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ai.interactive.fiction/public/js/debug-utils.js
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JavaScript

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