The editor never requested occupied tiles, so tiles holding furniture
were indistinguishable from empty floor and could be edited/voided.
- request GetOccupiedTilesMessageComposer when the editor opens
- handle RoomOccupiedTilesMessageEvent -> SET_OCCUPIED_TILES
- new Tile.occupied flag (kept separate from `blocked`/void): occupied
tiles render with a distinct marker and are protected from PAINT/
ERASE/ADJUST and brush-to-selection edits
- occupied is purely informational and never changes the saved tilemap
(no accidental voiding of floor under furni)
Tests: reducer cases for SET_OCCUPIED_TILES + edit protection; container
test asserts the occupied event is non-destructive on save; route the
canvas pointer test through elementFromPoint (jsdom has no getScreenCTM).
Client side of the soundboard. Room owners enable it in Room Settings >
Misc (next to the YouTube TV toggle). When enabled, a soundboard icon
appears in the toolbar for everyone in the room; pressing a pad broadcasts
the sound so all occupants hear it. Incoming SoundboardPlay is played via
the HTML5 Audio API.
Also: fix FloorplanCanvasSVG to use ReactElement instead of the removed
global JSX namespace (React 19), and pair the client Dev branch with the
renderer fork that carries the custom features in CI.
How sounds are managed (works with any CMS):
Sounds are rows in the `soundboard_sounds` table:
id, name, url, enabled, sort_order
The emulator loads every row with enabled=1 (ordered by sort_order, id)
and sends the list to clients on room enter; the client plays `url`
directly, so any publicly reachable audio URL works (mp3/ogg/wav).
To add a sound from an admin/housekeeping panel of any CMS:
1. Upload the audio file to wherever the CMS stores public assets
(same approach as custom badge images).
2. INSERT a row into `soundboard_sounds` with the display name and the
public URL of the uploaded file, enabled = 1.
3. Reload the emulator soundboard (or restart) to pick it up.
Relative urls resolve against the `soundboard.url.prefix` config key
(falls back to `asset.url`); absolute urls are used as-is.
Earlier rev had the hand first, before the label. Feedback: the
label belongs at the very start of the strip; the hand reads
better as the first of the tool buttons it groups with. Same
gesture and exclusive-group behaviour, just visually:
Modalita disegno [hand] [SET][UNSET][UP][DOWN][DOOR] ...
Two related changes from the latest feedback:
1) Hand is now the FIRST button in the toolbar (left of the
'Modalita disegno' label), matching where users typically
look for a pan affordance in painting / mapping editors.
2) The hand and the brush buttons form one exclusive tool
group: picking any brush (SET / UNSET / UP / DOWN / DOOR)
- or select-all / square-select - clears pan mode. No more
'I clicked SET but the canvas keeps panning'. Same goes
the other way: clicking the hand stays sticky, and while
it's active the brush highlights are visually de-selected
even though state.brush.action still holds the last brush
(so the user gets it back the moment they pick a brush
again).
Implementation: replaced the toolbar's onTogglePanMode prop
with an imperative setPanMode(next: boolean) =>. Every other
tool's onClick calls exitPan() first; the hand calls
setPanMode(!panMode) directly. data-active and the border
highlight on the brush + square-select buttons now require
!panMode so the visual state mirrors the gesture state.
No reducer changes - panMode stays a canvas-level UI flag.
Feedback was the amber thumb looked generic / off-the-shelf
and didnt visually tie to the gradient. The thumb now picks
its fill from tileFill of the selected height, so picking 0
shows a blue bead, picking 12 a green one, picking 26 a
purple one, and so on across the full HEIGHT_SCHEME palette.
- Fill: radial gradient on the band colour with a soft white
highlight at top-left and a darker rim at the bottom-right
for a beaded look. The highlight intensity adapts to the
base colour (stronger on dark hues, dimmer on light) so
it never washes out.
- Text contrast: a perceptual-luma heuristic (Rec.601, plain
arithmetic, no colour lib) flips between text-zinc-900 and
text-white at the right threshold so the height number
stays legible on every colour the picker can land on. A
matching textShadow seals the deal on the borderline hues.
- Ring on drag is now zinc-900 + scale-110 (clear gesture
feedback even when the underlying colour is similar to
white).
- Test added: thumb fill at h=0 must differ from h=13, so any
future regression that pins the thumb to a single colour
fails the suite.
Two related polish improvements after the swatch-column → vertical-
slider swap.
Slider
- Wider track (18 px, was 14 px) for a more comfortable click area
with the same on-screen footprint.
- Min / max chips above and below the rail (HEIGHT_BRUSH_MIN /
_MAX) so users know which end is high and which is low without
hovering to discover.
