Compare commits

..

37 Commits

Author SHA1 Message Date
GitHub Action
7f0fd79a76 [automated] Apply ESLint and Oxfmt fixes 2026-04-15 04:51:24 +00:00
Alexander Brown
bdced9ce86 fix: add architecture-adventure workspace to knip config
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 17:03:09 -07:00
Alexander Brown
5d83ee5f3c feat(adventure): scaffold Vite project for Codebase Caverns v2
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-26 16:58:54 -07:00
Alexander Brown
cd7c28ed92 Add .superpowers to gitignore 2026-03-26 16:55:16 -07:00
Alexander Brown
0b425dfd80 docs: clarify ECS instance scoping, subgraph recursion, layout decoupling, and phase gates
Amp-Thread-ID: https://ampcode.com/threads/T-019d2b99-d068-77aa-be88-5846f1e74e54
Co-authored-by: Amp <amp@ampcode.com>
2026-03-26 16:55:15 -07:00
Alexander Brown
0a880faad8 docs: add Command Forge room and extension migration to adventure game
Convert the Side Panel lore room into "The Command Forge" with a new
challenge teaching the Command Pattern / World API layering from the
ecs-world-command-api.md addendum. Enrich the Services room with
extension migration patterns from the updated migration plan.

- 8 challenges -> 9 (new: The Mutation Gateway)
- 13 artifacts -> 16 (CommandExecutor, Command Interface, Extension Migration Guide)
- Generate pixel art icons for new artifacts and choice buttons
- Update room image to command forge theme
- Recalculate speedrun route and spaghetti singularity path
- Update walkthrough with new challenge solutions and stats

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:55:08 -07:00
Alexander Brown
b8f26177c9 fix: address remaining ECS ADR review docs feedback
Amp-Thread-ID: https://ampcode.com/threads/T-019d275e-a5aa-7057-8699-f403397f0df2
Co-authored-by: Amp <amp@ampcode.com>
2026-03-26 16:55:08 -07:00
Alexander Brown
244e549116 docs: add World command API addendum and cross-reference from ADR 0008
- Add ecs-world-command-api.md showing how imperative World calls translate
  to serializable commands executed by systems
- Add 'Relationship to ADR 0003' section to ADR 0008 clarifying the
  complementary layering: Commands (intent) → Systems (handlers) → World (store)

Amp-Thread-ID: https://ampcode.com/threads/T-019d270c-1975-7590-aaae-551eb71b26ff
Co-authored-by: Amp <amp@ampcode.com>
2026-03-26 16:55:07 -07:00
Alexander Brown
d7f425b51b feat: add 5 missing adventure game icons
Generate subgraph challenge choice icons (a/b/c) and artifact icons
(subgraph-structure, typed-contracts) to complete the icon set.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:55:06 -07:00
Alexander Brown
1a9091605a More friendly styles, use the whole screen. 2026-03-26 16:55:05 -07:00
DrJKL
805ff2db31 feat: add Subgraph Depths room, improve accessibility and mobile layout
- Add "The Subgraph Depths" room with Widget Promotion Decision
  challenge reflecting the new subgraph boundaries and graph
  unification design from ADR0008
- Update ECS room description to reference 6 entity kinds, flat
  World with graphScope tags, and subgraph-as-component model
- Update Component Gallery challenge to reference graph unification
- Fix WCAG contrast: --muted #8b949e -> #9ea7b0 (AAA on surface),
  .dec-slot.empty text from invisible --border to --muted
- Fix mobile HUD: compact layout with single-letter stat labels,
  reduced padding, smaller buttons
- Fix mobile sidebar: full-width via align-self:stretch, was
  constrained by align-self:flex-start from desktop sticky mode
- Fix map card structure: challenge badge in flex row header for
  consistent alignment across cards with/without challenges
- Update walkthrough: 10 rooms, 8 challenges, 13 artifacts,
  new optimal route, updated Spaghetti path and playthrough count

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:55:04 -07:00
GitHub Action
ac5c291990 [automated] Apply ESLint and Oxfmt fixes 2026-03-26 16:54:58 -07:00
DrJKL
e2f0add917 docs: add subgraph boundaries doc, unify graph model across ECS architecture
- New companion doc: subgraph-boundaries-and-promotion.md
  - Graph model unification: all graphs are isomorphic, 7→6 entity kinds
  - Typed boundary contracts replace virtual nodes and magic IDs
  - Widget promotion as open decision (connections-only vs simplified)
  - Serialization boundary with indefinite backward-compatible loading
- Update ADR 0008: remove SubgraphEntityId, add GraphId scope, flat World
- Update ecs-target-architecture: World diagram, Entity IDs, problem map
- Update ecs-migration-plan: Phase 1a/1c types and World interface
- Update ecs-lifecycle-scenarios: pack/unpack use graphScope re-parenting
- Update proto-ecs-stores and entity-interactions: annotate subgraph rows

Amp-Thread-ID: https://ampcode.com/threads/T-019d2311-3707-746a-ae9c-65e6f0d67f3e
Co-authored-by: Amp <amp@ampcode.com>
2026-03-26 16:54:57 -07:00
DrJKL
dadc5a076f fix: strip leading whitespace from multi-line mermaid labels in architecture docs
Amp-Thread-ID: https://ampcode.com/threads/T-019d2303-d3a2-7659-9beb-24fc8b6813ee
Co-authored-by: Amp <amp@ampcode.com>
2026-03-26 16:54:50 -07:00
DrJKL
ddb6562ff6 fix: tighten ECS architecture docs and migration gates
Amp-Thread-ID: https://ampcode.com/threads/T-019d22e0-5d0a-767a-92c5-84ad5f2a4d00
Co-authored-by: Amp <amp@ampcode.com>
2026-03-26 16:54:39 -07:00
Alexander Brown
7294072f9e fix: replace blanket CSS reset with modern reset, fix text jiggle
- Modern CSS reset (Comeau/Bell style) replaces * { margin: 0; padding: 0 }
- Restore dialog margin: auto for proper centering
- Remove translateY from room transitions to prevent text jiggle
- Opacity-only fade for clean room changes

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:20 -07:00
Alexander Brown
3ee2cd37c8 fix: correct Spaghetti Singularity walkthrough path
The previous guide suggested picking all bad-rated answers, but
Litegraph A (Rewrite, Debt -20) and Services B (Big bang, Debt -10)
actually lower debt, making it impossible to reach Debt >= 70.

Replaced with a proven path using debt-adding choices (C/C/C/C/C/B/B)
that reaches Debt 95. Added warning about the counterintuitive trap.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:19 -07:00
Alexander Brown
cf4bf78aa0 fix: align map arrows and normalize challenge boxes in walkthrough
Map: all pipe bodies now align with arrow heads at same column.
Challenge boxes: all lines normalized to 72 chars wide.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:18 -07:00
Alexander Brown
08eee56a68 fix: normalize ending box widths to 72 chars in walkthrough
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:17 -07:00
Alexander Brown
c3617e0af8 fix: align ASCII art in walkthrough (map, ending boxes, building)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:16 -07:00
Alexander Brown
7c976e128e docs: add GameFAQs-style walkthrough with ASCII art and pro tips
Complete spoiler guide: all 7 challenge solutions, optimal speedrun
route, all 4 endings, achievement unlock strategies, artifact
checklist, and architecture reading order recommendations.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:16 -07:00
Alexander Brown
886bc1ef7c refactor: convert map and ending overlays to native dialog elements
- Map uses <dialog> with showModal()/close(), click-outside-to-close
- Ending uses <dialog> with Escape blocked for real endings, allowed for previews
- CSS uses @starting-style for smooth open/close transitions
- Removes manual backdrop div and z-index management
- Native focus trapping and accessibility from <dialog>

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:15 -07:00
Alexander Brown
1cfaaac511 fix: previewing an ending mid-game closes without resetting state
Button shows "Close" for previews, "Play Again" for real endings.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:14 -07:00
Alexander Brown
a984872ae3 feat: click unlocked ending badges to review their ending screen
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:13 -07:00
Alexander Brown
b78db34e42 feat: localStorage persistence, restart button, and ending achievements
- Game state persists across page refreshes via localStorage
- Restart button in HUD resets game without losing achievements
- Endings sidebar tracks which of the 4 endings have been unlocked
- Achievement icons generated for each ending (locked/unlocked states)
- Achievements persist across runs in separate storage key

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:12 -07:00
Alexander Brown
6c89fa9385 fix: add missing room variable in renderRoom, improve room transitions
Split render into render() (animation) and renderRoom() (content swap).
Fade-out slides up, fade-in slides down for a smoother feel.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:11 -07:00
Alexander Brown
1471684821 feat: add Open Graph and Twitter Card meta tags for rich previews
Uses entry room pixel art as preview image via raw.githubusercontent.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:11 -07:00
Alexander Brown
94791b4e65 feat: make Log section collapsible with smooth animation
Uses native <details>/<summary> with interpolate-size for smooth
height transition. Chevron indicator rotates on open/close.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:10 -07:00
Alexander Brown
fc8775bf38 feat: preload images for adjacent rooms to prevent flash on navigate
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:09 -07:00
Alexander Brown
6e81d71f1b feat: add inline emoji favicon for adventure game
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:08 -07:00
Alexander Brown
f92205ca46 feat: challenge choice icons and decisions tracker in sidebar
- 20 choice icons generated (one per A/B/C option across 7 challenges)
- Challenge buttons now card-style columns with icon, key badge overlay, and text
- Decisions sidebar section shows icon grid of choices made so far
- Slots colored by rating (green/yellow/red), hover label shows details
- Unified icon generation script handles both artifact and choice prompts
- Choice icon prompt reference JSON

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:07 -07:00
Alexander Brown
96c737bc0e feat: graphical inventory with generated pixel art icons
- 11 artifact icons generated via Z-Image Turbo (128x128)
- Inventory displays as icon grid with hover label strip
- Artifacts in rooms show icon thumbnails alongside name/type
- Icon generation script with skip-existing logic
- Prompt reference JSON for all artifact icons
- Fix inventory not resetting on Play Again
- Add user-select: none to presentational elements

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:07 -07:00
Alexander Brown
301cdda9f0 feat: add educational callouts, scorecard, GitHub links, and fix layout
- Link code references to actual files on GitHub main branch
- Show recommended answer + architecture doc link after each challenge
- End-game scorecard recaps all 7 decisions vs. recommended approach
- Challenge progress counter (0/7) in HUD
- Map is now a centered overlay with backdrop (Escape to close)
- Page scrolls naturally; sidebar sticks; no more clipped content
- Subtle fade transition between rooms

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:06 -07:00
Alexander Brown
91fd59f246 feat: add decision system, stats, generated images to architecture adventure
- 7 architectural challenge encounters with branching choices and stat effects
- 4 tracked stats: Technical Debt, Code Quality, Team Morale, ECS Migration
- 4 endings based on accumulated decisions (Spaghetti Singularity through ECS Enlightenment)
- 9 pixel art room images generated via Z-Image Turbo (1152x640, no LoRA)
- Image generation script (generate-images.py) and prompt reference JSON
- Keyboard navigation for challenges (A/B/C) and rooms (1/2/3)
- Map badges showing pending/completed challenge status

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:05 -07:00
Claude
0b924e3ae1 feat: add architecture adventure game skeleton
Interactive HTML game for exploring the ComfyUI frontend architecture.
Includes 9 rooms covering entry point, components, stores, services,
litegraph engine, ECS, renderer, composables, and side panel layers.
Keyboard navigation, map view, inventory, and activity log.

https://claude.ai/code/session_01PivAjqNcLVzZVF3C5irFdW
2026-03-26 16:54:04 -07:00
Alexander Brown
b468ea83ea docs: draft ECS component interfaces and World type
Example interfaces for all 7 entity kinds (Node, Link, Slot, Widget,
Reroute, Group, Subgraph), branded entity ID types with cast helpers,
and a Map-backed World implementation. Reuses existing litegraph types
(Point, Size, INodeFlags, ISlotType, etc.) for migration compatibility.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:04 -07:00
Alexander Brown
5892720f69 docs: draft ECS component interfaces and World type
Example interfaces for all 7 entity kinds (Node, Link, Slot, Widget,
Reroute, Group, Subgraph), branded entity ID types with cast helpers,
and a Map-backed World implementation. Reuses existing litegraph types
(Point, Size, INodeFlags, ISlotType, etc.) for migration compatibility.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 16:54:03 -07:00
284 changed files with 8764 additions and 7127 deletions

View File

@@ -1,99 +0,0 @@
---
name: contain-audit
description: 'Detect DOM elements where CSS contain:layout+style would improve rendering performance. Runs a Playwright-based audit on a large workflow, scores candidates by subtree size and sizing constraints, measures performance impact, and generates a ranked report.'
---
# CSS Containment Audit
Automatically finds DOM elements where adding `contain: layout style` would reduce browser recalculation overhead.
## What It Does
1. Loads a large workflow (245 nodes) in a real browser
2. Walks the DOM tree and scores every element as a containment candidate
3. For each high-scoring candidate, applies `contain: layout style` via JavaScript
4. Measures rendering performance (style recalcs, layouts, task duration) before and after
5. Takes before/after screenshots to detect visual breakage
6. Generates a ranked report with actionable recommendations
## When to Use
- After adding new Vue components to the node rendering pipeline
- When investigating rendering performance on large workflows
- Before and after refactoring node DOM structure
- As part of periodic performance audits
## How to Run
```bash
# Start the dev server first
pnpm dev &
# Run the audit (uses the @audit tag, not included in normal CI runs)
pnpm exec playwright test browser_tests/tests/containAudit.spec.ts --project=audit
# View the HTML report
pnpm exec playwright show-report
```
## How to Read Results
The audit outputs a table to the console:
```text
CSS Containment Audit Results
=======================================================
Rank | Selector | Subtree | Score | DRecalcs | DLayouts | Visual
1 | [data-testid="node-inner-wrap"] | 18 | 72 | -34% | -12% | OK
2 | .node-body | 12 | 48 | -8% | -3% | OK
3 | .node-header | 4 | 16 | +1% | 0% | OK
```
- **Subtree**: Number of descendant elements (higher = more to skip)
- **Score**: Composite heuristic score (subtree size x sizing constraint bonus)
- **DRecalcs / DLayouts**: Change in style recalcs / layout counts vs baseline (negative = improvement)
- **Visual**: OK if no pixel change, DIFF if screenshot differs (may include subpixel noise — verify manually)
## Candidate Scoring
An element is a good containment candidate when:
1. **Large subtree** -- many descendants that the browser can skip recalculating
2. **Externally constrained size** -- width/height determined by CSS variables, flex, or explicit values (not by content)
3. **No existing containment** -- `contain` is not already applied
4. **Not a leaf** -- has at least a few child elements
Elements that should NOT get containment:
- Elements whose children overflow visually beyond bounds (e.g., absolute-positioned overlays with negative inset)
- Elements whose height is determined by content and affects sibling layout
- Very small subtrees (overhead of containment context outweighs benefit)
## Limitations
- Cannot fully guarantee `contain` safety -- visual review of screenshots is required
- Performance measurements have natural variance; run multiple times for confidence
- Only tests idle and pan scenarios; widget interactions may differ
- The audit modifies styles at runtime via JS, which doesn't account for Tailwind purging or build-time optimizations
## Example PR
[#9946 — fix: add CSS contain:layout contain:style to node inner wrapper](https://github.com/Comfy-Org/ComfyUI_frontend/pull/9946)
This PR added `contain-layout contain-style` to the node inner wrapper div in `LGraphNode.vue`. The audit tool would have flagged this element as a high-scoring candidate because:
- **Large subtree** (18+ descendants: header, slots, widgets, content, badges)
- **Externally constrained size** (`w-(--node-width)`, `flex-1` — dimensions set by CSS variables and flex parent)
- **Natural isolation boundary** between frequently-changing content (widgets) and infrequently-changing overlays (selection outlines, borders)
The actual change was a single line: adding `'contain-layout contain-style'` to the inner wrapper's class list at `src/renderer/extensions/vueNodes/components/LGraphNode.vue:79`.
## Reference
| Resource | Path |
| ----------------- | ------------------------------------------------------- |
| Audit test | `browser_tests/tests/containAudit.spec.ts` |
| PerformanceHelper | `browser_tests/fixtures/helpers/PerformanceHelper.ts` |
| Perf tests | `browser_tests/tests/performance.spec.ts` |
| Large workflow | `browser_tests/assets/large-graph-workflow.json` |
| Example PR | https://github.com/Comfy-Org/ComfyUI_frontend/pull/9946 |

