Commit Graph

3 Commits

Author SHA1 Message Date
Damien Elmes
f3b6deefe9 Combine all backend methods into a single js/d.ts file, like in Python
Easier to import from, and allows us to declare the output of the build
action without having to iterate over all the proto filenames. Have
confirmed it doesn't break esbuild's tree shaking.
2023-07-03 13:46:38 +10:00
Damien Elmes
45f5709214
Migrate to protobuf-es (#2547)
* Fix .no-reduce-motion missing from graphs spinner, and not being honored

* Begin migration from protobuf.js -> protobuf-es

Motivation:

- Protobuf-es has a nicer API: messages are represented as classes, and
fields which should exist are not marked as nullable.
- As it uses modules, only the proto messages we actually use get included
in our bundle output. Protobuf.js put everything in a namespace, which
prevented tree-shaking, and made it awkward to access inner messages.
- ./run after touching a proto file drops from about 8s to 6s on my machine. The tradeoff
is slower decoding/encoding (#2043), but that was mainly a concern for the
graphs page, and was unblocked by
37151213cd

Approach/notes:

- We generate the new protobuf-es interface in addition to existing
protobuf.js interface, so we can migrate a module at a time, starting
with the graphs module.
- rslib:proto now generates RPC methods for TS in addition to the Python
interface. The input-arg-unrolling behaviour of the Python generation is
not required here, as we declare the input arg as a PlainMessage<T>, which
marks it as requiring all fields to be provided.
- i64 is represented as bigint in protobuf-es. We were using a patch to
protobuf.js to get it to output Javascript numbers instead of long.js
types, but now that our supported browser versions support bigint, it's
probably worth biting the bullet and migrating to bigint use. Our IDs
fit comfortably within MAX_SAFE_INTEGER, but that may not hold for future
fields we add.
- Oneofs are handled differently in protobuf-es, and are going to need
some refactoring.

Other notable changes:

- Added a --mkdir arg to our build runner, so we can create a dir easily
during the build on Windows.
- Simplified the preference handling code, by wrapping the preferences
in an outer store, instead of a separate store for each individual
preference. This means a change to one preference will trigger a redraw
of all components that depend on the preference store, but the redrawing
is cheap after moving the data processing to Rust, and it makes the code
easier to follow.
- Drop async(Reactive).ts in favour of more explicit handling with await
blocks/updating.
- Renamed add_inputs_to_group() -> add_dependency(), and fixed it not adding
dependencies to parent groups. Renamed add() -> add_action() for clarity.

* Remove a couple of unused proto imports

* Migrate card info

* Migrate congrats, image occlusion, and tag editor

+ Fix imports for multi-word proto files.

* Migrate change-notetype

* Migrate deck options

* Bump target to es2020; simplify ts lib list

Have used caniuse.com to confirm Chromium 77, iOS 14.5 and the Chrome
on Android support the full es2017-es2020 features.

* Migrate import-csv

* Migrate i18n and fix missing output types in .js

* Migrate custom scheduling, and remove protobuf.js

To mostly maintain our old API contract, we make use of protobuf-es's
ability to convert to JSON, which follows the same format as protobuf.js
did. It doesn't cover all case: users who were previously changing the
variant of a type will need to update their code, as assigning to a new
variant no longer automatically removes the old one, which will cause an
error when we try to convert back from JSON. But I suspect the large majority
of users are adjusting the current variant rather than creating a new one,
and this saves us having to write proxy wrappers, so it seems like a
reasonable compromise.

One other change I made at the same time was to rename value->kind for
the oneofs in our custom study protos, as 'value' was easily confused
with the 'case/value' output that protobuf-es has.

With protobuf.js codegen removed, touching a proto file and invoking
./run drops from about 8s to 6s.

This closes #2043.

* Allow tree-shaking on protobuf types

* Display backend error messages in our ts alert()

* Make sourcemap generation opt-in for ts-run

Considerably slows down build, and not used most of the time.
2023-06-14 22:47:37 +10:00
Damien Elmes
7f6c410ca5
Various changes to I/O handling (#2513)
* Store coordinates as ratios of full size

* Use single definition for cappedCanvasSize()

* Move I/O review code into ts/image-occlusion

A bit simpler when it's all in one place.

* Reduce number precision, and round to whole pixels

>>> n=10000
>>> for i in range(1, int(n)): assert i == round(float("%0.4f" % (i/n))*n)

* Minor typing tweak

So, it turns out that typing is mostly broken in ts/image-occlusion.
We're importing from fabric which is a js file without types, so types
like fabric.Canvas are resolving to any.

I first tried switching to `@types/fabric`, which introduced a slew of
typing errors. Wasted a few hours trying to address them, before deciding
to give up on it, since the types were not complete. Then found fabric
has a 6.0 beta that introduces typing, and spent some time with that, but
ran into some new issues as it still seems to be a work in progress.
I think we're probably best off waiting until it's out and stabilized
before sinking more effort into this.

* Refactor (de)serialization of occlusions

To make the code easier to follow/maintain, cloze deletions are now decoded/
encoded into simple data classes, which can then be converted to Fabric objects
and back. The data objects handle converting from absolute/normal positions, and
producing values suitable for writing to text (eg truncated floats).

Various other changes:

- Polygon points are now stored as 'x,y x2,y2 ...' instead of JSON in cloze
divs, as that makes the handling consistent with reading from cloze deletion
text.
- Fixed the reviewer not showing updated placement when a polygon was moved.
- Disabled rotation controls in the editor, since we don't support rotation during
review.
- Renamed hideInactive to occludeInactive, as it wasn't clear whether the former
meant to hide the occlusions, or keep them (hiding the content). It's stored
as 'oi=1' in the cloze text.

* Increase canvas size limit, and double pixels when required.

* Size canvas based on container size

This results in sharper masks when the intrinsic image size is smaller
than the container, and more legible ones when the container is smaller than
the intrinsic image size.

By using the container instead of the viewport, we account for margins,
and when the pixel ratio is 1x, the canvas size and container size should
match.

* Disable zoom animation on editor load

* Default to rectangle when adding new occlusions

* Allow users to add/update notes directly from mask editing page

* The mask editor needs to work with css pixels, not actual pixels

The canvas and image were being scaled too large, which impacted
performance.
2023-05-31 13:45:12 +10:00