Stabilize TTS voice reload and reconnect logging
This commit is contained in:
+1
-19
@@ -245,6 +245,7 @@
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border: 1px none rgba(255,255,255,0);
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}
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</style>
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<script src="/js/logger.js?v=20260519-logger"></script>
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</head>
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<body>
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<!-- Debug output area -->
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@@ -279,25 +280,6 @@
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console.log(message);
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};
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</script>
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<script>
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// Redefine console.log to expose browser logs to model
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const originalLog = console.log;
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console.log = function(...args) {
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if (typeof debug !== 'undefined' && debug) {
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const debugContent = document.getElementById('debug-content');
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if (debugContent) {
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const logMsg = document.createElement('div');
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// Convert all arguments to string and join them
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logMsg.textContent = args.map(arg =>
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typeof arg === 'object' ? JSON.stringify(arg) : String(arg)
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).join(' ');
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debugContent.appendChild(logMsg);
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}
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}
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// Pass all arguments to the original console.log
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originalLog.apply(console, args);
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};
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</script>
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<script type="module" src="/js/loader.js?v=20260516-scroll-window"></script>
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</body>
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</html>
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@@ -0,0 +1,85 @@
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(function () {
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const originalConsole = {
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debug: console.debug.bind(console),
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log: console.log.bind(console),
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info: console.info.bind(console),
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warn: console.warn.bind(console),
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error: console.error.bind(console)
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};
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const levels = {
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silent: 0,
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error: 1,
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warn: 2,
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info: 3,
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debug: 4
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};
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function readLevel() {
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const params = new URLSearchParams(window.location.search);
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const queryLevel = params.get('log') || params.get('debug');
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if (queryLevel === '1' || queryLevel === 'true') return 'debug';
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if (queryLevel && levels[queryLevel]) return queryLevel;
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const savedLevel = localStorage.getItem('ai-if-log-level');
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if (savedLevel && Object.prototype.hasOwnProperty.call(levels, savedLevel)) {
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return savedLevel;
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}
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return 'warn';
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}
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const logger = {
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level: readLevel(),
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levels,
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originalConsole,
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setLevel(level) {
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if (!Object.prototype.hasOwnProperty.call(levels, level)) {
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originalConsole.warn(`Unknown log level "${level}". Use silent, error, warn, info, or debug.`);
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return;
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}
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this.level = level;
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localStorage.setItem('ai-if-log-level', level);
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originalConsole.info(`AI IF log level set to ${level}`);
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},
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shouldPrint(level) {
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return levels[this.level] >= levels[level];
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},
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write(level, args) {
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if (!this.shouldPrint(level)) return;
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const writer = originalConsole[level] || originalConsole.log;
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writer(...args);
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},
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debug(...args) {
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this.write('debug', args);
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},
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log(...args) {
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this.write('debug', args);
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},
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info(...args) {
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this.write('info', args);
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},
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warn(...args) {
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this.write('warn', args);
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},
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error(...args) {
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this.write('error', args);
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}
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};
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console.debug = (...args) => logger.debug(...args);
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console.log = (...args) => logger.log(...args);
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console.info = (...args) => logger.info(...args);
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console.warn = (...args) => logger.warn(...args);
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console.error = (...args) => logger.error(...args);
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window.AppLogger = logger;
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})();
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@@ -19,9 +19,11 @@ class SocketClientModule extends BaseModule {
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this.storyHistory = null;
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this.isConnected = false;
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this.reconnectAttempts = 0;
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this.maxReconnectAttempts = Infinity;
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this.reconnectDelay = 2000;
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this.maxReconnectDelay = 30000;
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this.maxReconnectAttempts = 12;
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this.reconnectDelay = 5000;
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this.maxReconnectDelay = 5000;
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this.reconnectTimer = null;
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this.reconnectAlerted = false;
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this.url = null;
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this.eventListeners = {};
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this.defaultHost = 'localhost:3000';
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@@ -77,6 +79,8 @@ class SocketClientModule extends BaseModule {
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'resolveAssetUrl',
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'looksLikeAssetPath',
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'attemptReconnect',
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'stopReconnectLoop',
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'notifyReconnectFailed',
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'getConnectionStatus',
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'loadSocketIO'
