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48 Commits
Author SHA1 Message Date
Gitea Actions 954e066859 Release 0.1.40 [auto-version-bump] 2026-10-16 00:55:53 +02:00
Ein Anderssono ea7e349fc2 Report actual speech playback state
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2026-10-16 00:55:32 +02:00
Gitea Actions 557fc77a52 Release 0.1.39 [auto-version-bump] 2026-10-16 00:43:32 +02:00
Ein Anderssono d788ca39ec Version frontend assets and disable stale caching
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2026-10-16 00:43:09 +02:00
Gitea Actions 00f7334580 Release 0.1.38 [auto-version-bump] 2026-10-16 00:41:18 +02:00
Ein Anderssono c5c0fb6b03 Offer speech retry after iOS playback errors
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2026-10-16 00:40:52 +02:00
Gitea Actions cc17b501cc Release 0.1.37 [auto-version-bump] 2026-10-15 23:58:56 +02:00
Ein Anderssono 1c8d429f81 Show an inline speech retry control
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2026-10-15 23:58:34 +02:00
Gitea Actions 7d447940b3 Release 0.1.36 [auto-version-bump] 2026-10-15 18:25:07 +02:00
Ein Anderssono 09341e2486 Fix speech playback on iOS Safari
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2026-10-15 18:24:45 +02:00
Gitea Actions 4cb41cdeca Release 0.1.35 [auto-version-bump] 2026-10-15 18:07:56 +02:00
Ein Anderssono f189adb5d6 Add dialog-based player messaging
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2026-10-15 18:07:39 +02:00
Gitea Actions 7acc61978d Release 0.1.34 [auto-version-bump] 2026-10-15 16:01:36 +02:00
Ein Anderssono f322df540d Show approved biography context in dialogue
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2026-10-15 16:01:11 +02:00
Gitea Actions d72a3ca27f Release 0.1.33 [auto-version-bump] 2026-10-15 11:51:29 +02:00
Ein Anderssono 910db15b61 Add admin controls for runtime debug logs
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2026-10-15 11:51:04 +02:00
Gitea Actions 0452d7d065 Release 0.1.32 [auto-version-bump] 2026-10-15 10:54:32 +02:00
Ein Anderssono 69184d1920 Speak onboarding and all game dialogue automatically
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2026-10-15 10:54:10 +02:00
Gitea Actions 5354132489 Release 0.1.31 [auto-version-bump] 2026-10-15 10:46:29 +02:00
Ein Anderssono 0005bb1c83 Support NPC-led conversation flow
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2026-10-15 10:45:33 +02:00
Gitea Actions b3a0e0ca5a Release 0.1.30 [auto-version-bump] 2026-10-15 10:25:53 +02:00
Ein Anderssono de915b4aa6 Migrate players to automatic voice replies
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2026-10-15 10:25:35 +02:00
Gitea Actions 421b14c398 Release 0.1.29 [auto-version-bump] 2026-10-15 10:21:53 +02:00
Ein Anderssono 9efb602653 Keep screen reader voice mode test explicit
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2026-10-15 10:21:29 +02:00
Ein Anderssono 222dcb9054 Enable automatic speech for game replies
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2026-10-15 10:21:00 +02:00
Gitea Actions 0876538e58 Release 0.1.28 [auto-version-bump] 2026-10-15 10:06:31 +02:00
Ein Anderssono f2a2a3b30a Speak dialogue with persistent character voices
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2026-10-15 10:06:04 +02:00
Gitea Actions c9e31d23ba Release 0.1.27 [auto-version-bump] 2026-10-15 09:57:23 +02:00
Ein Anderssono 1f9fc464d4 Disclose browser speech processing before microphone use
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2026-10-15 09:56:46 +02:00
Gitea Actions 49ee16a688 Release 0.1.26 [auto-version-bump] 2026-10-15 09:47:20 +02:00
Ein Anderssono e59919a328 Match voice submission assertion
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2026-10-15 09:46:55 +02:00
Ein Anderssono 31fa4db673 Add browser voice input and speech output
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2026-10-15 09:45:52 +02:00
Gitea Actions c392dfe39f Release 0.1.25 [auto-version-bump] 2026-10-15 08:51:06 +02:00
Ein Anderssono 5a44d3d4f4 Show external service traces in admin player view
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2026-10-15 08:50:48 +02:00
Gitea Actions e29414e7c0 Release 0.1.24 [auto-version-bump] 2026-10-15 08:30:02 +02:00
Ein Anderssono 17604e736b Add accessible admin tracing interface
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2026-10-15 08:29:40 +02:00
Gitea Actions c462ef1871 Release 0.1.23 [auto-version-bump] 2026-10-15 01:24:42 +02:00
Ein Anderssono 94eef5d998 Use dialogue-only approved onboarding
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2026-10-15 01:24:20 +02:00
Gitea Actions 4c36c5e421 Release 0.1.22 [auto-version-bump] 2026-10-14 23:00:16 +02:00
Ein Anderssono 370af29c47 Clarify text and dialogue based accessibility
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2026-10-14 22:59:49 +02:00
Gitea Actions 1d60387a9b Release 0.1.21 [auto-version-bump] 2026-10-14 22:49:40 +02:00
Ein Anderssono 4502e2406d Add multisensory accessible place details
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2026-10-14 22:49:18 +02:00
Gitea Actions 92741baec7 Release 0.1.20 [auto-version-bump] 2026-10-14 14:07:15 +02:00
Ein Anderssono f4dcb0de1a Remove world description from character start
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2026-10-14 14:06:50 +02:00
Gitea Actions b82975444a Release 0.1.19 [auto-version-bump] 2026-10-14 12:14:15 +02:00
Ein Anderssono a3c31bf340 Add accessible purchase interaction
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2026-10-14 12:13:47 +02:00
Gitea Actions 9447f9b0be Release 0.1.18 [auto-version-bump] 2026-10-14 10:02:32 +02:00
Ein Anderssono 1e9e111745 Keep healthy frontend pod during releases
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2026-10-14 10:02:15 +02:00
12 changed files with 1507 additions and 131 deletions
+1
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@@ -25,6 +25,7 @@ jobs:
shell: bash
run: |
set -euo pipefail
node --version
python3 scripts/bump-version.py --check
scripts/check-frontend.sh
+1
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@@ -3,6 +3,7 @@ FROM nginxinc/nginx-unprivileged:1.27-alpine
ARG FRONTEND_VERSION
RUN test -n "$FRONTEND_VERSION"
COPY index.html /usr/share/nginx/html/index.html
COPY voice.js /usr/share/nginx/html/voice.js
COPY nginx/default.conf /etc/nginx/conf.d/default.conf
USER root
RUN sed -i "s/__FRONTEND_VERSION__/${FRONTEND_VERSION}/g" /usr/share/nginx/html/index.html
+21 -1
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@@ -2,6 +2,26 @@
This repository contains the static Swedish web client for the AI-driven life simulator. The intended deployment is a small Nginx pod in the `ai-spel` namespace. The existing Rust service remains authoritative for accounts, game state, and all `/api/...` routes.
After login, character creation and play use one dialogue history and one text input. The player writes a free biography, receives a temporary AI draft, can request revisions, and approves it by writing `godkänn`. The player then receives a proposed start world and place based on the biography. That draft can also be revised in dialogue and is saved only after a second explicit `godkänn`. Drafts stay in the browser until approval and are lost if the page is reloaded first. The backend creates the character and initializes the world only after their respective approvals.
During play the UI has no persistent location, task, inventory, economy, status, or purchase panels. The player asks for information or writes an action in the same input. Rust validates state changes; the AI can only propose a typed intent. A direct request to travel may establish a new place and an encounter when Rust commits that movement.
If the player asks to find or approach someone and no NPC is present, the direct dialogue scene may propose one person and an opening line. Rust creates that NPC only for the explicit request and commits the first exchange idempotently; a later turn continues the saved conversation. Clear requests about the current location are answered from its saved facts without asking the player to restate what they want to inspect.
The separate `/admin` route provides an authenticated operations view for player search/profile/trace, YAML prompt assets, generated Luau rules with validation results, runtime debug logging, and the append-only audit log. All privileged data comes from the Rust `/api/admin/...` API; the browser never connects directly to PostgreSQL. Backend endpoints require `accounts.is_admin=true`. The Driftloggar view lets an administrator switch `debug=true` on or off without restarting pods; the setting is stored in PostgreSQL and propagated to running replicas. Verbose pod logs include request, AI-call, validation, and commit metadata but never raw player text, prompts, model responses, sessions, or secrets. Full protected prompt/provider exchanges remain in the audited player trace.
The game is text- and dialogue-based and uses no images. Place descriptions include sound, smell, air/temperature, touch/surface, and spatial-orientation cues. Visible details may also be described in words, but are never required to understand the scene or play. The transcript is screen-reader announced, and Enter submits the input while Shift+Enter inserts a newline; no separate send button is required.
Voice output uses the browser's Swedish speech synthesis for all player-facing game dialogue, onboarding, account responses, character and world creation, gameplay replies, in-game errors, and microphone disclosures. The `/admin` route is excluded. The first unauthenticated visit automatically reads an introduction that explains the game, how to create an account, and how to play; the introduction stays visible as text and can be replayed with `Läs introduktionen igen`. New game replies are read automatically and the transcript remains available to screen readers and as text. Returning players hear the latest saved game reply when they reopen the game. Voice settings can change the Swedish voice and speaking rate, but cannot disable automatic speech. These preferences are stored in browser `localStorage`. If the browser lacks speech synthesis or blocks playback, the same content remains available as text and the introduction can be started again with its replay button.
The microphone button beside the text field uses Web Speech API when available and sends only its final Swedish transcript through the same submission path as typed text. Before its first use, the client explains that the browser may process audio through a provider-selected service; the game itself does not receive or store recordings, while the final transcript is saved as ordinary dialogue. Writing `röstinställningar` or saying `röstkommando alternativ` opens temporary voice controls in the dialogue. The player can select an available Swedish voice and speaking rate and enable or disable short audio cues. Voice preferences are stored in browser `localStorage`.
When a character or NPC is created, its saved voice identity is masculine, feminine, or neutral. The biography prompt only assigns masculine/feminine when the character is explicitly described that way; otherwise it uses neutral. Speech synthesis applies a stable, subtly varied pitch/rate profile per character, so a character keeps the same sound across visits. Narration always uses neutral pitch. The browser's selected Swedish voice still determines the underlying voice, so the exact sound depends on installed system voices.
System voice commands require the prefix `röstkommando`: `upprepa`, `avbryt`, `hjälp`, `alternativ`, or `paus`. Without the prefix, the same words remain ordinary dialogue. Speech recognition and synthesis are browser-dependent; release acceptance must record which real iPhone/Safari/VoiceOver and Android/Chrome/TalkBack combinations were actually checked.
On iPhone and iPad, Safari may require a direct tap or key press before it permits speech output. The frontend primes speech silently on the first player gesture and then reads game replies automatically. The status reports speech as in progress only after the browser's `onstart` event. Voice settings include **Testa ljudet**; if a game reply does not start, a **Läs senaste repliken** button appears in the dialogue. When Safari reports speech started but the player hears nothing, the status suggests checking device volume and audio output. The introduction is only marked as heard after the browser reports that speech actually started. The speech queue avoids an immediate `cancel()` followed by `speak()`, which older WebKit releases can drop.
The browser and API stay on the same public origin, `https://ai-spel.k3s.k0.nu`. The ingress routes `/` to this frontend service and routes `/api`, `/version`, and `/health` to the Rust service. That keeps the current server-side session cookie same-origin and avoids browser CORS configuration.
## Release flow
@@ -10,6 +30,6 @@ The browser and API stay on the same public origin, `https://ai-spel.k3s.k0.nu`.
CI needs repository Action secrets named `HARBOR_USERNAME` and `HARBOR_PASSWORD`. The Harbor pull secret `harbor-pull` is already present in the Kubernetes namespace. Argo CD uses the existing `ai-spel` project and Harbor OCI credentials.
The first Argo Application is described in `deploy/argocd/application.yaml`. The backend ingress must be switched to the frontend Service before public traffic uses this pod. That cutover is intentionally coordinated with a backend release so the API routes and login session remain on the same host.
The first Argo Application is described in `deploy/argocd/application.yaml`. The backend ingress routes `/api`, `/version`, and health checks to Rust while serving the static client at `/`. Both services share the same origin so the session cookie remains same-origin.
