studio/src/admin-preview/GdArchesPreview.jsx
МИН 61fba4e174
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fix: починка билда + studio.rublox.pro инфра
Большой консолидирующий коммит после поднятия studio.rublox.pro (28 мая 2026).
Содержит изменения которые делались в процессе подготовки прод-окружения:

Фиксы импортов после выноса из minecraftia:
- Массовая замена путей ../../components → ../components (40+ файлов в src/community/, src/admin-preview/)
- Замена ../KubikonEditor/ → ../editor/, ../KubikonStudio/ → ../community/, ../AdminPreview/ → ../admin-preview/
- API.js скопирован из минки целиком (было 8 экспортов, стало 312)
- Добавлены PLAYER_URL, MyButton_1, недостающие компоненты
- Заменены require() на статические ES-imports в BabylonScene, PrimitiveManager, GameRuntime (Vite не поддерживает CJS require)

Структура ассетов:
- public/kubikon-templates/ → public/assets/kubikon-templates/
- public/kubikon-learn/ → public/assets/kubikon-learn/
- (код искал в /assets/, файлы лежали без /assets/)

Навигация роутов внутри студии:
- /kubikon-studio/docs → /docs (90+ навигационных вызовов sed-replaced)
- /kubikon-editor/X → /edit/X, /kubikon/play/X → /play/X, /kubikon/gd/X → /gd/X

UI:
- Новый компонент StudioHeader (61px, как в минке) + копия favicon
- WithHeader wrapper в App.jsx для всех страниц кроме fullscreen-редактора/плеера
- SSO ticket-flow в AuthContext (auto-redeem #ticket= при загрузке)
- Тёмная тема карточек игр в ВИКИ (фон #1c2231 вместо #fff, картинка впритык)

Документация:
- docs/ONBOARDING.md — путь нового контрибьютора от нуля до PR
- docs/TUTORIAL_ADD_SCRIPT_API.md — как добавить game.* API
- API_USAGE.md — список эндпоинтов backend
- README в подпапках engine/, engine/terrain/, engine/voxel/, engine/robloxterrain/, engine/types/

.gitignore:
- public/wiki/ исключён (73МБ PNG, будут на CDN отдельной задачей)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 05:01:13 +03:00

