Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
88 lines
4.2 KiB
JavaScript
88 lines
4.2 KiB
JavaScript
// Turns a scene's picked reference-media ids into slot overrides for whatever
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// pipeline is current -- pulled out of boot.js so it can be tested without
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// booting the whole app (boot.js runs start() on import).
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/**
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* wireReferences(mediaIds, slots, reservedSlotIds) -> { overrides, unwired }
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*
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* `overrides` is keyed by slot id, merge these into the raw input overrides
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* sent with a run. `unwired` counts references that did not make it into the
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* run -- the pipeline has fewer "assets.reference_N" roles than the scene has
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* references (e.g. added under a bigger preset, then the preset was swapped
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* for a smaller one), two references' roles resolve to the same destination,
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* or a reference's slot is one the caller already assigned to something else
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* (`reservedSlotIds` -- e.g. a slot that also carries the scene's
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* `assets.source_image` role). Any of these silently overwriting or dropping
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* a reference would look like it was used; the caller is the one place that
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* knows this happened and must say so.
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*/
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export function wireReferences(mediaIds, slots, reservedSlotIds, pins) {
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const pool = slots || [];
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const overrides = {};
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const claimed = new Set(reservedSlotIds || []);
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let unwired = 0;
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// Each reference gets its slot number (1-based), so a pinned one keeps its number when a reference
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// before it is switched off; the rest take the free numbers in the order they were added.
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const numbers = referenceNumbers(mediaIds, pins);
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mediaIds.forEach((mediaId, i) => {
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const at = `assets.reference_${numbers[i]}`;
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const slot = pool.find((s) => (s.roles || []).some((r) => r.at === at));
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if (!slot) { unwired += 1; return; }
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// The wire's target is the role's own data (`wireTo`), never a slot id
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// this file would otherwise have to know: the preset declares where its
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// own reference lands, the same way it declares everything else.
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const role = slot.roles.find((r) => r.at === at);
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// A destination -- the slot's own media_id input, or wherever `wireTo`
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// points -- can hold one value. Two references claiming the SAME slot
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// (a preset with two reference roles on one slot) or the SAME wireTo
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// target (two different slots both wired into one downstream input) are
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// the same failure either way: the second silently overwrites the first
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// unless it is counted unwired instead.
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const dest = role && role.wireTo ? `${role.wireTo.slot}.${role.wireTo.input}` : slot.id;
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if (claimed.has(slot.id) || claimed.has(dest)) { unwired += 1; return; }
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claimed.add(slot.id);
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claimed.add(dest);
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overrides[slot.id] = { ...overrides[slot.id], media_id: mediaId };
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if (role && role.wireTo) {
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overrides[role.wireTo.slot] = { ...overrides[role.wireTo.slot],
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[role.wireTo.input]: [slot.id, 0] };
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}
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});
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return { overrides, unwired };
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}
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/**
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* referenceNumbers(mediaIds, pins) -> [n per mediaId], 1-based reference numbers.
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*
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* `pins` is { mediaId: n } as the scene keeps it. A pinned reference is its number, as long as it is in the
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* list; a pin that another pinned reference already holds, or that is out of range, is ignored. Everything
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* else takes the lowest free number, in the order the references were added. With no pins this is simply
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* 1, 2, 3, ... -- the positional wiring this file always did.
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*/
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export function referenceNumbers(mediaIds, pins) {
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const ids = mediaIds || [], taken = new Set(), out = new Array(ids.length).fill(0);
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ids.forEach((id, i) => {
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const n = (pins || {})[id];
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if (Number.isInteger(n) && n >= 1 && n <= MAX_REFERENCES && !taken.has(n)) { taken.add(n); out[i] = n; }
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});
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let next = 1;
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ids.forEach((_id, i) => {
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if (out[i]) return;
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while (taken.has(next)) next += 1;
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taken.add(next); out[i] = next;
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});
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return out;
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}
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/**
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* sceneReferences(scene, fixed) -> { ids, pins }: what one scene sends. `fixed` is the project's { mediaId: n }
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* pins, each at the number it was pinned at, for every scene. Pinned references come first.
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*/
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export function sceneReferences(scene, fixed) {
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const fx = fixed || {};
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const own = (scene.references || []).filter((id) => !(id in fx));
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return { ids: [...Object.keys(fx), ...own], pins: fx };
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}
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export const MAX_REFERENCES = 16;
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