Easier to import from, and allows us to declare the output of the build
action without having to iterate over all the proto filenames. Have
confirmed it doesn't break esbuild's tree shaking.
- Don't bake modified PATH in to build.ninja; instead set it at run time.
- Add win audio in build.rs, as doing it in run.bat results in it being
added multiple times when you run multiple times.
I'd introduced maybe_reconfigure_build() after running into issues where
configure was not being invoked, but have discovered why that was happening:
the out folder path must be identical to the canonical path listed in
build.ninja, which it wasn't when a symlink was used. With this change,
we avoid having to invoke ninja twice, and get visibility into the
configure step.
This also makes rsbridge only depend on out/env, which prevents it from
being rebuilt when any reconfigure happens.
* eslint-plugin-svelte3 -> eslint-plugin-svelte
The former is deprecated, and blocks an update to Svelte 4.
Also drop unused svelte2tsx and types package.
* Drop unused symbols code for now
It may be added back in the future, but for now dropping it will save
200k from our editor bundle.
* Remove sass and caniuse-lite pins
The latter no longer seems to be required. The former was added to
suppress deprecation warnings when compiling the old bootstrap version
we have pinned. Those are hidden by the build tool now (though we really
need to address them at one point: https://github.com/ankitects/anki/issues/1385)
Also removed unused files section.
* Prevent proto compile from looking in node_modules/@types/sass
When deps are updated, tsc aborts because @types/sass is a dummy package
without an index.d.ts file.
* Filter Svelte warnings out of ./run
* Update to latest Bootstrap
This fixes the deprecation warnings we were getting during build:
bootstrap doesn't accept runtime CSS variables being set in Sass, as
it wants to apply transforms to the colors.
Closes#1385
* Start port to Svelte 4
- svelte-check tests have a bunch of failures; ./run works
- Svelte no longer exposes internals, so we can't use create_in_transition
- Also update esbuild and related components like esbuild-svelte
* Fix test failures
Had to add some more a11y warning ignores - have added
https://github.com/ankitects/anki/issues/2564 to address that in the
future.
* Remove some dependency pins
+ Remove sass, we don't need it directly
* Bump remaining JS deps that have a current semver
* Upgrade dprint/license-checker/marked
The new helper method avoids marked printing deprecation warnings to
the console.
Also remove unused lodash/long types, and move lodahs-es to devdeps
* Upgrade eslint and fluent packages
* Update @floating-ui/dom
The only dependencies remaining are currently blocked:
- Jest 29 gives some error about require vs import; may not be worth
investigating if we switch to Deno for the tests
- CodeMirror 6 is a big API change and will need work.
* Roll dprint back to an earlier version
GitHub dropped support for Ubuntu 18 runners, causing dprint's artifacts
to require a glibc version greater than what Anki CI currently has.
Also fix minilints declaring a stamp it wasn't creating. The same
approach is necessary with archives now too, as it no longer executes
under a standard "runner run".
For now, rustls is hard-coded - we could pass the desired TLS impl in
from the ./ninja script, but the runner is not recompiled frequently
anyway.
Workspace deps were introduced in Rust 1.64. They don't cover all the
cases that Hakari did unfortunately, but they are simpler to maintain,
and they avoid a couple of issues that Hakari had:
- It sometimes made updating dependencies harder due to the locked versions,
so you had to disable Hakari, do the updates, and then re-generate (
e.g. 943dddf28f)
- The current Hakari config was breaking AnkiDroid's build, as it was
stopping a cross-compile from functioning correctly.
Provides better visibility into what the build is currently doing.
Motivated by slow node.js downloads making the build appear stuck.
You can test this out by running ./tools/install-n2 then building
normally. Please report any problems, and 'cargo uninstall n2' to get
back to the old behaviour. It works on Windows, but prints a new line
each second instead of redrawing the same area.
A couple of changes were required for compatibility:
- n2 doesn't resolve $variable names inside other variables, so the
resolution needs to be done by our build generator.
- Our inputs and outputs in build.ninja need to be listed in a deterministic
order to avoid unwanted rebuilds. I've made a few other tweaks so the
build file should now be fully-deterministic.
