previous-entry`: back was requested without a retained entry.
* - `undecided-forward`: back was requested through an unreleased forward.
* - `target-busy`: the retained back target is transitioning, or still
* positions the origin.
* - `outside-scene`: `useOrigin()` was called outside an `<OriginScene>` view.
*/
export type OriginSceneErrorCode =
| "missing-node"
| "missing-origin"
| "inert-origin"
| "origin-busy"
| "invalid-action"
| "no-previous-entry"
| "undecided-forward"
| "target-busy"
| "outside-scene";
/** Error thrown or rejected by scene operations, with a stable `code`. */
export class OriginSceneError extends Error {
override readonly name = "OriginSceneError";
constructor(
readonly code: OriginSceneErrorCode,
message: string,
) {
super(message);
}
}
/**
* Progress at which a release commits when the choreography does not supply
* its own `commitThreshold`.
*/
export const DEFAULT_COMMIT_THRESHOLD = 0.36;
/**
* Release velocity (progress units per second) that commits a flick at any
* progress when the choreography does not supply its own `commitVelocity`.
*/
export const DEFAULT_COMMIT_VELOCITY = 0.3;
/** Decide a release outcome from explicit options or progress/velocity. */
export const shouldCommit = (
operation: MutableOriginOperation,
options: OriginFinishOptions,
): boolean => {
if (options.commit !== undefined) return options.commit;
const { commitThreshold, commitVelocity } = operation.choreography;
return (
operation.progress >= (commitThreshold ?? DEFAULT_COMMIT_THRESHOLD) ||
operation.velocity >= (commitVelocity ?? DEFAULT_COMMIT_VELOCITY)
);
};
/**
* The scene model: nodes, operation edges, and the rules that rewrite them.
*
* Two independent structures share these records:
*
* - **History** links each node to its retained previous entry through
* `previousNodeKey`. It changes only when operations commit or cancel.
* - **Visual graph** links each target to the operation that positions it
* through `incomingOperationId`; each operation links back to its origin.
* Nodes without an incoming edge are listed in `roots`.
*
* Nodes are stored flat so Vue never re-parents a component when edges are
* added, spliced, or removed. Every method is synchronous; timing (mounting,
* measuring, settling) belongs to `Scene`.
*/
export class SceneGraph {
readonly nodes = shallowReactive(new Map<string, SceneNodeRecord>());
readonly operations = shallowReactive(
new Map<number, MutableOriginOperation>(),
);
readonly roots = shallowRef<string[]>([]);
/**
* Connected resting edges temporarily removed by a back operation, keyed by
* that back operation's id. Cancelling the back operation restores the edge.
*/
private readonly suspendedEdges = new Map<number, MutableOriginOperation>();
/**
* Operations indexed by origin key, in insertion order. Every addition and
* removal goes through {@link attach} and {@link detach} to keep it in sync
* with `operations`.
*/
private readonly outgoing = shallowReactive(
new Map<string, readonly MutableOriginOperation[]>(),
);
private nodeSequence = 0;
private operationSequence = 0;
constructor(initial: readonly OriginView[]) {
this.roots.value = initial.map((view) => this.createNode(view).key);
}
// Queries -----------------------------------------------------------------
node(key: string): SceneNodeRecord | undefined {
return this.nodes.get(key);
}
operation(id: number): MutableOriginOperation | undefined {
return this.operations.get(id);
}
/** The edge positioning `node` as its target, including resting edges. */
incomingOf(node: SceneNodeRecord): MutableOriginOperation | undefined {
return node.incomingOperationId
? this.operations.get(node.incomingOperationId)
: undefined;
}
/** Incoming edges positioning `node`, from the node outward to its root. */
incomingChain(node: SceneNodeRecord): MutableOriginOperation[] {
const chain: MutableOriginOperation[] = [];
const visited = new Set<string>();
let current: SceneNodeRecord | undefined = node;
while (current && !visited.has(current.key)) {
visited.add(current.key);
const incoming = this.incomingOf(current);
if (!incoming) break;
chain.push(incoming);
current = this.nodes.get(incoming.originKey);
}
return chain;
}
/** The unfinished operation originated by a node, if any. */
liveOutgoingOf(nodeKey: string): MutableOriginOperation | undefined {
return this.outgoing
.get(nodeKey)
?.find((operation) => operation.phase !== "finished");
}
/**
* The operation whose source effects apply to a node. Unlike
* {@link liveOutgoingOf}, this includes a finished, connected resting edge.
