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Dwinzo_dev/app/src/modules/simulation/process/processCreator.tsx

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// import React, {
// useEffect,
// useMemo,
// useState,
// useCallback,
// useRef,
// } from "react";
// import { useSimulationPaths } from "../../../store/store";
// import * as THREE from "three";
// import { useThree } from "@react-three/fiber";
// import {
// ConveyorEventsSchema,
// VehicleEventsSchema,
// } from "../../../types/world/worldTypes";
// // Type definitions
// export interface PointAction {
// uuid: string;
// name: string;
// type: string;
// material: string;
// delay: number | string;
// spawnInterval: string | number;
// isUsed: boolean;
// }
// export interface PathPoint {
// uuid: string;
// position: [number, number, number];
// actions: PointAction[];
// connections: {
// targets: Array<{ pathUUID: string }>;
// };
// }
// export interface SimulationPath {
// modeluuid: string;
// points: PathPoint[];
// pathPosition: [number, number, number];
// speed?: number;
// }
// export interface Process {
// id: string;
// paths: SimulationPath[];
// animationPath: THREE.Vector3[];
// pointActions: PointAction[][];
// speed: number;
// }
// interface ProcessCreatorProps {
// onProcessesCreated: (processes: Process[]) => void;
// }
// // Convert event schemas to SimulationPath
// function convertToSimulationPath(
// path: ConveyorEventsSchema | VehicleEventsSchema
// ): SimulationPath {
// const { modeluuid } = path;
// // Simplified normalizeAction function that preserves exact original properties
// const normalizeAction = (action: any): PointAction => {
// return { ...action }; // Return exact copy with no modifications
// };
// if (path.type === "Conveyor") {
// return {
// modeluuid,
// points: path.points.map((point) => ({
// uuid: point.uuid,
// position: point.position,
// actions: point.actions.map(normalizeAction), // Preserve exact actions
// connections: {
// targets: point.connections.targets.map((target) => ({
// pathUUID: target.pathUUID,
// })),
// },
// })),
// pathPosition: path.position,
// speed:
// typeof path.speed === "string"
// ? parseFloat(path.speed) || 1
// : path.speed || 1,
// };
// } else {
// return {
// modeluuid,
// points: [
// {
// uuid: path.point.uuid,
// position: path.point.position,
// actions: Array.isArray(path.point.actions)
// ? path.point.actions.map(normalizeAction)
// : [normalizeAction(path.point.actions)],
// connections: {
// targets: path.point.connections.targets.map((target) => ({
// pathUUID: target.pathUUID,
// })),
// },
// },
// ],
// pathPosition: path.position,
// speed: path.point.speed || 1,
// };
// }
// }
// // Custom shallow comparison for arrays
// const areArraysEqual = (a: any[], b: any[]) => {
// if (a.length !== b.length) return false;
// for (let i = 0; i < a.length; i++) {
// if (a[i] !== b[i]) return false;
// }
// return true;
// };
// // Helper function to create an empty process
// const createEmptyProcess = (): Process => ({
// id: `process-${Math.random().toString(36).substring(2, 11)}`,
// paths: [],
// animationPath: [],
// pointActions: [],
// speed: 1,
// });
// // Enhanced connection checking function
// function shouldReverseNextPath(
// currentPath: SimulationPath,
// nextPath: SimulationPath
// ): boolean {
// if (nextPath.points.length !== 3) return false;
// const currentLastPoint = currentPath.points[currentPath.points.length - 1];
// const nextFirstPoint = nextPath.points[0];
// const nextLastPoint = nextPath.points[nextPath.points.length - 1];
// // Check if current last connects to next last (requires reversal)
// const connectsToLast = currentLastPoint.connections.targets.some(
// (target) =>
// target.pathUUID === nextPath.modeluuid &&
// nextLastPoint.connections.targets.some(
// (t) => t.pathUUID === currentPath.modeluuid
// )
// );
// // Check if current last connects to next first (no reversal needed)
// const connectsToFirst = currentLastPoint.connections.targets.some(
// (target) =>
// target.pathUUID === nextPath.modeluuid &&
// nextFirstPoint.connections.targets.some(
// (t) => t.pathUUID === currentPath.modeluuid
// )
// );
// // Only reverse if connected to last point and not to first point
// return connectsToLast && !connectsToFirst;
// }
// // Updated path adjustment function
// function adjustPathPointsOrder(paths: SimulationPath[]): SimulationPath[] {
// if (paths.length < 2) return paths;
// const adjustedPaths = [...paths];
// for (let i = 0; i < adjustedPaths.length - 1; i++) {
// const currentPath = adjustedPaths[i];
