Eliminate the dual code path (raw fetch vs AI SDK) for text and vision.
All providers now go through createLanguageModel() + generateText(),
removing chatOpenAiCompatible/analyzeOpenAiCompatible, the manual Usage
type, summarizeUsage, and responseFormat plumbing from 8 call sites.
Key fix: @ai-sdk/openai v3 defaults to the Responses API (/responses);
DeepSeek only supports Chat Completions, so we use .chat() explicitly.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace session.styleGuide with a descriptive placeholder before the
Architect runs, so its prompt reads a natural sentence instead of the
raw "auto" marker. Also wrap selectStyle in a try-catch so a transient
LLM failure falls back to 吉卜力 instead of crashing session start.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
When user picks "自动", the client sends styleGuide="auto" to the
server. The orchestrator then runs a lightweight style-selector LLM
call in parallel with the Architect — both only depend on worldSetting,
so there is zero added latency. The selector picks the best-matching
preset from STYLE_MAP based on genre, mood, and setting.
Also moves STYLE_MAP from page.tsx to lib/options.ts so it can be
shared between client and server.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Thread orientation (portrait|landscape) from client through API, engine,
and image gen. Portrait devices render 1024x1792 (9:16) full-bleed scenes;
desktop/landscape keeps 1792x1024 (16:9). Adds cover-aware click→image
coordinate mapping, session-locked orientation, a shared coerceOrientation
helper, and a choices overflow cap in portrait.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The Painter composites exactly plan.entryActiveCharacters into the entry
frame (the same roster the Cinematographer framed). Phase B is told to
reuse that roster, but only the entry beat's id was code-enforced — so an
LLM slip could leave a character in the painted frame that the runtime
entry beat says isn't there. Pin activeCharacters onto the plan's entry
beat as a last line of defense, mirroring the existing id pin.
Speaker is intentionally left to the prompt: it's coupled to line/TTS, so
overwriting it could mis-attribute or orphan Phase B's dialogue.
Addresses Copilot review feedback on PR #27.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The Writer was the serial long pole: a single LLM call wrote the scene
skeleton AND the full beats[] graph before anything downstream could
start, so variable-length beat generation blew up tail latency.
Split it into two calls:
- Phase A (runWriterPlan): minimal skeleton the image pipeline needs
(sceneSummary, sceneKey, entryBeatId, cast, entry roster, entry speaker).
Serial, on the critical path, kept lightweight.
- Phase B (runWriterBeats): full beats[] + storyStatePatch, written to
honor the plan. Launched immediately, overlaps the ENTIRE image pipeline
(cards / cinematographer / portraits / painter), awaited last.
Critical path becomes PhaseA + max(imagePipeline, PhaseB), so the long
beat-writing is hidden behind image gen. A Phase B failure degrades to a
single playable beat synthesized from the plan.
Paired distinct-payload A/B (6 content-matched stories, baseline vs split):
- median end-to-end 42.6s -> 32.2s (-24%)
- mean 46.4s -> 33.1s (-29%)
- worst case 74.7s -> 37.6s (halved)
- no content regression: total Writer output tokens 12858 -> 13699
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Goal: lift prompt-cache hit rate from the ~75% baseline toward 95%+
on DeepSeek/MiMo-style 64-token chunked prefix caches. Both providers
match a stable byte-identical prefix from message[0]; once a single
byte changes everything after it misses, so the trick is to push every
session-stable bit to the front and concentrate per-call churn in a
short suffix.
Three coordinated changes:
1. Split storyState rendering into spine + dynamic.
renderStoryStateSpine: logline / genreTags / protagonist / castNotes
— Architect-set fields that StoryStatePatch literally cannot touch
(the type only declares the 4 volatile ones; coerce and apply both
cherry-pick), so spine bytes are guaranteed stable for the entire
session. Goes in the STABLE PREFIX.
renderStoryStateDynamic: synopsis / openThreads / relationships /
nextHook — the Writer rewrites these every scene via storyStatePatch.
Goes in the DYNAMIC SUFFIX.
renderStoryState kept as a convenience wrapper that joins both, for
anything that still wants the merged bible.
2. Rewrite buildWriterUserMessage with a stable/dynamic split.
STABLE PREFIX (byte-identical or pure append across consecutive calls):
- 世界观 / 画风 (session-immutable scalars)
- story bible spine
- 已登记角色 [sentinel: "(以下每行一个已登记角色,开场前为空。)"] + entries
- 已使用的 sceneKey [sentinel] + entries
- 场景历史,已完结 [sentinel] + archivedHistory entries
↑ archivedHistory = history.slice(0, -1), NOT the full history
— the live entry (history[-1]) keeps mutating mid-scene as the
player walks new beats and speculative prefetches snapshot it
at different moments, so it MUST stay out of the stable prefix
or the byte-monotonic invariant breaks.
DYNAMIC SUFFIX:
- storyState dynamic patch
- last-beat snippet (the exact emotional cliffhanger to continue from)
- lastExit hint
- format reminder tail
The previous structure put the full storyState (including patched
fields) at the very top of the user message, so the very first byte
of the user message changed every scene — user-side cache hit was
effectively 0% across the board.
3. Sentinel pattern for variable-length sections.
Every list (characters / sceneKeys / archivedHistory) now emits a
constant placeholder line after its header REGARDLESS of whether
it has entries. With the old "if empty print '(暂无)' else print
entries" pattern, adding the first item silently rewrites those
placeholder bytes — the byte at offset N moves from a Chinese
parenthesis to a dash, prefix cache torched. The sentinel line is
the same bytes whether the list has 0 or N items; new items are
pure appends after it.
4. Rewrite buildCinematographerUserMessage.
New CINE_STABLE_HINT constant (~80 tokens of fixed guidance) glued
right after the session-stable styleGuide line, so the stable prefix
is long enough to cross at least one full 64-token chunk boundary
beyond the system prompt. The per-scene inputs (sceneSummary,
entryBeatActive, entryBeatSpeaker policy, prior-sceneKey continuity
hint) all moved into the dynamic suffix below.
Verified (see [cache] / [debug-writer] logs from staging): hash of
500-byte slices of the user message is byte-identical across two
same-historyLen Writer calls through the entire stable prefix; only
the dynamic suffix slice differs. The remaining cache-hit gap under
MiMo is a server-side quirk (hit plateaus near 3072 tokens, occasionally
jumps to 4096); on DeepSeek the same prefix should hit fully.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Add a `tag` option to chat() and have it print one `[cache] <tag>
hit=X miss=Y rate=Z%` line per call. Three Usage-shape variants are
probed in order so the same logger works across providers:
- DeepSeek (v3+): usage.prompt_cache_hit_tokens / *_miss_tokens
- OpenAI / o-series: usage.prompt_tokens_details.cached_tokens
- Anthropic: usage.cache_read_input_tokens / *_creation_*
When none of them are present (MiMo / local Ollama / others) we still
print prompt + completion totals so the cost baseline is visible.
Tag every callsite so the log is greppable:
architect / writer / character-designer / cinematographer / insert-beat
This is the prerequisite for the prefix-cache reordering work that
follows — without per-agent visibility there's no way to tell if a
prompt rearrangement actually moved the needle.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two lines in startSession: the full worldSetting being fed to the
Architect, and the resulting logline/genreTags/synopsis it produced.
Cheap to keep — fires once per session — and makes it possible to tell
at a glance whether a "story unrelated to my input" report is a frontend
transport bug, a worldSetting layout problem, or the LLM ignoring the
seed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>