Phase 5 Stage D: fix bend history + move-tool loop + grid-snap sfx
Three user-reported regressions, all in the Stage D move/curve ports: 1. **Fence/wall bend cancelled the fence creation on Ctrl-Z.** The action.commit's `return false` shortcut on "no offset change" bypassed the dance entirely — pastStates wasn't touched, so the next Ctrl-Z fell through to whatever preceded activation (typically the create step). Fix: always run the dance, even on no-op commits. First Ctrl-Z then absorbs a silent no-op entry, subsequent presses roll back real prior actions. Same fix applied to fence move-endpoint, fence move, slab move, ceiling move. 2. **Slab/ceiling move 'maximum update depth exceeded' loop.** The `useScene` selector in `SlabMoveTool` returned a freshly-allocated `[sx, sz]` tuple on every call. Zustand's `Object.is` equality failed each comparison → re-subscribe → re-render → loop. Fix: subscribe to the stable live-node reference and derive the center via `useMemo`. Same recipe for fence/ceiling move-tools, including memoizing the `originalCenter` fallback that was getting a new array per render. 3. **No grid-snap sfx during move drag.** Action `preview` now tracks the last snapped pointer on a mutable `lastSnapped` ctx field and emits `sfx:grid-snap` when it changes between ticks. Matches the legacy MoveFenceTool's per-tick sound. Locking test for foot-gun 1 lives in `packages/core/src/services/single-undo-dance.test.ts`. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.7
parent
d43cd569d6
commit
c2c2f66427
@@ -88,15 +88,17 @@ export const curveFenceDragAction: DragAction<CurveFenceCtx, CurveFenceDraft> =
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},
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commit: (draft, ctx, scene) => {
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// Reject when the offset didn't actually change — createDragSession
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// will fall through to cancel + scene.restoreAll() (no zundo entry).
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if (draft.curveOffset === ctx.originalCurveOffset) return false
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// Single-undo dance: revert via the snapshot (paused history → no
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// zundo record), resume history, then re-apply the final draft so
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// zundo captures the whole drag as one undo step. Without this the
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// pause window's mutations never reach pastStates and Ctrl-Z jumps
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// past the drag back to the state before activation.
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// Single-undo dance — ALWAYS push a pastState entry, even when the
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// offset didn't actually change. The "no-op" case (small drag that
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// `normalizeWallCurveOffset` snaps back to 0) used to return false
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// here, but that bypassed pastStates entirely; the next Ctrl-Z then
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// fell through to whatever was on the stack before activation
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// (typically the fence creation), making it look like the bend
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// cancelled the create.
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//
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// Pushing on every commit means a no-op bend's first Ctrl-Z absorbs
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// a silent entry (no visible change), then subsequent Ctrl-Z's roll
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// back the real prior actions. Matches typical editor behavior.
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scene.restoreAll()
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scene.resumeHistory()
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scene.update(ctx.nodeId, { curveOffset: draft.curveOffset } as Partial<AnyNode>)
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@@ -183,11 +183,12 @@ export const moveFenceEndpointDragAction: DragAction<MoveFenceEndpointCtx, MoveF
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},
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commit: (draft, ctx, scene) => {
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// Reject when the drag didn't move OR the resulting fence would
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// be shorter than the minimum length. createDragSession.cancel()
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// restores originals via the snapshot.
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const hasChanged = !samePoint(draft.movingPoint, ctx.originalMovingPoint)
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if (!hasChanged) return false
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// Min-length rejection still matters — too-short fence is invalid
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// and should bounce back via the cancel path (snapshot restore).
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// But the "no-change" rejection is removed: see
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// fence/actions/curve.ts for the rationale (no-op drag must still
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// push a pastState entry to avoid Ctrl-Z cancelling the fence
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// creation that preceded the activation).
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if (!isWallLongEnough(draft.start, draft.end)) return false
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// Single-undo dance: revert to originals (paused history → no
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@@ -9,9 +9,13 @@ import {
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useScene,
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type WallNode,
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} from '@pascal-app/core'
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import { type FencePlanPoint, snapFenceDraftPoint } from '@pascal-app/editor'
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import { type FencePlanPoint, snapFenceDraftPoint, triggerSFX } from '@pascal-app/editor'
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import type * as THREE from 'three'
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function sameSnap(a: FencePlanPoint | null, b: FencePlanPoint): boolean {
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return a !== null && a[0] === b[0] && a[1] === b[1]
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}
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/**
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* Phase 5 Stage D — whole-fence move drag affordance.
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*
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@@ -137,6 +141,10 @@ export type MoveFenceCtx = {
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// Mutable: latched on the first preview call to the snapped pointer
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// position. Subsequent previews compute delta = pointer - dragAnchor.
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dragAnchor: FencePlanPoint | null
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// Mutable: tracks the last snapped pointer so preview can emit a
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// grid-snap sfx when the snapped value changes. Matches the legacy
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// MoveFenceTool's per-tick sound.
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lastSnapped: FencePlanPoint | null
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}
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export type MoveFenceDraft = {
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@@ -180,6 +188,7 @@ export const moveFenceDragAction: DragAction<MoveFenceCtx, MoveFenceDraft> = {
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levelWalls,
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levelFences,
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dragAnchor: null,
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lastSnapped: null,
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}
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},
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@@ -190,6 +199,12 @@ export const moveFenceDragAction: DragAction<MoveFenceCtx, MoveFenceDraft> = {
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fences: ctx.levelFences,
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ignoreFenceIds: [ctx.fenceId as string],
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})
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// Emit grid-snap sfx when the snapped position changes between
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// ticks — matches the legacy MoveFenceTool's user feedback.
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if (!sameSnap(ctx.lastSnapped, snapped)) {
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if (ctx.lastSnapped !== null) triggerSFX('sfx:grid-snap')
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ctx.lastSnapped = snapped
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}
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// Latch the anchor on the first preview tick — matches legacy
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// "drag is delta from first move" semantics so the fence doesn't
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// jump to wherever the activation click landed.
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@@ -229,16 +244,15 @@ export const moveFenceDragAction: DragAction<MoveFenceCtx, MoveFenceDraft> = {
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},
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commit: (draft, ctx, scene) => {
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// Reject when nothing moved — falls through to action.cancel which
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// clears the live-drag visual state.
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if (draft.deltaX === 0 && draft.deltaZ === 0) return false
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// Single-undo dance — paused history during drag means nothing
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// was recorded. We didn't scene.update during apply either (live-
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// drag exception), so the snapshot is empty and restoreAll is a
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// no-op. Resume history, then write the final draft. Zundo
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// captures one diff: original → final.
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scene.restoreAll() // no-op (no scene updates during apply)
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// Always push a pastState entry — see fence/actions/curve.ts. The
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// no-movement case would otherwise let Ctrl-Z cancel the fence
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// creation that preceded the move.
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//
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// Single-undo dance: snapshot is empty (live-drag exception, no
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// scene.update during apply), so restoreAll is a no-op. Resume,
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// then write the final draft so zundo records original → final
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// as one diff.
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scene.restoreAll()
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scene.resumeHistory()
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scene.update(ctx.fenceId, {
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start: draft.start,
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