mirror of
https://github.com/Azornes/Comfyui-LayerForge.git
synced 2026-03-24 14:02:11 -03:00
Add WebSocket-based RAM output for CanvasNode
Introduces a WebSocket-based mechanism for CanvasNode to send and receive canvas image and mask data in RAM, enabling fast, diskless data transfer between frontend and backend. Adds a new WebSocketManager utility, updates CanvasIO to support RAM output mode, and modifies CanvasView to send canvas data via WebSocket before prompt execution. The backend (canvas_node.py) is updated to handle WebSocket data storage and retrieval, with improved locking and cleanup logic. This change improves workflow speed and reliability by avoiding unnecessary disk I/O and ensuring up-to-date canvas data is available during node execution.
This commit is contained in:
193
js/CanvasIO.js
193
js/CanvasIO.js
@@ -1,5 +1,6 @@
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import {createCanvas} from "./utils/CommonUtils.js";
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import {createModuleLogger} from "./utils/LoggerUtils.js";
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import {webSocketManager} from "./utils/WebSocketManager.js";
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const log = createModuleLogger('CanvasIO');
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@@ -9,35 +10,38 @@ export class CanvasIO {
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this._saveInProgress = null;
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}
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async saveToServer(fileName) {
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if (!window.canvasSaveStates) {
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window.canvasSaveStates = new Map();
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}
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const nodeId = this.canvas.node.id;
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const saveKey = `${nodeId}_${fileName}`;
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if (this._saveInProgress || window.canvasSaveStates.get(saveKey)) {
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log.warn(`Save already in progress for node ${nodeId}, waiting...`);
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return this._saveInProgress || window.canvasSaveStates.get(saveKey);
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}
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async saveToServer(fileName, outputMode = 'disk') {
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if (outputMode === 'disk') {
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if (!window.canvasSaveStates) {
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window.canvasSaveStates = new Map();
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}
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log.info(`Starting saveToServer with fileName: ${fileName} for node: ${nodeId}`);
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log.debug(`Canvas dimensions: ${this.canvas.width}x${this.canvas.height}`);
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log.debug(`Number of layers: ${this.canvas.layers.length}`);
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this._saveInProgress = this._performSave(fileName);
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window.canvasSaveStates.set(saveKey, this._saveInProgress);
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try {
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const result = await this._saveInProgress;
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return result;
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} finally {
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this._saveInProgress = null;
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window.canvasSaveStates.delete(saveKey);
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log.debug(`Save completed for node ${nodeId}, lock released`);
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const nodeId = this.canvas.node.id;
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const saveKey = `${nodeId}_${fileName}`;
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if (this._saveInProgress || window.canvasSaveStates.get(saveKey)) {
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log.warn(`Save already in progress for node ${nodeId}, waiting...`);
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return this._saveInProgress || window.canvasSaveStates.get(saveKey);
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}
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log.info(`Starting saveToServer (disk) with fileName: ${fileName} for node: ${nodeId}`);
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this._saveInProgress = this._performSave(fileName, outputMode);
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window.canvasSaveStates.set(saveKey, this._saveInProgress);
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try {
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return await this._saveInProgress;
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} finally {
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this._saveInProgress = null;
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window.canvasSaveStates.delete(saveKey);
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log.debug(`Save completed for node ${nodeId}, lock released`);
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}
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} else {
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// For RAM mode, we don't need the lock/state management as it's synchronous
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log.info(`Starting saveToServer (RAM) for node: ${this.canvas.node.id}`);
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return this._performSave(fileName, outputMode);
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}
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}
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async _performSave(fileName) {
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async _performSave(fileName, outputMode) {
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if (this.canvas.layers.length === 0) {
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log.warn(`Node ${this.canvas.node.id} has no layers, creating empty canvas`);
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return Promise.resolve(true);
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@@ -152,6 +156,15 @@ export class CanvasIO {
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maskCtx.globalCompositeOperation = 'source-over';
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maskCtx.drawImage(tempMaskCanvas, 0, 0);
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}
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if (outputMode === 'ram') {
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const imageData = tempCanvas.toDataURL('image/png');
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const maskData = maskCanvas.toDataURL('image/png');
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log.info("Returning image and mask data as base64 for RAM mode.");
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resolve({ image: imageData, mask: maskData });
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return;
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}
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// --- Disk Mode (original logic) ---
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const fileNameWithoutMask = fileName.replace('.png', '_without_mask.png');
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log.info(`Saving image without mask as: ${fileNameWithoutMask}`);
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@@ -204,7 +217,9 @@ export class CanvasIO {
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if (maskResp.status === 200) {
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const data = await resp.json();
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this.canvas.widget.value = fileName;
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if (this.canvas.widget) {
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this.canvas.widget.value = fileName;
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}
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log.info(`All files saved successfully, widget value set to: ${fileName}`);
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resolve(true);
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} else {
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@@ -228,6 +243,132 @@ export class CanvasIO {
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});
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}
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async _renderOutputData() {
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return new Promise((resolve) => {
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const { canvas: tempCanvas, ctx: tempCtx } = createCanvas(this.canvas.width, this.canvas.height);
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const { canvas: maskCanvas, ctx: maskCtx } = createCanvas(this.canvas.width, this.canvas.height);
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// This logic is mostly mirrored from _performSave to ensure consistency
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tempCtx.fillStyle = '#ffffff';
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tempCtx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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const visibilityCanvas = document.createElement('canvas');
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visibilityCanvas.width = this.canvas.width;
