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render_state.lua
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444 lines (385 loc) · 12.5 KB
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local state = require('opencode.state')
---@class RenderedMessage
---@field message OpencodeMessage Direct reference to message in state.messages
---@field line_start integer? Line where message header starts
---@field line_end integer? Line where message header ends
---@class RenderedPart
---@field part OpencodeMessagePart Direct reference to part in state.messages
---@field message_id string ID of parent message
---@field line_start integer? Line where part starts
---@field line_end integer? Line where part ends
---@field actions table[] Actions associated with this part
---@class LineIndex
---@field line_to_part table<integer, string> Maps line number -> part ID
---@field line_to_message table<integer, string> Maps line number -> message ID
---@class RenderState
---@field _messages table<string, RenderedMessage> Message ID -> rendered message
---@field _parts table<string, RenderedPart> Part ID -> rendered part
---@field _line_index LineIndex Line number -> ID mappings
---@field _line_index_valid boolean Whether line index is up to date
local RenderState = {}
RenderState.__index = RenderState
---@return RenderState
function RenderState.new()
local self = setmetatable({}, RenderState)
self:reset()
return self
end
function RenderState:reset()
self._messages = {}
self._parts = {}
self._line_index = {
line_to_part = {},
line_to_message = {},
}
self._line_index_valid = false
end
---Get message render data by ID
---@param message_id string Message ID
---@return RenderedMessage?
function RenderState:get_message(message_id)
return self._messages[message_id]
end
---Get part render data by ID
---@param part_id string Part ID
---@return RenderedPart?
function RenderState:get_part(part_id)
return self._parts[part_id]
end
---Get part ID by call ID and message ID
---@param call_id string Call ID
---@param message_id string Message ID to check the parts of
---@return string? part_id Part ID if found
function RenderState:get_part_by_call_id(call_id, message_id)
local rendered_message = self._messages[message_id]
-- There aren't a lot of parts per message and call_id lookups aren't very common so
-- a little iteration is fine
if rendered_message and rendered_message.message and rendered_message.message.parts then
for _, part in ipairs(rendered_message.message.parts) do
if part.callID == call_id then
return part.id
end
end
end
return nil
end
---Get part ID by snapshot_id and message ID
---@param snapshot_id string Call ID
---@return OpencodeMessagePart? part Part if found
function RenderState:get_part_by_snapshot_id(snapshot_id)
for _, rendered_message in pairs(self._messages) do
for _, part in ipairs(rendered_message.message.parts) do
if part.type == 'patch' and part.hash == snapshot_id then
return part
end
end
end
return nil
end
---Ensure line index is up to date
function RenderState:_ensure_line_index()
if not self._line_index_valid then
self:_rebuild_line_index()
end
end
---Get part at specific line
---@param line integer Line number (1-indexed)
---@return RenderedPart?
function RenderState:get_part_at_line(line)
self:_ensure_line_index()
local part_id = self._line_index.line_to_part[line]
if not part_id then
return nil
end
return self._parts[part_id]
end
---Get message at specific line
---@param line integer Line number (1-indexed)
---@return RenderedMessage?
function RenderState:get_message_at_line(line)
self:_ensure_line_index()
local message_id = self._line_index.line_to_message[line]
if not message_id then
return nil
end
return self._messages[message_id]
end
---Get actions at specific line
---@param line integer Line number (1-indexed)
---@return table[] List of actions at that line
function RenderState:get_actions_at_line(line)
self:_ensure_line_index()
local part_id = self._line_index.line_to_part[line]
if not part_id then
return {}
end
local part_data = self._parts[part_id]
if not part_data or not part_data.actions then
return {}
end
local actions = {}
for _, action in ipairs(part_data.actions) do
if action.range and action.range.from <= line and action.range.to >= line then
table.insert(actions, action)
end
end
return actions
end
---Set or update message render data
---@param message OpencodeMessage Direct reference to message
---@param line_start integer? Line where message header starts
---@param line_end integer? Line where message header ends
function RenderState:set_message(message, line_start, line_end)
if not message or not message.info or not message.info.id then
return
end
local message_id = message.info.id
if not self._messages[message_id] then
self._messages[message_id] = {
message = message,
line_start = line_start,
line_end = line_end,
}
else
local msg_data = self._messages[message_id]
msg_data.message = message
if line_start then
msg_data.line_start = line_start
end
if line_end then
msg_data.line_end = line_end
end
end
if line_start and line_end then
self._line_index_valid = false
end
end
---Set or update part render data
---@param part OpencodeMessagePart Direct reference to part (must include id/messageID)
---@param line_start integer? Line where part starts
---@param line_end integer? Line where part ends
function RenderState:set_part(part, line_start, line_end)
if not part or not part.id or not part.messageID then
return
end
local part_id = part.id
local message_id = part.messageID
if not self._parts[part_id] then
self._parts[part_id] = {
part = part,
message_id = message_id,
line_start = line_start,
line_end = line_end,
actions = {},
}
else
local render_part = self._parts[part_id]
render_part.part = part
if message_id then
render_part.message_id = message_id
end
if line_start then
render_part.line_start = line_start
end
if line_end then
render_part.line_end = line_end
end
end
if line_start and line_end then
self._line_index_valid = false
