Files
olivv-cs-ComfyUI-FunPack/app/shell/projects.js
T
digital-garbage 2e384c48b2 core, app: shortcuts, autocomplete, and prompt-craft expansion
A trigger->replacement library (core/shortcuts.py, a close port of v4's
apply_prompt_shortcuts/resolve_variables), a Settings section to manage it,
autocomplete on the real prompt textarea (composer.autocomplete.default, so
it outranks the Constructor modal it lives inside), and a stateless
/api/prompt/expand that combines anchor + shortcuts + $variables + postfix
at the moment a run is queued -- scene.text itself stays exactly what was
typed. Project gained anchor/postfix/variables editing UI on its own tab.

Along the way: a real layout bug in the Properties column (every composer
stack can flex-shrink below its own content, and once the Project tab grew
past a couple of rows the column started squeezing its own children's
content into each other and, at the outer level, into the sibling Generation
section below) -- fixed with flex-shrink:0 at each level that needs it,
caught by a Playwright regression test.
2026-09-08 11:49:49 +03:00

451 lines
18 KiB
JavaScript

// The project: an ordered list of scenes, and the only thing in the app that
// has to survive a reload.
//
// Held here rather than in the timeline that draws it, for the reason the
// pipeline is held in boot: one store of live values. A timeline that owned the
// project would make "what is on screen" and "what a run uses" two questions
// with two answers.
//
// Saving is DEBOUNCED and last-write-wins per project. Typing a prompt is one
// edit per keystroke and each is a PUT of the whole project; without this the
// server answers them out of order and an older body lands last.
const BASE = "/funpack/api/projects";
const SAVE_AFTER = 600;
/**
* A scene id the server will keep.
*
* Twelve hex characters is what core/projects.py generates and the only shape it
* accepts back; anything else it replaces with one of its own. Minting a valid
* one here means a new scene is addressable the moment it appears, instead of
* being unselectable until a save round trip has answered.
*/
function newId() {
const bytes = new Uint8Array(6);
(globalThis.crypto || {}).getRandomValues?.(bytes);
return [...bytes].map((b) => b.toString(16).padStart(2, "0")).join("");
}
async function json(method, path, body) {
const res = await fetch(path, {
method,
headers: body === undefined ? {} : { "Content-Type": "application/json" },
body: body === undefined ? undefined : JSON.stringify(body),
});
if (!res.ok) {
let detail = "";
try { detail = ((await res.json()).problems || [])[0] || ""; } catch { /* not JSON */ }
throw new Error(detail || `HTTP ${res.status}`);
}
return res.status === 204 ? null : res.json();
}
export const list = () => json("GET", BASE).then((d) => d.projects || []);
export const create = (name) => json("POST", BASE, { name });
export const read = (id) => json("GET", `${BASE}/${encodeURIComponent(id)}`);
export const remove = (id) => json("DELETE", `${BASE}/${encodeURIComponent(id)}`);
const put = (project) => json("PUT", `${BASE}/${encodeURIComponent(project.id)}`, project);
/**
* createProject({ onChange, onError }) -> the live project.
*
* `onChange` fires for anything that alters what is on screen, including the
* selection. Nothing here draws; the timeline subscribes.
*/
export function createProject({ onChange, onError, onOpen } = {}) {
let project = null;
let selected = null;
// Every project this browser knows about, for the File menu. Read once at
// startup and kept in step here rather than re-fetched each time the menu
// opens: a listing is not a thing that changes behind the user's back.
let recent = [];
// Undo, the cheap way: a project is plain JSON and a few kilobytes, so a
// snapshot before each edit costs nothing worth measuring and needs no
// per-action inverse. Bounded, or a long session keeps every version of a
// project it has ever had.
