Files
manga-recap-pipeline/worker_scene.py
T
kami 0cc6302245 Audit Phase 1: correctness and scheduling safety
Implements every P0 from AUDIT.md plus four P1s, across both halves of the
pipeline. Verified by CPU-only self-checks and the orchestrator test suite.
No GPU work ran and no pipeline ran.

workpc:
- worker_scene: read speaker_ref, not the rewritten speaker field. Every line
  narrated as "Someone" before this. Emit `actions` for the verifier.
- worker_script: declare beat + verifier_feedback (pydantic dropped both, so
  the retry was blind) and render them as a repair prompt.
- worker_vision: gate face->identity pairing on containment, assign globally
  shortest-first, map an out-of-range resolver index to `unresolved` instead
  of minting a character, parse JSON with raw_decode.
- session_manager: tear down a server whose lease vanished mid-load, and spawn
  the supervisor respawn unlocked.

orchestrator (edited in place, NOT committed there):
- tracklets: canonicalize gender, add co-presence cannot-links, block
  transitive bridges across a hard constraint.
- correctness: stop failing valid narration on sentence-initial capitals and
  short quotes; read action evidence from the singular key.
- db: stop orphan flags leaking into every chapter; resolve by flag id.
- service: TTS returns instead of raising under GATES, auto-resolves under
  autonomous mode; job admission control; registry names on dialogue resume.
- session_proxy: queue on 409 instead of stealing the lease; run heartbeats.

Docs restructured per the repo-structure layout: CLAUDE.md is a pointer table,
NEXT.md replaces HANDOFF.md, plus ROADMAP.md, JOURNAL.md, decisions/ and
caveats/. AUDIT.md now points at those instead of restating them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XD7cAy81MZrc7gCr6aZGWr
2026-08-11 10:16:24 +04:00