// const nextPath = adjustedPaths[i + 1];
// if (shouldReverseNextPath(currentPath, nextPath)) {
// const reversedPoints = [
// nextPath.points[2],
// nextPath.points[1],
// nextPath.points[0],
// ];
// adjustedPaths[i + 1] = {
// ...nextPath,
// points: reversedPoints,
// };
// }
// }
// return adjustedPaths;
// }
// // Main hook for process creation
// export function useProcessCreation() {
// const { scene } = useThree();
// const [processes, setProcesses] = useState<Process[]>([]);
// const hasSpawnAction = useCallback((path: SimulationPath): boolean => {
// return path.points.some((point) =>
// point.actions.some((action) => action.type.toLowerCase() === "spawn")
// );
// }, []);
// const createProcess = useCallback(
// (paths: SimulationPath[]): Process => {
// if (!paths || paths.length === 0) {
// return createEmptyProcess();
// }
// const animationPath: THREE.Vector3[] = [];
// const pointActions: PointAction[][] = [];
// const processSpeed = paths[0]?.speed || 1;
// for (const path of paths) {
// for (const point of path.points) {
// const obj = scene.getObjectByProperty("uuid", point.uuid);
// if (!obj) {
// console.warn(`Object with UUID ${point.uuid} not found in scene`);
// continue;
// }
// const position = obj.getWorldPosition(new THREE.Vector3());
// animationPath.push(position.clone());
// pointActions.push(point.actions);
// }
// }
// return {
// id: `process-${Math.random().toString(36).substring(2, 11)}`,
// paths,
// animationPath,
// pointActions,
// speed: processSpeed,
// };
// },
// [scene]
// );
// const getAllConnectedPaths = useCallback(
// (
// initialPath: SimulationPath,
// allPaths: SimulationPath[],
// visited: Set<string> = new Set()
// ): SimulationPath[] => {
// const connectedPaths: SimulationPath[] = [];
// const queue: SimulationPath[] = [initialPath];
// visited.add(initialPath.modeluuid);
// const pathMap = new Map<string, SimulationPath>();
// allPaths.forEach((path) => pathMap.set(path.modeluuid, path));
// while (queue.length > 0) {
// const currentPath = queue.shift()!;
// connectedPaths.push(currentPath);
// // Process outgoing connections
// for (const point of currentPath.points) {
// for (const target of point.connections.targets) {
// if (!visited.has(target.pathUUID)) {
// const targetPath = pathMap.get(target.pathUUID);
// if (targetPath) {
// visited.add(target.pathUUID);
// queue.push(targetPath);
// }
// }
// }
// }
// // Process incoming connections
// for (const [uuid, path] of pathMap) {
// if (!visited.has(uuid)) {
// const hasConnectionToCurrent = path.points.some((point) =>
// point.connections.targets.some(
// (t) => t.pathUUID === currentPath.modeluuid
// )
// );
// if (hasConnectionToCurrent) {
// visited.add(uuid);
// queue.push(path);
// }
// }
// }
// }
// return connectedPaths;
// },
// []
// );
// const createProcessesFromPaths = useCallback(
// (paths: SimulationPath[]): Process[] => {
// if (!paths || paths.length === 0) return [];
// const visited = new Set<string>();
// const processes: Process[] = [];
// const pathMap = new Map<string, SimulationPath>();
// paths.forEach((path) => pathMap.set(path.modeluuid, path));
// for (const path of paths) {
// if (!visited.has(path.modeluuid) && hasSpawnAction(path)) {
// const connectedPaths = getAllConnectedPaths(path, paths, visited);
// const adjustedPaths = adjustPathPointsOrder(connectedPaths);
// const process = createProcess(adjustedPaths);
// processes.push(process);
// }
// }
// return processes;
// },
// [createProcess, getAllConnectedPaths, hasSpawnAction]
// );
// return {
// processes,
// createProcessesFromPaths,
// setProcesses,
// };
// }
// const ProcessCreator: React.FC<ProcessCreatorProps> = React.memo(
// ({ onProcessesCreated }) => {
// const { simulationPaths } = useSimulationPaths();
// const { createProcessesFromPaths } = useProcessCreation();
// const prevPathsRef = useRef<SimulationPath[]>([]);
// const prevProcessesRef = useRef<Process[]>([]);
// const convertedPaths = useMemo((): SimulationPath[] => {
// if (!simulationPaths) return [];
// return simulationPaths.map((path) =>
// convertToSimulationPath(
// path as ConveyorEventsSchema | VehicleEventsSchema
// )
// );
// }, [simulationPaths]);
// const pathsDependency = useMemo(() => {
// if (!convertedPaths) return null;
// return convertedPaths.map((path) => ({
// id: path.modeluuid,
// hasSpawn: path.points.some((p: PathPoint) =>
// p.actions.some((a: PointAction) => a.type.toLowerCase() === "spawn")
// ),
// connections: path.points
// .flatMap((p: PathPoint) =>
// p.connections.targets.map((t: { pathUUID: string }) => t.pathUUID)
