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feat(kithree): real STEP geometry via occt-import-js + repair _append_lib_table_row (T10)#3

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LayerDynamics merged 12 commits into
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t10-step-geometry
May 26, 2026
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feat(kithree): real STEP geometry via occt-import-js + repair _append_lib_table_row (T10)#3
LayerDynamics merged 12 commits into
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t10-step-geometry

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@LayerDynamics

@LayerDynamics LayerDynamics commented May 26, 2026

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⚠️ First: this branch repairs a syntax error on main

After PR #2 merged, services/kiserver/src/kiserver/main.py carried a
half-applied threading edit to _append_lib_table_row — a with self._lock:
plus a duplicate docstring and an unindented body — which is a hard
IndentationError. That breaks the entire kiserver module on import, so
every kiserver test currently fails on main. (This is the third botched
web edit this session, after mouser.py and BomView.tsx.)

The fix completes the evident thread-safety intent with a module-level
_LIB_TABLE_LOCK (mirroring library._CACHE_LOCK) rather than the
function-attribute lock pattern — i.e. it restructures that edit to make it
work. It rides in this PR because it's the same file as the T10 route (can't
hunk-split).

T10 — real STEP geometry parsing (FR-029 / SPEC §6.6 / D6)

Pulls the M4 "swap the placement box for the real STEP mesh" forward.

  • packages/kithree/src/step.tsdecodeStep() tessellates a .step into
    renderable buffers via occt-import-js (OpenCASCADE wasm, the kernel KiCad
    itself uses, so it handles the trimmed-NURBS B-rep real KiCad models carry).
    Lazy one-time wasm init; mergeStepMeshes() folds multi-solid parts into one
    geometry.
  • loadThreeSceneWithModels() — fetches + tessellates each placement's model
    (cached by model_path, one parse shared across instances) and renders real
    geometry, falling back to the colour-coded placement box when a model is
    missing/undecodable (the common offline case — graceful degradation, not a stub).
  • kiserver GET /project/{id}/model3d — resolves a footprint (model …) ref
    (KICAD7/8/9_3DMODEL_DIR + KICLAUDE_BUNDLED_LIBS prefixes, .wrl.step
    sibling swap, path-traversal-safe) and streams STEP bytes from the mirror.
  • populate_libs.py seeds 4 real .step models into libs/packages3D/
    (ESP32-S3-WROOM-1, BGA-16, C_0402, C_0603; ESP32-C6-MINI-1 + U.FL ship only
    .wrl upstream → box-fallback).

Verification

  • Empirical gate: a real KiCad C_0402.step tessellates to non-trivial
    geometry through the decoder; the route serves its exact bytes; the scene
    loader mounts it. 6 kithree (node) + 9 kiserver tests.
  • kithree typecheck + build + 24 tests; kiserver 397 tests; ruff clean; 15
    manifest pins verified.

Scope notes (read before assuming "open viewer → see models")

  • The React 3D viewer still renders boxes today. ThreePage/Viewer still
    call the sync box loader; the real path is reachable from kithree code but not
    yet mounted. Remaining M4 UI wiring: a gateway model3d proxy + vite
    wasm-asset serving + swapping the viewer to loadThreeSceneWithModels.
  • The decoder and the route are tested independently, not composed
    end-to-end (the scene test feeds bytes from disk, not through the route) —
    that composition is exercised when the viewer mount lands.

🤖 Generated with Claude Code

Summary by Sourcery

Introduce real STEP-based 3D model support for kithree and a safe kiserver model-serving route, while fixing a lib-table concurrency bug.

New Features:

  • Add a STEP decoding module using occt-import-js and expose helpers to convert and merge STEP meshes for reuse in three.js scenes.
  • Provide an async scene loader that renders real component geometry per placement when STEP models are available, with cached tessellation and box fallback when models are missing.
  • Expose STEP decoding and mesh utilities from the kithree public API and declare types for occt-import-js to integrate it into the TypeScript build.
  • Add a kiserver GET /project/{id}/model3d endpoint that resolves KiCad-style model paths, maps .wrl/.wrz to .step siblings under the bundled mirror, and streams STEP content to clients.
  • Extend the bundled libs mirror and manifest to include selected STEP 3D models from kicad-packages3D and support a new model3d library kind in the population script.

