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lightcraft/docs/control-protocol.md
T
Brandon ThomasandClaude Opus 5.5 5e618c553a Issue #100: Ask what to do when the library can't be opened, never a silent demo session
When open_library failed, the desktop app (and the web build) quietly ran
an in-memory session seeded with the demo photos: it looked like a reset
library and everything done in it was lost at quit.

- The session now starts empty and in memory (no demo photos) and
  LightcraftApp::library_problem shows a blocking window with the path and
  the error: Try Again, Choose Another Library… (app.openLibrary), Continue
  Without Saving, Quit. Command-line files are imported once the user has
  chosen.
- A temporary session shows a banner under the top bar (with Open
  Library…) for as long as it lasts; it has no library, so nothing is
  written anywhere. Opening a library ends it.
- ui.inspect → libraryProblem; widget ids for automation; documented in
  control-protocol.md.
- Web build: same window (Try Again disabled: reloading the page retries).
- Headless UI test: locked library → window → Continue Without Saving →
  banner, nothing written to the library → lock released → Try Again opens
  it. Checked in the real app over the control channel too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-05 18:13:00 -04:00

6.7 KiB
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Control protocol

lightcraft --control 7980 (or LIGHTCRAFT_CONTROL_PORT=7980) starts a JSON-lines server on 127.0.0.1:7980 (loopback only). One request per line, one reply per line, in order:

→ {"id": 1, "method": "engine.execute", "params": {"command": "photo.rate", "params": {"rating": 4}}}
← {"id": 1, "ok": true, "result": null}
← {"id": 2, "ok": false, "error": "unknown command `nope`"}

Requests are answered on the UI thread between frames (timeout 60 s). The MCP server's connect mode (mcp.md) is a thin layer over this channel. Implementation: crates/ui-egui/src/control.rs (methods) and apps/lightcraft/src/control_server.rs (transport).

Methods

Method Params Result
engine.execute (alias ui.menu.invoke) {command, params?} Run any engine or UI command (see engine.commands)
engine.commands — Engine + UI commands: id, label, menu, shortcut, params doc, enabled
ui.menu.list — Menu entries (flat: id, label, menu path, shortcut, enabled)
ui.menu.tree — The menu bar as shown (File … Help): items {id, params?, label, shortcut?, enabled, checked?}, separators, submenus — the model behind the native macOS menu bar and the in-window menus
ui.inspect — UI state, window, canvas/image rects, scroll: {grid, filmstrip} (scroll offsets in points, null until drawn), active photo, selection, perf (frameMs = layout, logicMs = per-frame logic before it, updateMs = both, maxUpdateMs, fps, render queue …, gpu = adapter in use, gpuReason = why renders don't use the GPU, gpuFallback = latest render redone on the CPU and why — see docs/gpu-pipeline.md), status, memory (bytes per cache, see library.memory; plus stage caches and textures), export: {running: {total, done, current} | null, last}
ui.widgets {filter?} On-screen widgets {id, rect: [x, y, w, h]} (screen points)
ui.clickWidget / ui.dragWidget / ui.hoverWidget {id, count?, fx?, fy?} / {id, toX?, toY?, dx?, dy?, steps?} / {id, fx?, fy?} Real egui input on a widget (hover: the pointer rests on it, e.g. for preset/profile previews)
ui.move / ui.click / ui.drag {x, y, count?, button?} / {x, y, toX, toY, steps?} Raw pointer input, screen points
ui.pointer {events: [{kind: down|drag|up, x, y}], alt?, shift?, cmd?} Gesture in normalized image coordinates (Detail view)
ui.key {key, cmd?, shift?, alt?, ctrl?} Key press
ui.text {text} Text input
ui.scroll {dx, dy} Mouse wheel
ui.set partial UI state, e.g. {"view": "detail"} Resulting UI state
ui.dialog.confirm / ui.dialog.cancel — Close the open dialog
ui.resize {width, height} Resize the window
ui.screenshot {path?, headless?} {path, width, height} once the frame (with finished renders) is captured. headless: true draws the UI on the CPU (no compositor needed); a windowed capture that gets no frame within 2 s falls back to headless automatically
engine.execute {command: "app.export", params} export params (see docs/mcp.md), plus preset, dir / path, ids, background Writes the files and returns {files}; with background: true (what the Export dialog and menus use) it returns {background: true, total} at once and the batch runs on a worker thread — poll ui.inspect → export
ui.render {id?, size?, path?} Render a photo (PNG to path), {width, height}
app.quit — Close the app

When the library can't be saved

With a persistent library, every command that changes something is written to the catalog journal (fsynced) before it replies. If that write fails (disk full, volume gone, permissions), the command replies ok: false with "saved in memory but not written to disk: <reason>; LightCraft will retry". The change itself is applied (and undoable) and stays queued: the next command, and the app's frame loop every couple of seconds, retry the write, so nothing is lost once the disk is writable again — unless the app quits first. Meanwhile ui.inspect → unsaved is {ops, error} (else null), library.info reports unsavedOps / unsavedError, and the top bar's cloud icon shows a warning (widget indicator:unsaved). Queries and commands that change nothing still succeed. A failed compaction (snapshot) is not a failed command — the log is kept whole — and only shows in library.info → lastError.

When the library can't be opened

If the desktop app can't open its library at launch (another program has it open, an unreadable or newer-format catalog, a missing drive), the session starts empty and in memory — never with demo photos — and a window asks what to do: ui.inspect → libraryProblem is {path, error, temporarySession, pendingImport} (else null); its buttons are button:libraryRetry, button:libraryChoose, button:libraryTemporary (Continue Without Saving) and button:libraryQuit. A temporary session shows a banner (indicator:temporarySession, button:libraryReopen) and writes nothing. app.openLibrary opening a library ends it.

Headless rendering (no window, no GPU)

The egui UI can be rasterized on the CPU (crates/ui-egui/src/softpaint.rs, driven by crates/ui-egui/src/headless.rs): same tessellation, gamma-space premultiplied blending and scissor clipping as egui's GPU backends, so the image matches the window (minus GPU dithering).

  • In the running app: {"method": "ui.screenshot", "params": {"path": "a.png", "headless": true}}. The UI is drawn into an offscreen context from the app's logic tick, which keeps running when the window is occluded or the display sleeps/locks. Windowed screenshots fall back to this after 2 s.
  • Without any app window: lightcraft-cli snapshot runs a whole app session headlessly and answers the same control requests (same handler) from a JSON-lines script:
lightcraft-cli snapshot --demo -o grid.png --size 1600x1000 [--scale 2]
lightcraft-cli snapshot --library DIR --script tour.jsonl -o shot.png

tour.jsonl holds one request per line (# comments allowed), e.g. {"method": "ui.set", "params": {"view": "detail", "right": "edit", "openSections": ["optics"]}} then {"method": "ui.screenshot"}. Replies are printed to stdout. A ui.screenshot without path writes -o (then OUT-2.png, OUT-3.png, …); ui.settle {timeoutMs?} waits until no renders are in flight. Each request runs frames until it is answered and its injected input (clicks, keys, drags) has played out. Widget ids for ui.clickWidget come from ui.widgets (e.g. button:upright-auto). A 1600×1000 demo snapshot takes ~1–2 s (debug build).