feat(engine): multi-agent character consistency pipeline (#6)

* feat(types): Character.voiceDescription rename + visual fields + Scene.sceneKey

Prepares the type surface for the multi-agent scene pipeline:

- Character.description → voiceDescription (clearer pairing with new visualDescription)
- Character gains visualDescription (English appearance card for Painter) +
  basePortraitBase64 + basePortraitUuid (for Runware referenceImages reuse)
- Scene gains sceneKey (English slug for cross-scene img2img continuity) +
  imageUuid (Runware UUID of the scene's rendered image for cheap seedImage
  reuse on subsequent same-sceneKey calls)
- Beat gains activeCharacters[] so the Cinematographer can read which
  characters are on-screen + their poses when composing the establishing shot

Co-Authored-By: QiChen88 <2291969160@qq.com>
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(ai-client): generateImage img2img + multi-reference options + uploadImage

Extends the Runware adapter to support the two anchoring mechanisms FLUX.2
[klein] 9B KV needs for character + scene visual consistency:

- generateImage gains optional { seedImage, referenceImages, strength }:
  seedImage drives img2img (single starting image, sceneKey continuity),
  referenceImages drives multi-reference anchoring (up to 4 character
  portraits, capped per Runware spec). Default strength 0.85 — FLUX
  ignores strength < 0.8.
- uploadImage POSTs a base64 to Runware's imageUpload taskType and
  returns the UUID, so portraits/scene snapshots can be referenced by
  UUID on subsequent calls instead of resending base64 every scene.

Co-Authored-By: QiChen88 <2291969160@qq.com>
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(engine): multi-agent scene pipeline (Writer→CharDesigner+Cinematographer→Painter)

Replaces the single-LLM directScene with a four-agent pipeline that
specializes each concern and parallelizes the slow parts. Adopts the
core idea from #4 (multi-agent dispatch + character visual consistency)
and grafts it onto the Scene/Beat architecture introduced in #2.

Pipeline per Scene (~9-12s critical path with parallelization):

  Writer LLM (序列, ~3s)
    │ outputs: sceneSummary + sceneKey + beats[] (each beat carries
    │           activeCharacters[] with poses)
    │
    ├─ CharacterDesigner LLM × N new chars (并行)
    │     │ outputs: { visualDescription (英文外貌卡), voiceDescription (中文音色卡) }
    │     ├─ FLUX portrait gen → upload → UUID (并行 within agent)
    │     └─ Xiaomi MiMo voicedesign provision (并行 within agent)
    │
    └─ Cinematographer LLM (并行 with CharacterDesigner)
          outputs: { shotType, integratedPrompt (英文构图+机位+人物站位) }

  Painter (FLUX img2img + referenceImages, ~1-3s)
    inputs: integratedPrompt + onStageCharacters' archetype block
            + (optional) prior sceneKey-hit scene as seedImage
            + (optional) character portrait UUIDs as referenceImages
    fallback chain: A) both anchors → B) refs only (保角色) →
                    C) seed only (保背景) → D) pure t2i
    output uploaded → Scene.imageUuid for the next sceneKey hop

Why this carving:
- Writer focuses purely on narrative (drops the voice-design duty
  staging's DIRECTOR_SYSTEM was carrying as a side concern).
- CharacterDesigner bundles visual + voice so the agent that thinks
  "who is this character" produces internally-consistent appearance +
  vocal personality (split agents tend to diverge).
- Cinematographer doesn't need character visualDescriptions —
  Painter appends archetypes after — so it parallelizes with
  CharacterDesigner.
- sceneKey enables cross-scene backdrop continuity that Scene/Beat
  doesn't cover (Scene/Beat only reuses backdrop WITHIN a scene's
  beats; sceneKey reuses across scenes that share a location).

Other changes:
- voice.ts loses provisionVoicesForScene (moved into CharacterDesigner);
  keeps synthesizeBeat for the lazy per-beat /api/beat-audio path.
- renderer.ts deleted (replaced by agents/painter.ts).
- directInsertBeat (vision-driven in-scene exploration) stays single-
  LLM — it forbids new characters and produces no image, so multi-
  agent doesn't apply.

apps/web is unchanged: orchestrator.ts keeps the same exports
(startSession / requestScene / visionDecide / requestInsertBeat /
requestBeatAudio) with identical request/response shapes.

Co-Authored-By: QiChen88 <2291969160@qq.com>
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* fix(engine): Pattern B player POV + JSON repair + drop seedImage tier

Three hotfixes surfaced by manual end-to-end testing of the multi-agent
pipeline.