Builds, checks, and runtime verification happen in the pipeline and Kubernetes. Do not run the app, tests, container images, or binaries locally.
+1 -1
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@@ -1 +1 @@
0.1.17
0.1.40
+2 -2
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@@ -2,5 +2,5 @@ apiVersion: v2
name: ai-spel-frontend
description: Static web frontend for the Swedish life simulator
type: application
version: 0.1.17
appVersion: "0.1.17"
version: 0.1.40
appVersion: "0.1.40"
@@ -7,6 +7,13 @@ metadata:
app.kubernetes.io/instance: {{ .Release.Name }}
spec:
replicas: {{ .Values.replicaCount }}
minReadySeconds: {{ .Values.deployment.minReadySeconds }}
progressDeadlineSeconds: {{ .Values.deployment.progressDeadlineSeconds }}
strategy:
type: RollingUpdate
rollingUpdate:
maxUnavailable: {{ .Values.deployment.maxUnavailable }}
maxSurge: {{ .Values.deployment.maxSurge }}
selector:
matchLabels:
app.kubernetes.io/instance: {{ .Release.Name }}
@@ -40,11 +47,15 @@ spec:
port: http
initialDelaySeconds: 2
periodSeconds: 5
timeoutSeconds: 2
failureThreshold: 3
livenessProbe:
httpGet:
path: /healthz
port: http
initialDelaySeconds: 5
periodSeconds: 10
timeoutSeconds: 2
failureThreshold: 3
resources:
{{- toYaml .Values.resources | nindent 12 }}
+6
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@@ -1,4 +1,10 @@
replicaCount: 1
deployment:
# Keep the old single replica available until its replacement passes readiness.
maxUnavailable: 0
maxSurge: 1
minReadySeconds: 5
progressDeadlineSeconds: 600
image:
repository: harbor.k3s.k0.nu/ai-spel/frontend
pullPolicy: IfNotPresent
+815 -124
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@@ -6,170 +6,861 @@
<meta name="color-scheme" content="light dark">
<title>Svensk livssimulator</title>
<style>
:root { font: 1rem/1.55 system-ui, sans-serif; }
body { max-width: 52rem; margin: 0 auto; padding: 1.25rem; }
h1, h2, h3 { line-height: 1.2; }
footer { border-top: 1px solid; margin-top: 2rem; padding-top: .5rem; color: GrayText; font-size: .875rem; }
form { display: grid; gap: .75rem; max-width: 40rem; }
label { display: grid; gap: .2rem; font-weight: 600; }
input, textarea, button { font: inherit; padding: .6rem; }
:root { font: 1rem/1.6 system-ui, sans-serif; }
body { max-width: 52rem; margin: 0 auto; padding: 1rem; }
h1, h2 { line-height: 1.2; }
form { display: grid; gap: .75rem; max-width: 32rem; }
label { display: grid; gap: .25rem; font-weight: 600; }
input, textarea, button { font: inherit; padding: .65rem; }
button { justify-self: start; cursor: pointer; }
#status { min-height: 1.5em; }
.card { border: 1px solid; border-radius: .5rem; padding: 1rem; margin-block: 1rem; }
.row { display: flex; flex-wrap: wrap; gap: .75rem; align-items: center; }
.row button { margin-block: .4rem; }
#transcript { min-height: 5rem; max-height: 28rem; overflow: auto; }
#transcript li { margin-block: .6rem; }
#dialogue { list-style: none; padding: 0; margin: 0; }
#dialogue li { margin-block: 1rem; white-space: pre-wrap; overflow-wrap: anywhere; }
#dialogue li[data-role="user"] { font-weight: 650; }
#dialogue li[data-role="assistant"] { padding-inline-start: .75rem; border-inline-start: .2rem solid currentColor; }
#message { width: 100%; min-height: 3.5rem; box-sizing: border-box; }
#message-tools { display: flex; flex-wrap: wrap; align-items: center; gap: .5rem; }
#voice-status { min-height: 1.5em; }
#dialogue li[data-role="voice-controls"] { border: 1px solid currentColor; border-radius: .35rem; padding: .75rem; }
#dialogue li[data-role="voice-controls"] fieldset { display: grid; gap: .5rem; margin-block: .5rem; }
#admin-content { display: grid; gap: 1rem; }
#admin-content section, #admin-content article { border: 1px solid currentColor; border-radius: .35rem; padding: .75rem; }
#admin-content pre { white-space: pre-wrap; overflow-wrap: anywhere; max-height: 32rem; overflow: auto; }
#admin-toolbar { display: flex; flex-wrap: wrap; gap: .5rem; margin-block: 1rem; }
#player-search { display: flex; flex-wrap: wrap; align-items: end; gap: .5rem; }
.sr-only { position: absolute; width: 1px; height: 1px; padding: 0; margin: -1px; overflow: hidden; clip: rect(0,0,0,0); white-space: nowrap; border: 0; }
[hidden] { display: none !important; }
footer { margin-top: 2rem; border-top: 1px solid; padding-top: .5rem; color: GrayText; font-size: .875rem; }
</style>
</head>
<body>
<main>
<h1>En värld du formar</h1>
<p>Skapa en vuxen person och forma en egen vardag. AI-förslag sparas inte förrän du har granskat och godkänt dem.</p>
<p id="status" role="status" aria-live="polite"></p>
<section id="auth" aria-labelledby="auth-heading">
<h2 id="auth-heading">Logga in eller skapa konto</h2>
<h1 id="auth-heading">Svensk livssimulator</h1>
<p id="auth-intro">Välkommen till en svensk, dialogbaserad livssimulator utan bilder. Världen beskrivs med ljud, dofter, temperatur, beröring och riktning. Skapa konto med ett användarnamn och ett lösenord på minst tolv tecken. Berätta sedan fritt om en vuxen person. Du får redigera och godkänna personens biografi och startplats. Spela genom att skriva eller tala vad du gör och frågar. Personer du möter kan minnas tidigare samtal. Spelets repliker läses automatiskt upp på svenska och finns kvar som text. Har du redan konto väljer du Logga in.</p>
<button type="button" id="auth-repeat-intro">Läs introduktionen</button>
<p id="auth-voice-status" role="status" aria-live="polite">På iPhone och iPad kan du behöva trycka på Läs introduktionen igen en gång för att aktivera uppläsningen.</p>
<p id="auth-status" role="status" aria-live="polite" hidden></p>
<form id="auth-form">
<label>Användarnamn <input name="username" required minlength="3" maxlength="40" autocomplete="username"></label>
<label>Lösenord <input name="password" type="password" required minlength="12" maxlength="256" autocomplete="current-password"></label>
<div class="row"><button type="submit" name="intent" value="login">Logga in</button><button type="submit" name="intent" value="register">Skapa konto</button></div>
<div><button type="submit" name="intent" value="login">Logga in</button> <button type="submit" name="intent" value="register">Skapa konto</button></div>
</form>
</section>
<section id="new-character" aria-labelledby="character-heading" hidden>
<h2 id="character-heading">Vem är du?</h2>
<p>Du väljer själv bakgrund. Karaktären ska vara vuxen, men du behöver inte välja yrke eller startpaket.</p>
<form id="character-form">
<label>Namn <input name="name" required maxlength="120" autocomplete="name"></label>
<label>Ålder (18 år eller äldre) <input name="age" type="number" min="18" required value="30"></label>
<label>Biografi <textarea name="biography" required maxlength="20000" rows="6" placeholder="Berätta fritt om personens liv och nuläge."></textarea></label>
<button type="submit">Börja spela</button>
<section id="play" aria-label="Spelets dialog" hidden>
<h1 class="sr-only">Dialog</h1>
<ol id="dialogue" aria-label="Dialoghistorik" role="log" aria-live="polite" aria-relevant="additions text"></ol>
<form id="message-form">
<label for="message" id="message-label">Skriv ett meddelande</label>
<textarea id="message" name="message" maxlength="4000" aria-describedby="message-help" autocomplete="off"></textarea>
<div id="message-tools"><button type="button" id="microphone" aria-pressed="false" aria-describedby="voice-status">Starta mikrofon</button></div>
<span id="message-help" class="sr-only">Tryck Enter för att skicka. Tryck Skift och Enter för ny rad.</span>
</form>
<p id="voice-status" role="status" aria-live="polite"></p>
</section>
<section id="world-setup" aria-labelledby="world-setup-heading" hidden>
<h2 id="world-setup-heading">Skapa din startvärld</h2>
<p>Beskriv vad du vill börja med. AI:n föreslår en plats och en person; du kan redigera allt innan världen sparas.</p>
<form id="world-idea-form">
<label>Din idé <textarea name="idea" required maxlength="4000" rows="4" placeholder="Till exempel: en småstad vid kusten där min karaktär just har flyttat in."></textarea></label>
<button type="submit">Skapa ett förslag</button>
</form>
<form id="world-draft-form" hidden>
<label>Världens namn <input name="name" required maxlength="120"></label>
<label>Plats <input name="location_name" required maxlength="120"></label>
<label>Beskrivning av platsen <textarea name="location_description" required maxlength="2000" rows="4"></textarea></label>
<label>Person du kan möta <input name="npc_name" required maxlength="120"></label>
<label>Om personen <textarea name="npc_biography" required maxlength="2000" rows="4"></textarea></label>
<div class="row"><button type="submit">Godkänn och börja spela</button><button id="discard-world-draft" type="button">Gör ett nytt förslag</button></div>
</form>
</section>
<section id="game" hidden>
<div class="row"><h2 id="world-heading"></h2><button id="logout" type="button">Logga ut</button></div>
<section class="card" aria-labelledby="place-heading">
<h3 id="place-heading"></h3><p id="place-description"></p>
<h3 id="npc-heading"></h3><p id="npc-description"></p>
<h3 id="player-heading"></h3><p id="player-biography"></p>
</section>
<section class="card" aria-labelledby="conversation-heading">
<h3 id="conversation-heading">Samtal</h3>
<ol id="transcript" aria-label="Sparat samtal"></ol>
<form id="message-form">
<label id="message-label">Skriv ett meddelande <textarea name="message" required maxlength="4000" rows="3"></textarea></label>
<button type="submit">Skicka</button>
</form>
</section>
<section id="admin-view" aria-labelledby="admin-heading" hidden>
<h1 id="admin-heading">Administration</h1>
<p>Privilegierad läsning loggas. Känsligt spelarinnehåll visas bara här för administratörer.</p>
<nav id="admin-toolbar" aria-label="Administrationsvyer">
<button type="button" data-admin-view="players">Spelare</button>
<button type="button" data-admin-view="prompts">Prompter</button>
<button type="button" data-admin-view="rules">Luau-regler</button>
<button type="button" data-admin-view="logging">Driftloggar</button>
<button type="button" data-admin-view="audit">Revisionslogg</button>
<button type="button" id="admin-logout">Logga ut</button>
</nav>
<div id="admin-content" aria-live="polite" aria-busy="false"></div>
</section>
</main>
<footer>Frontend <span id="frontend-version">__FRONTEND_VERSION__</span> · API <span id="api-version">hämtar version…</span></footer>
<footer id="version-footer">Frontend <span id="frontend-version">__FRONTEND_VERSION__</span> · API <span id="api-version">hämtar version…</span></footer>
<script src="/voice.js?v=__FRONTEND_VERSION__"></script>
<script>
const status = document.querySelector('#status');
const auth = document.querySelector('#auth');
const characterSection = document.querySelector('#new-character');
const worldSetup = document.querySelector('#world-setup');
const game = document.querySelector('#game');
const play = document.querySelector('#play');
const adminView = document.querySelector('#admin-view');
const adminContent = document.querySelector('#admin-content');
const transcript = document.querySelector('#dialogue');
const messageField = document.querySelector('#message');
const messageLabel = document.querySelector('#message-label');
let stage = 'auth';
let characterDraft = null;
let worldDraft = null;
let gameState = null;
let submitBusy = false;
let pendingDialogue = null;
let latestAssistantText = '';
let latestAssistantVoice = {role: 'narrator', voiceIdentity: 'neutral'};
let speechRecoveryElement = null;
const voiceSettingsKey = 'ai-spel.voice-settings.v2';
let voiceSettings = window.GameVoice.loadSettings(localStorage, voiceSettingsKey, 'ai-spel.voice-settings.v1');
let voiceController;
let speechActivatedByGesture = false;
let audioContext;
let voiceDisclosureAcknowledged = false;
let adminOffset = 0;
const adminPageSize = 50;
let presenceTimer = null;
let playerMessagesPrimed = false;
const seenPlayerMessageIds = new Set();
async function request(path, options = {}) {
const response = await fetch(path, { credentials: 'same-origin', ...options });
const response = await fetch(path, {credentials: 'same-origin', ...options});
const body = response.status === 204 ? null : await response.json();
if (!response.ok) throw new Error(body?.error || `HTTP ${response.status}`);
return body;
}
request('/version').then(({version}) => {
document.querySelector('#api-version').textContent = version;
}).catch(() => {
document.querySelector('#api-version').textContent = 'otillgänglig';
function appendLine(role, content, options = {}) {
const line = document.createElement('li');
line.dataset.role = role;
line.textContent = `${options.speaker || (role === 'user' ? 'Du' : 'Berättelsen')}: ${content}`;
transcript.append(line);
line.scrollIntoView({block: 'end'});
if (role === 'assistant') {
latestAssistantText = content;
latestAssistantVoice = options.voice || {role: 'narrator', voiceIdentity: 'neutral'};
if (options.speak !== false && location.pathname !== '/admin') {
voiceController?.speak(content, {...latestAssistantVoice, onStart: clearSpeechRecovery});
}
}
return line;
}
function biographyContextText(context) {
if (!context || typeof context !== 'object') return '';
const details = [];
if (typeof context.current_situation === 'string' && context.current_situation.trim()) {
details.push(`Nuvarande situation: ${context.current_situation.trim()}.`);
}
for (const [key, label] of [
['skills', 'Färdigheter'],
['possessions', 'Ägodelar som nämnts'],
['obligations', 'Åtaganden'],
['past_events', 'Tidigare händelser'],
['known_people', 'Kända personer'],
]) {
const values = context[key];
if (Array.isArray(values) && values.length) details.push(`${label}: ${values.join(', ')}.`);
}
return details.length ? `\n\nStartuppgifter att granska: ${details.join(' ')}` : '';
}
function explainDialogueError(error) {
const code = String(error?.message || '');
const known = {
dialogue_temporarily_unavailable: 'Berättartjänsten svarar inte just nu. Vänta en stund och försök igen.',
world_version_conflict: 'Världen hann ändras medan du skrev. Jag har uppdaterat läget; skicka meddelandet igen.',
world_not_available: 'Världen är inte tillgänglig just nu. Försök igen om en liten stund.',
};
return known[code] || (/^[a-z0-9_]+$/.test(code)
? 'Jag kunde inte behandla det just nu. Försök igen om en liten stund.'