1
.gitignore vendored
View File

@@ -66,6 +66,7 @@ dist.zip
/temp/
/tmp/
.superpowers/
# Generated JSON Schemas
/schemas/

View File

@@ -208,7 +208,7 @@ See @docs/testing/\*.md for detailed patterns.
3. Keep your module mocks contained
Do not use global mutable state within the test file
Use `vi.hoisted()` if necessary to allow for per-test Arrange phase manipulation of deeper mock state
4. For Component testing, prefer [@testing-library/vue](https://testing-library.com/docs/vue-testing-library/intro/) with `@testing-library/user-event` for user-centric, behavioral tests. [Vue Test Utils](https://test-utils.vuejs.org/) is also accepted, especially for tests that need direct access to the component wrapper (e.g., `findComponent`, `emitted()`). Follow the advice [about making components easy to test](https://test-utils.vuejs.org/guide/essentials/easy-to-test.html)
4. For Component testing, use [Vue Test Utils](https://test-utils.vuejs.org/) and especially follow the advice [about making components easy to test](https://test-utils.vuejs.org/guide/essentials/easy-to-test.html)
5. Aim for behavioral coverage of critical and new features
### Playwright / Browser / E2E Tests

View File

@@ -0,0 +1,16 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Codebase Caverns — ComfyUI Architecture Adventure</title>
<meta
name="description"
content="A prestige-driven architecture adventure game. Discover problems, learn patterns, make decisions, and watch the consequences unfold."
/>
</head>
<body>
<div id="app"></div>
<script type="module" src="/src/main.ts"></script>
</body>
</html>

View File

@@ -0,0 +1,60 @@
{
"name": "@comfyorg/architecture-adventure",
"version": "0.1.0",
"private": true,
"type": "module",
"scripts": {
"dev": "vite",
"build": "tsc --noEmit && vite build",
"preview": "vite preview"
},
"devDependencies": {
"typescript": "catalog:",
"vite": "catalog:"
},
"nx": {
"tags": [
"scope:docs",
"type:app"
],
"targets": {
"dev": {
"executor": "nx:run-commands",
"continuous": true,
"options": {
"cwd": "apps/architecture-adventure",
"command": "vite"
}
},
"build": {
"executor": "nx:run-commands",
"cache": true,
"options": {
"command": "vite build --config apps/architecture-adventure/vite.config.ts"
},
"outputs": [
"{projectRoot}/dist"
]
},
"preview": {
"executor": "nx:run-commands",
"continuous": true,
"dependsOn": [
"build"
],
"options": {
"cwd": "apps/architecture-adventure",
"command": "vite preview"
}
},
"typecheck": {
"executor": "nx:run-commands",
"cache": true,
"options": {
"cwd": "apps/architecture-adventure",
"command": "tsc --noEmit"
}
}
}
}
}

View File

@@ -0,0 +1,7 @@
function main(): void {
const app = document.getElementById('app')
if (!app) throw new Error('Missing #app element')
app.textContent = 'Codebase Caverns v2 — Loading...'
}
main()

View File

@@ -0,0 +1,21 @@
{
"compilerOptions": {
"target": "ES2023",
"module": "ESNext",
"moduleResolution": "bundler",
"strict": true,
"noEmit": true,
"isolatedModules": true,
"esModuleInterop": true,
"skipLibCheck": true,
"forceConsistentCasingInFileNames": true,
"resolveJsonModule": true,
"allowImportingTsExtensions": true,
"lib": ["ES2023", "DOM", "DOM.Iterable"],
"paths": {
"@/*": ["./src/*"]
},
"baseUrl": "."
},
"include": ["src/**/*.ts", "vite.config.ts"]
}

View File

@@ -0,0 +1,26 @@
import path from 'node:path'
import { fileURLToPath } from 'node:url'
import { defineConfig } from 'vite'
const projectRoot = fileURLToPath(new URL('.', import.meta.url))
export default defineConfig({
root: projectRoot,
base: './',
build: {
target: 'es2022',
outDir: 'dist',
assetsInlineLimit: 1_000_000,
cssCodeSplit: false,
rolldownOptions: {
output: {
inlineDynamicImports: true
}
}
},
resolve: {
alias: {
'@': path.resolve(projectRoot, 'src')
}
}
})

View File

@@ -1,48 +0,0 @@
{
"last_node_id": 1,
"last_link_id": 0,
"nodes": [
{
"id": 1,
"type": "Painter",
"pos": [50, 50],
"size": [450, 550],
"flags": {},
"order": 0,
"mode": 0,
"inputs": [
{
"name": "image",
"type": "IMAGE",
"link": null
}
],
"outputs": [
{
"name": "IMAGE",
"type": "IMAGE",
"links": null
},
{
"name": "MASK",
"type": "MASK",
"links": null
}
],
"properties": {
"Node name for S&R": "Painter"
},
"widgets_values": ["", 512, 512, "#000000"]
}
],
"links": [],
"groups": [],
"config": {},
"extra": {
"ds": {
"offset": [0, 0],
"scale": 1
}
},
"version": 0.4
}

View File

@@ -19,12 +19,10 @@ import { ContextMenu } from './components/ContextMenu'
import { SettingDialog } from './components/SettingDialog'
import { BottomPanel } from './components/BottomPanel'
import {
AssetsSidebarTab,
NodeLibrarySidebarTab,
WorkflowsSidebarTab
} from './components/SidebarTab'
import { Topbar } from './components/Topbar'
import { AssetsHelper } from './helpers/AssetsHelper'
import { CanvasHelper } from './helpers/CanvasHelper'
import { PerformanceHelper } from './helpers/PerformanceHelper'
import { QueueHelper } from './helpers/QueueHelper'
@@ -57,7 +55,6 @@ class ComfyPropertiesPanel {
}
class ComfyMenu {
private _assetsTab: AssetsSidebarTab | null = null
private _nodeLibraryTab: NodeLibrarySidebarTab | null = null
private _workflowsTab: WorkflowsSidebarTab | null = null
private _topbar: Topbar | null = null
@@ -81,11 +78,6 @@ class ComfyMenu {
return this._nodeLibraryTab
}
get assetsTab() {
this._assetsTab ??= new AssetsSidebarTab(this.page)
return this._assetsTab
}
get workflowsTab() {
this._workflowsTab ??= new WorkflowsSidebarTab(this.page)
return this._workflowsTab
@@ -200,7 +192,6 @@ export class ComfyPage {
public readonly command: CommandHelper
public readonly bottomPanel: BottomPanel
public readonly perf: PerformanceHelper
public readonly assets: AssetsHelper
public readonly queue: QueueHelper
/** Worker index to test user ID */
@@ -247,7 +238,6 @@ export class ComfyPage {
this.command = new CommandHelper(page)
this.bottomPanel = new BottomPanel(page)
this.perf = new PerformanceHelper(page)
this.assets = new AssetsHelper(page)
this.queue = new QueueHelper(page)
}
@@ -462,13 +452,12 @@ export const comfyPageFixture = base.extend<{
await comfyPage.setup()
const needsPerf =
testInfo.tags.includes('@perf') || testInfo.tags.includes('@audit')
if (needsPerf) await comfyPage.perf.init()
const isPerf = testInfo.tags.includes('@perf')
if (isPerf) await comfyPage.perf.init()
await use(comfyPage)
if (needsPerf) await comfyPage.perf.dispose()
if (isPerf) await comfyPage.perf.dispose()
},
comfyMouse: async ({ comfyPage }, use) => {
const comfyMouse = new ComfyMouse(comfyPage)

View File

@@ -168,32 +168,3 @@ export class WorkflowsSidebarTab extends SidebarTab {
.click()
}
}
export class AssetsSidebarTab extends SidebarTab {
constructor(public override readonly page: Page) {
super(page, 'assets')
}
get generatedTab() {
return this.page.getByRole('tab', { name: 'Generated' })
}
get importedTab() {
return this.page.getByRole('tab', { name: 'Imported' })
}
get emptyStateMessage() {
return this.page.getByText(
'Upload files or generate content to see them here'
)
}
emptyStateTitle(title: string) {
return this.page.getByText(title)
}
override async open() {
await super.open()
await this.generatedTab.waitFor({ state: 'visible' })
}
}

View File

@@ -142,29 +142,6 @@ export class AppModeHelper {
.getByTestId(TestIds.builder.widgetActionsMenu)
}
/** The builder footer nav containing save/navigation buttons. */
private get builderFooterNav(): Locator {
return this.page
.getByRole('button', { name: 'Exit app builder' })
.locator('..')
}
/** Get a button in the builder footer by its accessible name. */
getFooterButton(name: string | RegExp): Locator {
return this.builderFooterNav.getByRole('button', { name })
}
/** Click the save/save-as button in the builder footer. */
async clickSave() {
await this.getFooterButton(/^Save/).first().click()
await this.comfyPage.nextFrame()
}
/** The "Opens as" popover tab above the builder footer. */
get opensAsPopover(): Locator {
return this.page.getByTestId(TestIds.builder.opensAs)
}
/**
* Rename a widget by clicking its popover trigger, selecting "Rename",
* and filling in the dialog.

View File

@@ -1,147 +0,0 @@
import type { Page, Route } from '@playwright/test'
import type { RawJobListItem } from '../../../src/platform/remote/comfyui/jobs/jobTypes'
const jobsListRoutePattern = /\/api\/jobs(?:\?.*)?$/
const inputFilesRoutePattern = /\/internal\/files\/input(?:\?.*)?$/
function parseLimit(url: URL, total: number): number {
const value = Number(url.searchParams.get('limit'))
if (!Number.isInteger(value) || value <= 0) {
return total
}
return value
}
function parseOffset(url: URL): number {
const value = Number(url.searchParams.get('offset'))
if (!Number.isInteger(value) || value < 0) {
return 0
}
return value
}
function getExecutionDuration(job: RawJobListItem): number {
const start = job.execution_start_time ?? 0
const end = job.execution_end_time ?? 0
return end - start
}
export class AssetsHelper {
private jobsRouteHandler: ((route: Route) => Promise<void>) | null = null
private inputFilesRouteHandler: ((route: Route) => Promise<void>) | null =
null
private generatedJobs: RawJobListItem[] = []
private importedFiles: string[] = []
constructor(private readonly page: Page) {}
async mockOutputHistory(jobs: RawJobListItem[]): Promise<void> {
this.generatedJobs = [...jobs]
if (this.jobsRouteHandler) {
return
}
this.jobsRouteHandler = async (route: Route) => {
const url = new URL(route.request().url())
const statuses = url.searchParams
.get('status')
?.split(',')
.map((status) => status.trim())
.filter(Boolean)
const workflowId = url.searchParams.get('workflow_id')
const sortBy = url.searchParams.get('sort_by')
const sortOrder = url.searchParams.get('sort_order') === 'asc' ? 1 : -1
let filteredJobs = [...this.generatedJobs]
if (statuses?.length) {
filteredJobs = filteredJobs.filter((job) =>
statuses.includes(job.status)
)
}
if (workflowId) {
filteredJobs = filteredJobs.filter(
(job) => job.workflow_id === workflowId
)
}
filteredJobs.sort((left, right) => {
const leftValue =
sortBy === 'execution_duration'
? getExecutionDuration(left)
: left.create_time
const rightValue =
sortBy === 'execution_duration'
? getExecutionDuration(right)
: right.create_time
return (leftValue - rightValue) * sortOrder
})
const offset = parseOffset(url)
const total = filteredJobs.length
const limit = parseLimit(url, total)
const visibleJobs = filteredJobs.slice(offset, offset + limit)
await route.fulfill({
status: 200,
contentType: 'application/json',
body: JSON.stringify({
jobs: visibleJobs,
pagination: {
offset,
limit,
total,
has_more: offset + visibleJobs.length < total
}
})
})
}
await this.page.route(jobsListRoutePattern, this.jobsRouteHandler)
}
async mockInputFiles(files: string[]): Promise<void> {
this.importedFiles = [...files]
if (this.inputFilesRouteHandler) {
return
}
this.inputFilesRouteHandler = async (route: Route) => {
await route.fulfill({
status: 200,
contentType: 'application/json',
body: JSON.stringify(this.importedFiles)
})
}
await this.page.route(inputFilesRoutePattern, this.inputFilesRouteHandler)
}
async mockEmptyState(): Promise<void> {
await this.mockOutputHistory([])
await this.mockInputFiles([])
}
async clearMocks(): Promise<void> {
this.generatedJobs = []
this.importedFiles = []
if (this.jobsRouteHandler) {
await this.page.unroute(jobsListRoutePattern, this.jobsRouteHandler)
this.jobsRouteHandler = null
}
if (this.inputFilesRouteHandler) {
await this.page.unroute(
inputFilesRoutePattern,
this.inputFilesRouteHandler
)
this.inputFilesRouteHandler = null
}
}
}

View File

@@ -20,12 +20,7 @@ export const TestIds = {
main: 'graph-canvas',
contextMenu: 'canvas-context-menu',
toggleMinimapButton: 'toggle-minimap-button',
toggleLinkVisibilityButton: 'toggle-link-visibility-button',
zoomControlsButton: 'zoom-controls-button',
zoomInAction: 'zoom-in-action',
zoomOutAction: 'zoom-out-action',
zoomToFitAction: 'zoom-to-fit-action',
zoomPercentageInput: 'zoom-percentage-input'
toggleLinkVisibilityButton: 'toggle-link-visibility-button'
},
dialogs: {
settings: 'settings-dialog',
@@ -34,8 +29,6 @@ export const TestIds = {
confirm: 'confirm-dialog',
errorOverlay: 'error-overlay',
errorOverlaySeeErrors: 'error-overlay-see-errors',
errorOverlayDismiss: 'error-overlay-dismiss',
errorOverlayMessages: 'error-overlay-messages',
runtimeErrorPanel: 'runtime-error-panel',
missingNodeCard: 'missing-node-card',
errorCardFindOnGithub: 'error-card-find-on-github',
@@ -79,8 +72,7 @@ export const TestIds = {
builder: {
ioItem: 'builder-io-item',
ioItemTitle: 'builder-io-item-title',
widgetActionsMenu: 'widget-actions-menu',
opensAs: 'builder-opens-as'
widgetActionsMenu: 'widget-actions-menu'
},
breadcrumb: {
subgraph: 'subgraph-breadcrumb'

View File

@@ -1,118 +0,0 @@
import { expect } from '@playwright/test'
import type { ComfyPage } from '../fixtures/ComfyPage'
import type { NodeReference } from '../fixtures/utils/litegraphUtils'
import { fitToViewInstant } from './fitToView'
import { getPromotedWidgetNames } from './promotedWidgets'
/** Click the first SaveImage/PreviewImage node on the canvas. */
async function selectOutputNode(comfyPage: ComfyPage) {
const { page } = comfyPage
const saveImageNodeId = await page.evaluate(() =>
String(
window.app!.rootGraph.nodes.find(
(n: { type?: string }) =>
n.type === 'SaveImage' || n.type === 'PreviewImage'
)?.id
)
)
const saveImageRef = await comfyPage.nodeOps.getNodeRefById(saveImageNodeId)
await saveImageRef.centerOnNode()
const canvasBox = await page.locator('#graph-canvas').boundingBox()
if (!canvasBox) throw new Error('Canvas not found')
await page.mouse.click(
canvasBox.x + canvasBox.width / 2,
canvasBox.y + canvasBox.height / 2
)
await comfyPage.nextFrame()
}
/** Center on a node and click its first widget to select it as input. */
async function selectInputWidget(comfyPage: ComfyPage, node: NodeReference) {
const { page } = comfyPage
await comfyPage.canvasOps.setScale(1)
await node.centerOnNode()
const widgetRef = await node.getWidget(0)
const widgetPos = await widgetRef.getPosition()
const titleHeight = await page.evaluate(
() => window.LiteGraph!['NODE_TITLE_HEIGHT'] as number
)
await page.mouse.click(widgetPos.x, widgetPos.y + titleHeight)
await comfyPage.nextFrame()
}
/**
* Enter builder on the default workflow and select I/O.
*
* Loads the default workflow, optionally transforms it (e.g. convert a node
* to subgraph), then enters builder mode and selects inputs + outputs.
*
* @param comfyPage - The page fixture.
* @param getInputNode - Returns the node to click for input selection.
* Receives the KSampler node ref and can transform the graph before
* returning the target node. Defaults to using KSampler directly.
* @returns The node used for input selection.
*/
export async function setupBuilder(
comfyPage: ComfyPage,
getInputNode?: (ksampler: NodeReference) => Promise<NodeReference>
): Promise<NodeReference> {
const { appMode } = comfyPage
await comfyPage.workflow.loadWorkflow('default')
const ksampler = await comfyPage.nodeOps.getNodeRefById('3')
const inputNode = getInputNode ? await getInputNode(ksampler) : ksampler
await fitToViewInstant(comfyPage)
await appMode.enterBuilder()
await appMode.goToInputs()
await selectInputWidget(comfyPage, inputNode)
await appMode.goToOutputs()
await selectOutputNode(comfyPage)
return inputNode
}
/**
* Convert the KSampler to a subgraph, then enter builder with I/O selected.
*
* Returns the subgraph node reference for further interaction.
*/
export async function setupSubgraphBuilder(
comfyPage: ComfyPage
): Promise<NodeReference> {
return setupBuilder(comfyPage, async (ksampler) => {
await ksampler.click('title')
const subgraphNode = await ksampler.convertToSubgraph()
await comfyPage.nextFrame()
const promotedNames = await getPromotedWidgetNames(
comfyPage,
String(subgraphNode.id)
)
expect(promotedNames).toContain('seed')
return subgraphNode
})
}
/** Save the workflow, reopen it, and enter app mode. */
export async function saveAndReopenInAppMode(
comfyPage: ComfyPage,
workflowName: string
) {
await comfyPage.menu.topbar.saveWorkflow(workflowName)
const { workflowsTab } = comfyPage.menu
await workflowsTab.open()
await workflowsTab.getPersistedItem(workflowName).dblclick()
await comfyPage.nextFrame()
await comfyPage.appMode.toggleAppMode()
}