200 lines
10 KiB
Python

# worker_scene.py — stage 6 scene graph. FastAPI :8004. no GPU, no session (cheap join).
# joins vision + identity into a named-character scene graph. speaker attribution comes straight from
# the vision/dialogue model (tail direction + turn-taking); the old OCR nearest-bbox heuristic is gone.
import json, logging
from fastapi import FastAPI
from pydantic import BaseModel
import transport
log = logging.getLogger("scene")
def _describe(appearance) -> str:
"""A: a stable descriptive phrase for an unnamed character, from its FIRST-seen appearance
(frozen in the registry). "the one with black hair and glasses" — reused across panels so the
label never drifts; empty string if appearance is bare (script then falls back to Person X)."""
if isinstance(appearance, str):
try:
appearance = json.loads(appearance or "{}")
except ValueError:
appearance = {}
if not isinstance(appearance, dict):
return ""
# animals/creatures get named as their species, not by clothes ("the black cat", not "the one
# with a gold bell"). spec A: story-state tracks "props/entities seen (the cat)".
species = (appearance.get("species") or "human").strip().lower()
if species not in ("", "human", "person", "man", "woman"):
color = (appearance.get("hair") or "").strip()
feats = [str(f).strip() for f in (appearance.get("features") or []) if str(f).strip()]
color = color or (feats[0] if feats else "")
return f"the {color} {species}".replace(" ", " ").strip()
hair = (appearance.get("hair") or "").strip()
clothing = (appearance.get("clothing") or "").strip()
feats = [str(f).strip() for f in (appearance.get("features") or []) if str(f).strip()]
bits = []
if hair:
# vision sometimes already includes the word "hair" ("brown hair") -> don't double it.
bits.append(hair if hair.lower().endswith("hair") else f"{hair} hair")
if feats:
bits.append(feats[0])
elif clothing:
# vision may still return a compound garment ("yellow shirt and yellow jacket");
# keep only the first clause so the label stays "the one with a yellow shirt".
bits.append(clothing.split(" and ")[0].strip())
return "the one with " + " and ".join(bits) if bits else ""
class SceneInput(BaseModel):
panel_id: str = ""
panel_uri: str = ""
vision_result: dict = {}
identity_assignments: list = []
characters_registry: list = [] # [{"character_id","name"}]
def build_scene(data: SceneInput):
name_by_id = {c["character_id"]: c.get("name", "") for c in data.characters_registry}
desc_by_id = {c["character_id"]: c.get("description") for c in data.characters_registry}
id_by_local = {a["local_id"]: a["character_id"] for a in data.identity_assignments}
characters, present = [], []
for vc in data.vision_result.get("characters", []):
cid = id_by_local.get(vc.get("local_id"))
if not cid:
continue
name = name_by_id.get(cid, "")
# frozen registry appearance first (stable across panels); fall back to this panel's vision.
label = name or _describe(desc_by_id.get(cid)) or _describe(vc.get("appearance"))
characters.append({"id": cid, "name": name, "label": label})
present.append({"character_id": cid, "name": name, "bbox": vc.get("bbox", [0, 0, 0, 0])})
# Speaker attribution is the vision/dialogue model's job now (it reads bubble tails + turn-taking).
# speaker is a local_id -> map to character_id via identity; None for narration/sfx/off-panel.
# The orchestrator's normalize_dialogue already rewrote `speaker` to a character_id and put the
# typed answer in `speaker_ref`, so the local-id map no longer matches it. Read speaker_ref FIRST;
# every lookup used to miss and every line narrated as "Someone".
dialogue = []
for d in data.vision_result.get("dialogue", []):
raw = d.get("speaker")
ref = d.get("speaker_ref") or {}
# "unknown" is a DELIBERATE off-panel/indeterminate speaker (narrated as "someone"); it maps
# to None just like narration. id_by_local.get already yields None for it.
if ref.get("kind") == "character_id" and ref.get("value"):
cid = ref["value"]
else:
cid = id_by_local.get(raw) or (raw if raw in name_by_id else None)
dialogue.append({"speaker": cid, "text": d.get("text", ""),
"type": d.get("type", "speech"),
"confidence": d.get("confidence"),
"speaker_method": d.get("speaker_method", "unknown")})
vchars = data.vision_result.get("characters", [])
# `actions` is the list the orchestrator's beat builder reads for verifier evidence; `action` is the
# joined string the script prompt renders. Emitting only the string left verification blind.
actions = [c["action"].strip() for c in vchars if str(c.get("action") or "").strip()]
action = "; ".join(actions)
return {"panel_id": data.panel_id, "characters": characters, "dialogue": dialogue,
"action": action, "actions": actions,
"entities": data.vision_result.get("entities", []),
"camera": data.vision_result.get("camera", {}), # #8 direction passthrough -> render
