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This is a draft PR of the entire feature, but obviously way too much to go through at once. I will be breaking this up into smaller PR,s so don't worry about granular review at this point.
The major things to look at to make sure we are all agreed on are:
proto/draw/v1/servicerpc service, which will maintain a world state for our draw clientdraw/draw_service.go, which exposes the basic CRUD APIs along with streaming for transform, drawing, and scene changes.client/apis to get a feel for the approach. You may ask yourself, why are we creating these new structs for these APIs? My reasoning is that this gives us a buffer layer between ourdrawAPIs, which are pretty tightly defined, and the downstream user requests/DX for drawing things specifically to our client. That means we should have much more flexibility when making changes there for future releases.drawchanges. Nothing major here, just mostly some cleanup for consistency, especially when it comes to drawing geometries, frames, and geometries in frames. We basically just copied and pasted the original client APIs for these, but they were inconsistent with otherdrawAPIs. Now they are. Also, made some things public, like options, since they are useful for building drawings, and added downscaling as a supported feature (just for point clouds for now).useDrawService.svelte.tshook which is our frontend hook for all the drawing logic.draw-client.spec.tse2e tests. It is basically the same as our old one, but with even more tests to cover our features, and I think a better flow to reduce flakiness or scene pollution between tests.I wouldn't spend more than a few minutes on review. I am mostly just looking for general design/approach/architecture input on this. We can get into full reviews when I break this up into reasonable chunks.