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Author SHA1 Message Date
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
Build and publish frontend / publish (push) Successful in 43s
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
Build and publish frontend / publish (push) Failing after 3s
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
7 changed files with 562 additions and 76 deletions
+10 -2
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@@ -6,14 +6,22 @@ After login, character creation and play use one dialogue history and one text i
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. 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.
The separate `/admin` route provides an authenticated, read-only operations view for player search/profile/trace, YAML prompt assets, generated Luau rules with validation results, 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`. 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. 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 input and output are optional browser features. 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. Writing `röstinställningar` or saying `röstkommando alternativ` opens the temporary controls in the dialogue. The player can choose `Spelets röst`, `Skärmläsare`, or `Endast text`, select available Swedish speech voices and rate, and enable auto-read and short audio cues. The default mode is `Skärmläsare`; auto-read is off. These preferences are stored in browser `localStorage`. If speech APIs are unavailable or permission is denied, text play remains available. No audio is uploaded or stored by this feature. 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. 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. If the first-visit introduction did not play, use **Läs introduktionen igen**; if a game reply does not start, a **Läs senaste repliken** button appears in the dialogue, with the same action also available in voice settings. 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. 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 ## Release flow
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@@ -1 +1 @@
0.1.26 0.1.38
+2 -2
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@@ -2,5 +2,5 @@ apiVersion: v2
name: ai-spel-frontend name: ai-spel-frontend
description: Static web frontend for the Swedish life simulator description: Static web frontend for the Swedish life simulator
type: application type: application
version: 0.1.26 version: 0.1.38
appVersion: "0.1.26" appVersion: "0.1.38"
+297 -34
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@@ -36,7 +36,10 @@
<main> <main>
<section id="auth" aria-labelledby="auth-heading"> <section id="auth" aria-labelledby="auth-heading">
<h1 id="auth-heading">Svensk livssimulator</h1> <h1 id="auth-heading">Svensk livssimulator</h1>
<p>Skapa en vuxen person och utforska en bestående värld genom dialog. Inga bilder används.</p> <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"> <form id="auth-form">
<label>Användarnamn <input name="username" required minlength="3" maxlength="40" autocomplete="username"></label> <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> <label>Lösenord <input name="password" type="password" required minlength="12" maxlength="256" autocomplete="current-password"></label>
@@ -61,6 +64,7 @@
<button type="button" data-admin-view="players">Spelare</button> <button type="button" data-admin-view="players">Spelare</button>
<button type="button" data-admin-view="prompts">Prompter</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="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" data-admin-view="audit">Revisionslogg</button>
<button type="button" id="admin-logout">Logga ut</button> <button type="button" id="admin-logout">Logga ut</button>
</nav> </nav>
@@ -84,12 +88,19 @@
let submitBusy = false; let submitBusy = false;
let pendingDialogue = null; let pendingDialogue = null;
let latestAssistantText = ''; let latestAssistantText = '';
const voiceSettingsKey = 'ai-spel.voice-settings.v1'; let latestAssistantVoice = {role: 'narrator', voiceIdentity: 'neutral'};
let voiceSettings = window.GameVoice.loadSettings(localStorage, voiceSettingsKey); 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 voiceController;
let speechActivatedByGesture = false;
let audioContext; let audioContext;
let voiceDisclosureAcknowledged = false;
let adminOffset = 0; let adminOffset = 0;
const adminPageSize = 50; const adminPageSize = 50;
let presenceTimer = null;
let playerMessagesPrimed = false;
const seenPlayerMessageIds = new Set();
async function request(path, options = {}) { async function request(path, options = {}) {
const response = await fetch(path, {credentials: 'same-origin', ...options}); const response = await fetch(path, {credentials: 'same-origin', ...options});
@@ -105,26 +116,86 @@
line.scrollIntoView({block: 'end'}); line.scrollIntoView({block: 'end'});
if (role === 'assistant') { if (role === 'assistant') {
latestAssistantText = content; latestAssistantText = content;
if (options.speak !== false && !content.trim().endsWith('…') && !content.trim().endsWith('...') latestAssistantVoice = options.voice || {role: 'narrator', voiceIdentity: 'neutral'};