- Thumb now uses a warm amber radial gradient (#fff7c4 → #facc15
→ #ca8a04) on a dark brown border with a soft drop shadow + inset
highlight, instead of the flat yellow disc. Hover adds a white
ring; drag swaps it for a darker ring — clear gesture feedback.
- Track gains a hover/drag glow (inset white seam + amber outline
via boxShadow) so you can tell the slider has focus before you
even click.
Hand tool (canvas pan)
- New FloorplanToolbar button (FaHandPaper, sticky toggle, emerald
fill when active) ties to a new state lifted into
FloorplanEditorView. When the hand is active, plain left-click
+ drag pans the canvas instead of brushing tiles. Cursor flips
to grab / grabbing accordingly.
- FloorplanCanvasSVG's isPanGesture predicate becomes:
middle-mouse OR Shift+left-click OR (panMode && left-click).
Shift / middle still work whether or not the hand is on so power
users keep their muscle memory.
- No change to the reducer (panMode is a canvas-level UI flag, not
a brush action — keeps state/types tight).
Replaces the SVG column of 27 colour swatches with a vertical
slider that fills the same role (pick a brush height 0-26) but
much faster to scrub:
- Track is a discrete-step linear gradient built from the real
tile-fill colours, top = HEIGHT_BRUSH_MAX, bottom =
HEIGHT_BRUSH_MIN. Each height occupies a clear band so the
user still reads colour-to-height at a glance.
- Yellow circular thumb shows the current value as a number,
centred at the picked height's band, with a darker border
while dragging so the drag affordance is obvious.
- Click anywhere on the track to jump; the same gesture starts
a drag (pointermove on window) so users can scrub up/down
without releasing. Pointer-cancel + button-other-than-0 are
handled.
- ARIA: slider role + valuemin / valuemax / valuenow, plus a
touch-none style so mobile scrolling doesn't fight the drag.
Tests rewritten around the new contract (5 cases):
- thumb renders with the current value;
- click at top -> picks 26;
- click at bottom -> picks 0;
- click at middle -> picks 13;
- click at the band that's already selected -> no onSelect
call (idempotent).
Track geometry is stubbed via getBoundingClientRect so the
pointer math is reproducible under jsdom. afterEach(cleanup)
keeps multiple renders from colliding on the data-testid lookup.
Complete modernization of the floor-plan editor. Three layered
changes shipped together since they share state shapes and the
test infrastructure stubs.
1) React rewrite (state + hooks + views + tests)
Drops the FloorplanEditorContext singleton + legacy view
components and replaces them with a pure-React reducer
architecture:
- state/ — typed FloorplanState + FloorplanAction union,
pure reducer covering PAINT_TILE / ERASE_TILE /
ADJUST_HEIGHT / SET_DOOR / SET_DOOR_DIR / SET_THICKNESS /
SET_WALL_HEIGHT / BRUSH_SET / SELECT_RECT / SELECT_ALL /
CLEAR_SELECTION / SQUARE_SELECT_TOGGLE / IMPORT_STRING /
APPLY_REMOTE_DIFF / APPLY_REMOTE_SNAPSHOT. Source-tagged
('local' | 'remote') so the editor can distinguish user
edits from server pushes. Co-located encoding helpers
(parseTilemap / serializeTilemap) and area-counter
selectors.
- hooks/ — useFloorplanReducer (wraps useReducer with a
history stack + loadFromServer + undo/redo), useTool
(pointer events -> dispatch), usePointerToTile (screen
-> tile projection that respects the viewBox origin so
pan/zoom stays accurate).
- views/ — FloorplanCanvasSVG, FloorplanHeightPicker,
FloorplanToolbar, FloorplanOptionsPanel,
FloorplanImportExport, FloorplanTile,
FloorplanPreviewSVG (alternative iso preview kept as a
fallback view, not wired into the main layout).
- Co-located Vitest suites for every module above (encoding,
reducer, selectors, hooks, views, integration). 100+ new
test cases.
2) Live in-room preview (NEW capability)
useFloorplanLiveSync drives client-side preview of the edit
directly into the active room — every tile / door / wall
height / thickness change is applied through
GetRoomMessageHandler().applyFloorModelLocally (new public
method on the renderer, see paired renderer PR) with
zero server traffic during editing. The wire
UpdateFloorPropertiesMessageComposer is only sent when the
user explicitly clicks Save. Thickness slider additionally
calls RoomEngine.updateRoomInstancePlaneThickness for
zero-latency wall/floor-depth feedback while dragging.
Toggle 'Live preview ON / OFF' in the bottom strip (default
ON) lets the user opt out if they want to keep changes
contained to the editor's own preview until Save.
Revert button re-applies the original snapshot locally so
the room snaps back to where it was when the editor opened.
