instance.start() runs synchronously and blocks the main thread for a noticeable moment on heavy WASM init, so pressing "Tap to Start" would freeze on the old screen with no feedback until the HUD suddenly appeared. Add a "starting" status between "ready" and "running", and defer the actual start() call by a nested rAF so the browser gets a chance to paint the spinner before the blocking call runs. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
133 lines
4.8 KiB
TypeScript
133 lines
4.8 KiB
TypeScript
"use client";
|
|
|
|
import { useCallback, useEffect, useRef, useState } from "react";
|
|
import type { LoadPinballOptions, PinballInstance } from "@valknar/vpinball-wasm";
|
|
import { hasWebGL2 } from "./webglSupport";
|
|
|
|
// Served as a plain static file, not bundled — loadPinball() internally does
|
|
// a dynamic import(`${baseUrl}/vpinball.js`) with a template-literal path
|
|
// that webpack can't statically resolve, so the whole engine must stay
|
|
// outside webpack's module graph (see scripts/copy-engine-assets.mjs).
|
|
const ENGINE_BASE_URL = "/vendor/vpinball-wasm";
|
|
|
|
export type PinballStatus = "idle" | "loading" | "ready" | "starting" | "running" | "error";
|
|
|
|
interface EngineModule {
|
|
loadPinball(options: LoadPinballOptions): Promise<PinballInstance>;
|
|
}
|
|
|
|
async function loadEngineModule(): Promise<EngineModule> {
|
|
return (await import(
|
|
/* webpackIgnore: true */ `${ENGINE_BASE_URL}/index.js`
|
|
)) as EngineModule;
|
|
}
|
|
|
|
export interface UsePinballInstanceResult {
|
|
status: PinballStatus;
|
|
/** 0-1 download progress, only meaningful while status is "loading". */
|
|
progress: number;
|
|
error: string | null;
|
|
loadTimeMs: number | null;
|
|
instanceRef: React.RefObject<PinballInstance | null>;
|
|
/** Call from a user-gesture handler (audio autoplay / fullscreen policy). */
|
|
start: () => void;
|
|
}
|
|
|
|
export interface RomSelection {
|
|
gameName: string;
|
|
romData: ArrayBuffer;
|
|
}
|
|
|
|
export function usePinballInstance(
|
|
canvasRef: React.RefObject<HTMLCanvasElement | null>,
|
|
tableData: ArrayBuffer | undefined,
|
|
rom: RomSelection | undefined,
|
|
): UsePinballInstanceResult {
|
|
// Computed once at mount (not inside the effect below) so the WebGL2-
|
|
// unsupported case is derived initial state rather than a setState call
|
|
// that an effect makes only to immediately return.
|
|
const [webgl2Supported] = useState(hasWebGL2);
|
|
const [status, setStatus] = useState<PinballStatus>(webgl2Supported ? "idle" : "error");
|
|
const [progress, setProgress] = useState(0);
|
|
const [error, setError] = useState<string | null>(
|
|
webgl2Supported ? null : "Your browser doesn't support WebGL2, which this pinball engine requires.",
|
|
);
|
|
const [loadTimeMs, setLoadTimeMs] = useState<number | null>(null);
|
|
const instanceRef = useRef<PinballInstance | null>(null);
|
|
const disposedRef = useRef(false);
|
|
|
|
useEffect(() => {
|
|
disposedRef.current = false;
|
|
const canvas = canvasRef.current;
|
|
if (!canvas || !webgl2Supported) return;
|
|
|
|
setStatus("loading");
|
|
const startedAt = performance.now();
|
|
|
|
(async () => {
|
|
try {
|
|
const { loadPinball } = await loadEngineModule();
|
|
const instance = await loadPinball({
|
|
canvas,
|
|
baseUrl: ENGINE_BASE_URL,
|
|
tableData,
|
|
onProgress: (fraction) => {
|
|
if (!disposedRef.current) setProgress(fraction);
|
|
},
|
|
});
|
|
if (disposedRef.current) {
|
|
instance.dispose();
|
|
return;
|
|
}
|
|
if (rom) {
|
|
try {
|
|
// Must run before start() — Controller.Run() reads the ROM
|
|
// file synchronously at table-init time. A bad/mismatched ROM
|
|
// zip fails cleanly inside the engine rather than here, so this
|
|
// is defensive against loadRom() itself throwing (e.g. a
|
|
// corrupt zip), not something expected to fire routinely.
|
|
instance.loadRom(rom.gameName, rom.romData);
|
|
} catch (err) {
|
|
console.error("Failed to load ROM:", err);
|
|
}
|
|
}
|
|
instanceRef.current = instance;
|
|
setLoadTimeMs(performance.now() - startedAt);
|
|
setStatus("ready");
|
|
} catch (err) {
|
|
if (!disposedRef.current) {
|
|
setStatus("error");
|
|
setError(err instanceof Error ? err.message : "Failed to load the pinball engine.");
|
|
}
|
|
}
|
|
})();
|
|
|
|
return () => {
|
|
disposedRef.current = true;
|
|
instanceRef.current?.dispose();
|
|
instanceRef.current = null;
|
|
};
|
|
// Intentionally run once: PlayView mounts a fresh PinballCanvasImpl
|
|
// (via `key`) per table rather than swapping tableData in place.
|
|
// eslint-disable-next-line react-hooks/exhaustive-deps
|
|
}, []);
|
|
|
|
const start = useCallback(() => {
|
|
if (!instanceRef.current) return;
|
|
setStatus("starting");
|
|
// instance.start() runs synchronously and blocks the main thread for a
|
|
// noticeable moment (heavy WASM init) — a nested rAF lets the browser
|
|
// paint the "starting" spinner from the state update above before that
|
|
// block hits, instead of the UI freezing on the old screen mid-click.
|
|
requestAnimationFrame(() => {
|
|
requestAnimationFrame(() => {
|
|
if (disposedRef.current || !instanceRef.current) return;
|
|
instanceRef.current.start();
|
|
setStatus("running");
|
|
});
|
|
});
|
|
}, []);
|
|
|
|
return { status, progress, error, loadTimeMs, instanceRef, start };
|
|
}
|