Merge branch 'dev' into world_overviews

world_overviews
Jon Eugster 3 years ago
commit bb214f426b

@ -1 +0,0 @@
LEAN4GAME_SINGLE_GAME=false

@ -5,7 +5,17 @@ jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: install elan
run: |
set -o pipefail
curl -sSfL https://github.com/leanprover/elan/releases/download/v3.0.0/elan-x86_64-unknown-linux-gnu.tar.gz | tar xz
./elan-init -y
echo "$HOME/.elan/bin" >> $GITHUB_PATH
- uses: actions/checkout@v4
- uses: actions/setup-node@v3
- name: print lean and lake versions
run: |
lean --version
lake --version
- run: npm install
- run: npm run build

5
.gitignore vendored

@ -1,4 +1,5 @@
node_modules
client/dist
server/build
**/lake-packages/
games/
server/.lake
**/.DS_Store

@ -15,9 +15,6 @@ npm install -g http-server
```
git clone https://github.com/hhu-adam/NNG4.git
cd NNG4
docker rmi nng4:latest
docker build --pull --rm -f "Dockerfile" -t nng4:latest "."
```
@ -146,12 +143,6 @@ Activate config:
```
## Install `unzip` for Importing Docker Images
```
sudo apt-get install unzip
```
## Install bubblewrap (bwrap)
```
sudo apt-get install bubblewrap

@ -2,30 +2,33 @@
This is the source code for a Lean 4 game platform hosted at [adam.math.hhu.de](https://adam.math.hhu.de).
The project is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
(NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
of Kevin Buzzard and Mohammad Pedramfar.
The project is based on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
## Creating a Game
Please follow the tutorial [Creating a Game](doc/create_game.md).
In particular step 5 thereof explains [How to Run Games Locally](doc/running_locally.md).
Please follow the tutorial [Creating a Game](doc/create_game.md). In particular, the following steps might be of interest:
### Publishing a Game
* Step 5: [How to Run Games Locally](doc/running_locally.md)
* Step 7: [How to Update an existing Game](doc/update_game.md)
* Step 8: [How to Publishing a Game](doc/publish_game.md)
We encourage anybody to have games hosted on our [Lean Game Server](https://adam.math.hhu.de) for anybody to play. For that you simply need to contact us with the link to your game repo. We are also happy to add work-in-progress games and games in any language.
## Documentation
For example, you can [contact Jon on Zulip](https://leanprover.zulipchat.com/#narrow/dm/385895-Jon-Eugster). Or [via Email](https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster).
The documentation is very much work in progress but the linked documentation here
should be up-to-date:
## Documentation
### Game creation API
- [Creating a Game](doc/create_game.md): **the main document to consult**.
- [More about Hints](doc/hints.md): describes the `Hint` and `Branch` tactic.
The documentation for the game engine itself is still missing, but there is [Creating a Game](doc/create_game.md) explaining the API to create a game.
### Frontend API
Some documentation:
* [How to Run Games Locally](doc/running_locally.md): play a game on your computer
* [How to Update an existing Game](doc/update_game.md): update to a new lean version
* [How to Publishing a Game](doc/publish_game.md): load your game to adam.math.hhu.de for others to play
- [NPM Scripts](doc/npm_scripts.md)
- [Old documentation](doc/DOCUMENTATION.md)
### Backend
not written yet
## Contributing
@ -34,3 +37,10 @@ Contributions to `lean4game` are always welcome!
## Security
Providing the use access to a Lean instance running on the server is a severe security risk. That is why we start the Lean server with bubblewrap.
## Credits
The project is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
(NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
by Kevin Buzzard and Mohammad Pedramfar.
The project is based on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).