* Fix .no-reduce-motion missing from graphs spinner, and not being honored
* Begin migration from protobuf.js -> protobuf-es
Motivation:
- Protobuf-es has a nicer API: messages are represented as classes, and
fields which should exist are not marked as nullable.
- As it uses modules, only the proto messages we actually use get included
in our bundle output. Protobuf.js put everything in a namespace, which
prevented tree-shaking, and made it awkward to access inner messages.
- ./run after touching a proto file drops from about 8s to 6s on my machine. The tradeoff
is slower decoding/encoding (#2043), but that was mainly a concern for the
graphs page, and was unblocked by
37151213cd
Approach/notes:
- We generate the new protobuf-es interface in addition to existing
protobuf.js interface, so we can migrate a module at a time, starting
with the graphs module.
- rslib:proto now generates RPC methods for TS in addition to the Python
interface. The input-arg-unrolling behaviour of the Python generation is
not required here, as we declare the input arg as a PlainMessage<T>, which
marks it as requiring all fields to be provided.
- i64 is represented as bigint in protobuf-es. We were using a patch to
protobuf.js to get it to output Javascript numbers instead of long.js
types, but now that our supported browser versions support bigint, it's
probably worth biting the bullet and migrating to bigint use. Our IDs
fit comfortably within MAX_SAFE_INTEGER, but that may not hold for future
fields we add.
- Oneofs are handled differently in protobuf-es, and are going to need
some refactoring.
Other notable changes:
- Added a --mkdir arg to our build runner, so we can create a dir easily
during the build on Windows.
- Simplified the preference handling code, by wrapping the preferences
in an outer store, instead of a separate store for each individual
preference. This means a change to one preference will trigger a redraw
of all components that depend on the preference store, but the redrawing
is cheap after moving the data processing to Rust, and it makes the code
easier to follow.
- Drop async(Reactive).ts in favour of more explicit handling with await
blocks/updating.
- Renamed add_inputs_to_group() -> add_dependency(), and fixed it not adding
dependencies to parent groups. Renamed add() -> add_action() for clarity.
* Remove a couple of unused proto imports
* Migrate card info
* Migrate congrats, image occlusion, and tag editor
+ Fix imports for multi-word proto files.
* Migrate change-notetype
* Migrate deck options
* Bump target to es2020; simplify ts lib list
Have used caniuse.com to confirm Chromium 77, iOS 14.5 and the Chrome
on Android support the full es2017-es2020 features.
* Migrate import-csv
* Migrate i18n and fix missing output types in .js
* Migrate custom scheduling, and remove protobuf.js
To mostly maintain our old API contract, we make use of protobuf-es's
ability to convert to JSON, which follows the same format as protobuf.js
did. It doesn't cover all case: users who were previously changing the
variant of a type will need to update their code, as assigning to a new
variant no longer automatically removes the old one, which will cause an
error when we try to convert back from JSON. But I suspect the large majority
of users are adjusting the current variant rather than creating a new one,
and this saves us having to write proxy wrappers, so it seems like a
reasonable compromise.
One other change I made at the same time was to rename value->kind for
the oneofs in our custom study protos, as 'value' was easily confused
with the 'case/value' output that protobuf-es has.
With protobuf.js codegen removed, touching a proto file and invoking
./run drops from about 8s to 6s.
This closes#2043.
* Allow tree-shaking on protobuf types
* Display backend error messages in our ts alert()
* Make sourcemap generation opt-in for ts-run
Considerably slows down build, and not used most of the time.
A couple of motivations for this:
- genbackend.py was somewhat messy, and difficult to change with the
lack of types. The mobile clients used it as a base for their generation,
so improving it will make life easier for them too, once they're ported.
- It will make it easier to write a .ts generator in the future
- We currently implement a bunch of helper methods on protobuf types
which don't allow us to compile the protobuf types until we compile
the Anki crate. If we change this in the future, we will be able to
do more of the compilation up-front.
We no longer need to record the services in the proto file, as we can
extract the service order from the compiled protos. Support for map types
has also been added.
