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@ -15,7 +15,6 @@ import {
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getCursorForResizingElement,
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getPerfectElementSize,
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getNormalizedDimensions,
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getElementMap,
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getSceneVersion,
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getSyncableElements,
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newLinearElement,
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@ -1285,8 +1284,15 @@ class App extends React.Component<ExcalidrawProps, AppState> {
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if (init || initFromSnapshot) {
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this.setScrollToCenter(elements);
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}
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const newElements = this.portal.reconcileElements(elements);
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this.updateScene({ elements });
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// Avoid broadcasting to the rest of the collaborators the scene
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// we just received!
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// Note: this needs to be set before updating the scene as it
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// syncronously calls render.
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this.setLastBroadcastedOrReceivedSceneVersion(getSceneVersion(newElements));
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this.updateScene({ elements: newElements });
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if (!this.portal.socketInitialized && !initFromSnapshot) {
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this.initializeSocket();
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@ -1301,94 +1307,27 @@ class App extends React.Component<ExcalidrawProps, AppState> {
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this.portal.close();
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};
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public updateScene = (
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sceneData: {
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public updateScene = withBatchedUpdates(
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(sceneData: {
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elements: readonly ExcalidrawElement[];
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appState?: AppState;
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},
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{ replaceAll = false }: { replaceAll?: boolean } = {},
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) => {
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// currently we only support syncing background color
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if (sceneData.appState?.viewBackgroundColor) {
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this.setState({
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viewBackgroundColor: sceneData.appState.viewBackgroundColor,
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});
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}
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// Perform reconciliation - in collaboration, if we encounter
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// elements with more staler versions than ours, ignore them
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// and keep ours.
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const currentElements = this.scene.getElementsIncludingDeleted();
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if (replaceAll || !currentElements.length) {
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this.scene.replaceAllElements(sceneData.elements);
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} else {
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// create a map of ids so we don't have to iterate
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// over the array more than once.
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const localElementMap = getElementMap(currentElements);
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// Reconcile
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const newElements = sceneData.elements
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.reduce((elements, element) => {
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// if the remote element references one that's currently
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// edited on local, skip it (it'll be added in the next
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// step)
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if (
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element.id === this.state.editingElement?.id ||
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element.id === this.state.resizingElement?.id ||
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element.id === this.state.draggingElement?.id
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) {
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return elements;
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}
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if (
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localElementMap.hasOwnProperty(element.id) &&
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localElementMap[element.id].version > element.version
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) {
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elements.push(localElementMap[element.id]);
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delete localElementMap[element.id];
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} else if (
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localElementMap.hasOwnProperty(element.id) &&
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localElementMap[element.id].version === element.version &&
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localElementMap[element.id].versionNonce !== element.versionNonce
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) {
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// resolve conflicting edits deterministically by taking the one with the lowest versionNonce
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if (
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localElementMap[element.id].versionNonce < element.versionNonce
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) {
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elements.push(localElementMap[element.id]);
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} else {
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// it should be highly unlikely that the two versionNonces are the same. if we are
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// really worried about this, we can replace the versionNonce with the socket id.
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elements.push(element);
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}
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delete localElementMap[element.id];
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} else {
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elements.push(element);
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delete localElementMap[element.id];
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}
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return elements;
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}, [] as Mutable<typeof sceneData.elements>)
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// add local elements that weren't deleted or on remote
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.concat(...Object.values(localElementMap));
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// Avoid broadcasting to the rest of the collaborators the scene
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// we just received!
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// Note: this needs to be set before replaceAllElements as it
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// syncronously calls render.
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this.setLastBroadcastedOrReceivedSceneVersion(
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getSceneVersion(newElements),
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);
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}) => {
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// currently we only support syncing background color
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if (sceneData.appState?.viewBackgroundColor) {
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this.setState({
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viewBackgroundColor: sceneData.appState.viewBackgroundColor,
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});
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}
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this.scene.replaceAllElements(newElements);
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}
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this.scene.replaceAllElements(sceneData.elements);
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// We haven't yet implemented multiplayer undo functionality, so we clear the undo stack
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// when we receive any messages from another peer. This UX can be pretty rough -- if you
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// undo, a user makes a change, and then try to redo, your element(s) will be lost. However,
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// right now we think this is the right tradeoff.
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history.clear();
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};
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// We haven't yet implemented multiplayer undo functionality, so we clear the undo stack
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// when we receive any messages from another peer. This UX can be pretty rough -- if you
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// undo, a user makes a change, and then try to redo, your element(s) will be lost. However,
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// right now we think this is the right tradeoff.
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history.clear();
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},
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);
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private initializeSocket = () => {
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this.portal.socketInitialized = true;
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