Files
AFFiNE-Mirror/libs/components/board-state/src/manager/state-manager.ts
2022-07-22 15:49:21 +08:00

451 lines
13 KiB
TypeScript

import createVanilla, { StoreApi } from 'zustand/vanilla';
import create, { UseBoundStore } from 'zustand';
import * as idb from 'idb-keyval';
import { deepCopy } from './deep-copy';
import type { Patch, Command } from '@toeverything/components/board-types';
import { Utils } from '@tldraw/core';
export class StateManager<T extends Record<string, any>> {
/**
* An ID used to persist state in indexdb.
*/
protected idb_id?: string;
/**
* The initial state.
*/
private initial_state: T;
/**
* A zustand store that also holds the state.
*/
private store: StoreApi<T>;
/**
* The index of the current command.
*/
protected pointer = -1;
/**
* The current state.
*/
private _state: T;
/**
* The state manager's current status, with regard to restoring persisted state.
*/
private _status: 'loading' | 'ready' = 'loading';
/**
* A stack of commands used for history (undo and redo).
*/
protected stack: Command<T>[] = [];
/**
* A snapshot of the current state.
*/
protected _snapshot: T;
/* eslint-disable @typescript-eslint/naming-convention */
/**
* A React hook for accessing the zustand store.
*/
public readonly useStore: UseBoundStore<T>;
/* eslint-enable @typescript-eslint/naming-convention */
/**
* A promise that will resolve when the state manager has loaded any peristed state.
*/
public ready: Promise<'none' | 'restored' | 'migrated'>;
public isPaused = false;
constructor(
initialState: T,
id?: string,
version?: number,
update?: (prev: T, next: T, prevVersion: number) => T
) {
this.idb_id = id;
this._state = deepCopy(initialState);
this._snapshot = deepCopy(initialState);
this.initial_state = deepCopy(initialState);
this.store = createVanilla(() => this._state);
this.useStore = create(this.store);
this.ready = new Promise<'none' | 'restored' | 'migrated'>(resolve => {
let message: 'none' | 'restored' | 'migrated' = 'none';
if (this.idb_id) {
message = 'restored';
idb.get(this.idb_id)
.then(async saved => {
if (saved) {
let next = saved;
if (version) {
const savedVersion = await idb.get<number>(
id + '_version'
);
if (savedVersion && savedVersion < version) {
next = update
? update(
saved,
initialState,
savedVersion
)
: initialState;
message = 'migrated';
}
}
await idb.set(id + '_version', version || -1);
// why is this necessary? but it is...
const prevEmpty =
this._state['appState'].isEmptyCanvas;
next = this.migrate(next);
this._state = deepCopy(next);
this._snapshot = deepCopy(next);
this._state['appState'].isEmptyCanvas = prevEmpty;
this.store.setState(this._state, true);
} else {
await idb.set(id + '_version', version || -1);
}
this._status = 'ready';
resolve(message);
})
.catch(e => console.error(e));
} else {
// We need to wait for any override to `onReady` to take effect.
this._status = 'ready';
resolve(message);
}
}).then(message => {
if (this.on_ready) this.on_ready(message);
return message;
});
}
/**
* Save the current state to indexdb.
*/
protected persist = (id?: string): void | Promise<void> => {
if (this._status !== 'ready') return;
if (this.onPersist) {
this.onPersist(this._state, id);
}
if (this.idb_id) {
return idb
.set(this.idb_id, this._state)
.catch(e => console.error(e));
}
};
/**
* Apply a patch to the current state.
* This does not effect the undo/redo stack.
* This does not persist the state.
* @param patch The patch to apply.
* @param id (optional) An id for the patch.
*/
private apply_patch = (patch: Patch<T>, id?: string) => {
const prev = this._state;
const next = Utils.deepMerge(this._state, patch as any);
const final = this.cleanup(next, prev, patch, id);
if (this.on_state_will_change) {
this.on_state_will_change(final, id);
}
this._state = final;
this.store.setState(this._state, true);
if (this.on_state_did_change) {
this.on_state_did_change(this._state, id);
}
return this;
};
// Internal API ---------------------------------
protected migrate = (next: T): T => {
return next;
};
/**
* Perform any last changes to the state before updating.
* Override this on your extending class.
* @param nextState The next state.
* @param prevState The previous state.
* @param patch The patch that was just applied.
* @param id (optional) An id for the just-applied patch.
* @returns The final new state to apply.
*/
protected cleanup = (
nextState: T,
prevState: T,
patch: Patch<T>,
id?: string
): T => nextState;
/**
* A life-cycle method called when the state is about to change.
* @param state The next state.
* @param id An id for the change.
*/
protected on_state_will_change?: (state: T, id?: string) => void;
/**
* A life-cycle method called when the state has changed.
* @param state The next state.
* @param id An id for the change.
*/
protected on_state_did_change?: (state: T, id?: string) => void;
/**
* Apply a patch to the current state.
* This does not effect the undo/redo stack.
