"multiple spawn bug fixed"
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@ -1,4 +1,10 @@
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import React, { useRef, useEffect, useMemo, useCallback } from "react";
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import React, {
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useRef,
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useEffect,
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useMemo,
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useCallback,
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useState,
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} from "react";
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import { useLoader, useFrame } from "@react-three/fiber";
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import { GLTFLoader } from "three-stdlib";
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import * as THREE from "three";
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@ -48,6 +54,8 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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const gltf = useLoader(GLTFLoader, crate) as GLTF;
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const groupRef = useRef<THREE.Group>(null);
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const tempStackedObjectsRef = useRef<Record<string, boolean>>({});
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const [previouslyConnected, setPreviouslyConnected] = useState<any>({});
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const currentSpawnedObjectRef = useRef<any>(null);
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const {
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animationStates,
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@ -116,8 +124,6 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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});
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}, [animationStates, MaterialRef, agvRef]);
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// In processAnimator.tsx - only the relevant spawn logic part that needs fixes
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// Add this function to ProcessAnimator component
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const isConnectedToActiveArmBot = useCallback(
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(processId: any) => {
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@ -153,6 +159,26 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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// Check connection status
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const isConnected = isConnectedToActiveArmBot(process.id);
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const wasConnected = previouslyConnected[process.id] || false;
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// Track connection state changes
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if (wasConnected !== isConnected) {
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setTimeout(() => {
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setPreviouslyConnected((prev: any) => ({
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...prev,
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[process.id]: isConnected,
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}));
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}, 0);
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}
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// If just disconnected, reset the spawn timer to allow new spawns
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if (wasConnected && !isConnected) {
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newStates[process.id] = {
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...processState,
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nextSpawnTime: currentTime + 0.1,
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hasSpawnedZeroIntervalObject: false,
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};
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}
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if (processState.isProcessDelaying) {
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// Existing delay handling logic...
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@ -192,7 +218,10 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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return; // Don't spawn more objects for zero interval
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}
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const effectiveSpawnInterval = spawnInterval / speedRef.current;
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const effectiveSpawnInterval = Math.max(
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0.1,
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spawnInterval / speedRef.current
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);
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if (currentTime >= processState.nextSpawnTime) {
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const objectId = `obj-${process.id}-${processState.objectIdCounter}`;
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@ -213,6 +242,9 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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progress: 0.005, // Start with tiny progress to ensure animation begins
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};
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// Calculate next spawn time
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const nextSpawnAt = currentTime + effectiveSpawnInterval;
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// Update state with the new object and flag for zero interval
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newStates[process.id] = {
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...processState,
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@ -221,7 +253,7 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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[objectId]: newObject,
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},
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objectIdCounter: processState.objectIdCounter + 1,
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nextSpawnTime: currentTime + effectiveSpawnInterval,
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nextSpawnTime: nextSpawnAt,
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// Mark that we've spawned an object for zero interval case
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hasSpawnedZeroIntervalObject:
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spawnInterval === 0
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@ -237,6 +269,8 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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// Second useFrame for animation logic
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useFrame((_, delta) => {
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let currentProcessObject: any = null;
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// Animation logic frame
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const currentTime =
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clockRef.current.getElapsedTime() - elapsedBeforePauseRef.current;
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@ -250,7 +284,7 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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return;
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}
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// Check connection status with debugging
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// Check connection status
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const isConnected = isConnectedToActiveArmBot(process.id);
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if (isConnected) {
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@ -263,6 +297,7 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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[id]: {
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...obj,
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state: {
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visible: true,
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...obj.state,
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isAnimating: false, // Stop animation
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isDelaying: false, // Clear delays
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@ -511,12 +546,8 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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currentTime
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);
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const newPointData = getPointDataForAnimationIndex(
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process,
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stateRef.currentIndex
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);
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// No action needed with newPointData here - will be handled in next frame
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getPointDataForAnimationIndex(process, stateRef.currentIndex);
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} else {
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// Update position with lerp
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currentRef.position.lerpVectors(
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@ -533,9 +564,9 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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// Log if no animation is occurring when it should
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if (!animationOccurring && !isConnected) {
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// console.log(
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// `Warning: No animation occurring for process ${process.id} despite not being connected`
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// );
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console.log(
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`Warning: No animation occurring for process ${process.id} despite not being connected`
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);
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}
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newStates[process.id] = {
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