: code || 'Ett tillfälligt fel uppstod. Försök igen om en liten stund.');
}
function setVoiceStatus(message = '') {
document.querySelector('#voice-status').textContent = message;
const authVoiceStatus = document.querySelector('#auth-voice-status');
if (authVoiceStatus && !auth.hidden && message) authVoiceStatus.textContent = message;
}
function clearSpeechRecovery() {
speechRecoveryElement?.remove();
speechRecoveryElement = null;
const status = document.querySelector('#voice-status');
if (status?.textContent.startsWith('Uppläsningen startade inte')) setVoiceStatus('Läser upp dialog.');
}
function showSpeechRecovery(message) {
clearSpeechRecovery();
const item = document.createElement('li');
item.dataset.role = 'voice-controls';
item.setAttribute('aria-label', 'Uppläsning kunde inte starta');
const explanation = document.createElement('p');
explanation.textContent = message;
const retry = document.createElement('button');
retry.type = 'button';
retry.textContent = 'Läs senaste repliken';
retry.addEventListener('click', () => {
voiceController.activateFromUserGesture();
if (voiceController.speak(latestAssistantText, {...latestAssistantVoice, onStart: clearSpeechRecovery})) {
clearSpeechRecovery();
}
});
item.append(explanation, retry);
transcript.append(item);
item.scrollIntoView({block: 'end'});
speechRecoveryElement = item;
}
function refreshMicrophone() {
const button = document.querySelector('#microphone');
if (button) button.disabled = play.hidden || messageField.disabled || submitBusy;
}
function persistVoiceSettings() {
voiceSettings.mode = 'game-voice';
voiceSettings.autoSpeak = true;
if (!window.GameVoice.saveSettings(localStorage, voiceSettingsKey, voiceSettings)) {
setVoiceStatus('Röstinställningen kunde inte sparas i den här webbläsaren.');
}
voiceController?.update(voiceSettings);
transcript.setAttribute('aria-live', 'polite');
}
function playVoiceSignal(state) {
if (!voiceSettings.soundSignals || !['LISTENING', 'PROCESSING', 'ERROR', 'STOPPED'].includes(state)) return;
try {
const Audio = window.AudioContext || window.webkitAudioContext;
if (!Audio) return;
audioContext ||= new Audio();
if (audioContext.state === 'suspended') audioContext.resume();
const oscillator = audioContext.createOscillator(); const gain = audioContext.createGain();
oscillator.frequency.value = state === 'ERROR' ? 260 : state === 'PROCESSING' ? 820 : state === 'STOPPED' ? 420 : 560;
gain.gain.value = 0.025; oscillator.connect(gain); gain.connect(audioContext.destination);
oscillator.start(); oscillator.stop(audioContext.currentTime + 0.055);
} catch (_) { /* Audio cues are optional and never block the game. */ }
}
voiceController = window.GameVoice.createVoiceController({
settings: voiceSettings,
onState(state, message) {
const microphone = document.querySelector('#microphone');
const listening = state === 'LISTENING';
microphone.setAttribute('aria-pressed', String(listening));
microphone.textContent = listening ? 'Avsluta mikrofon' : 'Starta mikrofon';
refreshMicrophone();
if (message) setVoiceStatus(message);
else if (state === 'IDLE') setVoiceStatus('');
if (/Läs senaste repliken/.test(message)) showSpeechRecovery(message);
playVoiceSignal(state === 'IDLE' && /Mikrofonen är avstängd/.test(message) ? 'STOPPED' : state);
},
onTranscript(text) {
return submitMessage(text, 'voice');
},
});
function showAuth() { auth.hidden = false; characterSection.hidden = true; worldSetup.hidden = true; game.hidden = true; }
function showCharacter() { auth.hidden = true; characterSection.hidden = false; worldSetup.hidden = true; game.hidden = true; }
function showWorldSetup() { auth.hidden = true; characterSection.hidden = true; worldSetup.hidden = false; game.hidden = true; }
function renderConversation(lines, npcName) {
const transcript = document.querySelector('#transcript');
transcript.replaceChildren(...lines.map((line) => {
const entry = document.createElement('li');
entry.textContent = `${line.role === 'user' ? 'Du' : npcName}: ${line.content}`;
return entry;
}));
function primeSpeechFromGesture(event) {
if (speechActivatedByGesture || !event.isTrusted) return;
speechActivatedByGesture = voiceController.activateFromUserGesture();
}
document.addEventListener('pointerdown', primeSpeechFromGesture, true);
document.addEventListener('keydown', primeSpeechFromGesture, true);
persistVoiceSettings();
function addVoiceButton(parent, label, handler) {
const button = document.createElement('button'); button.type = 'button'; button.textContent = label;
button.addEventListener('click', handler); parent.append(button); return button;
}
function appendVoiceSettings() {
const item = document.createElement('li'); item.dataset.role = 'voice-controls';
item.setAttribute('aria-label', 'Röstinställningar och uppläsning');
const heading = document.createElement('strong'); heading.textContent = 'Röstinställningar'; item.append(heading);
const fieldset = document.createElement('fieldset');
const legend = document.createElement('legend'); legend.textContent = 'Spelets repliker läses alltid upp. Anpassa rösten här.'; fieldset.append(legend);
const speedLabel = document.createElement('label'); speedLabel.textContent = `Talhastighet: ${Number(voiceSettings.rate).toFixed(1)}`;
const speed = document.createElement('input'); speed.type = 'range'; speed.min = '0.5'; speed.max = '2'; speed.step = '0.1'; speed.value = String(voiceSettings.rate);
speed.setAttribute('aria-label', 'Talhastighet'); speed.addEventListener('input', () => { speedLabel.firstChild.textContent = `Talhastighet: ${Number(speed.value).toFixed(1)}`; });
speedLabel.append(speed); fieldset.append(speedLabel);
const voiceLabel = document.createElement('label'); voiceLabel.textContent = 'Svensk röst';
const voice = document.createElement('select'); voice.setAttribute('aria-label', 'Svensk röst');
const defaultVoice = document.createElement('option'); defaultVoice.value = ''; defaultVoice.textContent = 'Systemets standardröst'; voice.append(defaultVoice);
function refreshVoices() {
const selected = voiceSettings.voiceName;
voice.replaceChildren(defaultVoice.cloneNode(true));
voiceController.getVoices().filter(entry => /^sv(-|$)/i.test(entry.lang)).forEach(entry => {
const option = document.createElement('option'); option.value = entry.name; option.textContent = `${entry.name} (${entry.lang})`; voice.append(option);
});
voice.value = selected;
}
refreshVoices();
window.speechSynthesis?.addEventListener?.('voiceschanged', refreshVoices);
voice.value = voiceSettings.voiceName; voiceLabel.append(voice); fieldset.append(voiceLabel);
const signalLabel = document.createElement('label'); const signals = document.createElement('input');
signals.type = 'checkbox'; signals.checked = voiceSettings.soundSignals;
signalLabel.append(signals, document.createTextNode(' Ljudsignal vid röstinmatning')); fieldset.append(signalLabel);
item.append(fieldset);
const speakLatest = () => {
voiceController.activateFromUserGesture();
if (!voiceController.speak(latestAssistantText, {...latestAssistantVoice, onStart: clearSpeechRecovery})) setVoiceStatus('Talsyntes stöds inte i den här webbläsaren. Dialogen finns kvar som text.');
};
const testSpeech = () => {
voiceController.activateFromUserGesture();
if (!voiceController.speak('Det här är ett test av uppläsningen.', {role: 'narrator', voiceIdentity: 'neutral', onStart: clearSpeechRecovery})) {
setVoiceStatus('Talsyntes stöds inte i den här webbläsaren. Dialogen finns kvar som text.');
}
};
addVoiceButton(item, 'Testa ljudet', testSpeech);
addVoiceButton(item, 'Läs senaste repliken', speakLatest);
addVoiceButton(item, 'Upprepa', speakLatest);
addVoiceButton(item, 'Avbryt uppläsning', () => voiceController.cancelSpeech());
speed.addEventListener('change', () => { voiceSettings.rate = Number(speed.value); persistVoiceSettings(); });
voice.addEventListener('change', () => { voiceSettings.voiceName = voice.value; persistVoiceSettings(); });
signals.addEventListener('change', () => { voiceSettings.soundSignals = signals.checked; persistVoiceSettings(); });
addVoiceButton(item, 'Stäng röstinställningar', () => item.remove());
transcript.append(item); item.scrollIntoView({block: 'end'}); speed.focus();
}
function requestVoiceDisclosure() {
const item = document.createElement('li'); item.dataset.role = 'voice-controls';
item.setAttribute('aria-label', 'Information om mikrofonen');
const message = document.createElement('p');
message.textContent = 'Innan du startar: webbläsarens taligenkänning kan behandla ljud genom en tjänst som webbläsaren väljer. Spelet tar inte emot eller sparar ljudinspelningen. Den färdiga transkriberingen skickas och sparas som din vanliga dialog. Fortsätt bara om du godkänner webbläsarens hantering av tal.';
item.append(message);
voiceController.speak(message.textContent, {role: 'narrator', voiceIdentity: 'neutral'});
addVoiceButton(item, 'Jag förstår – starta mikrofonen', () => {
voiceDisclosureAcknowledged = true;
item.remove();
voiceController.startListening();
});
transcript.append(item); item.scrollIntoView({block: 'end'});
item.querySelector('button').focus();
}
function handleVoiceCommand(message, source) {
const parsed = window.GameVoice.parseVoiceCommand(message, {requirePrefix: source === 'voice'});
if (!parsed) return false;
if (parsed.command === 'settings') {
appendLine('assistant', 'Här kan du välja en svensk röst och justera talhastigheten. Alla repliker i spelet läses upp automatiskt.');
appendVoiceSettings();
}
else if (parsed.command === 'repeat') {
if (!voiceController.speak(latestAssistantText, latestAssistantVoice)) setVoiceStatus('Talsyntes stöds inte i den här webbläsaren. Dialogen finns kvar som text.');
} else if (parsed.command === 'stop') {
voiceController.cancelSpeech(); voiceController.stopListening(); setVoiceStatus('Röstinteraktionen är avbruten.');
} else if (parsed.command === 'help') {
appendLine('assistant', 'Skriv röstinställningar för att välja svensk röst och talhastighet. Spelets repliker läses alltid upp. Du kan tala i mikrofonen när den finns, eller skriva. Använd “röstkommando upprepa” för att höra senaste repliken igen.');
} else setVoiceStatus('Okänt röstkommando. Skriv röstinställningar för alternativen.');
return true;
}
document.querySelector('#microphone').addEventListener('click', () => {
if (voiceController.getState() === 'LISTENING') voiceController.stopListening();
else if (!voiceDisclosureAcknowledged && voiceController.supportsRecognition()) requestVoiceDisclosure();
else voiceController.startListening();
});
document.addEventListener('visibilitychange', () => { if (document.hidden) voiceController.stopAll(); });
window.addEventListener('pagehide', () => voiceController.stopAll());
function setStage(next) {
stage = next;
messageField.disabled = false;
refreshMicrophone();
messageField.value = '';
messageLabel.textContent = next === 'biography'
? 'Berätta fritt om personen du vill spela'
: next === 'world-start'
? 'Skriv “försök igen” för att försöka skapa startplatsen'
: next === 'world-draft'
? 'Ändra startförslaget eller skriv “godkänn”'
: 'Skriv vad du vill göra eller fråga';
messageField.focus();
}
function showAuth() {
stage = 'auth';
play.hidden = true;
