Files
webstudio/apps/builder/app/shared/sync/sync-client.ts
Oleg Isonen 878d6f1de1 feat: Add asset folders to asset manager and improve asset manager UX (#5892)
Closes https://github.com/webstudio-is/webstudio/issues/5877
Closes https://github.com/webstudio-is/webstudio/issues/4775


- Organize assets into nested folders.
- Navigate folders with breadcrumbs and Back controls.
- Select and manage multiple assets and folders at once.
- Drag, copy, cut, paste, duplicate, move, and delete items.
- Use context menus and familiar keyboard shortcuts for common actions.
- Search and sort assets and folders, with folders grouped first.
- Upload files directly into the active folder.
- Manage folder placement from asset and folder settings.
- Automate asset and folder management through MCP.
2026-07-17 23:39:14 +02:00

252 lines
6.8 KiB
TypeScript

import type { Project } from "@webstudio-is/project";
import type { AuthPermit } from "@webstudio-is/trpc-interface/index.server";
import type { SyncEmitter } from "@webstudio-is/sync-client";
import { SyncClient, type SyncStorage } from "~/shared/sync-client";
import {
createObjectPool,
registerContainers,
serverSyncStoreNames,
type ServerSyncState,
} from "./sync-stores";
import { loadBuilderData, type LoadedBuilderData } from "~/shared/builder-data";
import { publicStaticEnv } from "~/env/env.static";
import { isFeatureEnabled } from "@webstudio-is/feature-flags";
import { createSingleplayerSyncClient } from "./singleplayer-client";
import { createMultiplayerSyncClient } from "./multiplayer-client";
import {
$project,
$pages,
$assets,
$assetFolders,
$instances,
$props,
$dataSources,
$resources,
$breakpoints,
$styleSources,
$styleSourceSelections,
$styles,
$marketplaceProduct,
$projectSettings,
$publisherHost,
resetDataStores,
} from "./data-stores";
let client: SyncClient | undefined;
let currentProjectId: string | undefined;
let modeClient: SyncModeClient | undefined;
let initializationVersion = 0;
type SyncModeClient = {
clientId?: string;
emitter?: SyncEmitter;
storages: SyncStorage[];
destroy(): void;
onDataLoaded(data: LoadedBuilderData): void;
};
const resolveMultiplayerRelayUrl = (
relayUrl: string,
currentHref = typeof window === "undefined" ? undefined : window.location.href
) => {
if (currentHref === undefined) {
return relayUrl;
}
const currentUrl = new URL(currentHref);
const configuredUrl = new URL(relayUrl, currentUrl.origin);
const isRelativeRelayUrl =
relayUrl.startsWith("/") || relayUrl.startsWith(".");
const isLocalWstdDev =
currentUrl.hostname === "wstd.dev" ||
currentUrl.hostname.endsWith(".wstd.dev");
if (isRelativeRelayUrl && isLocalWstdDev && currentUrl.port === "5173") {
return new URL(configuredUrl.pathname, currentUrl.origin).href;
}
return configuredUrl.href;
};
const applyBuilderData = (data: LoadedBuilderData) => {
applyBuilderMetadata(data);
$pages.set(data.pages);
$assets.set(data.assets);
$assetFolders.set(data.assetFolders);
$instances.set(data.instances);
$props.set(data.props);
$dataSources.set(data.dataSources);
$resources.set(data.resources);
$breakpoints.set(data.breakpoints);
$styleSources.set(data.styleSources);
$styleSourceSelections.set(data.styleSourceSelections);
$styles.set(data.styles);
$marketplaceProduct.set(data.marketplaceProduct);
$projectSettings.set(data.projectSettings);
};
const applyBuilderMetadata = (data: LoadedBuilderData) => {
$publisherHost.set(data.publisherHost);
$project.set(data.project);
};
const getServerSyncState = (data: LoadedBuilderData): ServerSyncState =>
new Map(serverSyncStoreNames.map((name) => [name, data[name]]));
/**
* Initialize the sync infrastructure and load project data.
* Can be used from both the builder and dashboard contexts.
*/
export const initializeClientSync = ({
projectId,
authPermit,
authToken,
signal,
onReady,
}: {
projectId: Project["id"];
authPermit: AuthPermit;
authToken?: string;
signal: AbortSignal;
onReady?: () => void;
}) => {
const multiplayerRelayUrl = isFeatureEnabled("multiplayer")
? publicStaticEnv.COLLAB_RELAY_URL?.trim() || undefined
: undefined;
const resolvedMultiplayerRelayUrl =
multiplayerRelayUrl === undefined
? undefined
: resolveMultiplayerRelayUrl(multiplayerRelayUrl);
const useMultiplayer = resolvedMultiplayerRelayUrl !== undefined;
if (useMultiplayer) {
console.info("[builder-sync] multiplayer mode enabled", {
projectId,
relayUrl: resolvedMultiplayerRelayUrl,
});
}
const shouldPreloadStorage =
useMultiplayer === false && authPermit !== "view";
// Note: "view" permit will skip transaction synchronization
// Reset sync client if projectId changed
if (client && currentProjectId !== projectId) {
destroyClientSync();
}
const currentInitializationVersion = ++initializationVersion;
const loadData = (onSuccess: (data: LoadedBuilderData) => void) => {
loadBuilderData({ projectId, signal })
.then((data) => {
if (
signal.aborted ||
currentInitializationVersion !== initializationVersion
) {
return;
}
onSuccess(data);
})
.catch((error) => {
if (
signal.aborted === false &&
currentInitializationVersion === initializationVersion
) {
console.error("[builder-sync] failed to load project data:", error);
}
});
};
const completeDataLoad = (data: LoadedBuilderData) => {
applyBuilderData(data);
modeClient?.onDataLoaded(data);
onReady?.();
};
const connectClient = (initialData?: LoadedBuilderData) => {
registerContainers();
const object = createObjectPool();
const nextModeClient: SyncModeClient =
useMultiplayer && resolvedMultiplayerRelayUrl !== undefined
? createMultiplayerSyncClient({
applyBuilderData,
authPermit,
authToken,
projectId,
relayUrl: resolvedMultiplayerRelayUrl,
signal,
})
: createSingleplayerSyncClient({
authPermit,
authToken,
initialServerState:
initialData === undefined
? undefined
: getServerSyncState(initialData),
projectId,
});
modeClient = nextModeClient;
client = new SyncClient({
role: "leader",
object,
emitter: nextModeClient.emitter,
storages: nextModeClient.storages,
});
if (nextModeClient.clientId !== undefined) {
client.clientId = nextModeClient.clientId;
}
currentProjectId = projectId;
client.connect({
signal,
onReady() {
if (initialData !== undefined) {
applyBuilderMetadata(initialData);
modeClient?.onDataLoaded(initialData);
onReady?.();
return;
}
loadData(completeDataLoad);
},
});
};
// Only register containers once and create sync client
if (!client) {
if (shouldPreloadStorage) {
loadData(connectClient);
return;
}
connectClient();
return;
}
client.connect({
signal,
onReady() {
loadData(completeDataLoad);
},
});
};
/**
* Destroy sync client and reset all data stores.
* Call this when closing the builder or switching between projects.
*/
export const destroyClientSync = () => {
initializationVersion += 1;
modeClient?.destroy();
modeClient = undefined;
client = undefined;
currentProjectId = undefined;
resetDataStores();
};
export const getSyncClient = () => client;
export const __testing__ = {
getServerSyncState,
resolveMultiplayerRelayUrl,
};