&& voiceSettings.mode === 'game-voice' && voiceSettings.autoSpeak && !play.hidden) { if (options.speak !== false && location.pathname !== '/admin') {
voiceController?.speak(content, options.voice || {}); voiceController?.speak(content, {...latestAssistantVoice, onStart: clearSpeechRecovery});
} }
} }
return line; return line;
} }
function setVoiceStatus(message = '') { document.querySelector('#voice-status').textContent = message; } 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() { function refreshMicrophone() {
const button = document.querySelector('#microphone'); const button = document.querySelector('#microphone');
if (button) button.disabled = play.hidden || messageField.disabled || submitBusy; if (button) button.disabled = play.hidden || messageField.disabled || submitBusy;
} }
function persistVoiceSettings() { function persistVoiceSettings() {
voiceSettings.mode = 'game-voice';
voiceSettings.autoSpeak = true;
if (!window.GameVoice.saveSettings(localStorage, voiceSettingsKey, voiceSettings)) { if (!window.GameVoice.saveSettings(localStorage, voiceSettingsKey, voiceSettings)) {
setVoiceStatus('Röstinställningen kunde inte sparas i den här webbläsaren.'); setVoiceStatus('Röstinställningen kunde inte sparas i den här webbläsaren.');
} }
voiceController?.update(voiceSettings); voiceController?.update(voiceSettings);
if (voiceSettings.mode !== 'game-voice') voiceController?.stopAll(); transcript.setAttribute('aria-live', 'polite');
else if (!voiceSettings.autoSpeak) voiceController?.cancelSpeech();
transcript.setAttribute('aria-live', voiceSettings.mode === 'game-voice' ? 'off' : 'polite');
} }
function playVoiceSignal(state) { function playVoiceSignal(state) {
if (!voiceSettings.soundSignals || !['LISTENING', 'PROCESSING', 'ERROR', 'STOPPED'].includes(state)) return; if (!voiceSettings.soundSignals || !['LISTENING', 'PROCESSING', 'ERROR', 'STOPPED'].includes(state)) return;
@@ -148,12 +219,19 @@
microphone.textContent = listening ? 'Avsluta mikrofon' : 'Starta mikrofon'; microphone.textContent = listening ? 'Avsluta mikrofon' : 'Starta mikrofon';
refreshMicrophone(); refreshMicrophone();
if (message) setVoiceStatus(message); if (message) setVoiceStatus(message);
if (/Läs senaste repliken/.test(message)) showSpeechRecovery(message);
playVoiceSignal(state === 'IDLE' && /Mikrofonen är avstängd/.test(message) ? 'STOPPED' : state); playVoiceSignal(state === 'IDLE' && /Mikrofonen är avstängd/.test(message) ? 'STOPPED' : state);
}, },
onTranscript(text) { onTranscript(text) {
return submitMessage(text, 'voice'); return submitMessage(text, 'voice');
}, },
}); });
function primeSpeechFromGesture(event) {
if (speechActivatedByGesture || !event.isTrusted) return;
speechActivatedByGesture = voiceController.activateFromUserGesture();
}
document.addEventListener('pointerdown', primeSpeechFromGesture, true);
document.addEventListener('keydown', primeSpeechFromGesture, true);
persistVoiceSettings(); persistVoiceSettings();
function addVoiceButton(parent, label, handler) { function addVoiceButton(parent, label, handler) {
@@ -165,16 +243,7 @@
item.setAttribute('aria-label', 'Röstinställningar och uppläsning'); item.setAttribute('aria-label', 'Röstinställningar och uppläsning');
const heading = document.createElement('strong'); heading.textContent = 'Röstinställningar'; item.append(heading); const heading = document.createElement('strong'); heading.textContent = 'Röstinställningar'; item.append(heading);
const fieldset = document.createElement('fieldset'); const fieldset = document.createElement('fieldset');
const legend = document.createElement('legend'); legend.textContent = 'Välj hur dialogen ska läsas upp'; fieldset.append(legend); const legend = document.createElement('legend'); legend.textContent = 'Spelets repliker läses alltid upp. Anpassa rösten här.'; fieldset.append(legend);
const modeLabel = document.createElement('label'); modeLabel.textContent = 'Läge';
const mode = document.createElement('select');
[['screen-reader', 'Skärmläsare'], ['game-voice', 'Spelets röst'], ['text-only', 'Endast text']].forEach(([value, label]) => {
const option = document.createElement('option'); option.value = value; option.textContent = label; mode.append(option);
});
mode.value = voiceSettings.mode; modeLabel.append(mode); fieldset.append(modeLabel);
const autoLabel = document.createElement('label'); const auto = document.createElement('input');
auto.type = 'checkbox'; auto.checked = voiceSettings.autoSpeak;
autoLabel.append(auto, document.createTextNode(' Läs nya repliker automatiskt')); fieldset.append(autoLabel);
const speedLabel = document.createElement('label'); speedLabel.textContent = `Talhastighet: ${Number(voiceSettings.rate).toFixed(1)}`; 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); 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)}`; }); speed.setAttribute('aria-label', 'Talhastighet'); speed.addEventListener('input', () => { speedLabel.firstChild.textContent = `Talhastighet: ${Number(speed.value).toFixed(1)}`; });
@@ -198,34 +267,51 @@
