forked from genewildish/Mainline
feat(pipeline): add unified pipeline architecture with Stage abstraction
- Add engine/pipeline/ module with Stage ABC, PipelineContext, PipelineParams - Stage provides unified interface for sources, effects, displays, cameras - Pipeline class handles DAG-based execution with dependency resolution - PipelinePreset for pre-configured pipelines (demo, poetry, pipeline, etc.) - Add PipelineParams as params layer for animation-driven config - Add StageRegistry for unified stage registration - Add sources_v2.py with DataSource.is_dynamic property - Add animation.py with Preset and AnimationController - Skip ntfy integration tests by default (require -m integration) - Skip e2e tests by default (require -m e2e) - Update pipeline.py with comprehensive introspection methods
This commit is contained in:
@@ -1,15 +1,212 @@
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"""
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Pipeline visualization - Uses beautiful-mermaid to render the pipeline as ASCII network.
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Pipeline visualization - Large animated network visualization with camera modes.
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"""
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import math
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NODE_NETWORK = {
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"sources": [
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{"id": "RSS", "label": "RSS FEEDS", "x": 20, "y": 20},
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{"id": "POETRY", "label": "POETRY DB", "x": 100, "y": 20},
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{"id": "NTFY", "label": "NTFY MSG", "x": 180, "y": 20},
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{"id": "MIC", "label": "MICROPHONE", "x": 260, "y": 20},
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],
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"fetch": [
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{"id": "FETCH", "label": "FETCH LAYER", "x": 140, "y": 100},
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{"id": "CACHE", "label": "CACHE", "x": 220, "y": 100},
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],
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"scroll": [
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{"id": "STREAM", "label": "STREAM CTRL", "x": 60, "y": 180},
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{"id": "CAMERA", "label": "CAMERA", "x": 140, "y": 180},
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{"id": "RENDER", "label": "RENDER", "x": 220, "y": 180},
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],
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"effects": [
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{"id": "NOISE", "label": "NOISE", "x": 20, "y": 260},
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{"id": "FADE", "label": "FADE", "x": 80, "y": 260},
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{"id": "GLITCH", "label": "GLITCH", "x": 140, "y": 260},
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{"id": "FIRE", "label": "FIREHOSE", "x": 200, "y": 260},
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{"id": "HUD", "label": "HUD", "x": 260, "y": 260},
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],
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"display": [
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{"id": "TERM", "label": "TERMINAL", "x": 20, "y": 340},
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{"id": "WEB", "label": "WEBSOCKET", "x": 80, "y": 340},
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{"id": "PYGAME", "label": "PYGAME", "x": 140, "y": 340},
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{"id": "SIXEL", "label": "SIXEL", "x": 200, "y": 340},
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{"id": "KITTY", "label": "KITTY", "x": 260, "y": 340},
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],
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}
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ALL_NODES = []
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for group_nodes in NODE_NETWORK.values():
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ALL_NODES.extend(group_nodes)
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NETWORK_PATHS = [
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["RSS", "FETCH", "CACHE", "STREAM", "CAMERA", "RENDER", "NOISE", "TERM"],
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["POETRY", "FETCH", "CACHE", "STREAM", "CAMERA", "RENDER", "FADE", "WEB"],
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["NTFY", "FETCH", "CACHE", "STREAM", "CAMERA", "RENDER", "GLITCH", "PYGAME"],
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["MIC", "FETCH", "CACHE", "STREAM", "CAMERA", "RENDER", "FIRE", "SIXEL"],
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["RSS", "FETCH", "CACHE", "STREAM", "CAMERA", "RENDER", "HUD", "KITTY"],
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]
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GRID_WIDTH = 300
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GRID_HEIGHT = 400
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def get_node_by_id(node_id: str):
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for node in ALL_NODES:
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if node["id"] == node_id:
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return node
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return None
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def draw_network_to_grid(frame: int = 0) -> list[list[str]]:
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grid = [[" " for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
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active_path_idx = (frame // 60) % len(NETWORK_PATHS)
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active_path = NETWORK_PATHS[active_path_idx]
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for node in ALL_NODES:
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x, y = node["x"], node["y"]
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label = node["label"]
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is_active = node["id"] in active_path
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is_highlight = node["id"] == active_path[(frame // 15) % len(active_path)]
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node_w, node_h = 20, 7
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for dy in range(node_h):
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for dx in range(node_w):
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gx, gy = x + dx, y + dy
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if 0 <= gx < GRID_WIDTH and 0 <= gy < GRID_HEIGHT:
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if dy == 0:
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char = "┌" if dx == 0 else ("┐" if dx == node_w - 1 else "─")
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elif dy == node_h - 1:
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char = "└" if dx == 0 else ("┘" if dx == node_w - 1 else "─")
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elif dy == node_h // 2:
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if dx == 0 or dx == node_w - 1:
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char = "│"
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else:
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pad = (node_w - 2 - len(label)) // 2
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if dx - 1 == pad and len(label) <= node_w - 2:
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char = (
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label[dx - 1 - pad]
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if dx - 1 - pad < len(label)
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else " "
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)
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else:
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char = " "
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else:
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char = "│" if dx == 0 or dx == node_w - 1 else " "
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if char.strip():
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if is_highlight:
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grid[gy][gx] = "\033[1;38;5;46m" + char + "\033[0m"
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elif is_active:
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grid[gy][gx] = "\033[1;38;5;220m" + char + "\033[0m"
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else:
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grid[gy][gx] = "\033[38;5;240m" + char + "\033[0m"
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for i, node_id in enumerate(active_path[:-1]):
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curr = get_node_by_id(node_id)
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next_id = active_path[i + 1]
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next_node = get_node_by_id(next_id)
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if curr and next_node:
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x1, y1 = curr["x"] + 7, curr["y"] + 2
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x2, y2 = next_node["x"] + 7, next_node["y"] + 2
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step = 1 if x2 >= x1 else -1
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for x in range(x1, x2 + step, step):
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if 0 <= x < GRID_WIDTH and 0 <= y1 < GRID_HEIGHT:
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grid[y1][x] = "\033[38;5;45m─\033[0m"
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step = 1 if y2 >= y1 else -1
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for y in range(y1, y2 + step, step):
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if 0 <= x2 < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
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grid[y][x2] = "\033[38;5;45m│\033[0m"
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return grid
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class TraceCamera:
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def __init__(self):
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self.x = 0
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self.y = 0
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self.target_x = 0
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self.target_y = 0
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self.current_node_idx = 0
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self.path = []
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self.frame = 0
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def update(self, dt: float, frame: int = 0) -> None:
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self.frame = frame
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active_path = NETWORK_PATHS[(frame // 60) % len(NETWORK_PATHS)]
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if self.path != active_path:
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self.path = active_path
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self.current_node_idx = 0
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if self.current_node_idx < len(self.path):
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node_id = self.path[self.current_node_idx]
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node = get_node_by_id(node_id)
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if node:
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self.target_x = max(0, node["x"] - 40)
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self.target_y = max(0, node["y"] - 10)
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self.current_node_idx += 1
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self.x += int((self.target_x - self.x) * 0.1)
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self.y += int((self.target_y - self.y) * 0.1)
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class CameraLarge:
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def __init__(self, viewport_w: int, viewport_h: int, frame: int):
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self.viewport_w = viewport_w
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self.viewport_h = viewport_h
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self.frame = frame
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self.x = 0
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self.y = 0
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self.mode = "trace"
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self.trace_camera = TraceCamera()
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def set_vertical_mode(self):
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self.mode = "vertical"
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def set_horizontal_mode(self):
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self.mode = "horizontal"
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def set_omni_mode(self):
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self.mode = "omni"
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def set_floating_mode(self):
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self.mode = "floating"
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def set_trace_mode(self):
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self.mode = "trace"
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def update(self, dt: float):
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self.frame += 1
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if self.mode == "vertical":
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self.y = int((self.frame * 0.5) % (GRID_HEIGHT - self.viewport_h))
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elif self.mode == "horizontal":
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self.x = int((self.frame * 0.5) % (GRID_WIDTH - self.viewport_w))
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elif self.mode == "omni":
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self.x = int((self.frame * 0.3) % (GRID_WIDTH - self.viewport_w))
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self.y = int((self.frame * 0.5) % (GRID_HEIGHT - self.viewport_h))
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elif self.mode == "floating":
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self.x = int(50 + math.sin(self.frame * 0.02) * 30)
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self.y = int(50 + math.cos(self.frame * 0.015) * 30)
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elif self.mode == "trace":
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self.trace_camera.update(dt, self.frame)
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self.x = self.trace_camera.x
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self.y = self.trace_camera.y
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def generate_mermaid_graph(frame: int = 0) -> str:
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"""Generate Mermaid flowchart for the pipeline."""