Bug Fixes:

  • Repair the _append_lib_table_row helper to remove a broken partial threading edit and guard lib-table rewrites with a module-level lock to avoid concurrent corruption.

Enhancements:

  • Refactor board mesh construction into a shared helper so both box-only and real-model scene loaders reuse the same board geometry logic.
  • Document and update Todo status to reflect completion of STEP geometry parsing with the new decoding and serving pipeline.

Tests:

  • Add kiserver tests for model path resolution, traversal protection, and STEP streaming behaviour of the new model3d route.
  • Add node-based kithree tests that exercise STEP decoding against a real bundled KiCad model and verify scene loading, fallback behaviour, and geometry sharing across placements.

Pulls the M4 "swap the placement box for the real STEP mesh" forward.
packages/kithree/src/step.ts decodes a .step into renderable buffers with
occt-import-js (OpenCASCADE compiled to wasm — the kernel KiCad itself uses,
so it tessellates the trimmed-NURBS B-rep real KiCad models carry). The wasm
loads lazily, once. loadThreeSceneWithModels() fetches + tessellates each
placement's model (cached by model_path so the N instances of one part share a
single parse) and renders real geometry, falling back to the colour-coded
placement box when a model is missing or fails to decode — the common offline
case, a real graceful degradation, not a stub.

kiserver GET /project/{id}/model3d resolves a footprint (model ...) reference
(KICAD7/8/9_3DMODEL_DIR + KICLAUDE_BUNDLED_LIBS prefixes, .wrl -> .step sibling
swap, path-traversal-safe) and streams the STEP bytes from the bundled mirror.
populate_libs.py seeds four real .step models into libs/packages3D/ (the parts
whose KiCad libraries ship a .step; ESP32-C6-MINI-1 and the U.FL connector ship
only .wrl upstream, so they box-fall-back).

Empirical gate: a real KiCad C_0402.step tessellates to non-trivial geometry
through the decoder, the route serves its exact bytes, and the scene loader
mounts it — 6 kithree (node) + 9 kiserver tests. Remaining for M4 is mounting
the async loader in the React Viewer/ThreePage (gateway model3d proxy + vite
wasm-asset serving) — pure UI wiring.

Also repairs a botched edit committed to main: _append_lib_table_row had a
half-applied threading change (a `with self._lock:` plus a duplicate docstring
and an unindented body) that left the kiserver module with an IndentationError,
breaking every kiserver test on import. Restored to a working state honouring
the thread-safety intent via a module-level _LIB_TABLE_LOCK (mirroring
library._CACHE_LOCK).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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sourcery-ai Bot commented May 26, 2026

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Reviewer's Guide

Implements real STEP-based 3D model support in kithree using occt-import-js, exposes an async scene loader that uses decoded geometry with caching and graceful fallback, adds a kiserver route to serve STEP models from the bundled mirror with safe path resolution, seeds .step models into the libs mirror and manifest, and repairs a broken threaded lib-table append helper.

Sequence diagram for loading STEP geometry with fallback

sequenceDiagram
  actor Client
  participant Kithree as loadThreeSceneWithModels
  participant Fetcher as ModelFetcher
  participant Server as project_model3d
  participant Occt as decodeStep

  Client->>Kithree: loadThreeSceneWithModels(scene, opts)
  loop placements
    alt opts.fetchModel && placement.model_path
      Kithree->>Fetcher: fetchModel(placement.model_path)
      Fetcher->>Server: GET_/project/{project_id}/model3d(path)
      Server->>Server: _resolve_model_relpath(path)
      Server->>Server: bundled_libs_dir()
      Server-->>Fetcher: STEP_bytes (Response)
      Fetcher-->>Kithree: Uint8Array | null
      alt bytes available
        Kithree->>Occt: decodeStep(bytes)
        Occt->>Occt: ReadStepFile(bytes, null)
        Occt-->>Kithree: StepMesh[]
        Kithree->>Kithree: mergeStepMeshes(meshes)
        Kithree->>Kithree: buildPlacementModel(...)
      else decode/fetch failed
        Kithree->>Kithree: buildPlacementMarker(...)
      end
    else no fetchModel or no model_path
      Kithree->>Kithree: buildPlacementMarker(...)
    end
  end
  Kithree-->>Client: LoadedScene
Loading

