Merge branch 'main' of github.com:leanprover-community/lean4game

pull/54/head
Jon Eugster 2 years ago
commit a262cff63b

@ -10,6 +10,10 @@ lake update
cp lake-packages/mathlib/lean-toolchain lean-toolchain
cp lake-packages/mathlib/lean-toolchain ../leanserver/lean-toolchain
cp lake-packages/mathlib/lean-toolchain ../nng/lean-toolchain
cd ../leanserver
lake update
cd ../nng
lake update

@ -1,6 +1,6 @@
import * as React from 'react';
import { useState, useEffect } from 'react';
import { Outlet } from "react-router-dom";
import { Outlet, useParams } from "react-router-dom";
import '@fontsource/roboto/300.css';
import '@fontsource/roboto/400.css';
@ -10,10 +10,15 @@ import '@fontsource/roboto/700.css';
import './reset.css';
import './app.css';
export const GameIdContext = React.createContext<string>(undefined);
function App() {
const params = useParams();
return (
<div className="app">
<Outlet />
<GameIdContext.Provider value={params.gameId}>
<Outlet />
</GameIdContext.Provider>
</div>
)
}

@ -5,6 +5,7 @@ import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faLock, faLockOpen, faBook, faHammer, faBan } from '@fortawesome/free-solid-svg-icons'
import Markdown from './Markdown';
import { useLoadDocQuery, ComputedInventoryItem } from '../state/api';
import { GameIdContext } from '../App';
export function Inventory({ tactics, lemmas, definitions, setInventoryDoc } :
{lemmas: ComputedInventoryItem[],
@ -77,8 +78,8 @@ function InventoryItem({name, displayName, locked, disabled, showDoc}) {
}
export function Documentation({name, type}) {
const doc = useLoadDocQuery({type: type, name: name})
const gameId = React.useContext(GameIdContext)
const doc = useLoadDocQuery({game: gameId, type: type, name: name})
return <>
<h2 className="doc">{doc.data?.displayName}</h2>

