import { BaseEdge, EdgeLabelRenderer, type EdgeProps, getBezierPath, Position, useStore, } from "@xyflow/react" import { memo, useEffect, useRef, useState } from "react" import { describeArtifact, isRef } from "@/lib/media" import { duration } from "@/lib/motion" import { cn } from "@/lib/utils" import type { FlowEdgeData } from "./deriveEdges" import type { Point } from "./layout" import { useLiveValue } from "./liveStore" /** Below this zoom the value chips would be unreadable, so they step aside. */ const CHIP_MIN_ZOOM = 0.5 /** How far a feedback edge stands off the ranks it has to get back past. */ const BOW = 60 /** The radius a routed edge turns its corners with. */ const CORNER = 10 /** * The route the layout found, met up with the handles React Flow drew. * * The layout reserves a card's widest and a label's widest, and either is * narrower when its text is, so a handle on screen can sit beside the port the * route was found for. Each end moves onto its handle and takes the bend next * to it along, which keeps every segment square. A straight run between two * handles that no longer line up gets a step halfway. * * Null for a route that does not alternate along and across the flow, which * is all this knows how to move. */ function stitch( route: Point[], from: Point, to: Point, vertical: boolean, ): Point[] | null { // [along the flow, across it] and back. const split = (p: Point) => (vertical ? [p.y, p.x] : [p.x, p.y]) const join = (along: number, across: number): Point => vertical ? { x: across, y: along } : { x: along, y: across } // ELK can hand back a corner that is not one: two runs in the same line. const points = route.filter((p, i) => { const [a, b] = [route[i - 1], route[i + 1]] return ( !a || !b || ((a.x !== p.x || b.x !== p.x) && (a.y !== p.y || b.y !== p.y)) ) }) for (let i = 1; i < points.length; i += 1) { const [a0, c0] = split(points[i - 1]) const [a1, c1] = split(points[i]) // Odd segments run along the flow, even ones across it. if (i % 2 ? c0 !== c1 : a0 !== a1) return null } if (points.length % 2) return null const [fromAlong, fromAcross] = split(from) const [toAlong, toAcross] = split(to) if (points.length === 2) { if (fromAcross === toAcross) return [from, to] const halfway = (fromAlong + toAlong) / 2 return [from, join(halfway, fromAcross), join(halfway, toAcross), to] } const bends = points.slice(1, -1) const first = bends[0] const last = bends[bends.length - 1] bends[0] = join(split(first)[0], fromAcross) bends[bends.length - 1] = join(split(last)[0], toAcross) return [from, ...bends, to] } /** A square route with its corners rounded off. */ function roundedPath(points: Point[]): string { const towards = (from: Point, to: Point, by: number): Point => { const length = Math.hypot(to.x - from.x, to.y - from.y) || 1 return { x: from.x + ((to.x - from.x) * by) / length, y: from.y + ((to.y - from.y) * by) / length, } } let path = `M${points[0].x},${points[0].y}` for (let i = 1; i < points.length - 1; i += 1) { const [before, corner, after] = [points[i - 1], points[i], points[i + 1]] // Never more than half of either run, or two corners would overlap. const radius = Math.min( CORNER, Math.hypot(corner.x - before.x, corner.y - before.y) / 2, Math.hypot(after.x - corner.x, after.y - corner.y) / 2, ) const enter = towards(corner, before, radius) const leave = towards(corner, after, radius) path += ` L${enter.x},${enter.y} Q${corner.x},${corner.y} ${leave.x},${leave.y}` } const end = points[points.length - 1] return `${path} L${end.x},${end.y}` } /** The point of a polyline closest to `to`. */ function nearest(points: Point[], to: Point): Point { let best = points[0] let gap = Number.POSITIVE_INFINITY for (let i = 1; i < points.length; i += 1) { const [a, b] = [points[i - 1], points[i]] const [dx, dy] = [b.x - a.x, b.y - a.y] const t = Math.max( 0, Math.min( 1, ((to.x - a.x) * dx + (to.y - a.y) * dy) / (dx * dx + dy * dy || 1), ), ) const at = { x: a.x + t * dx, y: a.y + t * dy } const distance = Math.hypot(at.x - to.x, at.y - to.y) if (distance < gap) [best, gap] = [at, distance] } return best } /** * React Flow reads a handle's place out of the DOM through the zoom, which * leaves noise in the last digits — enough for one flow to draw two different * paths on two loads. Half a pixel is as fine as a handle is ever placed. */ const half = (value: number) => Math.round(value * 2) / 2 /** * The path a feedback edge takes when the layout has no route for it. * * The layout ranks a flow in the direction it runs, so an edge closing a cycle * is the one that goes