signalLabel.append(signals, document.createTextNode(' Ljudsignal vid röstinmatning')); fieldset.append(signalLabel); signalLabel.append(signals, document.createTextNode(' Ljudsignal vid röstinmatning')); fieldset.append(signalLabel);
item.append(fieldset); item.append(fieldset);
const speakLatest = () => { const speakLatest = () => {
if (!voiceController.speak(latestAssistantText)) setVoiceStatus('Talsyntes stöds inte här eller är avstängd. Dialogen finns kvar som text.'); if (!voiceController.speak(latestAssistantText, {...latestAssistantVoice, onStart: clearSpeechRecovery})) setVoiceStatus('Talsyntes stöds inte i den här webbläsaren. Dialogen finns kvar som text.');
}; };
addVoiceButton(item, 'Läs senaste repliken', speakLatest); addVoiceButton(item, 'Läs senaste repliken', speakLatest);
addVoiceButton(item, 'Upprepa', speakLatest); addVoiceButton(item, 'Upprepa', speakLatest);
addVoiceButton(item, 'Avbryt uppläsning', () => voiceController.cancelSpeech()); addVoiceButton(item, 'Avbryt uppläsning', () => voiceController.cancelSpeech());
mode.addEventListener('change', () => { voiceSettings.mode = mode.value; persistVoiceSettings(); });
auto.addEventListener('change', () => { voiceSettings.autoSpeak = auto.checked; persistVoiceSettings(); });
speed.addEventListener('change', () => { voiceSettings.rate = Number(speed.value); persistVoiceSettings(); }); speed.addEventListener('change', () => { voiceSettings.rate = Number(speed.value); persistVoiceSettings(); });
voice.addEventListener('change', () => { voiceSettings.voiceName = voice.value; persistVoiceSettings(); }); voice.addEventListener('change', () => { voiceSettings.voiceName = voice.value; persistVoiceSettings(); });
signals.addEventListener('change', () => { voiceSettings.soundSignals = signals.checked; persistVoiceSettings(); }); signals.addEventListener('change', () => { voiceSettings.soundSignals = signals.checked; persistVoiceSettings(); });
addVoiceButton(item, 'Stäng röstinställningar', () => item.remove()); addVoiceButton(item, 'Stäng röstinställningar', () => item.remove());
transcript.append(item); item.scrollIntoView({block: 'end'}); mode.focus(); 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) { function handleVoiceCommand(message, source) {
const parsed = window.GameVoice.parseVoiceCommand(message, {requirePrefix: source === 'voice'}); const parsed = window.GameVoice.parseVoiceCommand(message, {requirePrefix: source === 'voice'});
if (!parsed) return false; if (!parsed) return false;
if (parsed.command === 'settings') appendVoiceSettings(); 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') { else if (parsed.command === 'repeat') {
if (!voiceController.speak(latestAssistantText)) setVoiceStatus('Talsyntes stöds inte här eller är avstängd. Dialogen finns kvar som text.'); if (!voiceController.speak(latestAssistantText, latestAssistantVoice)) setVoiceStatus('Talsyntes stöds inte i den här webbläsaren. Dialogen finns kvar som text.');
} else if (parsed.command === 'stop') { } else if (parsed.command === 'stop') {
voiceController.cancelSpeech(); voiceController.stopListening(); setVoiceStatus('Röstinteraktionen är avbruten.'); voiceController.cancelSpeech(); voiceController.stopListening(); setVoiceStatus('Röstinteraktionen är avbruten.');
} else if (parsed.command === 'help') { } else if (parsed.command === 'help') {
appendLine('assistant', 'Skriv röstinställningar för röstlägen. I spelets röstläge kan du tala till mikrofonen eller skriva. Använd “röstkommando upprepa” för att höra senaste repliken igen.'); 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.'); } else setVoiceStatus('Okänt röstkommando. Skriv röstinställningar för alternativen.');
return true; return true;
} }
document.querySelector('#microphone').addEventListener('click', () => { document.querySelector('#microphone').addEventListener('click', () => {
if (voiceController.getState() === 'LISTENING') voiceController.stopListening(); if (voiceController.getState() === 'LISTENING') voiceController.stopListening();
else if (!voiceDisclosureAcknowledged && voiceController.supportsRecognition()) requestVoiceDisclosure();
else voiceController.startListening(); else voiceController.startListening();
}); });
document.addEventListener('visibilitychange', () => { if (document.hidden) voiceController.stopAll(); }); document.addEventListener('visibilitychange', () => { if (document.hidden) voiceController.stopAll(); });
@@ -251,6 +337,11 @@
auth.hidden = false; auth.hidden = false;
document.querySelector('#auth-heading').textContent = location.pathname === '/admin' ? 'Administratörsinloggning' : 'Svensk livssimulator'; document.querySelector('#auth-heading').textContent = location.pathname === '/admin' ? 'Administratörsinloggning' : 'Svensk livssimulator';
document.querySelector('#version-footer').hidden = false; 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() { function showPlay() {
auth.hidden = true; auth.hidden = true;
@@ -261,11 +352,47 @@
messageField.focus(); messageField.focus();
} }
function showAdmin() { function showAdmin() {
if (presenceTimer) clearInterval(presenceTimer);
presenceTimer = null;
voiceController.stopAll();
auth.hidden = true; auth.hidden = true;
play.hidden = true; play.hidden = true;