@ -40,6 +40,7 @@ import Markdown from './Markdown';
import Split from 'react-split'
import { Alert } from '@mui/material';
import { GameIdContext } from '../App';
export const MonacoEditorContext = React.createContext<monaco.editor.IStandaloneCodeEditor>(null as any);
@ -75,8 +76,9 @@ function PlayableLevel({worldId, levelId}) {
const codeviewRef = useRef<HTMLDivElement>(null)
const introductionPanelRef = useRef<HTMLDivElement>(null)
const initialCode = useAppSelector(selectCode(worldId, levelId))
const initialSelections = useAppSelector(selectSelections(worldId, levelId))
const gameId = React.useContext(GameIdContext)
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
const [commandLineMode, setCommandLineMode] = useState(true)
const [commandLineInput, setCommandLineInput] = useState("")
@ -125,14 +127,13 @@ function PlayableLevel({worldId, levelId}) {
}]);
}
const gameInfo = useGetGameInfoQuery()
const level = useLoadLevelQuery({world: worldId, level: levelId})
const gameInfo = useGetGameInfoQuery({game: gameId})
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
const dispatch = useAppDispatch()
const onDidChangeContent = (code) => {
dispatch(codeEdited({world: worldId, level: levelId, code}))
dispatch(codeEdited({game: gameId, world: worldId, level: levelId, code}))
setCanUndo(code.trim() !== "")
}
@ -141,10 +142,10 @@ function PlayableLevel({worldId, levelId}) {
const selections = monacoSelections.map(
({selectionStartLineNumber, selectionStartColumn, positionLineNumber, positionColumn}) =>
{return {selectionStartLineNumber, selectionStartColumn, positionLineNumber, positionColumn}})
dispatch(changedSelection({world: worldId, level: levelId, selections}))
dispatch(changedSelection({game: gameId, world: worldId, level: levelId, selections}))
}
const completed = useAppSelector(selectCompleted(worldId, levelId))
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
const {editor, infoProvider, editorConnection} =
useLevelEditor(worldId, levelId, codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection)
@ -209,8 +210,8 @@ function PlayableLevel({worldId, levelId}) {
<Markdown>{level?.data?.conclusion}</Markdown>
</div>
{levelId >= gameInfo.data?.worldSize[worldId] ?
<Button to={`/`}><FontAwesomeIcon icon={faHome} /></Button> :
<Button to={`/world/${worldId}/level/${levelId + 1}`}>
<Button to={`/game/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button> :
<Button to={`/game/${gameId}/world/${worldId}/level/${levelId + 1}`}>
Next&nbsp;<FontAwesomeIcon icon={faArrowRight} /></Button>}
</div>}
@ -230,7 +231,8 @@ function PlayableLevel({worldId, levelId}) {
export default Level
function Introduction({worldId}) {
const gameInfo = useGetGameInfoQuery()
const gameId = React.useContext(GameIdContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
return <>
<div style={gameInfo.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
@ -245,8 +247,8 @@ function Introduction({worldId}) {
</div>
<div className="conclusion">
{0 == gameInfo.data?.worldSize[worldId] ?
<Button to={`/`}><FontAwesomeIcon icon={faHome} /></Button> :
<Button to={`/world/${worldId}/level/1`}>
<Button to={`/game/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button> :
<Button to={`/game/${gameId}/world/${worldId}/level/1`}>
Start&nbsp;<FontAwesomeIcon icon={faArrowRight} />
</Button>}
</div>
@ -255,11 +257,12 @@ function Introduction({worldId}) {
}
function LevelAppBar({isLoading, levelId, worldId, levelTitle}) {
const gameInfo = useGetGameInfoQuery()
const gameId = React.useContext(GameIdContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
return <div className="app-bar" style={isLoading ? {display: "none"} : null} >
<div>
<Button to={`/`}><FontAwesomeIcon icon={faHome} /></Button>
<Button to={`/game/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button>
<span className="app-bar-title">
{gameInfo.data?.worlds.nodes[worldId].title && `World: ${gameInfo.data?.worlds.nodes[worldId].title}`}
</span>
@ -269,10 +272,10 @@ function LevelAppBar({isLoading, levelId, worldId, levelTitle}) {
{levelTitle}
</span>
<Button disabled={levelId <= 0} inverted={true}
to={`/world/${worldId}/level/${levelId - 1}`}
to={`/game/${gameId}/world/${worldId}/level/${levelId - 1}`}
><FontAwesomeIcon icon={faArrowLeft} />&nbsp;Previous</Button>
<Button disabled={levelId >= gameInfo.data?.worldSize[worldId]} inverted={true}
to={`/world/${worldId}/level/${levelId + 1}`}
to={`/game/${gameId}/world/${worldId}/level/${levelId + 1}`}
>Next&nbsp;<FontAwesomeIcon icon={faArrowRight} /></Button>
</div>
@ -282,6 +285,7 @@ function LevelAppBar({isLoading, levelId, worldId, levelTitle}) {
function useLevelEditor(worldId: string, levelId: number, codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) {
const connection = React.useContext(ConnectionContext)
const gameId = React.useContext(GameIdContext)
const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null)
const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null)
@ -308,7 +312,7 @@ function useLevelEditor(worldId: string, levelId: number, codeviewRef, initialCo
theme: 'vs-code-theme-converted'
})
const infoProvider = new InfoProvider(connection.getLeanClient())
const infoProvider = new InfoProvider(connection.getLeanClient(gameId))
const editorApi = infoProvider.getApi()
@ -358,7 +362,7 @@ function useLevelEditor(worldId: string, levelId: number, codeviewRef, initialCo
return () => { infoProvider.dispose(); editor.dispose() }
}, [])
const {leanClient, leanClientStarted} = useLeanClient()
const {leanClient, leanClientStarted} = useLeanClient(gameId)
// Create model when level changes
useEffect(() => {
@ -391,7 +395,8 @@ function useLevelEditor(worldId: string, levelId: number, codeviewRef, initialCo
/** Open all files in this world on the server so that they will load faster when accessed */
function useLoadWorldFiles(worldId) {
const gameInfo = useGetGameInfoQuery()
const gameId = React.useContext(GameIdContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const store = useStore()
useEffect(() => {
@ -403,7 +408,7 @@ function useLoadWorldFiles(worldId) {
if (model) {
models.push(model)
} else {
const code = selectCode(worldId, levelId)(store.getState())
const code = selectCode(gameId, worldId, levelId)(store.getState())
models.push(monaco.editor.createModel(code, 'lean4', uri))
}
}