File-Level Changes

Change Details Files
Add STEP decoding and geometry utilities in kithree using occt-import-js and wire them into a new async scene loader API.
  • Introduce step.ts with a lazy-initialised occt-import-js bridge that decodes STEP bytes into StepMesh structures and converts/merges them into three.js BufferGeometry.
  • Define and export stepMeshToGeometry, mergeStepMeshes, and related StepMesh types for reuse.
  • Provide a minimal TypeScript ambient declaration for occt-import-js so the decoder can be typechecked.
  • Export the new decoding and scene-loading APIs from kithree's public index and add occt-import-js as a runtime dependency.
packages/kithree/src/step.ts
packages/kithree/src/occt-import-js.d.ts
packages/kithree/src/index.ts
packages/kithree/package.json
pnpm-lock.yaml
Extend the three.js scene builder to support loading real STEP models per placement with caching and fallback to existing placement boxes.
  • Refactor board mesh creation into a reusable buildBoardMesh helper used by both loaders.
  • Introduce loadThreeSceneWithModels, LoadSceneOptions, and ModelFetcher to fetch STEP bytes, decode them via decodeStep/mergeStepMeshes, and reuse geometries per model_path.
  • Add resolveModelGeometry and buildPlacementModel helpers to cache decoded geometries, pose meshes using the same coordinate conventions as placement boxes, and manage resource disposal.
  • Keep the existing loadThreeScene behaviour unchanged so the current viewer still renders placement boxes by default.
packages/kithree/src/scene.ts
Add a kiserver GET /project/{id}/model3d route and helper to resolve footprint model paths into safe STEP file paths under the bundled packages3D mirror.
  • Implement _resolve_model_relpath to strip KICAD7/8/9_3DMODEL_DIR or KICLAUDE_BUNDLED_LIBS prefixes, normalise separators, swap .wrl/.wrz to .step siblings, and reject absolute/empty paths.
  • Expose project_model3d FastAPI endpoint that validates the project, locates the bundled libs directory, resolves the target under libs/packages3D, enforces no path traversal via is_relative_to, and streams the STEP bytes with model/step content type or returns appropriate 4xx errors.
  • Add tests that exercise both the path resolution helper and the route, including successful serving of a real C_0402 STEP model, path traversal blocking, missing-model handling, and unknown-project behaviour.
services/kiserver/src/kiserver/main.py
services/kiserver/tests/test_model3d.py
Seed real KiCad STEP models into the bundled libs mirror and manifest and generalise the populate_libs script to handle 3D models.
  • Extend populate_libs.Entry.kind to include model3d and route URL construction through a shared _REPO_FOR_KIND map that adds kicad-packages3D for 3D models.
  • Append four model3d entries (ESP32-S3-WROOM-1, BGA-16, C_0402, C_0603) to the curated library list so they are fetched into libs/packages3D when populating.
  • Mirror these new entries in libs/MANIFEST.toml with kind=model3d, correct URLs, and SHA-256 pins.
  • Add the corresponding .step files into libs/packages3D in the repository so tests and local runs have real model data available.
scripts/populate_libs.py
libs/MANIFEST.toml
libs/packages3D/Capacitor_SMD.3dshapes/C_0402_1005Metric.step
libs/packages3D/Capacitor_SMD.3dshapes/C_0603_1608Metric.step
libs/packages3D/Package_BGA.3dshapes/BGA-16_1.92x1.92mm_Layout4x4_P0.5mm.step
libs/packages3D/RF_Module.3dshapes/ESP32-S3-WROOM-1.step
Fix the broken threaded lib-table append helper and add a module-level lock to prevent concurrent clobbering.
  • Introduce a module-level _LIB_TABLE_LOCK mirroring library._CACHE_LOCK to guard sym/fp-lib-table read-modify-write operations.
  • Rewrite _append_lib_table_row to use _LIB_TABLE_LOCK instead of a function-attribute lock, restoring correct indentation and eliminating the IndentationError on import while keeping the previous semantics.
  • Update the docstring to describe the locking behaviour and idempotent uri-based row append logic.
services/kiserver/src/kiserver/main.py
Document completion of T10 in the Todo and align narrative with the new implementation.
  • Update Todo.md to mark T10 as completed instead of blocked, summarising the STEP decoder, async scene loader, kiserver route, and seeded models, and clarifying that remaining work is UI wiring in the React viewer.
Todo.md
Add tests for the new STEP decoding and async scene loading behaviour in kithree.
  • Introduce a node-environment Vitest suite that loads a real C_0402 STEP file from the bundled libs, verifies decodeStep produces non-trivial meshes, mergeStepMeshes yields an indexed BufferGeometry, and that invalid bytes are rejected.
  • Test loadThreeSceneWithModels end-to-end using a custom fetchModel implementation, covering successful model rendering, fallback to placement boxes when the model is unavailable, and geometry caching across multiple placements sharing the same model_path.
packages/kithree/src/step.test.ts