* Store coordinates as ratios of full size
* Use single definition for cappedCanvasSize()
* Move I/O review code into ts/image-occlusion
A bit simpler when it's all in one place.
* Reduce number precision, and round to whole pixels
>>> n=10000
>>> for i in range(1, int(n)): assert i == round(float("%0.4f" % (i/n))*n)
* Minor typing tweak
So, it turns out that typing is mostly broken in ts/image-occlusion.
We're importing from fabric which is a js file without types, so types
like fabric.Canvas are resolving to any.
I first tried switching to `@types/fabric`, which introduced a slew of
typing errors. Wasted a few hours trying to address them, before deciding
to give up on it, since the types were not complete. Then found fabric
has a 6.0 beta that introduces typing, and spent some time with that, but
ran into some new issues as it still seems to be a work in progress.
I think we're probably best off waiting until it's out and stabilized
before sinking more effort into this.
* Refactor (de)serialization of occlusions
To make the code easier to follow/maintain, cloze deletions are now decoded/
encoded into simple data classes, which can then be converted to Fabric objects
and back. The data objects handle converting from absolute/normal positions, and
producing values suitable for writing to text (eg truncated floats).
Various other changes:
- Polygon points are now stored as 'x,y x2,y2 ...' instead of JSON in cloze
divs, as that makes the handling consistent with reading from cloze deletion
text.
- Fixed the reviewer not showing updated placement when a polygon was moved.
- Disabled rotation controls in the editor, since we don't support rotation during
review.
- Renamed hideInactive to occludeInactive, as it wasn't clear whether the former
meant to hide the occlusions, or keep them (hiding the content). It's stored
as 'oi=1' in the cloze text.
* Increase canvas size limit, and double pixels when required.
* Size canvas based on container size
This results in sharper masks when the intrinsic image size is smaller
than the container, and more legible ones when the container is smaller than
the intrinsic image size.
By using the container instead of the viewport, we account for margins,
and when the pixel ratio is 1x, the canvas size and container size should
match.
* Disable zoom animation on editor load
* Default to rectangle when adding new occlusions
* Allow users to add/update notes directly from mask editing page
* The mask editor needs to work with css pixels, not actual pixels
The canvas and image were being scaled too large, which impacted
performance.
* Migrate check_copyright to Rust
* Add a new lint to check accidental usages of /// in ts/svelte comments
* Fix a bunch of incorrect jdoc comments
* Move contributor check into minilints
Will allow users to detect the issue locally with './ninja check'
before pushing to CI.
* Make Cargo.toml consistent with other crates
* Cloze styling is not required in I/O notetype
* Use raw string for IO template
* Rename to notetype.css and use more specific ids
* Move internal i/o styling into runtime
Storing it in the notetype makes it difficult to make changes, and
makes it easier for the user to break.
* Fix misaligned occlusions
At larger screen sizes, the canvas was not increasing above its configured
size, so it ended up being placed top center instead of expanding to fit
the entire container area.
To resolve this, both the image and canvas are forced to the container
size, and the container is constrained to the size of the viewport,
with the same aspect ratio as the image.