@ -14,13 +14,15 @@ import { useGetGameInfoQuery } from '../state/api';
import { Link } from 'react-router-dom';
import Markdown from './Markdown';
import { selectCompleted } from '../state/progress';
import { GameIdContext } from '../App';
function LevelIcon({ worldId, levelId, position }) {
const completed = useSelector(selectCompleted(worldId,levelId))
const gameId = React.useContext(GameIdContext)
const completed = useSelector(selectCompleted(gameId, worldId,levelId))
// TODO: relative positioning?
return (
<Link to={`/world/${worldId}/level/${levelId}`} key={`/world/${worldId}/level/${levelId}`}>
<Link to={`/game/${gameId}/${worldId}/level/${levelId}`} key={`/game/${gameId}/world/${worldId}/level/${levelId}`}>
<circle fill={completed ? "green" :"#aaa"} cx={position.x + Math.sin(levelId/5) * 9} cy={position.y - Math.cos(levelId/5) * 9} r="0.8" />
</Link>
)
@ -29,7 +31,8 @@ function LevelIcon({ worldId, levelId, position }) {
function Welcome() {
const navigate = useNavigate();
const gameInfo = useGetGameInfoQuery()
const gameId = React.useContext(GameIdContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const { nodes, bounds }: any = gameInfo.data ? computeWorldLayout(gameInfo.data?.worlds) : {nodes: []}
@ -55,7 +58,7 @@ function Welcome() {
let position: cytoscape.Position = nodes[id].position
svgElements.push(
<Link key={`world${id}`} to={`/world/${id}/level/0`}>
<Link key={`world${id}`} to={`/game/${gameId}/world/${id}/level/0`}>
<circle className="world-circle" cx={position.x} cy={position.y} r="8" />
<text className="world-name"
x={position.x} y={position.y}>{nodes[id].data.title ? nodes[id].data.title : id}</text>

@ -19,10 +19,12 @@ import { WithRpcSessions } from '../../../../node_modules/lean4-infoview/src/inf
import { ServerVersion } from '../../../../node_modules/lean4-infoview/src/infoview/serverVersion';
import { useAppDispatch, useAppSelector } from '../../hooks';
import { levelCompleted, selectCompleted } from '../../state/progress';
import { GameIdContext } from '../../App';
export function Main(props: {world: string, level: number}) {
const ec = React.useContext(EditorContext);
const gameId = React.useContext(GameIdContext)
const dispatch = useAppDispatch()
@ -33,13 +35,13 @@ export function Main(props: {world: string, level: number}) {
if (ec.events.changedCursorLocation.current &&
ec.events.changedCursorLocation.current.uri === params.uri) {
dispatch(levelCompleted({world: props.world, level: props.level}))
dispatch(levelCompleted({game: gameId, world: props.world, level: props.level}))
}
},
[]
);
const completed = useAppSelector(selectCompleted(props.world, props.level))
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
/* Set up updates to the global infoview state on editor events. */
const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;

@ -6,12 +6,17 @@ import { useState } from 'react';
export class Connection {
private leanClient = null
getLeanClient(): LeanClient {
if (this.leanClient === null) {
const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/'
private game: string = undefined // We only keep a connection to a single game at a time
private leanClient: LeanClient = null
getLeanClient(game): LeanClient {
if (this.game !== game) {
if (this.leanClient) {
this.leanClient.stop() // Stop previous Lean client
}
this.game = game
// Start a new Lean client for the new `gameId`.
const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/' + game
const uri = monaco.Uri.parse('file:///')
this.leanClient = new LeanClient(socketUrl, undefined, uri, () => {})
}
@ -22,9 +27,9 @@ export class Connection {
/** If not already started, starts the Lean client. resolves the returned promise as soon as a
* Lean client is running.
*/
startLeanClient = () => {
startLeanClient = (game) => {
return new Promise<LeanClient>((resolve) => {
const leanClient = this.getLeanClient()
const leanClient = this.getLeanClient(game)
if (leanClient.isRunning()) {
resolve(leanClient)
} else {
@ -47,8 +52,8 @@ export const connection = new Connection()
export const ConnectionContext = React.createContext(null);
export const useLeanClient = () => {
const leanClient = connection.getLeanClient()
export const useLeanClient = (gameId) => {
const leanClient = connection.getLeanClient(gameId)
const [leanClientStarted, setLeanClientStarted] = useState(leanClient.isStarted())
React.useEffect(() => {

@ -13,21 +13,26 @@ import ErrorPage from './ErrorPage';
import Welcome from './components/Welcome';
import Level from './components/Level';
import { monacoSetup } from 'lean4web/client/src/monacoSetup';
import { redirect } from 'react-router-dom';
monacoSetup()
const router = createHashRouter([
{
path: "/",
loader: () => redirect("/game/testgame")
},
{
path: "/game/:gameId",
element: <App />,
errorElement: <ErrorPage />,
children: [
{
path: "/",
path: "/game/:gameId",
element: <Welcome />,
},
{
path: "/world/:worldId/level/:levelId",
path: "/game/:gameId/world/:worldId/level/:levelId",
element: <Level />,
},
],

