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fix: Resolve WebGL race condition, battle UI, and WebXR detection
- Fixed WebGL race condition in HomeView.tsx (white screen bug) - Create fresh canvas element instead of reusing same ref - Added WebGL context loss/restoration event handlers - Proper cleanup: remove canvas from DOM and event listeners - Check renderer validity before rendering - Early exit after each async operation - Fixed battle mode in ARView.tsx - Added handleMoveSelect function connected to executeTurn - Implemented opponent AI (uses 'tackle' move) - Battle state updates when moves are selected - Added battle end detection and cleanup - Improved WebXR detection in ARView.tsx - Added browser detection (Xverse, Chrome, mobile) - Better messaging for Xverse users about WebXR limitations - Clear guidance about which browsers support WebXR - More informative error messages These fixes address: 1. White screen when selecting avatar on PC Chrome 2. Battle mode now actually works with move selection 3. Better user messaging about WebXR support 4. WebGL context properly managed across re-renders
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Lines changed: 198 additions & 17 deletions

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.opencode/plans/bug_fixes.md

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# FabricPet Critical Bug Fixes Plan
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## 🐛 Issues Identified from Testing
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### 1. WebGL Race Condition (PC Chrome) - CRITICAL
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**Symptom**: White screen when changing avatars, error "Cannot read properties of null (reading 'precision')"
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**Root Cause**: HomeView.tsx reuses the same canvas element across effect invocations. When `pet.avatarId` changes:
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1. Old effect cleanup runs `renderer.forceContextLoss()` → invalidates WebGL context
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2. New effect creates new WebGLRenderer on SAME canvas
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3. Old renderer's forceContextLoss() destroys context that new renderer is trying to use
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4. New renderer's WebGL context becomes null
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5. Three.js crashes accessing `gl.precision` on null context
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**Why Camera AR Works**: ARView.tsx creates a NEW canvas element each time (line 805), giving each renderer its own isolated WebGL context. HomeView reuses the same canvas ref.
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**Fix Required**: Create fresh canvas element instead of reusing canvasRef.current
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### 2. Battle Mode Not Functional - CRITICAL
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**Symptom**: Battle UI shows but moves don't work, avatar doesn't render
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**Root Cause**: The `onMoveSelect` callback in ARView.tsx only logs to console:
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```typescript
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onMoveSelect={(moveId) => {
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console.log('[AR] Move selected:', moveId);
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// In a real implementation, this would send the move to the battle engine
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}}
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```
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**Fix Required**:
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- Connect move selection to `executeTurn` function from BattleEngine
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- Update battle state when moves are selected
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- Render pet avatar in battle mode
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### 3. Xverse Browser WebXR Limitation - DOCUMENTATION
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**Symptom**: No WebXR option in Xverse browser
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**Root Cause**: Xverse is a crypto wallet browser that doesn't expose `navigator.xr` API. This is a known limitation.
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**Fix Required**:
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- Add informative message for Xverse users
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- Suggest using Chrome or Meta Quest Browser for WebXR
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### 4. Avatar Selection on Mobile Works After Refresh
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**Symptom**: Avatar selection shows wrong avatar initially, but correct after refresh
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**Root Cause**: Same WebGL race condition as #1, but less severe on mobile due to different GPU context handling
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## 📋 Implementation Plan
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### Phase 1: Fix WebGL Race Condition (HomeView.tsx)
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1. Create fresh canvas element instead of reusing canvasRef.current
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2. Add WebGL context loss/restoration handling
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3. Add proper canvas cleanup (remove from DOM)
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4. Add early exit checks after async operations
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5. Check renderer validity before rendering
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### Phase 2: Fix Battle Mode (ARView.tsx & ARBattleVisualizer.tsx)
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1. Connect `onMoveSelect` to `executeTurn` function
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2. Update battle state when moves are selected
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3. Implement opponent AI for turn resolution
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4. Render pet avatar in battle mode
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5. Add battle start/end handlers
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### Phase 3: Improve WebXR Detection (ARView.tsx)
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1. Check for both immersive-ar and immersive-vr
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2. Add informative messages for Xverse users
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3. Show appropriate UI based on detected capabilities
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### Phase 4: Add Avatar Persistence (HomeView.tsx)
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1. Ensure avatarId is saved to pet state
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2. Refresh 3D scene when avatar changes
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3. Show loading indicator during VRM model fetch
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## 📁 Files to Modify
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| File | Changes |
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|------|---------|
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| `src/components/HomeView.tsx` | Fix WebGL race condition, add canvas creation |
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| `src/components/ARView.tsx` | Connect battle moves, improve WebXR detection |
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| `src/battle/ARBattleVisualizer.tsx` | Add pet avatar rendering, connect to battle state |
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## 🎯 Success Criteria
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1. **Avatar Selection**: Works on PC Chrome without white screen
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2. **Battle Mode**: Moves actually affect HP, avatar shows in battle
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3. **WebXR**: Button shows on supported browsers with appropriate messaging
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4. **Camera AR**: Continues to work as before
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---
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*Priority: Critical - Fixes user-facing functionality*
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*Note: The user also indicated interest in holoball-arena integration and Xverse browser limitations. These are noted as future enhancements.*