Closes#2492
* add note types with occlusions and image fields
* generate image occlusion cloze div data
- generate div element with data-* atrributes for canvas shape generate for reviewer
* getting image data & deck id and adding notes
the implementation added into backend
- added service index in backend.proto for image occlusion request
- created image_occlusion.proto with required message and service
- implementation in backend for getting image and adding notes, also during editing return imagecloze note and update notes
- add notes to selected deck, if no notetype then add image occlusion notetypes
- reuse notetype from stock notetypes when not exist
* script for generating shapes using canvas api in reviewer
- the flash issues fixed by loading image and using image size to draw canvas, also when image get resized, calculate scale using natural width and canvas width to draw shape at right position
- limit size of canvas for safari
* init image occlusion page in ts and build page
with
- fabricjs for editing shapes
- panzoom for drag and zoom
- pickr for color picker
- build page using web.rs
* implement top toolbar for canvas shapes
- undo & redo tools
- zoom in, zoom out and zoom fit
- group & ungroup
- copy & paste
- set transparency of shapes
- align tools
* implement side toolbar for drawing shapes
add top toolbar and the side toolbar contains following tools
- cursor for selecting shapes
- zoom for drag and zoom shapes in mask editor
- rectangle for creating it
- ellipse for creating it
- polygon for creating it using points
- shape fill color
- question mask color (currently only single color can be added for all shapes)
* add maskeditor page for editing mask
- add side toolbar and sidebar include toptoolbar
- load maskeditor in two mode
- for adding note using path to image
- for editing note using note id
* implement note editor page for adding notes
- the note editor page have simple button (B/I/U) and option to toggle html view
- option to select deck for adding notes into that deck
- option to generate to hide all, guess one & hide one, guess one notes
* add image occlusion page
add side toolbar, top toolbar, mask editor and note editor
- option to switch between mask editor and note editor
* implement generates notes and save notes
implemention to show toast components for messages
* removed pickr & implemented color picker component
- remove pickr
- implemented using html5 canvas
- range input for changing color
- another range input for opacity changes
- hex and rgba value support
* rename methods name & rust unwrap safety
- change plural names to singular
- create respone message in proto and return response with imagecloze note or error if not found with note id
- remove image_occlusion from post handler list
- rename service name in mediasrv.py
- rename methods name for image occlusion in backend and image_occlusion
- update frontend also for update functions' names
- handle error in frontend mask-editor.ts, when error getting notes then toast message shown to frontend
* extract to function & add comments & remove global
- extract function in mask-editor.ts to reduce duplicate
- remove unused global from css
- add comments to store.ts explaining usage
- changes id to noteId in lib.ts
- add comments for limitSize, becuase of duplicate implementation
* remove image_occlusion notetype
- remove from stock notetype, stdmodels
- add implementation for notetype to image occlusion
- add i18n for errors
* update smooth scroll, always show cursor tools
- change questionmask to qmask
- make selectable for shape true in all tools to simplify edits and draw shapes
- update image occlusion in reviewer ts to load image properly
* add and get notetype else return errors
* fix: not showing occlusion
* Use a oneof for ImageClozeNoteResponse
Makes it clearer that only one of them can be returned
* Don't crash if image filename not provided
The second unwrap should be ok, as the input is utf8
* Refactor get_image_cloze_note
- fixes crash when note doesn't exist - Ok(None) case was not covered
- decouples business logic from native error->proto error conversion
- no need for original copy
- field[x] is more idiomatic than field.get(x).unwrap()
- don't need mutable access to fields
* Fix crash if image file unreadable
+ Use our read_file helper for better error context
* Add metadata() helper
* Fix crash if file metadata can't be read
* remove color picker, qmask and shape color
- remove strings from ftl
- remove color picker component
- remove from cloze generation
- remove icons for two buttons
- use constant color for shapes
* update color in reviewer and ftl strings
* fix shape position in canvas & add border to shape
- rename mask to inactive shape and active shape color
- border witdth and border color
- change decimal point deserializing string and toFixed(2)
- add thin border in mask editor, may be image background was transparent
* fix shape position in canvas after modified
- do not draw fixed ratio shapes by turn of uniformScaling
- fix rectangle width,height
- fix ellipse rx,ry,width,height
- fix polygon postion and points
- draw outside of canvas also
* fix border width and color in reviewer canvas
- rename variable
* refactor cloze div generate and remove angle
* fix origin when drawn outside of canvas from right
* fix shape at boundry & not include rx,ry rectangle
- move shapes at boundry when pointer is outside of canvas
- include rx, ry for ellipse only
- include points for polygon only
* fix lint errors & update image size in editor canvas based on height and width
* remove unsupported layerX & layerX for touchscreen
- fix shapes at edges
* implemented undo redo with canvas state
- implemented undo redo using fabric canvas events
- polygon is special case and implemented only added and modified event
- rectangle and ellipse have object:added, object:modified and object:removed case
- change id to undo and redo
* remove background image from canvas and used css to put image tag below canvas editor
- set image width and height after adding image
* fix for polygon points, add br in cloze strings, & toogle masks button
- fix shapes at edges
- toggle masks button to show/hide masks
- hide clozes string, it contains <br>
- set height for div container (used 'relative' in css)
* refactor top toolbar, add space and border radius
- rename cursor tools
- add left and right border
* fix undo after undo happen, use transparent color in draw mode
* bump walkdir from 2.3.2 to 2.3.3
Build was failing on windows due to walkdir matching . as any folder starting with . instead of as the cwd.