*/
presentedOutgoingOf(nodeKey: string): MutableOriginOperation | undefined {
return this.outgoing.get(nodeKey)?.[0];
}
/** Retained entries preceding `node`, oldest first. */
historyOf(node: SceneNodeRecord): SceneNodeRecord[] {
const history: SceneNodeRecord[] = [];
const visited = new Set<string>([node.key]);
let previousKey = node.previousNodeKey;
while (previousKey && !visited.has(previousKey)) {
visited.add(previousKey);
const previous = this.nodes.get(previousKey);
if (!previous) break;
history.push(previous);
previousKey = previous.previousNodeKey;
}
return history.reverse();
}
contextFor(nodeKey: string): OriginContext {
const node = this.nodes.get(nodeKey);
if (!node)
throw new OriginSceneError(
"missing-node",
`Origin scene node "${nodeKey}" no longer exists.`,
);
const history = this.historyOf(node).map((entry) => entry.view);
return {
nodeKey,
view: node.view,
canGoBack: Boolean(node.previousNodeKey),
previous: history.at(-1),
history,
};
}
/**
* Whether a node should currently receive input.
*
* Parked and exposed entries are inert. A target being cancelled is already
* scheduled to disappear, and a source settling toward commit has ceded new
* interactions to its target. This is node-local fate, not a global "active
* view".
*/
isInteractive(nodeKey: string): boolean {
const node = this.nodes.get(nodeKey);
if (!node || node.state === "parked" || node.state === "exposed")
return false;
if (this.incomingOf(node)?.intent === "cancel") return false;
return this.liveOutgoingOf(nodeKey)?.intent !== "commit";
}
// Transitions -------------------------------------------------------------
/**
* Validate an action and add its operation edge (and, for push/replace, its
* target node). The edge starts in the `preparing` phase.
*
* @throws If the origin cannot originate, or the action cannot be resolved.
*/
begin(
originKey: string,
action: OriginAction,
originRect: OriginRect | undefined,
): MutableOriginOperation {
const origin = this.assertCanOriginate(originKey);
const history = action.history ?? "push";
if (action.choreography.persistAtRest && history !== "push")
throw new OriginSceneError(
"invalid-action",
"persistAtRest choreographies require retained-history push navigation.",
);
const { target, suspendedEdge } =
history === "back"
? this.resolveBackTarget(origin)
: { target: this.createForwardTarget(origin, action, history) };
const operation = this.createOperation({
originKey,
targetKey: target.key,
entryTargetKey: target.key,
choreography: action.choreography,
placement: action.placement ?? "above",
history,
originRect,
});
target.incomingOperationId = operation.id;
target.state = "transitioning";
origin.state = "transitioning";
if (suspendedEdge) this.suspendedEdges.set(operation.id, suspendedEdge);
return operation;
}
/** Apply interactive progress to an unfinished operation. */
update(id: number, progress: number, velocity: number): void {
const operation = this.operations.get(id);
if (!operation || operation.phase === "finished") return;
operation.progress = clamp01(progress);
operation.velocity = velocity;
if (operation.phase !== "preparing") operation.phase = "interactive";
}
/**
* Finalize a committed operation.
*
* A normal push parks its origin and collapses the temporary visual edge, so
* the target takes the origin's place in the visual graph. A connected
* (`persistAtRest`) push keeps the edge at progress 1 and leaves the origin
* exposed but inert. Replace and back remove the origin.
*
* @returns Whether the operation's nodes still existed to be committed.
*/
commit(id: number): boolean {
const operation = this.operations.get(id);
if (!operation) return false;
const origin = this.nodes.get(operation.originKey);
const target = this.nodes.get(operation.targetKey);
if (!origin || !target) return false;
if (operation.history === "push" && operation.choreography.persistAtRest) {
operation.progress = 1;
operation.velocity = 0;
operation.intent = "commit";
operation.phase = "finished";
origin.state = "exposed";
this.activate(target);
return true;
}
this.transferPosition(origin, target);
operation.phase = "finished";
this.detach(operation);
this.suspendedEdges.delete(operation.id);
if (operation.history === "push") {
origin.incomingOperationId = undefined;
origin.state = "parked";
} else {
// Back pops the current entry; replace discards it in favor of the new
// target. Both preserve every earlier retained instance, and any entry
// still retained above the origin now sits on the target instead.
for (const node of this.nodes.values())
if (node.previousNodeKey === origin.key && node !== target)
node.previousNodeKey = target.key;
this.removeNode(origin.key);
}
this.activate(target);
return true;
}
/**
* Finalize a cancelled operation, restoring the origin.
*
* Everything the edge created or now positions is undone. Entries from the
* origin's retained history (a back target, or a replacement of one) return
* to history; anything newer is discarded. A cancelled back that suspended
* a connected resting edge reconnects it instead.