// ponytail: whole-project snapshots, capped at 40. Per-field diffs only if a
// project ever gets big enough for the copy to show up in a profile.
const LIMIT = 40;
let past = [];
let future = [];
// The selection travels with the snapshot. It is view state and not saved,
// but undoing a removal and landing on a different scene than the one that
// came back is not what anyone means by "take that back".
const copy = () => ({ project: JSON.parse(JSON.stringify(project)), selected });
let timer = null;
let saving = null; // the PUT in flight, so a queued one waits for it
let dirty = false;
// Bumped by every open/newProject/importProject, BEFORE their own await --
// so a switch that starts and then loses a race (two imports, or an import
// overlapping an open()) can tell, once its fetch finally answers, that a
// NEWER switch already won and abandon its own result instead of clobbering
// whatever the user is actually looking at now.
let generation = 0;
const changed = () => { if (onChange) onChange(); };
/** Before an edit. Anything that changes what is SAVED calls this; selecting
* a scene does not, because a view is not an edit. */
function remember() {
if (!project) return;
past.push(copy());
if (past.length > LIMIT) past.shift();
// A new edit ends the redo line. Keeping it would let a user redo their way
// into a version that never followed from what they are looking at.
future = [];
}
function step(from, to) {
if (!project || !from.length) return false;
to.push(copy());
const was = from.pop();
// Same reason open/newProject/importProject/start bump it: an undo/redo
// is also "a different project is open now" (the comment on opened() two
// lines below already says so), and an in-flight switch that started
// before this must not still be allowed to land on top of it once its
// own fetch catches up.
generation += 1;
project = was.project;
selected = was.selected;
// The scene that was selected may be gone -- stepping FORWARD into a state
// where it had been removed. Fall back rather than leaving a selection that
// names nothing, which reads as "no scene" in every panel that draws it.
if (!(project.scenes || []).some((sc) => sc.id === selected)) {
selected = (project.scenes || [])[0]?.id ?? null;
}
scheduleSave();
opened(); // the project was REPLACED, not edited
return true;
}
// A DIFFERENT project is open now -- which is not the same event as a field
// changing, and the things that follow a project are not the things that
// follow an edit. Fired by every route in: start, open, new.
const opened = () => { changed(); if (onOpen) onOpen(project); };
const forget = () => { past = []; future = []; };
function scheduleSave() {
// The object THIS edit actually touched, captured now -- not read back
// later from `project`, which can point somewhere else entirely by the
// time this timer fires (a project switch started and finished in
// between). Without this, an edit made in the gap between a switch
// starting and completing was silently lost: mutated on the right object,
// then saved -- once the timer finally fired -- against whatever project
// had since replaced it.
//
// ponytail: `dirty`/`timer`/`saving` stay single, shared flags rather than
// one per target. A second edit landing on a DIFFERENT project before this
// one's timer fires still cancels it (real, narrower race: an edit during
// a switch's gap, then another edit to the new project, both inside one
// debounce window). Upgrade to a per-target queue if that ever shows up
// outside a deliberately adversarial test.
const target = project;
dirty = true;
if (timer) clearTimeout(timer);
timer = setTimeout(() => flush(target), SAVE_AFTER);
}
async function flush(target = project) {
if (timer) { clearTimeout(timer); timer = null; }
if (!target || !dirty) return;
// One PUT at a time. Two overlapping writes of a whole project can land in
// either order, and the loser is a version of the project the user has
// already moved past.
if (saving) { await saving.catch(() => {}); if (!dirty) return; }
dirty = false;
const body = { ...target };
saving = put(body).then((saved) => {
// Only the fields the server owns are taken back: replacing the whole
// project would overwrite whatever was typed while the PUT was in flight.
if (target && saved && target.id === saved.id) target.updated_at = saved.updated_at;
}).catch((err) => {
dirty = true; // it is still unsaved, so say so
if (onError) onError(err);
}).finally(() => { saving = null; });
return saving;
}
const sceneAt = (id) => (project ? (project.scenes || []).find((s) => s.id === id) : null);
return {
get project() { return project; },
get scenes() { return project ? project.scenes || [] : []; },
get selectedId() { return selected; },
get selected() { return sceneAt(selected); },
/** The most recent project, or a new one when there are none. */
get recent() { return recent; },
async start() {
// Guarded like open/newProject/importProject, and for the same reason:
// the page's own handlers (the File menu, the hidden file input) are
// wired up by build() well before this is awaited, and both of start()'s
// own network calls are real gaps a user's own click can finish inside
// of. Losing this race used to mean start() caught up later and
// silently reverted a switch the user had already made, with no error.
