1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
use std::collections::BTreeMap;
use re_chunk::{LatestAtQuery, TimeInt};
use re_entity_db::EntityDb;
use re_log_types::AbsoluteTimeRange;
use crate::blueprint_timeline;
/// Max number of undo points.
///
/// TODO(emilk): decide based on how much memory the blueprint uses instead.
const MAX_UNDOS: usize = 100;
/// We store the entire edit history of a blueprint in its store.
///
/// When undoing, we move back time, and redoing move it forward.
/// When editing, we first drop all data after the current time.
#[derive(Clone, Debug, Default)]
pub struct BlueprintUndoState {
/// The current blueprint time, used for latest-at.
///
/// Everything _after_ this time is in "redo-space",
/// and will be dropped before new events are appended to the timeline.
///
/// If `None`, use the max time of the blueprint timeline.
current_time: Option<TimeInt>,
/// The keys form a set of interesting times to undo/redo to.
///
/// When the user drags a slider or similar, we get new events
/// recorded on each frame. The user presumably wants to undo the whole
/// slider drag, and not each increment of it.
///
/// So we use a heuristic to estimate when such interactions start/stop,
/// and add them to this set.
///
/// The value is the frame number when the event happened,
/// and is used in debug builds to detect bugs
/// where we create undo-points every frame.
inflection_points: BTreeMap<TimeInt, u64>,
}
impl re_byte_size::SizeBytes for BlueprintUndoState {
fn heap_size_bytes(&self) -> u64 {
let Self {
current_time: _,
inflection_points,
} = self;
inflection_points.heap_size_bytes()
}
}
// We don't restore undo-state when closing the viewer.
// If you want to support this, make sure you replace the call to `cumulative_frame_nr` with something else,
// (because that resets to zero on restart) and also make sure you test it properly!
static_assertions::assert_not_impl_any!(BlueprintUndoState: serde::Serialize);
impl BlueprintUndoState {
/// Default latest-at query
#[inline]
pub fn default_query() -> LatestAtQuery {
LatestAtQuery::latest(blueprint_timeline())
}
/// How far back in time can we undo?
pub fn oldest_undo_point(&self) -> Option<TimeInt> {
self.inflection_points
.first_key_value()
.map(|(key, _)| *key)
}
pub fn blueprint_query(&self) -> LatestAtQuery {
if let Some(time) = self.current_time {
LatestAtQuery::new(blueprint_timeline(), time)
} else {
Self::default_query()
}
}
/// If set, everything after this time is in "redo-space" (futurum).
/// If `None`, there is no undo-buffer.
pub fn redo_time(&self) -> Option<TimeInt> {
self.current_time
}
pub fn set_redo_time(&mut self, time: TimeInt) {
self.current_time = Some(time);
}
pub fn undo(&mut self, blueprint_db: &EntityDb) {
let time = self
.current_time
.unwrap_or_else(|| max_blueprint_time(blueprint_db));
if let Some((previous, _)) = self.inflection_points.range(..time).next_back() {
re_log::trace!("Undo");
self.current_time = Some(*previous);
} else {
// nothing to undo to
re_log::debug!("Nothing to undo");
}
}
pub fn redo(&mut self) {
if let Some(time) = self.current_time {
re_log::trace!("Redo");
self.current_time = self
.inflection_points
.range(time.inc()..)
.next()
.map(|(key, _)| *key);
} else {
// If we have no time, we're at latest, and have nothing to redo
re_log::debug!("Nothing to redo");
}
}
pub fn redo_all(&mut self) {
self.current_time = None;
}
/// After calling this, there is no way to redo what was once undone.
pub fn clear_redo_buffer(&mut self, blueprint_db: &mut EntityDb) {
re_tracing::profile_function!();
if let Some(last_kept_event_time) = self.current_time.take() {
let first_dropped_event_time =
TimeInt::new_temporal(last_kept_event_time.as_i64().saturating_add(1));
// Drop everything after the current timeline time
let events = blueprint_db.drop_time_range(
&blueprint_timeline(),
AbsoluteTimeRange::new(first_dropped_event_time, re_chunk::TimeInt::MAX),
);
// Also remove inflection points after the current time,
// so they don't stick around with stale frame numbers.
self.inflection_points
.split_off(&last_kept_event_time.inc());
re_log::trace!("{} chunks affected when clearing redo buffer", events.len());
}
}
// Call each frame
pub fn update(&mut self, egui_ctx: &egui::Context, blueprint_db: &EntityDb) {
re_tracing::profile_function!();
if is_interacting(egui_ctx) {
return; // Don't create undo points while we're still interacting.
