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Running on L4
Download game/web/stream.js from LiquidAI/system-one-arcade: direct link, hf CLI and curl.
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- Download file 6.28 kB
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https://huggingface.co/spaces/LiquidAI/system-one-arcade/resolve/main/game/web/stream.js
- Command line
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hf download hf://spaces/LiquidAI/system-one-arcade/game/web/stream.js
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curl -L -o stream.js https://huggingface.co/spaces/LiquidAI/system-one-arcade/resolve/main/game/web/stream.js
6.28 kB
| // Requests to the model, and webcam frames streamed to it. Each new camera frame | |
| // is sent as it arrives, unless `inflight` frames are already waiting, so no | |
| // stale frame queues up; an answer older than the last one delivered is dropped. | |
| // Every answer is timed on this page's clock, for the HUD. | |
| const token = new URLSearchParams(location.search).get("token") || ""; | |
| // Frames in flight at once. On this machine one: the model answers frames one after | |
| // another, so a second only waits in line (round trip 64 ms with one, 125 ms with | |
| // two, at the same 15 decisions/s on an M5 Pro). Across a network two, so a frame | |
| // travels while the last one is answered. | |
| const LOCAL = ["localhost", "127.0.0.1", "[::1]"].includes(location.hostname); | |
| const INFLIGHT = LOCAL ? 1 : 2; | |
| const recent = []; // {at, latency, model} of the last two seconds, every request | |
| // One request to the model: `{image}` (a JPEG data URL) or `{state}` (text or an | |
| // object), and its questions. A question is `{text}` (yes/no), `{text, options}` | |
| // (one of named options) or `{text, levels}` (an ordered score). | |
| export async function decide(body) { | |
| const t0 = performance.now(); | |
| const out = await (socket.usable() ? socket.ask(body) : post(body)); | |
| const now = performance.now(); | |
| recent.push({ at: now, latency: now - t0, model: out.ms }); | |
| while (recent.length && now - recent[0].at > 2000) recent.shift(); | |
| return out; | |
| } | |
| async function post(body) { | |
| const res = await fetch("decide", { | |
| method: "POST", | |
| headers: { "Content-Type": "application/json", "X-Token": token }, | |
| body: JSON.stringify(body), | |
| }); | |
| if (!res.ok) throw new Error(`model server: ${res.status}`); | |
| return res.json(); | |
| } | |
| // One WebSocket for every request: no HTTP headers per frame, and behind a proxy | |
| // (a Space) no per-request checks. Answers carry their request's id. A socket that | |
| // never opens sends the page back to plain POSTs for good. | |
| const socket = { | |
| ws: null, pending: new Map(), next: 0, broken: false, ready: null, | |
| usable() { return !this.broken; }, | |
| open() { | |
| if (this.ready) return this.ready; | |
| const url = new URL(`ws${token ? `?token=${encodeURIComponent(token)}` : ""}`, location.href); | |
| url.protocol = url.protocol === "https:" ? "wss:" : "ws:"; | |
| const ws = new WebSocket(url); | |
| this.ready = new Promise((resolve, reject) => { | |
| ws.onopen = () => resolve(ws); | |
| ws.onerror = () => reject(new Error("websocket failed")); | |
| }); | |
| ws.onmessage = (e) => { | |
| const out = JSON.parse(e.data); | |
| const p = this.pending.get(out.id); | |
| if (!p) return; | |
| this.pending.delete(out.id); | |
| out.error ? p.reject(new Error(`model server: ${out.error}`)) : p.resolve(out); | |
| }; | |
| ws.onclose = () => { | |
| for (const p of this.pending.values()) p.reject(new Error("websocket closed")); | |
| this.pending.clear(); | |
| this.ready = null; // the next request opens a new one | |
| }; | |
| this.ws = ws; | |
| return this.ready; | |
| }, | |
| async ask(body) { | |
| let ws; | |
| try { | |
| ws = await this.open(); | |
| } catch (e) { | |
| this.broken = true; | |
| this.ready = null; | |
| return post(body); | |
| } | |
| const id = this.next++; | |
| return new Promise((resolve, reject) => { | |
| this.pending.set(id, { resolve, reject }); | |
| ws.send(JSON.stringify({ ...body, id })); | |
| }); | |
| }, | |
| }; | |
| // decisions per second, and the median round trip and model time, over two seconds | |
| export function summary() { | |
| const now = performance.now(); | |
| const live = recent.filter((s) => now - s.at < 2000); | |
| const median = (xs) => xs.sort((a, b) => a - b)[Math.floor(xs.length / 2)] ?? 0; | |
| return { rate: live.length / 2, latency: median(live.map((s) => s.latency)), model: median(live.map((s) => s.model)) }; | |
| } | |
| // The expected level of a score's distribution, 0 to levels - 1. | |
| export const expected = (probs) => probs.reduce((s, p, i) => s + i * p, 0); | |
| export class Stream { | |
| constructor(video) { | |
| this.video = video; | |
| this.canvas = document.createElement("canvas"); | |
| } | |
| // `questions()` is read at every frame, so a game can change them between phases. | |
| // `crop` keeps a horizontal slice of the camera frame, as fractions of its width. | |
| start({ questions, side = 384, inflight = INFLIGHT, crop = [0, 1] }, onAnswer) { | |
| this.stop(); | |
| const run = { alive: true, sent: 0, shown: -1, inFlight: 0 }; | |
| this.run = run; | |
| // a frame goes out at each camera frame while fewer than `inflight` wait, and at each answer: the model is | |
| // never left idle until the camera's next frame (up to 33 ms at 30 fps) | |
| const pump = () => { | |
| const qs = run.alive ? questions() : []; | |
| if (run.inFlight < inflight && this.video.videoWidth && qs.length) this.#send(run, qs, side, crop, onAnswer, pump); | |
| }; | |
| const onFrame = () => { | |
| if (!run.alive) return; | |
| pump(); | |
| this.video.requestVideoFrameCallback(onFrame); | |
| }; | |
| this.video.requestVideoFrameCallback(onFrame); | |
| } | |
| stop() { | |
| if (this.run) this.run.alive = false; | |
| } | |
| async #send(run, questions, side, crop, onAnswer, next) { | |
| const id = run.sent++; | |
| const frame = this.snapshot(side, crop); | |
| const captured = performance.now(); | |
| run.inFlight++; | |
| let answered = false; | |
| try { | |
| const out = await decide({ image: frame, questions }); | |
| answered = true; | |
| if (!run.alive || id <= run.shown) return; | |
| run.shown = id; | |
| onAnswer({ probs: out.probs, model: out.ms, captured, latency: performance.now() - captured, frame, questions }); | |
| } catch (e) { | |
| console.warn("decide failed", e); | |
| } finally { | |
| run.inFlight--; | |
| if (answered) next(); // after a failure, the camera's next frame: no loop against a server that is down | |
| } | |
| } | |
| // the current camera frame as a JPEG data URL, the full frame's longer side at most `side` | |
| snapshot(side = 384, [x0, x1] = [0, 1]) { | |
| const { videoWidth: vw, videoHeight: h } = this.video; | |
| const w = vw * (x1 - x0); | |
| const scale = Math.min(1, side / Math.max(vw, h)); | |
| this.canvas.width = Math.round(w * scale); | |
| this.canvas.height = Math.round(h * scale); | |
| this.canvas.getContext("2d").drawImage(this.video, vw * x0, 0, w, h, 0, 0, this.canvas.width, this.canvas.height); | |
| return this.canvas.toDataURL("image/jpeg", 0.8); | |
| } | |
| } | |