adminView.hidden = false; adminView.hidden = false;
document.querySelector('#version-footer').hidden = true; 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) { function adminElement(tag, text, parent = adminContent) {
const element = document.createElement(tag); const element = document.createElement(tag);
if (text !== undefined) element.textContent = text; if (text !== undefined) element.textContent = text;
@@ -312,6 +439,7 @@
const trace = await request(`/api/admin/players/${encodeURIComponent(accountId)}/trace?limit=200`); const trace = await request(`/api/admin/players/${encodeURIComponent(accountId)}/trace?limit=200`);
const entries = [ const entries = [
...trace.events.map(event => ({kind: 'Världshändelse', at: event.recorded_at, order: event.commit_sequence, data: event})), ...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})) ...trace.ai_interactions.map(interaction => ({kind: `AI ${interaction.prompt_id} · ${interaction.outcome}`, at: interaction.requested_at, order: interaction.correlation_id, data: interaction}))
].sort((a, b) => String(a.at).localeCompare(String(b.at))); ].sort((a, b) => String(a.at).localeCompare(String(b.at)));
adminElement('h2', 'Kronologiskt spelarspår'); adminElement('h2', 'Kronologiskt spelarspår');
@@ -344,6 +472,32 @@
adminElement('h2', 'Revisionslogg'); adminElement('h2', 'Revisionslogg');
for (const entry of result.entries) adminJson(`${entry.created_at} · ${entry.action} · ${entry.admin_account_id || entry.operator_identity}`, entry); for (const entry of result.entries) adminJson(`${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() { async function openAdmin() {
showAdmin(); showAdmin();
adminContent.setAttribute('aria-busy', 'true'); adminContent.setAttribute('aria-busy', 'true');
@@ -401,7 +555,9 @@
transcript.replaceChildren(); transcript.replaceChildren();
latestAssistantText = ''; latestAssistantText = '';
for (const line of lines) appendLine(line.role === 'user' ? 'user' : 'assistant', line.content, {speak: false}); for (const line of lines) appendLine(line.role === 'user' ? 'user' : 'assistant', line.content, {speak: false});
if (lines.length === 0 && gameState?.world) { 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 place = gameState.world.location;
const senses = place.senses || {}; 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.'}`); 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: ${senses.spatial_orientation || 'Inte beskrivet.'}`);
@@ -424,9 +580,24 @@
} }
await loadSavedDialogue(); await loadSavedDialogue();
setStage('game'); setStage('game');
startPlayerPresence();
announcePlayerChatHelp();
}
function announcePlayerChatHelp() {
const key = 'ai-spel.player-chat-help.v1';
try {
if (localStorage.getItem(key) === 'true') return;
localStorage.setItem(key, 'true');
} catch (_) { /* The help remains available through dialogue questions. */ }
appendLine('assistant', 'Du kan fråga vilka andra spelare som är här, säga “Säg till Robin: hej” för att skriva direkt till en spelare eller be mig visa meddelanden från spelare.');
} }
async function handleLogout() { async function handleLogout() {
if (presenceTimer) clearInterval(presenceTimer);
presenceTimer = null;
playerMessagesPrimed = false;
seenPlayerMessageIds.clear();
await request('/api/logout', {method: 'POST'}); await request('/api/logout', {method: 'POST'});
if (location.pathname !== '/admin') appendLine('assistant', 'Du har loggat ut. Logga in igen för att fortsätta spela.');
characterDraft = null; characterDraft = null;
gameState = null; gameState = null;
transcript.replaceChildren(); transcript.replaceChildren();
@@ -464,7 +635,7 @@
body: JSON.stringify({input: message, current_draft: characterDraft}), body: JSON.stringify({input: message, current_draft: characterDraft}),
}); });
characterDraft = proposal.draft; characterDraft = proposal.draft;
appendLine('assistant', `${proposal.message}\n\nFörslag: ${characterDraft.name}, ${characterDraft.age} år.\n${characterDraft.biography}\n\nSkriv ändringar eller “godkänn”.`); 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) { } catch (error) {
appendLine('assistant', `Jag kunde inte ta fram ett biografiförslag: ${error.message}. Försök igen när tjänsten svarar.`); appendLine('assistant', `Jag kunde inte ta fram ett biografiförslag: ${error.message}. Försök igen när tjänsten svarar.`);
} }
@@ -491,6 +662,7 @@
else await proposeWorld(message); else await proposeWorld(message);
return; return;
} }
if (await handlePlayerMessageCommand(message)) return;
const idempotencyKey = pendingDialogue?.message === message const idempotencyKey = pendingDialogue?.message === message
? pendingDialogue.idempotencyKey ? pendingDialogue.idempotencyKey
: crypto.randomUUID(); : crypto.randomUUID();
@@ -516,13 +688,19 @@
gameState.world.version = result.world_version; gameState.world.version = result.world_version;
gameState.world.world_time = result.world_time; gameState.world.world_time = result.world_time;
pendingDialogue = null; pendingDialogue = null;
const speakingNpc = result.intent === 'speak' ? gameState.world.npc : 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 appendLine('assistant', result.reply, speakingNpc