}
// NOTE: we may be called several times in each frame (if we do multiple egui passes).
let frame_nr = egui_ctx.cumulative_frame_nr();
if let Some((_, last_frame_nr)) = self.inflection_points.last_key_value() {
re_log::debug_assert!(
*last_frame_nr <= frame_nr,
"Frame counter is running backwards, from {last_frame_nr} to {frame_nr}!"
);
}
// Nothing is happening - remember this as a time to undo to.
let time = max_blueprint_time(blueprint_db);
// Blueprint GC can remove data, causing max_blueprint_time to decrease.
// Remove any stale inflection points above the current max time,
// since that data no longer exists in the store.
self.inflection_points.split_off(&time.inc());
let inserted = self.inflection_points.insert(time, frame_nr).is_none();
if inserted {
re_log::trace!("Inserted new inflection point at {time:?}");
}
// TODO(emilk): we should _also_ look for long streaks of changes (changes every frame)
// and disregard those, in case we miss something in `is_interacting`.
// Note that this on its own isn't enough: if you drag a slider,
// then you don't want an undo-point each time you pause the mouse - only on mouse-up!
// So we still need a call to `is_interacting`, no matter what.
// We must also make sure that this doesn't ignore actual bugs
// (writing spurious data to the blueprint store each frame -
// see https://github.com/rerun-io/rerun/issues/10304 and the comment below for more info).
// Don't store too many undo-points:
while let Some(first) = self
.inflection_points
.first_key_value()
.map(|(key, _)| *key)
{
if MAX_UNDOS < self.inflection_points.len() {
self.inflection_points.remove(&first);
} else {
break;
}
}
if cfg!(debug_assertions) {
// A bug we've seen before is that something ends up creating undo-points every frame.
// This causes undo to effectively break, but it won't be obvious unless you try to undo.
// So it is important that we catch this problem early.
// See https://github.com/rerun-io/rerun/issues/10304 for more.
// We use a simple approach here: if we're adding too many undo points
// in a short amount of time, that's likely because of a bug.
let n = 10;
let mut latest_iter = self.inflection_points.iter().rev();
let latest = latest_iter.next();
let n_back = latest_iter.nth(n - 1);
if let (Some((_, latest_frame_nr)), Some((_, n_back_frame_nr))) = (latest, n_back) {
let num_frames: u64 = latest_frame_nr - n_back_frame_nr;
if num_frames <= 2 * n as u64 {
// We've added `n` undo points in under 2*n frames. Very suspicious!
re_log::warn!(
"[DEBUG]: We added {n} undo points in {num_frames} frames. This likely means Undo is broken. Please investigate!"
);
}
}
}
}
}
fn max_blueprint_time(blueprint_db: &EntityDb) -> TimeInt {
blueprint_db
.time_range_for(&blueprint_timeline())
.map(|range| range.max.as_i64())
.map_or(TimeInt::ZERO, TimeInt::new_temporal)
}
fn is_interacting(egui_ctx: &egui::Context) -> bool {
egui_ctx.input(|i| {
let is_scrolling = i.smooth_scroll_delta != egui::Vec2::ZERO
// TODO(RR-2730): If egui properly tracked when we're scrolling we wouldn't have to do this time check.
