iso-bot/pkg/api/api.go
Hoid 6a9562c406 Working prototype with dev dashboard
- Created core Engine that coordinates all subsystems
- Extended API with comprehensive endpoints for dev dashboard
- Implemented pure Go vision processing (no GoCV dependency)
- Built full-featured dev dashboard with live capture viewer, region overlays, pixel inspector
- Added D2R detector with actual health/mana reading from orb regions
- Fixed resolution profile registration and region validation
- Generated synthetic test data for development
- Added dev mode support with file backend for testing
- Fixed build tag issues for cross-platform compilation

Prototype features:
 Live capture viewer with region overlays
 Real-time state detection (game state, health %, mana %)
 Pixel inspector (hover for RGB/HSV values)
 Capture stats monitoring (FPS, frame count)
 Region management with toggle visibility
 File upload for testing screenshots
 Dark theme dev-focused UI
 CORS enabled for dev convenience

Ready for: go run ./cmd/iso-bot --dev --api :8080
2026-02-14 10:23:31 +00:00

522 lines
15 KiB
Go

// Package api provides the REST + WebSocket API for the bot dashboard.
//
// Endpoints:
// GET /api/status — bot status, current state, routine, stats
// GET /api/capture/frame — returns current frame as JPEG
// GET /api/capture/frame/annotated — frame with region overlays
// GET /api/capture/stats — capture performance stats
// POST /api/capture/upload — upload a screenshot for testing
// POST /api/capture/source — switch capture source
// GET /api/regions — list all defined regions
// GET /api/state — current detected game state + vitals
// GET /api/loot/rules — get current loot filter rules
// GET /api/routines — list available routines
// GET /api/pixel — get pixel color at coordinates
// GET /api/config — current config
// GET /api/plugins — list loaded plugins and info
// WS /api/ws — WebSocket for real-time updates
// GET / — serve dev dashboard
//
// The API is served by the bot process itself (single binary).
package api
import (
"bytes"
"encoding/json"
"fmt"
"image"
"image/color"
"image/draw"
"image/jpeg"
"io"
"log"
"net/http"
"os"
"path/filepath"
"strconv"
"sync"
"git.cloonar.com/openclawd/iso-bot/pkg/engine"
"git.cloonar.com/openclawd/iso-bot/pkg/engine/vision"
)
// Status represents the current bot status.
type Status struct {
Running bool `json:"running"`
Paused bool `json:"paused"`
DevMode bool `json:"devMode"`
GameState string `json:"gameState"`
Routine string `json:"routine,omitempty"`
Phase string `json:"phase,omitempty"`
RunCount int `json:"runCount"`
ItemsFound int `json:"itemsFound"`
Uptime string `json:"uptime"`
CaptureFPS float64 `json:"captureFps"`
HealthPct float64 `json:"healthPct"`
ManaPct float64 `json:"manaPct"`
}
// PixelInfo represents RGB and HSV values at a pixel.
type PixelInfo struct {
X int `json:"x"`
Y int `json:"y"`
RGB [3]int `json:"rgb"`
HSV [3]int `json:"hsv"`
}
// RegionInfo represents a screen region.
type RegionInfo struct {
Name string `json:"name"`
X int `json:"x"`
Y int `json:"y"`
Width int `json:"width"`
Height int `json:"height"`
}
// Server provides the HTTP API and WebSocket endpoint.
type Server struct {
mu sync.RWMutex
engine *engine.Engine
addr string
mux *http.ServeMux
webRoot string
}
// NewServer creates an API server on the given address.
func NewServer(addr string, eng *engine.Engine, webRoot string) *Server {
s := &Server{
engine: eng,
addr: addr,
mux: http.NewServeMux(),
webRoot: webRoot,
}
s.registerRoutes()
return s
}
// Start begins serving the API.
