feat(ui): PlatformInfo abstraction + battery detection + fixes (#646 D-138)

Platform abstraction:
- New PlatformInfo autoload (extends Node, registered first in project.godot).
  Owns all OS queries: power state monitoring (30s poll), memory (on demand),
  file path resolution (user_data_dir, config_dir, benchmark_cache_path,
  install_dir, executable_path, cache_dir, model_dir).
- PowerProfile enum (FULL/BATTERY/POWER_SAVER), power_profile_changed signal.
  Uses OS.callv("get_power_info") to defer resolution to runtime — avoids
  compile errors on Godot 4.6 headless builds without power API.

HardwareDetector refactor:
- check_ram() now delegates to PlatformInfo.refresh_memory() + free_memory_mb.
  All direct OS.get_memory_info() calls removed.
- classify_power_state(int) and should_suspend_inference(int) delegate to
  PlatformInfo for single source of truth.
- check_power_state() → {power_state, classification, should_suspend}.
- Battery suspend/resume: on PowerProfile.BATTERY, stores pre-battery pref and
  sends ChangeSettings(false) to server. On FULL restore, sends ChangeSettings
  with saved pref if it was enabled. inference_suspended member tracks state.

Settings dialog:
- is_ai_inference_suspended() / set_ai_inference_suspended(bool) — testable API
  per Hoshe's test contract. Reads HardwareDetector.inference_suspended on open.
- Toggle now disabled when battery-suspended OR hardware fails (not only fail).
- get_ai_dialogue_label_text() wired to UIStrings ("settings.ai_dialogue_toggle")
  instead of hardcoded string.

Cleanup:
- Deleted ai_dialogue_detector.gd and .uid (orphaned duplicate, dead code).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-13 10:41:07 +01:00
co-authored by Claude Sonnet 4.6
parent 01b0583265
commit d7a4e3268a
5 changed files with 298 additions and 30 deletions
+118 -26
View File
@@ -2,10 +2,11 @@ extends Node
## Hardware detection autoload for AI-Enhanced Dialogue (D-138, #646).
##
## Exposes classification methods for Layer 1 (RAM), Layer 2 (TPT benchmark),
## and Layer 3 (ongoing TPT degradation monitoring).
## Layer 3 (TPT degradation + battery power state monitoring).
##
## Consumes PlatformInfo for all OS queries (memory, power state, paths).
## Loaded as HardwareDetector autoload. Tests access via get_node("/root/HardwareDetector").
## Settings dialog reads classification strings to configure the toggle UI.
## Settings dialog reads classification strings and power-state methods to configure the UI.
const RAM_PASS_THRESHOLD_MB := 2000.0
const RAM_MARGINAL_THRESHOLD_MB := 1600.0
@@ -13,13 +14,30 @@ const TPT_GREEN_THRESHOLD := 6.0 # tokens/sec — enable silently
const TPT_YELLOW_THRESHOLD := 3.0 # tokens/sec — partial pre-voicing note
const TPT_DEGRADATION_THRESHOLD := 0.4 # fraction — >40% sustained drop → yellow
const BENCHMARK_CACHE_PATH := "user://ai-dialogue-config.json"
## Benchmark cache path — reads from PlatformInfo for cross-platform correctness.
var BENCHMARK_CACHE_PATH: String:
get:
return PlatformInfo.benchmark_cache_path
# -- Battery suspension state -------------------------------------------------
## True when AI inference has been auto-suspended due to battery power.
## Separate from GameState.ai_enhanced_dialogue_enabled (player preference preserved).
var inference_suspended: bool = false
# User's preference at the moment battery suspension activated (to restore on plug-in).
var _pre_battery_pref: bool = true
# -- Lifecycle ----------------------------------------------------------------
func _ready() -> void:
load_ai_pref()
PlatformInfo.power_profile_changed.connect(_on_power_profile_changed)
# -- Layer 1: RAM classification ----------------------------------------------
## Layer 1 — RAM classification.
## Accepts free MB as input; returns "pass" | "marginal" | "fail".
func classify_ram(free_mb: float) -> String:
@@ -31,6 +49,15 @@ func classify_ram(free_mb: float) -> String:
return "fail"
## Query RAM via PlatformInfo and return classification + raw MB value.
## Returns: {classification: String, free_mb: float}
func check_ram() -> Dictionary:
PlatformInfo.refresh_memory()
return {"classification": classify_ram(PlatformInfo.free_memory_mb), "free_mb": PlatformInfo.free_memory_mb}