@ -6,33 +6,28 @@ import '@fontsource/roboto/400.css';
import '@fontsource/roboto/500.css';
import '@fontsource/roboto/700.css';
import './reset.css';
import './app.css';
import './css/reset.css';
import './css/app.css';
import { MobileContext } from './components/infoview/context';
import { useWindowDimensions } from './window_width';
import { selectOpenedIntro } from './state/progress';
import { useSelector } from 'react-redux';
import { connection } from './connection';
export const GameIdContext = React.createContext<string>(undefined);
function App() {
const params = useParams()
const gameId = "g/" + params.owner + "/" + params.repo
// TODO: Make mobileLayout be changeable in settings
// TODO: Handle resize Events
const {width, height} = useWindowDimensions()
const [mobile, setMobile] = React.useState(width < 800)
// On mobile, there are multiple pages on the welcome page to switch between
const openedIntro = useSelector(selectOpenedIntro(gameId))
// On mobile, there are multiple pages to switch between
const [pageNumber, setPageNumber] = React.useState(openedIntro ? 1 : 0)
React.useEffect(() => {
connection.startLeanClient(gameId);
}, [gameId])
return (
<div className="app">
<GameIdContext.Provider value={gameId}>
<MobileContext.Provider value={{mobile, setMobile, pageNumber, setPageNumber}}>
<MobileContext.Provider value={{mobile, setMobile}}>
<Outlet />
</MobileContext.Provider>
</GameIdContext.Provider>

Binary file not shown.

