Spaces:
Running
Running
File size: 14,703 Bytes
414dc55 | 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 | """GameController - per-session glue between the engine and the Gradio UI.
Holds the Session plus the visual/TTS providers and the audio data URIs. One instance
lives in gr.State per browser session (single-player).
"""
from __future__ import annotations
import base64
import queue
import random
import threading
import time
from pathlib import Path
from ..audio import SFX_EVENTS, generate_placeholder_pack
from ..audio.manifest import MUSIC_DIR, SFX_DIR
from ..config import Settings, effective_cpus, get_settings
from ..engine import Session
from ..llm import LLMError, make_backend
from ..persistence import load_seed_case
from ..schemas.accusation import Accusation
from ..schemas.suspect import VoiceAssignment
from ..tts import assign_voice, make_tts_provider
from ..visuals import make_visual_provider
_TTS_DIR = Path(".cache") / "tts"
def _data_uri(path: Path, mime: str) -> str:
return f"data:{mime};base64,{base64.b64encode(path.read_bytes()).decode('ascii')}"
# Imported background tracks (mp3/ogg) take priority over the procedural .wav, so a
# real royalty-free track can be dropped into assets/ui/music/ to replace it.
_MUSIC_CANDIDATES: tuple[tuple[str, str], ...] = (
("ambient_theme.mp3", "audio/mpeg"),
("ambient_theme.ogg", "audio/ogg"),
("ambient_theme.wav", "audio/wav"),
)
def _music_data_uri() -> str:
for name, mime in _MUSIC_CANDIDATES:
path = MUSIC_DIR / name
if path.exists():
return _data_uri(path, mime)
return ""
def _load_audio() -> tuple[dict[str, str], str]:
"""Return (sfx event -> data uri, music data uri). Generates the procedural SFX
on first run if missing; the background track prefers an imported mp3/ogg."""
if not (SFX_DIR / "click.wav").exists():
from ..audio import generate_sfx
generate_sfx()
if not _music_data_uri():
generate_placeholder_pack() # falls back to the generated loop if none imported
sfx = {ev: _data_uri(SFX_DIR / fn, "audio/wav") for ev, fn in SFX_EVENTS.items()
if (SFX_DIR / fn).exists()}
return sfx, _music_data_uri()
# The LLM is loaded once and shared by every session, so the model is never loaded
# more than once per process.
_SHARED_BACKEND: object | None = None
_BACKEND_LOCK = threading.Lock()
_SHARED_TTS: object | None = None
_TTS_LOCK = threading.Lock()
def _obtain_shared_tts(settings: Settings):
global _SHARED_TTS
with _TTS_LOCK: # load the TTS models once, not per session
if _SHARED_TTS is None:
_SHARED_TTS = make_tts_provider(settings)
return _SHARED_TTS
def _obtain_shared_backend(settings: Settings):
global _SHARED_BACKEND
with _BACKEND_LOCK: # never load the model more than once, even under a race
if _SHARED_BACKEND is None:
_SHARED_BACKEND = make_backend(settings)
return _SHARED_BACKEND
# A SECOND model instance dedicated to background case generation, so generating the next
# case never blocks live interrogation (which uses the primary backend). RAM is ample
# (two ~1GB Q4 instances); llama.cpp is safe to run as independent instances concurrently.
_GEN_BACKEND: object | None = None
_GEN_BACKEND_LOCK = threading.Lock()
_LAST_INTERACTION = [0.0] # monotonic ts of the last interrogation; the worker yields to it
_GEN_YIELD_SECS = 5.0
def note_interaction() -> None:
"""Mark that the player just used the LLM, so the background generator backs off and
leaves the CPU to interrogation."""
_LAST_INTERACTION[0] = time.monotonic()
def _obtain_gen_backend(settings: Settings):
global _GEN_BACKEND
with _GEN_BACKEND_LOCK:
if _GEN_BACKEND is None:
_GEN_BACKEND = make_backend(settings)
return _GEN_BACKEND
# Continuous background refill is only safe when there are spare cores. On a 2-vCPU CPU
# Space, a case generation (two long LLM calls) running alongside an interrogation starves
# the reply - so on low-core hosts we prebuild exactly ONE case for an instant first load,
# then stop, and let New Case generate on demand behind the loading screen instead.
# (effective_cpus reads the real cgroup quota, so a container that lies about its core
# count via os.cpu_count() doesn't trick us into refilling on only 2 vCPUs.)
_CONTINUOUS_GEN = effective_cpus() > 4
class _CaseBuffer:
"""Keeps a freshly-generated case ready so the first New Case is instant. Every case is
live and unique. On a many-core machine it refills continuously (always instant); on a
low-core Space it prebuilds one case and then stops so it never competes with a reply."""