adminView.hidden = true;
auth.hidden = false;
document.querySelector('#auth-heading').textContent = location.pathname === '/admin' ? 'Administratörsinloggning' : 'Svensk livssimulator';
document.querySelector('#version-footer').hidden = false;
const adminRoute = location.pathname === '/admin';
document.querySelector('#auth-intro').hidden = adminRoute;
document.querySelector('#auth-repeat-intro').hidden = adminRoute;
document.querySelector('[name="intent"][value="register"]').hidden = adminRoute;
if (!adminRoute) playFirstVisitIntroduction();
}
function showPlay() {
auth.hidden = true;
adminView.hidden = true;
play.hidden = false;
document.querySelector('#version-footer').hidden = true;
refreshMicrophone();
messageField.focus();
}
function showAdmin() {
if (presenceTimer) clearInterval(presenceTimer);
presenceTimer = null;
voiceController.stopAll();
auth.hidden = true;
play.hidden = true;
adminView.hidden = false;
document.querySelector('#version-footer').hidden = true;
}
const introductionKey = 'ai-spel.introduction-heard.v2';
function playFirstVisitIntroduction() {
let alreadyHeard = false;
try { alreadyHeard = localStorage.getItem(introductionKey) === 'true'; } catch (_) { /* Keep the intro available for this visit. */ }
if (alreadyHeard) return;
const isAppleMobile = /iPad|iPhone|iPod/i.test(navigator.userAgent)
|| (navigator.platform === 'MacIntel' && navigator.maxTouchPoints > 1);
if (isAppleMobile) {
document.querySelector('#auth-repeat-intro').textContent = 'Läs introduktionen';
return;
}
const introduction = document.querySelector('#auth-intro').textContent;
voiceController.speak(introduction, {
role: 'narrator', voiceIdentity: 'neutral',
onStart() { try { localStorage.setItem(introductionKey, 'true'); } catch (_) { /* The page text remains available. */ } },
});
}
document.querySelector('#auth-repeat-intro').addEventListener('click', () => {
if (location.pathname !== '/admin') {
voiceController.activateFromUserGesture();
const introduction = document.querySelector('#auth-intro').textContent;
voiceController.speak(introduction, {
role: 'narrator', voiceIdentity: 'neutral',
onStart() { try { localStorage.setItem(introductionKey, 'true'); } catch (_) { /* The page text remains available. */ } },
});
}
});
function explainAuthError(error, intent) {
if (intent === 'register' && error?.message === 'username_unavailable') return 'Det användarnamnet används redan. Välj ett annat och försök igen.';
if (intent === 'register' && ['invalid_username', 'password_length_must_be_12_to_256'].includes(error?.message)) return 'Kontot kunde inte skapas. Användarnamnet ska ha 3 till 40 bokstäver, siffror eller tecknen punkt, bindestreck och understreck. Lösenordet ska ha minst tolv tecken.';
if (intent === 'login' && ['unauthorized', 'invalid_credentials'].includes(error?.message)) return 'Användarnamnet eller lösenordet stämmer inte. Försök igen.';
return 'Begäran kunde inte genomföras just nu. Kontrollera uppgifterna och försök igen.';
}
function adminElement(tag, text, parent = adminContent) {
const element = document.createElement(tag);
if (text !== undefined) element.textContent = text;
parent.append(element);
return element;
}
function adminJson(title, value, parent = adminContent) {
const details = adminElement('details', undefined, parent);
adminElement('summary', title, details);
adminElement('pre', JSON.stringify(value, null, 2), details);
return details;
}
async function loadAdminPlayers(query = '', offset = 0) {
adminOffset = offset;
adminContent.replaceChildren();
const search = adminElement('form');
search.id = 'player-search';
const label = adminElement('label', 'Sök efter användarnamn eller karaktär', search);
const field = document.createElement('input');
field.type = 'search'; field.name = 'q'; field.value = query; field.maxLength = 100;
label.append(field);
const submit = adminElement('button', 'Sök', search); submit.type = 'submit';
search.addEventListener('submit', event => { event.preventDefault(); loadAdminPlayers(field.value, 0); });
const result = await request(`/api/admin/players?q=${encodeURIComponent(query)}&limit=${adminPageSize}&offset=${offset}`);
adminElement('p', `${result.total} spelare. Visar ${result.offset + 1}–${Math.min(result.total, result.offset + result.players.length)}.`, adminContent);
const list = adminElement('ul');
for (const player of result.players) {
const item = adminElement('li', undefined, list);
const button = adminElement('button', `${player.username} · ${player.character_name || 'ingen karaktär'} · världsversion ${player.world_version ?? 'saknas'}`, item);
button.type = 'button'; button.addEventListener('click', () => openAdminPlayer(player.account_id));
}
const paging = adminElement('div');
const previous = adminElement('button', 'Föregående sida', paging);
previous.type = 'button'; previous.disabled = offset <= 0; previous.addEventListener('click', () => loadAdminPlayers(query, Math.max(0, offset - adminPageSize)));
const next = adminElement('button', 'Nästa sida', paging);
next.type = 'button'; next.disabled = offset + result.players.length >= result.total; next.addEventListener('click', () => loadAdminPlayers(query, offset + adminPageSize));
}
async function openAdminPlayer(accountId) {
adminContent.replaceChildren();
const back = adminElement('button', 'Tillbaka till spelare'); back.type = 'button'; back.addEventListener('click', () => loadAdminPlayers('', adminOffset));
adminElement('h2', 'Spelarprofil');
const profile = await request(`/api/admin/players/${encodeURIComponent(accountId)}`);
adminJson(`${profile.username} · profil och biografi`, profile);
const trace = await request(`/api/admin/players/${encodeURIComponent(accountId)}/trace?limit=200`);
const entries = [
...trace.events.map(event => ({kind: 'Världshändelse', at: event.recorded_at, order: event.commit_sequence, data: event})),
...trace.player_messages.map(message => ({kind: 'Privat spelarmeddelande', at: message.recorded_at, order: message.sequence, data: message})),
...trace.ai_interactions.map(interaction => ({kind: `AI ${interaction.prompt_id} · ${interaction.outcome}`, at: interaction.requested_at, order: interaction.correlation_id, data: interaction}))
].sort((a, b) => String(a.at).localeCompare(String(b.at)));
adminElement('h2', 'Kronologiskt spelarspår');
adminElement('p', 'Registreringstid visas separat från världstid och commitordning. AI-frågor, svar och världshändelser är korrelerade där korrelations-ID finns.');
for (const [index, entry] of entries.entries()) {
const status = entry.data.execution_mode || entry.data.metadata?.decision || entry.data.outcome || 'status okänd';
adminJson(`${index + 1}. ${entry.kind} · ${status} · ${entry.at} · ${entry.order}`, entry.data);
if (entry.data.external_call && Object.keys(entry.data.external_call).length > 0) {
const call = entry.data.external_call;
const outcome = call.error || `HTTP ${call.response_status ?? 'okänt'}`;
adminJson(`Externt tjänsteanrop · ${call.service || 'okänd tjänst'} · ${outcome} · ${call.duration_ms ?? '?'} ms`, call);
}
}
}
async function loadAdminPrompts() {
adminContent.replaceChildren();
const result = await request('/api/admin/prompts');
adminElement('h2', 'Prompttillgångar');
for (const prompt of result.prompts) adminJson(`${prompt.id} · version ${prompt.version}`, prompt.yaml);
}
async function loadAdminRules() {
adminContent.replaceChildren();
const result = await request('/api/admin/rules');
adminElement('h2', 'Luau-regler');
for (const rule of result.rules) adminJson(`${rule.rule_key} · v${rule.version} · ${rule.active ? 'aktiv' : 'inaktiv'} · ${rule.source_hash}`, {source: rule.source, validation_results: rule.validation_results, created_at: rule.created_at});
}
async function loadAdminAudit() {
adminContent.replaceChildren();
const result = await request('/api/admin/audit?limit=200');
adminElement('h2', 'Revisionslogg');
for (const entry of result.entries) adminJson(`${entry.created_at} · ${entry.action} · ${entry.admin_account_id || entry.operator_identity}`, entry);
}
async function loadAdminLogging() {
adminContent.replaceChildren();
const result = await request('/api/admin/settings/logging');
adminElement('h2', 'Driftloggar');
adminElement('p', 'debug=true skriver detaljerade tekniska händelser för HTTP, AI-anrop, validering och commit. debug=false behåller korta tekniska åtkomstloggar och fel. Ändringen sparas i databasen och börjar gälla utan omstart. Spelartext, promptinnehåll, AI-svar, sessionsuppgifter och hemligheter skrivs aldrig till poddloggarna.');
const form = adminElement('form');
const label = adminElement('label', undefined, form);
const checkbox = document.createElement('input');
checkbox.type = 'checkbox'; checkbox.name = 'debug'; checkbox.checked = result.debug;
label.append(checkbox, document.createTextNode(' Aktivera verbose felsökningsloggar (debug=true)'));
const save = adminElement('button', 'Spara loggnivå', form); save.type = 'submit';
const status = adminElement('p', `Aktuell nivå: debug=${result.debug}`);
status.setAttribute('role', 'status');
form.addEventListener('submit', async event => {
event.preventDefault(); save.disabled = true;
try {
const updated = await request('/api/admin/settings/logging', {
method: 'PUT', headers: {'content-type': 'application/json'},
body: JSON.stringify({debug: checkbox.checked}),
});
status.textContent = `Aktuell nivå: debug=${updated.debug}. Ändringen gäller utan omstart.`;
} catch (error) {
status.textContent = `Loggnivån kunde inte ändras: ${error.message}`;
} finally { save.disabled = false; }
});
}
async function openAdmin() {
showAdmin();
adminContent.setAttribute('aria-busy', 'true');
try { await loadAdminPlayers(); }
catch (error) { adminContent.replaceChildren(); adminElement('p', `Administrationsvyn kunde inte öppnas: ${error.message}`); }
finally { adminContent.setAttribute('aria-busy', 'false'); }
}
function appendInitialPrompt() {
appendLine('assistant', 'Välkommen. Skriv fritt om personen du vill spela. Jag föreslår en vuxen biografi som du kan ändra innan du godkänner den.');
setStage('biography');
}
async function proposeWorld(message) {
stage = 'world-start';
messageField.disabled = true;
appendLine('user', message);
appendLine('assistant', 'Jag tar fram ett förslag på startplats och startläge…');
try {
const proposal = await request('/api/world/draft', {
method: 'POST', headers: {'content-type': 'application/json'},
body: JSON.stringify({input: message, current_draft: worldDraft}),
});
worldDraft = proposal.draft;
const senses = worldDraft.location_senses;
appendLine('assistant', `${proposal.message}\n\nVärld: ${worldDraft.name}\nStartplats: ${worldDraft.location_name}. ${worldDraft.location_description}\nLjud: ${senses.sound}\nDoft: ${senses.smell}\nLuft och temperatur: ${senses.air_and_temperature}\nBeröring och ytor: ${senses.touch_and_surfaces}\nOrientering: ${senses.spatial_orientation}\nStartbelopp: ${worldDraft.starting_balance_sek} kronor. ${worldDraft.offer_name} kostar ${worldDraft.offer_price_sek} kronor.\n\nSkriv ändringar eller “godkänn”.`);
} catch (error) {
appendLine('assistant', `Förslaget kunde inte tas fram: ${error.message}. Skriv “försök igen” när du vill försöka på nytt.`);