Before

Width:  |  Height:  |  Size: 398 KiB

@ -1,45 +1,45 @@
/**
* @file contains the navigation bars of the app.
*/
import * as React from 'react'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome,
faArrowRight, faArrowLeft, faXmark, faBars, faCode,
faCircleInfo, faTerminal } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from "../app"
import { InputModeContext, MobileContext, WorldLevelIdContext } from "./infoview/context"
import { GameInfo, useGetGameInfoQuery } from '../state/api'
import { changedOpenedIntro, selectCompleted, selectDifficulty, selectProgress } from '../state/progress'
import { useSelector } from 'react-redux'
import { useAppDispatch, useAppSelector } from '../hooks'
import { Button } from './button'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome, faArrowRight, faArrowLeft, faXmark, faBars, faCode, faCircleInfo, faTerminal } from '@fortawesome/free-solid-svg-icons'
import { PrivacyPolicyPopup } from './popup/privacy_policy'
import { WorldSelectionMenu, downloadFile } from './world_tree'
import { downloadProgress } from './popup/erase'
/** navigation to switch between pages on mobile */
function MobileNav({pageNumber, setPageNumber}:
/** navigation buttons for mobile welcome page to switch between intro/tree/inventory. */
function MobileNavButtons({pageNumber, setPageNumber}:
{ pageNumber: number,
setPageNumber: any}) {
const gameId = React.useContext(GameIdContext)
const dispatch = useAppDispatch()
// if `prevText` or `prevIcon` is set, show a button to go back
let prevText = {0: null, 1: "Intro", 2: null}[pageNumber]
let prevIcon = {0: null, 1: null, 2: faBookOpen}[pageNumber]
let prevTitle = {
0: null,
1: "Game Introduction",
2: "World selection"}[pageNumber]
let prevTitle = {0: null, 1: "Game Introduction", 2: "World selection"}[pageNumber]
// if `nextText` or `nextIcon` is set, show a button to go forward
let nextText = {0: "Start", 1: null, 2: null}[pageNumber]
let nextIcon = {0: null, 1: faBook, 2: null}[pageNumber]
let nextTitle = {
0: "World selection",
1: "Inventory",
2: null}[pageNumber]
let nextTitle = {0: "World selection", 1: "Inventory", 2: null}[pageNumber]
return <>
{(prevText || prevTitle || prevIcon) &&
<Button className="btn btn-inverted toggle-width" to={pageNumber == 0 ? "/" : ""} inverted="true" title={prevTitle}
{(prevText || prevIcon) &&
<Button className="btn btn-inverted toggle-width" to={pageNumber == 0 ? "/" : ""}
inverted="true" title={prevTitle}
onClick={() => {pageNumber == 0 ? null : setPageNumber(pageNumber - 1)}}>
{prevIcon && <FontAwesomeIcon icon={prevIcon} />}
{prevText && `${prevText}`}
</Button>
}
{(nextText || nextTitle || nextIcon) &&
{(nextText || nextIcon) &&
<Button className="btn btn-inverted toggle-width" to="" inverted="true"
title={nextTitle} onClick={() => {
console.log(`page number: ${pageNumber}`)
@ -52,33 +52,119 @@ function MobileNav({pageNumber, setPageNumber}:
</>
}
export function WelcomeAppBar({gameInfo, toggleImpressum, openEraseMenu, openUploadMenu, toggleInfo} : {
gameInfo: GameInfo,
toggleImpressum: any,
openEraseMenu: any,
openUploadMenu: any,
toggleInfo: any
}) {
/** button to toggle dropdown menu. */
function MenuButton({navOpen, setNavOpen}) {
return <Button to="" className="btn toggle-width" id="menu-btn" onClick={(ev) => {setNavOpen(!navOpen)}}>
{navOpen ? <FontAwesomeIcon icon={faXmark} /> : <FontAwesomeIcon icon={faBars} />}
</Button>
}
/** button to go one level futher.
* for the last level, this button turns into a button going back to the welcome page.
*/
function NextButton({worldSize, difficulty, completed, setNavOpen}) {
const gameId = React.useContext(GameIdContext)
const {mobile, pageNumber, setPageNumber} = React.useContext(MobileContext)
const [navOpen, setNavOpen] = React.useState(false)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
return (levelId < worldSize ?
<Button inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId + 1}`} title="next level"
disabled={difficulty >= 2 && !(completed || levelId == 0)}
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowRight} />&nbsp;{levelId ? "Next" : "Start"}
</Button>
:
<Button to={`/${gameId}`} inverted="true" title="back to world selection" id="home-btn">
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World
</Button>
)
}
/** button to go one level back.
* only renders if the current level id is > 0.
*/
function PreviousButton({setNavOpen}) {
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
return (levelId > 0 && <>
<Button disabled={levelId <= 0} inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId - 1}`}
title="previous level"
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;Previous
</Button>
</>)
}
/** button to toggle between editor and typewriter */
function InputModeButton({setNavOpen, isDropdown}) {
const {levelId} = React.useContext(WorldLevelIdContext)
const {typewriterMode, setTypewriterMode, lockInputMode} = React.useContext(InputModeContext)
/** Download the current progress (i.e. what's saved in the browser store) */
const gameProgress = useSelector(selectProgress(gameId))
const downloadProgress = (e) => {
e.preventDefault()
downloadFile({
data: JSON.stringify(gameProgress, null, 2),
fileName: `lean4game-${gameId}-${new Date().toLocaleDateString()}.json`,
