Commit Graph

32 Commits

Author SHA1 Message Date
yuanzonghao 94050b82c5 style(play): increase dialogue and choice font sizes by 3px
Bump all in-game text sizes for better readability:
- Dialogue body: 16/13/15px → 19/16/18px
- Narration: 15/12/14px → 18/15/17px
- Speaker name: 13/11/12px → 16/14/15px
- Choice label: 15/13/14px → 18/16/17px
- Choice index: 13/11px → 16/14px
- Freeform input: 14px → 17px
- Freeform button: 13px → 16px

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-24 18:59:21 +08:00
Zonghao Yuan 0e4c2ebef4 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>
2026-06-18 18:05:38 +08:00
DESKTOP-I1T6TF3\Q 2d35c1d9de feat(i18n): add language switcher with en/ja translations
- New client-side i18n via React Context (useI18n, tArray, I18nProvider)
- Catalog ships 21 locale stubs; only zh-CN/en/ja have reviewed translations
- Header language switcher (globe icon + short label) before settings gear
- All hardcoded Chinese UI text migrated to keys: typewriter, options,
  hints (with embedded gear icon via dangerouslySetInnerHTML), settings
  panel, footer/about, play page hints
- AI output language follows user-selected locale via trailing one-liner
  directive appended to Architect/Writer/CharacterDesigner/InsertBeat
  user messages (preserves system-prompt cacheability)
- Per-locale separator rule: zh uses middot between every glyph; en/ja
  use plain spaces
- Option value → i18n key suffix maps preserve Chinese as the underlying
  identifier so analytics unions and STYLE_MAP keys stay byte-stable

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-18 16:54:35 +08:00
yuanzonghao 17341cbd4a feat(play): remove hardcoded 1.2x speech playback speed
The SPEECH_RATE=1.2 constant was added to speed up the somewhat slow MiMo
voicedesign voice. With StepFun preset voices (whose tempo is already
appropriate) and no per-provider logic, a global 1.2x is no longer the
right default. Remove the constant and all 4 of its uses:

- the constant declaration + comment
- two `el.playbackRate = SPEECH_RATE` assignments (audio now plays at 1.0)
- the typewriter pacing divisor (`/ SPEECH_RATE`) — audio and text both
  return to original duration, staying in lockstep

A future user-facing speech-speed setting (UI control + persisted pref)
would be a separate feature with a different shape; no placeholder kept.
2026-06-15 14:03:20 +08:00
Zonghao Yuan 0dea2f8e36 fix(ai-client): clean up regressions from OpenAI SDK migration and canvas frame fix (#74)
Three follow-ups to ef3b579 (OpenAI SDK migration) and ebe39ef (canvas frame):

- .env.example / config.ts / AGENTS.md: anthropic & google native protocols
  were removed with the Vercel AI SDK, but .env.example and AGENTS.md still
  advertised them. Rewrite the docs to point Claude/Gemini at their
  OpenAI-compatible endpoints (api.anthropic.com/v1,
  generativelanguage.googleapis.com/v1beta/openai), drop the dead Gemini
  "Nano Banana" image example, sync AGENTS.md (text/vision protocol list,
  image protocol list, the "OpenAI/Gemini via AI SDK" reference note), and
  append a short hint in readProvider() error message guiding
  anthropic/google users to openai_compatible instead of a bare rejection.

- chat.ts: drop the unsafe `as { prompt_tokens_details?: ... }` cast; read
  cached_tokens straight off the SDK's CompletionUsage type. Add a comment
  noting the OpenAI usage object reports cache reads only (no cache-write
  count), so the create cost the old AI SDK path logged is unrecoverable.

- PlayCanvas.tsx: revert <img key={imageUrl}> to key={imageUrl.slice(-48)}.
  The gpt-image/mock paths emit multi-MB data URIs; using the full string as
  React's reconciliation key adds avoidable diff overhead during the frequent
  re-renders. Matches the existing <audio> element's key convention.