const mine = ++generation;
const found = await list();
if (mine !== generation) return project;
recent = found;
const opened_ = found.length ? await read(found[0].id) : await create("Untitled");
if (mine !== generation) return project;
project = opened_;
if (!found.length) recent = [{ id: project.id, name: project.name }];
selected = (project.scenes || [])[0]?.id ?? null;
forget(); // a project just opened has no past
opened();
return project;
},
async open(id) {
const mine = ++generation;
await flush();
const found = await read(id);
// A newer switch already won this race (another open/new/import started
// after this one and has already landed) -- applying this one now would
// silently pull the user back to a project they already left.
if (mine !== generation) return project;
project = found;
selected = (project.scenes || [])[0]?.id ?? null;
forget(); // a project just opened has no past
opened();
return project;
},
async newProject(name) {
const mine = ++generation;
await flush();
const made = await create(name);
if (mine !== generation) {
// Superseded by a newer switch -- this one already created a real
// project on the server that nothing will ever show. Best-effort:
// a failed cleanup leaves an orphan, which is the pre-existing
// (worse) behaviour, not a new one.
remove(made.id).catch(() => {});
return project;
}
project = made;
recent = [{ id: project.id, name: project.name }, ...recent];
selected = (project.scenes || [])[0]?.id ?? null;
forget(); // a project just opened has no past
opened();
return project;
},
/** Where "Save Project File" downloads FROM, for the current project. */
downloadUrl() { return project ? `${BASE}/${encodeURIComponent(project.id)}/download` : null; },
/**
* A project file from disk, as its own new project -- moving a project
* between machines, not restoring one in place. The file's own id is
* never kept (the server strips it too, but a project already open in
* THIS browser with that id must not be what a stale double-check relies
* on): imported always means "another one", even from the very checkout
* it came from.
*/
async importProject(data) {
const mine = ++generation;
await flush();
const imported = await json("POST", `${BASE}/import`, data);
if (mine !== generation) {
remove(imported.id).catch(() => {}); // superseded -- see newProject()
return project;
}
project = imported;
recent = [{ id: project.id, name: project.name }, ...recent];
selected = (project.scenes || [])[0]?.id ?? null;
forget();
opened();
return project;
},
select(id) {
if (!sceneAt(id) || id === selected) return;
selected = id;
changed(); // selection is not saved: it is a view
},
/** What it is called. The listing in the File menu reads this too, so both
* move together rather than the menu going stale until a reload. */
rename(name) {
const clean = String(name || "").trim();
if (!project || !clean || project.name === clean) return;
remember();
project.name = clean;
const listed = recent.find((p) => p.id === project.id);
if (listed) listed.name = clean;
scheduleSave();
changed();
},
/** What the whole project generates at, whichever scene is current. */
get video() { return (project && project.video) || {}; },
setVideo(key, value) {
if (!project) return;
project.video = project.video || {};
if (project.video[key] === value) return;
remember();
project.video[key] = value;
scheduleSave();
// The timeline's clip widths and its ruler are computed from the project's
// length. This said "nothing on screen draws from this" and was true when
// it was written -- the timeline started reading it an hour later, and a
// comment is not a thing the next change has to keep true.