def __init__(self) -> None:
self._q: queue.Queue = queue.Queue(maxsize=1)
self._started = False
self._lock = threading.Lock()
self._seed = random.randint(1, 1_000_000_000)
self._continuous = _CONTINUOUS_GEN
def start(self, settings: Settings) -> None:
with self._lock:
if self._started:
return
self._started = True
threading.Thread(target=self._run, args=(settings,), daemon=True).start()
def _run(self, settings: Settings) -> None:
from ..generator import generate_case
from ..schemas.case import GenerationKnobs
backend = _obtain_gen_backend(settings)
while True:
if self._q.full():
if not self._continuous:
return # low-core: one case prebuilt, never refill during play
time.sleep(0.5)
continue
# Yield to the player: only generate when interrogation has paused a moment.
while time.monotonic() - _LAST_INTERACTION[0] < _GEN_YIELD_SECS:
time.sleep(0.5)
try:
self._seed = (self._seed + 7919) % 1_000_000_000
result = generate_case(backend, seed=self._seed,
knobs=GenerationKnobs(n_suspects=3))
if result.report.ok:
self._q.put(result.case)
else:
time.sleep(1.0)
except Exception:
time.sleep(2.0)
def take(self, timeout: float = 0.0):
try:
return self._q.get(timeout=timeout) if timeout > 0 else self._q.get_nowait()
except queue.Empty:
return None
_CASE_BUFFER = _CaseBuffer()
def start_case_buffer(settings: Settings) -> None:
"""Begin generating cases ahead of demand (call at app startup so the first case is
already being built before the player connects)."""
_CASE_BUFFER.start(settings)
def take_ready_case(timeout: float = 0.0):
"""Return a pre-generated case if one is ready (optionally waiting up to ``timeout``)."""
return _CASE_BUFFER.take(timeout)
class GameController:
def __init__(self, settings: Settings | None = None) -> None:
self.settings = settings or get_settings()
self.backend = _obtain_shared_backend(self.settings)
self.visuals = make_visual_provider(self.settings)
self.tts = _obtain_shared_tts(self.settings)
self.session: Session | None = None
self.current_sus: str | None = None
self.current_room: str | None = None
self._voices: dict[str, VoiceAssignment] = {}
self._tts_counter = 0
self._img_cache: dict[str, str] = {}
# -- case lifecycle -------------------------------------------------------
def _begin(self, case) -> None: # type: ignore[no-untyped-def]
self.session = Session(case, self.backend)
self.current_sus = case.suspects[0].sus_id
# The stage backdrop starts on the crime scene and changes as rooms are searched.
self.current_room = case.victim.found_at_loc_id
self._voices = {s.sus_id: assign_voice(s) for s in case.suspects}
def start(self, source: str = "tutorial", seed: int | None = None) -> None:
self._begin(self._load_case(source, seed))
def start_buffered(self, wait_secs: float = 0.0) -> bool:
"""Begin a pre-generated case from the background buffer if one is ready (waiting up
to ``wait_secs``). Returns True if a buffered case was used, False if the caller
should fall back to live generation behind the overlay."""
case = take_ready_case(timeout=wait_secs)
if case is None:
return False
self._begin(case)
return True
def _load_case(self, source: str, seed: int | None):
if source == "generate":
try:
from ..generator import generate_case
from ..schemas.case import GenerationKnobs
result = generate_case(self.backend, seed=seed if seed is not None else 0,
knobs=GenerationKnobs(n_suspects=3))
if result.report.ok:
return result.case
# A model that can't produce a solvable case must not strand the player.
except LLMError:
pass # fall back to the tutorial when no model is available
return load_seed_case("tutorial")
@property
def case(self):
assert self.session is not None
return self.session.case
# -- images as data URIs (no file serving; fully offline) -----------------
def _uri(self, path) -> str:
key = str(path)
if key not in self._img_cache:
self._img_cache[key] = (
f"data:image/png;base64,{base64.b64encode(Path(path).read_bytes()).decode('ascii')}"
)
return self._img_cache[key]
def _portrait_key(self, s) -> str: # type: ignore[no-untyped-def]