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Code Review

This pull request implements task T10, pulling forward STEP geometry parsing from M4. It introduces 3D STEP model loading and rendering in the kithree package using occt-import-js (OpenCASCADE compiled to WebAssembly) and adds a corresponding /project/{project_id}/model3d endpoint to kiserver to serve model bytes from a bundled mirror. Feedback focuses on optimizing the loading process and fixing a few issues with asynchronous/lazy execution: resolving sequential fetch bottlenecks by loading models in parallel, avoiding blocking synchronous I/O in the server's async endpoint, reusing materials across component meshes to reduce WebGL overhead, and fixing a static import that was defeating the intended lazy dynamic loading of the large WASM module.

Comment on lines +268 to +283
// Decode each distinct model once; many placements share a model_path.
const geomCache = new Map<string, BufferGeometry | null>();

for (const placement of scene.placements) {
let mesh: Mesh | null = null;
if (opts.fetchModel && placement.model_path) {
const geom = await resolveModelGeometry(
placement.model_path,
opts.fetchModel,
geomCache,
resources,
);
if (geom) {
mesh = buildPlacementModel(placement, geom, resources, centroid, scene.board_thickness_mm);
}
}

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high

Currently, the 3D models are fetched and decoded sequentially in a for...of loop using await. If a board has many components, this sequential execution creates a significant performance bottleneck because each model fetch and decode must wait for the previous one to complete.

We can dramatically improve performance by pre-fetching and decoding all unique model paths in parallel using Promise.all before the loop. Additionally, we can instantiate a single shared MeshStandardMaterial for the default model color and reuse it across all placements, rather than creating a new material instance for every single component.

  // Pre-fetch and decode all unique models in parallel to avoid sequential network/decoding bottlenecks.
  const geomCache = new Map<string, BufferGeometry | null>();
  if (opts.fetchModel) {
    const uniquePaths = Array.from(
      new Set(
        scene.placements
          .map((p) => p.model_path)
          .filter((path): path is string => !!path)
      )
    );
    await Promise.all(
      uniquePaths.map(async (path) => {
        const geom = await resolveModelGeometry(
          path,
          opts.fetchModel!,
          geomCache,
          resources
        );
        geomCache.set(path, geom);
      })
    );
  }

  const defaultModelMaterial = new MeshStandardMaterial({
    color: new Color(DEFAULT_MODEL_COLOR),
    metalness: 0.4,
    roughness: 0.5,
  });
  resources.materials.push(defaultModelMaterial);

  for (const placement of scene.placements) {
    let mesh: Mesh | null = null;
    if (opts.fetchModel && placement.model_path) {
      const geom = geomCache.get(placement.model_path) || null;
      if (geom) {
        mesh = buildPlacementModel(placement, geom, defaultModelMaterial, centroid, scene.board_thickness_mm);
      }
    }

Comment thread services/kiserver/src/kiserver/main.py Outdated
Comment thread packages/kithree/src/scene.ts Outdated
Comment on lines +334 to +347
function buildPlacementModel(
placement: ScenePlacement,
geometry: BufferGeometry,
resources: { geometries: BufferGeometry[]; materials: Material[] },
centroid: { x: number; y: number },
boardThicknessMm: number,
): Mesh {
const mat = new MeshStandardMaterial({
color: new Color(DEFAULT_MODEL_COLOR),
metalness: 0.4,
roughness: 0.5,
});
resources.materials.push(mat);
const mesh = new Mesh(geometry, mat);

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medium

Update buildPlacementModel to accept a shared Material instance instead of the resources object. This avoids creating duplicate MeshStandardMaterial instances for every placement, reducing WebGL state changes and shader compilation overhead.

function buildPlacementModel(
  placement: ScenePlacement,
  geometry: BufferGeometry,
  material: Material,
  centroid: { x: number; y: number },
  boardThicknessMm: number,
): Mesh {
  const mesh = new Mesh(geometry, material);

