feat(room): RoomMessageHandler.applyFloorModelLocally for live floor preview

Adds a public method that rebuilds the active room's floor
geometry from an in-memory model string + wallHeight without
touching the server. Same pipeline as the wire-driven
onRoomModelEvent (FloorHeightMapMessageParser ->
_planeParser -> wallGeometry), but instead of going through
RoomEngine.createRoomInstance (which is a no-op on a room
that already exists) it routes the resulting RoomMapData
through the room object's ObjectRoomMapUpdateMessage channel
- the same mechanism RoomPreviewer.updateRoomPlanes uses for
its iso preview. Result: the visualization rebuilds in place
and existing furniture/avatars are preserved.

Refactor: extracted the parser->planeParser->wallGeometry-
>RoomMapData work from onRoomModelEvent into a private
_rebuildFloorGeometry(parser) helper so the wire handler and
the new public method share an implementation.

Intended use: tools that need a live in-room preview of a
floor edit before committing it server-side (e.g. the React
floor-plan editor's live-preview mode). The wire
UpdateFloorPropertiesMessageComposer remains the source of
truth - call applyFloorModelLocally only for transient
client-side preview.
This commit is contained in:
simoleo89
2026-05-24 18:50:01 +02:00
committed by simoleo89
parent 081e06b208
commit afd0a4fa16
+74 -2
View File
@@ -2,11 +2,17 @@ import { AvatarGuideStatus, IConnection, IMessageEvent, IRoomCreator, IRoomObjec
import { AreaHideMessageEvent, ConfInvisStateMessageEvent, DiceValueMessageEvent, FloorHeightMapEvent, FurnitureAliasesComposer, FurnitureAliasesEvent, FurnitureDataEvent, FurnitureFloorAddEvent, FurnitureFloorDataParser, FurnitureFloorEvent, FurnitureFloorRemoveEvent, FurnitureFloorUpdateEvent, FurnitureWallAddEvent, FurnitureWallDataParser, FurnitureWallEvent, FurnitureWallRemoveEvent, FurnitureWallUpdateEvent, GetCommunication, GetRoomEntryDataMessageComposer, GuideSessionEndedMessageEvent, GuideSessionErrorMessageEvent, GuideSessionStartedMessageEvent, IgnoreResultEvent, ItemDataUpdateMessageEvent, ObjectsDataUpdateEvent, ObjectsRollingEvent, OneWayDoorStatusMessageEvent, PetExperienceEvent, PetFigureUpdateEvent, RoomEntryTileMessageEvent, RoomEntryTileMessageParser, RoomHeightMapEvent, RoomHeightMapUpdateEvent, RoomPaintEvent, RoomReadyMessageEvent, RoomUnitChatEvent, RoomUnitChatShoutEvent, RoomUnitChatWhisperEvent, RoomUnitDanceEvent, RoomUnitEffectEvent, RoomUnitEvent, RoomUnitExpressionEvent, RoomUnitHandItemEvent, RoomUnitIdleEvent, RoomUnitInfoEvent, RoomUnitNumberEvent, RoomUnitRemoveEvent, RoomUnitStatusEvent, RoomUnitStatusMessage, RoomUnitTypingEvent, RoomVisualizationSettingsEvent, UserInfoEvent, WiredFurniMovementData, WiredMovementsEvent, WiredUserDirectionUpdateData, WiredUserMovementData, YouArePlayingGameEvent } from '@nitrots/communication';
import { GetRoomSessionManager, GetSessionDataManager } from '@nitrots/session';
import { Vector3d } from '@nitrots/utils';
import { FloorHeightMapMessageParser } from '@nitrots/communication';
import { GetRoomEngine } from './GetRoomEngine';
import { RoomVariableEnum } from './RoomVariableEnum';
import { ObjectRoomMapUpdateMessage } from './messages';
import { RoomPlaneParser } from './object/RoomPlaneParser';
import { FurnitureStackingHeightMap, LegacyWallGeometry } from './utils';
// Local mirror of `RoomEngine.ROOM_OBJECT_ID` to avoid a circular
// import between this handler and the engine that owns it.
const ROOM_OWN_OBJECT_ID = -1;
type AreaHideControllerState = {
rootX: number;
rootY: number;
@@ -232,9 +238,75 @@ export class RoomMessageHandler
if(!parser) return;
const roomMap = this._rebuildFloorGeometry(parser);
if(!roomMap) return;
// Initial server-driven load: create the instance from
// scratch. RoomEngine.createRoomInstance is a no-op when
// the room already exists, so we never accidentally wipe
// furniture/avatars on a re-enter.
this._roomEngine.createRoomInstance(this._currentRoomId, roomMap);
}
/**
* Apply a floor model to the ACTIVE room locally, without
* touching the server. Drives the same `wallGeometry` +
* `RoomPlaneParser` pipeline as the wire-driven path, then
* routes the resulting `RoomMapData` through the room object's
* `ObjectRoomMapUpdateMessage` channel — the same mechanism
* `RoomPreviewer.updateRoomPlanes` uses. The visualization
* rebuilds in place, so existing furniture and avatars are
* preserved.
*
* Intended for tools that need a live in-room preview of a
* floor edit before the user commits to a server save (e.g.
* the React floor-plan editor's live-preview mode). The wire
* `UpdateFloorPropertiesMessageComposer` is still the source
* of truth — call this purely for transient client-side
* preview, then send the composer separately when the user
* confirms.
*
* @returns `true` if the floor was rebuilt; `false` if no
* active room is bound, the engine isn't ready, or the
* model string failed to parse.
*/
public applyFloorModelLocally(modelString: string, wallHeight: number, scale: boolean = true): boolean
{
if(!this._roomEngine || this._currentRoomId <= 0 || !modelString) return false;
const parser = new FloorHeightMapMessageParser();
parser.flush();
if(!parser.parseModel(modelString, wallHeight, scale)) return false;
const roomMap = this._rebuildFloorGeometry(parser);
if(!roomMap) return false;
const roomObject = this._roomEngine.getRoomObject(this._currentRoomId, ROOM_OWN_OBJECT_ID, RoomObjectCategory.ROOM);
if(!roomObject) return false;
roomObject.processUpdateMessage(new ObjectRoomMapUpdateMessage(roomMap));
return true;
}
/**
* Shared body of `onRoomModelEvent` and
* `applyFloorModelLocally`. Feeds the floor heightmap into
* `_planeParser`, refreshes `wallGeometry`, and returns the
* resulting `RoomMapData` (doors included). The caller decides
* whether to seed a fresh room (initial enter) or update an
* existing one (live preview).
*/
private _rebuildFloorGeometry(parser: FloorHeightMapMessageParser)
{
const wallGeometry = this._roomEngine.getLegacyWallGeometry(this._currentRoomId);
if(!wallGeometry) return;
if(!wallGeometry) return null;
this._planeParser.reset();
@@ -320,7 +392,7 @@ export class RoomMessageHandler
dir: doorDirection
});
this._roomEngine.createRoomInstance(this._currentRoomId, roomMap);
return roomMap;
}
private onRoomHeightMapEvent(event: RoomHeightMapEvent): void