? {speaker: speakingNpc.name, voice: {characterId: speakingNpc.id}} ? {speaker: speakingNpc.name, voice: {characterId: speakingNpc.id, voiceIdentity: speakingNpc.voice_identity}}
: {speaker: 'Berättelsen'}); : {speaker: 'Berättelsen', voice: {role: 'narrator', voiceIdentity: 'neutral'}});
} catch (error) { } catch (error) {
messageField.value = message; messageField.value = message;
appendLine('assistant', `Meddelandet kunde inte behandlas: ${error.message}. Texten ligger kvar i inmatningen; skicka igen för att försöka på nytt.`); appendLine('assistant', `${explainDialogueError(error)} Ditt meddelande ligger kvar i inmatningen.`);
} }
messageField.disabled = false; messageField.disabled = false;
messageField.focus(); messageField.focus();
@@ -538,7 +716,10 @@
form.reset(); form.reset();
if (location.pathname === '/admin') await openAdmin(); else await openGame(); if (location.pathname === '/admin') await openAdmin(); else await openGame();
} catch (error) { } catch (error) {
window.alert(`Kunde inte logga in: ${error.message}`); const status = document.querySelector('#auth-status');
status.textContent = explainAuthError(error, intent);
status.hidden = false;
if (location.pathname !== '/admin') voiceController.speak(status.textContent, {role: 'narrator', voiceIdentity: 'neutral'});
} }
}); });
async function submitMessage(input, source = 'text') { async function submitMessage(input, source = 'text') {
@@ -562,6 +743,87 @@
if (!play.hidden && !messageField.disabled) messageField.focus(); if (!play.hidden && !messageField.disabled) messageField.focus();
} }
} }
async function handlePlayerMessageCommand(message) {
const listPlayers = /^(?:vilka (?:andra )?spelare är här|finns det andra spelare här)\??$/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 {
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) => { document.querySelector('#message-form').addEventListener('submit', async (event) => {
event.preventDefault(); event.preventDefault();
await submitMessage(messageField.value); await submitMessage(messageField.value);
@@ -572,6 +834,7 @@
if (button.dataset.adminView === 'players') await loadAdminPlayers(); if (button.dataset.adminView === 'players') await loadAdminPlayers();
else if (button.dataset.adminView === 'prompts') await loadAdminPrompts(); else if (button.dataset.adminView === 'prompts') await loadAdminPrompts();
else if (button.dataset.adminView === 'rules') await loadAdminRules(); else if (button.dataset.adminView === 'rules') await loadAdminRules();
else if (button.dataset.adminView === 'logging') await loadAdminLogging();
else await loadAdminAudit(); else await loadAdminAudit();
} catch (error) { adminContent.replaceChildren(); adminElement('p', `Vyn kunde inte läsas: ${error.message}`); } } catch (error) { adminContent.replaceChildren(); adminElement('p', `Vyn kunde inte läsas: ${error.message}`); }
finally { adminContent.setAttribute('aria-busy', 'false'); } finally { adminContent.setAttribute('aria-busy', 'false'); }
+25 -3
View File
@@ -8,23 +8,45 @@ grep -q "request('/version')" index.html
grep -Fq "credentials: 'same-origin'" 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="dialogue" aria-label="Dialoghistorik" role="log" aria-live="polite"' index.html
grep -q 'id="message" name="message"' 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="microphone" aria-pressed="false"' index.html
grep -q 'id="voice-status" role="status" aria-live="polite"' index.html grep -q 'id="voice-status" role="status" aria-live="polite"' index.html
grep -q "window.GameVoice.createVoiceController" index.html grep -q "window.GameVoice.createVoiceController" index.html
grep -q 'Jag förstår – starta mikrofonen' index.html
grep -q 'supportsRecognition' voice.js
grep -q 'characterVoiceProfile' 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 'COPY voice.js /usr/share/nginx/html/voice.js' Dockerfile
grep -q "SpeechRecognition || win.webkitSpeechRecognition" voice.js grep -q "SpeechRecognition || win.webkitSpeechRecognition" voice.js
grep -q "submitMessage(text, 'voice')" index.html grep -q "submitMessage(text, 'voice')" index.html
grep -q "'screen-reader', 'Skärmläsare'" index.html grep -q 'Spelets repliker läses alltid upp' index.html
grep -q "'game-voice', 'Spelets röst'" index.html
grep -q "'text-only', 'Endast text'" index.html
grep -q "event.key === 'Enter' && !event.shiftKey" index.html grep -q "event.key === 'Enter' && !event.shiftKey" index.html
grep -q "request('/api/character/draft'" index.html grep -q "request('/api/character/draft'" index.html
grep -q "request('/api/world/draft'" index.html grep -q "request('/api/world/draft'" index.html
grep -q "request('/api/dialogue'" 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 'id="admin-view"' index.html
grep -q '/api/admin/players?' index.html grep -q '/api/admin/players?' index.html
grep -q "request('/api/admin/prompts'" index.html grep -q "request('/api/admin/prompts'" index.html
grep -q "request('/api/admin/rules'" 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 '/api/admin/audit?limit=200' index.html
grep -q 'entry.data.external_call' index.html grep -q 'entry.data.external_call' index.html