View File

@@ -1,11 +1,89 @@
import type { ComfyPage } from '../fixtures/ComfyPage'
import {
comfyPageFixture as test,
comfyExpect as expect
} from '../fixtures/ComfyPage'
import {
saveAndReopenInAppMode,
setupSubgraphBuilder
} from '../helpers/builderTestUtils'
import { fitToViewInstant } from '../helpers/fitToView'
import { getPromotedWidgetNames } from '../helpers/promotedWidgets'
/**
* Convert the KSampler (id 3) in the default workflow to a subgraph,
* enter builder, select the promoted seed widget as input and
* SaveImage/PreviewImage as output.
*
* Returns the subgraph node reference for further interaction.
*/
async function setupSubgraphBuilder(comfyPage: ComfyPage) {
const { page, appMode } = comfyPage
await comfyPage.workflow.loadWorkflow('default')
const ksampler = await comfyPage.nodeOps.getNodeRefById('3')
await ksampler.click('title')
const subgraphNode = await ksampler.convertToSubgraph()
await comfyPage.nextFrame()
const subgraphNodeId = String(subgraphNode.id)
const promotedNames = await getPromotedWidgetNames(comfyPage, subgraphNodeId)
expect(promotedNames).toContain('seed')
await fitToViewInstant(comfyPage)
await appMode.enterBuilder()
await appMode.goToInputs()
// Reset zoom to 1 and center on the subgraph node so click coords are accurate
await comfyPage.canvasOps.setScale(1)
await subgraphNode.centerOnNode()
// Click the promoted seed widget on the canvas to select it
const seedWidgetRef = await subgraphNode.getWidget(0)
const seedPos = await seedWidgetRef.getPosition()
const titleHeight = await page.evaluate(
() => window.LiteGraph!['NODE_TITLE_HEIGHT'] as number
)
await page.mouse.click(seedPos.x, seedPos.y + titleHeight)
await comfyPage.nextFrame()
// Select an output node
await appMode.goToOutputs()
const saveImageNodeId = await page.evaluate(() =>
String(
window.app!.rootGraph.nodes.find(
(n: { type?: string }) =>
n.type === 'SaveImage' || n.type === 'PreviewImage'
)?.id
)
)
const saveImageRef = await comfyPage.nodeOps.getNodeRefById(saveImageNodeId)
await saveImageRef.centerOnNode()
// Node is centered on screen, so click the canvas center
const canvasBox = await page.locator('#graph-canvas').boundingBox()
if (!canvasBox) throw new Error('Canvas not found')
await page.mouse.click(
canvasBox.x + canvasBox.width / 2,
canvasBox.y + canvasBox.height / 2
)
await comfyPage.nextFrame()
return subgraphNode
}
/** Save the workflow, reopen it, and enter app mode. */
async function saveAndReopenInAppMode(
comfyPage: ComfyPage,
workflowName: string
) {
await comfyPage.menu.topbar.saveWorkflow(workflowName)
const { workflowsTab } = comfyPage.menu
await workflowsTab.open()
await workflowsTab.getPersistedItem(workflowName).dblclick()
await comfyPage.nextFrame()
await comfyPage.appMode.toggleAppMode()
}
test.describe('App mode widget rename', { tag: ['@ui', '@subgraph'] }, () => {
test.beforeEach(async ({ comfyPage }) => {

View File

@@ -1,251 +0,0 @@
import {
comfyPageFixture as test,
comfyExpect as expect
} from '../fixtures/ComfyPage'
import { setupSubgraphBuilder } from '../helpers/builderTestUtils'
import { fitToViewInstant } from '../helpers/fitToView'
test.describe('Builder save flow', { tag: ['@ui', '@subgraph'] }, () => {
test.beforeEach(async ({ comfyPage }) => {
await comfyPage.page.evaluate(() => {
window.app!.api.serverFeatureFlags.value = {
...window.app!.api.serverFeatureFlags.value,
linear_toggle_enabled: true
}
})
await comfyPage.settings.setSetting('Comfy.UseNewMenu', 'Top')
await comfyPage.settings.setSetting(
'Comfy.AppBuilder.VueNodeSwitchDismissed',
true
)
})
test('Save as dialog appears for unsaved workflow', async ({ comfyPage }) => {
const { page, appMode } = comfyPage
await setupSubgraphBuilder(comfyPage)
await appMode.goToPreview()
await appMode.clickSave()
// The save-as dialog should appear with filename input and view type selection
const dialog = page.getByRole('dialog')
await expect(dialog).toBeVisible({ timeout: 5000 })
await expect(dialog.getByRole('textbox')).toBeVisible()
await expect(dialog.getByText('Save as')).toBeVisible()
// View type radio group should be present
const radioGroup = dialog.getByRole('radiogroup')
await expect(radioGroup).toBeVisible()
})
test('Save as dialog allows entering filename and saving', async ({
comfyPage
}) => {
const { page, appMode } = comfyPage
await setupSubgraphBuilder(comfyPage)
await appMode.goToPreview()
await appMode.clickSave()
const dialog = page.getByRole('dialog')
await expect(dialog).toBeVisible({ timeout: 5000 })
const workflowName = `${Date.now()} builder-save-test`
const input = dialog.getByRole('textbox')
await input.fill(workflowName)
// Save button should be enabled now
const saveButton = dialog.getByRole('button', { name: 'Save' })
await expect(saveButton).toBeEnabled()
await saveButton.click()
// Success dialog should appear
const successDialog = page.getByRole('dialog')
await expect(successDialog.getByText('Successfully saved')).toBeVisible({
timeout: 5000
})
})
test('Save as dialog disables save when filename is empty', async ({
comfyPage
}) => {
const { page, appMode } = comfyPage
await setupSubgraphBuilder(comfyPage)
await appMode.goToPreview()
await appMode.clickSave()
const dialog = page.getByRole('dialog')
await expect(dialog).toBeVisible({ timeout: 5000 })
// Clear the filename input
const input = dialog.getByRole('textbox')
await input.fill('')
// Save button should be disabled
const saveButton = dialog.getByRole('button', { name: 'Save' })
await expect(saveButton).toBeDisabled()
})
test('Builder step navigation works correctly', async ({ comfyPage }) => {
const { appMode } = comfyPage
await setupSubgraphBuilder(comfyPage)
// Should start at outputs (we ended there in setup)
// Navigate to inputs
await appMode.goToInputs()
// Back button should be disabled on first step
const backButton = appMode.getFooterButton('Back')
await expect(backButton).toBeDisabled()
// Next button should be enabled
const nextButton = appMode.getFooterButton('Next')
await expect(nextButton).toBeEnabled()
// Navigate forward
await appMode.next()
// Back button should now be enabled
await expect(backButton).toBeEnabled()
// Navigate to preview (last step)
await appMode.next()
// Next button should be disabled on last step
await expect(nextButton).toBeDisabled()
})
test('Escape key exits builder mode', async ({ comfyPage }) => {
const { page } = comfyPage
await setupSubgraphBuilder(comfyPage)
// Verify builder toolbar is visible
const toolbar = page.getByRole('navigation', { name: 'App Builder' })
await expect(toolbar).toBeVisible()
// Press Escape
await page.keyboard.press('Escape')
await comfyPage.nextFrame()
// Builder toolbar should be gone
await expect(toolbar).not.toBeVisible()
})
test('Exit builder button exits builder mode', async ({ comfyPage }) => {
const { page, appMode } = comfyPage
await setupSubgraphBuilder(comfyPage)
const toolbar = page.getByRole('navigation', { name: 'App Builder' })
await expect(toolbar).toBeVisible()
await appMode.exitBuilder()
await expect(toolbar).not.toBeVisible()
})
test('Save button directly saves for previously saved workflow', async ({
comfyPage
}) => {
const { page, appMode } = comfyPage
await setupSubgraphBuilder(comfyPage)
await appMode.goToPreview()
// First save via builder save-as to make it non-temporary
await appMode.clickSave()
const saveAsDialog = page.getByRole('dialog')
await expect(saveAsDialog).toBeVisible({ timeout: 5000 })
const workflowName = `${Date.now()} builder-direct-save`
await saveAsDialog.getByRole('textbox').fill(workflowName)
await saveAsDialog.getByRole('button', { name: 'Save' }).click()
// Dismiss the success dialog
const successDialog = page.getByRole('dialog')
await expect(successDialog.getByText('Successfully saved')).toBeVisible({
timeout: 5000
})
await successDialog.getByText('Close', { exact: true }).click()
await comfyPage.nextFrame()
// Now click save again — should save directly
await appMode.clickSave()
await expect(page.getByRole('dialog')).not.toBeVisible({ timeout: 2000 })
await expect(appMode.getFooterButton(/^Save$/)).toBeDisabled()
})
test('Split button chevron opens save-as for saved workflow', async ({
comfyPage
}) => {
const { page, appMode } = comfyPage
await setupSubgraphBuilder(comfyPage)
await appMode.goToPreview()
// First save via builder save-as to make it non-temporary
await appMode.clickSave()
const saveAsDialog = page.getByRole('dialog')
await expect(saveAsDialog).toBeVisible({ timeout: 5000 })
const workflowName = `${Date.now()} builder-split-btn`
await saveAsDialog.getByRole('textbox').fill(workflowName)
await saveAsDialog.getByRole('button', { name: 'Save' }).click()
// Dismiss the success dialog
const successDialog = page.getByRole('dialog')
await expect(successDialog.getByText('Successfully saved')).toBeVisible({
timeout: 5000
})
await successDialog.getByText('Close', { exact: true }).click()
await comfyPage.nextFrame()
// Click the chevron dropdown trigger
const chevronButton = appMode.getFooterButton('Save as')
await chevronButton.click()
// "Save as" menu item should appear
const menuItem = page.getByRole('menuitem', { name: 'Save as' })
await expect(menuItem).toBeVisible({ timeout: 5000 })
await menuItem.click()
// Save-as dialog should appear
const newSaveAsDialog = page.getByRole('dialog')
await expect(newSaveAsDialog.getByText('Save as')).toBeVisible({
timeout: 5000
})
await expect(newSaveAsDialog.getByRole('textbox')).toBeVisible()
})
test('Connect output popover appears when no outputs selected', async ({
comfyPage
}) => {
const { page, appMode } = comfyPage
await comfyPage.workflow.loadWorkflow('default')
await fitToViewInstant(comfyPage)
await appMode.enterBuilder()
// Without selecting any outputs, click the save button
// It should trigger the connect-output popover
await appMode.clickSave()
// The popover should show a message about connecting outputs
await expect(
page.getByText('Connect an output', { exact: false })
).toBeVisible({ timeout: 5000 })
})
test('View type can be toggled in save-as dialog', async ({ comfyPage }) => {
const { page, appMode } = comfyPage
await setupSubgraphBuilder(comfyPage)
await appMode.goToPreview()
await appMode.clickSave()
const dialog = page.getByRole('dialog')
await expect(dialog).toBeVisible({ timeout: 5000 })
// App should be selected by default
const appRadio = dialog.getByRole('radio', { name: /App/ })
await expect(appRadio).toHaveAttribute('aria-checked', 'true')
// Click Node graph option
const graphRadio = dialog.getByRole('radio', { name: /Node graph/ })
await graphRadio.click()
await expect(graphRadio).toHaveAttribute('aria-checked', 'true')
await expect(appRadio).toHaveAttribute('aria-checked', 'false')
})
})

View File

@@ -1,66 +0,0 @@
import {
comfyExpect as expect,
comfyPageFixture as test
} from '../fixtures/ComfyPage'
import type { WorkspaceStore } from '../types/globals'
test.describe(
'Change Tracker - isLoadingGraph guard',
{ tag: '@workflow' },
() => {
test.beforeEach(async ({ comfyPage }) => {
await comfyPage.workflow.setupWorkflowsDirectory({})
})
test('Prevents checkState from corrupting workflow state during tab switch', async ({
comfyPage
}) => {
// Tab 0: default workflow (7 nodes)
expect(await comfyPage.nodeOps.getGraphNodesCount()).toBe(7)
// Save tab 0 so it has a unique name for tab switching
await comfyPage.menu.topbar.saveWorkflow('workflow-a')
// Register an extension that forces checkState during graph loading.
// This simulates the bug scenario where a user clicks during graph loading
// which triggers a checkState call on the wrong graph, corrupting the activeState.
await comfyPage.page.evaluate(() => {
window.app!.registerExtension({
name: 'TestCheckStateDuringLoad',
afterConfigureGraph() {
const workflow = (window.app!.extensionManager as WorkspaceStore)
.workflow.activeWorkflow
if (!workflow) throw new Error('No workflow found')
// Bypass the guard to reproduce the corruption bug:
// ; (workflow.changeTracker.constructor as unknown as { isLoadingGraph: boolean }).isLoadingGraph = false
// Simulate the user clicking during graph loading
workflow.changeTracker.checkState()
}
})
})
// Create tab 1: blank workflow (0 nodes)
await comfyPage.menu.topbar.triggerTopbarCommand(['New'])
await comfyPage.nextFrame()
expect(await comfyPage.nodeOps.getGraphNodesCount()).toBe(0)
// Switch back to tab 0 (workflow-a).
const tab0 = comfyPage.menu.topbar.getWorkflowTab('workflow-a')
await tab0.click()
await comfyPage.nextFrame()
expect(await comfyPage.nodeOps.getGraphNodesCount()).toBe(7)
// switch to blank tab and back to verify no corruption
const tab1 = comfyPage.menu.topbar.getWorkflowTab('Unsaved Workflow')
await tab1.click()
await comfyPage.nextFrame()
expect(await comfyPage.nodeOps.getGraphNodesCount()).toBe(0)
// switch again and verify no corruption
await tab0.click()
await comfyPage.nextFrame()
expect(await comfyPage.nodeOps.getGraphNodesCount()).toBe(7)
})
}
)