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effects = ["NOISE", "FADE", "GLITCH", "FIREHOSE"]
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active_effect = effects[(frame // 10) % 4]
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active_effect = effects[(frame // 30) % 4]
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cam_modes = ["VERTICAL", "HORIZONTAL", "OMNI", "FLOATING"]
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active_cam = cam_modes[(frame // 40) % 4]
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cam_modes = ["VERTICAL", "HORIZONTAL", "OMNI", "FLOATING", "TRACE"]
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active_cam = cam_modes[(frame // 100) % 5]
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return f"""graph LR
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subgraph SOURCES
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@@ -46,6 +243,7 @@ def generate_mermaid_graph(frame: int = 0) -> str:
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RSS --> Fetch
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Poetry --> Fetch
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Ntfy --> Fetch
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Fetch --> Cache
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Cache --> Scroll
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Scroll --> Noise
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@@ -55,28 +253,9 @@ def generate_mermaid_graph(frame: int = 0) -> str:
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Scroll --> Hud
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Noise --> Term
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Fade --> Term
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Glitch --> Term
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Fire --> Term
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Hud --> Term
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Noise --> Web
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Fade --> Web
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Glitch --> Web
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Fire --> Web
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Hud --> Web
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Noise --> Pygame
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Fade --> Pygame
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Glitch --> Pygame
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Fire --> Pygame
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Hud --> Pygame
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Noise --> Sixel
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Fade --> Sixel
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Glitch --> Sixel
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Fire --> Sixel
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Hud --> Sixel
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style {active_effect} fill:#90EE90
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style Camera fill:#87CEEB
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@@ -86,12 +265,11 @@ def generate_mermaid_graph(frame: int = 0) -> str:
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def generate_network_pipeline(
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width: int = 80, height: int = 24, frame: int = 0
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) -> list[str]:
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"""Generate dimensional ASCII network visualization using beautiful-mermaid."""
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try:
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from engine.beautiful_mermaid import render_mermaid_ascii
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mermaid_graph = generate_mermaid_graph(frame)
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ascii_output = render_mermaid_ascii(mermaid_graph, padding_x=3, padding_y=2)
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ascii_output = render_mermaid_ascii(mermaid_graph, padding_x=2, padding_y=1)
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lines = ascii_output.split("\n")
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@@ -110,14 +288,14 @@ def generate_network_pipeline(
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status_y = height - 2
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if status_y < height:
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fps = 60 - (frame % 15)
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frame_time = 16.6 + (frame % 5) * 0.1
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cam_modes = ["VERTICAL", "HORIZONTAL", "OMNI", "FLOATING"]
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cam = cam_modes[(frame // 40) % 4]
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cam_modes = ["VERTICAL", "HORIZONTAL", "OMNI", "FLOATING", "TRACE"]
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cam = cam_modes[(frame // 100) % 5]
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effects = ["NOISE", "FADE", "GLITCH", "FIREHOSE"]
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eff = effects[(frame // 10) % 4]
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eff = effects[(frame // 30) % 4]
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anim = "▓▒░ "[frame % 4]
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status = f" FPS:{fps:3.0f} │ Frame:{frame_time:4.1f}ms │ {anim} {eff} │ Camera:{cam}"
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status = f" FPS:{fps:3.0f} │ {anim} {eff} │ Cam:{cam}"
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status = status[: width - 4].ljust(width - 4)
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result[status_y] = "║ " + status + " ║"
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@@ -131,3 +309,56 @@ def generate_network_pipeline(
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return [
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f"Error: {e}" + " " * (width - len(f"Error: {e}")) for _ in range(height)
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]
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def generate_large_network_viewport(
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viewport_w: int = 80, viewport_h: int = 24, frame: int = 0
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) -> list[str]:
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cam_modes = ["VERTICAL", "HORIZONTAL", "OMNI", "FLOATING", "TRACE"]
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camera_mode = cam_modes[(frame // 100) % 5]
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camera = CameraLarge(viewport_w, viewport_h, frame)
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if camera_mode == "TRACE":
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camera.set_trace_mode()
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elif camera_mode == "VERTICAL":
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camera.set_vertical_mode()
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elif camera_mode == "HORIZONTAL":
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camera.set_horizontal_mode()
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elif camera_mode == "OMNI":
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camera.set_omni_mode()
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elif camera_mode == "FLOATING":
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camera.set_floating_mode()
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camera.update(1 / 60)
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grid = draw_network_to_grid(frame)
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result = []
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for vy in range(viewport_h):
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line = ""
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for vx in range(viewport_w):
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gx = camera.x + vx
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gy = camera.y + vy
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if 0 <= gx < GRID_WIDTH and 0 <= gy < GRID_HEIGHT:
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line += grid[gy][gx]
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else:
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line += " "
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result.append(line)
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fps = 60 - (frame % 15)
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active_path = NETWORK_PATHS[(frame // 60) % len(NETWORK_PATHS)]
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active_node = active_path[(frame // 15) % len(active_path)]
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anim = "▓▒░ "[frame % 4]
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status = f" FPS:{fps:3.0f} │ {anim} {camera_mode:9s} │ Node:{active_node}"
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status = status[: viewport_w - 4].ljust(viewport_w - 4)
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if viewport_h > 2:
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result[viewport_h - 2] = "║ " + status + " ║"
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if viewport_h > 0:
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result[0] = "═" * viewport_w
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result[viewport_h - 1] = "═" * viewport_w
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return result
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