Comment thread packages/kithree/src/step.ts Outdated
Comment on lines +28 to +38
let _occt: Promise<OcctModule> | null = null;

/** Lazily import + instantiate the OCCT wasm module (once per process). The
* dynamic import keeps the ~7 MB wasm out of the initial bundle until a board
* actually needs a 3D model. */
async function occt(): Promise<OcctModule> {
if (_occt === null) {
_occt = occtimportjs();
}
return _occt;
}

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medium

The comment states that a dynamic import is used to keep the ~7 MB WASM out of the initial bundle. However, occtimportjs is statically imported at the top of the file (import occtimportjs from "occt-import-js"), which means bundlers will eagerly include it in the main bundle anyway.

To achieve true lazy loading and keep the large WASM module out of the initial bundle, we should dynamically import occt-import-js inside the occt() function.

let _occt: Promise<OcctModule> | null = null;

/** Lazily import + instantiate the OCCT wasm module (once per process). The
 * dynamic import keeps the ~7 MB wasm out of the initial bundle until a board
 * actually needs a 3D model. */
async function occt(): Promise<OcctModule> {
  if (_occt === null) {
    _occt = (async () => {
      const { default: occtimportjs } = await import("occt-import-js");
      return occtimportjs();
    })();
  }
  return _occt;
}

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Hey - I've found 1 issue, and left some high level feedback:

  • In loadThreeSceneWithModels, each placement’s model fetch/decoding is awaited sequentially inside the for loop; consider batching with Promise.all (while still reusing the geomCache) so scenes with many placements don’t incur unnecessary per-placement latency.
  • resolveModelGeometry swallows all exceptions silently, which makes debugging STEP decoding failures harder; consider at least emitting a scoped log/warning (with the modelPath) before returning null so it’s clear when/why the model fallback path is being used.
Prompt for AI Agents
Please address the comments from this code review:

## Overall Comments
- In `loadThreeSceneWithModels`, each placement’s model fetch/decoding is awaited sequentially inside the `for` loop; consider batching with `Promise.all` (while still reusing the `geomCache`) so scenes with many placements don’t incur unnecessary per-placement latency.
- `resolveModelGeometry` swallows all exceptions silently, which makes debugging STEP decoding failures harder; consider at least emitting a scoped log/warning (with the `modelPath`) before returning `null` so it’s clear when/why the model fallback path is being used.

## Individual Comments

### Comment 1
<location path="packages/kithree/src/step.ts" line_range="101-105" />
<code_context>
+  }
+  let vertexFloats = 0;
+  let indexCount = 0;
+  for (const m of meshes) {
+    vertexFloats += m.positions.length;
+    indexCount += m.indices.length;
+  }
+  const positions = new Float32Array(vertexFloats);
+  const normals = new Float32Array(vertexFloats);
+  const indices = new Uint32Array(indexCount);
+  let floatOffset = 0;
+  let indexOffset = 0;
+  let baseVertex = 0;
+  let anyMissingNormals = false;
+  for (const m of meshes) {
+    positions.set(m.positions, floatOffset);
+    if (m.normals) {
+      normals.set(m.normals, floatOffset);
+    } else {
+      anyMissingNormals = true;
+    }
+    // Shift this solid's indices past the vertices already written.
+    indices.set(
+      m.indices.map((i) => i + baseVertex),
+      indexOffset,
</code_context>
<issue_to_address>
**suggestion (performance):** Using `Array.map` inside the merge loop allocates per-solid temporary arrays and can be avoided.

In `mergeStepMeshes`, `indices.set(m.indices.map((i) => i + baseVertex), indexOffset)` creates a new array for each mesh. Given you already know the sizes, this extra allocation is avoidable and adds GC pressure for large or many meshes. Instead, iterate over `m.indices` and write directly into `indices`, applying `+ baseVertex` in place to keep this path allocation-free.

```suggestion
    // Shift this solid's indices past the vertices already written, without
    // allocating a temporary array.
    for (let i = 0, len = m.indices.length; i < len; i++) {
      indices[indexOffset + i] = m.indices[i] + baseVertex;
    }
```
</issue_to_address>