fileType: 'text/json',
})
/** toggle input mode if allowed */
function toggleInputMode(ev: React.MouseEvent) {
if (!lockInputMode){
setTypewriterMode(!typewriterMode)
setNavOpen(false)
}
}
return <Button
className={`btn btn-inverted ${isDropdown? '' : 'toggle-width'}`} disabled={levelId <= 0 || lockInputMode}
inverted="true" to=""
onClick={(ev) => toggleInputMode(ev)}
title={lockInputMode ? "Editor mode is enforced!" : typewriterMode ? "Editor mode" : "Typewriter mode"}>
<FontAwesomeIcon icon={typewriterMode ? faCode : faTerminal} />
{isDropdown && (typewriterMode ? <>&nbsp;Editor mode</> : <>&nbsp;Typewriter mode</>)}
</Button>
}
/** button to toggle iimpressum popup */
function ImpressumButton({setNavOpen, toggleImpressum, isDropdown}) {
return <Button className="btn btn-inverted toggle-width"
title="information, Impressum, privacy policy" inverted="true" to="" onClick={(ev) => {toggleImpressum(ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />
{isDropdown && <>&nbsp;Info &amp; Impressum</>}
</Button>
}
/** button to go back to welcome page */
function HomeButton({isDropdown}) {
const gameId = React.useContext(GameIdContext)
return <Button to={`/${gameId}`} inverted="true" title="back to world selection" id="home-btn">
<FontAwesomeIcon icon={faHome} />
{isDropdown && <>&nbsp;Home</>}
</Button>
}
/** button in mobile level to toggle inventory.
* only displays a button if `setPageNumber` is set.
*/
function InventoryButton({pageNumber, setPageNumber}) {
return (setPageNumber &&
<Button to="" className="btn btn-inverted toggle-width"
title={pageNumber ? "close inventory" : "show inventory"}
inverted="true" onClick={() => {setPageNumber(pageNumber ? 0 : 1)}}>
<FontAwesomeIcon icon={pageNumber ? faBookOpen : faBook} />
</Button>
)
}
/** the navigation bar on the welcome page */
export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpressum, toggleEraseMenu, toggleUploadMenu, toggleInfo} : {
pageNumber: number,
setPageNumber: any,
gameInfo: GameInfo,
toggleImpressum: any,
toggleEraseMenu: any,
toggleUploadMenu: any,
toggleInfo: any
}) {
const gameId = React.useContext(GameIdContext)
const gameProgress = useAppSelector(selectProgress(gameId))
const {mobile} = React.useContext(MobileContext)
const [navOpen, setNavOpen] = React.useState(false)
return <div className="app-bar">
<>
<div>
<Button inverted="false" title="back to games selection" to="/">
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;<FontAwesomeIcon icon={faGlobe} />
@ -86,323 +172,83 @@ export function WelcomeAppBar({gameInfo, toggleImpressum, openEraseMenu, openUpl
<span className="app-bar-title"></span>
</div>
<div>
<span className="app-bar-title">
{mobile ? '' : gameInfo?.title}
</span>
{!mobile && <span className="app-bar-title">{gameInfo?.title}</span>}
</div>
<div className="nav-btns">
{mobile && <>
{/* BUTTONS for MOBILE */}
<MobileNav pageNumber={pageNumber} setPageNumber={setPageNumber} />
</>}
<Button to="" className="btn toggle-width" id="menu-btn" onClick={(ev) => {setNavOpen(!navOpen)}} >
{navOpen ? <FontAwesomeIcon icon={faXmark} /> : <FontAwesomeIcon icon={faBars} />}
</Button>
{mobile && <MobileNavButtons pageNumber={pageNumber} setPageNumber={setPageNumber} />}
<MenuButton navOpen={navOpen} setNavOpen={setNavOpen} />
</div>
<div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
{/* {levelId < gameInfo.data?.worldSize[worldId] &&
<Button inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId + 1}`} title="next level"
disabled={difficulty >= 2 && !(completed || levelId == 0)}
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowRight} />&nbsp;{levelId ? "Next" : "Start"}
</Button>
}
{levelId > 0 && <>
<Button disabled={levelId <= 0} inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId - 1}`}
title="previous level"
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;Previous
</Button>
</>}
<Button to={`/${gameId}`} inverted="true" title="back to world selection">
<FontAwesomeIcon icon={faHome} />&nbsp;Home
</Button>
<Button disabled={levelId <= 0} inverted="true" to=""
onClick={(ev) => { setTypewriterMode(!typewriterMode); setNavOpen(false) }}
title="toggle Editor mode">
<FontAwesomeIcon icon={faCode} />&nbsp;Toggle Editor
</Button> */}
<Button title="Game Info & Credits" inverted="true" to="" onClick={(ev) => {toggleInfo(); setNavOpen(false)}}>
<Button title="Game Info & Credits" inverted="true" to="" onClick={() => {toggleInfo(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Game Info
</Button>
<Button title="Clear Progress" inverted="true" to="" onClick={(ev) => {openEraseMenu(); setNavOpen(false)}}>
<Button title="Clear Progress" inverted="true" to="" onClick={() => {toggleEraseMenu(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faEraser} />&nbsp;Erase
</Button>
<Button title="Download Progress" inverted="true" to="" onClick={(ev) => {downloadProgress(ev); setNavOpen(false)}}>
<Button title="Download Progress" inverted="true" to="" onClick={(ev) => {downloadProgress(gameId, gameProgress, ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={faDownload} />&nbsp;Download
</Button>
<Button title="Load Progress from JSON" inverted="true" to="" onClick={(ev) => {openUploadMenu(); setNavOpen(false)}}>
