Can you provide an English translation for the README file?

I don't get what this is supposed to be. I GUI frontend to ChatGPT? Also that repository consists only of two readmes.

That's why I asked for a translation of the README. I thought it might provide a clue.

    There is an "English" button which links to itself, currently. Looks like the repository needs a little more time to get ready.

    I'm editing the contents of the repository, it should be done soon

    DaveTheCoder
    Thank you for your help. I have completed the submission of the first version.

    I have encountered a small problem. Is there a solution?

    It sees that Windows Defender will report a virus It should be caused by me using RCEDIT to modify the icon Is there any way to solve it?
    i think this problem like this https://github.com/electron/rcedit/issues/101

    Thanks for providing the English README.

    I see that the project is Windows-only. I use Linux, and will not be able to use it.

    @aiaimimi I would suggest that you should upload the source code to the repository as soon as you can as well as provide links to its dependencies, the "free_ai_adapter" plugin and the "free_vector_adapter" plugin. There is no way that I'm going to trust a binary executable that downloads several plugins onto my OS when its source code isn't even available. I think presently you may even be in violation of GitHub's TOS.

    Yes, I am preparing to upload it because I need to delete some code that may leak my privacy.

    @award @DaveTheCoder @Toxe
    I have submitted all the code, including the main and plugin branches.

    You should be able to use the exe in the release package to complete the chat now. Please note that during the first chat, you will download 150MB+ of plugin free_ai_adapter from the cloud storage may cause a slight delay in response.

    I have changed all Chinese comments in the code to English, but there may be translation issues with the comments

    This is my first time using Godot to complete my practical ideas. I have to say that this journey is really complex and requires perseverance.
    During the process, I learned about Godot, Chroma, Playwright, GPT4free, Rainybot, AWS deployment, server code, FastAPI, and more.
    The sense of achievement in completing this MIMI pet in the end still brings me joy

    In summary, I wish you a happy time playing

    A video to show it all in action from start to finish would be nice because... to be completely honest: Personally I would not download an exe version of this and I trust this not one bit. Especially considering it is downloading additional code from the internet.

    I might be completely wrong here and maybe that's just my general mistrust of anything AI-related speaking but something about this looks fishy to me. But maybe I am just the only one.

      Toxe
      Thank you for your suggestion. I will try to create a video to showcase the content

      However, downloading plugin packages from the internet is indeed a necessary process for this project, and I cannot change this because it is precisely because of this that I am able to make MiMi pet support unlimited functionality

      Because it can match the best method and download this plugin, which will be loaded into the Godot engine and executed,

      But it has to be said that the security issues you pointed out do exist.
      Currently, all plugins are developed by me, so there are no security issues. You can discover all the code of the plugin through the plugin branch in the repository.

      However, the plugins submitted by others in the future may not necessarily disclose the source code, so there may be issues. This is what I referred to as a security issue in the roadmap. There may be a certain plugin review mechanism before the plugins can be officially released and used by others.

      Of course, I understand your doubts about the security of my exe and plugins, as I am not a big company like Google or Apple, and cannot endorse the security of the developed applications.

        aiaimimi Of course, I understand your doubts about the security of my exe and plugins, as I am not a big company like Google or Apple, and cannot endorse the security of the developed applications.

        Can the .exe be built from the source code in the repository?

        There's only a security issue if users need to download executable code without the ability to see all the source code.

        The Godot Engine isn't distributed by a big company like Google or Apple, but it's trusted because anyone can view and download all the source code and build the executable himself.

          DaveTheCoder
          Yes, you can build exe and plugin packages from source.

          But because if you turn on the smart plug-in switch at runtime. Then the most matching plug-in package that has been allocated will be downloaded from the Internet, and then the logic in the plug-in package will be executed.
          I believe he is more worried about whether there are security vulnerabilities in the smartly downloaded plug-in packages, or whether it is possible to download malware plug-in packages.

          But I can't avoid automatic downloading. If a pop-up window pops up before each download step to let the user choose whether to allow the download, it will interrupt the user experience.

          Let me explain the download logic:

          1. When I ask a question to AI: "I want to download music xxx"
          2. Will be sent to the 3 best plugins on the platform that match this problem
          3. Send the plug-in method and question to ai:
            1. If ai determines that there is a plug-in that can execute this logic, it will return the method name and parameters that the plug-in needs to call. Subsequently, the godot engine will download the plug-in and load it into the runtime. Then call it based on the plug-in method name and plug-in parameters
            2. If it is judged that there is no executable plug-in, the problem will be treated as a dialogue.

          It is true that the plug-in you download automatically in 3.1 may have security issues. Even if you can get all the source code of the plug-in, it is impossible for you to understand the code of the plug-in every time before downloading to allow the plug-in package to be downloaded.
          So I may use a certain audit mechanism to ensure the security of the plug-in package.

            aiaimimi Yes, you can build exe and plugin packages from source.

            Where are the instructions for doing that?

              DaveTheCoder
              you can use godot editor(the editor is in tools branch)-> export->export the exe

              you can use "/packing_bot generate_plugin_file your_plugin_name" export a plugin package. the package will in "C:\Users\user_name\AppData\Roaming\Godot\app_userdata\MiMi\plugin_file\packing_bot"

              I will consider adding a pattern in the future:
              In this mode, packages will not be automatically pulled from the network,
              Allow you to manually manage local plugins,
              We will only discover from your local plugin whether there is a method to handle your current question.
              I believe this will be helpful for security sensitive users to a certain extent