Murder.Ai / app.py
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Add logging Box with functionality for API requests and responses
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import gradio as gr
import os
import json
import uvicorn
import time
from fastapi import FastAPI
from fastapi.staticfiles import StaticFiles
from game import game_engine
from pydantic import BaseModel
# --- Setup FastAPI for Static Files ---
app = FastAPI()
# Ensure directories exist
os.makedirs("ui/static", exist_ok=True)
app.mount("/static", StaticFiles(directory="ui/static"), name="static")
# --- Global Logging ---
LOG_BUFFER = []
def add_log(message):
timestamp = time.strftime("%H:%M:%S")
entry = f"[{timestamp}] {message}\n" + "-"*40 + "\n"
LOG_BUFFER.append(entry)
# Keep last 50 logs
if len(LOG_BUFFER) > 50:
LOG_BUFFER.pop(0)
# --- API Bridge ---
class BridgeRequest(BaseModel):
action: str
data: dict = {}
@app.post("/api/bridge")
async def api_bridge(request: BridgeRequest):
"""Direct API endpoint for game logic communication."""
input_data = json.dumps({"action": request.action, "data": request.data})
# Log Request
add_log(f"IN: {input_data}")
print(f"API Bridge Received: {input_data}")
response = session.handle_input(input_data)
# Log Response
if response:
add_log(f"OUT: {json.dumps(response)}")
return response or {}
# --- Game Logic Wrapper ---
class GameSession:
def __init__(self):
self.session_id = None
self.game = None
def start(self, difficulty="medium"):
self.session_id, self.game = game_engine.start_game(difficulty)
return self._get_init_data()
def _get_init_data(self):
if not self.game:
return None
# Prepare static data for tools
cameras = list(self.game.scenario["evidence"]["footage_data"].keys())
dna_map = {}
for k, v in self.game.scenario["evidence"]["dna_evidence"].items():
dna_map[k] = v.get("label", k) # Fallback to ID if no label
return {
"action": "init_game",
"data": {
"scenario": self.game.scenario,
"round": self.game.round,
"points": self.game.points,
"available_cameras": cameras,
"dna_map": dna_map,
"unlocked_evidence": self.game.unlocked_evidence
}
}
def handle_input(self, input_json):
if not input_json:
return None
try:
data = json.loads(input_json)
except:
return None
action = data.get("action")
payload = data.get("data", {})
if action == "ready":
# Wait for explicit start from Gradio UI, or return existing state
if self.game:
return self._get_init_data()
return None # Wait for user to pick case
if not self.game:
return None
if action == "select_suspect":
return None
if action == "next_round":
if self.game.advance_round():
return {
"action": "update_status",
"data": {
"round": self.game.round,
"points": self.game.points
}
}
else:
return {
"action": "game_over",
"data": {
"message": "COLD CASE. You ran out of time.",
"verdict": False
}
}
if action == "chat_message":
suspect_id = payload.get("suspect_id")
message = payload.get("message")
response = self.game.question_suspect(suspect_id, message)
suspect_name = next((s["name"] for s in self.game.scenario["suspects"] if s["id"] == suspect_id), "Suspect")
return {
"action": "update_chat",
"data": {
"role": "suspect",
"name": suspect_name,
"content": response
}
}
if action == "use_tool":
tool_name = payload.get("tool")
arg = payload.get("input") # Default for single-input tools
if tool_name == "accuse":
result = self.game.make_accusation(payload.get("suspect_id"))
if result["result"] == "win":
return {
"action": "game_over",
"data": {
"message": result["message"],
"verdict": True
}
}
elif result["result"] == "loss":
return {
"action": "game_over",
"data": {
"message": result["message"],
"verdict": False
}
}
else:
return {
"action": "round_failure",
"data": {
"message": result["message"],
"eliminated_id": result["eliminated_id"],
"round": result["new_round"],
"points": result["new_points"]
}
}
kwargs = {}
if tool_name == "get_location":
kwargs = {"phone_number": arg}
elif tool_name == "call_alibi":
# Support both simple string (old) and structured (new)
if "alibi_id" in payload:
arg = payload.get("alibi_id") # Update arg for formatter
kwargs = {
"alibi_id": arg,
"question": payload.get("question")
}
else:
kwargs = {"phone_number": arg} # Fallback
elif tool_name == "get_dna_test":
kwargs = {"evidence_id": arg}
elif tool_name == "get_footage":
kwargs = {"location": arg}
result = self.game.use_tool(tool_name, **kwargs)
if "error" in result:
return {
"action": "tool_error",
"data": {"message": result["error"]}
}
# Format the result nicely
evidence_data = format_tool_response(tool_name, arg, result, self.game.scenario)
# Include updated points and unlocks in response
evidence_data["updated_points"] = self.game.points
evidence_data["unlocked_evidence"] = self.game.unlocked_evidence
if "newly_unlocked" in result and result["newly_unlocked"]:
evidence_data["newly_unlocked"] = result["newly_unlocked"]
return {
"action": "add_evidence",
"data": evidence_data
}
return None
def format_tool_response(tool_name, arg, result, scenario):
"""Formats tool output into HTML and finds associated suspect."""