# -- Layer 2: TPT benchmark classification ------------------------------------
## Layer 2 — TPT benchmark classification.
## Accepts tokens/sec as input; returns "green" | "yellow" | "red".
func classify_tpt(tps: float) -> String:
@@ -42,33 +69,13 @@ func classify_tpt(tps: float) -> String:
return "red"
## Layer 3 — Ongoing degradation classification.
## D-138 §8: >40% sustained drop from baseline → yellow (not forced disable).
## Returns "ok" | "yellow".
func classify_degradation(baseline_tps: float, current_avg_tps: float) -> String:
if baseline_tps <= 0.0:
return "ok"
var drop := (baseline_tps - current_avg_tps) / baseline_tps
return "yellow" if drop > TPT_DEGRADATION_THRESHOLD else "ok"
## Query the OS for free RAM and return the classification plus the raw MB value.
## Returns: {classification: String, free_mb: float}
func check_ram() -> Dictionary:
var mem := OS.get_memory_info()
# "available" accounts for reclaimable pages (Linux MemAvailable / Windows ullAvailPhys).
# Fall back to "free" on platforms that don't provide "available".
var free_bytes: int = mem.get("available", mem.get("free", 0))
var free_mb: float = float(free_bytes) / (1024.0 * 1024.0)
return {"classification": classify_ram(free_mb), "free_mb": free_mb}
## Read the cached TPT benchmark result written by the server on first model load.
## Returns: {tps: float, classification: String} or null if no cache file exists.
func read_benchmark_cache() -> Variant:
if not FileAccess.file_exists(BENCHMARK_CACHE_PATH):
var cache_path: String = PlatformInfo.benchmark_cache_path
if not FileAccess.file_exists(cache_path):
return null
var f := FileAccess.open(BENCHMARK_CACHE_PATH, FileAccess.READ)
var f := FileAccess.open(cache_path, FileAccess.READ)
if f == null:
return null
var json := JSON.new()
@@ -81,6 +88,48 @@ func read_benchmark_cache() -> Variant:
return {"tps": tps, "classification": classify_tpt(tps)}
# -- Layer 3: degradation + battery -------------------------------------------
## Layer 3 — Ongoing TPT degradation classification.
## D-138 §8: >40% sustained drop from baseline → yellow (not forced disable).
## Returns "ok" | "yellow".
func classify_degradation(baseline_tps: float, current_avg_tps: float) -> String:
if baseline_tps <= 0.0:
return "ok"
var drop := (baseline_tps - current_avg_tps) / baseline_tps
return "yellow" if drop > TPT_DEGRADATION_THRESHOLD else "ok"
## Layer 3 — Battery power state classification.
## Delegates to PlatformInfo for the actual integer → string mapping.
## power_state: OS power_state integer (0=unknown, 1=on_battery, 2=no_battery, 3=charging, 4=charged).
## Returns "battery" | "plugged" | "unknown".
func classify_power_state(power_state: int) -> String:
return PlatformInfo.classify_power_state(power_state)
## True only when the OS reports on-battery power — inference suspend trigger.
func should_suspend_inference(power_state: int) -> bool:
return PlatformInfo.should_suspend_inference(power_state)
## Query current OS power state and return {power_state: int, classification: String, should_suspend: bool}.
func check_power_state() -> Dictionary:
var state := PlatformInfo.current_power_state()
return {
"power_state": state,
"classification": classify_power_state(state),
"should_suspend": should_suspend_inference(state),
}
## True if AI inference is currently suspended due to battery power.
func is_inference_suspended() -> bool:
return inference_suspended
# -- Startup pref load --------------------------------------------------------
## Load AI dialogue preference from settings.cfg and apply to GameState.
## Called from _ready() to restore the toggle state across session restarts.
## Spec: D-138 §8 — toggle persists via ConfigFile (client-local) + server SQLite (#627).
@@ -93,6 +142,49 @@ func load_ai_pref() -> void:
GameState.ai_enhanced_dialogue_enabled = enabled
# -- Battery suspend/resume ---------------------------------------------------
func _on_power_profile_changed(old_profile: int, new_profile: int) -> void:
if new_profile == PlatformInfo.PowerProfile.BATTERY:
_suspend_for_battery()
elif old_profile == PlatformInfo.PowerProfile.BATTERY:
_resume_from_battery()