end
end
---Update part line positions and shift subsequent content
---@param part_id string Part ID
---@param new_line_start integer New start line
---@param new_line_end integer New end line
---@return boolean success
function RenderState:update_part_lines(part_id, new_line_start, new_line_end)
local part_data = self._parts[part_id]
if not part_data or not part_data.line_start or not part_data.line_end then
return false
end
local old_line_start = part_data.line_start
local old_line_end = part_data.line_end
local old_line_count = old_line_end - old_line_start + 1
local new_line_count = new_line_end - new_line_start + 1
local delta = new_line_count - old_line_count
part_data.line_start = new_line_start
part_data.line_end = new_line_end
self._line_index_valid = false
if delta ~= 0 then
self:shift_all(old_line_end + 1, delta)
end
return true
end
---Update part data reference
---@param part_ref OpencodeMessagePart New part reference (must include id)
---@return RenderedPart? part The rendered part
function RenderState:update_part_data(part_ref)
if not part_ref or not part_ref.id then
return
end
local rendered_part = self._parts[part_ref.id]
if not rendered_part then
return
end
rendered_part.part = part_ref
return rendered_part
end
---Helper to update action line numbers
---@param action table Action to update
---@param delta integer Line offset to apply
local function shift_action_lines(action, delta)
if action.display_line then
action.display_line = action.display_line + delta
end
if action.range then
action.range.from = action.range.from + delta
action.range.to = action.range.to + delta
end
end
---Add actions to a part
---@param part_id string Part ID
---@param actions table[] Actions to add
---@param offset? integer Optional line offset to apply to actions
function RenderState:add_actions(part_id, actions, offset)
local part_data = self._parts[part_id]
if not part_data then
return
end
offset = offset or 0
for _, action in ipairs(actions) do
if offset ~= 0 then
shift_action_lines(action, offset)
end
table.insert(part_data.actions, action)
end
end
---Clear actions for a part
---@param part_id string Part ID
function RenderState:clear_actions(part_id)
local part_data = self._parts[part_id]
if not part_data then
return
end
part_data.actions = {}
end
---Get all actions from all parts
---@return table[] List of all actions
function RenderState:get_all_actions()
local all_actions = {}
for _, part_data in pairs(self._parts) do
if part_data.actions then
for _, action in ipairs(part_data.actions) do
table.insert(all_actions, action)
end
end
end
return all_actions
end
---Remove part and shift subsequent content
---@param part_id string Part ID
---@return boolean success
function RenderState:remove_part(part_id)
local part_data = self._parts[part_id]
if not part_data or not part_data.line_start or not part_data.line_end then
return false
end
local line_count = part_data.line_end - part_data.line_start + 1
local shift_from = part_data.line_end + 1
self._parts[part_id] = nil
self._line_index_valid = false
self:shift_all(shift_from, -line_count)
return true
end
---Remove message (header only, not parts)
---@param message_id string Message ID
---@return boolean success
function RenderState:remove_message(message_id)
local msg_data = self._messages[message_id]
if not msg_data or not msg_data.line_start or not msg_data.line_end then
return false
end
local line_count = msg_data.line_end - msg_data.line_start + 1
local shift_from = msg_data.line_end + 1
self._messages[message_id] = nil
self._line_index_valid = false
self:shift_all(shift_from, -line_count)
return true
end
---Shift all content starting from a line by delta
---Optimized to scan in reverse order and exit early
---@param from_line integer Line number to start shifting from
---@param delta integer Number of lines to shift (positive or negative)
function RenderState:shift_all(from_line, delta)
if delta == 0 or not state.messages then
return
end
local found_content_before_from_line = false
local anything_shifted = false
for i = #state.messages, 1, -1 do
local message = state.messages[i] or {}
local msg_id = message.info and message.info.id
if msg_id then
local rendered_msg = self._messages[msg_id]
if rendered_msg and rendered_msg.line_start and rendered_msg.line_end then
if rendered_msg.line_start >= from_line then
rendered_msg.line_start = rendered_msg.line_start + delta
rendered_msg.line_end = rendered_msg.line_end + delta
anything_shifted = true
elseif rendered_msg.line_end < from_line then
found_content_before_from_line = true
end
end
end
if message.parts then
for j = #message.parts, 1, -1 do
local part = message.parts[j]
if part.id then
local rendered_part = self._parts[part.id]
if rendered_part and rendered_part.line_start and rendered_part.line_end then
if rendered_part.line_start >= from_line then
rendered_part.line_start = rendered_part.line_start + delta
rendered_part.line_end = rendered_part.line_end + delta
anything_shifted = true
if rendered_part.actions then
for _, action in ipairs(rendered_part.actions) do
shift_action_lines(action, delta)
end
end
elseif rendered_part.line_end < from_line then
found_content_before_from_line = true
end
end
end
end
end
if found_content_before_from_line then
break
end
end
if anything_shifted then
self._line_index_valid = false
end
end
---Rebuild line index from current state
function RenderState:_rebuild_line_index()
self._line_index.line_to_part = {}
self._line_index.line_to_message = {}
for msg_id, msg_data in pairs(self._messages) do
if msg_data.line_start and msg_data.line_end then
for line = msg_data.line_start, msg_data.line_end do
self._line_index.line_to_message[line] = msg_id
end
end
end
for part_id, part_data in pairs(self._parts) do
if part_data.line_start and part_data.line_end then
for line = part_data.line_start, part_data.line_end do
self._line_index.line_to_part[line] = part_id
end
end
end
self._line_index_valid = true
end
return RenderState