@ -38,13 +38,13 @@ interface Doc {
const customBaseQuery = async (
args : {method: string, params?: any},
args : {game: string, method: string, params?: any},
{ signal, dispatch, getState, extra },
extraOptions
) => {
try {
const connection : Connection = extra.connection
let leanClient = await connection.startLeanClient()
let leanClient = await connection.startLeanClient(args.game)
console.log(`Sending request ${args.method}`)
let res = await leanClient.sendRequest(args.method, args.params)
console.log('Received response', res)
@ -59,14 +59,14 @@ export const apiSlice = createApi({
reducerPath: 'gameApi',
baseQuery: customBaseQuery,
endpoints: (builder) => ({
getGameInfo: builder.query<GameInfo, void>({
query: () => {return {method: 'info', params: {}}},
getGameInfo: builder.query<GameInfo, {game: string}>({
query: ({game}) => {return {game, method: 'info', params: {}}},
}),
loadLevel: builder.query<LevelInfo, {world: string, level: number}>({
query: ({world, level}) => {return {method: "loadLevel", params: {world, level}}},
loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({
query: ({game, world, level}) => {return {game, method: "loadLevel", params: {world, level}}},
}),
loadDoc: builder.query<Doc, {name: string, type: "lemma"|"tactic"}>({
query: ({name, type}) => {return {method: "loadDoc", params: {name, type}}},
loadDoc: builder.query<Doc, {game: string, name: string, type: "lemma"|"tactic"}>({
query: ({game, name, type}) => {return {game, method: "loadDoc", params: {name, type}}},
}),
}),
})

@ -1,4 +1,4 @@
const KEY = "progress";
const KEY = "game_progress";
export function loadState() {
try {
const serializedState = localStorage.getItem(KEY);

@ -3,7 +3,7 @@ import type { PayloadAction } from '@reduxjs/toolkit'
import { loadState } from "./localStorage";
interface ProgressState {
level: {[world: string]: {[level: number]: LevelProgressState}}
level: {[game: string]: {[world: string]: {[level: number]: LevelProgressState}}}
}
interface Selection {
selectionStartLineNumber: number,
@ -20,12 +20,15 @@ interface LevelProgressState {
const initialProgressState = loadState() ?? { level: {} } as ProgressState
const initalLevelProgressState = {code: "", completed: false} as LevelProgressState
function addLevelProgress(state, action: PayloadAction<{world: string, level: number}>) {
if (!state.level[action.payload.world]) {
state.level[action.payload.world] = {}
function addLevelProgress(state, action: PayloadAction<{game: string, world: string, level: number}>) {
if (!state.level[action.payload.game]) {
state.level[action.payload.game] = {}
}
if (!state.level[action.payload.world][action.payload.level]) {
state.level[action.payload.world][action.payload.level] = {...initalLevelProgressState}
if (!state.level[action.payload.game][action.payload.world]) {
state.level[action.payload.game][action.payload.world] = {}
}
if (!state.level[action.payload.game][action.payload.world][action.payload.level]) {
state.level[action.payload.game][action.payload.world][action.payload.level] = {...initalLevelProgressState}
}
}
@ -33,45 +36,46 @@ export const progressSlice = createSlice({
name: 'progress',
initialState: initialProgressState,
reducers: {
codeEdited(state, action: PayloadAction<{world: string, level: number, code: string}>) {
codeEdited(state, action: PayloadAction<{game: string, world: string, level: number, code: string}>) {
addLevelProgress(state, action)
state.level[action.payload.world][action.payload.level].code = action.payload.code
state.level[action.payload.world][action.payload.level].completed = false
state.level[action.payload.game][action.payload.world][action.payload.level].code = action.payload.code
state.level[action.payload.game][action.payload.world][action.payload.level].completed = false
},
changedSelection(state, action: PayloadAction<{world: string, level: number, selections: Selection[]}>) {
changedSelection(state, action: PayloadAction<{game: string, world: string, level: number, selections: Selection[]}>) {
addLevelProgress(state, action)
state.level[action.payload.world][action.payload.level].selections = action.payload.selections
state.level[action.payload.game][action.payload.world][action.payload.level].selections = action.payload.selections
},
levelCompleted(state, action: PayloadAction<{world: string, level: number}>) {
levelCompleted(state, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action)
state.level[action.payload.world][action.payload.level].completed = true
state.level[action.payload.game][action.payload.world][action.payload.level].completed = true
},
}
})
export function selectLevel(world: string, level: number) {
export function selectLevel(game: string, world: string, level: number) {
return (state) =>{
if (!state.progress.level[world]) { return initalLevelProgressState }
if (!state.progress.level[world][level]) { return initalLevelProgressState }
return state.progress.level[world][level]
if (!state.progress.level[game]) { return initalLevelProgressState }
if (!state.progress.level[game][world]) { return initalLevelProgressState }
if (!state.progress.level[game][world][level]) { return initalLevelProgressState }
return state.progress.level[game][world][level]
}
}
export function selectCode(world: string, level: number) {
export function selectCode(game: string, world: string, level: number) {
return (state) => {
return selectLevel(world, level)(state).code
return selectLevel(game, world, level)(state).code
}
}
export function selectSelections(world: string, level: number) {
export function selectSelections(game: string, world: string, level: number) {
return (state) => {
return selectLevel(world, level)(state).selections
return selectLevel(game, world, level)(state).selections
}
}
export function selectCompleted(world: string, level: number) {
export function selectCompleted(game: string, world: string, level: number) {
return (state) => {
return selectLevel(world, level)(state).completed
return selectLevel(game, world, level)(state).completed
}
}