the other way — a widget setting the window a node * upstream of it reads. A curve drawn straight between those two handles is * drawn straight through everything between them. This one leaves its handle * the way every other edge does, swings out into a lane beside the graph, and * comes back into its target from the far side. * * How far out the lane sits is read off how far back the edge has to travel, * not off what is in the way, which is good enough for the moment between an * edit and the layout answering it. */ function cyclePath( sourceX: number, sourceY: number, targetX: number, targetY: number, vertical: boolean, ): [string, number, number] { const span = vertical ? Math.abs(targetY - sourceY) : Math.abs(targetX - sourceX) const lane = Math.max(BOW, span * 0.3) const [c1x, c1y] = vertical ? [sourceX + lane, sourceY + BOW] : [sourceX + BOW, sourceY + lane] const [c2x, c2y] = vertical ? [targetX + lane, targetY - BOW] : [targetX - BOW, targetY + lane] return [ `M${sourceX},${sourceY} C${c1x},${c1y} ${c2x},${c2y} ${targetX},${targetY}`, // Halfway along a cubic, which is where the chip rides. (sourceX + 3 * c1x + 3 * c2x + targetX) / 8, (sourceY + 3 * c1y + 3 * c2y + targetY) / 8, ] } function formatValue(value: unknown): string { if (typeof value === "number") { return Number.isInteger(value) ? String(value) : value.toFixed(2) } // An empty string reads the way `null` and `[]` do, not as an empty pill. if (typeof value === "string") return value || '""' // A media reference serialised whole is a line of hash: what belongs in a // chip this size is what kind of bytes crossed the edge. if (isRef(value)) return describeArtifact(value as Record) return JSON.stringify(value) ?? "" } function LiveEdgeComponent({ id, source, target, sourceX, sourceY, targetX, targetY, sourcePosition, targetPosition, data, selected, }: EdgeProps) { const { message, producerId, stream, route } = (data ?? {}) as FlowEdgeData const live = useLiveValue(message) const zoom = useStore((state) => state.transform[2]) // The route holds while both ends are where the layout put them. One that // has moved since — dragged, or placed by a layout this edge is not from yet // — takes the plain curve until the next layout routes it again. const placed = useStore((state) => { if (!route) return false const at = (node: string, where: Point) => { const now = state.nodeLookup.get(node)?.internals.positionAbsolute return now?.x === where.x && now?.y === where.y } return at(source, route.from) && at(target, route.to) }) const [pulsing, setPulsing] = useState(false) const lastTs = useRef(null) // Owned by the pulse rather than by the effect: a value from another // producer re-runs the effect too, and must not cancel a reset it does not // replace, or the edge stays lit and the next pulse cannot restart. const timer = useRef>(undefined) useEffect(() => () => clearTimeout(timer.current), []) const vertical = sourcePosition === Position.Bottom const square = placed && route ? stitch( route.points, { x: half(sourceX), y: half(sourceY) }, { x: half(targetX), y: half(targetY) }, vertical, ) : null // Every rank sits further along the flow than the one before it, so an edge // whose target has ended up behind its source is one closing a cycle. const backwards = vertical ? targetY < sourceY : targetX < sourceX const chip = square && route ? nearest(square, route.label) : null const [path, labelX, labelY] = square && chip ? [roundedPath(square), chip.x, chip.y] : backwards ? cyclePath(sourceX, sourceY, targetX, targetY, vertical) : getBezierPath({ sourceX, sourceY, sourcePosition, targetX, targetY, targetPosition, }) // Restart the stroke animation whenever a newer message lands — but only // for the producer that actually published it. A message can have several // producers, and can also be set from a dashboard or another flow, so // pulsing on the value alone claims things happened that did not. useEffect(() => { if (!live?.ts || live.ts === lastTs.current) return lastTs.current = live.ts // A snapshot catching the page up is not a value passing now. if (live.prior) return const from = live.source // No source at all is an older engine; pulse rather than go silent. if (from && from.id !== producerId) return setPulsing(true) clearTimeout(timer.current) timer.current = setTimeout(() => setPulsing(false), duration.pulse * 1000) }, [live?.ts, live?.source, live?.prior, producerId]) return ( <> {live !== undefined && zoom >= CHIP_MIN_ZOOM ? (
{formatValue(live.value)}
) : null} ) } export const LiveEdge = memo(LiveEdgeComponent)