// )
// .join(","),
// }));
// }, [convertedPaths]);
// useEffect(() => {
// if (!convertedPaths || convertedPaths.length === 0) {
// if (prevProcessesRef.current.length > 0) {
// onProcessesCreated([]);
// prevProcessesRef.current = [];
// }
// return;
// }
// if (areArraysEqual(prevPathsRef.current, convertedPaths)) {
// return;
// }
// prevPathsRef.current = convertedPaths;
// const newProcesses = createProcessesFromPaths(convertedPaths);
// // console.log("--- Action Types in Paths ---");
// // convertedPaths.forEach((path) => {
// // path.points.forEach((point) => {
// // point.actions.forEach((action) => {
// // console.log(
// // `Path ${path.modeluuid}, Point ${point.uuid}: ${action.type}`
// // );
// // });
// // });
// // });
// // console.log("New processes:", newProcesses);
// if (
// newProcesses.length !== prevProcessesRef.current.length ||
// !newProcesses.every(
// (proc, i) =>
// proc.paths.length === prevProcessesRef.current[i]?.paths.length &&
// proc.paths.every(
// (path, j) =>
// path.modeluuid ===
// prevProcessesRef.current[i]?.paths[j]?.modeluuid
// )
// )
// ) {
// onProcessesCreated(newProcesses);
// // prevProcessesRef.current = newProcesses;
// }
// }, [
// pathsDependency,
// onProcessesCreated,
// convertedPaths,
// createProcessesFromPaths,
// ]);
// return null;
// }
// );
// export default ProcessCreator;
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import React, {
useEffect,
useMemo,
useState,
useCallback,
useRef,
} from "react";
import { useSimulationPaths } from "../../../store/store";
import * as THREE from "three";
import { useThree } from "@react-three/fiber";
import {
ConveyorEventsSchema,
VehicleEventsSchema,
} from "../../../types/world/worldTypes";
// Type definitions
export interface PointAction {
uuid: string;
name: string;
type: string;
material: string;
delay: number | string;
spawnInterval: string | number;
isUsed: boolean;
}
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export interface PathPoint {
uuid: string;
position: [number, number, number];
actions: PointAction[];
connections: {
targets: Array<{ pathUUID: string }>;
};
}
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export interface SimulationPath {
modeluuid: string;
points: PathPoint[];
pathPosition: [number, number, number];
speed?: number;
}
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export interface Process {
id: string;
paths: SimulationPath[];
animationPath: THREE.Vector3[];
pointActions: PointAction[][];
speed: number;
}
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interface ProcessCreatorProps {
onProcessesCreated: (processes: Process[]) => void;
}
// Convert event schemas to SimulationPath
function convertToSimulationPath(
path: ConveyorEventsSchema | VehicleEventsSchema
): SimulationPath {
const { modeluuid } = path;
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// Simplified normalizeAction function that preserves exact original properties
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const normalizeAction = (action: any): PointAction => {
return { ...action }; // Return exact copy with no modifications
};
if (path.type === "Conveyor") {
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return {
modeluuid,
points: path.points.map((point) => ({
uuid: point.uuid,
position: point.position,
actions: point.actions.map(normalizeAction), // Preserve exact actions
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connections: {
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targets: point.connections.targets.map((target) => ({
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pathUUID: target.pathUUID,
})),
},
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})),
pathPosition: path.position,
speed:
typeof path.speed === "string"
? parseFloat(path.speed) || 1
: path.speed || 1,
};
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} else {
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return {
modeluuid,
points: [
{
uuid: path.point.uuid,
position: path.point.position,
actions: Array.isArray(path.point.actions)
? path.point.actions.map(normalizeAction)
: [normalizeAction(path.point.actions)],
connections: {
targets: path.point.connections.targets.map((target) => ({
pathUUID: target.pathUUID,
})),
},
},
],
pathPosition: path.position,
speed: path.point.speed || 1,
};
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}
}
// Custom shallow comparison for arrays
const areArraysEqual = (a: any[], b: any[]) => {
if (a.length !== b.length) return false;
for (let i = 0; i < a.length; i++) {