* change name in CONTRIBUTORS
* change name back in CONTRIBUTORS
* Don't download nodejs if NODE_BINARY is set
Some build environments, such as nixpkgs, restrict network access and
thus would prefer to not download anything at all. Setting PROTOC_BINARY
and friends makes the build system not download stuff, and the same
should be true for nodejs
* Allow setting YARN_BINARY for the build system
* Add myself to CONTRIBUTORS
As required by CI
* Add Rust bin to deprecate unused ftl entries
* Align function names with bin names
* Support passing in multiple ftl roots
* Use source instead of jsons for deprecating
* Fix CargoRun not working more than once (dae)
* Add ftl:deprecate (dae)
* Deprecate some strings (dae)
This is not all of the strings that are currently unused
* Check json files before deprecating; add allowlist (dae)
The scheduler messages we'll probably want to reuse for the v2->v3
transition, so I'd prefer to keep them undeprecated for now.
* Deprecate old bury options (dae)
* Support gathering usages from Kotlin files for AnkiDroid (dae)
* Update json scripts (dae)
* Remove old deprecation headers
* Parameterize JSON roots to keep
* Tweak deprecation message (dae)
* Support specifying a working dir to a build command
* Use nightly for formatting
* Pass valid TERM in from environment
Rustfmt depends on a valid setting, and not just the var to be non-empty.
* Wrap comment
If we're going to allow for swapping out other dependencies with local
versions, we don't want to have to be passing them around everywhere
they are used.
This PR replaces the existing Python-driven sync server with a new one in Rust.
The new server supports both collection and media syncing, and is compatible
with both the new protocol mentioned below, and older clients. A setting has
been added to the preferences screen to point Anki to a local server, and a
similar setting is likely to come to AnkiMobile soon.
Documentation is available here: <https://docs.ankiweb.net/sync-server.html>
In addition to the new server and refactoring, this PR also makes changes to the
sync protocol. The existing sync protocol places payloads and metadata inside a
multipart POST body, which causes a few headaches:
- Legacy clients build the request in a non-deterministic order, meaning the
entire request needs to be scanned to extract the metadata.
- Reqwest's multipart API directly writes the multipart body, without exposing
the resulting stream to us, making it harder to track the progress of the
transfer. We've been relying on a patched version of reqwest for timeouts,
which is a pain to keep up to date.
To address these issues, the metadata is now sent in a HTTP header, with the
data payload sent directly in the body. Instead of the slower gzip, we now
use zstd. The old timeout handling code has been replaced with a new implementation
that wraps the request and response body streams to track progress, allowing us
to drop the git dependencies for reqwest, hyper-timeout and tokio-io-timeout.
The main other change to the protocol is that one-way syncs no longer need to
downgrade the collection to schema 11 prior to sending.
* Run cargo +nightly fmt
* Latest prost-build includes clippy workaround
* Tweak Rust protobuf imports
- Avoid use of stringify!(), as JetBrains editors get confused by it
- Stop merging all protobuf symbols into a single namespace
* Remove some unnecessary qualifications
Found via IntelliJ lint
* Migrate some asserts to assert_eq/ne
* Remove mention of node_modules exclusion
This no longer seems to be necessary after migrating away from Bazel,
and excluding it means TS/Svelte files can't be edited properly.
(for upgrading users, please see the notes at the bottom)
Bazel brought a lot of nice things to the table, such as rebuilds based on
content changes instead of modification times, caching of build products,
detection of incorrect build rules via a sandbox, and so on. Rewriting the build
in Bazel was also an opportunity to improve on the Makefile-based build we had
prior, which was pretty poor: most dependencies were external or not pinned, and
the build graph was poorly defined and mostly serialized. It was not uncommon
for fresh checkouts to fail due to floating dependencies, or for things to break
when trying to switch to an older commit.