Validation: pnpm typecheck passes. (pnpm lint fails on a pre-existing Next 16
`next lint` CLI issue, identical on staging — unrelated to this change.)
2026-06-14 13:36:19 +08:00
yuanzonghao a1b6848688 fix(play): guard decode callback against stale img ref
Verify imgRef.current === el before firing onImageReady, so a
late-resolving decode from a prior <img> element cannot trigger
the gate prematurely.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-13 11:51:15 +08:00
yuanzonghao e3ee3547e5 fix(play): gate scene transition on image decode
Keep the "transitioning" overlay visible until the <img> element's
bitmap is fully decoded, so the user never sees progressive paint
or a blank flash between scenes.

- Add onImageReady callback to PlayCanvas (<img onLoad> + decode())
- Delay setPhase("ready") until decode resolves (3s timeout fallback)
- Applied to all 4 scene entry paths: prebaked card, live /api/start,
  performSceneTransition, and recorded replay transition

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-13 11:43:35 +08:00
baizhi958216 ebe39efcac fix(play): stabilize canvas frame during image swaps
Signed-off-by: baizhi958216 <1475289190@qq.com>
2026-06-12 22:02:49 +08:00
baizhi958216 0abd5f1525 feat(play): add encrypted story sharing 2026-06-07 17:13:27 +08:00
yuanzonghao dc36b1fe9e feat(play): integrate vision click with unified settings modal
Merge vision-click toggle into the shared SettingsModal alongside
player name and TTS key configuration. Remove standalone TtsKeyModal.
Add settings gear button to PlayCanvas dialogue card and header.
Fix fullscreen settings modal not rendering in immersive mode.
Voice toggle uses standard CategorySelect dropdown matching other
tab bar options.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-07 14:15:22 +08:00
yuanzonghao ae3dd17e6b feat(web): add player name, freeform input, and unified settings modal
- Player name: stored in localStorage, injected into Architect/Writer/InsertBeat
  prompts so NPCs address the player by name, displayed in dialogue UI
- Freeform input: compact button at choice nodes expands to text input, LLM
  classifier routes to insert-beat (interactive NPC response) or change-scene
- SettingsModal: unified panel merging player name, voice toggle (with
  collapsible TTS key section), replacing the old TtsKeyModal
- Insert-beat upgrade: prompt now requires NPC reaction when characters are
  present, shared by both freeform and Vision paths
- IME guard: isComposing check on freeform input to prevent CJK mid-composition
  submission

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-07 12:37:50 +08:00
DESKTOP-I1T6TF3\Q b0b5630a25 feat(web): export interactive gallery + encrypted share file
Adds a "导出图集" action at the bottom-right of the play canvas that
snapshots the current session into localStorage and opens
/gallery#id=<id> in a new tab — the original play page keeps running
untouched. In parallel, sends the doc to /api/gallery-pack and
downloads the result as a binary .infiplot file the player can send
to a friend.

The snapshot pulls in:
  - Every visited scene's image + beat graph + recorded visit trail
  - All AI-prefetched alternate scenes (a new resolvedPrefetchesRef in
    PlayInner captures each prefetch as it resolves, so abandoned
    branches the engine already paid to generate are kept)
  - Character names + basePortraitUrl (voice base64 / styleReference
    are stripped — they aren't needed for replay)

/gallery is a no-network interactive replay:
  - Per-beat advance and per-choice navigation. Picked choices are
    highlighted; unpicked choices are clickable when an alternate was
    prefetched, greyed otherwise.
  - Stack-based navigation for stepping into branches with one-tap
    "返回主线" to collapse back to the main path.
  - Top-bar batch download for scene images (including unique
    AI-prefetched branch scenes, deduped against the main path) and
    character portraits. Fetched with a per-file AbortController + 20s
    timeout in a small concurrency pool, then clicked serially.
    Prevents one slow CDN response from stranding the busy button.
  - In-progress hint banner reminding the player to allow the
    browser's "multiple downloads" prompt.
  - F-key fullscreen with a top toolbar that auto-retracts after the
    initial glance and pops back down on cursor approach.
  - Per-scene dialogue panel (fa-clock-rotate-left, matching the
    in-game history affordance).
  - "导入分享文件" entry on the empty/error state — accepts a friend's
    .infiplot, posts to /api/gallery-unpack, renders the decrypted doc.