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Comment thread packages/kithree/src/step.ts Outdated
LayerDynamics and others added 11 commits May 25, 2026 21:30
Co-authored-by: gemini-code-assist[bot] <176961590+gemini-code-assist[bot]@users.noreply.github.com>
Co-authored-by: gemini-code-assist[bot] <176961590+gemini-code-assist[bot]@users.noreply.github.com>
Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
…ort (T10)

loadThreeSceneWithModels awaited each placement's fetch+OCCT decode inside
the per-placement loop, serialising network and tessellation across the
whole board. Pre-fetch every unique model_path up front via Promise.all so
the loop is a pure CPU walk over cached geometry, and share one
MeshStandardMaterial across all real-model placements instead of allocating
one per component (buildPlacementModel now takes the material from its caller).

step.ts statically imported occt-import-js, so bundlers pulled the ~7 MB OCCT
wasm into the initial chunk despite the lazy-load comment. Make the top-level
import type-only and dynamically import the module inside occt(), so the wasm
lands in a chunk fetched only when a board first decodes a model.

T10 contract preserved: distinct model_path fetched/tessellated once, geometry
shared across instances.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…epMeshes typecheck

Resolved the step.ts import conflict in favour of the complete lazy-load fix:
type-only OcctModule import + dynamic import("occt-import-js") inside occt().
The incoming branch had dropped the static value import without adding the
dynamic one, leaving occtimportjs undefined (would fail typecheck/runtime).

Kept the incoming allocation-free mergeStepMeshes loop, but iterate the typed
array directly so each element types as number — an indexed read is
number | undefined under noUncheckedIndexedAccess (TS2532), which the incoming
loop tripped. Typecheck clean, 24/24 kithree tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…T9 follow-up)

The blinky fixture was corrected to real KiCad part libraries in T9 (5f9fe73):
the ESP32-S3-WROOM-1 module footprint lives in RF_Module.pretty
(RF_Module:ESP32-S3-WROOM-1), while MCU_Espressif is the schematic symbol lib.
The on-disk-fixture assertion still expected the old MCU_Espressif id and failed.
Track the fixture. 483/483 client vitest tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
`uv sync` installed pytest (declared as service extras) but never ruff or mypy
(declared nowhere), so `uv run ruff check` failed to spawn and the python
workflow went red. Declare both in a root [dependency-groups] dev (PEP 735) so
`uv sync` installs them, and relock.

ruff passes clean across services/ (hard gate). mypy --strict has a large
pre-existing backlog (~452 errors — mostly missing PEP 561 py.typed markers and
the Any leakage that cascades, plus a multi-src-root module-resolution issue);
its step is continue-on-error here pending a dedicated strict-cleanup PR. pytest
stays a hard gate (527 passed locally).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
… B gate)

The Tier B golden test every_shipped_kicad_reference_board_parses walks
.kicad_pcb files under development/resources/kicad/{kicad-library,freerouting}.
Those are gitignored external checkouts absent from a fresh CI checkout, so the
gate asserted walked>=1 over an empty tree and panicked (exit 101) — broken in
CI since the initial commit. Fetch both repos (pinned to the dev-tree commits,
shallow single-commit) before any cargo test. 18 reference boards available.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…ites

Two fixes. (1) pnpm install resolves client's file:../crates/*/pkg deps, which
are gitignored wasm-pack outputs — build ki+cad wasm before install or it fails
ERR_PNPM_LINKED_PKG_DIR_NOT_FOUND. (2) `pnpm -r test` also ran the Playwright
packages (tests/e2e,perf,a11y) that need browsers + a dev server this job never
sets up; narrow to `--filter '!./tests/*'` so node runs the 4 vitest suites only
(Playwright runs in the e2e workflow).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Same ERR_PNPM_LINKED_PKG_DIR_NOT_FOUND as the node workflow: cargo-deny ran
fine, then pnpm install failed on the missing crates/*/pkg wasm dirs. Add the
wasm32 target + wasm-pack and build ki+cad before install.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
pnpm install ran before the wasm-pack builds (ordering bug) → install failed.
Reorder so wasm is built first. Also run the a11y suite next to e2e: it is
deterministic and auto-starts its own client dev server (:5318). perf is left
out of CI on purpose — its >=60 FPS assertion is GPU/HW-dependent and would
flake on headless shared runners; it stays a local/manual benchmark.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
@LayerDynamics LayerDynamics reopened this May 26, 2026
@LayerDynamics LayerDynamics merged commit 20b1b31 into main May 26, 2026
2 of 25 checks passed
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