* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules * refactor(modules): clear remaining back-edges and split the largest TUs Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES is now empty; --check passes with 0 violations, 0 cycles): - window -> graphics: window queries the new IWindowSurfaceHost capability (common/WindowSurfaceHost.h) instead of holding a Graphics pointer; Window::setGraphics was removed and all call sites updated. - window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*, w, h); the window no longer decodes ImageData. - scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge); scene now depends only on spatial. TU splits (pure moves, verified identical method sets and brace balance): - vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline, Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h. - scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization) + SceneNodes.cpp + shared SceneInternal.h. Verified with a real build (MSVC 19.51, prebuilt third-party): full build green; window.* and Scene.* suites pass, including scene picking/culling and GPU cases. * refactor(graphics): narrow Graphics interfaces and clear public-header leaks Step 4 — interface segregation: - New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX (pure virtuals, forward-declared types only; graphics/Color.h extracted from Canvas.h so modules that only need the color type stop pulling Canvas.h). - Graphics now implements all four facets; consumers can depend on the narrow interface they use instead of the 129-method god class. - Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d (ModelRenderer::buildRenderable(s) -> IResourceFactory&). - Graphics.h slims from 24 sub-header includes to a handful of small type headers + forward declarations; the destructor moved out-of-line so unique_ptr effect members are destroyed where types are complete. Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7): - map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h, animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h, model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h + Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/ PbrMaterial -> forward declarations, includes moved to .cpp. - voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line destructor), removing the procgen header dependency. - gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h. - Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig, MapObject, BlendMode, Color), an internal backend header (GraphicsInternal.h -> filesystem), and lean interface references. Verified with a full clean build (MSVC) and tests: window/Scene/voxel/ RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite only shows the pre-existing PHYSFS-init filesystem-environment failures. * feat(resources): revive ResourceManager as unified IAssetReloader-backed cache * fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes Cached CPU resources may own third-party handles (FreeType faces, Assimp scenes, image decode handlers) whose libraries are torn down at process exit in an unspecified TU order; destroying cached entries from the singleton destructor can segfault at exit (seen on CI Windows in model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim; explicit unload()/clear() still release entries during the run. * refactor(devtools): consume business modules through capability interfaces DevTools / cmdline no longer include business-module headers, so trimming scene / physics / procgen / particles / audio / ui / graphics no longer requires disabling devtools, and devtools can be switched off with -DEVENGINE_MODULE_DEVTOOLS=OFF. New capability interfaces in common/: - ISceneQuery (scene) - host/node inspection + mutation + transform sync - IRenderCapture (graphics) - render status, PNG capture, camera control, visible-entity snapshot, entity-ID mask, G-buffer PNGs - IPhysicsQuery (physics) - 2D world lifecycle + ray casts - IProcgenQuery (procgen) - recipe listing, map/mesh generation - IParticlesQuery (particles) - emitter status + one-shot emit - IAudioQuery (audio) - volume / stop-all - IEditorHost (ui) - declarative editor host (used by cmdline too) Providers register in their module constructors. DevTools rewires McpServer (render/scene/procgen/physics/particles/audio/host tools), SceneInspect (now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost. manifest: devtools DEPS graphics scene physics procgen particles audio ui image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem. Verified: full build green; devtools.mcp.* tests pass; broad suite shows only the pre-existing PHYSFS-init filesystem-environment failures. * style: apply clang-format to changed lines after dev merge * fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming * fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables * fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
99 lines
3.5 KiB
C++
99 lines
3.5 KiB
C++
#pragma once
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#include "common/Export.h"
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#include <atomic>
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#include <mutex>
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#include <string>
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namespace eve {
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class IRenderCapture;
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}
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namespace eve::dev {
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/**
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* @brief Vision-model bridge for rendered-frame review (desktop / devtools only).
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*
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* Captures the current frame (Graphics readback), encodes it as a PNG data URL,
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* and sends it together with engine render parameters to an OpenAI-compatible
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* vision model over plain HTTP (JSON body, no multipart). The model returns a
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* prose description of what is rendered and how the provided render parameters
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* relate to the visible result — useful for other LLM agents debugging visuals.
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*
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* Config is set via env vars or the `eve_render_vision_config` MCP tool:
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* EVE_VISION_BASE_URL e.g. http://127.0.0.1:11434/v1 (must be plain HTTP;
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* no TLS/OpenSSL is linked into the engine)
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* EVE_VISION_API_KEY optional bearer token
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* EVE_VISION_MODEL e.g. llava / gpt-4o-mini / qwen2-vl
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* EVE_VISION_PATH request path suffix, default /chat/completions
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* EVE_VISION_TIMEOUT_MS
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*
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* Capture/describe must be called on the main (render/game) thread, since it
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* touches the Graphics readback. Breakpoint / error sites only record a pending
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* flag here; the actual dump happens later from McpServer::poll.
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*/
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class EVENGINE_API RenderVision {
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public:
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static RenderVision& instance();
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RenderVision(const RenderVision&) = delete;
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RenderVision& operator=(const RenderVision&) = delete;
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// --- Config (env-backed on first use) ---
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void setBaseUrl(std::string url);
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void setApiKey(std::string key);
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void setModel(std::string model);
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void setPath(std::string path);
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void setTimeoutMs(int ms);
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/** @brief JSON description of current config (API key masked). */
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std::string configJson();
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bool configured();
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// --- Cache ---
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std::string latest() const;
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std::string lastError() const;
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// --- Pending trigger (recorded off-main; dumped on main thread) ---
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/** @brief Record that a breakpoint / critical site wants a vision dump. */
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void notifyPending(const std::string& reason, const std::string& source, int line);
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bool pending() const;
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std::string pendingReason() const;
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/**
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* @brief Main-thread capture + vision describe. Returns the description text, or
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* a string starting with "error: " on failure. When `fresh` is false and a
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* cached description exists, returns the cache.
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*/
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std::string describe(eve::IRenderCapture* cap, const std::string& renderDataJson, bool fresh,
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const std::string& reason = {});
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/** @brief McpServer::poll hook: performs one pending dump when safe, clears flag. */
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void pollPending(eve::IRenderCapture* cap, const std::string& renderDataJson);
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private:
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// Immortal<RenderVision> constructs the singleton (devtools/Immortal.hpp).
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template <typename> friend struct Immortal;
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RenderVision() = default;
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void ensureEnvLocked();
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std::string doDescribe(eve::IRenderCapture* cap, const std::string& renderDataJson, const std::string& reason);
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mutable std::mutex mu_;
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std::string baseUrl_ = "http://127.0.0.1:11434/v1";
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std::string apiKey_;
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std::string model_ = "llava";
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std::string path_ = "/chat/completions";
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int timeoutMs_ = 20000;
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bool envLoaded_ = false;
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std::string latest_;
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std::string lastError_;
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std::atomic<bool> pending_{false};
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std::string pendingReason_;
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std::string pendingLoc_;
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};
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} // namespace eve::dev
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