File size: 12,523 Bytes
4f64da5
 
 
637dd5c
 
4f64da5
bf8d4d8
4f64da5
 
 
 
 
 
 
 
0be4978
 
4f64da5
40fde09
9802882
637dd5c
6896326
f0dc1c3
 
 
bf8d4d8
4f64da5
40fde09
 
 
 
 
819e443
40fde09
 
4f64da5
 
40fde09
1be0bd5
637dd5c
 
008456e
 
 
 
637dd5c
bf8d4d8
 
 
 
0be4978
 
819e443
6896326
1be0bd5
6896326
 
 
9349de1
 
 
40fde09
9802882
40fde09
 
9802882
637dd5c
9802882
 
1be0bd5
a438bb5
f1f03f6
6896326
a438bb5
6896326
 
a438bb5
6896326
 
9349de1
a438bb5
9802882
1be0bd5
40fde09
637dd5c
bf8d4d8
637dd5c
9802882
1e61892
40fde09
1e61892
 
 
0112e46
9802882
1be0bd5
 
9802882
 
 
40fde09
 
 
1be0bd5
 
 
40fde09
 
 
 
 
 
 
 
 
1be0bd5
40fde09
 
 
 
 
1be0bd5
40fde09
 
 
 
 
 
 
 
 
1be0bd5
40fde09
 
 
 
1be0bd5
 
9349de1
 
 
 
40fde09
 
 
 
 
 
 
 
 
 
9802882
 
40fde09
4f64da5
 
6896326
9349de1
 
8fb2ec4
9802882
 
 
 
6896326
 
008456e
6896326
f0dc1c3
6896326
f0dc1c3
 
 
 
 
 
 
6896326
f0dc1c3
 
 
6896326
f0dc1c3
 
 
6896326
 
f0dc1c3
6896326
f0dc1c3
6896326
f0dc1c3
6896326
 
9802882
 
a3e95be
 
0be4978
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
637dd5c
 
 
40fde09
637dd5c
40fde09
 
637dd5c
 
819e443
637dd5c
 
40fde09
637dd5c
 
 
 
 
 
 
 
 
 
a438bb5
 
 
 
 
637dd5c
 
bf8d4d8
 
 
 
 
 
 
1e61892
bf8d4d8
 
1e61892
bf8d4d8
 
1e61892
 
a438bb5
 
1e61892
bf8d4d8
 
9349de1
 
 
4f64da5
637dd5c
a438bb5
637dd5c
40fde09
a438bb5
0be4978
4f64da5
008456e
637dd5c
bf8d4d8
 
4f64da5
 
6896326
0be4978
4f64da5
 
 
 
bf8d4d8
0be4978
a5fb2e6
 
 
 
0be4978
 
 
 
 
bf8d4d8
 
 
 
 
 
 
40fde09
 
 
 
bf8d4d8
 
 
 
 
a438bb5
bf8d4d8
1be0bd5
bf8d4d8
 
6896326
40fde09
 
7a3bdc2
 
40fde09
 
a3e95be
6896326
a3e95be
bf8d4d8
f4af987
 
1be0bd5
6311de2
 
a438bb5
 
 
 
9349de1
a438bb5
 
819e443
a438bb5
1be0bd5
4f64da5
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
"use client"

import { useEffect, useRef, useState, useTransition } from "react"
import { usePathname, useRouter, useSearchParams } from "next/navigation"


import { Renderer } from "@/components/business/renderer"

import {
  Select,
  SelectContent,
  SelectItem,
  SelectTrigger,
  SelectValue,
} from "@/components/ui/select"
import { Switch } from "@/components/ui/switch"
import { Label } from "@/components/ui/label"

import { newRender, getRender } from "./render"
import { RenderedScene } from "./types"
import { Game, GameType } from "./games/types"
import { defaultGame, games, getGame } from "./games"
import { getBackground } from "@/app/queries/getBackground"
import { getDialogue } from "@/app/queries/getDialogue"
import { getActionnables } from "@/app/queries/getActionnables"
import { Engine, EngineType, defaultEngine, engines, getEngine } from "./engines"

const getInitialRenderedScene = (): RenderedScene => ({
  renderId: "",
  status: "pending",
  assetUrl: "", 
  error: "",
  maskUrl: "",
  segments: []
})
export default function Main() {
  const [isPending, startTransition] = useTransition()
  const [rendered, setRendered] = useState<RenderedScene>(getInitialRenderedScene())
  const historyRef = useRef<RenderedScene[]>([])
  const router = useRouter()
  const pathname = usePathname()
  const searchParams = useSearchParams()
 
  const requestedGame = (searchParams.get('game') as GameType) || defaultGame
  const gameRef = useRef<GameType>(requestedGame)
  const [game, setGame] = useState<Game>(getGame(gameRef.current))

  const requestedEngine = (searchParams.get('engine') as EngineType) || defaultEngine
  const [engine, setEngine] = useState<Engine>(getEngine(requestedEngine))

  const requestedDebug = (searchParams.get('debug') === "true")
  const [debug, setDebug] = useState<boolean>(requestedDebug)

  const [situation, setSituation] = useState("")

  const [dialogue, setDialogue] = useState("")
  const [hoveredActionnable, setHoveredActionnable] = useState("")

  const [isBusy, setBusy] = useState<boolean>(true)
  const busyRef = useRef(true)

  const loopRef = useRef<any>(null)

  const loadNextScene = async (nextSituation?: string, nextActionnables?: string[]) => {
    
    await startTransition(async () => {
      console.log("Rendering a scene for " + game.type)

