mirror of
https://github.com/DarkflameUniverse/NexusDashboard.git
synced 2026-11-02 00:27:14 +00:00
* Speed up property model viewer loading - Render the viewer on demand (load completion, camera change, resize) instead of every animation frame - Share the UGC brick geometry cache and parsed Materials.xml across all UGC models on the converter - Serve model and ldddb files with strong ETag/Last-Modified validators and conditional requests so repeat visits get 304s - Gzip model and ldddb responses (COMPRESS_MODEL_RESPONSES), optionally storing .gz copies on disk (CACHE_COMPRESSED_MODELS) Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> * Add configurable redraw behaviour while property models load PROPERTY_VIEWER_LOAD_REDRAW ('none' or 'interval') and PROPERTY_VIEWER_REDRAW_INTERVAL_MS control whether the property viewer redraws as individual models finish loading. A final draw always happens once all loads complete or fail, and a loading indicator is shown meanwhile. Also wrap long lines added by this branch for flake8. Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> * Show model loading progress in the property viewer Replace the static 'Loading models...' badge in the upper-left corner with a progress indicator, e.g. 'Loading models: 42% (89/203)', counting loaded and failed models out of the total. When everything is done it shows 'Loaded 100% (203/203)' (with '(N failed)' if any), turns green (orange on failures) and fades to a faint badge after a few seconds. The indicator is a DOM element updated at most once per animation frame, so it does not trigger canvas redraws in either redraw mode. Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> * Make the loading progress badge more opaque and readable Use a ~93% opaque background for all states (dark while loading, darker green when done, orange on failures), bold white text with a subtle text shadow, border and drop shadow, and only fade to 70% opacity after completion so it stays legible over colourful models. Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> * Batch UGC models and load the viewer's brick data asynchronously Brick-built (UGC) models used to be loaded with synchronous XHRs on the main thread: one request per model's LXFML plus one per brick primitive file, strictly one after another, with the page frozen meanwhile. On a remote server every request costs a network round trip, so a property with 654 UGC models took about two minutes to load. - New route properties.get_ugc_models/<property id> (login required, like get_model) returns all UGC LXFML of a property as one JSON object ({content id: lxfml}) from a single DB query. It is gzip-encoded per COMPRESS_MODEL_RESPONSES and has an ETag over the whole set, so repeat loads get a 304. The per-model get_model route keeps working. - The viewer lists the brick database, fetches the LXFML (batched on view_models, per model with bounded concurrency otherwise) and then each needed brick primitive exactly once with at most 8 requests in flight, all with async fetch. Meshes are then built in short slices so the page stays responsive. The progress badge counts brick-built models as they are built and shows the fetch stage (e.g. 'bricks 120/385'). - Loading finishes once both the loading manager (pre-built models, ground texture) and the brick-built models are done; redraw modes are unchanged ('none' draws once at the end, 'interval' at most every N ms). - get_model for a UGC model only decompresses the LXFML when it has to send a body (a matching If-None-Match skips it). Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> * Show the prebuilt material stage on the loading badge While prebuilt models load, the badge now shows how many MTL files have arrived (e.g. 'materials 120/203'), so progress moves from the start on prebuilt-heavy properties instead of sitting at 0% until the first OBJ loads. Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> * Show a rendering state on the badge before the final render The final full render can block the main thread for a second or more on large properties, which made the badge look frozen. Once all loads are done the badge now shows 'Rendering N parts…' with a CSS spinner (a transform animation the compositor keeps running), waits two animation frames so it is painted, then renders and shows the Loaded state. Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> --------- Co-authored-by: bob-g-code <346622190+bob-g-code@users.noreply.github.com> Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>
3.3 KiB
3.3 KiB