grep -q 'Externt tjänsteanrop' index.html grep -q 'Externt tjänsteanrop' index.html
+107 -17
View File
@@ -5,12 +5,16 @@ const test = require('node:test');
const vm = require('node:vm'); const vm = require('node:vm');
const source = fs.readFileSync(path.join(__dirname, '..', 'voice.js'), 'utf8'); 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()} = {}) { function makeHarness({supported = true, tts = true, onTranscript = () => Promise.resolve()} = {}) {
const recognitions = []; const recognitions = [];
const utterances = []; const utterances = [];
const states = []; const states = [];
const timers = new Map(); const timers = new Map();
const timerDelays = new Map();
let timerId = 0; let timerId = 0;
class Recognition { class Recognition {
constructor() { recognitions.push(this); } constructor() { recognitions.push(this); }
@@ -28,8 +32,8 @@ function makeHarness({supported = true, tts = true, onTranscript = () => Promise
cancel() { this.cancelled += 1; }, cancel() { this.cancelled += 1; },
} : undefined; } : undefined;
const window = { const window = {
setTimeout(callback) { const id = ++timerId; timers.set(id, callback); return id; }, setTimeout(callback, delay = 0) { const id = ++timerId; timers.set(id, callback); timerDelays.set(id, delay); return id; },
clearTimeout(id) { timers.delete(id); }, clearTimeout(id) { timers.delete(id); timerDelays.delete(id); },
speechSynthesis: synthesis, speechSynthesis: synthesis,
SpeechSynthesisUtterance: tts ? Utterance : undefined, SpeechSynthesisUtterance: tts ? Utterance : undefined,
SpeechRecognition: supported ? Recognition : undefined, SpeechRecognition: supported ? Recognition : undefined,
@@ -40,7 +44,14 @@ function makeHarness({supported = true, tts = true, onTranscript = () => Promise
onState: (state, message) => states.push({state, message}), onState: (state, message) => states.push({state, message}),
onTranscript, onTranscript,
}); });
return {controller, recognitions, utterances, synthesis, states, timers}; 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 () => { test('recognition is single-shot Swedish and sends only final transcript once', async () => {
@@ -119,6 +130,72 @@ test('TTS selects Swedish fallback, applies rate, and cancellation invalidates c
assert.equal(h.controller.getState(), 'IDLE'); assert.equal(h.controller.getState(), 'IDLE');
}); });
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', () => { test('TTS and microphone are mutually exclusive', () => {
const h = makeHarness(); const h = makeHarness();
h.controller.update({mode: 'game-voice'}); h.controller.update({mode: 'game-voice'});
@@ -128,9 +205,11 @@ test('TTS and microphone are mutually exclusive', () => {
assert.equal(h.controller.getState(), 'SPEAKING'); assert.equal(h.controller.getState(), 'SPEAKING');
}); });
test('speech is disabled in screen-reader mode and gracefully degrades without synthesis', () => { test('game speech stays automatic even with legacy text-only settings and gracefully degrades without synthesis', () => {
const screenReader = makeHarness(); const screenReader = makeHarness();
assert.equal(screenReader.controller.speak('dialog'), false); 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}); const noTts = makeHarness({tts: false});
noTts.controller.update({mode: 'game-voice'}); noTts.controller.update({mode: 'game-voice'});
assert.equal(noTts.controller.speak('dialog'), false); assert.equal(noTts.controller.speak('dialog'), false);
@@ -139,13 +218,13 @@ test('speech is disabled in screen-reader mode and gracefully degrades without s
test('system commands require an explicit prefix; ordinary dialogue words are untouched', () => { test('system commands require an explicit prefix; ordinary dialogue words are untouched', () => {
const global = {}; const global = {};
vm.runInNewContext(source, {window: global, globalThis: global, Promise, String, Math, Object}); vm.runInNewContext(source, {window: global, globalThis: global, Promise, String, Math, Object});
assert.equal(global.GameVoice.parseVoiceCommand('upprepa'), null); assert.equal(GameVoice.parseVoiceCommand('upprepa'), null);
assert.equal(global.GameVoice.parseVoiceCommand('hjälp'), null); assert.equal(GameVoice.parseVoiceCommand('hjälp'), null);
assert.equal(global.GameVoice.parseVoiceCommand('röstkommando upprepa.' ).command, 'repeat'); assert.equal(GameVoice.parseVoiceCommand('röstkommando upprepa.' ).command, 'repeat');
assert.equal(global.GameVoice.parseVoiceCommand('röstkommando alternativ').command, 'settings'); assert.equal(GameVoice.parseVoiceCommand('röstkommando alternativ').command, 'settings');
assert.equal(global.GameVoice.parseVoiceCommand('röstinställningar').command, 'settings'); assert.equal(GameVoice.parseVoiceCommand('röstinställningar').command, 'settings');
assert.equal(global.GameVoice.parseVoiceCommand('röstinställningar', {requirePrefix: true}), null); assert.equal(GameVoice.parseVoiceCommand('röstinställningar', {requirePrefix: true}), null);
assert.equal(global.GameVoice.parseVoiceCommand('röstkommando alternativ', {requirePrefix: true}).command, 'settings'); assert.equal(GameVoice.parseVoiceCommand('röstkommando alternativ', {requirePrefix: true}).command, 'settings');