## Suspend AI inference when transitioning to battery power.
## Preserves the player's preference so it can be restored on plug-in.
func _suspend_for_battery() -> void:
if inference_suspended:
return
_pre_battery_pref = GameState.ai_enhanced_dialogue_enabled
inference_suspended = true
if _pre_battery_pref:
# Only send to server if inference was actually running — no-op if already disabled.
_send_settings_change(false)
## Resume AI inference when plugging back in.
## Restores inference only if the player had it enabled before battery kicked in.
func _resume_from_battery() -> void:
if not inference_suspended:
return
inference_suspended = false
if _pre_battery_pref:
_send_settings_change(true)
func _send_settings_change(enabled: bool) -> void:
if SimBridge.state != SimBridge.ConnectionState.CONNECTED:
return
SimBridge.send_input({
"action": InputMapper.Action.CHANGE_SETTINGS,
"action_data": {"ai_enhanced_dialogue": enabled},
"timestamp_msec": Time.get_ticks_msec(),
})
# -- Status message -----------------------------------------------------------
## Compose a human-readable status message for the settings dialog.
## classification: "pass" | "marginal" | "fail" (RAM) or "green" | "yellow" | "red" (TPT).
## Returns empty string when no message is needed.
+25 -4
View File
@@ -36,6 +36,7 @@ var _container: VBoxContainer = null
# #646: AI Dialogue hardware status and toggle node ref — used by testable API methods
var _ai_hw_status: String = "" # "pass" | "marginal" | "fail" | "" (not yet checked)
var _ai_check_node: CheckButton = null
var _ai_inference_suspended: bool = false # D-138 §8 Layer 3 battery auto-suspend state
signal closed
signal debug_console_toggled(enabled: bool) # #581: debug console enabled/disabled
@@ -179,6 +180,8 @@ func _build_ui() -> void:
# RAM passes — status follows TPT if benchmarked, else "pass"
hw_status = "pass" if tpt_cache == null else tpt_class
set_ai_dialogue_hardware_status(hw_status)
# D-138 §8 Layer 3: reflect current battery-suspension state from HardwareDetector.
_ai_inference_suspended = HardwareDetector.inference_suspended
var ai_hbox := HBoxContainer.new()
ai_hbox.custom_minimum_size = Vector2(0, ROW_HEIGHT)
@@ -211,7 +214,7 @@ func _build_ui() -> void:
_ai_check_node = CheckButton.new()
_ai_check_node.button_pressed = GameState.ai_enhanced_dialogue_enabled
_ai_check_node.disabled = (_ai_hw_status == "fail")
_ai_check_node.disabled = (_ai_hw_status == "fail") or _ai_inference_suspended
ai_hbox.add_child(_ai_check_node)
# Status message label — only shown when non-empty
@@ -274,8 +277,9 @@ func _destroy_ui() -> void:
# -- #646: AI Dialogue testable API -------------------------------------------
## Returns the canonical label text for the AI-Enhanced Dialogue toggle (D-138).
## Reads from UIStrings yaml (settings.ai_dialogue_toggle) for localization support.
func get_ai_dialogue_label_text() -> String:
return "AI-Enhanced Dialogue"
return UIStrings.get_text("settings.ai_dialogue_toggle")
## Set the hardware detection status — drives toggle enabled/disabled state.
@@ -289,9 +293,26 @@ func set_ai_dialogue_hardware_status(status: String) -> void:
## Returns true if the AI-Enhanced Dialogue toggle is currently enabled (not greyed out).
## Only "fail" (RAM below minimum) produces a disabled toggle.
## Disabled by RAM "fail" OR by active battery suspension (D-138 §8 Layer 3).
func is_ai_dialogue_toggle_enabled() -> bool:
return _ai_hw_status != "fail"
return _ai_hw_status != "fail" and not _ai_inference_suspended
## Returns true if AI inference is currently auto-suspended due to battery power (D-138 §8 Layer 3).
## Set by set_ai_inference_suspended() when HardwareDetector detects battery profile.
func is_ai_inference_suspended() -> bool:
return _ai_inference_suspended
## Update battery suspension display state.
## Called when PlatformInfo.power_profile_changed fires (via main.gd or HardwareDetector).
## Tests can inject suspended=true to verify UI reacts correctly.
func set_ai_inference_suspended(suspended: bool) -> void:
_ai_inference_suspended = suspended
# If the dialog is currently open and built, update the status label to reflect suspension.
# The next open() call will rebuild from scratch with the correct state anyway.
if _ai_check_node != null:
_ai_check_node.disabled = suspended or (_ai_hw_status == "fail")
## Persist the AI Dialogue enabled state to the local prefs file.