* This does not persist the state.
* @param patch The patch to apply.
* @param id (optional) An id for this patch.
*/
patchState = (patch: Patch<T>, id?: string): this => {
this.apply_patch(patch, id);
if (this.onPatch) {
this.onPatch(this._state, id);
}
return this;
};
/**
* Replace the current state.
* This does not effect the undo/redo stack.
* This does not persist the state.
* @param state The new state.
* @param id An id for this change.
*/
protected replace_state = (state: T, id?: string): this => {
const final = this.cleanup(state, this._state, state, id);
if (this.on_state_will_change) {
this.on_state_will_change(final, 'replace');
}
this._state = final;
this.store.setState(this._state, true);
if (this.on_state_did_change) {
this.on_state_did_change(this._state, 'replace');
}
return this;
};
/**
* Update the state using a Command.
* This effects the undo/redo stack.
* This persists the state.
* @param command The command to apply and add to the undo/redo stack.
* @param id (optional) An id for this command.
*/
protected set_state = (command: Command<T>, id = command.id) => {
if (this.pointer < this.stack.length - 1) {
this.stack = this.stack.slice(0, this.pointer + 1);
}
this.stack.push({ ...command, id });
this.pointer = this.stack.length - 1;
this.apply_patch(command.after, id);
if (this.onCommand) this.onCommand(this._state, id);
this.persist(id);
return this;
};
// Public API ---------------------------------
public pause() {
this.isPaused = true;
}
public resume() {
this.isPaused = false;
}
/**
* A callback fired when the constructor finishes loading any
* persisted data.
*/
protected on_ready?: (message: 'none' | 'restored' | 'migrated') => void;
/**
* A callback fired when a patch is applied.
*/
public onPatch?: (state: T, id?: string) => void;
/**
* A callback fired when a patch is applied.
*/
public onCommand?: (state: T, id?: string) => void;
/**
* A callback fired when the state is persisted.
*/
public onPersist?: (state: T, id?: string) => void;
/**
* A callback fired when the state is replaced.
*/
public onReplace?: (state: T) => void;
/**
* A callback fired when the state is reset.
*/
public onReset?: (state: T) => void;
/**
* A callback fired when the history is reset.
*/
public onResetHistory?: (state: T) => void;
/**
* A callback fired when a command is undone.
*/
public onUndo?: (state: T) => void;
/**
* A callback fired when a command is redone.
*/
public onRedo?: (state: T) => void;
/**
* Reset the state to the initial state and reset history.
*/
public reset = () => {
if (this.on_state_will_change) {
this.on_state_will_change(this.initial_state, 'reset');
}
this._state = this.initial_state;
this.store.setState(this._state, true);
this.resetHistory();
this.persist('reset');
if (this.on_state_did_change) {
this.on_state_did_change(this._state, 'reset');
}
if (this.onReset) {
this.onReset(this._state);
}
return this;
};
/**
* Force replace a new undo/redo history. It's your responsibility
* to make sure that this is compatible with the current state!
* @param history The new array of commands.
* @param pointer (optional) The new pointer position.
*/
public replaceHistory = (
history: Command<T>[],
pointer = history.length - 1
): this => {
this.stack = history;
this.pointer = pointer;
if (this.onReplace) {
this.onReplace(this._state);
}
return this;
};
/**
* Reset the history stack (without resetting the state).
*/
public resetHistory = (): this => {
this.stack = [];
this.pointer = -1;
if (this.onResetHistory) {
this.onResetHistory(this._state);
}
return this;
};
/**
* Move backward in the undo/redo stack.
*/
public undo = (): this => {
if (!this.isPaused) {
if (!this.canUndo) return this;
const command = this.stack[this.pointer];
this.pointer--;
this.apply_patch(command.before, `undo`);
this.persist('undo');
}
if (this.onUndo) this.onUndo(this._state);
return this;
};
/**
* Move forward in the undo/redo stack.
*/
public redo = (): this => {
if (!this.isPaused) {
if (!this.canRedo) return this;
this.pointer++;
const command = this.stack[this.pointer];
this.apply_patch(command.after, 'redo');
this.persist('undo');
}
if (this.onRedo) this.onRedo(this._state);
return this;
};
/**
* Save a snapshot of the current state, accessible at `this.snapshot`.
*/
public setSnapshot = (): this => {
this._snapshot = { ...this._state };
return this;
};
/**
* Force the zustand state to update.
*/
public forceUpdate = () => {
this.store.setState(this._state, true);
};
/**
* Get whether the state manager can undo.
*/
public get canUndo(): boolean {
return this.pointer > -1;
}
/**
* Get whether the state manager can redo.
*/
public get canRedo(): boolean {
return this.pointer < this.stack.length - 1;
}
/**
* The current state.
*/
public get state(): T {
return this._state;
}
/**
* The current status.
*/
public get status(): string {
return this._status;
}
/**
* The most-recent snapshot.
*/
protected get snapshot(): T {
return this._snapshot;
}
}