}); });
test('settings survive reload and invalid storage falls back to accessible defaults', () => { test('settings survive reload and invalid storage falls back to accessible defaults', () => {
@@ -153,14 +232,25 @@ test('settings survive reload and invalid storage falls back to accessible defau
vm.runInNewContext(source, {window: global, globalThis: global, Promise, String, Math, Object}); vm.runInNewContext(source, {window: global, globalThis: global, Promise, String, Math, Object});
const values = new Map(); const values = new Map();
const storage = {getItem: key => values.get(key) || null, setItem: (key, value) => values.set(key, value)}; const storage = {getItem: key => values.get(key) || null, setItem: (key, value) => values.set(key, value)};
const requested = {...global.GameVoice.DEFAULT_SETTINGS, mode: 'game-voice', autoSpeak: true, rate: 1.5, voiceName: 'Svensk'}; const defaults = GameVoice.loadSettings(storage, 'new-player');
assert.equal(global.GameVoice.saveSettings(storage, 'voice', requested), true); assert.equal(defaults.mode, 'game-voice');
const loaded = global.GameVoice.loadSettings(storage, '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.mode, 'game-voice');
assert.equal(loaded.autoSpeak, true); assert.equal(loaded.autoSpeak, true);
assert.equal(loaded.rate, 1.5); assert.equal(loaded.rate, 1.5);
assert.equal(loaded.voiceName, 'Svensk'); assert.equal(loaded.voiceName, 'Svensk');
values.set('voice', '{trasig'); values.set('voice', '{trasig');
assert.equal(global.GameVoice.loadSettings(storage, 'voice').mode, 'screen-reader'); assert.equal(GameVoice.loadSettings(storage, 'voice').mode, 'game-voice');
assert.equal(global.GameVoice.saveSettings({setItem() { throw new Error('blocked'); }}, 'voice', requested), false); assert.equal(GameVoice.loadSettings(storage, 'voice').autoSpeak, true);
assert.equal(GameVoice.saveSettings({setItem() { throw new Error('blocked'); }}, 'voice', requested), false);
}); });
+118 -15
View File
@@ -1,8 +1,8 @@
/* Browser voice adapters. Kept independent of the game submission and API layer. */ /* Browser voice adapters. Kept independent of the game submission and API layer. */
(function exposeVoice(root) { (function exposeVoice(root) {
const DEFAULT_SETTINGS = Object.freeze({ const DEFAULT_SETTINGS = Object.freeze({
mode: 'screen-reader', mode: 'game-voice',
autoSpeak: false, autoSpeak: true,
language: 'sv-SE', language: 'sv-SE',
rate: 1, rate: 1,
voiceName: '', voiceName: '',
@@ -25,15 +25,30 @@
return {command: aliases[command] || 'unknown'}; return {command: aliases[command] || 'unknown'};
} }
function loadSettings(storage, key) { function loadSettings(storage, key, legacyKey) {
try { try {
const stored = JSON.parse(storage.getItem(key) || '{}'); 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}; const settings = {...DEFAULT_SETTINGS, ...stored};
if (!['screen-reader', 'game-voice', 'text-only'].includes(settings.mode)) settings.mode = DEFAULT_SETTINGS.mode; // 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.rate = Math.min(2, Math.max(0.5, Number(settings.rate) || 1));
settings.voiceName = typeof settings.voiceName === 'string' ? settings.voiceName : ''; settings.voiceName = typeof settings.voiceName === 'string' ? settings.voiceName : '';
settings.speakerProfiles = settings.speakerProfiles && typeof settings.speakerProfiles === 'object' ? settings.speakerProfiles : {}; settings.speakerProfiles = settings.speakerProfiles && typeof settings.speakerProfiles === 'object' ? settings.speakerProfiles : {};
settings.autoSpeak = settings.autoSpeak === true;
settings.soundSignals = settings.soundSignals !== false; settings.soundSignals = settings.soundSignals !== false;
return settings; return settings;
} catch (_) { return {...DEFAULT_SETTINGS}; } } catch (_) { return {...DEFAULT_SETTINGS}; }
@@ -44,6 +59,16 @@
catch (_) { return false; } 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 = {}) { function createVoiceController(options = {}) {
const win = options.window || root; const win = options.window || root;
const onState = options.onState || (() => {}); const onState = options.onState || (() => {});
@@ -53,7 +78,10 @@
let generation = 0; let generation = 0;
let recognition = null; let recognition = null;
let speechTimer = null; let speechTimer = null;
let speechStartTimer = null;
let listeningTimer = null; let listeningTimer = null;
let currentUtterance = null;
let speechPrimed = false;
function setState(next, message = '') { function setState(next, message = '') {
state = next; state = next;
@@ -63,11 +91,34 @@
function cancelSpeech() { function cancelSpeech() {
generation += 1; generation += 1;
if (speechTimer !== null) win.clearTimeout(speechTimer); if (speechTimer !== null) win.clearTimeout(speechTimer);
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechTimer = null; 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. */ } try { win.speechSynthesis?.cancel(); } catch (_) { /* Best effort. */ }
}
if (!recognition) setState('IDLE'); 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 = '') { function finishRecognition(token, message = '') {