"transition": data.vision_result.get("transition", "cut")} # #6 transition out
app = FastAPI()
transport.install_logging(app, "scene")
@app.post("/scene/build")
async def scene(data: SceneInput):
return build_scene(data)
@app.get("/health")
async def health():
return {"status": "ok"}
if __name__ == "__main__":
out = build_scene(SceneInput(
panel_id="p001",
vision_result={"characters": [{"local_id": "person_1", "bbox": [0, 0, 10, 10], "action": "waving"}]},
identity_assignments=[{"local_id": "person_1", "character_id": "c1"}],
characters_registry=[{"character_id": "c1", "name": "Teto"}],
))
assert out["characters"] == [{"id": "c1", "name": "Teto", "label": "Teto"}]
# A: unnamed character -> stable descriptive label from frozen registry appearance
outu = build_scene(SceneInput(
panel_id="p003",
vision_result={"characters": [{"local_id": "person_1", "bbox": [0, 0, 10, 10]}]},
identity_assignments=[{"local_id": "person_1", "character_id": "c9"}],
characters_registry=[{"character_id": "c9", "name": "",
"description": '{"hair":"black","features":["glasses"]}'}],
))
assert outu["characters"][0]["name"] == "" and outu["characters"][0]["label"] == "the one with black hair and glasses"
assert _describe({}) == "" # bare appearance -> empty, script falls back to Person X
# animals are named as their species (color + species), never by clothing/"the one with..."
assert _describe({"species": "cat", "hair": "black"}) == "the black cat"
assert _describe({"species": "cat", "features": ["gold bell"]}) == "the gold bell cat"
assert _describe({"species": "cat"}) == "the cat"
assert _describe({"species": "human", "hair": "black"}) == "the one with black hair"
# compound garment collapses to the first clause (no "shirt and jacket" redundancy)
assert _describe({"clothing": "yellow shirt and yellow jacket"}) == "the one with yellow shirt"
assert out["action"] == "waving"
# vision-owned dialogue: typed, proper-cased, speaker mapped local_id -> character_id
out2 = build_scene(SceneInput(
panel_id="p002",
vision_result={
"characters": [{"local_id": "person_1", "bbox": [0, 0, 10, 10]}],
"dialogue": [{"speaker": "person_1", "type": "thought", "text": "So this is it."},
{"speaker": "", "type": "narration", "text": "Three years later."}],
"entities": [{"name": "Everyday", "kind": "shop"}],
},
identity_assignments=[{"local_id": "person_1", "character_id": "c1"}],
characters_registry=[{"character_id": "c1", "name": "Teto"}],
))
assert out2["dialogue"][0]["speaker"] == "c1" and out2["dialogue"][0]["type"] == "thought"
assert out2["dialogue"][1]["speaker"] is None and out2["dialogue"][1]["type"] == "narration"
assert out2["entities"][0]["name"] == "Everyday"
# explicit "unknown" (off-panel/indeterminate) maps to None -> narrated as "someone", never
# pinned to a visible character. (the "line defaults to the MC" bug.)
out4 = build_scene(SceneInput(
panel_id="p005b",
vision_result={
"characters": [{"local_id": "person_1", "bbox": [0, 0, 10, 10]}],
"dialogue": [{"speaker": "unknown", "type": "speech", "text": "A Teto and Egen test?"}],
},
identity_assignments=[{"local_id": "person_1", "character_id": "c1"}],
characters_registry=[{"character_id": "c1", "name": "MC"}],
))
assert out4["dialogue"][0]["speaker"] is None, out4["dialogue"][0]
# Attribution provenance is load-bearing: a weak guess must remain distinguishable downstream.
out5 = build_scene(SceneInput(
panel_id="p006",
vision_result={"dialogue": [{"speaker": "person_1", "type": "speech", "text": "Maybe.",
"confidence": 0.3, "speaker_method": "turn_taking"}]},
identity_assignments=[{"local_id": "person_1", "character_id": "c1"}],
))
assert out5["dialogue"][0]["confidence"] == 0.3
assert out5["dialogue"][0]["speaker_method"] == "turn_taking"
# orchestrator-normalized rows: `speaker` is already a character_id and `speaker_ref` is typed.
# the local-id map cannot resolve either — speaker_ref must win, or everything narrates as Someone.
out6 = build_scene(SceneInput(
panel_id="p007",
vision_result={"characters": [{"local_id": "person_1", "bbox": [0, 0, 10, 10]}],
"dialogue": [{"speaker": "c1", "speaker_ref": {"kind": "character_id", "value": "c1"},
"type": "speech", "text": "Hey."},
{"speaker": None, "speaker_ref": {"kind": "unknown", "value": None},
"type": "speech", "text": "..."}]},
identity_assignments=[{"local_id": "person_1", "character_id": "c1"}],
characters_registry=[{"character_id": "c1", "name": "Teto"}],
))
assert out6["dialogue"][0]["speaker"] == "c1", out6["dialogue"][0]
assert out6["dialogue"][1]["speaker"] is None, out6["dialogue"][1]
# actions survive as a list for the verifier, not only as the joined prompt string
assert out["actions"] == ["waving"] and out["action"] == "waving"
print("worker_scene self-check ok")