feat(engine): merge cloudflare-migration — paradigm D engine, BYOK proxy, story persistence (#95)
Squash-merge the cloudflare-migration branch (7 commits by Kai ki) into staging with conflict resolution, feature integration, and bug fixes. Engine: - Paradigm D: single-stream Writer replacing dual-phase Plan/Beats - Delete Architect agent; story bible generated via Writer <plan> tag - Modular prompt architecture (segments/registry/builder) - StreamRouter for tagged stream splitting (<plan>/<story>/<choices>) Infrastructure: - Cloudflare Workers deployment (wrangler.jsonc, OpenNext adapter) - D1 database schema + Drizzle ORM (scaffolded, not yet active) - R2 storage helpers (scaffolded, not yet active) - Story persistence API routes + client-side persistence BYOK (Bring Your Own Key): - /api/llm/user-proxy with SSRF-protected LLM proxy (+ requireUser auth) - CORS-aware fetch in ai-client: auto-detect CORS failure, fallback to server proxy transparently via OpenAI SDK custom fetch - BYO config support added to classify-freeform and vision routes - SettingsModal CORS privacy notice (keys never logged/stored) SSE streaming: - engineClient.ts: fetchSSE helper for progressive scene events - startSession/requestScene accept optional emit callback - Fix SSE error event field name (error → message) in scene/start routes i18n integration: - Wire buildLanguageDirective into paradigm D's prompt builder - Update corsNotice i18n keys (zh-CN/en/ja) with CORS proxy privacy text - Preserve Session.language + LanguageSwitcher from i18n commit Co-authored-by: Kai ki <155355644+zbf1009@users.noreply.github.com> Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
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import type {
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WriterScenePlan,
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} from "@infiplot/types";
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import type { WriterBeatsOutput } from "../agents/writer";
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import {
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coerceBeatsFromRaw,
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coerceStoryStatePatch,
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normalizeSpeakerName,
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synthesizeFallbackBeats,
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} from "../agents/writer";
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import { parseJsonLoose } from "../jsonParser";
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// ──────────────────────────────────────────────────────────────────────
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// proseSplitter — rule-based prose → Beat[] splitter.
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//
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// The Writer now outputs continuous prose in the <story> segment instead
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// of JSON beats. This module splits prose into RawBeat[] using lightweight
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// markers (blank-line delimited paragraphs, <i> for inner monologue,
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// 「speaker:quote」 for NPC dialogue), then feeds the result through the
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// existing coerceBeatsFromRaw pipeline to get fully validated Beat[].
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//
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// Zero extra LLM calls. Multiple degradation layers — never throws.
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// ──────────────────────────────────────────────────────────────────────
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type RawBeat = {
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narration?: string;
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speaker?: string;
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line?: string;
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lineDelivery?: string;
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};
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// Match inner-monologue blocks: <i>...</i> (possibly multiline)
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const INNER_RE = /^\s*<i>([\s\S]+?)<\/i>\s*$/;
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// Match NPC dialogue: Speaker:「dialogue」 or Speaker:「dialogue」
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// Supports 「」『』"" quote pairs. Speaker name is 1-20 non-whitespace chars.
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const DIALOGUE_RE =
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/^\s*(\S{1,20})\s*[::]\s*(?:[「『"]([\s\S]+?)[」』"])\s*$/;
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// Match <memory>{...}</memory> block anywhere in the story segment.
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const MEMORY_RE = /<memory>([\s\S]+?)<\/memory>/;
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/**
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* Extract and strip the <memory> JSON block from raw story prose.
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* Returns the parsed StoryStatePatch (or undefined) plus the cleaned prose.
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*/
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function extractMemoryBlock(rawStory: string): {
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patch: ReturnType<typeof coerceStoryStatePatch>;
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cleanedProse: string;
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} {
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const match = MEMORY_RE.exec(rawStory);
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if (!match) return { patch: undefined, cleanedProse: rawStory };
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const jsonStr = match[1]!;
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const cleanedProse = rawStory.replace(MEMORY_RE, "").trim();
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try {
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const parsed = parseJsonLoose<Record<string, unknown>>(jsonStr);
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return {
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patch: coerceStoryStatePatch(
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parsed as Parameters<typeof coerceStoryStatePatch>[0],
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),
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cleanedProse,
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};
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} catch {
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console.warn("[proseSplitter] failed to parse <memory> block, skipping");
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return { patch: undefined, cleanedProse };
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}
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}
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/**
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* Classify a single prose paragraph into one of three beat forms.
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*/
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function classifyBlock(
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block: string,
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plan: WriterScenePlan,
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): RawBeat {
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const trimmed = block.trim();
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// Inner monologue: <i>text</i> → speaker="你"
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const innerMatch = INNER_RE.exec(trimmed);
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if (innerMatch) {
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return {
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speaker: "你",
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line: innerMatch[1]!.trim(),
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};
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}
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// NPC dialogue: Speaker:「quote」
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const dialogueMatch = DIALOGUE_RE.exec(trimmed);
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if (dialogueMatch) {
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const rawSpeaker = dialogueMatch[1]!.trim();
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const speaker = normalizeSpeakerName(rawSpeaker);
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const line = dialogueMatch[2]!.trim();
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const intent = plan.characterIntents?.find((ci) => ci.name === speaker);
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return {
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speaker,
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line,
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lineDelivery: intent?.speakingTone || undefined,
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};
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}
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// Default: pure narration
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return { narration: trimmed };
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}
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/**
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* Split continuous prose into Beat[], reusing the full coerce→repair→fallback
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* pipeline. Zero extra LLM calls. Never throws.
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*
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* @param rawStory - The raw prose from the <story> segment.
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* @param plan - The parsed WriterScenePlan (from <plan> segment).
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* @returns WriterBeatsOutput with Beat[] + optional StoryStatePatch.
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*/
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export function splitProseToBeats(
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rawStory: string,
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plan: WriterScenePlan,
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): WriterBeatsOutput {
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try {
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// 1. Extract <memory> block (story-state volatile patch)
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const { patch, cleanedProse } = extractMemoryBlock(rawStory);
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// 2. Split by blank lines into paragraphs
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const blocks = cleanedProse
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.split(/\n\s*\n/)
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.map((b) => b.trim())
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.filter((b) => b.length > 0);
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if (blocks.length === 0) {
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console.warn("[proseSplitter] empty prose after cleanup, using fallback");
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return {
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beats: synthesizeFallbackBeats(plan),
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storyStatePatch: patch,
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};
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}
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// 3. Classify each block into a RawBeat
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const rawBeats: RawBeat[] = blocks.map((block) => {
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try {
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return classifyBlock(block, plan);
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} catch {
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return { narration: block };
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}
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});
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// 4. Feed through existing coerce pipeline (id assignment, POV
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// normalization, entry alignment, exit guarantee, uniqueness)
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const coerced = coerceBeatsFromRaw(rawBeats, plan);
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return {
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beats: coerced.beats,
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storyStatePatch: patch ?? coerced.storyStatePatch,
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};
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} catch (err) {
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console.error("[proseSplitter] unexpected error, using fallback:", err);
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return {
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beats: synthesizeFallbackBeats(plan),
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storyStatePatch: undefined,
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};
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}
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}
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