}
setStage('world-draft');
messageField.disabled = false;
messageField.focus();
}
async function approveWorldDraft(message) {
if (!worldDraft) {
appendLine('assistant', 'Det finns inget världsförslag att godkänna. Skriv “försök igen” först.');
return;
}
appendLine('user', message);
messageField.disabled = true;
try {
gameState = await request('/api/world/start', {
method: 'POST', headers: {'content-type': 'application/json'}, body: JSON.stringify(worldDraft),
});
worldDraft = null;
await loadSavedDialogue();
setStage('game');
appendLine('assistant', 'Du kan fråga om platsen, dina saker eller din ekonomi, vänta, handla, prata med någon som finns här eller skriva vart du vill gå.');
} catch (error) {
appendLine('assistant', `Världsförslaget kunde inte sparas: ${error.message}. Förslaget finns kvar så att du kan försöka igen.`);
}
messageField.disabled = false;
messageField.focus();
}
async function loadSavedDialogue() {
const lines = await request('/api/dialogue');
transcript.replaceChildren();
latestAssistantText = '';
for (const line of lines) appendLine(line.role === 'user' ? 'user' : 'assistant', line.content, {speak: false});
if (lines.length > 0 && latestAssistantText && location.pathname !== '/admin') {
voiceController?.speak(latestAssistantText, {role: 'narrator', voiceIdentity: 'neutral'});
} else if (lines.length === 0 && gameState?.world) {
const place = gameState.world.location;
const senses = place.senses || {};
appendLine('assistant', `Du börjar på ${place.name}. ${place.description} Ljud: ${senses.sound || 'Inget särskilt ljud beskrivet.'} Doft: ${senses.smell || 'Ingen särskild doft beskriven.'} Luft och temperatur: ${senses.air_and_temperature || 'Inte beskrivet.'} Beröring och ytor: ${senses.touch_and_surfaces || 'Inte beskrivet.'} Orientering: ${senses.spatial_orientation || 'Inte beskrivet.'}`);
}
}
async function openGame() {
gameState = await request('/api/world');
if (!gameState.character) { showCharacter(); return; }
if (!gameState.world) { showWorldSetup(); return; }
const world = gameState.world;
auth.hidden = true; characterSection.hidden = true; game.hidden = false;
worldSetup.hidden = true;
document.querySelector('#world-heading').textContent = world.name;
document.querySelector('#place-heading').textContent = world.location.name;
document.querySelector('#place-description').textContent = world.location.description;
document.querySelector('#npc-heading').textContent = world.npc.name;
document.querySelector('#npc-description').textContent = world.npc.biography;
document.querySelector('#conversation-heading').textContent = `Samtal med ${world.npc.name}`;
document.querySelector('#message-label').firstChild.textContent = `Skriv till ${world.npc.name} `;
document.querySelector('#player-heading').textContent = `${gameState.character.name}, ${gameState.character.age} år`;
document.querySelector('#player-biography').textContent = gameState.character.biography;
renderConversation(await request('/api/npc/conversation'), world.npc.name);
showPlay();
if (!gameState.character) {
transcript.replaceChildren();
appendInitialPrompt();
return;
}
characterDraft = null;
if (!gameState.world) {
worldDraft = null;
appendLine('assistant', 'Nu föreslår jag en startplats som passar biografin. Du kan ändra förslaget innan något sparas. Skriv “börja”.');
setStage('world-draft');
return;
}
await loadSavedDialogue();
setStage('game');
startPlayerPresence();
announcePlayerChatHelp();
}
function announcePlayerChatHelp() {
const key = 'ai-spel.player-chat-help.v1';
try {
if (localStorage.getItem(key) === 'true') return;
localStorage.setItem(key, 'true');
} catch (_) { /* The help remains available through dialogue questions. */ }
appendLine('assistant', 'Du kan fråga vilka andra spelare som är här, säga “Säg till Robin: hej” för att skriva direkt till en spelare eller be mig visa meddelanden från spelare.');
}
async function handleLogout() {
if (presenceTimer) clearInterval(presenceTimer);
presenceTimer = null;
playerMessagesPrimed = false;
seenPlayerMessageIds.clear();
await request('/api/logout', {method: 'POST'});
if (location.pathname !== '/admin') appendLine('assistant', 'Du har loggat ut. Logga in igen för att fortsätta spela.');
characterDraft = null;
gameState = null;
transcript.replaceChildren();
showAuth();
}
async function handleBiography(message) {
if (/^(godkänn|jag godkänner|godkänn biografin)[.!]?$/i.test(message.trim())) {
if (!characterDraft) {
appendLine('assistant', 'Jag har inget biografiutkast att godkänna än. Berätta först om personen du vill spela.');
return;
}
appendLine('user', message);
messageField.disabled = true;
appendLine('assistant', 'Sparar den godkända karaktären…');
try {
await request('/api/character', {method: 'POST', headers: {'content-type': 'application/json'}, body: JSON.stringify(characterDraft)});
characterDraft = null;
await openGame();
} catch (error) {
if (error.message === 'character_already_exists') {
await openGame();
} else {
appendLine('assistant', `Karaktären kunde inte sparas: ${error.message}. Utkastet finns kvar så att du kan försöka igen.`);
setStage('biography');
}
}
return;
}
appendLine('user', message);
messageField.disabled = true;
try {
const proposal = await request('/api/character/draft', {
method: 'POST',
headers: {'content-type': 'application/json'},
body: JSON.stringify({input: message, current_draft: characterDraft}),
});
characterDraft = proposal.draft;
appendLine('assistant', `${proposal.message}\n\nFörslag: ${characterDraft.name}, ${characterDraft.age} år.\n${characterDraft.biography}${biographyContextText(characterDraft.life_context)}\n\nSkriv ändringar eller “godkänn”.`);
} catch (error) {
appendLine('assistant', `Jag kunde inte ta fram ett biografiförslag: ${error.message}. Försök igen när tjänsten svarar.`);
}
messageField.disabled = false;
messageField.focus();
}
async function handleGameMessage(message) {
if (/^logga ut[.!]?$/i.test(message.trim())) {
appendLine('user', message);
await handleLogout();
return;
}
if (stage === 'world-start') {
if (/^försök igen[.!]?$/i.test(message.trim())) {
await proposeWorld(message);
} else {
appendLine('user', message);
appendLine('assistant', 'Startplatsen är inte skapad än. Skriv “försök igen” när du vill försöka på nytt.');
}
return;
}
if (stage === 'world-draft') {
if (/^godkänn[.!]?$/i.test(message.trim())) await approveWorldDraft(message);
else await proposeWorld(message);
return;
}
if (await handlePlayerMessageCommand(message)) return;
const idempotencyKey = pendingDialogue?.message === message
? pendingDialogue.idempotencyKey
: crypto.randomUUID();
pendingDialogue = {message, idempotencyKey};
appendLine('user', message);
messageField.disabled = true;
try {
let result;
for (let attempt = 0; attempt < 2; attempt += 1) {
try {
result = await request('/api/dialogue', {
method: 'POST',
headers: {'content-type': 'application/json'},
body: JSON.stringify({message, expected_world_version: gameState.world.version, idempotency_key: idempotencyKey}),
});
break;
} catch (error) {
if (error.message !== 'world_version_conflict' || attempt > 0) throw error;
gameState = await request('/api/world');
if (!gameState.world) throw new Error('world_not_available');
}
}
gameState.world.version = result.world_version;
gameState.world.world_time = result.world_time;
pendingDialogue = null;
if (result.intent === 'move' || result.intent === 'meet') {
try {
const refreshed = await request('/api/world');
if (refreshed.world) gameState = refreshed;
} catch (_) { /* The committed dialogue stays successful if this optional view refresh fails. */ }
}
const speakingNpc = ['speak', 'meet'].includes(result.intent) ? gameState.world.npc : null;
appendLine('assistant', result.reply, speakingNpc
? {speaker: speakingNpc.name, voice: {characterId: speakingNpc.id, voiceIdentity: speakingNpc.voice_identity}}
: {speaker: 'Berättelsen', voice: {role: 'narrator', voiceIdentity: 'neutral'}});
} catch (error) {
messageField.value = message;
appendLine('assistant', `${explainDialogueError(error)} Ditt meddelande ligger kvar i inmatningen.`);
}
messageField.disabled = false;
messageField.focus();
}
document.querySelector('#auth-form').addEventListener('submit', async (event) => {
event.preventDefault();
const form = event.currentTarget;
const data = new FormData(form);
const intent = event.submitter?.value || 'login';
status.textContent = intent === 'register' ? 'Skapar konto…' : 'Loggar in…';
try {
await request(`/api/${intent}`, { method: 'POST', headers: {'content-type':'application/json'}, body: JSON.stringify({username:data.get('username'),password:data.get('password')}) });
form.reset(); await openGame(); status.textContent = 'Du är inloggad.';
} catch (error) { status.textContent = `Kunde inte logga in: ${error.message}`; }
await request(`/api/${intent}`, {method: 'POST', headers: {'content-type': 'application/json'}, body: JSON.stringify({username: data.get('username'), password: data.get('password')})});
form.reset();
if (location.pathname === '/admin') await openAdmin(); else await openGame();
} catch (error) {
const status = document.querySelector('#auth-status');
status.textContent = explainAuthError(error, intent);
status.hidden = false;
if (location.pathname !== '/admin') voiceController.speak(status.textContent, {role: 'narrator', voiceIdentity: 'neutral'});
}
});
document.querySelector('#character-form').addEventListener('submit', async (event) => {
event.preventDefault(); const data = new FormData(event.currentTarget); status.textContent = 'Sparar din karaktär…';
try { await request('/api/character', {method:'POST',headers:{'content-type':'application/json'},body:JSON.stringify({name:data.get('name'),age:Number(data.get('age')),biography:data.get('biography')})}); await openGame(); status.textContent='Karaktären har sparats.'; }
catch(error){status.textContent=`Kunde inte spara karaktären: ${error.message}`;}
});
document.querySelector('#world-idea-form').addEventListener('submit', async (event) => {
event.preventDefault(); const data = new FormData(event.currentTarget); status.textContent='Skapar ett redigerbart förslag…';
async function submitMessage(input, source = 'text') {
if (submitBusy || messageField.disabled) return;
const message = String(input || '').trim();
if (!message) return;
if (handleVoiceCommand(message, source)) { messageField.value = ''; return; }
submitBusy = true;
refreshMicrophone();
voiceController.stopListening();
voiceController.cancelSpeech();
messageField.value = '';
try {
const proposal = await request('/api/world/draft', {method:'POST',headers:{'content-type':'application/json'},body:JSON.stringify({idea:data.get('idea')})});
const form = document.querySelector('#world-draft-form');
for (const key of ['name','location_name','location_description','npc_name','npc_biography']) form.elements[key].value = proposal[key];
form.hidden = false; status.textContent='Förslaget är klart. Granska och redigera det innan du godkänner.';
} catch(error) { status.textContent=`Kunde inte skapa ett förslag: ${error.message}`; }
});
document.querySelector('#discard-world-draft').addEventListener('click', () => {