<Button title="Load Progress from JSON" inverted="true" to="" onClick={() => {toggleUploadMenu(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faUpload} />&nbsp;Upload
</Button>
<Button title="Impressum, privacy policy" inverted="true" to="" onClick={(ev) => {toggleImpressum(); setNavOpen(false)}}>
<Button title="Impressum, privacy policy" inverted="true" to="" onClick={() => {toggleImpressum(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Impressum
</Button>
</div>
</>
</div>
}
// /** The menu that is shown next to the world selection graph */
// function WorldSelectionMenu() {
// const [file, setFile] = React.useState<File>();
// const gameId = React.useContext(GameIdContext)
// const store = useStore()
// const difficulty = useSelector(selectDifficulty(gameId))
// /* state variables to toggle the pop-up menus */
// const [eraseMenu, setEraseMenu] = React.useState(false);
// const openEraseMenu = () => setEraseMenu(true);
// const closeEraseMenu = () => setEraseMenu(false);
// const [uploadMenu, setUploadMenu] = React.useState(false);
// const openUploadMenu = () => setUploadMenu(true);
// const closeUploadMenu = () => setUploadMenu(false);
// const gameProgress = useSelector(selectProgress(gameId))
// const dispatch = useAppDispatch()
// /** Download the current progress (i.e. what's saved in the browser store) */
// const downloadProgress = (e) => {
// e.preventDefault()
// downloadFile({
// data: JSON.stringify(gameProgress, null, 2),
// fileName: `lean4game-${gameId}-${new Date().toLocaleDateString()}.json`,
// fileType: 'text/json',
// })
// }
// const handleFileChange = (e) => {
// if (e.target.files) {
// setFile(e.target.files[0])
// }
// }
// /** Upload progress from a */
// const uploadProgress = (e) => {
// if (!file) {return}
// const fileReader = new FileReader()
// fileReader.readAsText(file, "UTF-8")
// fileReader.onload = (e) => {
// const data = JSON.parse(e.target.result.toString()) as GameProgressState
// console.debug("Json Data", data)
// dispatch(loadProgress({game: gameId, data: data}))
// }
// closeUploadMenu()
// }
// const eraseProgress = () => {
// dispatch(deleteProgress({game: gameId}))
// closeEraseMenu()
// }
// const downloadAndErase = (e) => {
// downloadProgress(e)
// eraseProgress()
// }
// function label(x : number) {
// return x == 0 ? 'none' : x == 1 ? 'lax' : 'regular'
// }
// return <nav className="world-selection-menu">
// <Button onClick={downloadProgress} title="Download game progress" to=""><FontAwesomeIcon icon={faDownload} /></Button>
// <Button title="Load game progress from JSON" onClick={openUploadMenu} to=""><FontAwesomeIcon icon={faUpload} /></Button>
// <Button title="Clear game progress" to="" onClick={openEraseMenu}><FontAwesomeIcon icon={faEraser} /></Button>
// <div className="slider-wrap">
// <span className="difficulty-label">Game Rules:</span>
// <Slider
// title="Game Rules:&#10;- regular: 🔐 levels, 🔐 tactics&#10;- lax: 🔓 levels, 🔐 tactics&#10;- none: 🔓 levels, 🔓 tactics"
// min={0} max={2}
// aria-label="Game Rules"
// defaultValue={difficulty}
// marks={[
// {value: 0, label: label(0)},
// {value: 1, label: label(1)},
// {value: 2, label: label(2)}
// ]}
// valueLabelFormat={label}
// getAriaValueText={label}
// valueLabelDisplay="auto"
// onChange={(ev, val: number) => {
// dispatch(changedDifficulty({game: gameId, difficulty: val}))
// }}
// ></Slider>
// </div>
// {eraseMenu?
// <div className="modal-wrapper">
// <div className="modal-backdrop" onClick={closeEraseMenu} />
// <div className="modal">
// <div className="codicon codicon-close modal-close" onClick={closeEraseMenu}></div>
// <h2>Delete Progress?</h2>
// <p>Do you want to delete your saved progress irreversibly?</p>
// <p>
// (This deletes your proofs and your collected inventory.
// Saves from other games are not deleted.)
// </p>
// <Button onClick={eraseProgress} to="">Delete</Button>
// <Button onClick={downloadAndErase} to="">Download & Delete</Button>
// <Button onClick={closeEraseMenu} to="">Cancel</Button>
// </div>
// </div> : null}
// {uploadMenu ?
// <div className="modal-wrapper">
// <div className="modal-backdrop" onClick={closeUploadMenu} />
// <div className="modal">
// <div className="codicon codicon-close modal-close" onClick={closeUploadMenu}></div>
// <h2>Upload Saved Progress</h2>
// <p>Select a JSON file with the saved game progress to load your progress.</p>
// <p><b>Warning:</b> This will delete your current game progress!
// Consider <a className="download-link" onClick={downloadProgress} >downloading your current progress</a> first!</p>
// <input type="file" onChange={handleFileChange}/>
// <Button to="" onClick={uploadProgress}>Load selected file</Button>
// </div>
// </div> : null}
// </nav>
// }
/** The top-navigation bar */
export function LevelAppBar({
isLoading, levelTitle, impressum, toggleImpressum,
pageNumber = undefined, setPageNumber = undefined, lockEditorMode=false}) {
/** the navigation bar in a level */
export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=undefined, setPageNumber=undefined} : {
isLoading: boolean,
levelTitle: string,
toggleImpressum: any,
pageNumber?: number,
setPageNumber?: any,
}) {
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const {mobile} = React.useContext(MobileContext)
const difficulty = useSelector(selectDifficulty(gameId))