@ -56,7 +56,7 @@
},
"scripts": {
"start": "concurrently -n server,client -c blue,green \"npm run start_server\" \"npm run start_client\"",
"start_server": "cd server && (cd leanserver && lake build) && (cd testgame && lake exe cache get && lake build) && NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\"",
"start_server": "cd server && (cd leanserver && lake build) && (cd testgame && lake exe cache get && lake build) && (cd nng && lake build) && NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\"",
"start_client": "NODE_ENV=development webpack-dev-server --hot",
"build": "npm run build_server && npm run build_client",
"build_server": "server/build.sh",

@ -6,6 +6,16 @@ cd $(dirname $0)
# Build elan image if not already present
docker build --pull --rm -f elan.Dockerfile -t elan:latest .
# Build testgame
(cd testgame && lake exe cache get && lake build)
docker rmi testgame:latest || true
docker build --rm -f server.Dockerfile -t testgame:latest .
docker build \
--build-arg GAME_DIR=testgame \
--rm -f server.Dockerfile -t testgame:latest .
# Build NNG
(cd nng && lake build)
docker rmi nng:latest || true
docker build \
--build-arg GAME_DIR=nng \
--rm -f server.Dockerfile -t nng:latest .

@ -6,6 +6,18 @@ import * as url from 'url';
import * as rpc from 'vscode-ws-jsonrpc';
import * as jsonrpcserver from 'vscode-ws-jsonrpc/server';
const games = {
testgame: {
name: "TestGame",
module: "TestGame",
queueLength: 5
},
nng: {
name: "NNG",
module: "NNG",
queueLength: 5
}
}
const __filename = url.fileURLToPath(import.meta.url);
const __dirname = url.fileURLToPath(new URL('.', import.meta.url));
@ -23,23 +35,19 @@ const wss = new WebSocketServer({ server })
const environment = process.env.NODE_ENV
const isDevelopment = environment === 'development'
let cmd, cmdArgs, cwd;
if (isDevelopment) {
cmd = "./gameserver";
cmdArgs = ["--server"];
cwd = "./leanserver/build/bin/"
} else{
cmd = "docker";
cmdArgs = ["run", "--runtime=runsc", "--network=none", "--rm", "-i", "testgame:latest"];
cwd = "."
}
/** We keep a queue of started Lean Server processes to be ready when a user arrives */
const queue = []
/** We keep queues of started Lean Server processes to be ready when a user arrives */
const queue = {}
const queueLength = 5
function startServerProcess() {
const serverProcess = cp.spawn(cmd, cmdArgs, { cwd })
function startServerProcess(gameId) {
const serverProcess = isDevelopment
? cp.spawn("./gameserver",
["--server", gameId, games[gameId].module, games[gameId].name],
{ cwd: "./leanserver/build/bin/" })
: cp.spawn("docker",
["run", "--runtime=runsc", "--network=none", "--rm", "-i", `${gameId}:latest`,
"./gameserver", "--server", gameId, games[gameId].module, games[gameId].name],
{ cwd: "." })
serverProcess.on('error', error =>
console.error(`Launching Lean Server failed: ${error}`)
);
@ -52,22 +60,32 @@ function startServerProcess() {
}
/** start Lean Server processes to refill the queue */
function fillQueue() {
while (queue.length < queueLength) {
const serverProcess = startServerProcess()
queue.push(serverProcess)
function fillQueue(gameId) {
while (queue[gameId].length < games[gameId].queueLength) {
const serverProcess = startServerProcess(gameId)
queue[gameId].push(serverProcess)
}
}
fillQueue()
for (let gameId in games) {
queue[gameId] = []
fillQueue(gameId)
}
const urlRegEx = new RegExp("^/websocket/(.*)$")
wss.addListener("connection", function(ws, req) {
const reRes = urlRegEx.exec(req.url)
if (!reRes) { console.error(`Connection refused because of invalid URL: ${req.url}`); return; }
const gameId = reRes[1]
if (!games[gameId]) { console.error(`Unknown game: ${gameId}`); return; }
wss.addListener("connection", function(ws) {
let ps;
if (isDevelopment) { // Don't use queue in development
ps = startServerProcess()
ps = startServerProcess(gameId)
} else {
ps = queue.shift() // Pick the first Lean process; it's likely to be ready immediately
fillQueue()
ps = queue[gameId].shift() // Pick the first Lean process; it's likely to be ready immediately
fillQueue(gameId)
}
const socket = {

