Add ink integration UI and media playback
This commit is contained in:
Vendored
+51
-17
@@ -49,6 +49,8 @@ const socket_io_1 = require("socket.io");
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const dotenv = __importStar(require("dotenv"));
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const game_runner_1 = require("./cli/game-runner");
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const fs_1 = require("fs");
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const turn_result_1 = require("./interfaces/turn-result");
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const game_config_1 = require("./config/game-config");
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// Load environment variables
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dotenv.config();
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// Create Express application
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@@ -61,7 +63,8 @@ exports.io = io;
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// Get port from environment variables or use default
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const DEFAULT_PORT = 3001;
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const PORT = process.env.PORT ? parseInt(process.env.PORT) : DEFAULT_PORT;
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const PORT_RANGE = 10; // Try up to 10 ports starting from the default
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const PORT_RANGE = 300; // Try enough ports to skip OS-excluded ranges.
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const engineConfig = (0, game_config_1.loadGameConfig)(process.env.YAML_CONFIG_FILE || './config/engines/yaml.json', 'yaml');
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// Serve static files from the public directory. During local development the
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// browser must not keep stale ES modules, otherwise UI fixes appear to do
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// nothing until a hard cache clear.
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@@ -74,22 +77,51 @@ app.use(express_1.default.static(path_1.default.join(__dirname, '../public'), {
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res.setHeader('Expires', '0');
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}
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}));
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app.get('/api/game-config', (_req, res) => {
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res.json((0, game_config_1.clientGameConfig)(engineConfig));
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});
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// Set up game sessions
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const gameSessions = new Map();
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const nextTurnIds = new Map();
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function nextTurnId(socketId) {
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const current = nextTurnIds.get(socketId) || 1;
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nextTurnIds.set(socketId, current + 1);
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return current;
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}
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function createTextTurn(socketId, text, gameState = {}, suggestions) {
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const paragraphs = (0, turn_result_1.textToParagraphs)(text);
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return {
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turnId: nextTurnId(socketId),
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paragraphs,
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choices: [],
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inputMode: 'text',
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gameState,
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suggestions,
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};
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}
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function normalizeSaveSlot(slot) {
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const value = Number(slot);
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return Number.isInteger(value) && value > 0 ? value : 1;
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}
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async function startDemoGameForSocket(socket) {
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nextTurnIds.set(socket.id, 1);
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const gameRunner = new game_runner_1.GameRunner();
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const worldFile = process.env.DEFAULT_WORLD_FILE || './data/worlds/example_world.yml';
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const worldFile = (0, game_config_1.projectPath)(process.env.DEFAULT_WORLD_FILE || engineConfig.paths.mainGameFile);
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await gameRunner.initialize(worldFile);
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gameSessions.set(socket.id, gameRunner);
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const gameState = gameRunner.getGameState();
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socket.emit('gameIntroduction', {
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introduction: gameState.world.introduction,
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initialRoomDescription: gameRunner.getCurrentRoomDescription(),
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currentRoomId: gameState.currentRoomId
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const paragraphs = [
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...(0, turn_result_1.textToParagraphs)(gameState.world.introduction),
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...(0, turn_result_1.textToParagraphs)(gameRunner.getCurrentRoomDescription()),
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];
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socket.emit('narrativeResponse', {
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turnId: nextTurnId(socket.id),
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paragraphs,
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choices: [],
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inputMode: 'text',
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gameState: {
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currentRoomId: gameState.currentRoomId,
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},
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});
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return gameRunner;
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}
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@@ -140,6 +172,7 @@ async function handleGameApi(socket, method, args = []) {
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// Handle socket connections
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io.on('connection', (socket) => {
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console.log(`New client connected: ${socket.id}`);
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socket.emit('gameConfig', (0, game_config_1.clientGameConfig)(engineConfig));
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socket.data.saveGames = new Map();
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socket.on('gameApi', async (request, respond) => {
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try {
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@@ -176,13 +209,9 @@ io.on('connection', (socket) => {
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const command = String(data?.command || '').trim();
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// During typography and animation work, mirror the command back through
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// the real socket path so the UI pipeline can be tested end to end.
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socket.emit('narrativeResponse', {
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text: command,
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gameState: {
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currentRoomId: gameRunner.getGameState().currentRoomId
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},
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suggestions: gameRunner.getSuggestions()
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});
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socket.emit('narrativeResponse', createTextTurn(socket.id, command, {
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currentRoomId: gameRunner.getGameState().currentRoomId
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}, gameRunner.getSuggestions()));
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}
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catch (error) {
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console.error('Error processing command:', error);
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@@ -232,6 +261,7 @@ io.on('connection', (socket) => {
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if (gameSessions.has(socket.id)) {
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gameSessions.delete(socket.id);
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}
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nextTurnIds.delete(socket.id);
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});
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});
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// Ensure required asset folders exist
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@@ -250,6 +280,7 @@ function ensureDirectories() {
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(0, fs_1.mkdirSync)(dir, { recursive: true });
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}
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}
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(0, game_config_1.ensureConfiguredAssetDirectories)(engineConfig);
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}
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// Copy kokoro-js library from node_modules if not already present
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function ensureKokoroJs() {
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@@ -278,14 +309,16 @@ async function startServer(initialPort, range) {
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}
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// Try to start the server on the current port
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await new Promise((resolve, reject) => {
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server.listen(currentPort, () => {
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server.removeAllListeners('error');
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server.removeAllListeners('listening');
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server.once('listening', () => {
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console.log(`AI Interactive Fiction web server running on http://localhost:${currentPort}`);
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resolve();
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});
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server.on('error', (error) => {
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server.once('error', (error) => {
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// If port is in use, try next port
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if (error.code === 'EADDRINUSE') {
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console.log(`Port ${currentPort} is in use, trying next port...`);
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if (error.code === 'EADDRINUSE' || error.code === 'EACCES') {
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console.log(`Port ${currentPort} is unavailable (${error.code}), trying next port...`);
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server.close();
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currentPort++;
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reject();
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@@ -296,6 +329,7 @@ async function startServer(initialPort, range) {
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reject(error);
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}
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});
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server.listen(currentPort);
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});
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// If we reach here, server started successfully
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return;
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