Files
settled-reach/client/ui/hardware_detector.gd
T
2026-04-05 11:09:10 +02:00

233 lines
7.9 KiB
GDScript

extends Node
## Hardware detection autoload for AI-Enhanced Dialogue (D-138, #646).
##
## Exposes classification methods for Layer 1 (RAM), Layer 2 (TPT benchmark),
## 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 and power-state methods to configure the UI.
const RAM_PASS_THRESHOLD_MB := 2000.0
const RAM_MARGINAL_THRESHOLD_MB := 1600.0
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
## 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:
assert(PlatformInfo != null, "PlatformInfo must load before HardwareDetector")
load_ai_pref()
_pre_battery_pref = GameState.ai_enhanced_dialogue_enabled
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:
if free_mb >= RAM_PASS_THRESHOLD_MB:
return "pass"
if free_mb >= RAM_MARGINAL_THRESHOLD_MB:
return "marginal"
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:
if tps >= TPT_GREEN_THRESHOLD:
return "green"
if tps >= TPT_YELLOW_THRESHOLD:
return "yellow"
return "red"
## 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:
var cache_path: String = PlatformInfo.benchmark_cache_path
if not FileAccess.file_exists(cache_path):
return null
var text: String = FileAccess.get_file_as_string(cache_path)
if text.is_empty():
return null
var json := JSON.new()
if json.parse(text) != OK:
return null
var data: Variant = json.get_data()
if not data is Dictionary or not data.has("tps"):
return null
var tps: float = float(data["tps"])
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).
func load_ai_pref() -> void:
var cfg := ConfigFile.new()
if cfg.load("user://settings.cfg") != OK:
return
var enabled: Variant = cfg.get_value("ai_dialogue", "enabled", null)
if enabled is bool:
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.
func status_message(
ram_classification: String, tpt_classification: String, free_mb: float, tps: float
) -> String:
if ram_classification == "fail":
return (
(
"AI-Enhanced Dialogue requires 2 GB of free memory. Your system currently has %.0f MB available."
+ " Close other applications and try again, or leave the setting off — the game is complete either way."
)
% free_mb
)
if ram_classification == "marginal":
return "Only %.0f MB free — performance may vary. You can still enable it." % free_mb
match tpt_classification:
"yellow":
return (
(
"Running at %.0f t/s — pre-voicing will work for main characters and key scenes."
+ " Background NPCs may show base text until the queue catches up."
)
% tps
)
"red":
return (
("Running very slowly at %.0f t/s — we recommend leaving this off, but the choice is yours.")
% tps
)
return ""