View File

@@ -1,276 +0,0 @@
import { expect } from '@playwright/test'
import type { PerfMeasurement } from '../fixtures/helpers/PerformanceHelper'
import { comfyPageFixture as test } from '../fixtures/ComfyPage'
interface ContainCandidate {
selector: string
testId: string | null
tagName: string
className: string
subtreeSize: number
hasFixedWidth: boolean
isFlexChild: boolean
hasExplicitDimensions: boolean
alreadyContained: boolean
score: number
}
interface AuditResult {
candidate: ContainCandidate
baseline: Pick<PerfMeasurement, 'styleRecalcs' | 'layouts' | 'taskDurationMs'>
withContain: Pick<
PerfMeasurement,
'styleRecalcs' | 'layouts' | 'taskDurationMs'
>
deltaRecalcsPct: number
deltaLayoutsPct: number
visuallyBroken: boolean
}
function formatPctDelta(value: number): string {
const sign = value >= 0 ? '+' : ''
return `${sign}${value.toFixed(1)}%`
}
function pctChange(baseline: number, measured: number): number {
if (baseline === 0) return 0
return ((measured - baseline) / baseline) * 100
}
const STABILIZATION_FRAMES = 60
const SETTLE_FRAMES = 10
test.describe('CSS Containment Audit', { tag: ['@audit'] }, () => {
test('scan large graph for containment candidates', async ({ comfyPage }) => {
await comfyPage.workflow.loadWorkflow('large-graph-workflow')
for (let i = 0; i < STABILIZATION_FRAMES; i++) {
await comfyPage.nextFrame()
}
// Walk the DOM and find candidates
const candidates = await comfyPage.page.evaluate((): ContainCandidate[] => {
const results: ContainCandidate[] = []
const graphContainer =
document.querySelector('.graph-canvas-container') ??
document.querySelector('[class*="comfy-vue-node"]')?.parentElement ??
document.querySelector('.lg-node')?.parentElement
const root = graphContainer ?? document.body
const allElements = root.querySelectorAll('*')
allElements.forEach((el) => {
if (!(el instanceof HTMLElement)) return
const subtreeSize = el.querySelectorAll('*').length
if (subtreeSize < 5) return
const computed = getComputedStyle(el)
const containValue = computed.contain || 'none'
const alreadyContained =
containValue.includes('layout') || containValue.includes('strict')
const hasFixedWidth =
computed.width !== 'auto' &&
!computed.width.includes('%') &&
computed.width !== '0px'
const isFlexChild =
el.parentElement !== null &&
getComputedStyle(el.parentElement).display.includes('flex') &&
(computed.flexGrow !== '0' || computed.flexShrink !== '1')
const hasExplicitDimensions =
hasFixedWidth ||
(computed.minWidth !== '0px' && computed.minWidth !== 'auto') ||
(computed.maxWidth !== 'none' && computed.maxWidth !== '0px')
let score = subtreeSize
if (hasExplicitDimensions) score *= 2
if (isFlexChild) score *= 1.5
if (alreadyContained) score = 0
let selector = el.tagName.toLowerCase()
const testId = el.getAttribute('data-testid')
if (testId) {
selector = `[data-testid="${testId}"]`
} else if (el.id) {
selector = `#${el.id}`
} else if (el.parentElement) {
// Use nth-child to disambiguate instead of fragile first-class fallback
// (e.g. Tailwind utilities like .flex, .relative are shared across many elements)
const children = Array.from(el.parentElement.children)
const index = children.indexOf(el) + 1
const parentTestId = el.parentElement.getAttribute('data-testid')
if (parentTestId) {
selector = `[data-testid="${parentTestId}"] > :nth-child(${index})`
} else if (el.parentElement.id) {
selector = `#${el.parentElement.id} > :nth-child(${index})`
} else {
const tag = el.tagName.toLowerCase()
selector = `${tag}:nth-child(${index})`
}
}
results.push({
selector,
testId,
tagName: el.tagName.toLowerCase(),
className:
typeof el.className === 'string' ? el.className.slice(0, 80) : '',
subtreeSize,
hasFixedWidth,
isFlexChild,
hasExplicitDimensions,
alreadyContained,
score
})
})
results.sort((a, b) => b.score - a.score)
return results.slice(0, 20)
})
console.log(`\nFound ${candidates.length} containment candidates\n`)
// Deduplicate candidates by selector (keep highest score)
const seen = new Set<string>()
const uniqueCandidates = candidates.filter((c) => {
if (seen.has(c.selector)) return false
seen.add(c.selector)
return true
})
// Measure baseline performance (idle)
await comfyPage.perf.startMeasuring()
for (let i = 0; i < STABILIZATION_FRAMES; i++) {
await comfyPage.nextFrame()
}
const baseline = await comfyPage.perf.stopMeasuring('baseline-idle')
// Take a baseline screenshot for visual comparison
const baselineScreenshot = await comfyPage.page.screenshot()
// For each candidate, apply contain and measure
const results: AuditResult[] = []
const testCandidates = uniqueCandidates
.filter((c) => !c.alreadyContained && c.score > 0)
.slice(0, 10)
for (const candidate of testCandidates) {
const applied = await comfyPage.page.evaluate((sel: string) => {
const elements = document.querySelectorAll(sel)
let count = 0
elements.forEach((el) => {
if (el instanceof HTMLElement) {
el.style.contain = 'layout style'
count++
}
})
return count
}, candidate.selector)
if (applied === 0) continue
for (let i = 0; i < SETTLE_FRAMES; i++) {
await comfyPage.nextFrame()
}
// Measure with containment
await comfyPage.perf.startMeasuring()
for (let i = 0; i < STABILIZATION_FRAMES; i++) {
await comfyPage.nextFrame()
}
const withContain = await comfyPage.perf.stopMeasuring(
`contain-${candidate.selector}`
)
// Take screenshot with containment applied to detect visual breakage.
// Note: PNG byte comparison can produce false positives from subpixel
// rendering and anti-aliasing. Treat "DIFF" as "needs manual review".
const containScreenshot = await comfyPage.page.screenshot()
const visuallyBroken = !baselineScreenshot.equals(containScreenshot)
// Remove containment
await comfyPage.page.evaluate((sel: string) => {
document.querySelectorAll(sel).forEach((el) => {
if (el instanceof HTMLElement) {
el.style.contain = ''
}
})
}, candidate.selector)
for (let i = 0; i < SETTLE_FRAMES; i++) {
await comfyPage.nextFrame()
}
results.push({
candidate,
baseline: {
styleRecalcs: baseline.styleRecalcs,
layouts: baseline.layouts,
taskDurationMs: baseline.taskDurationMs
},
withContain: {
styleRecalcs: withContain.styleRecalcs,
layouts: withContain.layouts,
taskDurationMs: withContain.taskDurationMs
},
deltaRecalcsPct: pctChange(
baseline.styleRecalcs,
withContain.styleRecalcs
),
deltaLayoutsPct: pctChange(baseline.layouts, withContain.layouts),
visuallyBroken
})
}
// Print the report
const divider = '='.repeat(100)
const thinDivider = '-'.repeat(100)
console.log('\n')
console.log('CSS Containment Audit Results')
console.log(divider)
console.log(
'Rank | Selector | Subtree | Score | DRecalcs | DLayouts | Visual'
)
console.log(thinDivider)
results
.sort((a, b) => a.deltaRecalcsPct - b.deltaRecalcsPct)
.forEach((r, i) => {
const sel = r.candidate.selector.padEnd(42)
const sub = String(r.candidate.subtreeSize).padStart(7)
const score = String(Math.round(r.candidate.score)).padStart(5)
const dr = formatPctDelta(r.deltaRecalcsPct)
const dl = formatPctDelta(r.deltaLayoutsPct)
const vis = r.visuallyBroken ? 'DIFF' : 'OK'
console.log(
` ${String(i + 1).padStart(2)} | ${sel} | ${sub} | ${score} | ${dr.padStart(10)} | ${dl.padStart(10)} | ${vis}`
)
})
console.log(divider)
console.log(
`\nBaseline: ${baseline.styleRecalcs} style recalcs, ${baseline.layouts} layouts, ${baseline.taskDurationMs.toFixed(1)}ms task duration\n`
)
const alreadyContained = uniqueCandidates.filter((c) => c.alreadyContained)
if (alreadyContained.length > 0) {
console.log('Already contained elements:')
alreadyContained.forEach((c) => {
console.log(` ${c.selector} (subtree: ${c.subtreeSize})`)
})
}
expect(results.length).toBeGreaterThan(0)
})
// Pan interaction perf measurement removed — covered by PR #10001 (performance.spec.ts).
// The containment fix itself is tracked in PR #9946.
})

View File

@@ -28,11 +28,8 @@ test.describe('Missing nodes in Error Overlay', { tag: '@ui' }, () => {
)
await expect(errorOverlay).toBeVisible()
const messages = errorOverlay.getByTestId(
TestIds.dialogs.errorOverlayMessages
)
await expect(messages).toBeVisible()
await expect(messages).toHaveText(/missing.*installed/i)
const missingNodesTitle = errorOverlay.getByText(/Missing Node Packs/)
await expect(missingNodesTitle).toBeVisible()
})
test('Should show error overlay when loading a workflow with missing nodes in subgraphs', async ({
@@ -45,11 +42,8 @@ test.describe('Missing nodes in Error Overlay', { tag: '@ui' }, () => {
)
await expect(errorOverlay).toBeVisible()
const messages = errorOverlay.getByTestId(
TestIds.dialogs.errorOverlayMessages
)
await expect(messages).toBeVisible()
await expect(messages).toHaveText(/missing.*installed/i)
const missingNodesTitle = errorOverlay.getByText(/Missing Node Packs/)
await expect(missingNodesTitle).toBeVisible()
// Click "See Errors" to open the errors tab and verify subgraph node content
await errorOverlay
@@ -108,7 +102,7 @@ test('Does not resurface missing nodes on undo/redo', async ({ comfyPage }) => {
await expect(errorOverlay).toBeVisible()
// Dismiss the error overlay
await errorOverlay.getByTestId(TestIds.dialogs.errorOverlayDismiss).click()
await errorOverlay.getByRole('button', { name: 'Dismiss' }).click()
await expect(errorOverlay).not.toBeVisible()
// Make a change to the graph by moving a node
@@ -216,11 +210,8 @@ test.describe('Missing models in Error Tab', () => {
)
await expect(errorOverlay).toBeVisible()
const messages = errorOverlay.getByTestId(
TestIds.dialogs.errorOverlayMessages
)
await expect(messages).toBeVisible()
await expect(messages).toHaveText(/required model.*missing/i)
const missingModelsTitle = errorOverlay.getByText(/Missing Models/)
await expect(missingModelsTitle).toBeVisible()
})
test('Should show missing models from node properties', async ({
@@ -235,11 +226,8 @@ test.describe('Missing models in Error Tab', () => {
)
await expect(errorOverlay).toBeVisible()
const messages = errorOverlay.getByTestId(
TestIds.dialogs.errorOverlayMessages
)
await expect(messages).toBeVisible()
await expect(messages).toHaveText(/required model.*missing/i)
const missingModelsTitle = errorOverlay.getByText(/Missing Models/)
await expect(missingModelsTitle).toBeVisible()
})
test('Should not show missing models when widget values have changed', async ({
@@ -252,9 +240,7 @@ test.describe('Missing models in Error Tab', () => {
await expect(
comfyPage.page.getByTestId(TestIds.dialogs.errorOverlay)
).not.toBeVisible()
await expect(
comfyPage.page.getByTestId(TestIds.dialogs.errorOverlayMessages)
).not.toBeVisible()
await expect(comfyPage.page.getByText(/Missing Models/)).not.toBeVisible()
})
// Flaky test after parallelization

View File

@@ -4,7 +4,6 @@ import {
comfyPageFixture as test,
comfyExpect as expect
} from '../fixtures/ComfyPage'
import { TestIds } from '../fixtures/selectors'
test.describe('Error overlay See Errors flow', { tag: '@ui' }, () => {
test.beforeEach(async ({ comfyPage }) => {
@@ -30,14 +29,14 @@ test.describe('Error overlay See Errors flow', { tag: '@ui' }, () => {
await triggerExecutionError(comfyPage)
await expect(
comfyPage.page.getByTestId(TestIds.dialogs.errorOverlay)
comfyPage.page.locator('[data-testid="error-overlay"]')
).toBeVisible()
})
test('Error overlay shows error message', async ({ comfyPage }) => {
await triggerExecutionError(comfyPage)
const overlay = comfyPage.page.getByTestId(TestIds.dialogs.errorOverlay)
const overlay = comfyPage.page.locator('[data-testid="error-overlay"]')
await expect(overlay).toBeVisible()
await expect(overlay).toHaveText(/\S/)
})
@@ -45,10 +44,10 @@ test.describe('Error overlay See Errors flow', { tag: '@ui' }, () => {
test('"See Errors" opens right side panel', async ({ comfyPage }) => {
await triggerExecutionError(comfyPage)
const overlay = comfyPage.page.getByTestId(TestIds.dialogs.errorOverlay)
const overlay = comfyPage.page.locator('[data-testid="error-overlay"]')
await expect(overlay).toBeVisible()
await overlay.getByTestId(TestIds.dialogs.errorOverlaySeeErrors).click()
await overlay.getByRole('button', { name: /See Errors/i }).click()
await expect(comfyPage.page.getByTestId('properties-panel')).toBeVisible()
})
@@ -56,10 +55,10 @@ test.describe('Error overlay See Errors flow', { tag: '@ui' }, () => {
test('"See Errors" dismisses the overlay', async ({ comfyPage }) => {
await triggerExecutionError(comfyPage)
const overlay = comfyPage.page.getByTestId(TestIds.dialogs.errorOverlay)
const overlay = comfyPage.page.locator('[data-testid="error-overlay"]')
await expect(overlay).toBeVisible()
await overlay.getByTestId(TestIds.dialogs.errorOverlaySeeErrors).click()
await overlay.getByRole('button', { name: /See Errors/i }).click()
await expect(overlay).not.toBeVisible()
})
@@ -69,10 +68,10 @@ test.describe('Error overlay See Errors flow', { tag: '@ui' }, () => {
}) => {
await triggerExecutionError(comfyPage)
const overlay = comfyPage.page.getByTestId(TestIds.dialogs.errorOverlay)
const overlay = comfyPage.page.locator('[data-testid="error-overlay"]')
await expect(overlay).toBeVisible()
await overlay.getByTestId(TestIds.dialogs.errorOverlayDismiss).click()
await overlay.getByRole('button', { name: /Dismiss/i }).click()
await expect(overlay).not.toBeVisible()
await expect(
@@ -83,7 +82,7 @@ test.describe('Error overlay See Errors flow', { tag: '@ui' }, () => {
test('Close button (X) dismisses overlay', async ({ comfyPage }) => {
await triggerExecutionError(comfyPage)
const overlay = comfyPage.page.getByTestId(TestIds.dialogs.errorOverlay)
const overlay = comfyPage.page.locator('[data-testid="error-overlay"]')
await expect(overlay).toBeVisible()
await overlay.getByRole('button', { name: /close/i }).click()

View File

@@ -1,7 +1,6 @@
import { expect } from '@playwright/test'
import { comfyPageFixture as test } from '../fixtures/ComfyPage'
import { TestIds } from '../fixtures/selectors'
test.beforeEach(async ({ comfyPage }) => {
await comfyPage.settings.setSetting('Comfy.UseNewMenu', 'Disabled')
@@ -25,14 +24,16 @@ test.describe('Execution', { tag: ['@smoke', '@workflow'] }, () => {
await comfyPage.page.keyboard.press('Escape')
await comfyPage.command.executeCommand('Comfy.QueuePrompt')
const errorOverlay = comfyPage.page.getByTestId(
TestIds.dialogs.errorOverlay
)
await expect(errorOverlay).toBeVisible()
await errorOverlay
.getByTestId(TestIds.dialogs.errorOverlayDismiss)
await expect(
comfyPage.page.locator('[data-testid="error-overlay"]')
).toBeVisible()
await comfyPage.page
.locator('[data-testid="error-overlay"]')
.getByRole('button', { name: 'Dismiss' })
.click()
await errorOverlay.waitFor({ state: 'hidden' })
await comfyPage.page
.locator('[data-testid="error-overlay"]')
.waitFor({ state: 'hidden' })
await expect(comfyPage.canvas).toHaveScreenshot(
'execution-error-unconnected-slot.png'
)

Binary file not shown.

