refactor: flatten monorepo to single web package (#12)

Flatten the pnpm monorepo (apps/web + packages/*) into a single web package at the repo root.

- Move app/lib/components/scripts/public to root; drop apps/web and packages/* wrappers
- Rewrite tsconfig paths (@infiplot/*) to ./lib/*; turbopack.root = __dirname
- Update Vercel (no root-directory) and Cloudflare (pnpm build:cf at root) deploy paths
- Regenerate pnpm-lock.yaml to drop stale workspace importers
- Bump engines.node to >=22 to match wrangler

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Zonghao Yuan
2026-06-03 00:55:45 +08:00
committed by GitHub
parent 9543c3dba1
commit dc5ecd60f6
221 changed files with 241 additions and 379 deletions
+80
View File
@@ -0,0 +1,80 @@
const TARGET_WIDTH = 768;
// Browser-side equivalent of the former engine/src/annotate.ts. Redraws the
// scene image with the player's click marker on a Canvas 2D and returns the
// raw PNG base64 (no `data:` prefix) — interpretClick wraps it back into a
// data URL before posting to the vision LLM.
//
// crossOrigin="anonymous" + the CDN's Access-Control-Allow-Origin header are
// both required to keep the canvas un-tainted; without them toDataURL throws
// SecurityError. Runware's image CDN supports anonymous CORS; data: URIs
// (MOCK_IMAGE mode) load without CORS.
export async function annotateClick(
imageUrl: string,
click: { x: number; y: number },
): Promise<string> {
const img = await loadImage(imageUrl);
const scale = Math.min(1, TARGET_WIDTH / img.naturalWidth);
const w = Math.max(1, Math.round(img.naturalWidth * scale));
const h = Math.max(1, Math.round(img.naturalHeight * scale));
const canvas = document.createElement("canvas");
canvas.width = w;
canvas.height = h;
const ctx = canvas.getContext("2d");
if (!ctx) throw new Error("Canvas 2D context unavailable");
ctx.drawImage(img, 0, 0, w, h);
const cx = Math.round(click.x * w);
const cy = Math.round(click.y * h);
const r = Math.max(8, Math.round(Math.min(w, h) * 0.025));
const stroke = Math.max(2, Math.round(r * 0.25));
ctx.beginPath();
ctx.arc(cx, cy, r, 0, Math.PI * 2);
ctx.fillStyle = "rgba(255,40,40,0.55)";
ctx.fill();
ctx.lineWidth = stroke;
ctx.strokeStyle = "rgba(255,255,255,0.95)";
ctx.stroke();
ctx.beginPath();
ctx.arc(cx, cy, Math.max(2, Math.round(r * 0.25)), 0, Math.PI * 2);
ctx.fillStyle = "rgba(255,255,255,1)";
ctx.fill();
const dataUrl = canvas.toDataURL("image/png");
return dataUrl.replace(/^data:image\/png;base64,/, "");
}
// 10s timeout mirrors the old server-side annotator's 5s fetch budget +
// headroom for browser decode. Without it a hung CDN response would strand
// the player in `vision-thinking` forever.
function loadImage(
url: string,
timeoutMs = 10_000,
): Promise<HTMLImageElement> {
return new Promise((resolve, reject) => {
const img = new Image();
const timer = setTimeout(() => {
// removeAttribute, not `src = ""` — setting empty string can trigger
// a navigation to the current document URL in some browsers.
img.removeAttribute("src");
reject(new Error(`Image load timed out after ${timeoutMs}ms`));
}, timeoutMs);
img.crossOrigin = "anonymous";
img.onload = () => {
clearTimeout(timer);
resolve(img);
};
img.onerror = () => {
clearTimeout(timer);
reject(
new Error(`Failed to load image for annotation: ${url.slice(0, 80)}`),
);
};
img.src = url;
});
}