suspect_id = None
suspect_name = None
html = ""
title = f"Tool: {tool_name}"
# Helpers to find suspect
def find_by_phone(phone):
clean_input = "".join(filter(str.isdigit, str(phone)))
for s in scenario["suspects"]:
s_phone = "".join(filter(str.isdigit, str(s.get("phone_number", ""))))
if clean_input and s_phone.endswith(clean_input):
return s
return None
def find_by_name(name):
for s in scenario["suspects"]:
if s["name"].lower() == name.lower():
return s
return None
def find_by_alibi_id(aid):
for s in scenario["suspects"]:
if s.get("alibi_id") == aid:
return s
return None
# Logic per tool
if tool_name == "get_location":
suspect = find_by_phone(arg)
if suspect:
suspect_id = suspect["id"]
suspect_name = suspect["name"]
title = f"πŸ“ Location Data"
if "history" in result:
html += "<ul>"
for entry in result["history"]:
html += f"<li>{entry}</li>"
html += "</ul>"
elif "description" in result:
html += f"<div><strong>Time:</strong> {result.get('timestamp')}</div>"
html += f"<div><strong>Loc:</strong> {result.get('description')}</div>"
elif "error" in result:
html += f"<div style='color:red'>{result['error']}</div>"
else:
html += str(result)
elif tool_name == "call_alibi":
suspect = find_by_phone(arg) # Try phone first
if not suspect:
suspect = find_by_alibi_id(arg) # Try ID
if suspect:
suspect_id = suspect["id"]
suspect_name = suspect["name"]
title = f"πŸ“ž Alibi Check"
if "error" in result:
html += f"<div style='color:red'>{result['error']}</div>"
else:
html += f"<div><strong>Contact:</strong> {result.get('contact_name')}</div>"
html += f"<div style='margin-top:5px; font-style:italic;'>\"{result.get('response')}\"</div>"
html += f"<div style='font-size:0.8em; color:#555'>Confidence: {result.get('confidence')}</div>"
elif tool_name == "get_dna_test":
# Get the label for the evidence item
evidence_label = scenario["evidence"]["dna_evidence"].get(arg, {}).get("label", arg)
title = f"🧬 DNA Result for {evidence_label}"
if "matches" in result:
# Multiple matches
html += f"<div><strong>Mixed Sample:</strong></div><ul>"
for name in result["matches"]:
html += f"<li>{name}</li>"
html += "</ul>"
html += f"<div><strong>Notes:</strong> {result.get('notes')}</div>"
# Note: We don't auto-assign a suspect_id for mixed results to avoid cluttering one card
else:
# Single match
if "primary_match" in result and result["primary_match"] != "Unknown":
suspect = find_by_name(result["primary_match"])
if suspect:
suspect_id = suspect["id"]
suspect_name = suspect["name"]
if "error" in result:
html += f"<div style='color:red'>{result['error']}</div>"
else:
html += f"<div><strong>Match:</strong> {result.get('primary_match')}</div>"
html += f"<div><strong>Confidence:</strong> {result.get('confidence')}</div>"
html += f"<div><strong>Notes:</strong> {result.get('notes')}</div>"
elif tool_name == "get_footage":
title = "πŸ“Ή Security Footage"
if "error" in result:
html += f"<div style='color:red'>{result['error']}</div>"
else:
html += f"<div><strong>Cam:</strong> {result.get('location')}</div>"
html += f"<div><strong>Time:</strong> {result.get('time_range')}</div>"
html += f"<div><strong>Visible:</strong> {', '.join(result.get('visible_people', []))}</div>"
html += f"<div><strong>Detail:</strong> {result.get('key_details')}</div>"
else:
html = str(result)
return {
"title": title,
"html_content": html,
"suspect_id": suspect_id,
"suspect_name": suspect_name
}
session = GameSession()
# --- Gradio App ---
def get_game_iframe():
with open("ui/templates/game_interface.html", "r") as f:
html_content = f.read()
