Compare commits
5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| ace740a629 | |||
| 4ac3981845 | |||
| 653a299ea4 | |||
| 54022ed6cc | |||
| cfe429d885 |
@@ -22,4 +22,5 @@ idf_component_register(
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p7_coffre
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p5_morse
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p6_nfc
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npc_engine
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)
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@@ -27,6 +27,7 @@
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#include "nvs_flash.h"
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#include "hints_client.h"
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#include "npc_engine.h"
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#include "scenario_mesh.h"
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#include "puzzle_binding.h"
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#include "local_puzzles.h"
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@@ -807,6 +808,16 @@ esp_err_t game_endpoint_apply_step(const char *step_id,
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strncpy(s_current_step_id, step_id, sizeof(s_current_step_id) - 1);
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s_current_step_id[sizeof(s_current_step_id) - 1] = '\0';
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// Sync the NPC/hints engine (and, through it, the voice gateway) with the
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// scene this step enters. This is what makes the phone NPCs hint on — and
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// scripted calls auto-ring for — the current scene, regardless of whether
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// the step was driven by the local game loop or an external POST /game/step.
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// Best-effort: notify is async + server-side idempotent and never blocks
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// the step change. Steps with no scene_id (or an unknown one) are skipped.
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if (s_current_scene.scene_id[0] != '\0') {
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(void) npc_engine_set_scene_by_id(s_current_scene.scene_id, 0);
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}
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// P7 coffre: fire the actuator when the final win step is reached.
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// p7_coffre_unlock() is a no-op stub when CONFIG_ZACUS_P7_COFFRE_ENABLE=n.
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if (strcmp(step_id, "STEP_FINAL_WIN") == 0) {
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@@ -55,6 +55,7 @@ esp_err_t puzzle_binding_from_ir(const char *ir_json, const char *step_id,
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#define SB_MAX_TITLE 48
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#define SB_MAX_SUBTITLE 64
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#define SB_MAX_SYMBOL 16
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#define SB_MAX_SCENE_ID 40
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typedef enum {
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SB_FX_PULSE = 0, // default (original SceneEffect::kPulse)
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@@ -65,6 +66,8 @@ typedef enum {
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typedef struct {
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bool present; // step has a scene object
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char scene_id[SB_MAX_SCENE_ID]; // canonical SCENE_* id (sibling of step id;
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// set even when no display scene object)
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char title[SB_MAX_TITLE];
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char subtitle[SB_MAX_SUBTITLE];
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char symbol[SB_MAX_SYMBOL];
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@@ -239,9 +239,15 @@ esp_err_t scene_binding_from_ir(const char *ir_json, const char *step_id,
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}
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if (!step) { cJSON_Delete(root); return ESP_ERR_NOT_FOUND; }
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// Canonical scene id (SCENE_*), sibling of the step "id". Captured
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// unconditionally so npc_engine / the voice gateway can be synced even
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// on steps that carry no display "scene" object.
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copy_scene_str(out->scene_id, sizeof(out->scene_id),
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cJSON_GetObjectItemCaseSensitive(step, "scene_id"));
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const cJSON *scene = cJSON_GetObjectItemCaseSensitive(step, "scene");
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if (!scene || !cJSON_IsObject(scene)) {
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// No scene — present stays false, ESP_OK.
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// No scene object — present stays false, ESP_OK (scene_id may be set).
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cJSON_Delete(root);
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return ESP_OK;
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}
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@@ -22,6 +22,7 @@ idf_component_register(
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REQUIRES
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media_manager
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hints_client
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esp_http_client
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esp_timer
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esp_system
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nvs_flash
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@@ -169,6 +169,16 @@ esp_err_t npc_engine_trigger_cue(const char *cue_id);
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// and primes the stuck timer.
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esp_err_t npc_engine_set_step(uint8_t step_id, uint32_t expected_duration_ms);
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// Same bridge as npc_engine_set_step(), but keyed by the canonical scene
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// string id (e.g. "SCENE_WARNING") rather than its numeric index. Resolves
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// the id against the engine's internal scene table and forwards to
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// npc_engine_set_step(). Lets the game endpoint sync the NPC/hints engine
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// (and the voice gateway) straight from the scenario IR's `scene_id`.
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// Returns ESP_ERR_NOT_FOUND when the id matches no known scene (no notify
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// is sent in that case), ESP_ERR_INVALID_ARG on a NULL/empty id.