@ -113,7 +113,7 @@ where addErrorMessage (info : SourceInfo) (s : MessageData) :=
open Elab Meta Expr in
def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets : Bool)
(couldBeEndSnap : Bool) (levelParams : Game.DidOpenLevelParams) : IO Snapshot := do
(couldBeEndSnap : Bool) (levelParams : Game.DidOpenLevelParams) (initParams : Lsp.InitializeParams): IO Snapshot := do
-- Recognize end snap
if inputCtx.input.atEnd snap.mpState.pos ∧ couldBeEndSnap then
let endSnap : Snapshot := {
@ -142,7 +142,7 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
let (output, _) ← IO.FS.withIsolatedStreams (isolateStderr := server.stderrAsMessages.get snap.cmdState.scopes.head!.opts) <| liftM (m := BaseIO) do
Elab.Command.catchExceptions
(getResetInfoTrees *> do
let some level ← GameServer.getLevelByFileName? inputCtx.fileName
let some level ← GameServer.getLevelByFileName? initParams inputCtx.fileName
| throwError "Level not found: {inputCtx.fileName}"
let scope := level.scope
@ -244,7 +244,8 @@ where
hOut.writeLspNotification { method := "$/game/completed", param }
/-- Elaborates the next command after `parentSnap` and emits diagnostics into `hOut`. -/
private def nextSnap (ctx : WorkerContext) (m : DocumentMeta) (cancelTk : CancelToken) (levelParams : Game.DidOpenLevelParams)
private def nextSnap (ctx : WorkerContext) (m : DocumentMeta) (cancelTk : CancelToken)
(levelParams : Game.DidOpenLevelParams) (initParams : Lsp.InitializeParams)
: AsyncElabM (Option Snapshot) := do
cancelTk.check
let s ← get
@ -261,7 +262,8 @@ where
-- Make sure that there is at least one snap after the head snap, so that
-- we can see the current goal even on an empty document
let couldBeEndSnap := s.snaps.size > 1
let snap ← compileProof m.mkInputContext lastSnap ctx.clientHasWidgets couldBeEndSnap levelParams
let snap ← compileProof m.mkInputContext lastSnap ctx.clientHasWidgets couldBeEndSnap
levelParams initParams
set { s with snaps := s.snaps.push snap }
-- TODO(MH): check for interrupt with increased precision
cancelTk.check
@ -299,7 +301,7 @@ where
publishIleanInfoUpdate m ctx.hOut snaps
return AsyncList.ofList snaps.toList ++ AsyncList.delayed (← EIO.asTask (ε := ElabTaskError) (prio := .dedicated) do
IO.sleep startAfterMs
AsyncList.unfoldAsync (nextSnap ctx m cancelTk levelParams) { snaps })
AsyncList.unfoldAsync (nextSnap ctx m cancelTk levelParams ctx.initParams) { snaps })
end Elab
@ -362,8 +364,9 @@ section Initialization
fileMap := default
def compileHeader (m : DocumentMeta) (hOut : FS.Stream) (opts : Options) (hasWidgets : Bool)
(levelModule : Name) : IO (Syntax × Task (Except Error (Snapshot × SearchPath))) := do
let gameDir := "../../../testgame"
(levelModule : Name) (initParams : InitializeParams): IO (Syntax × Task (Except Error (Snapshot × SearchPath))) := do
let some gameDir := GameServer.gameDirFromInitParams initParams
| throwServerError s!"Invalid rootUri: {initParams.rootUri?}"
-- Determine search paths of the game project by running `lake env printenv LEAN_PATH`.
let out ← IO.Process.output
@ -426,7 +429,8 @@ section Initialization
def initializeWorker (meta : DocumentMeta) (i o e : FS.Stream) (initParams : InitializeParams) (opts : Options)
(levelParams : Game.DidOpenLevelParams) : IO (WorkerContext × WorkerState) := do
let clientHasWidgets := initParams.initializationOptions?.bind (·.hasWidgets?) |>.getD false
let (headerStx, headerTask) ← compileHeader meta o opts (hasWidgets := clientHasWidgets) levelParams.levelModule
let (headerStx, headerTask) ← compileHeader meta o opts (hasWidgets := clientHasWidgets)
levelParams.levelModule initParams
let cancelTk ← CancelToken.new
let ctx :=
{ hIn := i
@ -506,6 +510,7 @@ section MainLoop
set st
match msg with
| Message.request id method (some params) =>
if method == "Game.getInteractiveGoals" then throwServerError "HELLO"
handleRequest id method (toJson params)
mainLoop levelParams
| Message.notification "exit" none =>