F1 — Player viewpoint (galgame Pattern B):
  - Writer accepts speaker="你" for player dialog (renders in dialog box,
    never TTS'd because no Character record exists for "你"). Filter POV
    variants (玩家/我/主角/protagonist/player/I/me/...) from
    activeCharacters so CharacterDesigner never wastes API calls on the
    player. Two-layer defense: explicit prompt rule in WRITER_SYSTEM +
    code normalization (POV_VARIANTS set, isPovName, normalizeSpeakerName).
  - Cinematographer and Painter prompts gain "player never in frame" rule
    so the player never appears in any rendered scene.
  - Cinematographer gains dynamic camera policy driven by the entry beat's
    speaker: NPC-speaker → close-up looking toward camera; "你"-speaker →
    medium shot of attentive NPC; no speaker → wide establishing shot.
  - director.ts filters POV from orphanSpeakers so provisionVoiceForName
    never fires for "你".

F2 — JSON parsing robustness:
  - parseJsonLoose gains a 4th repair tier: strip JS-style comments, strip
    trailing commas, insert missing commas between adjacent objects /
    arrays / quoted values. Logs the first 800 chars of raw LLM output
    when all repair attempts fail, so we can see what the model emitted.

F3 — Drop seedImage, use referenceImages for prior scene:
  - FLUX.2 [klein] 9B KV does not support seedImage (img2img). Removed
    Tier A (seedImage+refs) and Tier C (seedImage only) from the Painter
    degradation chain. New layout: prior scene's image slots into
    referenceImages[0] for spatial continuity, character portraits fill
    slots 1-3 (Runware caps at 4 total). Cinematographer instructed to
    emphasize continuity when sceneKey matches a prior scene.

All five package typechecks pass.

Co-Authored-By: QiChen88 <2291969160@qq.com>
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* fix(engine): address Copilot review feedback on #6

Three targeted fixes from PR #6 Copilot review.

F4 — Stale seedImage/img2img docstrings
  Four locations still referenced the original img2img design after F3
  switched to referenceImages-based spatial continuity:
  - types/index.ts:57   Scene.sceneKey docstring
  - types/index.ts:63   Scene.imageUuid docstring
  - director.ts:34      pipeline diagram in module block comment
  - director.ts:128     directScene JSDoc
  Doc-only changes; misleading wording corrected to mention referenceImages.
  (The design-rationale comment in pickPriorSceneReference is kept — it
  explains WHY we don't use seedImage and is load-bearing context.)

F5 — Remove JS-comment stripping from JSON repair pass
  parseJsonLoose's repair tier previously stripped `// ...` and
  `/* ... */` across the entire text, which would corrupt JSON string
  values containing URLs (e.g. "https://example.com" → "https:"). Since
  LLMs in `responseFormat: "json_object"` mode essentially never emit
  comments, dropping the comment-stripping step is a net win for safety.
  Trailing-comma and missing-comma repair (the high-frequency failures)
  are kept.

F6 — Pattern B parity on the insert-beat path
  Previously: directInsertBeat's INSERT_BEAT_SYSTEM forbade any speaker
  not in session.characters, and the orchestrator's unregistered-speaker
  guard demoted such lines to narration. This meant the player could not
  speak via speaker="你" in transient in-scene beats — inconsistent with
  the Writer path.
  Fix:
  - INSERT_BEAT_SYSTEM prompt now allows speaker="你" (NPC name OR "你")
    and rejects other POV variants
  - directInsertBeat applies normalizeSpeakerName to the LLM output, same
    as the Writer path, so POV variants collapse to "你"
  - lineDelivery is dropped when speaker="你" (no TTS for player)
  - orchestrator's unregistered-speaker guard adds a `speaker !== "你"`
    exception so Pattern B player dialog passes through

Co-Authored-By: QiChen88 <2291969160@qq.com>
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* docs(engine): drop "JS-style comments" from parseJsonLoose header

The function header listed JS-style comments as a step-4 repair, but F5
already removed comment stripping from `repairJsonString` because the
regex would corrupt URLs inside JSON string values. The inner function's
comment was updated then; this header was missed.