*/
cancel(id: number): void {
const operation = this.operations.get(id);
if (!operation) return;
const origin = this.nodes.get(operation.originKey);
const entry = this.nodes.get(operation.entryTargetKey);
const current = this.nodes.get(operation.targetKey);
const suspendedEdge = this.suspendedEdges.get(id);
const retained = origin ? this.retainedKeys(origin) : new Set<string>();
operation.phase = "finished";
this.detach(operation);
this.suspendedEdges.delete(id);
if (suspendedEdge && origin && entry && current === entry) {
// Put the retained page back into its former position, then reconnect
// the resting page→drawer edge. Both nodes keep their VNodes.
this.discardOutgoing(entry.key, new Set(retained));
this.transferPosition(origin, entry);
this.attach(suspendedEdge);
origin.incomingOperationId = suspendedEdge.id;
entry.state = "exposed";
} else {
for (const node of new Set([entry, current])) {
if (!node || node === origin) continue;
if (retained.has(node.key)) this.returnToHistory(node, retained);
else this.removeBranch(node.key, new Set(retained));
}
}
if (origin) this.activate(origin);
}
// Transition steps --------------------------------------------------------
private assertCanOriginate(originKey: string): SceneNodeRecord {
const origin = this.nodes.get(originKey);
if (!origin)
throw new OriginSceneError(
"missing-origin",
`Cannot animate from missing origin "${originKey}".`,
);
if (origin.state === "parked" || origin.state === "exposed")
throw new OriginSceneError(
"inert-origin",
`Cannot animate from ${origin.state} origin "${originKey}".`,
);
if (this.liveOutgoingOf(originKey))
throw new OriginSceneError(
"origin-busy",
`Origin "${originKey}" already has an outgoing operation. ` +
"A descendant target may start its own operation instead.",
);
return origin;
}
/**
* Resolve the retained previous entry for a back operation.
*
* If the origin's incoming edge comes from that previous entry (a forward
* push still settling, or a connected resting edge), the edge is collapsed
* first. Creating a new edge back to its origin would otherwise form X→Y→X.
* Reciprocal choreographies begin at the same visual endpoints, so this
* handoff is continuous without remounting either node.
*/
private resolveBackTarget(origin: SceneNodeRecord): {
target: SceneNodeRecord;
suspendedEdge?: MutableOriginOperation;
} {
const previousKey = origin.previousNodeKey;
if (!previousKey)
throw new OriginSceneError(
"no-previous-entry",
`Cannot go back from origin "${origin.key}" without a previous entry.`,
);
const target = this.nodes.get(previousKey);
if (!target)
throw new OriginSceneError(
"no-previous-entry",
`Cannot go back to missing retained entry "${previousKey}".`,
);
let suspendedEdge: MutableOriginOperation | undefined;
const incoming = this.incomingOf(origin);
if (incoming?.originKey === target.key) {
if (incoming.intent !== "commit")
throw new OriginSceneError(
"undecided-forward",
"Cannot go back through an undecided forward operation.",
);
if (incoming.phase !== "finished") this.commit(incoming.id);
const resting = this.operations.get(incoming.id);
if (resting?.phase === "finished" && resting.choreography.persistAtRest) {
// Re-root A→page→drawer as A→drawer before adding drawer→page.
this.detach(resting);
this.transferPosition(target, origin);
target.incomingOperationId = undefined;
suspendedEdge = resting;
}
}
// A target still positioning the origin (through edges other than the
// one collapsed above) would close a visual cycle.
if (
this.incomingChain(origin).some(
(operation) => operation.originKey === target.key,
)
)
throw new OriginSceneError(
"target-busy",
`Retained target "${target.key}" still positions origin "${origin.key}".`,
);
if (this.liveOutgoingOf(target.key))
throw new OriginSceneError(
"target-busy",
`Retained target "${target.key}" already has an outgoing operation.`,
);
if (target.incomingOperationId)
throw new OriginSceneError(
"target-busy",
`Retained target "${target.key}" is already transitioning.`,
);
return { target, suspendedEdge };
}
/** Create the target node for a push or replace operation. */
private createForwardTarget(
origin: SceneNodeRecord,
action: OriginAction,
history: Exclude<OriginHistoryMode, "back">,
): SceneNodeRecord {
if (!action.target)
throw new OriginSceneError(
"invalid-action",
`A "${history}" operation requires a target view recipe.`,
);
// A replacement skips the origin in the retained chain. The origin stays
// mounted until commit so an interactive replacement can still cancel.
const previousKey =
history === "push" ? origin.key : origin.previousNodeKey;
return this.createNode(action.target, previousKey);
}
/**
* Make a node presentable again. A node still holding a connected resting
* edge (an open drawer, say) stays exposed rather than becoming active.
*/
private activate(node: SceneNodeRecord): void {
const resting = this.presentedOutgoingOf(node.key);
if (resting?.phase === "finished") {
node.state = "exposed";
return;
}
node.state = "active";
this.refreshPresentedState(node);
}
/**
* Recompute whether a presented node is participating in a live operation.