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visibilityCanvas.height = this.canvas.height;
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const visibilityCtx = visibilityCanvas.getContext('2d', { alpha: true });
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maskCtx.fillStyle = '#ffffff'; // Start with a white mask (nothing masked)
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maskCtx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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const sortedLayers = this.canvas.layers.sort((a, b) => a.zIndex - b.zIndex);
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sortedLayers.forEach((layer) => {
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// Render layer to main canvas
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tempCtx.save();
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tempCtx.globalCompositeOperation = layer.blendMode || 'normal';
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tempCtx.globalAlpha = layer.opacity !== undefined ? layer.opacity : 1;
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tempCtx.translate(layer.x + layer.width / 2, layer.y + layer.height / 2);
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tempCtx.rotate(layer.rotation * Math.PI / 180);
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tempCtx.drawImage(layer.image, -layer.width / 2, -layer.height / 2, layer.width, layer.height);
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tempCtx.restore();
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// Render layer to visibility canvas for the mask
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visibilityCtx.save();
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visibilityCtx.translate(layer.x + layer.width / 2, layer.y + layer.height / 2);
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visibilityCtx.rotate(layer.rotation * Math.PI / 180);
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visibilityCtx.drawImage(layer.image, -layer.width / 2, -layer.height / 2, layer.width, layer.height);
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visibilityCtx.restore();
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});
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// Create layer visibility mask
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const visibilityData = visibilityCtx.getImageData(0, 0, this.canvas.width, this.canvas.height);
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const maskData = maskCtx.getImageData(0, 0, this.canvas.width, this.canvas.height);
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for (let i = 0; i < visibilityData.data.length; i += 4) {
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const alpha = visibilityData.data[i + 3];
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const maskValue = 255 - alpha; // Invert alpha to create the mask
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maskData.data[i] = maskData.data[i + 1] = maskData.data[i + 2] = maskValue;
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maskData.data[i + 3] = 255; // Solid mask
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}
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maskCtx.putImageData(maskData, 0, 0);
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// Composite the tool mask on top
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const toolMaskCanvas = this.canvas.maskTool.getMask();
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if (toolMaskCanvas) {
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// Create a temp canvas for processing the mask
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const tempMaskCanvas = document.createElement('canvas');
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tempMaskCanvas.width = this.canvas.width;
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tempMaskCanvas.height = this.canvas.height;
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const tempMaskCtx = tempMaskCanvas.getContext('2d');
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// Clear the canvas
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tempMaskCtx.clearRect(0, 0, tempMaskCanvas.width, tempMaskCanvas.height);
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// Calculate the correct position to extract the mask
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const maskX = this.canvas.maskTool.x;
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const maskY = this.canvas.maskTool.y;
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log.debug(`[renderOutputData] Extracting mask from world position (${maskX}, ${maskY})`);
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const sourceX = Math.max(0, -maskX);
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const sourceY = Math.max(0, -maskY);
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const destX = Math.max(0, maskX);
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const destY = Math.max(0, maskY);
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const copyWidth = Math.min(toolMaskCanvas.width - sourceX, this.canvas.width - destX);
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const copyHeight = Math.min(toolMaskCanvas.height - sourceY, this.canvas.height - destY);
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if (copyWidth > 0 && copyHeight > 0) {
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tempMaskCtx.drawImage(
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toolMaskCanvas,
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sourceX, sourceY, copyWidth, copyHeight,
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destX, destY, copyWidth, copyHeight
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);
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}
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// Convert the brush mask (white with alpha) to a solid white mask on black background.
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const tempMaskData = tempMaskCtx.getImageData(0, 0, this.canvas.width, this.canvas.height);
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for (let i = 0; i < tempMaskData.data.length; i += 4) {
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const alpha = tempMaskData.data[i + 3];
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// The painted area (alpha > 0) should become white (255).
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tempMaskData.data[i] = tempMaskData.data[i+1] = tempMaskData.data[i+2] = alpha;
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tempMaskData.data[i + 3] = 255; // Solid alpha
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}
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tempMaskCtx.putImageData(tempMaskData, 0, 0);
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// Use 'screen' blending mode. This correctly adds the white brush mask
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// to the existing layer visibility mask. (white + anything = white)
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maskCtx.globalCompositeOperation = 'screen';
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maskCtx.drawImage(tempMaskCanvas, 0, 0);
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}
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const imageDataUrl = tempCanvas.toDataURL('image/png');
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const maskDataUrl = maskCanvas.toDataURL('image/png');
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resolve({ image: imageDataUrl, mask: maskDataUrl });
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});
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}
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async sendDataViaWebSocket(nodeId) {
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log.info(`Preparing to send data for node ${nodeId} via WebSocket.`);
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const { image, mask } = await this._renderOutputData();
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try {
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log.info(`Sending data for node ${nodeId}...`);
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await webSocketManager.sendMessage({
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type: 'canvas_data',
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nodeId: String(nodeId),
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image: image,
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mask: mask,
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}, true); // `true` requires an acknowledgment
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log.info(`Data for node ${nodeId} has been sent and acknowledged by the server.`);
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return true;
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} catch (error) {
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log.error(`Failed to send data for node ${nodeId}:`, error);
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// We can alert the user here or handle it silently.
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// For now, let's throw to make it clear the process failed.
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throw new Error(`Failed to get confirmation from server for node ${nodeId}. The workflow might not have the latest canvas data.`);
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}
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}
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async addInputToCanvas(inputImage, inputMask) {
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try {
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log.debug("Adding input to canvas:", {inputImage});
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