Doc-only sync from second-round Copilot review on #6.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: QiChen88 <2291969160@qq.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Zonghao Yuan
2026-05-29 13:30:24 +08:00
committed by GitHub
parent e261f4a346
commit def1b25bd9
14 changed files with 1733 additions and 562 deletions
+119 -19
View File
@@ -4,8 +4,22 @@ import { fetchWithRetry } from "./fetchWithRetry";
// Runware uses its own task-array protocol (not OpenAI-compatible).
// POST <baseUrl> with [{ taskType: "imageInference", ... }]; errors come
// back as a 200 with `errors[]`, so we have to inspect the body either way.
// FLUX img2img specifics:
// - strength < 0.8 has minimal-to-no visible effect on FLUX models (per
// Runware docs); we default to 0.85 which leaves room to deviate while
// still anchoring on the seed image's composition.
// - referenceImages caps at 4 per request; the FLUX.2 [klein] 9B KV model
// (runware:400@6) accelerates multi-reference inference by ~2.5× via its
// KV cache for reference latents (cached only WITHIN one inference run —
// not persisted across API calls, hence the upload-once-then-reference
// strategy below).
const DEFAULT_IMG2IMG_STRENGTH = 0.85;
const MAX_REFERENCE_IMAGES = 4;
type RunwareImageResult = {
imageBase64Data?: string;
imageUUID?: string;
};
type RunwareError = {
code?: string;
@@ -17,27 +31,58 @@ type RunwareResponse = {
errors?: RunwareError[];
};
export type GenerateImageOptions = {
/**
* Reference image (UUID, plain base64, or data URI) to use as the
* img2img starting point. When set, FLUX preserves the seed image's
* composition and applies `strength` to allow deviation from it.
* Used for cross-scene visual continuity when sceneKey hits.
*/
seedImage?: string;
/**
* Reference images (UUIDs or base64) to condition the generation on —
* typically character portraits to anchor identity / outfit / style
* across scenes. Runware caps at 4; we silently truncate beyond that.
*/
referenceImages?: string[];
/** 01, FLUX needs ≥ 0.8 to actually have an effect. */
strength?: number;
};
// ──────────────────────────────────────────────────────────────────────
// generateImage — text-to-image (default) or img2img / multi-reference
// when seedImage / referenceImages are supplied. Returns base64.
// ──────────────────────────────────────────────────────────────────────
export async function generateImage(
config: ProviderConfig,
prompt: string,
options?: GenerateImageOptions,
): Promise<string> {
const url = config.baseUrl.replace(/\/$/, "");
const body = [
{
taskType: "imageInference",
taskUUID: crypto.randomUUID(),
model: config.model,
positivePrompt: prompt,
width: 1792,
height: 1024,
steps: 4,
CFGScale: 3.5,
numberResults: 1,
outputType: "base64Data",
outputFormat: "PNG",
},
];
const task: Record<string, unknown> = {
taskType: "imageInference",
taskUUID: crypto.randomUUID(),
model: config.model,
positivePrompt: prompt,
width: 1792,
height: 1024,
steps: 4,
CFGScale: 3.5,
numberResults: 1,
outputType: "base64Data",
outputFormat: "PNG",
};
if (options?.seedImage) {
task.seedImage = options.seedImage;
task.strength = options.strength ?? DEFAULT_IMG2IMG_STRENGTH;
}
if (options?.referenceImages?.length) {
task.referenceImages = options.referenceImages.slice(0, MAX_REFERENCE_IMAGES);
}
const res = await fetchWithRetry(url, {
method: "POST",
@@ -45,7 +90,7 @@ export async function generateImage(
"Content-Type": "application/json",
Authorization: `Bearer ${config.apiKey}`,
},
body: JSON.stringify(body),
body: JSON.stringify([task]),
});
const text = await res.text();
@@ -66,9 +111,64 @@ export async function generateImage(
const b64 = json.data?.[0]?.imageBase64Data;
if (!b64) {
throw new Error(
`No image in Runware response: ${text.slice(0, 300)}`,
);
throw new Error(`No image in Runware response: ${text.slice(0, 300)}`);
}
return b64;
}
// ──────────────────────────────────────────────────────────────────────
// uploadImage — registers a base64 image on Runware and returns its
// UUID, so subsequent generateImage calls can pass the UUID in
// referenceImages / seedImage instead of resending the base64 payload
// every time. Character base portraits and scene snapshots both flow
// through this path.
//
// Runware exposes the imageUpload taskType for exactly this purpose.
// Returns the UUID. Caller treats a thrown error as "fall back to
// sending base64 next time" — non-fatal.
// ──────────────────────────────────────────────────────────────────────
export async function uploadImage(
config: ProviderConfig,
base64: string,
): Promise<string> {
const url = config.baseUrl.replace(/\/$/, "");
const body = [
{
taskType: "imageUpload",
taskUUID: crypto.randomUUID(),
image: `data:image/png;base64,${base64}`,
},
];
const res = await fetchWithRetry(url, {
method: "POST",
headers: {
"Content-Type": "application/json",
Authorization: `Bearer ${config.apiKey}`,
},
body: JSON.stringify(body),
});
const text = await res.text();
let json: RunwareResponse;
try {
json = JSON.parse(text) as RunwareResponse;
} catch {
throw new Error(`Image upload API error ${res.status}: ${text.slice(0, 500)}`);
}
if (json.errors?.length) {
const e = json.errors[0]!;
throw new Error(
`Runware upload error [${e.code ?? "unknown"}]: ${e.message ?? "no message"}`,
);
}
const uuid = json.data?.[0]?.imageUUID;
if (!uuid) {
throw new Error(`No UUID in upload response: ${text.slice(0, 300)}`);
}
return uuid;
}