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/**
* GdArchesPreview — превью стартовых арок (10 эпох × 5).
*
* Маршрут: /admin-preview/gd-arches
*
* Юзер выбирает по одной арке на эпоху → POST в kubikon3d_savegame
* (project_id=295, namespace='gd_arch_choices').
*
* Carousel-canvas с lazy IntersectionObserver — иначе WebGL-контексты упрутся в лимит.
*/
import React, { useEffect, useRef, useState } from 'react';
import { useNavigate } from 'react-router-dom';
import { useAuth } from '../auth/AuthContext.jsx';
import { jwtDecode } from 'jwt-decode';
import axios from 'axios';
import { STORYS_addres } from '../api/API';
import { Engine } from '@babylonjs/core/Engines/engine';
import { Scene } from '@babylonjs/core/scene';
import { ArcRotateCamera } from '@babylonjs/core/Cameras/arcRotateCamera';
import { HemisphericLight } from '@babylonjs/core/Lights/hemisphericLight';
import { DirectionalLight } from '@babylonjs/core/Lights/directionalLight';
import { Vector3, Color3, Color4 } from '@babylonjs/core/Maths/math';
import { MeshBuilder } from '@babylonjs/core/Meshes/meshBuilder';
import { StandardMaterial } from '@babylonjs/core/Materials/standardMaterial';
import { ARCH_CATALOG, EPOCH_INFO, getArchesByEpoch } from './gdArches/archFactories';
const CHOICES_PID = 295;
const CHOICES_NS = 'gd_arch_choices';
function getUserId() {
try {
const t = localStorage.getItem('Authorization');
if (!t) return 0;
return Number(jwtDecode(t).id) || 0;
} catch (e) { return 0; }
}
const api = axios.create({ baseURL: STORYS_addres, timeout: 15000 });
api.interceptors.request.use((cfg) => {
try {
const token = localStorage.getItem('Authorization');
if (token) cfg.headers.Authorization = token;
} catch (e) {}
return cfg;
});
function ArchCard({ arch, isChosen, onChoose }) {
const wrapRef = useRef(null);
const canvasRef = useRef(null);
const [isVisible, setIsVisible] = useState(false);
useEffect(() => {
if (!wrapRef.current) return;
const io = new IntersectionObserver((entries) => {
for (const e of entries) setIsVisible(e.isIntersecting);
}, { rootMargin: '200px', threshold: 0.01 });
io.observe(wrapRef.current);
return () => io.disconnect();
}, []);
useEffect(() => {
if (!isVisible || !canvasRef.current) return;
let engine = null, scene = null;
try {
engine = new Engine(canvasRef.current, true, { stencil: false, antialias: true });
scene = new Scene(engine);
scene.clearColor = new Color4(0.05, 0.07, 0.12, 1);
const camera = new ArcRotateCamera('cam', -Math.PI / 2.5, Math.PI / 2.6, 8, new Vector3(0, 2, 0), scene);
camera.attachControl(canvasRef.current, false);
camera.minZ = 0.1;
camera.maxZ = 50;
new HemisphericLight('hemi', new Vector3(0, 1, 0), scene).intensity = 0.7;
const sun = new DirectionalLight('sun', new Vector3(-0.5, -1, -0.3), scene);
sun.intensity = 0.8;
const floor = MeshBuilder.CreateGround('floor', { width: 7, height: 4 }, scene);
const fmat = new StandardMaterial('fmat', scene);
fmat.diffuseColor = new Color3(0.15, 0.20, 0.18);
floor.material = fmat;
const handle = arch.make(scene, `prev_${arch.id}`);
if (handle && handle.root) handle.root.position.y = 0;
scene.onBeforeRenderObservable.add(() => {
if (handle && handle.root) handle.root.rotation.y += 0.005;
});
engine.runRenderLoop(() => scene.render());
return () => {
try { engine && engine.stopRenderLoop(); } catch (e) {}
try { handle && handle.dispose && handle.dispose(); } catch (e) {}
try { scene && scene.dispose(); } catch (e) {}
try { engine && engine.dispose(); } catch (e) {}
};
} catch (e) { console.warn('[ArchCard] init failed', e); return () => {}; }
}, [isVisible, arch]);
return (
<div
ref={wrapRef}
onClick={onChoose}
style={{
...cardStyle,
border: isChosen ? '3px solid #22ff66' : '2px solid #2a3146',
boxShadow: isChosen ? '0 0 16px rgba(34,255,102,0.4)' : 'none',
cursor: 'pointer',
}}
>
{isVisible
? <canvas ref={canvasRef} style={{ width: '100%', height: 240, display: 'block', background: '#0a1020' }} />
: <div style={{ width: '100%', height: 240, background: '#0a1020', display: 'flex', alignItems: 'center', justifyContent: 'center', color: '#444' }}></div>}