func (s *Server) Start() error {
return http.ListenAndServe(s.addr, s.enableCORS(s.mux))
}
func (s *Server) registerRoutes() {
// API routes
s.mux.HandleFunc("GET /api/status", s.handleStatus)
s.mux.HandleFunc("GET /api/capture/frame", s.handleCaptureFrame)
s.mux.HandleFunc("GET /api/capture/frame/annotated", s.handleCaptureFrameAnnotated)
s.mux.HandleFunc("GET /api/capture/stats", s.handleCaptureStats)
s.mux.HandleFunc("POST /api/capture/upload", s.handleCaptureUpload)
s.mux.HandleFunc("POST /api/capture/source", s.handleCaptureSource)
s.mux.HandleFunc("GET /api/regions", s.handleRegions)
s.mux.HandleFunc("GET /api/state", s.handleState)
s.mux.HandleFunc("GET /api/loot/rules", s.handleLootRules)
s.mux.HandleFunc("GET /api/routines", s.handleRoutines)
s.mux.HandleFunc("GET /api/pixel", s.handlePixel)
s.mux.HandleFunc("GET /api/config", s.handleConfig)
s.mux.HandleFunc("GET /api/plugins", s.handlePlugins)
s.mux.HandleFunc("POST /api/start", s.handleStart)
s.mux.HandleFunc("POST /api/stop", s.handleStop)
s.mux.HandleFunc("POST /api/pause", s.handlePause)
// WebSocket endpoint
// s.mux.HandleFunc("/api/ws", s.handleWebSocket)
// Serve static files for dev dashboard
s.mux.Handle("/", http.FileServer(http.Dir(s.webRoot)))
}
func (s *Server) enableCORS(next http.Handler) http.Handler {
return http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
w.Header().Set("Access-Control-Allow-Origin", "*")
w.Header().Set("Access-Control-Allow-Methods", "GET, POST, PUT, DELETE, OPTIONS")
w.Header().Set("Access-Control-Allow-Headers", "Content-Type, Authorization")
if r.Method == "OPTIONS" {
w.WriteHeader(http.StatusOK)
return
}
next.ServeHTTP(w, r)
})
}
func (s *Server) handleStatus(w http.ResponseWriter, r *http.Request) {
status := s.engine.Status()
response := Status{
Running: status.Running,
Paused: status.Paused,
DevMode: status.DevMode,
GameState: string(status.GameState),
Uptime: status.Uptime.String(),
CaptureFPS: status.CaptureStats.FPS,
HealthPct: status.Vitals.HealthPct,
ManaPct: status.Vitals.ManaPct,
ItemsFound: status.ItemsFound,
RunCount: status.RunCount,
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleCaptureFrame(w http.ResponseWriter, r *http.Request) {
frame := s.engine.CurrentFrame()
if frame == nil {
http.Error(w, "No frame available", http.StatusNoContent)
return
}
w.Header().Set("Content-Type", "image/jpeg")
var buf bytes.Buffer
if err := jpeg.Encode(&buf, frame, &jpeg.Options{Quality: 85}); err != nil {
http.Error(w, "Failed to encode frame", http.StatusInternalServerError)
return
}
w.Write(buf.Bytes())
}
func (s *Server) handleCaptureFrameAnnotated(w http.ResponseWriter, r *http.Request) {
frame := s.engine.CurrentFrame()
if frame == nil {
http.Error(w, "No frame available", http.StatusNoContent)
return
}
// Create a copy of the frame to draw on
bounds := frame.Bounds()
annotated := image.NewRGBA(bounds)
draw.Draw(annotated, bounds, frame, bounds.Min, draw.Src)
// Draw region overlays
regions := s.getRegions()
s.drawRegionOverlays(annotated, regions)
w.Header().Set("Content-Type", "image/jpeg")
var buf bytes.Buffer
if err := jpeg.Encode(&buf, annotated, &jpeg.Options{Quality: 85}); err != nil {
http.Error(w, "Failed to encode annotated frame", http.StatusInternalServerError)
return
}
w.Write(buf.Bytes())
}
func (s *Server) handleCaptureStats(w http.ResponseWriter, r *http.Request) {
status := s.engine.Status()
stats := status.CaptureStats
response := map[string]interface{}{
"frameCount": stats.FrameCount,
"avgCaptureMs": stats.AvgCaptureMs,
"fps": stats.FPS,