if (a[i] !== b[i]) return false;
}
return true;
};
// Helper function to create an empty process
const createEmptyProcess = (): Process => ({
id: `process-${Math.random().toString(36).substring(2, 11)}`,
paths: [],
animationPath: [],
pointActions: [],
speed: 1,
});
// Enhanced connection checking function
function shouldReverseNextPath(
currentPath: SimulationPath,
nextPath: SimulationPath
): boolean {
if (nextPath.points.length !== 3) return false;
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const currentLastPoint = currentPath.points[currentPath.points.length - 1];
const nextFirstPoint = nextPath.points[0];
const nextLastPoint = nextPath.points[nextPath.points.length - 1];
// Check if current last connects to next last (requires reversal)
const connectsToLast = currentLastPoint.connections.targets.some(
(target) =>
target.pathUUID === nextPath.modeluuid &&
nextLastPoint.connections.targets.some(
(t) => t.pathUUID === currentPath.modeluuid
)
);
// Check if current last connects to next first (no reversal needed)
const connectsToFirst = currentLastPoint.connections.targets.some(
(target) =>
target.pathUUID === nextPath.modeluuid &&
nextFirstPoint.connections.targets.some(
(t) => t.pathUUID === currentPath.modeluuid
)
);
// Only reverse if connected to last point and not to first point
return connectsToLast && !connectsToFirst;
}
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// Check if a point has a spawn action
function hasSpawnAction(point: PathPoint): boolean {
return point.actions.some((action) => action.type.toLowerCase() === "spawn");
}
// Ensure spawn point is always at the beginning of the path
function ensureSpawnPointIsFirst(path: SimulationPath): SimulationPath {
if (path.points.length !== 3) return path;
// If the third point has spawn action and first doesn't, reverse the array
if (hasSpawnAction(path.points[2]) && !hasSpawnAction(path.points[0])) {
return {
...path,
points: [...path.points].reverse(),
};
}
return path;
}
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// Updated path adjustment function
function adjustPathPointsOrder(paths: SimulationPath[]): SimulationPath[] {
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if (paths.length < 1) return paths;
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const adjustedPaths = [...paths];
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// First ensure all paths have spawn points at the beginning
for (let i = 0; i < adjustedPaths.length; i++) {
adjustedPaths[i] = ensureSpawnPointIsFirst(adjustedPaths[i]);
}
// Then handle connections between paths
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for (let i = 0; i < adjustedPaths.length - 1; i++) {
const currentPath = adjustedPaths[i];
const nextPath = adjustedPaths[i + 1];
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if (shouldReverseNextPath(currentPath, nextPath)) {
const reversedPoints = [
nextPath.points[2],
nextPath.points[1],
nextPath.points[0],
];
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adjustedPaths[i + 1] = {
...nextPath,
points: reversedPoints,
};
}
}
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return adjustedPaths;
}
// Main hook for process creation
export function useProcessCreation() {
const { scene } = useThree();
const [processes, setProcesses] = useState<Process[]>([]);
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const hasSpawnAction = useCallback((path: SimulationPath): boolean => {
return path.points.some((point) =>
point.actions.some((action) => action.type.toLowerCase() === "spawn")
);
}, []);
const createProcess = useCallback(
(paths: SimulationPath[]): Process => {
if (!paths || paths.length === 0) {
return createEmptyProcess();
}
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const animationPath: THREE.Vector3[] = [];
const pointActions: PointAction[][] = [];
const processSpeed = paths[0]?.speed || 1;
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for (const path of paths) {
for (const point of path.points) {
const obj = scene.getObjectByProperty("uuid", point.uuid);
if (!obj) {
console.warn(`Object with UUID ${point.uuid} not found in scene`);
continue;
}
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const position = obj.getWorldPosition(new THREE.Vector3());
animationPath.push(position.clone());
pointActions.push(point.actions);
}
}
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return {
id: `process-${Math.random().toString(36).substring(2, 11)}`,
paths,
animationPath,
pointActions,
speed: processSpeed,
};
},
[scene]
);
const getAllConnectedPaths = useCallback(
(