|| i.time_since_last_scroll() < 0.1;
let is_zooming = i.zoom_delta_2d() != egui::Vec2::splat(1.0);
i.pointer.any_down()
|| i.any_touches()
|| is_scrolling
|| !i.keys_down.is_empty()
|| is_zooming
})
}
#[cfg(test)]
mod tests {
use std::sync::Arc;
use re_chunk::{Chunk, RowId, TimeInt, Timeline};
use re_entity_db::EntityDb;
use re_log_types::example_components::{MyPoint, MyPoints};
use re_log_types::{EntityPath, StoreId, TimePoint};
use super::BlueprintUndoState;
fn make_blueprint_db() -> EntityDb {
EntityDb::new(StoreId::random(
re_log_types::StoreKind::Blueprint,
"test_app",
))
}
fn insert_at_time(db: &mut EntityDb, entity: &str, time: i64) {
let timeline = Timeline::new_sequence(super::blueprint_timeline());
let timepoint = TimePoint::from_iter([(timeline, time)]);
let chunk = Chunk::builder(EntityPath::from(entity))
.with_component_batches(
RowId::new(),
timepoint,
[(
MyPoints::descriptor_points(),
&[MyPoint::new(1.0, 1.0)] as _,
)],
)
.build()
.unwrap();
db.add_chunk(&Arc::new(chunk)).unwrap();
}
/// Advance the egui context by `n` passes so `cumulative_frame_nr` increases.
fn advance_egui(ctx: &egui::Context, n: u64) {
for i in 0..n {
let input = egui::RawInput {
time: Some(10.0 + i as f64),
..Default::default()
};
let _out = ctx.run_ui(input, |_| {});
}
}
/// Run an egui pass with enough elapsed time for `is_interacting` to return false,
/// then call the real `update`.
fn run_update(undo: &mut BlueprintUndoState, ctx: &egui::Context, db: &EntityDb) {
let frame_nr = ctx.cumulative_frame_nr();
let input = egui::RawInput {
time: Some(100.0 + frame_nr as f64),
..Default::default()
};
let _out = ctx.run_ui(input, |_| {});
undo.update(ctx, db);
}
/// Simulates an inflection point existing at a `TimeInt` above the current `max_blueprint_time`,
/// with a lower frame number than entries below it.
#[test]
fn direct_stale_inflection_point_cleanup() {
let ctx = egui::Context::default();
let mut db = make_blueprint_db();
insert_at_time(&mut db, "entity", 40);
let mut undo = BlueprintUndoState::default();
// Create the broken state that GC produces:
// an entry at `TimeInt(50)` with a low frame number from early in the session,
// while entries at lower TimeInts have higher frame numbers.
undo.inflection_points.insert(TimeInt::new_temporal(10), 1);
undo.inflection_points.insert(TimeInt::new_temporal(20), 2);
undo.inflection_points.insert(TimeInt::new_temporal(30), 3);
undo.inflection_points.insert(TimeInt::new_temporal(40), 4);
// Add a stale unflection point, above `max_blueprint_time`
undo.inflection_points.insert(TimeInt::new_temporal(50), 0);
// Advance past the manually-set frame numbers
advance_egui(&ctx, 5);
// Before the fix, `latest_frame_nr - n_back_frame_nr` would overflow.
run_update(&mut undo, &ctx, &db);
assert!(
!undo
.inflection_points
.contains_key(&TimeInt::new_temporal(50)),
"Stale inflection point at `TimeInt(50)` should have been removed. \
inflection_points: {:?}",
undo.inflection_points
);
let frame_nrs: Vec<u64> = undo.inflection_points.values().copied().collect();
for window in frame_nrs.windows(2) {
assert!(
window[0] <= window[1],
"Frame numbers must be monotonic, got {frame_nrs:?}"
);
}
}
/// After stale inflection points are cleaned, redo should not jump to them.
#[test]
fn redo_skips_stale_inflection_points() {
let ctx = egui::Context::default();
let mut db = make_blueprint_db();
insert_at_time(&mut db, "entity", 40);
let mut undo = BlueprintUndoState::default();
undo.inflection_points.insert(TimeInt::new_temporal(10), 1);
undo.inflection_points.insert(TimeInt::new_temporal(20), 2);
undo.inflection_points.insert(TimeInt::new_temporal(30), 3);
undo.inflection_points.insert(TimeInt::new_temporal(40), 4);
// Add a stale unflection point, above `max_blueprint_time`
undo.inflection_points.insert(TimeInt::new_temporal(50), 0);
undo.undo(&db);
assert_eq!(undo.current_time, Some(TimeInt::new_temporal(30)));
advance_egui(&ctx, 5);
run_update(&mut undo, &ctx, &db);
undo.redo();
assert_eq!(undo.current_time, Some(TimeInt::new_temporal(40)));
undo.redo();
assert!(
undo.current_time.is_none(),
"Should redo to latest (None), got {:?}",
undo.current_time
);
}
}