Files
OpenNest/OpenNest.Core/Diagnostics/OverlapAutoCheckScheduler.cs
T
aj 29953ea601 feat(overlap): auto-recheck the active plate after layout edits settle
Nest windows now rerun the overlap check once the layout has been
unchanged for 0.5 s, instead of leaving 'Overlaps: not checked'. Edits
show 'Overlaps: check pending...'; drags are caught by the paint-time
pose stamp, collection edits by their events. The check waits while a
mouse button, modal dialog or fill is active, supersedes a running check
when the layout moves again, and does not retry a canceled or failed
layout until it changes. Rechecks use the incremental analyzer, so only
the moved parts' neighbors are recomputed.

Automatic results update only the canvas label (the status bar keeps the
last command's message) and keep Display > Off. Check Active Plate still
runs immediately. InvalidateOverlapCheck now also drops cached material.
2026-09-29 09:31:51 -04:00

81 lines
2.9 KiB
C#

namespace OpenNest.Diagnostics;
public enum OverlapAutoCheckStep { None, Wait, Check }
/// <summary>
/// UI-thread debounce policy for automatic overlap rechecks; the host owns the timer.
/// Restart the quiet-period timer whenever <see cref="Observe"/> returns true, and call
/// <see cref="Elapsed"/> when it fires. A check starts only after the ordered layout stamp
/// has stayed unchanged for a whole quiet period with no interaction in progress.
/// A canceled or failed request is not retried until the layout differs from the one it
/// started from, so cancellation is respected and a failing layout cannot loop.
/// </summary>
public sealed class OverlapAutoCheckScheduler
{
private OverlapGeometryStamp pending;
private OverlapGeometryStamp lastRequest;
public bool IsWaiting => pending != null;
/// <summary>
/// Call after the report state's freshness check. True means (re)start the quiet-period
/// timer; false means leave it as it is.
/// </summary>
public bool Observe(Plate plate, OverlapReportState state)
{
if (plate == null || !NeedsCheck(plate, state))
{
pending = null;
return false;
}
if (pending != null && pending.Matches(plate))
return false;
pending = OverlapGeometryStamp.Capture(plate);
return true;
}
/// <summary>
/// Call when the quiet period ends. <see cref="OverlapAutoCheckStep.Wait"/> means restart the
/// timer (the layout moved or an interaction is still running); only
/// <see cref="OverlapAutoCheckStep.Check"/> starts a request.
/// </summary>
public OverlapAutoCheckStep Elapsed(Plate plate, OverlapReportState state, bool interactionActive)
{
if (pending == null)
return OverlapAutoCheckStep.None;
if (plate == null || !NeedsCheck(plate, state))
{
pending = null;
return OverlapAutoCheckStep.None;
}
if (interactionActive || !pending.Matches(plate))
{
pending = OverlapGeometryStamp.Capture(plate);
return OverlapAutoCheckStep.Wait;
}
pending = null;
return OverlapAutoCheckStep.Check;
}
/// <summary>Record every request start, manual or automatic.</summary>
public void Started(Plate plate)
{
pending = null;
lastRequest = OverlapGeometryStamp.Capture(plate);
}
/// <summary>Forget pending and previous requests (plate switch, handle loss, disable).</summary>
public void Reset()
{
pending = null;
lastRequest = null;
}
private bool NeedsCheck(Plate plate, OverlapReportState state) => state.Status switch
{
OverlapCheckStatus.NotChecked or OverlapCheckStatus.Stale => true,
OverlapCheckStatus.Canceled or OverlapCheckStatus.Failed => lastRequest?.Matches(plate) != true,
_ => false
};
}