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add design doc

Ryan Di 6 months ago
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      dev-docs/docs/codebase/hierarchy-plan.md

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dev-docs/docs/codebase/hierarchy-plan.md

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+## Excalidraw Hierarchical Model Plan
+
+### Background & Goals
+
+Introduce a fully in-memory hierarchical (tree) model on top of the existing flat `elements[]` storage for more efficient complex operations (queries, selection, collision), while keeping flat arrays as the persistence/collab projection. Gradually move to tree-first edits with flat projection.
+
+### Capabilities To Preserve
+
+- z-index via fractional indices
+- add/remove to frame
+- group/ungroup
+- bound texts (containerId)
+- arrow bindings (start/endBinding)
+- history (undo/redo) and collab (delta broadcast)
+- load/save the flat array
+
+### Existing Reusable Capabilities
+
+- Deltas & History: `element/src/delta.ts` (ElementsDelta/AppStateDelta/StoreDelta), `excalidraw/history.ts` (HistoryDelta), auto rebind, text bbox redraw, z-index normalization.
+- Store & Snapshot: `element/src/store.ts` provides commit levels, batching, and delta emission.
+- Scene & Relationships: `element/src/Scene.ts`, `element/src/frame.ts`, `element/src/groups.ts` for frames and groups logic.
+- Rendering: `excalidraw/renderer/staticScene.ts` with order by fractional index.
+- Restore/Import: `excalidraw/data/restore.ts`.
+
+### Data Model & Invariants
+
+- Node types: `ElementNode`, logical `GroupNode` (id=groupId), `FrameNode` (bound to frame element). `Table*Node` reserved.
+- Parent priority: container > group (deep→shallow) > frame > root; single parent per node.
+- Groups must not span multiple frames.
+- Drawing order remains by fractional index; the tree offers structural and sibling-order views only.
+
+### Flat→Tree Build (`buildFromFlat`)
+
+- Input: `elements[]`/`elementsMap` (optionally including deleted).
+- Output: `{ nodesById, roots, orderHints, diagnostics }`.
+- Rules:
+  - Bound text attaches to its container; groups form deep→shallow parent chains from `groupIds`; frame parent from `frameId`; otherwise root.
+  - Sibling order: ascending by the minimum `index` across the node’s represented elements.
+  - Diagnostics: cross-frame groups, invalid container, cycles, missing refs (error/warn).
+
+### Tree → Flat Projection (`flattenToArray`)
+
+- Input: tree, optional "apply recommended reorder".
+- Output: `{ nextFieldsByElementId, reorderIntent? }`.
+- Rules:
+  - `frameId` from nearest frame ancestor; `groupIds` nearest→farthest; `containerId` from nearest container.
+  - Do not change draw order by default; any reordering is applied by the caller via `Scene.insert*` and `syncMovedIndices`.
+
+### Operations Mapping (Tree edits → Flat deltas)
+
+- z-index: sibling reordering → index deltas; normalized with `syncMovedIndices`.
+- Frame membership: reparent to `FrameNode`/root → `frameId` updates; cross-frame groups disallowed.
+- Group/ungroup: modify `GroupNode` structure → update `groupIds` chains.
+- Bound text: reparent to container → update `containerId`/`boundElements`; text bbox redraw handled by `ElementsDelta`.
+- Arrow binding: does not change parentage; only update start/endBinding; `ElementsDelta` handles rebind/unbind.
+
+### History & Collab
+
+- Transactional edits on the tree via `HierarchyManager.begin/commit/rollback`; commit projects to a minimal flat diff, wrapped as `StoreDelta`, and submitted via `Store.scheduleMicroAction` (IMMEDIATELY).
+- Undo/redo uses `HistoryDelta`; replay re-emits flat deltas for sync.
+- Collab remains flat-delta based; peers rebuild the tree deterministically from flats.
+
+### Rendering Strategy
+
+- Add a tree-backed rendering adapter beside `renderStaticScene` behind a feature flag, preserving draw-order semantics (fractional index). In the short term, use the tree for selection/collision pruning (frame → group → element).
+
+### Challenges & Risks
+
+- Cross-frame group handling (block or guided fix).
+- Reorder consistency (tree sibling order vs fractional index).
+- Collab conflicts (use `ElementsDelta.applyLatestChanges`).
+- Performance (build O(n), queries O(1)/O(k)); cache/incremental via `sceneNonce`.
+- Test coverage (round-trip, collab equivalence, history replay, deep groups/large frames/binding chains).
+
+### Phased Plan
+
+- Phase 0 Rules & Contracts
+  - Lock invariants and priorities; define diagnostics (error/warn).
+- Phase 1 Pure functions & Validation
+  - Implement `buildFromFlat`, `flattenToArray`, `validateIntegrity`; cache by `sceneNonce`; add round-trip tests.
+- Phase 2 Read-only integration
+  - Tree-backed selection and collision pruning; measure wins.
+- Phase 3 Parallel render adapter
+  - Tree render adapter (flag) with preserved order semantics.
+- Phase 4 Projection & Transactions
+  - `HierarchyManager.begin/commit/rollback`; commit→`StoreDelta`→Store.
+- Phase 5 Migrate operations
+  - Frame membership and group/ungroup → tree+projection; then bound text; optional z-index reorder intent.
+- Phase 6 Extensions & Tables
+  - Introduce `Table*Node` (in-memory first, then projection), with validation and UI.
+
+### Success Criteria
+
+- Correctness: same flat → same tree; unchanged structure round-trip no-ops; existing operations equivalent.
+- History/Collab: still record and broadcast minimal flat deltas; deterministic tree on peers.
+- Performance: selection/collision candidate reduction on large scenes; build/query latency targets met.
+- Rollback: feature flag to fall back to legacy path at any time.
+
+### Next Steps
+
+- Finalize invariants and IO contracts; implement `buildFromFlat`/`flattenToArray` and `validateIntegrity`; add round‑trip and failure-case tests; prototype read-only integration and render adapter.