document.querySelector('#world-draft-form').hidden = true; status.textContent='Förslaget har inte sparats. Ändra din idé och försök igen.';
});
document.querySelector('#world-draft-form').addEventListener('submit', async (event) => {
event.preventDefault(); const data = new FormData(event.currentTarget); status.textContent='Sparar din godkända värld…';
if (stage === 'biography') await handleBiography(message);
else await handleGameMessage(message);
} catch (error) {
appendLine('assistant', `Det gick inte att genomföra begäran: ${error.message}`);
} finally {
submitBusy = false;
refreshMicrophone();
if (!play.hidden && !messageField.disabled) messageField.focus();
}
}
async function handlePlayerMessageCommand(message) {
const listPlayers = /^(?:vilka (?:andra )?spelare är här|finns det andra spelare här)\??$/i.test(message.trim());
const sendMatch = /^(?:säg|skriv|skicka) till ([^:]{1,80}):\s*(.{1,4000})$/is.exec(message.trim());
const readMessages = /^(?:visa|läs upp) (?:de senaste )?meddelanden från spelare\.?$/i.test(message.trim());
if (!listPlayers && !sendMatch && !readMessages) return false;
appendLine('user', message);
try {
await request('/api/world', {method:'POST',headers:{'content-type':'application/json'},body:JSON.stringify(Object.fromEntries(data.entries()))});
await openGame(); status.textContent='Din värld har sparats.';
} catch(error) { status.textContent=`Kunde inte spara världen: ${error.message}`; }
});
if (listPlayers) {
const players = await request('/api/players/nearby');
appendLine('assistant', players.length
? `Här finns ${players.map(player => player.name).join(', ')} att prata med.`
: 'Just nu finns inga andra inloggade spelare på platsen.');
return true;
}
if (readMessages) {
const messages = await request('/api/player/messages');
const recent = messages.slice(-10);
if (recent.length === 0) appendLine('assistant', 'Du har inga sparade meddelanden från andra spelare.');
else for (const entry of recent) {
seenPlayerMessageIds.add(entry.id);
const isIncoming = entry.direction === 'incoming';
appendLine(isIncoming ? 'assistant' : 'user', entry.message, isIncoming
? {speaker: entry.sender_name, voice: {characterId: entry.sender_character_id, voiceIdentity: entry.sender_voice_identity}}
: {speaker: 'Du', speak: false});
}
return true;
}
const players = await request('/api/players/nearby');
const targetName = sendMatch[1].trim();
const matches = players.filter(player => player.name.localeCompare(targetName, 'sv', {sensitivity: 'base'}) === 0);
if (matches.length === 0) {
appendLine('assistant', `Jag hittar ingen inloggad spelare som heter ${targetName} på platsen. Fråga vilka andra spelare som är här.`);
return true;
}
if (matches.length > 1) {
appendLine('assistant', `Flera spelare heter ${targetName}. Säg vilket namn de använder i spelet.`);
return true;
}
const key = pendingPlayerMessage?.text === sendMatch[2] && pendingPlayerMessage?.target === matches[0].character_id
? pendingPlayerMessage.key
: crypto.randomUUID();
pendingPlayerMessage = {text: sendMatch[2], target: matches[0].character_id, key};
const result = await request(`/api/players/${encodeURIComponent(matches[0].character_id)}/messages`, {
method: 'POST', headers: {'content-type': 'application/json'},
body: JSON.stringify({message: sendMatch[2], idempotency_key: key}),
});
pendingPlayerMessage = null;
appendLine('assistant', `Ditt meddelande skickades till ${matches[0].name}.`);
return Boolean(result.message_id);
} catch (error) {
messageField.value = message;
appendLine('assistant', `Spelarmeddelandet kunde inte hanteras: ${explainDialogueError(error)}`);
return true;
}
}
let pendingPlayerMessage = null;
async function startPlayerPresence() {
if (presenceTimer) clearInterval(presenceTimer);
const refresh = async (announceNewMessages) => {
if (play.hidden || stage !== 'game') return;
try {
await request('/api/presence/heartbeat', {method: 'POST'});
const messages = await request('/api/player/messages');
for (const entry of messages) {
if (seenPlayerMessageIds.has(entry.id)) continue;
if (announceNewMessages && entry.direction === 'incoming'
&& (submitBusy || ['LISTENING', 'PROCESSING', 'SPEAKING'].includes(voiceController.getState()))) continue;
seenPlayerMessageIds.add(entry.id);
if (announceNewMessages && entry.direction === 'incoming') {
appendLine('assistant', entry.message, {
speaker: entry.sender_name,
voice: {characterId: entry.sender_character_id, voiceIdentity: entry.sender_voice_identity},
});
}
}
playerMessagesPrimed = true;
} catch (_) { /* Presence is a hint; the text game remains usable if it is unavailable. */ }
};
await refresh(playerMessagesPrimed);
presenceTimer = setInterval(() => refresh(true), 30_000);
}
document.querySelector('#message-form').addEventListener('submit', async (event) => {
event.preventDefault(); const form=event.currentTarget; const field=form.elements.message; const message=field.value.trim(); if(!message)return;
status.textContent='Din samtalspartner funderar på sitt svar…';
try { const result=await request('/api/npc/messages',{method:'POST',headers:{'content-type':'application/json'},body:JSON.stringify({message,idempotency_key:crypto.randomUUID()})}); field.value=''; await openGame(); status.textContent='Samtalet har sparats.'; }
catch(error){status.textContent=`Samtalet kunde inte skickas: ${error.message}`;}
event.preventDefault();
await submitMessage(messageField.value);
});
document.querySelector('#logout').addEventListener('click', async () => { try { await request('/api/logout',{method:'POST'}); showAuth(); status.textContent='Du har loggat ut.'; } catch(error){status.textContent=`Kunde inte logga ut: ${error.message}`;} });
request('/api/me').then(async () => { await openGame(); status.textContent='Din sparade spelvärld har lästs in.'; }).catch(() => { showAuth(); });
document.querySelectorAll('[data-admin-view]').forEach(button => button.addEventListener('click', async () => {
adminContent.setAttribute('aria-busy', 'true');
try {
if (button.dataset.adminView === 'players') await loadAdminPlayers();
else if (button.dataset.adminView === 'prompts') await loadAdminPrompts();
else if (button.dataset.adminView === 'rules') await loadAdminRules();
else if (button.dataset.adminView === 'logging') await loadAdminLogging();
else await loadAdminAudit();
} catch (error) { adminContent.replaceChildren(); adminElement('p', `Vyn kunde inte läsas: ${error.message}`); }
finally { adminContent.setAttribute('aria-busy', 'false'); }
}));
document.querySelector('#admin-logout').addEventListener('click', handleLogout);
messageField.addEventListener('keydown', (event) => {
if (event.key === 'Enter' && !event.shiftKey && !event.isComposing) {
event.preventDefault();
document.querySelector('#message-form').requestSubmit();
}
});
request('/version').then(({version}) => {
document.querySelector('#api-version').textContent = version;
}).catch(() => {
document.querySelector('#api-version').textContent = 'otillgänglig';
});
request('/api/me').then(() => location.pathname === '/admin' ? openAdmin() : openGame()).catch(showAuth);
</script>
</body>
</html>
+3 -1
View File
@@ -10,7 +10,9 @@ server {
}
location / {
add_header Cache-Control "no-cache" always;
add_header Cache-Control "no-store, no-cache, must-revalidate, proxy-revalidate, max-age=0" always;
add_header Pragma "no-cache" always;
add_header Expires "0" always;
try_files $uri $uri/ /index.html;
}
}
+61 -2
View File
@@ -3,11 +3,70 @@ set -euo pipefail
test -s index.html
grep -q '<html lang="sv">' index.html
grep -q '<h1>En värld du formar</h1>' index.html
grep -q 'id="frontend-version">__FRONTEND_VERSION__' index.html
grep -q '<script src="/voice.js?v=__FRONTEND_VERSION__"></script>' index.html
grep -q 'no-store, no-cache, must-revalidate, proxy-revalidate, max-age=0' nginx/default.conf
grep -q "request('/version')" index.html
grep -q 'id="api-version"' index.html
grep -Fq "credentials: 'same-origin'" index.html
grep -q 'id="dialogue" aria-label="Dialoghistorik" role="log" aria-live="polite"' index.html
grep -q 'id="message" name="message"' index.html
grep -q 'id="auth-intro"' index.html
grep -q 'Skapa konto med ett användarnamn och ett lösenord på minst tolv tecken' index.html
grep -q 'id="auth-repeat-intro"' index.html
grep -q 'function playFirstVisitIntroduction' index.html
grep -q 'id="auth-voice-status" role="status" aria-live="polite"' index.html
grep -q 'activateFromUserGesture' index.html
grep -q 'function showSpeechRecovery' index.html
grep -q "retry.textContent = 'Läs senaste repliken'" index.html
grep -q "location.pathname !== '/admin'" index.html
grep -q "if (options.speak !== false && location.pathname !== '/admin')" index.html
grep -q 'id="microphone" aria-pressed="false"' index.html
grep -q 'id="voice-status" role="status" aria-live="polite"' index.html
grep -q "window.GameVoice.createVoiceController" index.html
grep -q "addVoiceButton(item, 'Testa ljudet'" index.html
grep -q 'Jag förstår – starta mikrofonen' index.html
grep -q 'supportsRecognition' voice.js
grep -q 'characterVoiceProfile' voice.js
grep -q 'utterance.volume = 1' voice.js
grep -q 'Uppläsningen har startat' voice.js
grep -q 'WebKit versions before Safari 27' voice.js
grep -q "voiceIdentity: speakingNpc.voice_identity" index.html
grep -q "role: 'narrator', voiceIdentity: 'neutral'" index.html
grep -q 'COPY voice.js /usr/share/nginx/html/voice.js' Dockerfile
grep -q "SpeechRecognition || win.webkitSpeechRecognition" voice.js
grep -q "submitMessage(text, 'voice')" index.html
grep -q 'Spelets repliker läses alltid upp' index.html
grep -q "event.key === 'Enter' && !event.shiftKey" index.html
grep -q "request('/api/character/draft'" index.html
grep -q "request('/api/world/draft'" index.html
grep -q "request('/api/dialogue'" index.html
grep -q "request('/api/presence/heartbeat'" index.html
grep -q "request('/api/players/nearby'" index.html
grep -q "request('/api/player/messages'" index.html
grep -q "Säg till Robin" index.html
grep -q "result.intent === 'move' || result.intent === 'meet'" index.html
grep -q 'dialogue_temporarily_unavailable:' index.html
grep -q 'id="admin-view"' index.html
grep -q '/api/admin/players?' index.html
grep -q "request('/api/admin/prompts'" index.html
grep -q "request('/api/admin/rules'" index.html
grep -q "request('/api/admin/settings/logging'" index.html
grep -q 'data-admin-view="logging"' index.html
grep -q '/api/admin/audit?limit=200' index.html
grep -q 'entry.data.external_call' index.html
grep -q 'Externt tjänsteanrop' index.html
grep -q "request('/api/world/start'" index.html
grep -q "request('/api/character'" index.html
grep -q 'location = /healthz' nginx/default.conf
if grep -Eq 'id="(new-character|world-setup|shop|buy-offer|balance|inventory|place-heading|npc-heading)"|Platsens sinnesintryck|Ekonomi och ägodelar|Köp på platsen|id="status"|id="logout"' index.html; then
echo 'The active player UI must not contain permanent data panels, forms, or action buttons.' >&2
exit 1
fi
if sed -n '/<section id="play"/,/^ <\/section>/p' index.html | grep '<button' | grep -v 'id="microphone"' >/dev/null; then
echo 'Only the microphone control may appear beside the game text input.' >&2
exit 1
fi
node --test tests/voice.test.cjs
echo 'Frontend source checks passed.'