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]);
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@@ -152,6 +156,12 @@ class SocketClientModule extends BaseModule {
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try {
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console.log(`Socket Client: Connecting to ${socketUrl}`);
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if (this.socket) {
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this.socket.removeAllListeners();
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this.socket.close();
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this.socket = null;
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}
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// Create Socket.IO connection (will automatically use /socket.io endpoint)
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this.socket = window.io(socketUrl, {
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reconnection: false, // We handle reconnection ourselves
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@@ -162,6 +172,8 @@ class SocketClientModule extends BaseModule {
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console.log('Socket Client: Connected to server with ID:', this.socket.id);
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this.isConnected = true;
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this.reconnectAttempts = 0;
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this.stopReconnectLoop();
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this.reconnectAlerted = false;
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this.emitEvent('connect');
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resolve(true);
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});
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@@ -177,6 +189,9 @@ class SocketClientModule extends BaseModule {
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this.socket.on('connect_error', (error) => {
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console.error('Socket Client: Connection error:', error);
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this.emitEvent('connect_error', error);
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if (!this.isConnected) {
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this.attemptReconnect();
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}
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resolve(false);
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});
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@@ -659,7 +674,11 @@ class SocketClientModule extends BaseModule {
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*/
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attemptReconnect() {
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if (this.reconnectAttempts >= this.maxReconnectAttempts) {
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console.error('Socket Client: Max reconnect attempts reached');
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this.notifyReconnectFailed();
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return;
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}
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if (this.reconnectTimer) {
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return;
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}
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@@ -667,13 +686,45 @@ class SocketClientModule extends BaseModule {
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const delay = Math.min(this.maxReconnectDelay, this.reconnectDelay * this.reconnectAttempts);
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console.log(`Socket Client: Attempting to reconnect in ${delay}ms (attempt ${this.reconnectAttempts})`);
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document.dispatchEvent(new CustomEvent('story:process-state', {
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detail: { state: 'waiting-generating', reason: 'socket-reconnecting', attempt: this.reconnectAttempts }
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}));
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setTimeout(() => {
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this.reconnectTimer = setTimeout(() => {
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this.reconnectTimer = null;
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if (!this.isConnected) {
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this.connect();
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}
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}, delay);
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}
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stopReconnectLoop() {
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if (this.reconnectTimer) {
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clearTimeout(this.reconnectTimer);
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this.reconnectTimer = null;
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}
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}
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notifyReconnectFailed() {
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if (this.reconnectAlerted) return;
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this.reconnectAlerted = true;
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this.stopReconnectLoop();
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const message = this.translate(
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'popup.serverUnavailable',
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'The game server is currently unavailable. The client tried to reconnect for one minute. Please reload the page after the server is running again.'
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);
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console.error('Socket Client: Reconnect failed after one minute');
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document.dispatchEvent(new CustomEvent('story:tag', {
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detail: {
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key: 'error',
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value: message,
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source: 'socket-reconnect'
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}
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}));
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document.dispatchEvent(new CustomEvent('story:process-state', {
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detail: { state: 'ready', reason: 'socket-reconnect-failed' }
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}));
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}
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/**
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* Disconnect from the server
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@@ -1199,7 +1199,8 @@ class TTSFactoryModule extends BaseModule {
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} else if (handler && typeof handler.configure === 'function') {
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handler.configure(voiceOptions);
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}
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if (voiceOptions.language && !voiceOptions.voice && handler && typeof handler.selectVoiceForLocale === 'function') {
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const handlerHasVoice = Boolean(this.getEffectiveVoiceId(handler));
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if (voiceOptions.language && !voiceOptions.voice && !handlerHasVoice && handler && typeof handler.selectVoiceForLocale === 'function') {
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handler.selectVoiceForLocale(voiceOptions.language);
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}
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}
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@@ -64,5 +64,6 @@
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"popup.defaultError": "Das Spiel wurde wegen eines nicht behebbaren Fehlers beendet.",
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"popup.defaultAchievement": "Errungenschaft freigeschaltet.",
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"popup.defaultAlert": "Hinweis",
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"popup.commandTimeout": "Der Spielserver hat nicht rechtzeitig geantwortet. Du kannst es noch einmal versuchen."
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"popup.commandTimeout": "Der Spielserver hat nicht rechtzeitig geantwortet. Du kannst es noch einmal versuchen.",
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"popup.serverUnavailable": "Der Spielserver ist im Moment nicht erreichbar. Der Client hat eine Minute lang versucht, die Verbindung wiederherzustellen. Bitte lade die Seite neu, sobald der Server wieder läuft."
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}
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@@ -64,5 +64,6 @@
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"popup.defaultError": "The game ended because of an unrecoverable error.",
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"popup.defaultAchievement": "Achievement unlocked.",
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"popup.defaultAlert": "Hint",
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"popup.commandTimeout": "The game server did not answer in time. You can try again."
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"popup.commandTimeout": "The game server did not answer in time. You can try again.",
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"popup.serverUnavailable": "The game server is currently unavailable. The client tried to reconnect for one minute. Please reload the page after the server is running again."
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}
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