@ -83,9 +83,9 @@ def handleDidOpenLevel (params : Json) : GameServerM Unit := do
let fw ← findFileWorker! m.uri
-- let s ← get
let c ← read
let some lvl ← GameServer.getLevelByFileName? ((System.Uri.fileUriToPath? m.uri).getD m.uri |>.toString)
let some lvl ← GameServer.getLevelByFileName? c.initParams ((System.Uri.fileUriToPath? m.uri).getD m.uri |>.toString)
| do
c.hLog.putStr s!"Level not found: {m.uri}"
c.hLog.putStr s!"Level not found: {m.uri} {c.initParams.rootUri?}"
c.hLog.flush
-- Send an extra notification to the file worker to inform it about the level data
fw.stdin.writeLspNotification {

@ -13,15 +13,26 @@ open Meta
namespace GameServer
def levelIdFromFileName? (fileName : String) : Option LevelId := Id.run do
def splitRootUri (initParams : Lsp.InitializeParams) (i : Nat): Option String := Id.run do
let some rootUri := initParams.rootUri?
| return none
let rootUriParts := rootUri.splitOn "/"
if rootUriParts.length == 3 then
return rootUriParts[i]?
return none
def levelIdFromFileName? (initParams : Lsp.InitializeParams) (fileName : String) : Option LevelId := Id.run do
let fileParts := fileName.splitOn "/"
if fileParts.length == 3 then
if let some level := fileParts[2]!.toNat? then
return some {game := `TestGame, world := fileParts[1]!, level := level}
if let (some level, some game) := (fileParts[2]!.toNat?, splitRootUri initParams 2) then
return some {game, world := fileParts[1]!, level := level}
return none
def getLevelByFileName? [Monad m] [MonadEnv m] (fileName : String) : m (Option GameLevel) := do
let some levelId := levelIdFromFileName? fileName
def gameDirFromInitParams (initParams : Lsp.InitializeParams) : Option String :=
(splitRootUri initParams 0).map (s!"../../../{·}")
def getLevelByFileName? [Monad m] [MonadEnv m] (initParams : Lsp.InitializeParams) (fileName : String) : m (Option GameLevel) := do
let some levelId := levelIdFromFileName? initParams fileName
| return none
return ← getLevel? levelId
@ -114,9 +125,9 @@ def evalHintMessage : Expr → MetaM (Array Expr → MessageData) := fun _ => pu
open Meta in
/-- Find all hints whose trigger matches the current goal -/
def findHints (goal : MVarId) (doc : FileWorker.EditableDocument) : MetaM (Array GameHint) := do
def findHints (goal : MVarId) (doc : FileWorker.EditableDocument) (initParams : Lsp.InitializeParams) : MetaM (Array GameHint) := do
goal.withContext do
let some level ← getLevelByFileName? doc.meta.mkInputContext.fileName
let some level ← getLevelByFileName? initParams doc.meta.mkInputContext.fileName
| throwError "Level not found: {doc.meta.mkInputContext.fileName}"
let hints ← level.hints.filterMapM fun hint => do
openAbstractCtxResult hint.goal fun hintFVars hintGoal => do
@ -137,6 +148,7 @@ def findHints (goal : MVarId) (doc : FileWorker.EditableDocument) : MetaM (Array
open RequestM in
def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Option InteractiveGoals)) := do
let doc ← readDoc
let rc ← readThe RequestContext
let text := doc.meta.text
let hoverPos := text.lspPosToUtf8Pos p.position
-- TODO: I couldn't find a good condition to find the correct snap. So we are looking
@ -152,7 +164,7 @@ def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Optio
return List.toArray <| if useAfter then ti.goalsAfter else ti.goalsBefore
let goals ← ci.runMetaM {} do
goals.mapM fun goal => do
let hints ← findHints goal doc
let hints ← findHints goal doc rc.initParams
return ← goalToInteractive goal hints
-- compute the goal diff
-- let goals ← ciAfter.runMetaM {} (do