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
const { typewriterMode, setTypewriterMode } = React.useContext(InputModeContext)
const [navOpen, setNavOpen] = React.useState(false)
const gameInfo = useGetGameInfoQuery({game: gameId})
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
const difficulty = useAppSelector(selectDifficulty(gameId))
function toggleEditor(ev) {
if (!lockEditorMode){
setTypewriterMode(!typewriterMode)
setNavOpen(false)
}
}
let worldTitle = gameInfo.data?.worlds.nodes[worldId].title
return <div className="app-bar" style={isLoading ? {display: "none"} : null} >
{mobile ?
<>
{/* MOBILE VERSION */}
<div>
<span className="app-bar-title">
{levelTitle}
</span>
<span className="app-bar-title">{levelTitle}</span>
</div>
<div className="nav-btns">
{mobile && pageNumber == 0 ?
<Button to="" className="btn btn-inverted toggle-width"
title="show inventory" inverted="true" onClick={() => {setPageNumber(1)}}>
<FontAwesomeIcon icon={faBook}/>
</Button>
: pageNumber == 1 &&
<Button className="btn btn-inverted toggle-width" to=""
title="close inventory" inverted="true" onClick={() => {setPageNumber(0)}}>
<FontAwesomeIcon icon={faBookOpen}/>
</Button>
}
<Button to="" className="btn toggle-width" id="menu-btn" onClick={(ev) => {setNavOpen(!navOpen)}} >
{navOpen ? <FontAwesomeIcon icon={faXmark} /> : <FontAwesomeIcon icon={faBars} />}
</Button>
<InventoryButton pageNumber={pageNumber} setPageNumber={setPageNumber}/>
<MenuButton navOpen={navOpen} setNavOpen={setNavOpen}/>
</div>
<div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
{levelId < gameInfo.data?.worldSize[worldId] &&
<Button inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId + 1}`} title="next level"
disabled={difficulty >= 2 && !(completed || levelId == 0)}
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowRight} />&nbsp;{levelId ? "Next" : "Start"}
</Button>
}
{levelId > 0 && <>
<Button disabled={levelId <= 0} inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId - 1}`}
title="previous level"
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;Previous
</Button>
</>}
<Button to={`/${gameId}`} inverted="true" title="back to world selection">
<FontAwesomeIcon icon={faHome} />&nbsp;Home
</Button>
<Button disabled={levelId <= 0} inverted="true" to=""
onClick={(ev) => { setTypewriterMode(!typewriterMode); setNavOpen(false) }}
title={typewriterMode ? "Editor mode" : "Typewriter mode"}>
<FontAwesomeIcon icon={typewriterMode ? faCode : faTerminal} />
&nbsp;{typewriterMode ? "Editor mode" : "Typewriter mode"}
</Button>
<Button title="information, Impressum, privacy policy" inverted="true" to="" onClick={(ev) => {toggleImpressum(ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Info &amp; Impressum
</Button>
<NextButton worldSize={gameInfo.data?.worldSize[worldId]} difficulty={difficulty} completed={completed} setNavOpen={setNavOpen} />
<PreviousButton setNavOpen={setNavOpen} />
<HomeButton isDropdown={true} />
<InputModeButton setNavOpen={setNavOpen} isDropdown={true}/>
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} />
</div>
</>
:
</> :
<>
{/* DESKTOP VERSION */}
<div>
<Button to={`/${gameId}`} inverted="true" title="back to world selection" id="home-btn">
<FontAwesomeIcon icon={faHome} />
</Button>
<span className="app-bar-title">
{gameInfo.data?.worlds.nodes[worldId].title && `World: ${gameInfo.data?.worlds.nodes[worldId].title}`}
</span>
<HomeButton isDropdown={false} />
<span className="app-bar-title">{worldTitle && `World: ${worldTitle}`}</span>
</div>
<div>
<span className="app-bar-title">
{levelTitle}
</span>
<span className="app-bar-title">{levelTitle}</span>
</div>
<div className="nav-btns">
{levelId > 0 && <>
<Button disabled={levelId <= 0} inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId - 1}`}
title="previous level"
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;Previous
</Button>
</>}
{levelId < gameInfo.data?.worldSize[worldId] ?
<Button inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId + 1}`} title="next level"
disabled={difficulty >= 2 && !(completed || levelId == 0)}
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowRight} />&nbsp;{levelId ? "Next" : "Start"}
</Button>
:
<Button to={`/${gameId}`} inverted="true" title="back to world selection" id="home-btn">
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World
</Button>
}
<Button className="btn btn-inverted toggle-width" disabled={levelId <= 0 || lockEditorMode} inverted="true" to=""
onClick={(ev) => toggleEditor(ev)}
title={lockEditorMode ? "Editor mode is enforced!" : typewriterMode ? "Editor mode" : "Typewriter mode"}>
<FontAwesomeIcon icon={typewriterMode ? faCode : faTerminal} />
</Button>
<Button className="btn btn-inverted toggle-width" title="information, Impressum, privacy policy" inverted="true" to="" onClick={(ev) => {toggleImpressum(ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={impressum ? faXmark : faCircleInfo} />
</Button>
<PreviousButton setNavOpen={setNavOpen} />
<NextButton worldSize={gameInfo.data?.worldSize[worldId]} difficulty={difficulty} completed={completed} setNavOpen={setNavOpen} />
<InputModeButton setNavOpen={setNavOpen} isDropdown={false}/>
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={false} />
</div>
</>
}

