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fix(canvas): move and split actions has no effect(#1406) #1064

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@zeyongTsai zeyongTsai commented Jan 23, 2025

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PR Checklist

Please check if your PR fulfills the following requirements:

  • The commit message follows our Commit Message Guidelines
  • Tests for the changes have been added (for bug fixes / features)
  • Docs have been added / updated (for bug fixes / features)
  • Built its own designer, fully self-validated

PR Type

What kind of change does this PR introduce?

  • Bugfix
  • Feature
  • Code style update (formatting, local variables)
  • Refactoring (no functional changes, no api changes)
  • Build related changes
  • CI related changes
  • Documentation content changes
  • Other... Please describe:

Background and solution

  • feat: schemaDataAsync #885 refactored the communication architecture for schema changes.
  • some canvas operations(move/split) did not adjust the API calls as described in the architecture, resulting in the failure to monitor schema changes and update the canvas.

What is the current behavior?

  • move and split node has no effect

Issue Number: #1406

What is the new behavior?

  • success move and split node

Does this PR introduce a breaking change?

  • Yes
  • No

Other information

Summary by CodeRabbit

Release Notes

  • New Features

    • Added functionality to move nodes within the canvas.
    • Introduced a new method for rearranging child nodes.
  • Improvements

    • Streamlined node insertion and movement logic for better maintainability.
    • Enhanced code modularity for managing canvas components.
  • Bug Fixes

    • Corrected function naming for better clarity and consistency.
    • Improved handling of node positioning and movement.

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coderabbitai bot commented Jan 23, 2025

Walkthrough

This pull request introduces a new move method in the canvas API to facilitate node movement within a design canvas. The changes span multiple files in the canvas package, focusing on enhancing node manipulation capabilities. Modifications include adding a new moveChildNode function, removing the existing moveChild function, updating import statements, and refactoring insertion and movement logic to use more centralized and encapsulated methods for managing node positions and relationships.

Changes

File Change Summary
packages/canvas/DesignCanvas/src/api/useCanvas.js Added move method to operationTypeMap for moving nodes within the canvas.
packages/canvas/container/src/components/CanvasAction.vue Replaced moveChild with new moveChildNode function; updated moveUp and moveDown method implementations.
packages/canvas/container/src/components/CanvasDivider.vue Updated import statements; refactored handleSplit and handleSplitRow to use insertNode.
packages/canvas/container/src/container.js Added moveChildNode function; corrected insertAfter function name; updated node insertion methods.

Possibly related PRs

Suggested labels

bug

Suggested reviewers

  • hexqi
  • rhlin
  • gene9831

Poem

🐰 A canvas dance of nodes so light,
Hopping up and down with pure delight!
Move left, move right, with grace and ease,
Our rabbit code performs its choreographic tease! 🎨
Refactored magic, smooth and clean! 🌈


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📒 Files selected for processing (1)
  • packages/canvas/DesignCanvas/src/api/useCanvas.js (1 hunks)
🚧 Files skipped from review as they are similar to previous changes (1)
  • packages/canvas/DesignCanvas/src/api/useCanvas.js
⏰ Context from checks skipped due to timeout of 90000ms (1)
  • GitHub Check: push-check

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@github-actions github-actions bot added the refactor-main refactor/develop branch feature label Jan 23, 2025
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Actionable comments posted: 0

🧹 Nitpick comments (3)
packages/canvas/DesignCanvas/src/api/useCanvas.js (1)

359-386: Add validation and error handling to the move operation.

The move operation could be more robust with:

  1. Validation of parentId before performing operations
  2. Error handling for failed delete/insert operations
  3. Transaction-like behavior to rollback on failure
  move: (operation) => {
    const { id, parentId, position, referTargetNodeId } = operation
+   if (!parentId) {
+     console.warn('Invalid parentId provided for move operation')
+     return
+   }
    const targetNode = getNode(id, true)
    if (!targetNode) {
+     console.warn(`Node with id ${id} not found`)
      return
    }
+   try {
      /**
       * delete node from parent
       */
      operationTypeMap.delete({ id })
      /**
       * add node to new parent
       */
      operationTypeMap.insert({
        parentId,
        position,
        referTargetNodeId,
        newNodeData: targetNode.node
      })
+   } catch (error) {
+     console.error('Failed to move node:', error)
+     // TODO: Implement rollback mechanism
+   }
  },
packages/canvas/container/src/container.js (1)

322-348: Add type checking and input validation.

The function could benefit from:

  1. Type checking for parameters
  2. Validation of addend value
  3. JSDoc documentation for parameters
+ /**
+  * Move a child node within its parent's children array
+  * @param {Object} parent - The parent node containing the children array
+  * @param {Object} selected - The node to be moved
+  * @param {number} addend - The offset to move the node (-1 for up, 1 for down)
+  */
 export const moveChildNode = (parent, selected, addend) => {
+  if (!parent || typeof parent !== 'object') {
+    console.warn('Invalid parent node provided')
+    return
+  }
+  if (!selected || typeof selected !== 'object') {
+    console.warn('Invalid selected node provided')
+    return
+  }
+  if (typeof addend !== 'number' || ![-1, 1].includes(addend)) {
+    console.warn('Invalid addend value, must be -1 or 1')
+    return
+  }
   const { children: list } = parent || {}
   if (!list || list.length < 2) {
     return
   }
packages/canvas/container/src/components/CanvasDivider.vue (1)

Line range hint 132-170: Add documentation to clarify the complex logic.

The implementation is correct but could benefit from better documentation explaining:

  1. The logic for handling existing children
  2. The position calculation based on index
  3. The different cases being handled
+          // When splitting a non-empty CanvasCol:
+          // 1. If first child is not a row, move existing children to first row
+          // 2. Create a new row as the second row
+          // 3. Position the split based on the node's index in parent
           const children = [
             {
               ...extend(true, {}, ROW_SNIPPET),
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between fb467a7 and cdfa363.

📒 Files selected for processing (4)
  • packages/canvas/DesignCanvas/src/api/useCanvas.js (1 hunks)
  • packages/canvas/container/src/components/CanvasAction.vue (2 hunks)
  • packages/canvas/container/src/components/CanvasDivider.vue (3 hunks)
  • packages/canvas/container/src/container.js (5 hunks)
⏰ Context from checks skipped due to timeout of 90000ms (1)
  • GitHub Check: push-check
🔇 Additional comments (6)
packages/canvas/container/src/container.js (1)

274-274: LGTM! Fixed typo in function name.

The correction from inserAfter to insertAfter improves code clarity.

packages/canvas/container/src/components/CanvasAction.vue (2)

198-200: LGTM! Clean implementation of moveUp.

The change simplifies the code by using the new moveChildNode function with the correct offset (-1) for upward movement.


202-205: LGTM! Clean implementation of moveDown.

The change simplifies the code by using the new moveChildNode function with the correct offset (+1) for downward movement.

packages/canvas/container/src/components/CanvasDivider.vue (3)

85-92: LGTM! Clean implementation of handleSplit.

The change properly uses insertNode with POSITION.RIGHT for column insertion, and correctly handles data cloning.


99-106: LGTM! Clean implementation of row insertion.

The change properly uses insertNode with POSITION.RIGHT for row insertion when the schema is a CanvasRow.


114-129: LGTM! Clean implementation of empty CanvasCol splitting.

The change correctly uses insertNode with POSITION.IN twice to create two rows in an empty CanvasCol.

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