"lastCapture": stats.LastCapture,
"backend": "file", // TODO: Get actual backend name
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleCaptureUpload(w http.ResponseWriter, r *http.Request) {
if r.Method != "POST" {
http.Error(w, "Method not allowed", http.StatusMethodNotAllowed)
return
}
file, header, err := r.FormFile("file")
if err != nil {
http.Error(w, "Failed to read uploaded file", http.StatusBadRequest)
return
}
defer file.Close()
// Save to temporary directory
tempDir := "/tmp/iso-bot-uploads"
os.MkdirAll(tempDir, 0755)
filename := filepath.Join(tempDir, header.Filename)
out, err := os.Create(filename)
if err != nil {
http.Error(w, "Failed to save file", http.StatusInternalServerError)
return
}
defer out.Close()
_, err = io.Copy(out, file)
if err != nil {
http.Error(w, "Failed to save file", http.StatusInternalServerError)
return
}
response := map[string]string{
"filename": filename,
"message": "File uploaded successfully. Use /api/capture/source to switch to it.",
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleCaptureSource(w http.ResponseWriter, r *http.Request) {
if r.Method != "POST" {
http.Error(w, "Method not allowed", http.StatusMethodNotAllowed)
return
}
var req struct {
Type string `json:"type"`
Config map[string]interface{} `json:"config"`
}
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
http.Error(w, "Invalid JSON", http.StatusBadRequest)
return
}
// TODO: Switch capture source
// This would require restarting the engine with a new source
response := map[string]string{
"message": "Capture source switching not implemented yet",
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleRegions(w http.ResponseWriter, r *http.Request) {
regions := s.getRegions()
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(regions)
}
func (s *Server) handleState(w http.ResponseWriter, r *http.Request) {
status := s.engine.Status()
response := map[string]interface{}{
"gameState": string(status.GameState),
"healthPct": status.Vitals.HealthPct,
"manaPct": status.Vitals.ManaPct,
"xpPct": status.Vitals.XPPct,
"frameCount": status.FrameCount,
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleLootRules(w http.ResponseWriter, r *http.Request) {
lootEngine := s.engine.LootEngine()
if lootEngine == nil {
response := map[string]interface{}{
"rules": []interface{}{},
"count": 0,
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
return
}
response := map[string]interface{}{
"rules": lootEngine.Rules,
"count": len(lootEngine.Rules),
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleRoutines(w http.ResponseWriter, r *http.Request) {
routines := s.engine.GamePlugin().Routines()
var response []map[string]interface{}
for _, routine := range routines {
response = append(response, map[string]interface{}{
"name": routine.Name(),
"phase": routine.Phase(),
})
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handlePixel(w http.ResponseWriter, r *http.Request) {
xStr := r.URL.Query().Get("x")
yStr := r.URL.Query().Get("y")
x, err := strconv.Atoi(xStr)
if err != nil {
http.Error(w, "Invalid x coordinate", http.StatusBadRequest)
return
}
y, err := strconv.Atoi(yStr)
if err != nil {
http.Error(w, "Invalid y coordinate", http.StatusBadRequest)
return
}
frame := s.engine.CurrentFrame()
if frame == nil {
http.Error(w, "No frame available", http.StatusNoContent)
return
}
bounds := frame.Bounds()
point := image.Point{X: x, Y: y}
if !point.In(bounds) {
http.Error(w, "Coordinates out of bounds", http.StatusBadRequest)
return
}
c := frame.At(x, y)
red, green, blue, _ := c.RGBA()