html_content = html_content.replace('../static/', '/static/')
html_content_escaped = html_content.replace('"', '&quot;')
# Iframe is hidden initially
iframe = f"""
<iframe
id="game-iframe"
srcdoc="{html_content_escaped}"
style="width: 100%; height: 95vh; border: none;"
allow="autoplay; fullscreen"
></iframe>
"""
return iframe
def start_game_from_ui(case_name):
difficulty = "medium"
if "Coffee" in case_name: difficulty = "easy"
if "Gallery" in case_name: difficulty = "hard"
init_data = session.start(difficulty)
# Return visible updates
return (
gr.update(visible=False), # Hide selector row
gr.update(visible=True), # Show game frame
json.dumps(init_data) # Send init data to bridge
)
css = """
#bridge-input, #bridge-output, #log-input { display: none !important; }
.gradio-container { padding: 0 !important; max-width: 100% !important; height: 100vh !important; display: flex; flex-direction: column; }
#game-frame-container { flex-grow: 1; height: 100% !important; border: none; overflow: hidden; padding: 0; }
#game-frame-container > .html-container { height: 100% !important; display: flex; flex-direction: column; }
#game-frame-container .prose { flex-grow: 1; height: 100% !important; max-width: 100% !important; }
footer { display: none !important; }
/* Allow scrolling for logs */
.gradio-container { overflow-y: auto !important; }
"""
with gr.Blocks(title="Murder.Ai", fill_height=True) as demo:
gr.HTML(f"<style>{css}</style>")
# Case Selector (Visible Initially)
with gr.Row(elem_id="case-selector-row", visible=True) as selector_row:
with gr.Column():
gr.Markdown("# πŸ•΅οΈ MURDER.AI - CASE FILES")
case_dropdown = gr.Dropdown(
choices=["The Silicon Valley Incident (Medium)", "The Coffee Shop Murder (Easy)", "The Gallery Heist (Hard)"],
value="The Silicon Valley Incident (Medium)",
label="Select Case to Investigate"
)
start_btn = gr.Button("πŸ“‚ OPEN CASE FILE", variant="primary")
# Game Frame (Hidden Initially)
with gr.Group(visible=False, elem_id="game-frame-container") as game_group:
game_html = gr.HTML(value=get_game_iframe())
bridge_input = gr.Textbox(elem_id="bridge-input", visible=True)
bridge_output = gr.Textbox(elem_id="bridge-output", visible=True)
# Log Box
with gr.Accordion("System Logs (MCP Traffic)", open=False):
with gr.Row():
refresh_logs_btn = gr.Button("πŸ”„ Refresh Logs", scale=0)
auto_refresh = gr.Checkbox(label="Auto-refresh (1s)", value=False, scale=0)
log_box = gr.Textbox(label="Traffic", lines=10, max_lines=10, interactive=False, autoscroll=True, elem_id="visible-log-box")
# Log Polling
log_timer = gr.Timer(1, active=False)
def poll_logs():
return "".join(LOG_BUFFER)
log_timer.tick(fn=poll_logs, outputs=log_box)
refresh_logs_btn.click(fn=poll_logs, outputs=log_box)
def toggle_timer(active):
return gr.Timer(active=active)
auto_refresh.change(fn=toggle_timer, inputs=auto_refresh, outputs=log_timer)
# Start Game Event
start_btn.click(
fn=start_game_from_ui,
inputs=[case_dropdown],
outputs=[selector_row, game_group, bridge_output]
)
# Bridge Logic with Logging (Legacy/Fallback)
def bridge_logic_with_log(input_data, current_log):
# ... existing logic ...
return None, None # Disabled
# Bridge Logic (Python -> JS)
bridge_output.change(
None,
inputs=[bridge_output],
js="""
(data) => {
if (!data) return;
const iframe = document.querySelector('#game-frame-container iframe');
if (iframe && iframe.contentWindow) {
iframe.contentWindow.postMessage(JSON.parse(data), '*');
}
}
"""
)
app = gr.mount_gradio_app(app, demo, path="/")
if __name__ == "__main__":
uvicorn.run(app, host="0.0.0.0", port=7860)