@ -1,6 +1,7 @@
/- This file is mostly copied from `Lean/Server/Watchdog.lean`. -/
import Lean
import GameServer.Game
import Lean.Server.Watchdog
namespace MyServer.Watchdog
open Lean
@ -76,9 +77,7 @@ def initAndRunWatchdogAux : GameServerM Unit := do
catch _ => pure (Message.notification "exit" none)
| throwServerError "Got `shutdown` request, expected an `exit` notification"
def createEnv : IO Environment := do
let gameDir := "../../../testgame"
def createEnv (gameDir : String) (module : String) : IO Environment := do
-- Determine search paths of the game project by running `lake env printenv LEAN_PATH`.
let out ← IO.Process.output
{ cwd := gameDir, cmd := "lake", args := #["env","printenv","LEAN_PATH"] }
@ -93,11 +92,17 @@ def createEnv : IO Environment := do
-- Set the search path
Lean.searchPathRef.set paths
let gameName := `TestGame
let env ← importModules [{ module := `Init : Import }, { module := gameName : Import }] {} 0
let env ← importModules [{ module := `Init : Import }, { module := module : Import }] {} 0
return env
def initAndRunWatchdog (args : List String) (i o e : FS.Stream) : IO Unit := do
if args.length < 4 then
throwServerError s!"Expected 3 command line arguments in addition to `--server`:
game directory, the name of the main module, and the name of the game"
let gameId := args[1]!
let gameDir := s!"../../../{gameId}"
let module := args[2]!
let gameName := args[3]!
let workerPath := "./gameserver"
-- TODO: Do the following commands slow us down?
let srcSearchPath ← initSrcSearchPath (← getBuildDir)
@ -106,8 +111,11 @@ def initAndRunWatchdog (args : List String) (i o e : FS.Stream) : IO Unit := do
let i ← maybeTee "wdIn.txt" false i
let o ← maybeTee "wdOut.txt" true o
let e ← maybeTee "wdErr.txt" true e
let state := {env := ← createEnv, game := `TestGame}
let state := {env := ← createEnv gameDir module, game := gameName}
let initRequest ← i.readLspRequestAs "initialize" InitializeParams
-- We misuse the `rootUri` field to store gameId, module, and gameName
let rootUri? := s!"{gameId}/{module}/{gameName}"
let initRequest := {initRequest with param := {initRequest.param with rootUri?}}
o.writeLspResponse {
id := initRequest.id
result := {

@ -8,7 +8,7 @@ unsafe def main : List String → IO UInt32 := fun args => do
Lean.enableInitializersExecution
if args[0]? == some "--server" then
MyServer.Watchdog.watchdogMain []
MyServer.Watchdog.watchdogMain args
else if args[0]? == some "--worker" then
MyServer.FileWorker.workerMain {}
else

@ -0,0 +1 @@
build

@ -0,0 +1,9 @@
import GameServer.Commands
Game "NNG"
World "HelloWorld"
Level 1
Statement : 1 + 1 = 2 := rfl
MakeGame

@ -0,0 +1,3 @@
{"version": 4,
"packagesDir": "lake-packages",
"packages": [{"path": {"name": "GameServer", "dir": "./../leanserver"}}]}

@ -0,0 +1,11 @@
import Lake
open Lake DSL
require GameServer from ".."/"leanserver"
package NNG
@[default_target]
lean_lib NNG {
moreLeanArgs := #["-DautoImplicit=false"]
}

@ -0,0 +1 @@
leanprover/lean4:nightly-2023-03-09

@ -1,10 +1,11 @@
ARG GAME_DIR
FROM elan:latest
WORKDIR /
# Copy lean files
COPY leanserver ./leanserver
COPY testgame ./testgame
COPY $GAME_DIR ./$GAME_DIR
# TODO: make `testgame` a build argument
WORKDIR /leanserver
@ -12,4 +13,3 @@ RUN rm -f ./build/bin/gameserver
RUN lake build
WORKDIR /leanserver/build/bin/
CMD ["./gameserver", "--server"]

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