Before

Width:  |  Height:  |  Size: 100 KiB

After

Width:  |  Height:  |  Size: 100 KiB

View File

@@ -1,92 +0,0 @@
import { expect } from '@playwright/test'
import type { ComfyPage } from '../fixtures/ComfyPage'
import { comfyPageFixture as test } from '../fixtures/ComfyPage'
test.describe('Mask Editor', () => {
test.beforeEach(async ({ comfyPage }) => {
await comfyPage.settings.setSetting('Comfy.VueNodes.Enabled', true)
})
async function loadImageOnNode(comfyPage: ComfyPage) {
await comfyPage.workflow.loadWorkflow('widgets/load_image_widget')
await comfyPage.vueNodes.waitForNodes()
const loadImageNode = (
await comfyPage.nodeOps.getNodeRefsByType('LoadImage')
)[0]
const { x, y } = await loadImageNode.getPosition()
await comfyPage.dragDrop.dragAndDropFile('image64x64.webp', {
dropPosition: { x, y }
})
const imagePreview = comfyPage.page.locator('.image-preview')
await expect(imagePreview).toBeVisible()
await expect(imagePreview.locator('img')).toBeVisible()
await expect(imagePreview).toContainText('x')
return {
imagePreview,
nodeId: String(loadImageNode.id)
}
}
test(
'opens mask editor from image preview button',
{ tag: ['@smoke', '@screenshot'] },
async ({ comfyPage }) => {
const { imagePreview } = await loadImageOnNode(comfyPage)
// Hover over the image panel to reveal action buttons
await imagePreview.getByRole('region').hover()
await comfyPage.page.getByLabel('Edit or mask image').click()
const dialog = comfyPage.page.locator('.mask-editor-dialog')
await expect(dialog).toBeVisible()
await expect(
dialog.getByRole('heading', { name: 'Mask Editor' })
).toBeVisible()
const canvasContainer = dialog.locator('#maskEditorCanvasContainer')
await expect(canvasContainer).toBeVisible()
await expect(canvasContainer.locator('canvas')).toHaveCount(4)
await expect(dialog.locator('.maskEditor-ui-container')).toBeVisible()
await expect(dialog.getByText('Save')).toBeVisible()
await expect(dialog.getByText('Cancel')).toBeVisible()
await expect(dialog).toHaveScreenshot('mask-editor-dialog-open.png')
}
)
test(
'opens mask editor from context menu',
{ tag: ['@smoke', '@screenshot'] },
async ({ comfyPage }) => {
const { nodeId } = await loadImageOnNode(comfyPage)
const nodeHeader = comfyPage.vueNodes
.getNodeLocator(nodeId)
.locator('.lg-node-header')
await nodeHeader.click()
await nodeHeader.click({ button: 'right' })
const contextMenu = comfyPage.page.locator('.p-contextmenu')
await expect(contextMenu).toBeVisible()
await contextMenu.getByText('Open in Mask Editor').click()
const dialog = comfyPage.page.locator('.mask-editor-dialog')
await expect(dialog).toBeVisible()
await expect(
dialog.getByRole('heading', { name: 'Mask Editor' })
).toBeVisible()
await expect(dialog).toHaveScreenshot(
'mask-editor-dialog-from-context-menu.png'
)
}
)
})

Binary file not shown.

Before

Width:  |  Height:  |  Size: 321 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 30 KiB

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 18 KiB

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 32 KiB

After

Width:  |  Height:  |  Size: 32 KiB

View File

@@ -1,92 +0,0 @@
import { expect } from '@playwright/test'
import { comfyPageFixture as test } from '../fixtures/ComfyPage'
test.describe('Painter', () => {
test.beforeEach(async ({ comfyPage }) => {
await comfyPage.settings.setSetting('Comfy.VueNodes.Enabled', true)
await comfyPage.workflow.loadWorkflow('widgets/painter_widget')
await comfyPage.vueNodes.waitForNodes()
})
test(
'Renders canvas and controls',
{ tag: ['@smoke', '@screenshot'] },
async ({ comfyPage }) => {
const node = comfyPage.vueNodes.getNodeLocator('1')
await expect(node).toBeVisible()
const painterWidget = node.locator('.widget-expands')
await expect(painterWidget).toBeVisible()
await expect(painterWidget.locator('canvas')).toBeVisible()
await expect(painterWidget.getByText('Brush')).toBeVisible()
await expect(painterWidget.getByText('Eraser')).toBeVisible()
await expect(painterWidget.getByText('Clear')).toBeVisible()
await expect(
painterWidget.locator('input[type="color"]').first()
).toBeVisible()
await expect(node).toHaveScreenshot('painter-default-state.png')
}
)
test(
'Drawing a stroke changes the canvas',
{ tag: ['@smoke', '@screenshot'] },
async ({ comfyPage }) => {
const node = comfyPage.vueNodes.getNodeLocator('1')
const canvas = node.locator('.widget-expands canvas')
await expect(canvas).toBeVisible()
const isEmptyBefore = await canvas.evaluate((el) => {
const ctx = (el as HTMLCanvasElement).getContext('2d')
if (!ctx) return true
const data = ctx.getImageData(
0,
0,
(el as HTMLCanvasElement).width,
(el as HTMLCanvasElement).height
)
return data.data.every((v, i) => (i % 4 === 3 ? v === 0 : true))
})
expect(isEmptyBefore).toBe(true)
const box = await canvas.boundingBox()
if (!box) throw new Error('Canvas bounding box not found')
await comfyPage.page.mouse.move(
box.x + box.width * 0.3,
box.y + box.height * 0.5
)
await comfyPage.page.mouse.down()
await comfyPage.page.mouse.move(
box.x + box.width * 0.7,
box.y + box.height * 0.5,
{ steps: 10 }
)
await comfyPage.page.mouse.up()
await comfyPage.nextFrame()
await expect(async () => {
const hasContent = await canvas.evaluate((el) => {
const ctx = (el as HTMLCanvasElement).getContext('2d')
if (!ctx) return false
const data = ctx.getImageData(
0,
0,
(el as HTMLCanvasElement).width,
(el as HTMLCanvasElement).height
)
for (let i = 3; i < data.data.length; i += 4) {
if (data.data[i] > 0) return true
}
return false
})
expect(hasContent).toBe(true)
}).toPass()
await expect(node).toHaveScreenshot('painter-after-stroke.png')
}
)
})

Binary file not shown.

Before

Width:  |  Height:  |  Size: 24 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 23 KiB

View File

@@ -1,30 +0,0 @@
import { expect } from '@playwright/test'
import { comfyPageFixture as test } from '../../fixtures/ComfyPage'
test.describe('Assets sidebar', () => {
test.beforeEach(async ({ comfyPage }) => {
await comfyPage.assets.mockEmptyState()
await comfyPage.setup()
})
test.afterEach(async ({ comfyPage }) => {
await comfyPage.assets.clearMocks()
})
test('Shows empty-state copy for generated and imported tabs', async ({
comfyPage
}) => {
const tab = comfyPage.menu.assetsTab
await tab.open()
await expect(tab.emptyStateTitle('No generated files found')).toBeVisible()
await expect(tab.emptyStateMessage).toBeVisible()
await tab.importedTab.click()
await expect(tab.emptyStateTitle('No imported files found')).toBeVisible()
await expect(tab.emptyStateMessage).toBeVisible()
})
})

View File

@@ -247,7 +247,7 @@ test.describe('Workflows sidebar', () => {
await expect(errorOverlay).toBeVisible()
// Dismiss the error overlay
await errorOverlay.getByTestId(TestIds.dialogs.errorOverlayDismiss).click()
await errorOverlay.getByRole('button', { name: 'Dismiss' }).click()
await expect(errorOverlay).not.toBeVisible()
// Load blank workflow

View File

@@ -1,114 +0,0 @@
import { expect } from '@playwright/test'
import { comfyPageFixture as test } from '../fixtures/ComfyPage'
function hasVisibleNodeInViewport() {
const canvas = window.app!.canvas
if (!canvas?.graph?._nodes?.length) return false
const ds = canvas.ds
const cw = canvas.canvas.width / window.devicePixelRatio
const ch = canvas.canvas.height / window.devicePixelRatio
const visLeft = -ds.offset[0]
const visTop = -ds.offset[1]
const visRight = visLeft + cw / ds.scale
const visBottom = visTop + ch / ds.scale
for (const node of canvas.graph._nodes) {
const [nx, ny] = node.pos
const [nw, nh] = node.size
if (
nx + nw > visLeft &&
nx < visRight &&
ny + nh > visTop &&
ny < visBottom
)
return true
}
return false
}
test.describe('Subgraph viewport restoration', { tag: '@subgraph' }, () => {
test('first visit fits viewport to subgraph nodes (LG)', async ({
comfyPage
}) => {
await comfyPage.workflow.loadWorkflow(
'subgraphs/subgraph-with-promoted-text-widget'
)
await comfyPage.nextFrame()
await comfyPage.page.evaluate(() => {
const canvas = window.app!.canvas
const graph = canvas.graph!
const sgNode = graph._nodes.find((n) =>
'isSubgraphNode' in n
? (n as unknown as { isSubgraphNode: () => boolean }).isSubgraphNode()
: false
) as unknown as { subgraph?: typeof graph } | undefined
if (!sgNode?.subgraph) throw new Error('No subgraph node')
canvas.setGraph(sgNode.subgraph)
})
await expect
.poll(() => comfyPage.page.evaluate(hasVisibleNodeInViewport), {
timeout: 2000
})
.toBe(true)
})
test('first visit fits viewport to subgraph nodes (Vue)', async ({
comfyPage
}) => {
await comfyPage.settings.setSetting('Comfy.VueNodes.Enabled', true)
await comfyPage.workflow.loadWorkflow(
'subgraphs/subgraph-with-promoted-text-widget'
)
await comfyPage.vueNodes.waitForNodes()
await comfyPage.vueNodes.enterSubgraph('11')
await expect
.poll(() => comfyPage.page.evaluate(hasVisibleNodeInViewport), {
timeout: 2000
})
.toBe(true)
})
test('viewport is restored when returning to root (Vue)', async ({
comfyPage
}) => {
await comfyPage.settings.setSetting('Comfy.VueNodes.Enabled', true)
await comfyPage.workflow.loadWorkflow(
'subgraphs/subgraph-with-promoted-text-widget'
)
await comfyPage.vueNodes.waitForNodes()
const rootViewport = await comfyPage.page.evaluate(() => {
const ds = window.app!.canvas.ds
return { scale: ds.scale, offset: [...ds.offset] }
})
await comfyPage.vueNodes.enterSubgraph('11')
await comfyPage.nextFrame()
await comfyPage.subgraph.exitViaBreadcrumb()
await expect
.poll(
() =>
comfyPage.page.evaluate(() => {
const ds = window.app!.canvas.ds
return { scale: ds.scale, offset: [...ds.offset] }
}),
{ timeout: 2000 }
)
.toEqual({
scale: expect.closeTo(rootViewport.scale, 2),
offset: [
expect.closeTo(rootViewport.offset[0], 0),
expect.closeTo(rootViewport.offset[1], 0)
]
})
})
})

Binary file not shown.

Before

Width:  |  Height:  |  Size: 101 KiB

After

Width:  |  Height:  |  Size: 101 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 112 KiB

After

Width:  |  Height:  |  Size: 112 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 26 KiB

After

Width:  |  Height:  |  Size: 26 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 29 KiB

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 96 KiB

After

Width:  |  Height:  |  Size: 96 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 27 KiB

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 108 KiB

After

Width:  |  Height:  |  Size: 108 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 107 KiB

After

Width:  |  Height:  |  Size: 107 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 138 KiB

After

Width:  |  Height:  |  Size: 138 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 140 KiB

After

Width:  |  Height:  |  Size: 140 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 108 KiB

After

Width:  |  Height:  |  Size: 108 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 52 KiB

After

Width:  |  Height:  |  Size: 52 KiB

View File

@@ -1,138 +0,0 @@
import { expect } from '@playwright/test'
import { comfyPageFixture as test } from '../fixtures/ComfyPage'
import { TestIds } from '../fixtures/selectors'
test.describe('Zoom Controls', { tag: '@canvas' }, () => {
test.beforeEach(async ({ comfyPage }) => {
await comfyPage.settings.setSetting('Comfy.Graph.CanvasMenu', true)
await comfyPage.workflow.loadWorkflow('default')
await comfyPage.page.waitForFunction(() => window.app && window.app.canvas)
})
test('Default zoom is 100% and node has a size', async ({ comfyPage }) => {
const nodeSize = await comfyPage.page.evaluate(
() => window.app!.graph.nodes[0].size
)
expect(nodeSize[0]).toBeGreaterThan(0)
expect(nodeSize[1]).toBeGreaterThan(0)
const zoomButton = comfyPage.page.getByTestId(
TestIds.canvas.zoomControlsButton
)
await expect(zoomButton).toContainText('100%')
const scale = await comfyPage.canvasOps.getScale()
expect(scale).toBeCloseTo(1.0, 1)
})
test('Zoom to fit reduces percentage', async ({ comfyPage }) => {
const zoomButton = comfyPage.page.getByTestId(
TestIds.canvas.zoomControlsButton
)
await zoomButton.click()
await comfyPage.nextFrame()
const zoomToFit = comfyPage.page.getByTestId(TestIds.canvas.zoomToFitAction)
await expect(zoomToFit).toBeVisible()
await zoomToFit.click()
await expect
.poll(() => comfyPage.canvasOps.getScale(), { timeout: 2000 })
.toBeLessThan(1.0)
await expect(zoomButton).not.toContainText('100%')
})
test('Zoom out reduces percentage', async ({ comfyPage }) => {
const initialScale = await comfyPage.canvasOps.getScale()
const zoomButton = comfyPage.page.getByTestId(
TestIds.canvas.zoomControlsButton
)
await zoomButton.click()
await comfyPage.nextFrame()
const zoomOut = comfyPage.page.getByTestId(TestIds.canvas.zoomOutAction)
await zoomOut.click()
await comfyPage.nextFrame()
const newScale = await comfyPage.canvasOps.getScale()
expect(newScale).toBeLessThan(initialScale)
})
test('Zoom out clamps at 10% minimum', async ({ comfyPage }) => {
const zoomButton = comfyPage.page.getByTestId(
TestIds.canvas.zoomControlsButton
)
await zoomButton.click()
await comfyPage.nextFrame()
const zoomOut = comfyPage.page.getByTestId(TestIds.canvas.zoomOutAction)
for (let i = 0; i < 30; i++) {
await zoomOut.click()
}
await comfyPage.nextFrame()
await expect
.poll(() => comfyPage.canvasOps.getScale(), { timeout: 2000 })
.toBeCloseTo(0.1, 1)
await expect(zoomButton).toContainText('10%')
})
test('Manual percentage entry allows zoom in and zoom out', async ({
comfyPage
}) => {
const zoomButton = comfyPage.page.getByTestId(
TestIds.canvas.zoomControlsButton
)
await zoomButton.click()
await comfyPage.nextFrame()
const input = comfyPage.page
.getByTestId(TestIds.canvas.zoomPercentageInput)
.locator('input')
await input.focus()
await comfyPage.page.keyboard.press('Control+a')
await input.pressSequentially('100')
await input.press('Enter')
await comfyPage.nextFrame()
await expect
.poll(() => comfyPage.canvasOps.getScale(), { timeout: 2000 })
.toBeCloseTo(1.0, 1)
const zoomIn = comfyPage.page.getByTestId(TestIds.canvas.zoomInAction)
await zoomIn.click()
await comfyPage.nextFrame()
const scaleAfterZoomIn = await comfyPage.canvasOps.getScale()
expect(scaleAfterZoomIn).toBeGreaterThan(1.0)
const zoomOut = comfyPage.page.getByTestId(TestIds.canvas.zoomOutAction)
await zoomOut.click()
await comfyPage.nextFrame()
const scaleAfterZoomOut = await comfyPage.canvasOps.getScale()
expect(scaleAfterZoomOut).toBeLessThan(scaleAfterZoomIn)
})
test('Clicking zoom button toggles zoom controls visibility', async ({
comfyPage
}) => {
const zoomButton = comfyPage.page.getByTestId(
TestIds.canvas.zoomControlsButton
)
await zoomButton.click()
await comfyPage.nextFrame()
const zoomToFit = comfyPage.page.getByTestId(TestIds.canvas.zoomToFitAction)
await expect(zoomToFit).toBeVisible()
await zoomButton.click()
await comfyPage.nextFrame()
await expect(zoomToFit).not.toBeVisible()
})
})

