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olivv-cs-ComfyUI-FunPack/app/ui/shell/reference_wiring.js
T

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4.2 KiB
JavaScript

// Turns a scene's picked reference-media ids into slot overrides for whatever
// pipeline is current -- pulled out of boot.js so it can be tested without
// booting the whole app (boot.js runs start() on import).
/**
* wireReferences(mediaIds, slots, reservedSlotIds) -> { overrides, unwired }
*
* `overrides` is keyed by slot id, merge these into the raw input overrides
* sent with a run. `unwired` counts references that did not make it into the
* run -- the pipeline has fewer "assets.reference_N" roles than the scene has
* references (e.g. added under a bigger preset, then the preset was swapped
* for a smaller one), two references' roles resolve to the same destination,
* or a reference's slot is one the caller already assigned to something else
* (`reservedSlotIds` -- e.g. a slot that also carries the scene's
* `assets.source_image` role). Any of these silently overwriting or dropping
* a reference would look like it was used; the caller is the one place that
* knows this happened and must say so.
*/
export function wireReferences(mediaIds, slots, reservedSlotIds, pins) {
const pool = slots || [];
const overrides = {};
const claimed = new Set(reservedSlotIds || []);
let unwired = 0;
// Each reference gets its slot number (1-based), so a pinned one keeps its number when a reference
// before it is switched off; the rest take the free numbers in the order they were added.
const numbers = referenceNumbers(mediaIds, pins);
mediaIds.forEach((mediaId, i) => {
const at = `assets.reference_${numbers[i]}`;
const slot = pool.find((s) => (s.roles || []).some((r) => r.at === at));
if (!slot) { unwired += 1; return; }
// The wire's target is the role's own data (`wireTo`), never a slot id
// this file would otherwise have to know: the preset declares where its
// own reference lands, the same way it declares everything else.
const role = slot.roles.find((r) => r.at === at);
// A destination -- the slot's own media_id input, or wherever `wireTo`
// points -- can hold one value. Two references claiming the SAME slot
// (a preset with two reference roles on one slot) or the SAME wireTo
// target (two different slots both wired into one downstream input) are
// the same failure either way: the second silently overwrites the first
// unless it is counted unwired instead.
const dest = role && role.wireTo ? `${role.wireTo.slot}.${role.wireTo.input}` : slot.id;
if (claimed.has(slot.id) || claimed.has(dest)) { unwired += 1; return; }
claimed.add(slot.id);
claimed.add(dest);
overrides[slot.id] = { ...overrides[slot.id], media_id: mediaId };
if (role && role.wireTo) {
overrides[role.wireTo.slot] = { ...overrides[role.wireTo.slot],
[role.wireTo.input]: [slot.id, 0] };
}
});
return { overrides, unwired };
}
/**
* referenceNumbers(mediaIds, pins) -> [n per mediaId], 1-based reference numbers.
*
* `pins` is { mediaId: n } as the scene keeps it. A pinned reference is its number, as long as it is in the
* list; a pin that another pinned reference already holds, or that is out of range, is ignored. Everything
* else takes the lowest free number, in the order the references were added. With no pins this is simply
* 1, 2, 3, ... -- the positional wiring this file always did.
*/
export function referenceNumbers(mediaIds, pins) {
const ids = mediaIds || [], taken = new Set(), out = new Array(ids.length).fill(0);
ids.forEach((id, i) => {
const n = (pins || {})[id];
if (Number.isInteger(n) && n >= 1 && n <= MAX_REFERENCES && !taken.has(n)) { taken.add(n); out[i] = n; }
});
let next = 1;
ids.forEach((_id, i) => {
if (out[i]) return;
while (taken.has(next)) next += 1;
taken.add(next); out[i] = next;
});
return out;
}
/**
* sceneReferences(scene, fixed) -> { ids, pins }: what one scene sends. `fixed` is the project's { mediaId: n }
* pins, each at the number it was pinned at, for every scene. Pinned references come first.
*/
export function sceneReferences(scene, fixed) {
const fx = fixed || {};
const own = (scene.references || []).filter((id) => !(id in fx));
return { ids: [...Object.keys(fx), ...own], pins: fx };
}
export const MAX_REFERENCES = 16;