feat(uns): ancestor-aware tree filter on the global UNS page (task #136)
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The /uns filter was per-level: it matched only a node's direct children by
DisplayName and only under already-expanded nodes, so typing "blender" at the
top matched nothing — the structural ancestors don't contain the text and
weren't expanded.

Rework UnsTree to the standard tree-filter behaviour:
- A node is shown if it self-matches, sits under a matched ancestor, or has a
  matching descendant (VisibleUnder).
- The path to a match auto-expands (chevron + child block follow a filter-
  derived `childrenShown`, not node.Expanded), and the whole subtree under a
  matched node is shown.
- Lazy tag children are only considered once their equipment is loaded, so the
  filter never triggers lazy loads; the bounded structural tree keeps the
  recursive walk cheap.

Clearing the filter restores the user's manual expand state (node.Expanded is
untouched). Build clean; AdminUI.Tests 216/216.
This commit is contained in:
Joseph Doherty
2026-06-09 08:39:43 -04:00
parent 261419870a
commit 157a6571c7
@@ -4,9 +4,9 @@
Children and raises callbacks; the host page owns expansion + lazy loading. *@
@using ZB.MOM.WW.OtOpcUa.AdminUI.Uns
@foreach (var root in Roots)
@foreach (var root in Roots.Where(r => VisibleUnder(r, false)))
{
@RenderNode(root, 0)
@RenderNode(root, 0, false)
}
@code {
@@ -28,19 +28,28 @@
/// <summary>Raised when the user toggles a node's expansion; the host owns the resulting state + lazy load.</summary>
[Parameter] public EventCallback<UnsNode> OnToggleExpand { get; set; }
/// <summary>Optional case-insensitive substring filter applied to visible children by DisplayName.</summary>
/// <summary>
/// Optional case-insensitive substring filter on DisplayName. A node is shown when it matches,
/// sits under a matching ancestor, or has a matching descendant, and the path to matches
/// auto-expands. Lazy tag children are only considered once their equipment has been loaded.
/// </summary>
[Parameter] public string? Filter { get; set; }
private RenderFragment RenderNode(UnsNode node, int depth) => __builder =>
private RenderFragment RenderNode(UnsNode node, int depth, bool ancestorMatched) => __builder =>
{
var indent = $"padding-left:{depth * 18}px";
var hasExpander = node.Children.Count > 0 || node.HasLazyChildren;
// Under an active filter the matched path auto-expands, so the chevron and the child block
// follow `childrenShown` (derived from the filter) rather than the user's node.Expanded flag.
var matched = ancestorMatched || SelfMatches(node);
var visibleChildren = HasFilter ? VisibleChildren(node, matched).ToList() : node.Children;
var childrenShown = HasFilter ? visibleChildren.Count > 0 : node.Expanded;
<div @key="node.Key" class="d-flex align-items-center gap-1 py-1" style="@indent">
@if (hasExpander)
{
<button type="button" class="btn btn-sm btn-link p-0"
@onclick="@(() => OnToggleExpand.InvokeAsync(node))" style="width:18px">
@(node.Expanded ? "▼" : "▶")
@(childrenShown ? "▼" : "▶")
</button>
}
else
@@ -66,11 +75,11 @@
@node.Error
</div>
}
else if (node.Expanded)
else if (childrenShown)
{
@foreach (var child in FilterChildren(node))
@foreach (var child in visibleChildren)
{
@RenderNode(child, depth + 1)
@RenderNode(child, depth + 1, matched)
}
}
};
@@ -128,15 +137,34 @@
}
};
private IEnumerable<UnsNode> FilterChildren(UnsNode node)
/// <summary>Whether a non-empty filter is currently active.</summary>
private bool HasFilter => !string.IsNullOrWhiteSpace(Filter);
/// <summary>Whether the node's own DisplayName matches the active filter (case-insensitive substring).</summary>
private bool SelfMatches(UnsNode node)
{
var f = Filter?.Trim();
if (string.IsNullOrEmpty(f))
{
return node.Children;
}
return node.Children.Where(c =>
c.DisplayName.Contains(f, StringComparison.OrdinalIgnoreCase));
return !string.IsNullOrEmpty(f)
&& node.DisplayName.Contains(f, StringComparison.OrdinalIgnoreCase);
}
/// <summary>
/// Whether the node should appear under the active filter: it self-matches, sits under a matched
/// ancestor, or has a (loaded) descendant that matches. Unloaded lazy tag children can't be
/// inspected, so an unexpanded equipment matches on its own name only. The structural tree is
/// bounded, so this recursive walk is cheap.
/// </summary>
private bool VisibleUnder(UnsNode node, bool ancestorMatched)
{
if (!HasFilter) { return true; }
if (ancestorMatched || SelfMatches(node)) { return true; }
return node.Children.Any(c => VisibleUnder(c, false));
}
/// <summary>
/// The children to render under the active filter: the whole child list when the node (or an
/// ancestor) matched, otherwise only the branches that still contain a match.
/// </summary>
private IEnumerable<UnsNode> VisibleChildren(UnsNode node, bool matched) =>
matched ? node.Children : node.Children.Where(c => VisibleUnder(c, false));
}