View File

@@ -0,0 +1,683 @@
===============================================================================
____ _ _ ____
/ ___|___ __| | ___| |__ __ _ ___ ___ / ___|__ ___ _____ _ __ _ __ ___
| | / _ \ / _` |/ _ \ '_ \ / _` / __|/ _ \ | | / _` \ \ / / _ \ '__| '_ \/ __|
| |__| (_) | (_| | __/ |_) | (_| \__ \ __/ | |__| (_| |\ V / __/ | | | | \__ \
\____\___/ \__,_|\___|_.__/ \__,_|___/\___| \____\__,_| \_/ \___|_| |_| |_|___/
ComfyUI Frontend Architecture Adventure - Complete Walkthrough
===============================================================================
Platform: Web Browser (any modern browser)
Version: 1.0
Author: An Architect Who Has Seen Things
Last Updated: 2026-03-24
Spoilers: YES. This guide contains ALL solutions and ALL endings.
===============================================================================
TABLE OF CONTENTS
===============================================================================
I. Introduction & Controls
II. Game Mechanics
III. Room Guide & Map
IV. Challenge Solutions (SPOILERS)
V. Optimal Route - "The ECS Enlightenment" Speedrun
VI. All Four Endings
VII. Achievements
VIII. Artifacts Checklist
IX. Pro Tips & Secrets
===============================================================================
I. INTRODUCTION & CONTROLS
===============================================================================
Codebase Caverns is an interactive choose-your-own-adventure game that
teaches you the architecture of the ComfyUI frontend codebase. You explore
10 rooms representing different architectural layers, face 9 real engineering
challenges, collect artifacts, and reach one of 4 endings based on your
decisions.
Every challenge in this game is based on REAL architectural problems
documented in the ComfyUI frontend repo. The "correct" answers match the
actual migration strategy being used in production.
CONTROLS:
=========
1, 2, 3 Navigate between rooms (press the number key)
A, B, C Choose a challenge option (press the letter key)
M Toggle the map overlay
Escape Close the map / close ending preview
BUTTONS:
========
Map [M] Opens the room map overlay
Restart Resets the current run (keeps achievements)
Play Again After an ending, starts a new run
Your progress auto-saves to localStorage. Close the tab and come back
later - you'll pick up right where you left off.
===============================================================================
II. GAME MECHANICS
===============================================================================
STATS
=====
You have four stats tracked in the HUD at the top:
Debt [||||||||..] 50 Technical debt. LOWER is better.
Quality [|||.......] 30 Code quality. HIGHER is better.
Morale [||||||....] 60 Team morale. HIGHER is better.
ECS [.........] 0/5 Migration progress. 5 is max.
Each challenge choice modifies these stats. Your final stats determine
which of the 4 endings you get.
CHALLENGES
==========
9 of the 10 rooms contain a one-time challenge - an architectural dilemma
with 2-3 options. Each option has a rating:
[GOOD] Best practice. Matches the real migration strategy.
Usually: Debt down, Quality up, +1 ECS progress.
[OK] Pragmatic but imperfect. Gets the job done.
Mixed stat effects.
[BAD] Tempting but harmful. Short-term gain, long-term pain.
Usually: Debt up or Morale down.
After choosing, you see your result, the recommended answer, and a link
to the real architecture documentation that explains why.
ARTIFACTS
=========
Rooms contain collectible artifacts - key files and concepts from the
codebase. These are auto-collected when you enter a room. They appear
as icons in your Inventory sidebar.
ENDINGS
=======
After resolving all 8 challenges, you get one of 4 endings based on
your accumulated stats. See Section VI for details.
ACHIEVEMENTS
============
Each ending you reach is permanently saved as an achievement badge.
Achievements persist across runs - even after restarting. Click an
unlocked badge to review that ending's screen.
===============================================================================
III. ROOM GUIDE & MAP
===============================================================================
+-------------------+
| ENTRY POINT |
| (src/main.ts) |
+-+--------+------+-+
| | |
+----------+ | +-----------+
| | |
+---v----------+ +-----v--------+ +------v---------+
| COMPONENT | | STORE | | SERVICE |
| GALLERY | | VAULTS | | CORRIDORS |
| [Challenge] | | [Challenge] | | [Challenge] |
+--+------+----+ +--+------+----+ +--------+-------+
| | | | |
| | +----v---+ | +------v-------+
| | | ECS | | | COMPOSABLES |
| | | CHAMB. | | | WORKSHOP |
| | | [Chal] | | | [Challenge] |
| | +---+----+ | +--------------+
| | | +----v------+
| | +----v--+--+ |
| | |SUBGRAPH| RENDERER |
| | | DEPTHS | OVERLOOK |
| | | [Chal] | [Chal] |
| | +--------+----------+
| |
+--v------v----+
| LITEGRAPH |
| ENGINE |
| [Challenge] |
+------+-------+
|
+------v-------+
| COMMAND |
| FORGE |
| [Challenge] |
+--------------+
ROOM DETAILS:
=============
1. THE ENTRY POINT [src/main.ts]
No challenge. No artifacts. Starting room.
Exits: Components (1), Stores (2), Services (3)
2. THE COMPONENT GALLERY [Presentation]
Challenge: The Circular Dependency
Artifacts: GraphView.vue
Exits: Litegraph (1), Command Forge (2), Entry (3)
3. THE STORE VAULTS [State]
Challenge: The Scattered Mutations
Artifacts: widgetValueStore.ts, layoutStore.ts
Exits: ECS (1), Renderer (2), Entry (3)
4. THE SERVICE CORRIDORS [Services]
Challenge: The Migration Question
Artifacts: litegraphService.ts, Extension Migration Guide
Exits: Composables (1), Entry (2)
5. THE LITEGRAPH ENGINE ROOM [Graph Engine]
Challenge: The God Object Dilemma
Artifacts: LGraphCanvas.ts, LGraphNode.ts
Exits: ECS (1), Components (2), Entry (3)
6. THE ECS ARCHITECT'S CHAMBER [ECS]
Challenge: The ID Crossroads
Artifacts: World Registry, Branded Entity IDs
Exits: Subgraph Depths (1), Renderer (2), Entry (3)
7. THE SUBGRAPH DEPTHS [Graph Boundaries]
Challenge: The Widget Promotion Decision
Artifacts: SubgraphStructure, Typed Interface Contracts
Exits: ECS (1), Litegraph (2), Entry (3)
8. THE RENDERER OVERLOOK [Renderer]
Challenge: The Render-Time Mutation
Artifacts: QuadTree Spatial Index, Y.js CRDT Layout
Exits: ECS (1), Entry (2)
9. THE COMPOSABLES WORKSHOP [Composables]
Challenge: The Collaboration Protocol
Artifacts: useCoreCommands.ts
Exits: Stores (1), Entry (2)
10. THE COMMAND FORGE [Commands & Intent]
Challenge: The Mutation Gateway
Artifacts: CommandExecutor, Command Interface
Exits: Components (1), Stores (2), Entry (3)
===============================================================================
IV. CHALLENGE SOLUTIONS (SPOILERS)
===============================================================================
*** WARNING: FULL SOLUTIONS BELOW ***
*** SCROLL PAST SECTION VI IF YOU WANT TO PLAY BLIND ***
.--------------------------------------------------------------------.
| CHALLENGE 1: The Circular Dependency | Room: Components |
|------------------------------------------------------------------ |
| Subgraph extends LGraph, but LGraph creates Subgraph instances. |
| Circular import forces order-dependent barrel exports. |
|------------------------------------------------------------------ |
| |
| >>> A. Composition over inheritance [GOOD] <<< |
| Debt -10, Quality +15, Morale +5, ECS +1 |
| A subgraph IS a graph - just a node with SubgraphStructure. |
| Under graph unification, no class inheritance at all. |
| |
| B. Barrel file reordering [BAD] |
| Debt +10, Quality -5, Morale -5 |
| Band-aid. The coupling remains and will break again. |
| |
| C. Factory injection [OK] |
| Debt -5, Quality +10 |
| Pragmatic fix but classes stay coupled at runtime. |
'--------------------------------------------------------------------'
.--------------------------------------------------------------------.
| CHALLENGE 2: The Scattered Mutations | Room: Stores |
|------------------------------------------------------------------ |
| graph._version++ appears in 19 locations across 7 files. |
| One missed site = silent data loss. |
|------------------------------------------------------------------ |
| |
| >>> A. Centralize into graph.incrementVersion() [GOOD] <<< |
| Debt -15, Quality +15, ECS +1 |
| This is Phase 0a of the real migration plan. |
| 19 sites -> 1 method. Auditable change tracking. |
| |
| B. Add a JavaScript Proxy [OK] |
| Debt +5, Quality +5, Morale -5 |
| Catches mutations but adds opaque runtime overhead. |
| |
| C. Leave it as-is [BAD] |
| Debt +10, Morale +5 |
| "It works, don't touch it" - until it doesn't. |
'--------------------------------------------------------------------'
.--------------------------------------------------------------------.
| CHALLENGE 3: The Migration Question | Room: Services |
|------------------------------------------------------------------ |
| Legacy litegraph works. How to migrate to ECS without breaking |
| production for thousands of users? |
|------------------------------------------------------------------ |
| |
| >>> A. 5-phase incremental plan [GOOD] <<< |
| Quality +15, Morale +10, ECS +1 |
| Foundation -> Types -> Bridge -> Systems -> Legacy Removal. |
| Each phase independently shippable. This is the real plan. |
| |
| B. Big bang rewrite [BAD] |
| Debt -10, Quality +5, Morale -20 |
| Feature freeze + scope creep + burnout = disaster. |
| |
| C. Strangler fig pattern [OK] |
| Quality +10, Morale +5 |
| Solid pattern but lacks clear milestones without a plan. |
'--------------------------------------------------------------------'
.--------------------------------------------------------------------.
| CHALLENGE 4: The God Object Dilemma | Room: Litegraph |
|------------------------------------------------------------------ |
| LGraphCanvas: ~9,100 lines. LGraphNode: ~4,300 lines. |
| God objects mixing rendering, serialization, connectivity, etc. |
|------------------------------------------------------------------ |
| |
| A. Rewrite from scratch [BAD] |
| Debt -20, Quality +5, Morale -25 |
| Heroic rewrite stalls at month three. Team burns out. |
| |
| >>> B. Extract incrementally [GOOD] <<< |
| Debt -10, Quality +15, Morale +5, ECS +1 |
| Position -> Connectivity -> Rendering. Small testable PRs. |
| This matches the actual migration strategy. |
| |
| C. Add a facade layer [OK] |
| Debt +5, Quality +5, Morale +10 |
| Nicer API but complexity lives behind the facade. |
| |
| NOTE: This is the only challenge where A is NOT the best answer! |
'--------------------------------------------------------------------'
.--------------------------------------------------------------------.
| CHALLENGE 5: The ID Crossroads | Room: ECS |
|------------------------------------------------------------------ |
| NodeId is number | string. Nothing prevents passing a LinkId |
| where a NodeId is expected. Six entity kinds share one ID space. |
|------------------------------------------------------------------ |
| |
| >>> A. Branded types with cast helpers [GOOD] <<< |
| Debt -15, Quality +20, ECS +1 |
| type NodeEntityId = number & { __brand: 'NodeEntityId' } |
| Compile-time safety, zero runtime cost. Phase 1a. |
| |
| B. String prefixes at runtime [OK] |
| Debt +5, Quality +5, Morale -5 |
| "node:42" - parsing overhead everywhere. |
| |
| C. Keep plain numbers [BAD] |
| Debt +15, Quality -5 |
| "Just be careful" - someone WILL pass the wrong ID. |
'--------------------------------------------------------------------'
.--------------------------------------------------------------------.
| CHALLENGE 6: The Widget Promotion Decision | Room: Subgraph |
|------------------------------------------------------------------ |
| A user promotes a widget from inside a subgraph to the parent. |
| Today this needs PromotionStore + ViewManager + PromotedWidgetView |
| — a parallel state system. Two ECS candidates. |
|------------------------------------------------------------------ |
| |
| >>> A. Connections-only: promotion = typed input [GOOD] <<< |
| Debt -15, Quality +15, Morale +5, ECS +1 |
| Promotion = adding an interface input. Type->widget mapping |
| creates the widget automatically. Eliminates PromotionStore, |
| ViewManager, and PromotedWidgetView entirely. |
| |
| B. Simplified component promotion [OK] |
| Debt -5, Quality +10, Morale +5 |
| WidgetPromotion component on widget entities. Removes |
| ViewManager but keeps promotion as a distinct concept. |
| Shared subgraph instance ambiguity remains. |
| |
| C. Keep the current three-layer system [BAD] |
| Debt +10, Quality -5, Morale -5 |
| The parallel state system persists indefinitely. |
'--------------------------------------------------------------------'
.--------------------------------------------------------------------.
| CHALLENGE 7: The Render-Time Mutation | Room: Renderer |
|------------------------------------------------------------------ |
| drawNode() calls _setConcreteSlots() and arrange() during the |
| render pass. Draw order affects layout. Classic mutation-in- |
| render bug. |
|------------------------------------------------------------------ |
| |
| >>> A. Separate update and render phases [GOOD] <<< |
| Debt -15, Quality +15, ECS +1 |
| Input -> Update (layout) -> Render (read-only). |
| Matches the ECS system pipeline design. |
| |
| B. Dirty flags and deferred render [OK] |
| Debt -5, Quality +5, Morale +5 |
| Reduces symptoms but render pass can still mutate. |
| |
| NOTE: Only 2 options here. Both are reasonable; A is optimal. |
'--------------------------------------------------------------------'
.--------------------------------------------------------------------.
| CHALLENGE 8: The Collaboration Protocol | Room: Composables |
|------------------------------------------------------------------ |
| Multiple users want to edit the same workflow simultaneously. |
| layoutStore already extracts position data. How to sync? |
|------------------------------------------------------------------ |
| |
| >>> A. Y.js CRDTs [GOOD] <<< |
| Debt -10, Quality +15, Morale +10 |
| Conflict-free replicated data types. Already proven. |
| This is what the real layoutStore uses. |
| |
| B. Polling-based sync [BAD] |
| Debt +10, Quality -5, Morale -5 |
| Flickering, lag, silent data loss. Support nightmare. |
| |
| C. Skip collaboration for now [OK] |
| Morale +5 |
| Pragmatic delay but cloud team won't be happy. |
'--------------------------------------------------------------------'
.--------------------------------------------------------------------.
| CHALLENGE 9: The Mutation Gateway | Room: Command Forge |
|------------------------------------------------------------------ |
| The World's imperative API (world.setComponent()) vs. the command |
| pattern requirement from ADR 0003. How should external callers |
| mutate the World? |
|------------------------------------------------------------------ |
| |
| >>> A. Commands as intent; systems as handlers; World as store <<< |
| Debt -10, Quality +15, Morale +5, ECS +1 [GOOD] |
| Caller -> Command -> System -> World -> Y.js. Commands are |
| serializable. ADR 0003 and ADR 0008 are complementary. |
| |
| B. Make World.setComponent() itself serializable [OK] |
| Debt +5, Quality +5, Morale -5 |
| Conflates store with command layer. Batch ops become noisy. |
| |
| C. Skip commands - let callers mutate directly [BAD] |
| Debt +15, Quality -10 |
| No undo/redo, no replay, no CRDT sync, no audit trail. |
'--------------------------------------------------------------------'
===============================================================================
V. OPTIMAL ROUTE - "THE ECS ENLIGHTENMENT" SPEEDRUN
===============================================================================
This route hits all 8 challenges picking the GOOD answer, collecting
all 13 artifacts, visiting all 10 rooms. Order matters for efficiency
(fewest key presses).
Starting stats: Debt 50, Quality 30, Morale 60, ECS 0/5
ENTRY POINT
Press 1 -> Component Gallery
COMPONENT GALLERY
Challenge: The Circular Dependency -> Press A (Composition)
[Debt 40, Quality 45, Morale 65, ECS 1/5]
Press 2 -> Command Forge
THE COMMAND FORGE
Challenge: The Mutation Gateway -> Press A (Commands as intent)
[Debt 30, Quality 60, Morale 70, ECS 2/5]
Press 2 -> Store Vaults
STORE VAULTS
Challenge: The Scattered Mutations -> Press A (Centralize)
[Debt 15, Quality 75, Morale 70, ECS 3/5]
Press 1 -> ECS Chamber
ECS ARCHITECT'S CHAMBER
Challenge: The ID Crossroads -> Press A (Branded types)
[Debt 0, Quality 95, Morale 70, ECS 4/5]
Press 1 -> Subgraph Depths
SUBGRAPH DEPTHS
Challenge: The Widget Promotion Decision -> Press A (Connections-only)
[Debt 0, Quality 100, Morale 75, ECS 5/5]
Press 1 -> ECS Chamber
Press 2 -> Renderer
RENDERER OVERLOOK
Challenge: The Render-Time Mutation -> Press A (Separate phases)
[Debt 0, Quality 100, Morale 75, ECS 5/5]
Press 2 -> Entry Point
ENTRY POINT
Press 3 -> Services
SERVICE CORRIDORS
Challenge: The Migration Question -> Press A (5-phase plan)
[Debt 0, Quality 100, Morale 85, ECS 5/5]
Press 1 -> Composables
COMPOSABLES WORKSHOP
Challenge: The Collaboration Protocol -> Press A (Y.js CRDTs)
[Debt 0, Quality 100, Morale 95, ECS 5/5]
Press 2 -> Entry Point
ENTRY POINT
Press 1 -> Components
Press 1 -> Litegraph
LITEGRAPH ENGINE ROOM
Challenge: The God Object Dilemma -> Press B (Extract incrementally)
[Debt 0, Quality 100, Morale 100, ECS 5/5]
FINAL STATS: Debt 0 | Quality 100 | Morale 100 | ECS 5/5
*** ENDING: THE ECS ENLIGHTENMENT ***
Total key presses: 28 (including challenge answers)
Rooms visited: 10/10
Artifacts: 16/16
Challenges: 9/9 correct
===============================================================================
VI. ALL FOUR ENDINGS
===============================================================================
Endings are checked in order. First match wins.
.--------------------------------------------------------------------.
| |
| ENDING 1: THE ECS ENLIGHTENMENT [BEST] |
| |
| Requirements: Debt < 25 AND Quality >= 75 AND Morale >= 60 |
| |
| "The World registry hums with clean data. Node removal: |
| 30 lines instead of 107. Serialization: one system instead |
| of six scattered methods. Branded IDs catch bugs at compile |
| time. Y.js CRDTs enable real-time collaboration. The team |
| ships features faster than ever." |
| |
| HOW TO GET IT: Pick ALL good answers. Hard to miss if you |
| read the hints carefully. |
'--------------------------------------------------------------------'
.--------------------------------------------------------------------.
| |
| ENDING 2: THE CLEAN ARCHITECTURE [GOOD] |
| |
| Requirements: Debt < 40 AND Quality >= 50 |
| |
| "The migration completes on schedule. Systems hum along, |
| the ECS World holds most entity state, and the worst god |
| objects have been tamed." |
| |
| HOW TO GET IT: Pick mostly good answers, 1-2 OK answers. |
'--------------------------------------------------------------------'
.--------------------------------------------------------------------.
| |
| ENDING 3: THE ETERNAL REFACTOR [MEH] |
| |
| Requirements: Debt < 70 |
| |
| "The migration... continues. Every sprint has a 'cleanup' |
| ticket that never quite closes." |
| |
| HOW TO GET IT: Mix of OK and BAD answers. The "safe" middle. |
'--------------------------------------------------------------------'
.--------------------------------------------------------------------.
| |
| ENDING 4: THE SPAGHETTI SINGULARITY [WORST] |
| |
| Requirements: Debt >= 70 (catch-all) |
| |
| "The god objects grew sentient. LGraphCanvas hit 12,000 lines |
| and developed a circular dependency with itself." |
| |
| HOW TO GET IT: Pick all BAD answers. You have to try. |
| Starting debt is 50, so you need +20 from bad choices. |
'--------------------------------------------------------------------'
===============================================================================
VII. ACHIEVEMENTS
===============================================================================
Achievements are permanently saved across runs. You need 4 playthroughs
(minimum) to unlock all endings, since each run can only reach one.
[x] The ECS Enlightenment - All good answers
[x] The Clean Architecture - Mostly good, few OK
[x] The Eternal Refactor - Mix of OK and bad
[x] The Spaghetti Singularity - Maximize debt (see pro tip below)
Click any unlocked achievement badge in the Endings sidebar panel
to review that ending's screen without resetting your current game.
PRO TIP: "The Spaghetti Singularity" requires Debt >= 70. This is
TRICKY because some "bad" answers actually LOWER debt! Rewrites
(Litegraph A: Debt -20) and big bang rewrites (Services B: Debt -10)
reduce debt short-term even though they tank morale.
To hit Debt >= 70 you must pick options that ADD debt or leave it
alone. Here's the proven path (starting at Debt 50):
Components: B (Barrel file reordering) Debt +10 -> 60
Command Forge: C (Skip commands) Debt +15 -> 75
Stores: C (Leave it as-is) Debt +10 -> 85
Services: C (Strangler fig) Debt +0 -> 85
Litegraph: C (Add a facade) Debt +5 -> 90
ECS: C (Keep plain numbers) Debt +15 -> 100
Subgraph: C (Keep three-layer system) Debt +10 -> 100
Renderer: B (Dirty flags) Debt -5 -> 95
Composables: B (Polling-based sync) Debt +10 -> 100
Final: Debt 100 / Quality 10 / Morale 50 -> SPAGHETTI SINGULARITY
WARNING: Picking "all bad-rated answers" does NOT work! The bad
answers for Litegraph (A: Rewrite, Debt -20) and Services (B: Big
bang, Debt -10) have negative debt effects that pull you back
under 70.
===============================================================================
VIII. ARTIFACTS CHECKLIST
===============================================================================
Room | Artifact | Type
==================|============================|==================
Component Gallery | GraphView.vue | Component
Store Vaults | widgetValueStore.ts | Proto-ECS Store
Store Vaults | layoutStore.ts | Proto-ECS Store
Service Corridors | litegraphService.ts | Service
Service Corridors | Extension Migration Guide | Design Pattern
Litegraph Engine | LGraphCanvas.ts | God Object
Litegraph Engine | LGraphNode.ts | God Object
ECS Chamber | World Registry | ECS Core
ECS Chamber | Branded Entity IDs | Type Safety
Subgraph Depths | SubgraphStructure | ECS Component
Subgraph Depths | Typed Interface Contracts | Design Pattern
Renderer Overlook | QuadTree Spatial Index | Data Structure
Renderer Overlook | Y.js CRDT Layout | Collaboration
Composables | useCoreCommands.ts | Composable
Command Forge | CommandExecutor | ECS Core
Command Forge | Command Interface | Design Pattern
Total: 16 artifacts across 9 rooms.
Entry Point has no artifacts.
===============================================================================
IX. PRO TIPS & SECRETS
===============================================================================
* Your game auto-saves after every room change and challenge. Close
the tab and come back anytime - you won't lose progress.
* The Restart button in the HUD resets your run but KEEPS your
achievement badges. Use it to go for a different ending.
* Every code reference in the room descriptions is a clickable link
to the actual file on GitHub. Open them in new tabs to read the
real code while you play.
* After each challenge, the "Read more" link takes you to the
architecture documentation that explains the real engineering
rationale behind the recommended answer.
* The map overlay (press M) shows challenge badges:
[?] = challenge available but not yet attempted
[v] = challenge completed
* Room navigation preloads images for adjacent rooms, so transitions
should be instant after the first visit.
* The Command Forge (formerly the Side Panel) teaches the Command
Pattern - how commands relate to systems and the World. Its challenge
covers the architectural layering from ADR 0003 and ADR 0008.
* The ECS Migration Progress stat maxes at 5, matching the 5 phases
of the real migration plan. But 9 challenges can give +1 each
(8 of the 9 GOOD answers grant +1 ECS). The Services challenge
("5-phase plan") gives +1 ECS but no debt reduction - it's pure
planning, not implementation.
* There are between 2-3 choices per challenge, giving
3*3*3*3*3*3*2*3*3 = 13,122 possible playthroughs. But only 4
distinct endings. Most paths lead to "The Clean Architecture"
or "The Eternal Refactor."
* If you want to learn the ComfyUI frontend architecture for real,
the recommended reading order matches the optimal speedrun route:
1. src/main.ts (entry point)
2. src/views/GraphView.vue (main canvas)
3. src/stores/ (state management)
4. src/ecs/ (the future)
5. docs/architecture/ecs-world-command-api.md (command layer)
6. src/renderer/core/ (canvas pipeline)
7. docs/architecture/ecs-migration-plan.md (the plan)
8. src/composables/ (Vue logic hooks)
9. src/lib/litegraph/src/ (the legacy engine)
* The pixel art images were generated using the Z-Image Turbo
pipeline on the same ComfyUI that this frontend controls.
Meta, isn't it?
===============================================================================
This document Copyright (c) 2026 A Concerned Architect
ComfyUI is maintained by Comfy-Org: https://github.com/Comfy-Org
"In a world of god objects, be an entity-component-system."
___
| |
___| |___
| |
| COMFY UI |
| FRONTEND |
|___________|
| | | | | | |
| | | | | | |
_| | | | | | |_
|_______________|
GG. GIT GUD.
===============================================================================