      // console.log(`rendering scene..`)
      const newRendered = await newRender({
        engine,

        // SCENE PROMPT
        prompt: game.getScenePrompt(nextSituation).join(", "),

        // ACTIONNABLES
        actionnables: (Array.isArray(nextActionnables) && nextActionnables.length
          ? nextActionnables
          : game.initialActionnables
        ).slice(0, 10) // too many can slow us down it seems
      })

      console.log("got the first version of our scene!", newRendered)

      // detect if type game type changed while we were busy
      if (game?.type !== gameRef?.current) {
        console.log("game type changed! aborting..")
        return

      }
      // we cheat a bit by displaying the previous image as a placeholder
      // this is better than displaying a blank image!
      newRendered.assetUrl = rendered.assetUrl
      newRendered.maskUrl = rendered.maskUrl

      historyRef.current.unshift(newRendered)
      setRendered(newRendered)
    })
  }

  const checkRenderedLoop = async () => {
    // console.log("checkRenderedLoop! rendered:", renderedRef.current)
    clearTimeout(loopRef.current)
  
    if (!historyRef.current[0]?.renderId || historyRef.current[0]?.status !== "pending") {

      // console.log("let's try again in a moments")
      loopRef.current = setTimeout(() => checkRenderedLoop(), 200)
      return
    } 

    // console.log("checking rendering..")
    await startTransition(async () => {
      // console.log(`getting latest updated scene..`)
      try {
        if (!historyRef.current[0]?.renderId) {
          throw new Error(`missing renderId`)
        }

      
        // console.log(`calling getRender(${renderedRef.current.renderId})`)
        const newRendered = await getRender(historyRef.current[0]?.renderId)
        // console.log(`got latest updated scene:`, renderedRef.current)

        // detect if type game type changed while we were busy
        if (game?.type !== gameRef?.current) {
          console.log("game type changed! aborting..")
          return
        }

    
        const before = JSON.stringify(historyRef.current[0])
        const after = JSON.stringify(newRendered)

        if (after !== before) {
          console.log("updating scene..")
          historyRef.current[0] = newRendered
          setRendered(historyRef.current[0])

          if (newRendered.status === "completed") {
            setBusy(busyRef.current = false)
          }
        }
      } catch (err) {
        console.error(err)
      }

      clearTimeout(loopRef.current)
      loopRef.current = setTimeout(() => checkRenderedLoop(), 1000)
    })
  }
    
  useEffect(() => {
    loadNextScene()
    checkRenderedLoop()
  }, [])

  const handleUserAction = async (actionnable: string) => {
    console.log("user clicked on:", actionnable)
    setBusy(busyRef.current = true)

    // TODO: ask Llama2 what to do about it
    // we need a frame and some actionnables,
    // perhaps even some music or sound effects

    await startTransition(async () => {

      const game = getGame(gameRef.current)

      let newDialogue = ""
      try {
        newDialogue = await getDialogue({ game, situation, actionnable })
        console.log(`newDialogue:`, newDialogue)
        setDialogue(newDialogue)
      } catch (err) {
        console.log(`failed to generate dialogue (but it's only a nice to have, so..)`)
        setDialogue("")
      }

      try {
        const newActionnables = await getActionnables({ game, situation, actionnable, newDialogue })
        console.log(`newActionnables:`, newActionnables)

        const newBackground = await getBackground({ game, situation, actionnable, newDialogue, newActionnables })
        console.log(`newBackground:`, newBackground)
        setSituation(newBackground)

        console.log("loading next scene..")
        await loadNextScene(newBackground, newActionnables)

          // todo we could also use useEffect
      } catch (err) {
        console.error(`failed to get one of the mandatory entites: ${err}`)
      }
    })
  }

  const clickables = Array.from(new Set(rendered.segments.map(s => s.label)).values())

  const handleToggleDebug = (isToggledOn: boolean) => {
    const current = new URLSearchParams(Array.from(searchParams.entries()))
    current.set("debug", `${isToggledOn}`)
    const search = current.toString()
    const query = search ? `?${search}` : ""

    // for some reason, this doesn't work?!
    router.replace(`${pathname}${query}`, { })
    