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esp_err_t npc_engine_set_scene_by_id(const char *scene_id,
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uint32_t expected_duration_ms);
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// Request a hint for `puzzle_id` at escalation `level` (0..3). The engine
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// invokes `cb` with the resulting text. The current implementation is a
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// LOCAL STUB: it returns a hardcoded French placeholder synchronously.
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@@ -184,6 +194,12 @@ const npc_state_t *npc_engine_state(void);
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// Thin wrapper kept here to give callers a single npc_engine_* surface.
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esp_err_t npc_engine_set_group_profile(const char *profile);
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// Point the engine at the voice gateway (tools/zacus-gateway). On each scene
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// change the engine POSTs the active SCENE_* to {base_url}/game/step?scene=… so
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// the phone NPCs disguise that scene's hint. Best-effort; pass NULL/"" to
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// disable. `token` is sent as a Bearer header (gateway require_token).
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void npc_engine_set_gateway(const char *base_url, const char *token);
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// Write the active puzzle id (e.g. "SCENE_LA_DETECTOR") into `out`,
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// truncated to `cap` bytes (NUL-terminated). Falls back to "SCENE_NPC"
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// when no scene is active or the engine is not initialised so callers
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@@ -17,16 +17,78 @@
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#include "npc_engine.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "esp_err.h"
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#include "esp_http_client.h"
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#include "esp_log.h"
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#include "freertos/FreeRTOS.h"
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#include "freertos/task.h"
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#include "media_manager.h"
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#include "hints_client.h"
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static const char *TAG = "npc_engine";
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// Voice gateway (tools/zacus-gateway) — we push the active SCENE_* to it at each
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// scene change so the phone NPCs disguise THIS scene's hint. Best-effort, set by
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// npc_engine_set_gateway(); empty = disabled (no-op, e.g. CI / dry runs).
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static char s_gw_url[128] = {0};
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static char s_gw_token[80] = {0};
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void npc_engine_set_gateway(const char *base_url, const char *token) {
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if (base_url) snprintf(s_gw_url, sizeof(s_gw_url), "%s", base_url);
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if (token) snprintf(s_gw_token, sizeof(s_gw_token), "%s", token);
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}
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// One-shot worker: POST {gateway}/game/step?scene=<scene> then self-delete.
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// Runs on its own task so a slow/unreachable gateway NEVER stalls the scene
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// transition (the game must not lag 2 s on every scene change if the gateway is
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// offline). `arg` is a heap copy of the scene, freed here. Best-effort.
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static void gw_notify_task(void *arg) {
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char *scene = (char *) arg;
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char url[256];
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snprintf(url, sizeof(url), "%s/game/step?scene=%s", s_gw_url, scene);
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esp_http_client_config_t cfg = {
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.url = url,
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.method = HTTP_METHOD_POST,
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.timeout_ms = 2000,
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};
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esp_http_client_handle_t cli = esp_http_client_init(&cfg);
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if (cli) {
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if (s_gw_token[0]) {
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char auth[112];
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snprintf(auth, sizeof(auth), "Bearer %s", s_gw_token);
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esp_http_client_set_header(cli, "Authorization", auth);
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}
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esp_err_t err = esp_http_client_perform(cli);
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if (err != ESP_OK) {
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ESP_LOGW(TAG, "gateway /game/step notify failed: %s", esp_err_to_name(err));
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} else {
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ESP_LOGI(TAG, "gateway scene -> %s (HTTP %d)", scene,
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esp_http_client_get_status_code(cli));
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}
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esp_http_client_cleanup(cli);
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}
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free(scene);
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vTaskDelete(NULL);
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}
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// Fire-and-forget the gateway scene notification on a detached task so a scene
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// change is never blocked by the network. No-op if no gateway configured.
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static void notify_gateway_scene(const char *scene) {
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if (!s_gw_url[0] || !scene || !scene[0]) return;
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size_t n = strlen(scene) + 1;
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char *copy = malloc(n);
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if (!copy) return;
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memcpy(copy, scene, n);
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if (xTaskCreate(gw_notify_task, "gw_notify", 4096, copy, 3, NULL) != pdPASS) {
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ESP_LOGW(TAG, "gw_notify task spawn failed");
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free(copy);
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}
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}
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// ─── Core: scene/trigger/mood lookup tables (verbatim Arduino) ──────────────
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static const char *const kSceneIds[] = {
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@@ -372,10 +434,25 @@ esp_err_t npc_engine_set_step(uint8_t step_id, uint32_t expected_duration_ms) {
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(unsigned) prev_scene, (unsigned) step_id);
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}
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(void) hints_client_puzzle_start(puzzle_id);
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// Keep the voice gateway in sync so the phone NPCs hint on THIS scene.