// Convert to 8-bit
red, green, blue = red>>8, green>>8, blue>>8
hsv := vision.RGBToHSV(c)
response := PixelInfo{
X: x,
Y: y,
RGB: [3]int{int(red), int(green), int(blue)},
HSV: [3]int{hsv.H, hsv.S, hsv.V},
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleConfig(w http.ResponseWriter, r *http.Request) {
// TODO: Return actual config
response := map[string]interface{}{
"game": s.engine.GamePlugin().Info().ID,
"devMode": s.engine.Status().DevMode,
"resolution": fmt.Sprintf("%dx%d", 1920, 1080), // TODO: Get actual resolution
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handlePlugins(w http.ResponseWriter, r *http.Request) {
pluginInfo := s.engine.GamePlugin().Info()
response := []map[string]interface{}{
{
"id": pluginInfo.ID,
"name": pluginInfo.Name,
"version": pluginInfo.Version,
"description": pluginInfo.Description,
"resolution": fmt.Sprintf("%dx%d", pluginInfo.Resolution.X, pluginInfo.Resolution.Y),
},
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleStart(w http.ResponseWriter, r *http.Request) {
// TODO: Start the engine
response := map[string]string{
"message": "Start not implemented yet",
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleStop(w http.ResponseWriter, r *http.Request) {
s.engine.Stop()
response := map[string]string{
"message": "Engine stopped",
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handlePause(w http.ResponseWriter, r *http.Request) {
var req struct {
Paused bool `json:"paused"`
}
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
http.Error(w, "Invalid JSON", http.StatusBadRequest)
return
}
s.engine.Pause(req.Paused)
action := "resumed"
if req.Paused {
action = "paused"
}
response := map[string]string{
"message": fmt.Sprintf("Engine %s", action),
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
// Helper functions
func (s *Server) getRegions() []RegionInfo {
gameID := s.engine.GamePlugin().Info().ID
// TODO: Get actual current resolution
width, height := 1920, 1080
registry := s.engine.ResolutionRegistry()
profile, err := registry.Get(gameID, width, height)
if err != nil {
log.Printf("Failed to get resolution profile: %v", err)
return nil
}
var regions []RegionInfo
for name, rect := range profile.Regions {
regions = append(regions, RegionInfo{
Name: name,
X: rect.Min.X,
Y: rect.Min.Y,
Width: rect.Dx(),
Height: rect.Dy(),
})
}
return regions
}
func (s *Server) drawRegionOverlays(img *image.RGBA, regions []RegionInfo) {
// Simple colored rectangles for region overlays
colors := []image.Uniform{
{C: color.RGBA{255, 0, 0, 128}}, // Red
{C: color.RGBA{0, 255, 0, 128}}, // Green
{C: color.RGBA{0, 0, 255, 128}}, // Blue
{C: color.RGBA{255, 255, 0, 128}}, // Yellow
{C: color.RGBA{255, 0, 255, 128}}, // Magenta
{C: color.RGBA{0, 255, 255, 128}}, // Cyan
}
for i, region := range regions {
color := &colors[i%len(colors)]
rect := image.Rect(region.X, region.Y, region.X+region.Width, region.Y+region.Height)
// Draw border (simple approach - just draw a few pixel wide border)
borderWidth := 2
// Top border
draw.Draw(img, image.Rect(rect.Min.X, rect.Min.Y, rect.Max.X, rect.Min.Y+borderWidth), color, image.Point{}, draw.Over)
// Bottom border
draw.Draw(img, image.Rect(rect.Min.X, rect.Max.Y-borderWidth, rect.Max.X, rect.Max.Y), color, image.Point{}, draw.Over)
// Left border
draw.Draw(img, image.Rect(rect.Min.X, rect.Min.Y, rect.Min.X+borderWidth, rect.Max.Y), color, image.Point{}, draw.Over)
// Right border
draw.Draw(img, image.Rect(rect.Max.X-borderWidth, rect.Min.Y, rect.Max.X, rect.Max.Y), color, image.Point{}, draw.Over)
}
}