    // workaround.. but it is strange that router.replace doesn't work..
    let newurl = window.location.protocol + "//" + window.location.host + window.location.pathname + '?' + search.toString()
    window.history.pushState({path: newurl}, '', newurl)

    setDebug(isToggledOn)
  }

  const handleSelectGame = (newGameType: GameType) => {
    gameRef.current = newGameType
    setGame(getGame(newGameType))
    /*
    setRendered({
      renderId: "",
      status: "pending",
      assetUrl: "", 
      error: "",
      maskUrl: "",
      segments:[]
    })
    */

    const current = new URLSearchParams(Array.from(searchParams.entries()))
    current.set("game", newGameType)
    const search = current.toString()
    const query = search ? `?${search}` : ""

    // for some reason, this doesn't work?!
    router.replace(`${pathname}${query}`, { })
    
    // workaround.. but it is strange that router.replace doesn't work..
    //let newurl = window.location.protocol + "//" + window.location.host + window.location.pathname + '?' + search.toString()
    //window.history.pushState({path: newurl}, '', newurl)

    // actually we don't handle partial reload very well, so let's reload the whole page
    window.location = `${window.location.protocol + "//" + window.location.host + window.location.pathname + '?' + search.toString()}` as any
  }


  const handleSelectEngine = (newEngine: EngineType) => {
    setEngine(getEngine(newEngine))

    const current = new URLSearchParams(Array.from(searchParams.entries()))
    current.set("engine", newEngine)
    const search = current.toString()
    //const query = search ? `?${search}` : ""

    // for some reason, this doesn't work?!
    //router.replace(`${pathname}${query}`, { })
    
    // workaround.. but it is strange that router.replace doesn't work..
    //let newurl = window.location.protocol + "//" + window.location.host + window.location.pathname + '?' + search.toString()
    //window.history.pushState({path: newurl}, '', newurl)

    // actually we don't handle partial reload very well, so let's reload the whole page
    window.location = `${window.location.protocol + "//" + window.location.host + window.location.pathname + '?' + search.toString()}` as any
  }

  // determine when to show the spinner
  const isLoading = isBusy || rendered.status === "pending"

  return (
    <div
      className="flex flex-col w-full max-w-5xl"
    >
      <div className="flex flex-row w-full justify-between items-center px-2 py-2 border-b-1 border-gray-50 dark:border-gray-50 bg-gray-800 dark:bg-gray-800">
        <div className="flex flex-row items-center space-x-3 font-mono">
          <Label className="flex text-sm">Select a story:</Label>
          <Select
            defaultValue={gameRef.current}
            onValueChange={(value) => { handleSelectGame(value as GameType) }}>
            <SelectTrigger className="w-[180px]">
              <SelectValue className="text-sm" placeholder="Type" />
            </SelectTrigger>
            <SelectContent>
              {Object.entries(games).map(([key, game]) =>
                <SelectItem key={key} value={key}>{game.title}</SelectItem>
              )}
            </SelectContent>
          </Select>
        </div>
        <div className="flex flex-row items-center space-x-3 font-mono">
          <Switch
              checked={debug}
              onCheckedChange={handleToggleDebug}
              // we won't disable it, so we can occupy our using while loading
              // disabled={isLoading}
           />
           <Label>Debug</Label>
        </div>
        <div className="flex flex-row items-center space-x-3 font-mono">
          <Label className="flex text-sm">Rendering engine:</Label>
          <Select
            defaultValue={engine.type}
            onValueChange={(value) => { handleSelectEngine(value as EngineType) }}>
            <SelectTrigger className="w-[300px]">
              <SelectValue className="text-sm" placeholder="Type" />
            </SelectTrigger>
            <SelectContent>
              {Object.entries(engines)
                .filter(([_, engine]) => engine.visible)
                .map(([key, engine]) =>
              <SelectItem key={key} value={key} disabled={!engine.enabled}>{engine.label} ({engine.modelName})</SelectItem>
              )}
            </SelectContent>
          </Select>
        </div>
      </div>

      <div className={[
        "flex flex-col w-full pt-4 space-y-3 text-gray-50 dark:text-gray-50",
        getGame(gameRef.current).className // apply the game theme
      ].join(" ")}>
        <div className="flex flex-row">
          <div className="text-xl mr-2">
            {rendered.segments.length
              ? <span>🔎 Try to click on:</span>
              : <span>⌛ Searching in the scene..</span>
            }
          </div>
          {clickables.map((clickable, i) => 
          <div key={i} className="flex flex-row text-xl mr-2">
            <div className="">{clickable}</div>
            {i < (clickables.length - 1) ? <div>,</div> : null}
          </div>)}
        </div>
        <div className="text-xl p-4 rounded-xl backdrop-blur-sm bg-white/30">
          You are looking at: <span className="font-bold">{hoveredActionnable || "nothing"}</span>
        </div>
        <Renderer
          rendered={rendered}
          onUserAction={handleUserAction}
          onUserHover={setHoveredActionnable}
          isLoading={isLoading}
          game={game}
          engine={engine}
          debug={debug}
        />
        <div className="text-xl rounded-xl backdrop-blur-sm bg-white/30 p-4">{dialogue}</div>
      </div>
    </div>
  )
}