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Added chat templates (#474)
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using AIStudio.Chat;
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using AIStudio.Components;
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using AIStudio.Settings;
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using Microsoft.AspNetCore.Components;
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namespace AIStudio.Dialogs;
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public partial class ChatTemplateDialog : MSGComponentBase
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{
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[CascadingParameter]
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private IMudDialogInstance MudDialog { get; set; } = null!;
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/// <summary>
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/// The chat template's number in the list.
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/// </summary>
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[Parameter]
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public uint DataNum { get; set; }
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/// <summary>
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/// The chat template's ID.
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/// </summary>
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[Parameter]
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public string DataId { get; set; } = Guid.NewGuid().ToString();
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/// <summary>
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/// The chat template name chosen by the user.
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/// </summary>
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[Parameter]
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public string DataName { get; set; } = string.Empty;
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/// <summary>
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/// What is the system prompt?
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/// </summary>
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[Parameter]
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public string DataSystemPrompt { get; set; } = string.Empty;
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/// <summary>
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/// Should the dialog be in editing mode?
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/// </summary>
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[Parameter]
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public bool IsEditing { get; init; }
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[Parameter]
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public List<ContentBlock> ExampleConversation { get; set; } = [];
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[Parameter]
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public bool AllowProfileUsage { get; set; } = true;
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[Inject]
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private ILogger<ProviderDialog> Logger { get; init; } = null!;
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private static readonly Dictionary<string, object?> SPELLCHECK_ATTRIBUTES = new();
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/// <summary>
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/// The list of used chat template names. We need this to check for uniqueness.
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/// </summary>
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private List<string> UsedNames { get; set; } = [];
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private bool dataIsValid;
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private string[] dataIssues = [];
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private string dataEditingPreviousName = string.Empty;
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private ContentBlock messageEntryBeforeEdit;
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private readonly IEnumerable<ChatRole> availableRoles = ChatRoles.ChatTemplateRoles().ToArray();
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// We get the form reference from Blazor code to validate it manually:
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private MudForm form = null!;
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private ChatTemplate CreateChatTemplateSettings() => new()
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{
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Num = this.DataNum,
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Id = this.DataId,
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Name = this.DataName,
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SystemPrompt = this.DataSystemPrompt,
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ExampleConversation = this.ExampleConversation,
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AllowProfileUsage = this.AllowProfileUsage,
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};
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private void RemoveMessage(ContentBlock item)
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{
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this.ExampleConversation.Remove(item);
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}
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private void AddNewMessageToEnd()
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{
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this.ExampleConversation ??= new List<ContentBlock>();
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var newEntry = new ContentBlock
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{
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Role = ChatRole.USER, // Default to User
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Content = new ContentText(),
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ContentType = ContentType.TEXT,
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HideFromUser = true,
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Time = DateTimeOffset.Now,
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};
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this.ExampleConversation.Add(newEntry);
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}
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private void AddNewMessageBelow(ContentBlock currentItem)
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{
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// Create new entry with a valid role
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var newEntry = new ContentBlock
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{
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Role = ChatRole.USER, // Default to User
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Content = new ContentText(),
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ContentType = ContentType.TEXT,
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HideFromUser = true,
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Time = DateTimeOffset.Now,
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};
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// Rest of the method remains the same
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var index = this.ExampleConversation.IndexOf(currentItem);
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if (index >= 0)
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{
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this.ExampleConversation.Insert(index + 1, newEntry);
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}
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else
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{
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this.ExampleConversation.Add(newEntry);
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}
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}
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private void BackupItem(object element)
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{
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this.messageEntryBeforeEdit = new ContentBlock
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{
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Role = ((ContentBlock)element).Role,
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Content = ((ContentBlock)element).Content,
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};
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}
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private void ResetItemToOriginalValues(object element)
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{
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((ContentBlock)element).Role = this.messageEntryBeforeEdit.Role;
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((ContentBlock)element).Content = this.messageEntryBeforeEdit.Content;
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}
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#region Overrides of ComponentBase
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protected override async Task OnInitializedAsync()
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{
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// Configure the spellchecking for the instance name input:
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this.SettingsManager.InjectSpellchecking(SPELLCHECK_ATTRIBUTES);
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// Load the used instance names:
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this.UsedNames = this.SettingsManager.ConfigurationData.ChatTemplates.Select(x => x.Name.ToLowerInvariant()).ToList();
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// When editing, we need to load the data:
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if(this.IsEditing)
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{
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this.dataEditingPreviousName = this.DataName.ToLowerInvariant();
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}
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await base.OnInitializedAsync();
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}
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protected override async Task OnAfterRenderAsync(bool firstRender)
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{
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// Reset the validation when not editing and on the first render.
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// We don't want to show validation errors when the user opens the dialog.
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if(!this.IsEditing && firstRender)
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this.form.ResetValidation();
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await base.OnAfterRenderAsync(firstRender);
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}
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#endregion
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private async Task Store()
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{
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await this.form.Validate();
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// When the data is not valid, we don't store it:
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if (!this.dataIsValid)
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return;
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// Use the data model to store the chat template.
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// We just return this data to the parent component:
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var addedChatTemplateSettings = this.CreateChatTemplateSettings();
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if(this.IsEditing)
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this.Logger.LogInformation($"Edited chat template '{addedChatTemplateSettings.Name}'.");
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else
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this.Logger.LogInformation($"Created chat template '{addedChatTemplateSettings.Name}'.");
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this.MudDialog.Close(DialogResult.Ok(addedChatTemplateSettings));
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}
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private string? ValidateSystemPrompt(string text)
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{
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if(text.Length > 444)
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return T("The text must not exceed 444 characters.");
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return null;
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}
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private string? ValidateName(string name)
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{
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if (string.IsNullOrWhiteSpace(name))
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return T("Please enter a name for the chat template.");
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if (name.Length > 40)
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return T("The chat template name must not exceed 40 characters.");
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// The instance name must be unique:
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var lowerName = name.ToLowerInvariant();
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if (lowerName != this.dataEditingPreviousName && this.UsedNames.Contains(lowerName))
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return T("The chat template name must be unique; the chosen name is already in use.");
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return null;
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}
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private void UseDefaultSystemPrompt()
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{
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this.DataSystemPrompt = SystemPrompts.DEFAULT;
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}
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private void Cancel() => this.MudDialog.Cancel();
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}
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