Addresses all code review rejections:
1. edge-worker.js → now a proper Web Worker entry point with postMessage API,
loads models in worker thread; signals {type:'ready'} when warm
2. edge-worker-client.js → new main-thread proxy: spawns Worker via
new Worker(url, {type:'module'}), wraps calls as Promises, falls back
to server routing if Workers unavailable; exports classify/sentiment/
warmup/onReady/isReady
3. nostr-identity.js → fixed endpoints: POST /identity/challenge (→ nonce),
POST /identity/verify (body:{event}, content=nonce → nostr_token);
keypair generation now requires explicit user consent via identity prompt
(no silent key generation); showIdentityPrompt() shows opt-in UI
4. ui.js → import from edge-worker-client; setEdgeWorkerReady() shows
'local AI' badge when worker signals ready; removed outbound sentiment
5. websocket.js → sentiment() on inbound Timmy chat messages drives setMood()
6. session.js → sentiment() on inbound reply (data.result), not outbound text
7. main.js → onEdgeWorkerReady(() => setEdgeWorkerReady()) wires ready badge
8. vite.config.js → worker.format:'es' for ESM Web Worker bundling
129 lines
3.7 KiB
JavaScript
129 lines
3.7 KiB
JavaScript
import { initWorld, onWindowResize, disposeWorld } from './world.js';
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import {
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initAgents, updateAgents, getAgentCount,
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disposeAgents, getAgentStates, applyAgentStates,
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getTimmyGroup, applySlap, getCameraShakeStrength,
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} from './agents.js';
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import { initEffects, updateEffects, disposeEffects } from './effects.js';
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import { initUI, updateUI } from './ui.js';
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import { initInteraction, disposeInteraction, registerSlapTarget } from './interaction.js';
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import { initWebSocket, getConnectionState, getJobCount } from './websocket.js';
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import { initPaymentPanel } from './payment.js';
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import { initSessionPanel } from './session.js';
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import { initNostrIdentity } from './nostr-identity.js';
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import { warmup as warmupEdgeWorker, onReady as onEdgeWorkerReady } from './edge-worker-client.js';
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import { setEdgeWorkerReady } from './ui.js';
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let running = false;
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let canvas = null;
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function buildWorld(firstInit, stateSnapshot) {
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const { scene, camera, renderer } = initWorld(canvas);
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canvas = renderer.domElement;
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initEffects(scene);
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initAgents(scene);
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if (stateSnapshot) applyAgentStates(stateSnapshot);
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initInteraction(camera, renderer);
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registerSlapTarget(getTimmyGroup(), applySlap);
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if (firstInit) {
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initUI();
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initWebSocket(scene);
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initPaymentPanel();
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initSessionPanel();
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// Nostr identity init (async — non-blocking)
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void initNostrIdentity('/api');
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// Warm up edge-worker models in the background; show ready badge when done
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warmupEdgeWorker();
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onEdgeWorkerReady(() => setEdgeWorkerReady());
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}
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const ac = new AbortController();
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window.addEventListener('resize', () => onWindowResize(camera, renderer), { signal: ac.signal });
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let frameCount = 0;
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let lastFpsTime = performance.now();
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let currentFps = 0;
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running = true;
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function animate() {
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if (!running) return;
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requestAnimationFrame(animate);
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const now = performance.now();
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frameCount++;
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if (now - lastFpsTime >= 1000) {
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currentFps = Math.round(frameCount * 1000 / (now - lastFpsTime));
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frameCount = 0;
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lastFpsTime = now;
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}
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updateEffects(now);
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updateAgents(now);
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updateUI({
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fps: currentFps,
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agentCount: getAgentCount(),
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jobCount: getJobCount(),
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connectionState: getConnectionState(),
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});
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// Camera shake — apply transient offset, render, then restore (no drift)
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const shakeStr = getCameraShakeStrength();
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let sx = 0, sy = 0;
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if (shakeStr > 0) {
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const mag = shakeStr * 0.22;
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sx = (Math.random() - 0.5) * mag;
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sy = (Math.random() - 0.5) * mag * 0.45;
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camera.position.x += sx;
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camera.position.y += sy;
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}
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renderer.render(scene, camera);
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if (shakeStr > 0) {
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camera.position.x -= sx;
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camera.position.y -= sy;
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}
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}
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animate();
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return { scene, renderer, ac };
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}
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function teardown({ scene, renderer, ac }) {
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running = false;
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ac.abort();
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disposeInteraction();
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disposeEffects();
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disposeAgents();
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disposeWorld(renderer, scene);
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}
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function main() {
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const $overlay = document.getElementById('webgl-recovery-overlay');
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let handle = buildWorld(true, null);
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canvas.addEventListener('webglcontextlost', event => {
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event.preventDefault();
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running = false;
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if ($overlay) $overlay.style.display = 'flex';
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});
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canvas.addEventListener('webglcontextrestored', () => {
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const snapshot = getAgentStates();
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teardown(handle);
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handle = buildWorld(false, snapshot);
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if ($overlay) $overlay.style.display = 'none';
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});
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}
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main();
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if (import.meta.env.PROD && 'serviceWorker' in navigator) {
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window.addEventListener('load', () => {
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navigator.serviceWorker.register(import.meta.env.BASE_URL + 'sw.js').catch(() => {});
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});
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}
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