Share-file format (.infiplot):
  - AES-256-GCM via Web Crypto (portable to Cloudflare Workers).
  - Layout: 4-byte magic "IFPL" + 1-byte version + 12-byte nonce +
    ciphertext (includes 16-byte auth tag).
  - Key derived from GALLERY_SECRET via SHA-256.
  - GCM's auth tag gives tamper-detection for free; any flip in the
    ciphertext/nonce surfaces as "文件校验失败" — same error as wrong-key,
    so the distinction can't leak server config.
  - Stateless: server keeps no record of issued files.
  - GALLERY_SECRET unset → /api/gallery-pack returns 503, the play page
    silently skips the share-file download, local view still works.
    Rotating the secret invalidates every previously-issued file.

Retention: trimGalleryExports keeps only the 2 most recent localStorage
docs; older ones are evicted before each write so quota stays flat
regardless of how many times the player exports. Share files live on
the player's own disk — no retention concern.

Adds 'gallery_export' to the analytics event schema (scene_count only —
no free text).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-07 12:08:37 +08:00
baizhi958216 5a7daa8452 feat(play): add history dialog
Signed-off-by: baizhi958216 <1475289190@qq.com>
2026-06-06 20:52:10 +08:00
yuanzonghao e88e988de3 fix(web): reduce FOT by stripping redundant voice data from transport
Three transport-only optimizations that cut per-session Vercel FOT by ~50-60%:

P0 — Server strips voice.referenceAudioBase64 from already-known characters
in /api/scene and /api/insert-beat responses (defense-in-depth).

P1 — Client strips all voice data from session before sending to
/api/scene, /api/vision, and /api/insert-beat. Voices are retained locally
and re-merged from responses via mergeCharactersPreserveVoice(). The engine
only needs character names + visualDescriptions for scene generation.

