memlnaut-nisps/manifold/src/engine/engine-api.ts
monkey-w1n5t0n 3af92b625a feat(manifold): runtime-shaped net reshape with confirm modal (P2.3)
Wire the runtime-shaped WASM MLP (one-core-engine P2) through the manifold:

- WasmIML.reshape(dims, spread): calls nisps_ml_reshape, re-describes the
  instance, reallocates every dim-dependent heap buffer, refreshes weightCount,
  clears the TS Dataset mirror (C-side resets), drops the stale training worker,
  and pushes the new shape through the sink.
- EngineApi.reshape exposes it and re-ticks the spine so outputs/audio reflect
  the new net. Spine already tolerates the arity change (buffers resize, version
  bumps); documented.
- Training worker protocol carries the current hidden dims; the worker
  ensureNet()s its mirror net to match after a reshape.
- ConsoleApp offers the reshape behind ReshapeModal on an active-layout CHANGE
  (never on load; default 32-input over-provisioned head + zero-padding
  preserved when declined). British copy, reset-on-reshape.
- Drawers: delete the stale even/odd blending note; honest dedicated-dimensions
  line + net-arity chip.
- Probe: __nisps.reshape(nIn) / .describe(); e2e reshape.spec (default 32/126,
  reshape to 4, describe reports 4, bounded outputs, weight count 3148→2868,
  spine still propagates). All 25 e2e pass (20 existing + 5 new).
- ONBOARDING: refresh the reshape status + stale hardwired-arity gotcha.
2026-07-14 03:54:12 +02:00

310 lines
10 KiB
TypeScript

/**
* EngineApi — the headless façade every consumer uses.
*
* This is the boundary the design docs (engine-architecture.md, findings §4)
* call for: a framework-neutral object that owns the WasmIML (ML), the
* EngineHost (audio), and the reactive Spine, and exposes ONE coherent API.
* React talks to it through Context; the debug probe talks to it directly; a
* headless test can `await createEngine()` and drive it with no DOM framework.
*
* The engine imports NO React. The only React in `engine/` is the
* EngineProvider/useEngine binding layer (separate files).
*
* `subscribe(cb)` + `version()` are the `useSyncExternalStore` contract: React
* re-reads on a version bump but consumers read the live Float32Array
* imperatively via `getOutputs()` / `routedOutput()`.
*/
import { EngineHost } from './engine-host';
import { Spine, type BackendSend } from './spine';
import type { EngineId, FeedbackMode, LayerStats } from './types';
import { WasmIML } from './wasm-iml';
export interface EngineFeedbackApi {
/** Positive feedback (thumbs-up). Returns the FeedbackAction int. */
thumbsUp(): number;
/** Negative feedback (thumbs-down). Returns the FeedbackAction int. */
thumbsDown(speed?: number, spread?: number, pinMask?: Uint8Array): number;
/** Drag (continuous perturbation) tick. */
drag(): number;
setMode(mode: FeedbackMode): void;
getMode(): FeedbackMode;
/** Restrict feedback to a subset of outputs (solo / column-freeze). */
setFocus(mask: Uint8Array | null): void;
/** True while the controller is exploring (perturbed). */
exploring(): boolean;
/** True while the controller has paused learning. */
learningPaused(): boolean;
// ---- ExploreAndPlace lifecycle (shared C++ core; mode 'explore_and_place') --
/** Idle→Exploring: snapshot the real net, randomise a scratchpad. */
enterExplore(spread?: number): void;
/** Exploring→Idle: restore the real net, discard the scratchpad. */
exitExplore(): void;
/** Exploring scratchpad op: re-randomise (undoable). */
reroll(spread?: number): void;
/** Exploring scratchpad op: small bounded perturbation (undoable). */
nudge(amount?: number): void;
/** Exploring scratchpad op: undo the last reroll/nudge. */
undo(): void;
/** Exploring→Placing: freeze the scratchpad output at its current input. */