+269
View File
@@ -0,0 +1,269 @@
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const test = require('node:test');
const vm = require('node:vm');
const source = fs.readFileSync(path.join(__dirname, '..', 'voice.js'), 'utf8');
const apiWindow = {};
vm.runInNewContext(source, {window: apiWindow, globalThis: apiWindow, Promise, String, Math, Object});
const GameVoice = apiWindow.GameVoice;
function makeHarness({supported = true, tts = true, onTranscript = () => Promise.resolve()} = {}) {
const recognitions = [];
const utterances = [];
const states = [];
const timers = new Map();
const timerDelays = new Map();
let timerId = 0;
class Recognition {
constructor() { recognitions.push(this); }
start() { this.started = true; }
stop() { this.stopped = true; }
abort() { this.aborted = true; }
}
class Utterance {
constructor(text) { this.text = text; utterances.push(this); }
}
const synthesis = tts ? {
spoken: [], cancelled: 0,
getVoices: () => [{name: 'Svensk', lang: 'sv-SE'}],
speak(utterance) { this.spoken.push(utterance); },
cancel() { this.cancelled += 1; },
} : undefined;
const window = {
setTimeout(callback, delay = 0) { const id = ++timerId; timers.set(id, callback); timerDelays.set(id, delay); return id; },
clearTimeout(id) { timers.delete(id); timerDelays.delete(id); },
speechSynthesis: synthesis,
SpeechSynthesisUtterance: tts ? Utterance : undefined,
SpeechRecognition: supported ? Recognition : undefined,
};
vm.runInNewContext(source, {window, globalThis: window, Promise, String, Math, Object});
const controller = window.GameVoice.createVoiceController({
window,
onState: (state, message) => states.push({state, message}),
onTranscript,
});
return {
controller, recognitions, utterances, synthesis, states, timers,
runTimer(delay) {
const match = [...timerDelays.entries()].find(([, value]) => value === delay);
if (!match) throw new Error(`No timer found with delay ${delay}`);
timers.get(match[0])();
},
};
}
test('recognition is single-shot Swedish and sends only final transcript once', async () => {
const received = [];
const h = makeHarness({onTranscript: text => { received.push(text); }});
assert.equal(h.controller.startListening(), true);
const recognition = h.recognitions[0];
assert.equal(recognition.lang, 'sv-SE');
assert.equal(recognition.continuous, false);
assert.equal(recognition.interimResults, false);
recognition.onresult({resultIndex: 0, results: [{isFinal: false, 0: {transcript: 'delvis'}}]});
recognition.onresult({resultIndex: 0, results: [{isFinal: true, 0: {transcript: ' Hej världen '}}]});
recognition.onresult({resultIndex: 0, results: [{isFinal: true, 0: {transcript: 'dubblett'}}]});
await Promise.resolve(); await Promise.resolve();
assert.deepEqual(received, ['Hej världen']);
assert.equal(h.controller.getState(), 'IDLE');
});
test('second microphone activation stops the active recognition session', () => {
const h = makeHarness();
h.controller.startListening();
h.controller.startListening();
assert.equal(h.recognitions.length, 1);
assert.equal(h.recognitions[0].aborted, true);
assert.equal(h.controller.getState(), 'IDLE');
});
test('unsupported recognition stays recoverable and leaves text input available', () => {
const h = makeHarness({supported: false});
assert.equal(h.controller.startListening(), false);
assert.equal(h.controller.getState(), 'IDLE');
assert.match(h.states.at(-1).message, /skriva/);
});
test('permission errors reset state and a later session can start', () => {
const h = makeHarness();
h.controller.startListening();
h.recognitions[0].onerror({error: 'not-allowed'});
assert.equal(h.controller.getState(), 'IDLE');
assert.match(h.states.at(-1).message, /behörighet nekades/);
assert.equal(h.controller.startListening(), true);
assert.equal(h.recognitions.length, 2);
});
test('late recognition results after cancellation are ignored', () => {
let delivered = 0;
const h = makeHarness({onTranscript: () => { delivered += 1; }});
h.controller.startListening();
const old = h.recognitions[0];
h.controller.stopListening();
old.onresult({resultIndex: 0, results: [{isFinal: true, 0: {transcript: 'för sent'}}]});
assert.equal(delivered, 0);
});
test('recognition watchdog closes a session that never ends and permits retry', () => {
const h = makeHarness();
h.controller.startListening();
const watchdog = [...h.timers.values()][0];
watchdog();
assert.equal(h.controller.getState(), 'IDLE');
assert.match(h.states.at(-1).message, /en minut/);
assert.equal(h.controller.startListening(), true);
assert.equal(h.recognitions.length, 2);
});
test('TTS selects Swedish fallback, applies rate, and cancellation invalidates callbacks', () => {
const h = makeHarness();
h.controller.update({mode: 'game-voice', rate: 1.4});
assert.equal(h.controller.speak('Hej.'), true);
const first = h.utterances[0];
assert.equal(first.lang, 'sv-SE');
assert.equal(first.rate, 1.4);
assert.equal(first.voice.name, 'Svensk');
h.controller.cancelSpeech();
first.onend();
assert.equal(h.controller.getState(), 'IDLE');
});
test('speech is reported as in progress only after the native onstart event', () => {
const h = makeHarness();
h.controller.speak('Hej.');
assert.equal(h.controller.getState(), 'QUEUED');
assert.match(h.states.at(-1).message, /Startar uppläsningen/);
h.utterances[0].onstart();
assert.equal(h.controller.getState(), 'SPEAKING');
assert.match(h.states.at(-1).message, /Uppläsningen har startat/);
assert.match(h.states.at(-1).message, /iPadens volym/);
});
test('iOS user gesture primes speech silently and idle speech is not cancelled before speak', () => {
const h = makeHarness();
assert.equal(h.controller.activateFromUserGesture(), true);
assert.equal(h.synthesis.spoken[0].text, ' ');
assert.equal(h.synthesis.spoken[0].volume, 0);
const cancelledBeforeReply = h.synthesis.cancelled;
assert.equal(h.controller.speak('Ett svar efter nätverksanropet'), true);
assert.equal(h.synthesis.spoken.at(-1).text, 'Ett svar efter nätverksanropet');
assert.equal(h.synthesis.cancelled, cancelledBeforeReply);
});
test('replacing active speech waits one event-loop turn after WebKit cancel', () => {
const h = makeHarness();
h.controller.speak('Första repliken');
const cancelledBeforeReplace = h.synthesis.cancelled;
h.controller.speak('Nästa replik');
assert.equal(h.synthesis.cancelled, cancelledBeforeReplace + 1);
assert.notEqual(h.synthesis.spoken.at(-1).text, 'Nästa replik');
h.runTimer(100);
assert.equal(h.synthesis.spoken.at(-1).text, 'Nästa replik');
});
test('speech start timeout tells the player how to recover when mobile playback is blocked', () => {
const h = makeHarness();
h.controller.speak('En replik');
const cancelledBeforeTimeout = h.synthesis.cancelled;
h.runTimer(4000);
assert.match(h.states.at(-1).message, /Tryck på Läs senaste repliken/);
assert.equal(h.synthesis.cancelled, cancelledBeforeTimeout + 1);
const cancelledBeforeRetry = h.synthesis.cancelled;
h.controller.speak('Manuell återläsning');
assert.equal(h.synthesis.spoken.at(-1).text, 'Manuell återläsning');
assert.equal(h.synthesis.cancelled, cancelledBeforeRetry);
});
test('iOS not-allowed speech error offers an immediate gesture-based retry', () => {
const h = makeHarness();
h.controller.speak('En replik');
h.utterances[0].onerror({error: 'not-allowed'});
assert.match(h.states.at(-1).message, /Safari blockerade uppläsningen/);
assert.match(h.states.at(-1).message, /Läs senaste repliken/);
assert.equal(h.controller.speak('Försök igen'), true);
assert.equal(h.synthesis.spoken.at(-1).text, 'Försök igen');
});
test('character voice identity gives stable distinct masculine, feminine, and neutral timbres', () => {
const profile = GameVoice.characterVoiceProfile;
const masculine = profile('masculine', 'character-1');
const feminine = profile('feminine', 'character-1');
const neutral = profile('neutral', 'character-1');
assert.equal(profile('masculine', 'character-1').pitch, masculine.pitch);
assert.ok(masculine.pitch < neutral.pitch);
assert.ok(neutral.pitch < feminine.pitch);
assert.notEqual(profile('masculine', 'character-2').pitch, masculine.pitch);
});
test('narrator uses neutral pitch while character replies use their saved voice identity', () => {
const h = makeHarness();
h.controller.update({mode: 'game-voice'});
h.controller.speak('Berättarröst', {role: 'narrator', voiceIdentity: 'feminine', characterId: 'narrator'});
h.controller.speak('NPC-replik', {voiceIdentity: 'masculine', characterId: 'npc-1'});
h.runTimer(100);
assert.equal(h.utterances[0].pitch, 1);
assert.ok(h.utterances[1].pitch < 1);
});
test('TTS and microphone are mutually exclusive', () => {
const h = makeHarness();
h.controller.update({mode: 'game-voice'});
h.controller.startListening();
h.controller.speak('Svar');
assert.equal(h.recognitions[0].aborted, true);
assert.equal(h.controller.getState(), 'QUEUED');
h.utterances[0].onstart();
assert.equal(h.controller.getState(), 'SPEAKING');
});
test('game speech stays automatic even with legacy text-only settings and gracefully degrades without synthesis', () => {
const screenReader = makeHarness();
screenReader.controller.update({mode: 'text-only', autoSpeak: false});
assert.equal(screenReader.controller.speak('dialog'), true);
assert.equal(screenReader.synthesis.spoken[0].text, 'dialog');
const noTts = makeHarness({tts: false});
noTts.controller.update({mode: 'game-voice'});
assert.equal(noTts.controller.speak('dialog'), false);
});
test('system commands require an explicit prefix; ordinary dialogue words are untouched', () => {
const global = {};
vm.runInNewContext(source, {window: global, globalThis: global, Promise, String, Math, Object});
assert.equal(GameVoice.parseVoiceCommand('upprepa'), null);
assert.equal(GameVoice.parseVoiceCommand('hjälp'), null);
assert.equal(GameVoice.parseVoiceCommand('röstkommando upprepa.' ).command, 'repeat');
assert.equal(GameVoice.parseVoiceCommand('röstkommando alternativ').command, 'settings');
assert.equal(GameVoice.parseVoiceCommand('röstinställningar').command, 'settings');
assert.equal(GameVoice.parseVoiceCommand('röstinställningar', {requirePrefix: true}), null);
assert.equal(GameVoice.parseVoiceCommand('röstkommando alternativ', {requirePrefix: true}).command, 'settings');
});
test('settings survive reload and invalid storage falls back to accessible defaults', () => {
const global = {};
vm.runInNewContext(source, {window: global, globalThis: global, Promise, String, Math, Object});
const values = new Map();
const storage = {getItem: key => values.get(key) || null, setItem: (key, value) => values.set(key, value)};
const defaults = GameVoice.loadSettings(storage, 'new-player');
assert.equal(defaults.mode, 'game-voice');
assert.equal(defaults.autoSpeak, true);
values.set('voice-v1', JSON.stringify({mode: 'text-only', autoSpeak: false, rate: 1.4, voiceName: 'Svensk', soundSignals: false}));
const migrated = GameVoice.loadSettings(storage, 'voice-v2', 'voice-v1');
assert.equal(migrated.mode, 'game-voice');
assert.equal(migrated.autoSpeak, true);
assert.equal(migrated.rate, 1.4);
assert.equal(migrated.voiceName, 'Svensk');
assert.equal(migrated.soundSignals, false);
const requested = {...GameVoice.DEFAULT_SETTINGS, mode: 'game-voice', autoSpeak: true, rate: 1.5, voiceName: 'Svensk'};
assert.equal(GameVoice.saveSettings(storage, 'voice', requested), true);
const loaded = GameVoice.loadSettings(storage, 'voice');
assert.equal(loaded.mode, 'game-voice');
assert.equal(loaded.autoSpeak, true);
assert.equal(loaded.rate, 1.5);
assert.equal(loaded.voiceName, 'Svensk');
values.set('voice', '{trasig');
assert.equal(GameVoice.loadSettings(storage, 'voice').mode, 'game-voice');
assert.equal(GameVoice.loadSettings(storage, 'voice').autoSpeak, true);
assert.equal(GameVoice.saveSettings({setItem() { throw new Error('blocked'); }}, 'voice', requested), false);
});
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/* Browser voice adapters. Kept independent of the game submission and API layer. */
(function exposeVoice(root) {
const DEFAULT_SETTINGS = Object.freeze({
mode: 'game-voice',
autoSpeak: true,
language: 'sv-SE',
rate: 1,
voiceName: '',
speakerProfiles: {},
autoStop: true,
soundSignals: true,
});
function parseVoiceCommand(text, options = {}) {
const value = String(text || '').trim();
if (/^röstinställningar[.!]?$/i.test(value)) return options.requirePrefix ? null : {command: 'settings'};
const match = value.match(/^röstkommando\s+(.+?)[.!]?$/i);
if (!match) return null;
const command = match[1].trim().replace(/[.!?]+$/, '').toLocaleLowerCase('sv-SE');
const aliases = {
upprepa: 'repeat', 'läs igen': 'repeat',
avbryt: 'stop', stopp: 'stop', paus: 'stop',
hjälp: 'help', alternativ: 'settings', inställningar: 'settings', röstinställningar: 'settings',
};
return {command: aliases[command] || 'unknown'};
}
function loadSettings(storage, key, legacyKey) {
try {
const current = storage.getItem(key);
if (!current && legacyKey) {
const legacy = JSON.parse(storage.getItem(legacyKey) || '{}');
const migrated = {
...DEFAULT_SETTINGS,
rate: legacy.rate,
voiceName: legacy.voiceName,
speakerProfiles: legacy.speakerProfiles,
soundSignals: legacy.soundSignals,
};
saveSettings(storage, key, migrated);
return migrated;
}
const stored = JSON.parse(current || '{}');
const settings = {...DEFAULT_SETTINGS, ...stored};
// Game dialogue is always spoken. These assignments also migrate older
// local settings that allowed text-only or screen-reader-only playback.