View File

@@ -0,0 +1,26 @@
{
"meta": {
"style": "Pixel art badge/medal icon, 128x128, dark background, achievement unlock style",
"usage": "Each key matches an ending ID. Shown in achievements panel when that ending has been reached.",
"model": "Z-Image Turbo (no LoRA)",
"resolution": "128x128"
},
"achievements": {
"great": {
"title": "The ECS Enlightenment",
"prompt": "Pixel art achievement badge of a radiant crystal temple with clean geometric architecture, bright green and gold triumphant glow, laurel wreath border, dark background"
},
"good": {
"title": "The Clean Architecture",
"prompt": "Pixel art achievement badge of a solid fortress with neat organized blocks, blue and silver steady glow, star emblem, dark background"
},
"mediocre": {
"title": "The Eternal Refactor",
"prompt": "Pixel art achievement badge of an hourglass with sand still flowing endlessly, amber and grey weary glow, circular border, dark background"
},
"disaster": {
"title": "The Spaghetti Singularity",
"prompt": "Pixel art achievement badge of a tangled mass of spaghetti code wires collapsing into a black hole, red and purple chaotic glow, cracked border, dark background"
}
}
}

View File

@@ -0,0 +1,114 @@
{
"meta": {
"style": "Pixel art icon, 128x128, dark background, game UI button icon style, clean readable silhouette",
"usage": "Each key is {room}-{choiceKey lowercase}. Used in challenge choice buttons in adventure.html.",
"model": "Z-Image Turbo (no LoRA)",
"resolution": "128x128"
},
"choices": {
"components-a": {
"label": "Composition over inheritance",
"prompt": "Pixel art icon of puzzle pieces snapping together cleanly, green glow, dark background, game UI icon"
},
"components-b": {
"label": "Barrel file reordering",
"prompt": "Pixel art icon of a stack of files being shuffled with arrows, amber warning glow, dark background, game UI icon"
},
"components-c": {
"label": "Factory injection",
"prompt": "Pixel art icon of a factory building with a syringe injecting into it, blue mechanical glow, dark background, game UI icon"
},
"stores-a": {
"label": "Centralize into graph.incrementVersion()",
"prompt": "Pixel art icon of scattered dots converging into a single glowing funnel point, green glow, dark background, game UI icon"
},
"stores-b": {
"label": "Add a JavaScript Proxy",
"prompt": "Pixel art icon of a shield proxy intercepting arrows mid-flight, amber translucent glow, dark background, game UI icon"
},
"stores-c": {
"label": "Leave it as-is",
"prompt": "Pixel art icon of a shrug gesture with cobwebs on old machinery, grey muted glow, dark background, game UI icon"
},
"services-a": {
"label": "5-phase incremental plan",
"prompt": "Pixel art icon of five stepping stones ascending in a staircase with checkmarks, green glow, dark background, game UI icon"
},
"services-b": {
"label": "Big bang rewrite",
"prompt": "Pixel art icon of a dynamite stick with lit fuse and explosion sparks, red danger glow, dark background, game UI icon"
},
"services-c": {
"label": "Strangler fig pattern",
"prompt": "Pixel art icon of vines growing around and enveloping an old tree trunk, green and brown organic glow, dark background, game UI icon"
},
"litegraph-a": {
"label": "Rewrite from scratch",
"prompt": "Pixel art icon of a wrecking ball demolishing a building into rubble, red destructive glow, dark background, game UI icon"
},
"litegraph-b": {
"label": "Extract incrementally",
"prompt": "Pixel art icon of surgical tweezers carefully extracting a glowing module from a larger block, green precise glow, dark background, game UI icon"
},
"litegraph-c": {
"label": "Add a facade layer",
"prompt": "Pixel art icon of a decorative mask covering a cracked wall, yellow cosmetic glow, dark background, game UI icon"
},
"ecs-a": {
"label": "Branded types with cast helpers",
"prompt": "Pixel art icon of ID badges with distinct colored stamps and a compiler checkmark, green type-safe glow, dark background, game UI icon"
},
"ecs-b": {
"label": "String prefixes at runtime",
"prompt": "Pixel art icon of text labels being parsed with a magnifying glass at runtime, amber slow glow, dark background, game UI icon"
},
"ecs-c": {
"label": "Keep plain numbers",
"prompt": "Pixel art icon of bare numbers floating unprotected with a question mark, red risky glow, dark background, game UI icon"
},
"renderer-a": {
"label": "Separate update and render phases",
"prompt": "Pixel art icon of two clean pipeline stages labeled U and R with an arrow between them, green orderly glow, dark background, game UI icon"
},
"renderer-b": {
"label": "Dirty flags and deferred render",
"prompt": "Pixel art icon of a flag with a smudge mark and a clock showing delay, amber patch glow, dark background, game UI icon"
},
"composables-a": {
"label": "Y.js CRDTs",
"prompt": "Pixel art icon of two documents merging seamlessly with sync arrows and no conflicts, green collaboration glow, dark background, game UI icon"
},
"composables-b": {
"label": "Polling-based sync",
"prompt": "Pixel art icon of a clock with circular refresh arrows and flickering signal, red laggy glow, dark background, game UI icon"
},
"composables-c": {
"label": "Skip collaboration for now",
"prompt": "Pixel art icon of a single person at a desk with a pause symbol, grey neutral glow, dark background, game UI icon"
},
"subgraph-a": {
"label": "Connections-only: promotion = adding a typed input",
"prompt": "Pixel art icon of a function signature with typed input slots and a green checkmark, clean minimal glow, dark background, game UI icon"
},
"subgraph-b": {
"label": "Simplified component promotion",
"prompt": "Pixel art icon of a widget being lifted up with a promotion arrow and a component badge, amber glow, dark background, game UI icon"
},
"subgraph-c": {
"label": "Keep the current three-layer system",
"prompt": "Pixel art icon of three stacked translucent layers with proxy shadows underneath, red complex glow, dark background, game UI icon"
},
"sidepanel-a": {
"label": "Commands as intent; systems as handlers; World as store",
"prompt": "Pixel art icon of a layered architectural diagram with arrows flowing top-to-bottom through five labeled tiers, green glow, dark background, game UI icon"
},
"sidepanel-b": {
"label": "Make World.setComponent() itself serializable",
"prompt": "Pixel art icon of a database with every cell being logged into a scroll, amber overflow glow, dark background, game UI icon"
},
"sidepanel-c": {
"label": "Skip commands — let callers mutate directly",
"prompt": "Pixel art icon of multiple hands reaching into a glowing orb simultaneously causing cracks, red chaos glow, dark background, game UI icon"
}
}
}