* Parked and exposed nodes keep their retained state.
*/
private refreshPresentedState(node: SceneNodeRecord): void {
if (node.state === "parked" || node.state === "exposed") return;
const incoming = this.incomingOf(node);
node.state =
(incoming && incoming.phase !== "finished") ||
this.liveOutgoingOf(node.key)
? "transitioning"
: "active";
}
// Structural primitives ---------------------------------------------------
private createNode(
view: OriginView,
previousNodeKey?: string,
): SceneNodeRecord {
const sequence = ++this.nodeSequence;
const node: SceneNodeRecord = shallowReactive({
key: `${view.key ?? view.name ?? "view"}::${sequence}`,
sequence,
view: markRaw(view),
previousNodeKey,
state: "active",
incomingOperationId: undefined,
});
this.nodes.set(node.key, node);
return node;
}
private createOperation(
init: Pick<
MutableOriginOperation,
| "originKey"
| "targetKey"
| "entryTargetKey"
| "choreography"
| "placement"
| "history"
| "originRect"
>,
): MutableOriginOperation {
const operation = reactive<MutableOriginOperation>({
id: ++this.operationSequence,
originKey: init.originKey,
targetKey: init.targetKey,
entryTargetKey: init.entryTargetKey,
choreography: markRaw(init.choreography),
placement: init.placement,
history: init.history,
progress: 0,
velocity: 0,
phase: "preparing",
intent: "undecided",
originRect: init.originRect,
});
this.attach(operation);
return operation;
}
private attach(operation: MutableOriginOperation): void {
this.operations.set(operation.id, operation);
const siblings = this.outgoing.get(operation.originKey) ?? [];
this.outgoing.set(operation.originKey, [...siblings, operation]);
}
private detach(operation: MutableOriginOperation): void {
this.operations.delete(operation.id);
const siblings = (this.outgoing.get(operation.originKey) ?? []).filter(
(sibling) => sibling.id !== operation.id,
);
if (siblings.length) this.outgoing.set(operation.originKey, siblings);
else this.outgoing.delete(operation.originKey);
}
private removeNode(nodeKey: string): void {
this.nodes.delete(nodeKey);
this.roots.value = this.roots.value.filter((key) => key !== nodeKey);
}
/**
* Resolve the live operations a node started, because the node is leaving
* the visible graph: nodes they created (push/replace targets, including
* replacements whose history skips this node) are removed, and retained
* entries they revealed (back targets) are restored as if that back
* operation were cancelled.
*/
/** Park a retained entry again, discarding what it started meanwhile. */
private returnToHistory(node: SceneNodeRecord, retained: Set<string>): void {
this.discardOutgoing(node.key, new Set(retained));
node.incomingOperationId = undefined;
node.state = "parked";
}
/** A node's key plus its retained history, which a cancel must keep. */
private retainedKeys(node: SceneNodeRecord): Set<string> {
return new Set([node.key, ...this.historyOf(node).map(({ key }) => key)]);
}
private discardOutgoing(nodeKey: string, visited = new Set<string>()): void {
for (const operation of [...(this.outgoing.get(nodeKey) ?? [])]) {
if (operation.phase === "finished") continue;
if (operation.history === "back") {
this.cancel(operation.id);
} else {
this.detach(operation);
this.removeBranch(operation.entryTargetKey, visited);
this.removeBranch(operation.targetKey, visited);
}
}
}
/**
* Remove a node, every node whose retained history passes through it, and
* every operation touching any of them. Earlier entries are untouched.
* Operations the node itself started are discarded first.
*/
private removeBranch(nodeKey: string, visited = new Set<string>()): void {
if (visited.has(nodeKey)) return;
visited.add(nodeKey);
for (const node of [...this.nodes.values()])
if (node.previousNodeKey === nodeKey)
this.removeBranch(node.key, visited);
this.discardOutgoing(nodeKey, visited);
for (const operation of [...this.operations.values()])
if (
operation.originKey === nodeKey ||
operation.targetKey === nodeKey ||
operation.entryTargetKey === nodeKey
)
this.detach(operation);
this.removeNode(nodeKey);
}
/**
* Give `target` the visual-graph position currently held by `from`: either
* as the target of `from`'s incoming edge, or as a root. Neither Vue VNode
* moves; only edge bookkeeping changes.
*/
private transferPosition(from: SceneNodeRecord, target: SceneNodeRecord) {
const parent = this.incomingOf(from);
if (parent) {
parent.targetKey = target.key;
target.incomingOperationId = parent.id;
} else {
this.roots.value = this.roots.value.map((key) =>
key === from.key ? target.key : key,
);
target.incomingOperationId = undefined;
}
}
}