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// installs nothing and nothing leaves the machine (it listens on 127.0.0.1 only). GPU first; if that server does not
// come up, the same model on the CPU. A server already answering on the port is used as it is.
//
// Default layout (relative paths are looked up in StreamingAssets, then next to the project / the built game):
// StreamingAssets/SceneAgent/llama-server.exe (+ the DLLs of the same llama.cpp release)
// StreamingAssets/SceneAgent/<model>.gguf (modelPath empty = the first .gguf in that folder)
using System;
using System.Collections;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Net.Http;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Debug = UnityEngine.Debug;
namespace SceneAgent
{
public class LocalModelServer : MonoBehaviour
{
public enum Mode { Stopped, Starting, Gpu, Cpu, External, Failed }
[Tooltip("llama-server executable. Relative: looked up in StreamingAssets, then next to the project / the game.")]
public string serverExe = "SceneAgent/llama-server.exe";
[Tooltip("The model (GGUF). Empty: the first .gguf in the server's folder. Relative paths resolve like serverExe.")]
public string modelPath = "";
public int port = 8091;
[Tooltip("Tokens of context. 4096 holds a room of about 60 objects plus a few turns.")]
public int contextSize = 4096;
public bool preferGpu = true;
public int cpuThreads = 8;
[Tooltip("--cache-ram 0: llama.cpp's host prompt cache (8 GB by default) filled the machine's RAM.")]
public string extraArgs = "--cache-ram 0";
public float startTimeoutSeconds = 120f;
[Tooltip("While the model runs on the GPU, cap rendering at this frame rate so the renderer does not starve it " +
"(uncapped rendering can make the model about 5x slower). 0 = leave the frame rate alone; " +
"use 0 in XR, where the headset sets the frame rate.")]
public int capFrameRate = 30;
[Tooltip("Start the server when this component starts. Off: call Launch() yourself.")]
public bool launchOnStart = true;
public Mode mode { get; private set; } = Mode.Stopped;
public string status { get; private set; } = "not started";
public string Endpoint => $"http://127.0.0.1:{port}/v1/chat/completions";
public bool Ready => mode == Mode.Gpu || mode == Mode.Cpu || mode == Mode.External;
public bool Failed => mode == Mode.Failed;
/// <summary>Raised whenever mode changes (Starting, Gpu, Cpu, External, Failed, Stopped).</summary>
public event Action<Mode> ModeChanged;
public string LogPath => Path.Combine(Application.persistentDataPath, "llama-server.log");
Process proc;
StreamWriter log;
static readonly HttpClient Http = new HttpClient { Timeout = TimeSpan.FromSeconds(2) };
IEnumerator Start()
{
if (launchOnStart) yield return Launch();
}
void SetMode(Mode m)
{
mode = m;
if (m == Mode.Gpu && capFrameRate > 0)
{
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = capFrameRate;
Debug.Log($"[SceneAgent] frame rate capped at {capFrameRate} while the model uses the GPU (LocalModelServer.capFrameRate)");
}
ModeChanged?.Invoke(m);
}
/// <summary>The first existing file among: the path itself (absolute), StreamingAssets/path, next to the project
/// (Editor) or the built game.</summary>
public static string Resolve(string p)
{
if (string.IsNullOrEmpty(p)) return null;
if (Path.IsPathRooted(p)) return p;
var roots = new[] { Application.streamingAssetsPath, Path.GetFullPath(Path.Combine(Application.dataPath, "..")) };
return roots.Select(r => Path.Combine(r, p)).FirstOrDefault(File.Exists) ?? Path.Combine(roots[0], p);
}
/// <summary>The model file: modelPath, or the first .gguf next to the server.</summary>
public string ResolveModel(string exe)
{
if (!string.IsNullOrEmpty(modelPath)) return Resolve(modelPath);
string dir = exe != null ? Path.GetDirectoryName(exe) : null;
return dir != null && Directory.Exists(dir) ? Directory.GetFiles(dir, "*.gguf").OrderBy(f => f).FirstOrDefault() : null;
}
public IEnumerator Launch()
{
SetMode(Mode.Starting);
// a server already answering on the port (e.g. started by hand) is used as is
var probe = HealthAsync();
while (!probe.IsCompleted) yield return null;
if (probe.Result) { status = $"using the server already running on :{port}"; SetMode(Mode.External); yield break; }
string exe = Resolve(serverExe), model = ResolveModel(exe);
if (exe == null || !File.Exists(exe) || model == null || !File.Exists(model))
{
status = exe == null || !File.Exists(exe)
? $"llama-server not found: {exe} (see the package README, 'Model files')"
: $"no model (.gguf) found: {model ?? Path.GetDirectoryName(exe)}";
Debug.LogError("[SceneAgent] " + status);
SetMode(Mode.Failed);
yield break;
}
string common = $"-m \"{model}\" --jinja -c {contextSize} --host 127.0.0.1 --port {port} {extraArgs}";