@ -1,6 +1,7 @@
import { GameHint } from "./infoview/rpc_api";
import * as React from 'react';
import Markdown from './markdown';
import { ProofStep } from "./infoview/context";
export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
@ -43,3 +44,24 @@ export function DeletedHints({hints} : {hints: GameHint[]}) {
{hiddenHints.map((hint, i) => <DeletedHint key={`deleted-hidden-hint-${i}`} hint={hint}/>)}
</>
}
/** Filter hints to not show consequtive identical hints twice.
*
* This function takes a `ProofStep[]` and extracts the hints in form of an
* element of type `GameHint[][]` where it removes hints that are identical to hints
* appearing in the previous step. Hidden hints are not filtered.
*
* This effectively means we prevent consequtive identical hints from being shown.
*/
export function filterHints(proof: ProofStep[]): GameHint[][] {
return proof.map((step, i) => {
if (i == 0){
return step.hints
} else {
// TODO: Writing all fields explicitely is somewhat fragile to changes, is there a
// good way to shallow-compare objects?
return step.hints.filter((hint) => hint.hidden ||
(proof[i-1].hints.find((x) => (x.text == hint.text && x.hidden == hint.hidden)) === undefined))
}
})
}

@ -65,13 +65,9 @@ export const ProofStateContext = React.createContext<{
export const MobileContext = React.createContext<{
mobile : boolean,
setMobile: React.Dispatch<React.SetStateAction<Boolean>>,
pageNumber: number,
setPageNumber: React.Dispatch<React.SetStateAction<Number>>
}>({
mobile : false,
setMobile: () => {},
pageNumber: 0,
setPageNumber: () => {}
})
export const WorldLevelIdContext = React.createContext<{
@ -108,10 +104,14 @@ export const InputModeContext = React.createContext<{
typewriterMode: boolean,
setTypewriterMode: React.Dispatch<React.SetStateAction<boolean>>,
typewriterInput: string,
setTypewriterInput: React.Dispatch<React.SetStateAction<string>>
setTypewriterInput: React.Dispatch<React.SetStateAction<string>>,
lockInputMode: boolean,
setLockInputMode: React.Dispatch<React.SetStateAction<boolean>>,
}>({
typewriterMode: true,
setTypewriterMode: () => {},
typewriterInput: "",
setTypewriterInput: () => {},
lockInputMode: false,
setLockInputMode: () => {},
});