like(): void;
/** Placing→Idle: restore the real net (caller then stores +1 + trains). */
commitPlace(): void;
/** Placing→Exploring: back out without storing. */
cancelPlace(): void;
/** True while Placing (the frozen output is held). */
placing(): boolean;
/** ExploreState int: 0=Idle 1=Exploring 2=Placing. */
exploreState(): number;
/** Scratchpad undo-ring depth available to pop. */
undoDepth(): number;
/** The frozen placed / just-committed output (null if none). */
placedOutput(): Float32Array | null;
}
export interface EngineAudioApi {
start(engineId?: EngineId): Promise<void>;
stop(): Promise<void>;
setMuted(muted: boolean): void;
setBackend(id: EngineId): void;
getBackend(): EngineId;
readonly isStarted: boolean;
}
export interface EngineApiOptions {
seed?: number;
storageKey?: string;
maxExamples?: number;
/** Default learning rate for thumbsUp/train. */
learningRate?: number;
/** Default RL move speed / spread for thumbsDown. */
noiseCap?: number;
spread?: number;
}
export class EngineApi {
readonly spine: Spine;
private iml: WasmIML;
private host: EngineHost;
private learningRate: number;
private noiseCap: number;
private spread_: number;
readonly feedback: EngineFeedbackApi;
readonly audio: EngineAudioApi;
private constructor(iml: WasmIML, spine: Spine, host: EngineHost, opts: EngineApiOptions) {
this.iml = iml;
this.spine = spine;
this.host = host;
this.learningRate = opts.learningRate ?? 1.0;
this.noiseCap = opts.noiseCap ?? 0.3;
this.spread_ = opts.spread ?? 0.6;
// Wire the spine's backend.send to push routed params into the worklet.
const send: BackendSend = (routed) => {
if (this.host.isStarted) this.host.setParams(new Float32Array(routed));
};
this.spine.attach(iml, send);
this.feedback = {
thumbsUp: () => this.iml.feedbackUp(),
thumbsDown: (speed = this.noiseCap, spread = this.spread_, pinMask?: Uint8Array) =>
this.iml.feedbackDown(speed, spread, this.spine.outputs(), pinMask),
drag: () => this.iml.feedbackDrag(),
setMode: (mode) => this.iml.feedbackSetMode(mode),
getMode: () => this.iml.feedbackGetMode(),
setFocus: (mask) => this.iml.feedbackSetFocus(mask),
exploring: () => this.iml.feedbackExploring(),
learningPaused: () => this.iml.feedbackLearningPaused(),
enterExplore: (spread = this.spread_) => this.iml.feedbackEnterExplore(spread),
exitExplore: () => this.iml.feedbackExitExplore(),
reroll: (spread = this.spread_) => this.iml.feedbackReroll(spread),
nudge: (amount = 0.05) => this.iml.feedbackNudge(amount),
undo: () => this.iml.feedbackUndo(),
like: () => this.iml.feedbackLike(),
commitPlace: () => this.iml.feedbackCommitPlace(),
cancelPlace: () => this.iml.feedbackCancelPlace(),
placing: () => this.iml.feedbackPlacing(),
exploreState: () => this.iml.feedbackState(),
undoDepth: () => this.iml.feedbackUndoDepth(),
placedOutput: () => this.iml.feedbackPlacedOutput(),
};
this.audio = {
start: (engineId?: EngineId) => this.host.start(engineId),
stop: () => this.host.stop(),
setMuted: (muted) => this.host.setMuted(muted),
setBackend: (id) => this.host.setEngine(id),
getBackend: () => this.host.engine,
get isStarted() {
return host.isStarted;
},
};
}
static async create(opts: EngineApiOptions = {}): Promise<EngineApi> {
const spine = new Spine();
const iml = await WasmIML.create({
seed: opts.seed,
storageKey: opts.storageKey,
maxExamples: opts.maxExamples,
sink: spine,
});
const host = new EngineHost();
return new EngineApi(iml, spine, host, opts);
}
// ---- Input → spine -------------------------------------------------
/** Drive a raw XY input ∈ [0,1] through the full spine (off React render). */
setInput(x: number, y: number): void {
this.spine.setInput(x, y);
}
/**
* Set the full N-dimensional input vector (one axis per active input source).