For day-to-day development, I think Bazel served us reasonably well - we could
generally switch between branches while being confident that builds would be
correct and reasonably fast, and not require full rebuilds (except on Windows,
where the lack of a sandbox and the TS rules would cause build breakages when TS
files were renamed/removed).
Bazel achieves that reliability by defining rules for each programming language
that define how source files should be turned into outputs. For the rules to
work with Bazel's sandboxing approach, they often have to reimplement or
partially bypass the standard tools that each programming language provides. The
Rust rules call Rust's compiler directly for example, instead of using Cargo,
and the Python rules extract each PyPi package into a separate folder that gets
added to sys.path.
These separate language rules allow proper declaration of inputs and outputs,
and offer some advantages such as caching of build products and fine-grained
dependency installation. But they also bring some downsides:
- The rules don't always support use-cases/platforms that the standard language
tools do, meaning they need to be patched to be used. I've had to contribute a
number of patches to the Rust, Python and JS rules to unblock various issues.
- The dependencies we use with each language sometimes make assumptions that do
not hold in Bazel, meaning they either need to be pinned or patched, or the
language rules need to be adjusted to accommodate them.
I was hopeful that after the initial setup work, things would be relatively
smooth-sailing. Unfortunately, that has not proved to be the case. Things
frequently broke when dependencies or the language rules were updated, and I
began to get frustrated at the amount of Anki development time I was instead
spending on build system upkeep. It's now about 2 years since switching to
Bazel, and I think it's time to cut losses, and switch to something else that's
a better fit.
The new build system is based on a small build tool called Ninja, and some
custom Rust code in build/. This means that to build Anki, Bazel is no longer
required, but Ninja and Rust need to be installed on your system. Python and
Node toolchains are automatically downloaded like in Bazel.
This new build system should result in faster builds in some cases:
- Because we're using cargo to build now, Rust builds are able to take advantage
of pipelining and incremental debug builds, which we didn't have with Bazel.
It's also easier to override the default linker on Linux/macOS, which can
further improve speeds.
- External Rust crates are now built with opt=1, which improves performance
of debug builds.
- Esbuild is now used to transpile TypeScript, instead of invoking the TypeScript
compiler. This results in faster builds, by deferring typechecking to test/check
time, and by allowing more work to happen in parallel.
As an example of the differences, when testing with the mold linker on Linux,
adding a new message to tags.proto (which triggers a recompile of the bulk of
the Rust and TypeScript code) results in a compile that goes from about 22s on
Bazel to about 7s in the new system. With the standard linker, it's about 9s.
Some other changes of note:
- Our Rust workspace now uses cargo-hakari to ensure all packages agree on
available features, preventing unnecessary rebuilds.
- pylib/anki is now a PEP420 implicit namespace, avoiding the need to merge
source files and generated files into a single folder for running. By telling
VSCode about the extra search path, code completion now works with generated
files without needing to symlink them into the source folder.
- qt/aqt can't use PEP420 as it's difficult to get rid of aqt/__init__.py.
Instead, the generated files are now placed in a separate _aqt package that's
added to the path.
- ts/lib is now exposed as @tslib, so the source code and generated code can be
provided under the same namespace without a merging step.
- MyPy and PyLint are now invoked once for the entire codebase.
- dprint will be used to format TypeScript/json files in the future instead of
the slower prettier (currently turned off to avoid causing conflicts). It can
automatically defer to prettier when formatting Svelte files.
- svelte-check is now used for typechecking our Svelte code, which revealed a
few typing issues that went undetected with the old system.
- The Jest unit tests now work on Windows as well.
If you're upgrading from Bazel, updated usage instructions are in docs/development.md and docs/build.md. A summary of the changes:
- please remove node_modules and .bazel
- install rustup (https://rustup.rs/)
- install rsync if not already installed (on windows, use pacman - see docs/windows.md)
- install Ninja (unzip from https://github.com/ninja-build/ninja/releases/tag/v1.11.1 and
place on your path, or from your distro/homebrew if it's 1.10+)
- update .vscode/settings.json from .vscode.dist