initialPath: SimulationPath,
allPaths: SimulationPath[],
visited: Set<string> = new Set()
): SimulationPath[] => {
const connectedPaths: SimulationPath[] = [];
const queue: SimulationPath[] = [initialPath];
visited.add(initialPath.modeluuid);
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const pathMap = new Map<string, SimulationPath>();
allPaths.forEach((path) => pathMap.set(path.modeluuid, path));
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while (queue.length > 0) {
const currentPath = queue.shift()!;
connectedPaths.push(currentPath);
// Process outgoing connections
for (const point of currentPath.points) {
for (const target of point.connections.targets) {
if (!visited.has(target.pathUUID)) {
const targetPath = pathMap.get(target.pathUUID);
if (targetPath) {
visited.add(target.pathUUID);
queue.push(targetPath);
}
}
}
}
// Process incoming connections
for (const [uuid, path] of pathMap) {
if (!visited.has(uuid)) {
const hasConnectionToCurrent = path.points.some((point) =>
point.connections.targets.some(
(t) => t.pathUUID === currentPath.modeluuid
)
);
if (hasConnectionToCurrent) {
visited.add(uuid);
queue.push(path);
}
}
}
}
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return connectedPaths;
},
[]
);
const createProcessesFromPaths = useCallback(
(paths: SimulationPath[]): Process[] => {
if (!paths || paths.length === 0) return [];
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const visited = new Set<string>();
const processes: Process[] = [];
const pathMap = new Map<string, SimulationPath>();
paths.forEach((path) => pathMap.set(path.modeluuid, path));
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for (const path of paths) {
if (!visited.has(path.modeluuid) && hasSpawnAction(path)) {
const connectedPaths = getAllConnectedPaths(path, paths, visited);
const adjustedPaths = adjustPathPointsOrder(connectedPaths);
const process = createProcess(adjustedPaths);
processes.push(process);
}
}
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return processes;
},
[createProcess, getAllConnectedPaths, hasSpawnAction]
);
return {
processes,
createProcessesFromPaths,
setProcesses,
};
}
const ProcessCreator: React.FC<ProcessCreatorProps> = React.memo(
({ onProcessesCreated }) => {
const { simulationPaths } = useSimulationPaths();
const { createProcessesFromPaths } = useProcessCreation();
const prevPathsRef = useRef<SimulationPath[]>([]);
const prevProcessesRef = useRef<Process[]>([]);
const convertedPaths = useMemo((): SimulationPath[] => {
if (!simulationPaths) return [];
return simulationPaths.map((path) =>
convertToSimulationPath(
path as ConveyorEventsSchema | VehicleEventsSchema
)
);
}, [simulationPaths]);
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// Enhanced dependency tracking that includes action types
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const pathsDependency = useMemo(() => {
if (!convertedPaths) return null;
return convertedPaths.map((path) => ({
id: path.modeluuid,
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// Track all action types for each point
actionSignature: path.points
.map((point, index) =>
point.actions.map((action) => `${index}-${action.type}`).join("|")
)
.join(","),
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connections: path.points
.flatMap((p: PathPoint) =>
p.connections.targets.map((t: { pathUUID: string }) => t.pathUUID)
)
.join(","),
}));
}, [convertedPaths]);
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// Force process recreation when paths change
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useEffect(() => {
if (!convertedPaths || convertedPaths.length === 0) {
if (prevProcessesRef.current.length > 0) {
onProcessesCreated([]);
prevProcessesRef.current = [];
}
return;
}
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// Always regenerate processes if the pathsDependency has changed
// This ensures action type changes will be detected
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const newProcesses = createProcessesFromPaths(convertedPaths);
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prevPathsRef.current = convertedPaths;
// Always update processes when action types change
onProcessesCreated(newProcesses);
prevProcessesRef.current = newProcesses;
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}, [
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pathsDependency, // This now includes action types
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onProcessesCreated,
convertedPaths,
createProcessesFromPaths,
]);
return null;
}
);
export default ProcessCreator;