changed();
},
/** The negative prompt, whichever scene is current -- a project-level
* choice, the same as video, not a per-scene one. */
get negative() { return (project && project.negative) || ""; },
setNegative(value) {
if (!project) return;
if (project.negative === value) return;
remember();
project.negative = value;
scheduleSave();
changed();
},
/** Text prepended to every scene's prompt at generation (core/prompt_build.py)
* -- a project-level choice, the same as negative. */
get anchor() { return (project && project.anchor) || ""; },
setAnchor(value) {
if (!project) return;
if (project.anchor === value) return;
remember();
project.anchor = value;
scheduleSave();
changed();
},
/** Text appended to every scene's prompt, when postfixEnabled is true. */
get postfix() { return (project && project.postfix) || ""; },
setPostfix(value) {
if (!project) return;
if (project.postfix === value) return;
remember();
project.postfix = value;
scheduleSave();
changed();
},
get postfixEnabled() { return project ? project.postfix_enabled !== false : true; },
setPostfixEnabled(value) {
if (!project) return;
if (project.postfix_enabled === value) return;
remember();
project.postfix_enabled = value;
scheduleSave();
changed();
},
/** $name -> text, substituted into anchor/scene/postfix at generation.
* A list, not a dict: order is what the user set, and the whole list is
* replaced at once -- one row is typed at a time, but no row can be
* addressed by name alone while it is still being renamed. */
get variables() { return (project && project.variables) || []; },
setVariables(list) {
if (!project) return;
remember();
project.variables = list;
scheduleSave();
changed();
},
/** The text of one scene. The prompt box on the main window edits this. */
setText(id, text) { this.setScene(id, "text", text); },
addScene() {
if (!project) return null;
// A new scene lands AFTER the selected one, not at the end: adding partway
// through a timeline is how a scene gets inserted, and appending silently
// would put it somewhere the user was not looking.
remember();
const at = project.scenes.findIndex((s) => s.id === selected);
const scene = { id: newId(), text: "", result: null, length: null, rating: null };
project.scenes.splice(at < 0 ? project.scenes.length : at + 1, 0, scene);
selected = scene.id; // you add a scene in order to fill it
scheduleSave();
changed();
return scene;
},
removeScene(id) {
if (!project || !sceneAt(id)) return;
remember();
const at = project.scenes.findIndex((s) => s.id === id);
project.scenes.splice(at, 1);
if (selected === id) {
const next = project.scenes[at] || project.scenes[at - 1];
selected = next ? next.id : null;
}
scheduleSave();
changed();
},
move(id, by) {
if (!project) return;
const at = project.scenes.findIndex((s) => s.id === id);
const to = at + by;
if (at < 0 || to < 0 || to >= project.scenes.length) return;
remember();
const [scene] = project.scenes.splice(at, 1);
project.scenes.splice(to, 0, scene);
scheduleSave();
changed();
},
/** One field of one scene. Everything a scene holds but its id goes through
* here, so there is one place that saves and one that says it changed. */
setScene(id, key, value) {
const scene = sceneAt(id);
if (!scene || scene[key] === value) return;
remember();
scene[key] = value;
scheduleSave();
changed();
},
/** Attach what a run produced to the scene it was started from. */
setResult(id, result) { this.setScene(id, "result", result); },
/**
* The same, but for a run that may have finished after the user switched
* to a DIFFERENT project. A run takes minutes and nothing stops someone
* from opening another project while one is in flight -- `setResult`
* alone would look the scene id up in whatever is open NOW, find nothing,
* and drop the result with no trace: the GPU time spent, the image gone.
*/
async setResultFor(projectId, sceneId, result) {
if (project && project.id === projectId) {
this.setResult(sceneId, result);
return;
}
try {
const doc = await read(projectId);
const scene = (doc.scenes || []).find((s) => s.id === sceneId);
if (!scene) return; // the scene itself is gone -- nothing to attach this to
scene.result = result;
await put(doc);
} catch (err) {
if (onError) onError(err);
}
},
/** Step back, or forward. True when something moved. */
undo() { return step(past, future); },
redo() { return step(future, past); },
get canUndo() { return Boolean(project) && past.length > 0; },
get canRedo() { return Boolean(project) && future.length > 0; },
flush,
get unsaved() { return dirty; },
};
}