src/components/ARView.tsx

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Original file line numberDiff line numberDiff line change
@@ -17,6 +17,7 @@ import type { ChatEntry } from '../llm/ChatEngine';
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import { fetchInscriptionContent, categorizeContentType, load3DModelFromContent } from '../avatar/OrdinalRenderer';
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import { loadDefaultKitten, getAvatarById, loadVRMModel } from '../avatar/AvatarLoader';
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import { ARBattleVisualizer } from '../battle/ARBattleVisualizer';
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import { executeTurn } from '../battle/BattleEngine';
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import {
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detectGesture,
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getReactionForGesture,
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const [battleActive, setBattleActive] = useState(false);
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const [battleState, setBattleState] = useState<any>(null);
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// Handle move selection in battle mode
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const handleMoveSelect = useCallback((moveId: string) => {
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if (!battleState || battleState.status !== 'active') return;
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// Update battle state with selected move
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const newState = { ...battleState };
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const currentTurn = newState.currentTurn;
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// Create a battle turn result (simplified)
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const turn = {
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turn: currentTurn,
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move: moveId,
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attacker: 'player1',
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damage: 0,
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effects: [],
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};
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// Execute turn using battle engine
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try {
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const opponentMove = 'tackle'; // Simple opponent AI - always uses tackle
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const result = executeTurn(newState, moveId, opponentMove);
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// Update battle state with result
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setBattleState(result);
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// Log the turn
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console.log('[AR] Turn executed:', moveId, 'vs', opponentMove);
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// Check if battle is over
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if (result.winner) {
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console.log('[AR] Battle over! Winner:', result.winner);
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setTimeout(() => {
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setBattleActive(false);
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}, 3000);
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}
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} catch (error) {
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console.error('[AR] Battle turn failed:', error);
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}
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}, [battleState]);
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// Pre-flight camera support check
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useEffect(() => {
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// Check secure context (HTTPS required for camera)
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useEffect(() => {
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let checked = false;
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// Detect specific browsers for better messaging
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const isXverse = /Xverse/i.test(navigator.userAgent);
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const isChrome = /Chrome/i.test(navigator.userAgent) && !/Chromium/i.test(navigator.userAgent);
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const isMobile = /Mobi|Android/i.test(navigator.userAgent);
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// Standard check with proper error handling
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if ('xr' in navigator) {
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// Check for immersive-ar first (mobile AR)
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} else {
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// Navigator doesn't have xr property at all
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setArSupported(false);
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// Provide helpful message for browsers without WebXR
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if (isXverse) {
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console.log('[AR] Xverse browser detected - WebXR not available');
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}
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}
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// Timeout to prevent hanging if isSessionSupported never resolves
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📸 Camera AR overlays your pet on the camera feed.
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{arSupported ? ' 🥽 WebXR works on Meta Quest, Meta glasses, and XR browsers!' : ''}
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</p>
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{!arSupported && !('xr' in navigator) && (
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<div className="mt-2 p-2 bg-yellow-500/10 border border-yellow-500/30 rounded-lg">
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<p className="text-xs text-yellow-400">
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⚠️ WebXR not available in this browser
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</p>
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<p className="text-xs text-yellow-500 mt-1">
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Try Chrome on Android, Safari on iOS, or Meta Quest Browser
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</p>
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</div>
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)}
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{!arSupported && !('xr' in navigator) && (
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<div className="mt-2 p-2 bg-yellow-500/10 border border-yellow-500/30 rounded-lg">
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<p className="text-xs text-yellow-400">
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⚠️ WebXR not available in this browser
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</p>
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<p className="text-xs text-yellow-500 mt-1">
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WebXR requires: Chrome (Android), Safari (iOS 15+), Meta Quest Browser, or desktop Chrome with WebXR flag enabled.
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</p>
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<p className="text-xs text-gray-400 mt-1">
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Note: Xverse wallet browser does not support WebXR. Use Chrome or Safari for AR/XR features.
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</p>
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</div>
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)}
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</div>
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</div>
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) : (
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<ARBattleVisualizer
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battleState={battleState}
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isActive={battleActive}
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onMoveSelect={(moveId) => {
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console.log('[AR] Move selected:', moveId);
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// In a real implementation, this would send the move to the battle engine
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}}
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onMoveSelect={handleMoveSelect}
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/>
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{/* Battle Controls */}