View File

@@ -0,0 +1,90 @@
{
"meta": {
"style": "Pixel art icon on transparent black background, 128x128, clean edges, glowing accent color, game inventory item style",
"usage": "Each key is an artifact ID used in adventure.html. Generate one icon per artifact.",
"model": "Z-Image Turbo (no LoRA)",
"resolution": "128x128"
},
"artifacts": {
"graphview": {
"name": "GraphView.vue",
"type": "Component",
"prompt": "Pixel art icon of a glowing canvas frame with connected nodes and wires inside, blue accent glow, dark background, game inventory item"
},
"widgetvaluestore": {
"name": "widgetValueStore.ts",
"type": "Proto-ECS Store",
"prompt": "Pixel art icon of a vault door with a glowing slider widget embossed on it, purple and gold accents, dark background, game inventory item"
},
"layoutstore": {
"name": "layoutStore.ts",
"type": "Proto-ECS Store",
"prompt": "Pixel art icon of a grid blueprint with glowing position markers, purple accent lines, dark background, game inventory item"
},
"litegraphservice": {
"name": "litegraphService.ts",
"type": "Service",
"prompt": "Pixel art icon of a gear with a graph node symbol in the center, copper and blue metallic glow, dark background, game inventory item"
},
"lgraphcanvas": {
"name": "LGraphCanvas.ts",
"type": "God Object",
"prompt": "Pixel art icon of a massive cracked monolith radiating red warning light, labeled 9100, ominous dark background, game inventory item"
},
"lgraphnode": {
"name": "LGraphNode.ts",
"type": "God Object",
"prompt": "Pixel art icon of an oversized cube with tangled wires bursting from every face, red and amber glow, dark background, game inventory item"
},
"world-registry": {
"name": "World Registry",
"type": "ECS Core",
"prompt": "Pixel art icon of a glowing crystalline orb containing tiny entity symbols, bright blue and white aura, dark background, game inventory item"
},
"branded-ids": {
"name": "Branded Entity IDs",
"type": "Type Safety",
"prompt": "Pixel art icon of a set of ID cards with distinct colored borders and brand stamps, green checkmark glow, dark background, game inventory item"
},
"quadtree": {
"name": "QuadTree Spatial Index",
"type": "Data Structure",
"prompt": "Pixel art icon of a square recursively divided into four quadrants with glowing dots at intersections, teal accent, dark background, game inventory item"
},
"yjs-crdt": {
"name": "Y.js CRDT Layout",
"type": "Collaboration",
"prompt": "Pixel art icon of two overlapping document layers merging with sync arrows, purple and green glow, dark background, game inventory item"
},
"usecorecommands": {
"name": "useCoreCommands.ts",
"type": "Composable",
"prompt": "Pixel art icon of a hook tool with keyboard key symbols orbiting it, yellow and blue glow, dark background, game inventory item"
},
"subgraph-structure": {
"name": "SubgraphStructure",
"type": "ECS Component",
"prompt": "Pixel art icon of nested rectangular frames inside each other like Russian dolls with glowing typed connections at each boundary, purple and teal accent, dark background, game inventory item"
},
"typed-contracts": {
"name": "Typed Interface Contracts",
"type": "Architecture",
"prompt": "Pixel art icon of a sealed scroll with a glowing typed signature stamp and interface brackets, gold and blue accent, dark background, game inventory item"
},
"command-executor": {
"name": "CommandExecutor",
"type": "ECS Core",
"prompt": "Pixel art icon of a glowing anvil with a gear and execute arrow symbol, blue-purple forge glow, dark background, game inventory item"
},
"command-interface": {
"name": "Command Interface",
"type": "Design Pattern",
"prompt": "Pixel art icon of a sealed scroll with a type discriminator tag and execute method seal, blue glow, dark background, game inventory item"
},
"extension-migration": {
"name": "Extension Migration Guide",
"type": "Design Pattern",
"prompt": "Pixel art icon of a scroll with legacy code on left transforming via arrow to ECS code on right, green transition glow, dark background, game inventory item"
}
}
}

View File

@@ -0,0 +1,61 @@
{
"meta": {
"style": "Pixel art, 16:9 aspect ratio, dark moody palette with glowing accent lighting",
"usage": "Each key corresponds to a room ID in adventure.html. Generate images with generate-images.py.",
"model": "Z-Image Turbo (no LoRA)",
"resolution": "1152x640",
"generated": "2026-03-24"
},
"rooms": {
"entry": {
"title": "The Entry Point",
"prompt": "Pixel art of a glowing terminal in a vast dark server room, Vue.js and TypeScript logos floating as holographic projections, three corridors branching ahead lit by blue, green, and purple lights",
"path": "images/entry.png"
},
"components": {
"title": "The Component Gallery",
"prompt": "Pixel art gallery hall with framed Vue component cards hung on stone walls, a massive canvas painting labeled 'GraphView' in the center, smaller panels flanking either side, warm torchlight",
"path": "images/components.png"
},
"stores": {
"title": "The Store Vaults",
"prompt": "Pixel art underground vault with 60 glowing vault doors lining the walls, three doors in front glow brightest (labeled widget, layout, promotion), a Pinia pineapple emblem etched in stone above",
"path": "images/stores.png"
},
"services": {
"title": "The Service Corridors",
"prompt": "Pixel art clean corridors with labeled pipes connecting rooms overhead, data flowing as glowing particles through transparent tubes, service names etched on brass plaques",
"path": "images/services.png"
},
"litegraph": {
"title": "The Litegraph Engine Room",
"prompt": "Pixel art dark engine room with three massive monolith machines labeled 9100, 4300, and 3100 lines of code, warning lights flashing amber, tangled wires and cables everywhere",
"path": "images/litegraph.png"
},
"ecs": {
"title": "The ECS Architect's Chamber",
"prompt": "Pixel art architect's drafting room with blueprints pinned to walls showing entity-component diagrams, a glowing World orb floating in the center, branded ID cards scattered across the desk",
"path": "images/ecs.png"
},
"subgraph": {
"title": "The Subgraph Depths",
"prompt": "Pixel art recursive fractal chamber where identical rooms nest inside each other like Russian dolls, typed contract scrolls float at each boundary doorway, a DAG tree diagram glows on the ceiling",
"path": "images/subgraph.png"
},
"renderer": {
"title": "The Renderer Overlook",
"prompt": "Pixel art observation deck overlooking a vast canvas being painted by precise robotic arms, Y.js CRDT symbols floating in the air, a QuadTree grid visible on the floor below",
"path": "images/renderer.png"
},
"composables": {
"title": "The Composables Workshop",
"prompt": "Pixel art workshop with hooks hanging from a pegboard wall, each labeled (useCoreCommands, useCanvasDrop, etc.), workbenches for auth, canvas, and queue domains, cozy lantern light",
"path": "images/composables.png"
},
"sidepanel": {
"title": "The Command Forge",
"prompt": "Pixel art anvil forge where glowing command scrolls are being hammered into structured objects, a layered diagram on the wall showing five architectural tiers connected by arrows, blue and purple forge light, dark background",
"path": "images/sidepanel.png"
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,196 @@
"""
Generate pixel art inventory icons for the Architecture Adventure game.
Uses Z-Image Turbo pipeline via local ComfyUI server (no LoRA).
Skips icons that already exist on disk.
Usage: python docs/architecture/generate-icons.py
"""
import json
import os
import time
import urllib.request
import urllib.error
COMFY_URL = "http://localhost:8188"
SCRIPT_DIR = os.path.dirname(os.path.abspath(__file__))
ARTIFACT_PROMPTS = os.path.join(SCRIPT_DIR, "adventure-icon-prompts.json")
CHOICE_PROMPTS = os.path.join(SCRIPT_DIR, "adventure-choice-icon-prompts.json")
ACHIEVEMENT_PROMPTS = os.path.join(SCRIPT_DIR, "adventure-achievement-icon-prompts.json")
OUTPUT_DIR = os.path.join(SCRIPT_DIR, "icons")
BASE_SEED = 7777
WIDTH = 128
HEIGHT = 128
def build_workflow(prompt_text, seed, prefix):
return {
"1": {
"class_type": "UNETLoader",
"inputs": {
"unet_name": "ZIT\\z_image_turbo_bf16.safetensors",
"weight_dtype": "default",
},
},
"2": {
"class_type": "CLIPLoader",
"inputs": {
"clip_name": "qwen_3_4b.safetensors",
"type": "lumina2",
"device": "default",
},
},
"3": {
"class_type": "VAELoader",
"inputs": {"vae_name": "ae.safetensors"},
},
"4": {
"class_type": "ModelSamplingAuraFlow",
"inputs": {"shift": 3, "model": ["1", 0]},
},
"6": {
"class_type": "CLIPTextEncode",
"inputs": {"text": prompt_text, "clip": ["2", 0]},
},
"7": {
"class_type": "ConditioningZeroOut",
"inputs": {"conditioning": ["6", 0]},
},
"8": {
"class_type": "EmptySD3LatentImage",
"inputs": {"width": WIDTH, "height": HEIGHT, "batch_size": 1},
},
"9": {
"class_type": "KSampler",
"inputs": {
"seed": seed,
"control_after_generate": "fixed",
"steps": 8,
"cfg": 1,
"sampler_name": "res_multistep",
"scheduler": "simple",
"denoise": 1,
"model": ["4", 0],
"positive": ["6", 0],
"negative": ["7", 0],
"latent_image": ["8", 0],
},
},
"10": {
"class_type": "VAEDecode",
"inputs": {"samples": ["9", 0], "vae": ["3", 0]},
},
"11": {
"class_type": "SaveImage",
"inputs": {"filename_prefix": prefix, "images": ["10", 0]},
},
}
def submit_prompt(workflow):
payload = json.dumps({"prompt": workflow}).encode("utf-8")
req = urllib.request.Request(
f"{COMFY_URL}/prompt",
data=payload,
headers={"Content-Type": "application/json"},
)
try:
resp = urllib.request.urlopen(req)
return json.loads(resp.read())
except urllib.error.HTTPError as e:
body = e.read().decode()
raise RuntimeError(f"HTTP {e.code}: {body}")
def poll_history(prompt_id, timeout=120):
start = time.time()
while time.time() - start < timeout:
try:
resp = urllib.request.urlopen(f"{COMFY_URL}/history/{prompt_id}")
data = json.loads(resp.read())
if prompt_id in data:
return data[prompt_id]
except Exception:
pass
time.sleep(2)
return None
def download_image(filename, subfolder, dest_path):
url = f"{COMFY_URL}/view?filename={urllib.request.quote(filename)}&subfolder={urllib.request.quote(subfolder)}&type=output"
urllib.request.urlretrieve(url, dest_path)
def main():
os.makedirs(OUTPUT_DIR, exist_ok=True)
# Collect all icons from both prompt files
all_icons = {}
with open(ARTIFACT_PROMPTS) as f:
data = json.load(f)
for icon_id, entry in data["artifacts"].items():
all_icons[icon_id] = entry["prompt"]
if os.path.exists(CHOICE_PROMPTS):
with open(CHOICE_PROMPTS) as f:
data = json.load(f)
for icon_id, entry in data["choices"].items():
all_icons[icon_id] = entry["prompt"]
if os.path.exists(ACHIEVEMENT_PROMPTS):
with open(ACHIEVEMENT_PROMPTS) as f:
data = json.load(f)
for icon_id, entry in data["achievements"].items():
all_icons[f"ending-{icon_id}"] = entry["prompt"]
# Filter out already-generated icons
to_generate = {}
for icon_id, prompt in all_icons.items():
dest = os.path.join(OUTPUT_DIR, f"{icon_id}.png")
if os.path.exists(dest):
print(f" Skipping {icon_id}.png (already exists)")
else:
to_generate[icon_id] = prompt
if not to_generate:
print("All icons already generated. Nothing to do.")
return
# Submit jobs
jobs = []
for i, (icon_id, prompt) in enumerate(to_generate.items()):
prefix = f"adventure-icons/{icon_id}"
wf = build_workflow(prompt, BASE_SEED + i, prefix)
result = submit_prompt(wf)
prompt_id = result["prompt_id"]
jobs.append((icon_id, prompt_id))
print(f" Submitted: {icon_id} -> {prompt_id}")
print(f"\n{len(jobs)} jobs queued. Polling for completion...\n")
# Poll for completion
completed = set()
while len(completed) < len(jobs):
for icon_id, prompt_id in jobs:
if prompt_id in completed:
continue
history = poll_history(prompt_id, timeout=5)
if history:
completed.add(prompt_id)
outputs = history.get("outputs", {})
for node_out in outputs.values():
for img in node_out.get("images", []):
src_filename = img["filename"]
subfolder = img.get("subfolder", "")
dest = os.path.join(OUTPUT_DIR, f"{icon_id}.png")
download_image(src_filename, subfolder, dest)
print(f" [{len(completed)}/{len(jobs)}] {icon_id}.png downloaded")
if len(completed) < len(jobs):
time.sleep(2)
print(f"\nDone! {len(completed)} icons saved to {OUTPUT_DIR}/")
if __name__ == "__main__":
main()

View File

@@ -0,0 +1,165 @@
"""
Generate pixel art room images for the Architecture Adventure game.
Uses Z-Image Turbo pipeline via local ComfyUI server (no LoRA).
Usage: python docs/architecture/generate-images.py
"""
import json
import os
import time
import urllib.request
COMFY_URL = "http://localhost:8188"
SCRIPT_DIR = os.path.dirname(os.path.abspath(__file__))
PROMPTS_FILE = os.path.join(SCRIPT_DIR, "adventure-image-prompts.json")
OUTPUT_DIR = os.path.join(SCRIPT_DIR, "images")
BASE_SEED = 2024
WIDTH = 1152
HEIGHT = 640
def build_workflow(prompt_text, seed, prefix):
return {
"1": {
"class_type": "UNETLoader",
"inputs": {
"unet_name": "ZIT\\z_image_turbo_bf16.safetensors",
"weight_dtype": "default",
},
},
"2": {
"class_type": "CLIPLoader",
"inputs": {
"clip_name": "qwen_3_4b.safetensors",
"type": "lumina2",
"device": "default",
},
},
"3": {
"class_type": "VAELoader",
"inputs": {"vae_name": "ae.safetensors"},
},
"4": {
"class_type": "ModelSamplingAuraFlow",
"inputs": {"shift": 3, "model": ["1", 0]},
},
"6": {
"class_type": "CLIPTextEncode",
"inputs": {"text": prompt_text, "clip": ["2", 0]},
},
"7": {
"class_type": "ConditioningZeroOut",
"inputs": {"conditioning": ["6", 0]},
},
"8": {
"class_type": "EmptySD3LatentImage",
"inputs": {"width": WIDTH, "height": HEIGHT, "batch_size": 1},
},
"9": {
"class_type": "KSampler",
"inputs": {
"seed": seed,
"control_after_generate": "fixed",
"steps": 8,
"cfg": 1,
"sampler_name": "res_multistep",
"scheduler": "simple",
"denoise": 1,
"model": ["4", 0],
"positive": ["6", 0],
"negative": ["7", 0],
"latent_image": ["8", 0],
},
},
"10": {
"class_type": "VAEDecode",
"inputs": {"samples": ["9", 0], "vae": ["3", 0]},
},
"11": {
"class_type": "SaveImage",
"inputs": {"filename_prefix": prefix, "images": ["10", 0]},
},
}
def submit_prompt(workflow):
payload = json.dumps({"prompt": workflow}).encode("utf-8")
req = urllib.request.Request(
f"{COMFY_URL}/prompt",
data=payload,
headers={"Content-Type": "application/json"},
)
try:
resp = urllib.request.urlopen(req)
return json.loads(resp.read())
except urllib.error.HTTPError as e:
body = e.read().decode()
raise RuntimeError(f"HTTP {e.code}: {body}")
def poll_history(prompt_id, timeout=120):
start = time.time()
while time.time() - start < timeout:
try:
resp = urllib.request.urlopen(f"{COMFY_URL}/history/{prompt_id}")
data = json.loads(resp.read())
if prompt_id in data:
return data[prompt_id]
except Exception:
pass
time.sleep(2)
return None
def download_image(filename, subfolder, dest_path):
url = f"{COMFY_URL}/view?filename={urllib.request.quote(filename)}&subfolder={urllib.request.quote(subfolder)}&type=output"
urllib.request.urlretrieve(url, dest_path)
def main():
with open(PROMPTS_FILE) as f:
data = json.load(f)
rooms = data["rooms"]
os.makedirs(OUTPUT_DIR, exist_ok=True)
# Submit all jobs
jobs = []
for i, (room_id, room) in enumerate(rooms.items()):
prefix = f"adventure/{room_id}"
wf = build_workflow(room["prompt"], BASE_SEED + i, prefix)
result = submit_prompt(wf)
prompt_id = result["prompt_id"]
jobs.append((room_id, prompt_id, prefix))
print(f" Submitted: {room_id} -> {prompt_id}")
print(f"\n{len(jobs)} jobs queued. Polling for completion...\n")
# Poll for completion
completed = set()
while len(completed) < len(jobs):
for room_id, prompt_id, prefix in jobs:
if prompt_id in completed:
continue
history = poll_history(prompt_id, timeout=5)
if history:
completed.add(prompt_id)
# Find output filename
outputs = history.get("outputs", {})
for node_id, node_out in outputs.items():
images = node_out.get("images", [])
for img in images:
src_filename = img["filename"]
subfolder = img.get("subfolder", "")
dest = os.path.join(OUTPUT_DIR, f"{room_id}.png")
download_image(src_filename, subfolder, dest)
print(f" [{len(completed)}/{len(jobs)}] {room_id}.png downloaded")
if len(completed) < len(jobs):
time.sleep(2)
print(f"\nDone! {len(completed)} images saved to {OUTPUT_DIR}/")
if __name__ == "__main__":
main()

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 21 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 20 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 13 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 23 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 21 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 26 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 23 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 19 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 22 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 22 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 20 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 21 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 21 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 22 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 25 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 20 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 20 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 19 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 20 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 22 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 23 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 19 KiB

Some files were not shown because too many files have changed in this diff Show More