* The first two axes run through the 2-D input pipeline; axes 2+ are raw.
* Extra axes beyond the net's input arity are ignored; unused slots → 0.
*/
setInputs(arr: ReadonlyArray<number>): void {
this.spine.setInputs(arr);
}
/** Live post-ML output vector (reused buffer — read, don't retain). */
getOutputs(): Float32Array {
return this.spine.outputs();
}
/** Live routed (post output-pipeline) vector. */
routedOutput(): Float32Array | null {
return this.spine.routedOutput();
}
/**
* Current control input vector (2-D for the fixed 2→N MLP). Used by the VCV
* backend (via BackendManager) to drive the module's inputs over the bridge.
*/
inputVector(): ReadonlyArray<number> {
return [this.spine.lastRawX, this.spine.lastRawY];
}
/**
* Re-run the LAST raw input through the spine — used after a weight change
* (train / randomise / feedback) so outputs + audio reflect the new MLP
* state without the user having to move the controller.
*/
process(): void {
this.spine.reprocess();
}
// ---- Training ------------------------------------------------------
addExample(features: ReadonlyArray<number>, labels: ReadonlyArray<number>): boolean {
return this.iml.addExample(features, labels);
}
train(): number {
return this.iml.train(this.learningRate);
}
trainAsync(): Promise<number> {
return this.iml.trainAsync(this.learningRate);
}
randomise(spread = this.spread_): void {
this.iml.randomiseWeights(spread);
this.process();
}
/**
* Reshape the net to new dims (runtime-shaped MLP; one-core-engine P2). The
* new net is warm-started from the current net's overlapping weights; the
* dataset + feedback/exploration state RESET (front-end shows a confirm modal
* first). Returns true on success. On success the spine re-reads its arity and
* re-ticks the last input so outputs/audio reflect the new net.
*/
reshape(
dims: { inputSize?: number; outputSize?: number; hidden?: [number, number, number] },
spread = this.spread_,
): boolean {
const ok = this.iml.reshape(dims, spread);
if (ok) this.process();
return ok;
}
clearExamples(): void {
this.iml.clearExamples();
}
evalLoss(): number {
return this.iml.evalLoss();
}
inferBatch(points: ReadonlyArray<readonly [number, number]>): Float32Array {
return this.iml.inferBatch(points);
}
// ---- Weights / stats ----------------------------------------------
getWeights(): Float32Array {
return this.iml.getWeights();
}
setWeights(w: Float32Array): void {
this.iml.setWeights(w);
}
getLayerStats(): LayerStats[] {
return this.iml.getLayerStats();
}
getLayerStatsFlat(): Float32Array {
return this.iml.getLayerStatsFlat();
}
// ---- Reactive contract --------------------------------------------
/** Subscribe to state changes (useSyncExternalStore). Returns an unsubscribe. */
subscribe(cb: () => void): () => void {
return this.spine.subscribe(cb);
}
/** Monotonically-increasing counter, bumped on every state change. */
version(): number {
return this.spine.version();
}
/** Subscribe to a named engine event (`ml.*`, `feedback.*`, …). */
on(event: string, fn: (payload?: unknown) => void): () => void {
return this.spine.on(event, fn);
}
getState() {
return this.spine.getState();
}
saveState(): void {
this.iml.saveNow();
}
get architecture() {
return this.iml.architecture;
}
// ---- Direct handle access (advanced consumers; spine pipelines, etc.) ----
get ml(): WasmIML {
return this.iml;
}
dispose(): void {
this.host.dispose();
this.iml.dispose();
}
}
export async function createEngine(opts: EngineApiOptions = {}): Promise<EngineApi> {
return EngineApi.create(opts);
}