settings.mode = 'game-voice';
settings.autoSpeak = true;
settings.rate = Math.min(2, Math.max(0.5, Number(settings.rate) || 1));
settings.voiceName = typeof settings.voiceName === 'string' ? settings.voiceName : '';
settings.speakerProfiles = settings.speakerProfiles && typeof settings.speakerProfiles === 'object' ? settings.speakerProfiles : {};
settings.soundSignals = settings.soundSignals !== false;
return settings;
} catch (_) { return {...DEFAULT_SETTINGS}; }
}
function saveSettings(storage, key, settings) {
try { storage.setItem(key, JSON.stringify(settings)); return true; }
catch (_) { return false; }
}
function characterVoiceProfile(voiceIdentity, characterId = '') {
const identity = ['masculine', 'feminine', 'neutral'].includes(voiceIdentity) ? voiceIdentity : 'neutral';
let hash = 2166136261;
for (const char of String(characterId)) hash = Math.imul(hash ^ char.charCodeAt(0), 16777619) >>> 0;
const variation = (hash % 1000) / 1000;
if (identity === 'masculine') return {pitch: 0.88 + variation * 0.08, rate: 0.96 + variation * 0.04};
if (identity === 'feminine') return {pitch: 1.06 + variation * 0.08, rate: 0.98 + variation * 0.04};
return {pitch: 0.98 + variation * 0.04, rate: 1};
}
function createVoiceController(options = {}) {
const win = options.window || root;
const onState = options.onState || (() => {});
const onTranscript = options.onTranscript || (() => {});
const settings = {...DEFAULT_SETTINGS, ...(options.settings || {})};
let state = 'IDLE';
let generation = 0;
let recognition = null;
let speechTimer = null;
let speechStartTimer = null;
let listeningTimer = null;
let currentUtterance = null;
let speechPrimed = false;
function setState(next, message = '') {
state = next;
onState(next, message);
}
function cancelSpeech() {
generation += 1;
if (speechTimer !== null) win.clearTimeout(speechTimer);
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechTimer = null;
speechStartTimer = null;
const wasQueued = currentUtterance !== null;
currentUtterance = null;
// WebKit versions before Safari 27 can discard a speak() queued in the
// same turn as cancel(). Do not clear an already-empty native queue.
if (wasQueued) {
try { win.speechSynthesis?.cancel(); } catch (_) { /* Best effort. */ }
}
if (!recognition) setState('IDLE');
}
function activateFromUserGesture() {
if (!win.speechSynthesis || !win.SpeechSynthesisUtterance) return false;
if (speechPrimed) return true;
// iOS Safari requires speech output to be initiated by a user gesture.
// Prime its speech channel silently on the first trusted tap/key press so
// later game replies can be spoken after the API response arrives.
try {
const primer = new win.SpeechSynthesisUtterance(' ');
primer.volume = 0;
win.speechSynthesis.speak(primer);
speechPrimed = true;
return true;
} catch (_) { return false; }
}
function finishRecognition(token, message = '') {
if (token !== generation) return;
if (listeningTimer !== null) win.clearTimeout(listeningTimer);
listeningTimer = null;
recognition = null;
generation += 1;
if (message) setState('ERROR', message);
setState('IDLE', message);
}
function stopListening() {
if (!recognition) return;
const old = recognition;
recognition = null;
generation += 1;
if (listeningTimer !== null) win.clearTimeout(listeningTimer);
listeningTimer = null;
try { old.abort(); } catch (_) { try { old.stop(); } catch (_) { /* Already stopped. */ } }
setState('IDLE', 'Mikrofonen är avstängd.');
}
function startListening() {
if (recognition) { stopListening(); return true; }
const Recognition = win.SpeechRecognition || win.webkitSpeechRecognition;
if (!Recognition) {
setState('ERROR', 'Taligenkänning stöds inte här. Du kan fortfarande skriva.');
setState('IDLE', 'Taligenkänning stöds inte här. Du kan fortfarande skriva.');
return false;
}
cancelSpeech();
const token = ++generation;
let instance;
try { instance = new Recognition(); }
catch (_) { setState('IDLE', 'Mikrofonen kunde inte startas. Kontrollera behörigheten och försök igen.'); return false; }
recognition = instance;
instance.lang = settings.language || 'sv-SE';
instance.continuous = false;
instance.interimResults = false;
let delivered = false;
instance.onresult = event => {
if (token !== generation || delivered) return;
const result = event.results?.[event.resultIndex ?? 0];
if (!result?.isFinal) return;
const text = String(result[0]?.transcript || '').trim();
if (!text) { finishRecognition(token, 'Inget tal kunde identifieras. Försök igen eller skriv.'); return; }
delivered = true;
if (listeningTimer !== null) win.clearTimeout(listeningTimer);
listeningTimer = null;
setState('PROCESSING', 'Tal identifierat.');
Promise.resolve().then(() => onTranscript(text)).then(
() => finishRecognition(token),
() => finishRecognition(token, 'Meddelandet kunde inte skickas. Du kan försöka igen eller skriva.')
);
};
instance.onerror = event => {
if (token !== generation) return;
const messages = {
'not-allowed': 'Mikrofonbehörighet nekades. Tillåt mikrofonen i webbläsaren eller skriv i stället.',
'service-not-allowed': 'Taligenkänning är inte tillgänglig. Du kan skriva i stället.',
'audio-capture': 'Ingen mikrofon hittades. Anslut en mikrofon eller skriv i stället.',
'no-speech': 'Inget tal hördes. Tryck på mikrofonen och försök igen.',
network: 'Taligenkänningens nätverkstjänst svarar inte. Försök igen eller skriv.',
aborted: 'Taligenkänningen avbröts. Du kan starta den igen.',
};
finishRecognition(token, messages[event.error] || 'Taligenkänningen avslutades oväntat. Försök igen eller skriv.');
};
instance.onend = () => {
if (token !== generation || delivered || state === 'PROCESSING') return;
finishRecognition(token, 'Mikrofonen avslutades. Tryck för att försöka igen eller skriv.');
};
setState('LISTENING', 'Lyssnar. Tryck på mikrofonen igen för att avsluta.');
listeningTimer = win.setTimeout(() => {
if (token !== generation) return;
try { instance.abort(); } catch (_) { /* Recognition may already have stopped. */ }
finishRecognition(token, 'Mikrofonen stängdes efter en minut. Tryck för att försöka igen eller skriv.');
}, 60000);
try { instance.start(); }
catch (_) { finishRecognition(token, 'Mikrofonen kunde inte startas. Kontrollera behörigheten och försök igen.'); return false; }
return true;
}
function availableVoices() {
try { return win.speechSynthesis?.getVoices?.() || []; } catch (_) { return []; }
}
function speak(text, voiceOptions = {}) {
if (!text || !win.speechSynthesis || !win.SpeechSynthesisUtterance) {
setState('IDLE', 'Talsyntes stöds inte i den här webbläsaren. Dialogen finns kvar som text.');
return false;
}
stopListening();
const hadQueuedUtterance = currentUtterance !== null;
if (hadQueuedUtterance) cancelSpeech();
const token = ++generation;
let utterance;
try { utterance = new win.SpeechSynthesisUtterance(text); }
catch (_) { setState('IDLE', 'Talsyntesen kunde inte startas. Dialogen finns kvar som text.'); return false; }
utterance.lang = settings.language || 'sv-SE';
utterance.volume = 1;
const profile = voiceOptions.characterId ? settings.speakerProfiles?.[voiceOptions.characterId] || {} : {};
const identityProfile = characterVoiceProfile(voiceOptions.voiceIdentity, voiceOptions.characterId);
const isNarrator = voiceOptions.role === 'narrator';
const configuredRate = Number(voiceOptions.rate ?? profile.rate ?? settings.rate) || 1;
utterance.rate = Math.min(2, Math.max(0.5, configuredRate * (isNarrator || voiceOptions.rate != null || profile.rate != null ? 1 : identityProfile.rate)));
utterance.pitch = isNarrator ? 1 : Math.min(2, Math.max(0, Number(voiceOptions.pitch ?? profile.pitch ?? identityProfile.pitch) || 1));
const requestedName = voiceOptions.voiceName || profile.voiceName || settings.voiceName;
const voices = availableVoices();
utterance.voice = voices.find(voice => voice.name === requestedName)
|| voices.find(voice => /^sv(-|$)/i.test(voice.lang))
|| null;
utterance.onstart = () => {
if (token !== generation) return;
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechStartTimer = null;
setState('SPEAKING', 'Uppläsningen har startat. Om du inte hör ljud, kontrollera iPadens volym och ljudutgång.');
if (typeof voiceOptions.onStart === 'function') voiceOptions.onStart();
};
utterance.onend = () => {
if (token !== generation) return;
if (speechTimer !== null) win.clearTimeout(speechTimer);
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechTimer = null;
speechStartTimer = null;
currentUtterance = null;
setState('IDLE');
};
utterance.onerror = event => {
if (token !== generation) return;
if (speechTimer !== null) win.clearTimeout(speechTimer);
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechTimer = null;
speechStartTimer = null;
currentUtterance = null;
generation += 1;
const blocked = event?.error === 'not-allowed' || event?.error === 'service-not-allowed';
const message = blocked
? 'Safari blockerade uppläsningen. Tryck på Läs senaste repliken för att starta ljudet.'
: 'Uppläsningen avbröts. Tryck på Läs senaste repliken för att försöka igen. Dialogen finns kvar som text.';
setState('IDLE', message);
};
setState('QUEUED', 'Startar uppläsningen.');
currentUtterance = utterance;
speechStartTimer = win.setTimeout(() => {
if (token !== generation || currentUtterance !== utterance) return;
speechStartTimer = null;
generation += 1;
currentUtterance = null;
if (speechTimer !== null) win.clearTimeout(speechTimer);
speechTimer = null;
// Drop a blocked native utterance now. A player retry can then call
// speak() directly from its button gesture instead of following a
// same-turn cancel() that older WebKit versions may discard.
try { win.speechSynthesis.cancel(); } catch (_) { /* Best effort. */ }
setState('IDLE', 'Uppläsningen startade inte. Tryck på Läs senaste repliken för att starta ljudet.');
}, 4000);
speechTimer = win.setTimeout(() => {
if (token !== generation) return;
generation += 1;
try { win.speechSynthesis.cancel(); } catch (_) { /* Best effort. */ }
currentUtterance = null;
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechStartTimer = null;
speechTimer = null;
setState('IDLE', 'Uppläsningen avslutades. Dialogen finns kvar som text.');
}, Math.max(30000, Math.min(180000, String(text).length * 180)));
const enqueue = () => {
if (token !== generation) return;
try { win.speechSynthesis.speak(utterance); }
catch (_) {
currentUtterance = null;
cancelSpeech();
setState('IDLE', 'Talsyntesen kunde inte startas. Dialogen finns kvar som text.');
}
};
try {
// Give WebKit one event-loop turn to finish cancel() before replacing
// speech that was actively playing. Normal replies enqueue immediately.
if (hadQueuedUtterance) win.setTimeout(enqueue, 100);
else enqueue();
}
catch (_) { cancelSpeech(); setState('IDLE', 'Talsyntesen kunde inte startas. Dialogen finns kvar som text.'); return false; }
return true;
}
function update(patch) { Object.assign(settings, patch); return {...settings}; }
function stopAll() { stopListening(); cancelSpeech(); }
function getState() { return state; }
function getSettings() { return {...settings}; }
function getVoices() { return availableVoices(); }
function supportsRecognition() { return Boolean(win.SpeechRecognition || win.webkitSpeechRecognition); }
return {startListening, stopListening, speak, cancelSpeech, stopAll, activateFromUserGesture, update, getState, getSettings, getVoices, supportsRecognition};
}
root.GameVoice = {createVoiceController, DEFAULT_SETTINGS, parseVoiceCommand, loadSettings, saveSettings, characterVoiceProfile};
})(typeof window !== 'undefined' ? window : globalThis);