3) UX polish
- Undo / Redo (Ctrl+Z, Ctrl+Shift+Z / Ctrl+Y) backed by a
100-step history stack inside useFloorplanReducer. Local
mutating actions push history; brush/selection UI bumps
and remote dispatches bypass it; loadFromServer wipes the
stack.
- Zoom 40-600 % with Ctrl+wheel, +/- buttons, % label.
Shift+drag or middle-mouse drag pans the canvas.
- Auto-fit on first paint: computes the screen-space
bounding box of the painted (non-blocked) tiles, picks the
zoom that just contains them with a 5 % margin, pans so
the room sits in the viewport centre. Default view is now
'room fills the canvas' instead of 'room is a dot at the
top-centre of a huge empty canvas'. Clicking the % label
re-runs the fit; crosshair button keeps zoom and recentres
the pan only.
- Door direction control: arrows + door icon triplet
(8-way rotate by single click on prev/next, full cycle
forward on the icon itself). Wall and floor thickness
collapse from two 4-button rows into two compact
segmented selectors (active state in emerald). Saves
significant horizontal space.
- Habbo floor pattern tile (~186 B PNG, vendored from
habbofurni.com/images/furni_floor.png) tiled as the
canvas background with image-rendering: pixelated so the
texture stays crisp at every zoom level. Replaces the
solid black background.
Test infrastructure
nitro-renderer.mock grows constructors / proxies / functions
for everything the new floor-editor tests transitively
import (floor composers + events, RoomEngineEvent,
ILinkEventTracker, convertNumbersForSaving /
convertSettingToNumber, GetRoomMessageHandler,
GetTicker, GetRenderer, NitroTicker, RoomPreviewer with a
sufficiently real .updatePreviewModel / dispose surface,
and a TextureUtils.createRenderTexture that returns an
object with a no-op .destroy). test-setup adds a no-op
ResizeObserver polyfill (jsdom doesn't ship one and the
optional FloorplanRoomPreview observes its container) and
a draggable-windows-container portal root for tests that
mount NitroCardView.
Files: 44 changed (mostly new). yarn typecheck 0 errors,
yarn test 341/341 green.
Run eslint --fix across src/ to clear ~1900 mechanical lint errors
surfaced by the @typescript-eslint v8 + react-hooks v7 + react-compiler
upgrade in the React 19 modernization PR.
Issues fixed automatically:
- brace-style (Allman): try/catch one-liners reformatted to multi-line
- indent: tab-vs-space and depth corrections
- semi: missing trailing semicolons
- no-trailing-spaces
No semantic changes. Remaining 701 errors are real-code issues
(set-state-in-effect, rules-of-hooks, no-unsafe-* type checks) that
need manual per-file review.
https://claude.ai/code/session_01GrR87LAqnAEyKG2ZbmQt5Q
Adopt React 19 idioms across the codebase. The runtime was already on
react@19.2.5 but no React 19 APIs were in use.
- forwardRef -> ref-as-prop in 7 layout/component files
(NitroInput/Button/ItemCountBadge/Card×5/InfiniteGridItem,
ToolbarItemView, AvatarEditorIcon)
- <Ctx.Provider> -> <Ctx> in 6 contexts (CatalogAdmin, FloorplanEditor,
UiSettings, GridContext, NitroCardContext, NitroCardAccordionContext)
- Native <script> hoisting for Turnstile, ExternalPluginLoader, GoogleAdsView
(React 19 dedupes by src; removes manual document.head.appendChild +
module-level promise caches)
- React Compiler enabled at build time via babel-plugin-react-compiler
in vite.config.mjs (target: '19'), plus eslint-plugin-react-compiler
in lint mode
- Global <ErrorBoundary> + <Suspense> in src/index.tsx using
react-error-boundary, with LoadingView as fallback
- BackgroundsView migrated to use(promise) as a demonstrator pattern
for Suspense-driven config loading
- ESLint react setting bumped 18.3.1 -> 19.2; legacy
@typescript-eslint/ban-types replaced with no-restricted-types
(the old rule was removed in @typescript-eslint v8)
- Refresh public/configuration/{asset-loader,bootstrap}.js to match
current write-asset-loader.mjs output
Phase 3 (login forms -> useActionState/useFormStatus) deferred:
LoginView is 1623 lines with lockout + Turnstile + heartbeat
interleaving; safer as its own PR.
https://claude.ai/code/session_01GrR87LAqnAEyKG2ZbmQt5Q
Redesign the floor plan editor with side-by-side layout featuring:
- Real-time isometric 3D preview that updates as tiles are drawn
- Vertical height gradient selector with COLORMAP colors
- Area counter showing total and walkable tile counts
- Zoom controls (+/-) on the 2D canvas
- Simplified single-row toolbar
- Wall height control in the preview panel
Co-Authored-By: medievalshell <medievalshell@users.noreply.github.com>