Split everything up into dynamically loaded modules.
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/**
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* Debug Utilities for AI Interactive Fiction
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* Provides debugging and testing tools
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*/
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class DebugUtils {
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/**
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* Test the text processing pipeline with sample text
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* @param {string} text - Test text to process
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*/
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static testTextPipeline(text = "This is a test sentence. Let's see if it displays correctly!") {
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console.log("Debug: Testing text pipeline with:", text);
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// Find the text buffer
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const textBuffer = window.TextBuffer || window.moduleRegistry?.getModule('text-buffer');
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if (textBuffer) {
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textBuffer.addText(text);
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console.log("Debug: Text added to buffer");
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return true;
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} else {
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console.error("Debug: TextBuffer not found");
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return false;
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}
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}
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/**
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* Test the socket connection
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*/
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static testSocketConnection() {
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console.log("Debug: Testing socket connection");
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// Find the socket client
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const socketClient = window.SocketClient || window.moduleRegistry?.getModule('socket-client');
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if (socketClient) {
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if (socketClient.isConnected) {
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console.log("Debug: Socket is connected");
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return true;
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} else {
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console.log("Debug: Socket is not connected, attempting connection");
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socketClient.connect();
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return false;
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}
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} else {
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console.error("Debug: SocketClient not found");
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return false;
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}
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}
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/**
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* Test the TTS system
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* @param {string} text - Test text to speak
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*/
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static testTTS(text = "This is a test of the text to speech system.") {
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console.log("Debug: Testing TTS with:", text);
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// Find the TTS player
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const ttsPlayer = window.TTSPlayer || window.moduleRegistry?.getModule('tts');
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if (ttsPlayer) {
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const wasEnabled = ttsPlayer.isEnabled();
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// Enable TTS temporarily if it was disabled
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if (!wasEnabled && ttsPlayer.toggle) {
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ttsPlayer.toggle();
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}
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// Speak the text
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ttsPlayer.speak(text, (result) => {
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console.log("Debug: TTS completed with result:", result);
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// Restore previous enabled state
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if (!wasEnabled && ttsPlayer.toggle) {
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ttsPlayer.toggle();
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}
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});
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return true;
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} else {
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console.error("Debug: TTSPlayer not found");
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return false;
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}
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}
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/**
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* Force all modules to reconnect
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*/
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static forceReconnect() {
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console.log("Debug: Forcing module reconnection");
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// Get all modules
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const registry = window.moduleRegistry;
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if (!registry) {
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console.error("Debug: Module registry not found");
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return false;
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}
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const modules = registry.getAllModules();
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// UI Controller
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const uiController = modules['ui-controller'];
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if (uiController) {
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if (uiController.textBuffer === null) {
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uiController.textBuffer = modules['text-buffer'];
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console.log("Debug: Reconnected UI Controller to Text Buffer");
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// Reinitialize text buffer
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if (uiController.initializeTextBuffer) {
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uiController.initializeTextBuffer();
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}
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}
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if (uiController.ttsHandler === null) {
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uiController.ttsHandler = modules['tts'];
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console.log("Debug: Reconnected UI Controller to TTS Player");
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}
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}
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// Socket Client
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const socketClient = modules['socket-client'];
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if (socketClient) {
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if (socketClient.textBuffer === null) {
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socketClient.textBuffer = modules['text-buffer'];
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console.log("Debug: Reconnected Socket Client to Text Buffer");
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}
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}
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// Game Loop
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const gameLoop = modules['game-loop'];
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if (gameLoop) {
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if (gameLoop.uiController === null) {
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gameLoop.uiController = modules['ui-controller'];
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console.log("Debug: Reconnected Game Loop to UI Controller");
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}
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if (gameLoop.socketClient === null) {
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gameLoop.socketClient = modules['socket-client'];
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console.log("Debug: Reconnected Game Loop to Socket Client");
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}
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if (gameLoop.textBuffer === null) {
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gameLoop.textBuffer = modules['text-buffer'];
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console.log("Debug: Reconnected Game Loop to Text Buffer");
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}
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}
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return true;
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}
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}
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// Export as global for easy console access
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window.DebugUtils = DebugUtils;
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export { DebugUtils };
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