if (preferGpu)
{
status = "loading the model on the GPU…";
yield return StartAndWait(exe, common + " -ngl 99", cpuOnly: false);
if (mode == Mode.Gpu) yield break;
Stop();
SetMode(Mode.Starting);
}
status = "loading the model on the CPU…";
yield return StartAndWait(exe, common + $" --device none --no-op-offload -ngl 0 -t {cpuThreads}", cpuOnly: true);
if (!Ready) { status = $"the model server did not start (see {LogPath})"; SetMode(Mode.Failed); }
}
IEnumerator StartAndWait(string exe, string args, bool cpuOnly)
{
var psi = new ProcessStartInfo(exe, args)
{
UseShellExecute = false, CreateNoWindow = true,
RedirectStandardOutput = true, RedirectStandardError = true,
WorkingDirectory = Path.GetDirectoryName(exe),
};
if (cpuOnly) psi.EnvironmentVariables["CUDA_VISIBLE_DEVICES"] = "-1";
try
{
log = new StreamWriter(LogPath, append: false, Encoding.UTF8) { AutoFlush = true };
proc = new Process { StartInfo = psi, EnableRaisingEvents = true };
// the pipes must be drained, or the server blocks once the buffer is full
proc.OutputDataReceived += (_, e) => Write(e.Data);
proc.ErrorDataReceived += (_, e) => Write(e.Data);
proc.Start();
ChildProcessGuard.Attach(proc); // dies with this process, even after a crash
proc.BeginOutputReadLine();
proc.BeginErrorReadLine();
Debug.Log($"[SceneAgent] model server started ({(cpuOnly ? "CPU" : "GPU")}), log: {LogPath}");
}
catch (Exception e)
{
status = "could not start llama-server: " + e.Message;
Debug.LogError("[SceneAgent] " + status);
yield break;
}
float t0 = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup - t0 < startTimeoutSeconds)
{
if (proc.HasExited) break;
var h = HealthAsync();
while (!h.IsCompleted) yield return null;
if (h.Result)
{
status = $"model ready on the {(cpuOnly ? "CPU" : "GPU")}";
SetMode(cpuOnly ? Mode.Cpu : Mode.Gpu);
yield break;
}
yield return new WaitForSecondsRealtime(1f);
}
}
void Write(string line)
{
if (line == null) return;
lock (this) { try { log?.WriteLine(line); } catch (ObjectDisposedException) { } }
}
async Task<bool> HealthAsync()
{
try
{
var r = await Http.GetAsync($"http://127.0.0.1:{port}/health").ConfigureAwait(false);
return r.IsSuccessStatusCode;
}
catch { return false; }
}
public void Stop()
{
// wait for the exit: a scene reload starts the next server at once, and it must find the port free
try { if (proc != null && !proc.HasExited) { proc.Kill(); proc.WaitForExit(3000); } } catch (Exception) { }
proc?.Dispose();
proc = null;
lock (this) { log?.Dispose(); log = null; }
if (mode != Mode.External && mode != Mode.Stopped) SetMode(Mode.Stopped);
}
void OnApplicationQuit() => Stop();
void OnDestroy() => Stop();
}
/// <summary>Puts the model server in a Windows job object that is closed, and its processes killed, when this
/// process ends in any way (quit, crash, the Editor closing). Elsewhere: nothing (Stop still ends the server).</summary>
static class ChildProcessGuard
{
#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
[StructLayout(LayoutKind.Sequential)]
struct BasicLimits
{
public long PerProcessUserTimeLimit, PerJobUserTimeLimit;
public uint LimitFlags;
public UIntPtr MinimumWorkingSetSize, MaximumWorkingSetSize;
public uint ActiveProcessLimit;
public UIntPtr Affinity;
public uint PriorityClass, SchedulingClass;
}
[StructLayout(LayoutKind.Sequential)]
struct IoCounters { public ulong R, W, O, RB, WB, OB; }
[StructLayout(LayoutKind.Sequential)]
struct ExtendedLimits
{
public BasicLimits Basic;
public IoCounters Io;
public UIntPtr ProcessMemoryLimit, JobMemoryLimit, PeakProcessMemoryUsed, PeakJobMemoryUsed;
}
[DllImport("kernel32.dll", CharSet = CharSet.Unicode)] static extern IntPtr CreateJobObject(IntPtr attributes, string name);
[DllImport("kernel32.dll")] static extern bool SetInformationJobObject(IntPtr job, int infoClass, ref ExtendedLimits info, uint length);
[DllImport("kernel32.dll", SetLastError = true)] static extern bool AssignProcessToJobObject(IntPtr job, IntPtr process);
static IntPtr job;
public static void Attach(Process p)
{
try
{
if (job == IntPtr.Zero)
{
job = CreateJobObject(IntPtr.Zero, null);
var info = new ExtendedLimits();
info.Basic.LimitFlags = 0x2000; // JOB_OBJECT_LIMIT_KILL_ON_JOB_CLOSE
SetInformationJobObject(job, 9, ref info, (uint)Marshal.SizeOf(typeof(ExtendedLimits))); // 9: extended limits
}
if (!AssignProcessToJobObject(job, p.Handle))
Debug.LogWarning("[SceneAgent] could not tie the model server to this process (error " + Marshal.GetLastWin32Error() + ")");
}
catch (Exception e) { Debug.LogWarning("[SceneAgent] could not tie the model server to this process: " + e.Message); }
}
#else
public static void Attach(Process p) { }
#endif
}
}
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