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notify_gateway_scene(puzzle_id);
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}
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return ESP_OK;
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}
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esp_err_t npc_engine_set_scene_by_id(const char *scene_id,
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uint32_t expected_duration_ms) {
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if (scene_id == NULL || scene_id[0] == '\0') return ESP_ERR_INVALID_ARG;
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for (uint8_t i = 0; i < kSceneCount; i++) {
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if (strcmp(scene_id, kSceneIds[i]) == 0) {
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return npc_engine_set_step(i, expected_duration_ms);
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}
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}
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ESP_LOGW(TAG, "set_scene_by_id: unknown scene \"%s\" (no kSceneIds match)",
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scene_id);
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return ESP_ERR_NOT_FOUND;
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}
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esp_err_t npc_engine_set_group_profile(const char *profile) {
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// Thin pass-through. hints_client validates the value and logs the
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// outcome. Kept on npc_engine so the rest of the firmware doesn't
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@@ -63,6 +63,12 @@
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// this to NVS so the field operator can repoint the firmware without a flash.
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#define ZACUS_HINTS_BASE_URL "http://192.168.0.150:8302"
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// Voice gateway (tools/zacus-gateway) — the engine POSTs each scene change to
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// {URL}/game/step?scene=SCENE_* so the phone NPCs disguise that scene's hint.
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// Hardcoded for now like the URLs above — moves to NVS in the same follow-up.
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#define ZACUS_GATEWAY_BASE_URL "http://192.168.0.175:8401"
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#define ZACUS_GATEWAY_TOKEN "testtoken"
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// Slice 7: voice-bridge WebSocket on the MacStudio (Tailscale address).
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// Hardcoded here for the same reason as ZACUS_HINTS_BASE_URL — moves to
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// NVS in a follow-up slice. The bridge endpoint is documented in
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@@ -530,6 +536,9 @@ void app_main(void) {
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ESP_LOGE(TAG, "npc_engine_init failed: %s",
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esp_err_to_name(npc_err));
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}
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// Push each scene change to the voice gateway so the phone NPCs
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// disguise the CURRENT scene's hint (best-effort, see main.c URL).
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npc_engine_set_gateway(ZACUS_GATEWAY_BASE_URL, ZACUS_GATEWAY_TOKEN);
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// Slice 5: bring up the hints HTTP client (so npc_engine can
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// route hint requests through the real backend) and the voice
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+8
-13
@@ -599,19 +599,14 @@ int audio_capture_wav(uint8_t *out, size_t out_max, int max_ms, int silence_ms)
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const int max_frames = (max_ms / 20);
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const int silence_frames = (silence_ms / 20);
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/* VAD thresholds (raw S16). Tuned for the SLIC handset mic at +24 dB PGA:
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* speech peaks ~5 % FS / RMS ~1-2 %, noise floor ~0.6 %. Onset must sit
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* between (catch quiet speech), silence ABOVE the noise floor (so the turn
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* ends when the caller stops instead of running to max_ms). */
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/* Measured on the SLIC handset (DC-blocked): speech body sits ~1 % FS RMS
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* with peaks ~18 %, noise floor ~0.3 %. The previous silence threshold
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* (1.2 %) was ABOVE the speech body, so the recorder classified the
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* caller's own voice as silence and cut the turn after ~0.6 s → empty STT.