src/components/HomeView.tsx

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// 3D Kawaii Home Scene
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useEffect(() => {
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const canvas = canvasRef.current;
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if (!canvas) return;
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const container = canvasRef.current;
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if (!container) return;
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let animationId: number;
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let cleanup = false;
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let renderer: any = null;
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let scene: any = null;
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let canvas: HTMLCanvasElement | null = null;
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let contextLost = false;
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// Event handlers for WebGL context - defined outside async function for cleanup
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const handleContextLost = (e: Event) => {
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e.preventDefault();
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console.warn('[HomeView] WebGL context lost');
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contextLost = true;
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cleanup = true;
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};
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const handleContextRestored = () => {
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console.log('[HomeView] WebGL context restored');
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contextLost = false;
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};
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(async () => {
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const THREE = await import('three');
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// CRITICAL: Create a NEW canvas element instead of reusing the same one
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// This prevents WebGL context invalidation when effect re-runs
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canvas = document.createElement('canvas');
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canvas.style.width = '100%';
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canvas.style.height = '100%';
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canvas.style.display = 'block';
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container.appendChild(canvas);
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canvas.addEventListener('webglcontextlost', handleContextLost);
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canvas.addEventListener('webglcontextrestored', handleContextRestored);
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scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(50, canvas.clientWidth / canvas.clientHeight, 0.1, 100);
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camera.position.set(0, 2.5, 5);
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cleanup = true;
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if (animationId) cancelAnimationFrame(animationId);
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// Remove WebGL context event listeners
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if (canvas) {
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canvas.removeEventListener('webglcontextlost', handleContextLost);
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canvas.removeEventListener('webglcontextrestored', handleContextRestored);
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}
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// Dispose of WebGL renderer and release context
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// This is critical to prevent WebGL context leaks when navigating between views
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if (renderer) {
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try {
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renderer.dispose();
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renderer = null;
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}
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// Remove canvas from DOM
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if (canvas && canvas.parentNode) {
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canvas.parentNode.removeChild(canvas);
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}
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canvas = null;
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// Clear scene reference
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scene = null;
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};

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