if (token !== generation) return; if (token !== generation) return;
if (listeningTimer !== null) win.clearTimeout(listeningTimer); if (listeningTimer !== null) win.clearTimeout(listeningTimer);
@@ -154,44 +205,95 @@
} }
function speak(text, voiceOptions = {}) { function speak(text, voiceOptions = {}) {
if (!text || settings.mode !== 'game-voice' || !win.speechSynthesis || !win.SpeechSynthesisUtterance) return false; if (!text || !win.speechSynthesis || !win.SpeechSynthesisUtterance) return false;
stopListening(); stopListening();
cancelSpeech(); const hadQueuedUtterance = currentUtterance !== null;
const token = generation; if (hadQueuedUtterance) cancelSpeech();
const token = ++generation;
let utterance; let utterance;
try { utterance = new win.SpeechSynthesisUtterance(text); } try { utterance = new win.SpeechSynthesisUtterance(text); }
catch (_) { setState('IDLE', 'Talsyntesen kunde inte startas. Dialogen finns kvar som text.'); return false; } catch (_) { setState('IDLE', 'Talsyntesen kunde inte startas. Dialogen finns kvar som text.'); return false; }
utterance.lang = settings.language || 'sv-SE'; utterance.lang = settings.language || 'sv-SE';
const profile = voiceOptions.characterId ? settings.speakerProfiles?.[voiceOptions.characterId] || {} : {}; const profile = voiceOptions.characterId ? settings.speakerProfiles?.[voiceOptions.characterId] || {} : {};
utterance.rate = Math.min(2, Math.max(0.5, Number(voiceOptions.rate ?? profile.rate ?? settings.rate) || 1)); const identityProfile = characterVoiceProfile(voiceOptions.voiceIdentity, voiceOptions.characterId);
utterance.pitch = Math.min(2, Math.max(0, Number(voiceOptions.pitch ?? profile.pitch ?? 1) || 1)); 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 requestedName = voiceOptions.voiceName || profile.voiceName || settings.voiceName;
const voices = availableVoices(); const voices = availableVoices();
utterance.voice = voices.find(voice => voice.name === requestedName) utterance.voice = voices.find(voice => voice.name === requestedName)
|| voices.find(voice => /^sv(-|$)/i.test(voice.lang)) || voices.find(voice => /^sv(-|$)/i.test(voice.lang))
|| null; || null;
utterance.onstart = () => {
if (token !== generation) return;
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechStartTimer = null;
if (typeof voiceOptions.onStart === 'function') voiceOptions.onStart();
};
utterance.onend = () => { utterance.onend = () => {
if (token !== generation) return; if (token !== generation) return;
if (speechTimer !== null) win.clearTimeout(speechTimer); if (speechTimer !== null) win.clearTimeout(speechTimer);
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechTimer = null; speechTimer = null;
speechStartTimer = null;
currentUtterance = null;
setState('IDLE'); setState('IDLE');
}; };
utterance.onerror = () => { utterance.onerror = event => {
if (token !== generation) return; if (token !== generation) return;
if (speechTimer !== null) win.clearTimeout(speechTimer); if (speechTimer !== null) win.clearTimeout(speechTimer);
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechTimer = null; speechTimer = null;
speechStartTimer = null;
currentUtterance = null;
generation += 1; generation += 1;
setState('IDLE', 'Uppläsningen avbröts. Dialogen finns kvar som text.'); 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('SPEAKING', 'Läser upp dialog.'); setState('SPEAKING', 'Läser upp dialog.');
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(() => { speechTimer = win.setTimeout(() => {
if (token !== generation) return; if (token !== generation) return;
generation += 1; generation += 1;
try { win.speechSynthesis.cancel(); } catch (_) { /* Best effort. */ } try { win.speechSynthesis.cancel(); } catch (_) { /* Best effort. */ }
currentUtterance = null;
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechStartTimer = null;
speechTimer = null; speechTimer = null;
setState('IDLE', 'Uppläsningen avslutades. Dialogen finns kvar som text.'); setState('IDLE', 'Uppläsningen avslutades. Dialogen finns kvar som text.');
}, Math.max(30000, Math.min(180000, String(text).length * 180))); }, Math.max(30000, Math.min(180000, String(text).length * 180)));
const enqueue = () => {
if (token !== generation) return;
try { win.speechSynthesis.speak(utterance); } 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; } catch (_) { cancelSpeech(); setState('IDLE', 'Talsyntesen kunde inte startas. Dialogen finns kvar som text.'); return false; }
return true; return true;
} }
@@ -201,8 +303,9 @@
function getState() { return state; } function getState() { return state; }
function getSettings() { return {...settings}; } function getSettings() { return {...settings}; }
function getVoices() { return availableVoices(); } function getVoices() { return availableVoices(); }
return {startListening, stopListening, speak, cancelSpeech, stopAll, update, getState, getSettings, getVoices}; 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}; root.GameVoice = {createVoiceController, DEFAULT_SETTINGS, parseVoiceCommand, loadSettings, saveSettings, characterVoiceProfile};
})(typeof window !== 'undefined' ? window : globalThis); })(typeof window !== 'undefined' ? window : globalThis);