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* Onset must clear noise (3-frame sustained confirm also guards it); silence
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* must sit between the noise floor and the speech body so the turn ends only
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* on a real pause. */
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const int32_t vad_onset_rms_sq = 450 * 450; /* ~1.4% FS² — speech onset above noise */
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const int32_t vad_silence_rms_sq = 200 * 200; /* ~0.6% FS² — below speech body, above noise floor */
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/* Calibrated to the QUIET handset voice (DC-blocked: body 0.16-0.8 % FS RMS,
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* loud syllables ~2-4 %, noise floor ~0.3 %). The old onset (1.4 %) NEVER
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* triggered → "no sustained voice"; the old silence (0.6 %) sat ABOVE the
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* body → cut mid-sentence. Now: onset catches a real syllable just above the
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* floor (3-frame confirm guards clicks); silence sits just above the floor so
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* the turn ends only on a true pause, holding the whole sentence. */
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const int32_t vad_onset_rms_sq = 230 * 230; /* ~0.70% FS² — quiet-voice onset */
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const int32_t vad_silence_rms_sq = 110 * 110; /* ~0.34% FS² — just above noise floor */
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int silent_frames = 0;
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int total_frames = 0;
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@@ -47,7 +47,9 @@
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#define CAPTURE_MAX_IRAM (128 * 1024)
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#define CAPTURE_MAX_MS_PSRAM 8000
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#define CAPTURE_MAX_MS_IRAM 4000
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#define CAPTURE_SILENCE_MS 600 /* end-of-speech VAD: shorter = snappier reply (was 800) */
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#define CAPTURE_SILENCE_MS 900 /* end-of-speech: needs to ride through brief
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* mid-sentence pauses so a whole phrase is
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* captured (quiet handset voice). 900 ms. */
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#define REPLY_POLL_MS 200 /* interval for checking hook during playback */
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#define REPLY_PLAYBACK_EXTRA_MS 500 /* safety margin added to computed WAV duration */
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#define BETWEEN_TURNS_MS 300 /* short pause between capture rounds */
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@@ -124,6 +126,10 @@ static void enter_incoming_greet(void)
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{
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s_incoming_armed = false;
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phone_ring_stop();
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slic_ring_stop(); /* belt-and-suspenders: kill the physical bell directly in
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* case phone.c's s_ringing flag desynced from slic.c's
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* (otherwise phone_ring_stop early-returns and the bell
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* keeps ringing through the answered call). */
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tones_stop();
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dialer_reset();
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s_offhook = true;
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+20
-13
@@ -34,20 +34,23 @@
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#define TAG "phone"
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#define DEBOUNCE_MS 30
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#define HANGUP_THRESHOLD_MS 1500 /* open > this → real hangup, not a pulse.
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* Raised from 500 ms: the A1S cradle contact
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* is marginal and produces ~500 ms spurious
|
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* opens that were resetting the call before
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* the NPC greeting. A real hangup holds the
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* line open indefinitely, so it still fires
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* (~1.5 s later). Rotary pulses (~60 ms) and
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* closed inter-digit gaps are unaffected. */
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#define HANGUP_THRESHOLD_MS 2500 /* open > this → real hangup, not a pulse/flicker.
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* HOOK DEBOUNCE: the A1S cradle contact is
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* marginal and flickers open for up to ~2 s
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* mid-call; treating those as a hangup dropped
|
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* the live conversation. Requiring the line to
|
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* stay open ≥ 2.5 s before hanging up rides
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* through the flickers. A real hangup holds the
|
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* line open indefinitely so it still fires
|
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* (~2.5 s later). Rotary pulses (~60 ms) and a
|
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* closed line are unaffected. */
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#define TASK_STACK 4096
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#define TASK_PRIO 5
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#define RESYNC_STABLE_MS 600 /* if the raw hook level stably disagrees with
|
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* s_offhook for this long (no pulse), the edge
|
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* detection missed/flapped a transition →
|
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* self-correct s_offhook to the physical level */
|
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#define RESYNC_PICKUP_MS 600 /* off-hook (pickup) self-correct: fast, so an
|
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* incoming call answers promptly. */
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#define RESYNC_HANGUP_MS HANGUP_THRESHOLD_MS /* on-hook (hangup) self-correct:
|
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* same long debounce as the prolonged-open path
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* so a flickering contact never drops the call. */
|
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/* Rotary pulse hardening (CONFIG_PLIP_DIAL_PULSE) */
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#define PULSE_MIN_WIDTH_MS 20 /* ignore opens shorter than this (glitch filter) */
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@@ -316,7 +319,11 @@ poll_sleep:
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bool phys_off = (gpio_get_level(hook_gpio) == HOOK_OFFHOOK_LEVEL);
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if (!pulse_active && phys_off != s_offhook) {
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resync_ms += 10;
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if (resync_ms >= RESYNC_STABLE_MS) {
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/* Hook debounce: a PICKUP (→off-hook) is confirmed fast so calls
|
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* answer promptly; a HANGUP (→on-hook) needs the long debounce so
|
||||
* a flickering cradle contact can't drop a live call. */
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int need = phys_off ? RESYNC_PICKUP_MS : RESYNC_HANGUP_MS;
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if (resync_ms >= need) {
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ESP_LOGW(TAG, "hook resync: physical=%s but s_offhook=%d — correcting",
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phys_off ? "off-hook" : "on-hook", (int)s_offhook);
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s_offhook = phys_off;
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|
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Reference in New Issue
Block a user