P3 — /api/beat-audio returns binary audio (Response with Content-Type)
instead of JSON-wrapped base64, saving ~33% encoding overhead. Client
converts to blob URLs; PlayCanvas accepts a single audioSrc prop.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-05 00:24:34 +08:00
yuanzonghao 9fc83de276 feat(web,engine): portrait-orientation scene images for mobile full-bleed
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>
2026-06-04 17:30:54 +08:00
DESKTOP-I1T6TF3\Q 592c82816a Revert "feat(loading): support typewriter story teaser during first scene generation"
This reverts commit 4e4e06ec8a.
2026-06-04 15:13:03 +08:00
DESKTOP-I1T6TF3\Q 587e1e4e7d Revert "fix(loading): use left-aligned text for typewriter teaser to prevent jitter"
This reverts commit e875ac8fd7.
2026-06-04 15:13:03 +08:00
DESKTOP-I1T6TF3\Q 3f45cd4e0f Revert "fix(loading): set w-full on teaser container to prevent horizontal shifting on first line"
This reverts commit 68999aca2a.
2026-06-04 15:13:03 +08:00
DESKTOP-I1T6TF3\Q d19baa2127 Revert "feat(loading): hide footer text when teaser appears and apply pulse animation to teaser text when typing completes"
This reverts commit 5e1a4656ed.
2026-06-04 15:13:03 +08:00
DESKTOP-I1T6TF3\Q a311c24f70 Revert "feat(loading): delay teaser slow-pulse animation by 1s after typewriter ends"
This reverts commit 1ac665ad88.
2026-06-04 15:13:03 +08:00
DESKTOP-I1T6TF3\Q 589bb31416 Revert "feat(loading): slow down teaser typing speed to 65ms and change fallback text to " 请等待\"
This reverts commit 05d9060dc2.
2026-06-04 15:13:03 +08:00
DESKTOP-I1T6TF3\Q a1f3750b6f Revert "feat(loading): make teaser title pulse together with body"
This reverts commit 7164c05b4e.
2026-06-04 15:13:03 +08:00
DESKTOP-I1T6TF3\Q 7164c05b4e feat(loading): make teaser title pulse together with body 2026-06-04 15:03:50 +08:00
DESKTOP-I1T6TF3\Q 05d9060dc2 feat(loading): slow down teaser typing speed to 65ms and change fallback text to " 请等待\ 2026-06-04 15:00:50 +08:00
DESKTOP-I1T6TF3\Q 1ac665ad88 feat(loading): delay teaser slow-pulse animation by 1s after typewriter ends 2026-06-04 14:58:57 +08:00
DESKTOP-I1T6TF3\Q 5e1a4656ed feat(loading): hide footer text when teaser appears and apply pulse animation to teaser text when typing completes 2026-06-04 14:56:06 +08:00
DESKTOP-I1T6TF3\Q 68999aca2a fix(loading): set w-full on teaser container to prevent horizontal shifting on first line 2026-06-04 14:51:12 +08:00
DESKTOP-I1T6TF3\Q e875ac8fd7 fix(loading): use left-aligned text for typewriter teaser to prevent jitter 2026-06-04 14:49:42 +08:00
DESKTOP-I1T6TF3\Q 4e4e06ec8a feat(loading): support typewriter story teaser during first scene generation 2026-06-04 14:40:35 +08:00
yuanzonghao a18b91c48c fix(play): story-card clicks no longer trigger vision
Symptom: on a choice beat, clicking the dialogue/narration card fired
the vision ("识图") flow instead of doing nothing. Picking an option with
fast clicks that landed on the card repeatedly kicked off the expensive
/api/vision → insert-beat/scene chain — janky and confusing.

Root cause: the story-card <div> had `pointer-events-none`, so clicks
passed through to the background <img> onClick (handleImageClick), which
on choice beats calls onBackgroundClick → vision.

Fix: the card now owns its clicks (`pointer-events-auto` + handleCardClick):
  - mid-typing   → completes the text (VN skip affordance, unchanged)
  - continue beat → advances, as before
  - choice beat  → no-op (no vision)
Clicking the actual scene art still triggers vision; choice buttons
already had pointer-events-auto and are unaffected.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-04 09:17:30 +08:00
DESKTOP-I1T6TF3\Q b5f73d8082 fix(play): scene image renders as 1px sliver while CDN bytes still arrive
When the Runware CDN download was slow (~10-20s over VPN / strict
networks, vs. the optimistic <2s the existing comment assumed), the
preload's 8s timeout fired and setImageUrl committed before the bytes
were actually decoded. The rendered <img> has w-auto h-auto and no
intrinsic aspect-ratio source — until the image loads the layout
collapses to roughly 1px tall, giving the "等了很久 → 一根线 → 突然
出图" jank.

Two compounding fixes:

  app/play/page.tsx       IMAGE_PRELOAD_TIMEOUT_MS  8000 → 20000.
                          Real CDN+decode usually finishes well before
                          this; pushing the ceiling out just stops the
                          window where we commit a half-loaded URL.

  components/PlayCanvas.tsx  Add width={1792} height={1024} HTML attrs
                          to the scene <img>. Doesn't affect rendered
                          size (still driven by w-auto h-auto and the
                          maxWidth/maxHeight in sizeStyle); the
                          browser uses them purely as an intrinsic
                          aspect-ratio source, so the placeholder box
                          reserves a 16:9-ish frame even mid-download.

Together: slow networks now mostly wait through preload; on the rare
genuine timeout the layout still holds shape instead of collapsing.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 07:24:42 +08:00
Zonghao Yuan dc5ecd60f6 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>
2026-06-03 00:55:45 +08:00