# ONE key for both the roster thumbnail and the interrogation sprite, so a
# suspect looks identical in the menu and on the stage.
return f"{self.case.case_id}:{s.name}"
def portrait_uri(self, sus_id: str) -> str:
s = self.case.suspect(sus_id)
return self._uri(self.visuals.portrait_path(s.visual, self._portrait_key(s)))
def portrait_sheet_uri(self, sus_id: str) -> str:
s = self.case.suspect(sus_id)
return self._uri(self.visuals.portrait_sheet_path(s.visual, self._portrait_key(s)))
def scene_uri(self, loc_id: str) -> str:
loc = next((x for x in self.case.setting.locations if x.loc_id == loc_id),
self.case.setting.locations[0])
return self._uri(self.visuals.scene_path(loc.name, f"{self.case.case_id}-{loc.loc_id}"))
def interrogation_uri(self) -> str:
return self._uri(self.visuals.scene_path("Interrogation Room", f"{self.case.case_id}-interro"))
def prop_uri(self, clue) -> str:
return self._uri(self.visuals.prop_path(clue.name, f"{self.case.case_id}-{clue.clue_id}"))
def loc_name_for_id(self, loc_id: str) -> str:
return next((x.name for x in self.case.setting.locations if x.loc_id == loc_id), loc_id)
# -- selectors ------------------------------------------------------------
def roster(self) -> list[tuple[str, str]]:
# Same key as the interrogation sprite so the thumbnail matches the stage exactly.
return [(str(self.visuals.portrait_path(s.visual, self._portrait_key(s))), s.name)
for s in self.case.suspects]
def select_by_index(self, index: int) -> str:
suspects = self.case.suspects
if 0 <= index < len(suspects):
self.current_sus = suspects[index].sus_id
return self.current_name()
def current_name(self) -> str:
return self.case.suspect(self.current_sus).name if self.current_sus else ""
def evidence_choices(self) -> list[str]:
return [c.name for c in self.session.evidence()] if self.session else []
def clue_id_for_name(self, name: str | None) -> str | None:
if not name or not self.session:
return None
for c in self.case.clues:
if c.name == name:
return c.clue_id
return None
def relevance_breaking(self, clue_id: str | None) -> bool:
"""True if presenting this clue to the current suspect is their breaking evidence -
used only to pick the right tone for the (rare) confession-scrub fallback."""
if not clue_id or not self.session or not self.current_sus:
return False
from ..engine.relevance import assess_relevance
from ..schemas.enums import Relevance
result = assess_relevance(self.case, self.case.suspect(self.current_sus), clue_id)
return result.relevance is Relevance.BREAKING
def location_choices(self) -> list[str]:
return [loc.name for loc in self.case.setting.locations]
def loc_id_for_name(self, name: str) -> str | None:
for loc in self.case.setting.locations:
if loc.name == name:
return loc.loc_id
return None
# -- actions --------------------------------------------------------------
def search(self, loc_name: str):
loc_id = self.loc_id_for_name(loc_name)
return self.session.search(loc_id) if (self.session and loc_id) else ()
def add_note(self, text: str) -> None:
if self.session and text and text.strip():
self.session.add_note(text)
def accuse(self, accused_name: str, weapon_ok: bool, motive_ok: bool, cited_names: list[str]):
accused = next((s.sus_id for s in self.case.suspects if s.name == accused_name), None)
cited = tuple(cid for cid in (self.clue_id_for_name(n) for n in cited_names) if cid)
accusation = Accusation(
# An unmatched name scores zero rather than silently accusing suspect #1.
accused_sus_id=accused or "",
weapon_id=self.case.weapon.weapon_id if weapon_ok else None,
motive_id=self.case.culprit.true_motive.motive_id if motive_ok else None,
cited_clue_ids=cited,
)
return self.session.accuse(accusation)
def speak(self, text: str) -> str:
"""Synthesize the line and return a base64 WAV data URI (or '' if unavailable),
for reliable client-side playback. Temp files are cleaned up after encoding."""
if not getattr(self.tts, "available", False) or not self.current_sus:
return ""
self._tts_counter += 1
out = _TTS_DIR / f"line_{self._tts_counter}.wav"
path = self.tts.synth_to_file(text, self._voices.get(self.current_sus), out)
if not path:
return ""
try:
uri = f"data:audio/wav;base64,{base64.b64encode(Path(path).read_bytes()).decode('ascii')}"
finally:
Path(path).unlink(missing_ok=True)
return uri
|