<div style={{ padding: '10px 12px', display: 'flex', justifyContent: 'space-between', alignItems: 'center' }}>
<div>
<div style={{ fontSize: 14, fontWeight: 700, color: '#fff', marginBottom: 2 }}>{arch.title}</div>
<div style={{ fontSize: 11, color: '#888' }}><code>{arch.id}</code></div>
</div>
{isChosen && <span style={{ color: '#22ff66', fontSize: 20 }}></span>}
</div>
</div>
);
}
export default function GdArchesPreview() {
const { userRole, isLoading } = useAuth();
const navigate = useNavigate();
const [choices, setChoices] = useState({});
const [status, setStatus] = useState('idle');
useEffect(() => {
const uid = getUserId();
if (!uid) return;
api.get(`/kubikon3d/savegame/${CHOICES_PID}/${uid}/${CHOICES_NS}`)
.then((r) => setChoices(r.data?.data || {}))
.catch(() => {});
}, []);
const choose = (epoch, archId) => {
setChoices(prev => ({ ...prev, [epoch]: archId }));
setStatus('idle');
};
const save = async () => {
const uid = getUserId();
if (!uid) { setStatus('error'); return; }
setStatus('loading');
try {
await api.post(`/kubikon3d/savegame/${CHOICES_PID}/${uid}/${CHOICES_NS}`, { data: choices });
setStatus('saved');
} catch (e) { console.warn('[GdArchesPreview] save failed', e); setStatus('error'); }
};
if (isLoading) return <div style={{ padding: 24, color: '#fff' }}>Загрузка...</div>;
if (userRole !== 'admin') {
return (
<div style={{ padding: 24, color: '#fff', background: '#070a14', minHeight: '100vh' }}>
<h2>Доступ только для администратора</h2>
<button onClick={() => navigate('/')} style={btnStyle}>На главную</button>
</div>
);
}
const chosenCount = Object.keys(choices).length;
return (
<div style={{ minHeight: '100vh', background: '#070a14', color: '#fff', padding: '20px 24px' }}>
<div style={{
position: 'sticky', top: 0, background: '#070a14', zIndex: 10,
padding: '12px 0', marginBottom: 16, borderBottom: '1px solid #2a3146',
display: 'flex', alignItems: 'center', gap: 16, flexWrap: 'wrap',
}}>
<button onClick={() => navigate('/')} style={btnStyle}> Назад</button>
<h1 style={{ margin: 0, fontSize: 24, color: '#22ff66' }}>GD Стартовые арки по эпохам ({ARCH_CATALOG.length})</h1>
<div style={{ flex: 1, fontSize: 14, color: '#888' }}>
Выбрано: <span style={{ color: '#fff', fontWeight: 700 }}>{chosenCount}/10</span> эпох
</div>
<button onClick={save} disabled={status === 'loading' || chosenCount === 0} style={{
...btnPrimary, opacity: status === 'loading' || chosenCount === 0 ? 0.5 : 1,
}}>
{status === 'loading' ? '⏳ Сохраняю...' : status === 'saved' ? '✓ Сохранено' : '💾 Сохранить выбор'}
</button>
{status === 'error' && <span style={{ color: '#ff5566' }}>Ошибка</span>}
</div>
{EPOCH_INFO.map(epoch => {
const arches = getArchesByEpoch(epoch.n);
const chosenId = choices[epoch.n];
return (
<div key={epoch.n} style={{ marginBottom: 32 }}>
<h2 style={{ fontSize: 22, color: epoch.color, marginBottom: 12, borderBottom: `2px solid ${epoch.color}33`, paddingBottom: 8 }}>
{epoch.emoji} Эпоха {epoch.n} {epoch.name}
<span style={{ fontSize: 14, color: '#666', marginLeft: 12 }}>L{(epoch.n - 1) * 10 + 1} L{epoch.n * 10}</span>
{chosenId && (
<span style={{ fontSize: 14, color: '#22ff66', marginLeft: 12 }}>
выбран: <code>{chosenId}</code>
</span>
)}
</h2>
<div style={{
display: 'grid',
gridTemplateColumns: 'repeat(auto-fill, minmax(260px, 1fr))',
gap: 16,
}}>
{arches.map(arch => (
<ArchCard key={arch.id}
arch={arch}
isChosen={chosenId === arch.id}
onChoose={() => choose(epoch.n, arch.id)} />
))}
</div>
</div>
);
})}
</div>
);
}
const cardStyle = { background: '#0e1525', borderRadius: 10, overflow: 'hidden', transition: 'all 0.15s' };
const btnStyle = { padding: '10px 18px', background: '#2a3146', color: '#cdd4e0', border: 'none', borderRadius: 8, cursor: 'pointer', fontWeight: 600, fontSize: 14 };
const btnPrimary = { padding: '10px 24px', background: 'linear-gradient(135deg, #22ff66, #44aaff)', color: '#000', border: 'none', borderRadius: 8, cursor: 'pointer', fontWeight: 700, fontSize: 15 };