@ -6,7 +6,7 @@ import type { DidCloseTextDocumentParams, DidChangeTextDocumentParams, Location,
import 'tachyons/css/tachyons.css';
import '@vscode/codicons/dist/codicon.css';
import '../../../../node_modules/lean4-infoview/src/infoview/index.css';
import './infoview.css'
import '../../css/infoview.css'
import { LeanFileProgressParams, LeanFileProgressProcessingInfo, defaultInfoviewConfig, EditorApi, InfoviewApi } from '@leanprover/infoview-api';
import { useClientNotificationEffect, useServerNotificationEffect, useEventResult, useServerNotificationState } from '../../../../node_modules/lean4-infoview/src/infoview/util';
@ -34,7 +34,7 @@ import { Button } from '../button';
import { CircularProgress } from '@mui/material';
import { GameHint } from './rpc_api';
import { store } from '../../state/store';
import { Hints } from '../hints';
import { Hints, filterHints } from '../hints';
/** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is
* always present, or the monaco editor cannot start.
@ -137,9 +137,7 @@ function ExerciseStatement({ data, showLeanStatement = false }) {
<div className="exercise-statement">
{data?.descrText &&
<Markdown>
{data?.displayName ? `**Theorem** \`${data?.displayName}\`: ` : "" // data?.descrText && "**Exercise**: "
+ data?.descrText
}
{(data?.displayName ? `**Theorem** \`${data?.displayName}\`: ` : '') + data?.descrText}
</Markdown>
}
{data?.descrFormat && showLeanStatement &&
@ -158,7 +156,7 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
console.debug(`template: ${props.data.template}`)
console.debug(`template: ${props.data?.template}`)
// React.useEffect (() => {
// if (props.data.template) {
@ -349,6 +347,7 @@ export function TypewriterInterface({props}) {
const uri = model.uri.toString()
const [disableInput, setDisableInput] = React.useState<boolean>(false)
const [loadingProgress, setLoadingProgress] = React.useState<number>(0)
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
const {mobile} = React.useContext(MobileContext)
const { proof } = React.useContext(ProofContext)
@ -368,9 +367,9 @@ export function TypewriterInterface({props}) {
function deleteProof(line: number) {
return (ev) => {
let deletedChat: Array<GameHint> = []
proof.slice(line).map((step, i) => {
filterHints(proof).slice(line).map((hintsAtStep, i) => {
// Only add these hidden hints to the deletion stack which were visible
deletedChat = [...deletedChat, ...step.hints.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
deletedChat = [...deletedChat, ...hintsAtStep.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
})
setDeletedChat(deletedChat)
@ -457,6 +456,17 @@ export function TypewriterInterface({props}) {
let lastStepErrors = proof.length ? hasInteractiveErrors(proof[proof.length - 1].errors) : false
useServerNotificationEffect("$/game/loading", (params : any) => {
if (params.kind == "loadConstants") {
setLoadingProgress(params.counter/100*50)
} else if (params.kind == "finalizeExtensions") {
setLoadingProgress(50 + params.counter/150*50)
} else {
console.error(`Unknown loading kind: ${params.kind}`)
}
})
return <div className="typewriter-interface">
<RpcContext.Provider value={rpcSess}>
<div className="content">
@ -523,7 +533,7 @@ export function TypewriterInterface({props}) {
}
</div>
}
</> : <CircularProgress />
</> : <CircularProgress variant="determinate" value={loadingProgress} />
}
</div>
</div>

@ -1,6 +1,6 @@
import * as React from 'react';
import { useState, useEffect } from 'react';
import './inventory.css'
import '../css/inventory.css'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faLock, faBan } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from '../app';
@ -159,7 +159,7 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
{[...modifiedItems].sort(
// For lemas, sort entries `available > disabled > locked`
// otherwise alphabetically
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled)
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled) || x.displayName.localeCompare(y.displayName)
).filter(item => !item.hidden && ((tab ?? categories[0]) == item.category)).map((item, i) => {
return <InventoryItem key={`${item.category}-${item.name}`}
showDoc={() => {openDoc({name: item.name, type: docType})}}

@ -6,12 +6,13 @@ import '@fontsource/roboto/400.css';
import '@fontsource/roboto/500.css';
import '@fontsource/roboto/700.css';
import './landing_page.css'
import coverRobo from '../assets/covers/formaloversum.png'
import '../css/landing_page.css'
import bgImage from '../assets/bg.jpg'
import Markdown from './markdown';
import {PrivacyPolicyPopup} from './popup/privacy_policy'
import { GameTile, useGetGameInfoQuery } from '../state/api'
import path from 'path';
const flag = {
'Dutch': '🇳🇱',
@ -19,6 +20,7 @@ const flag = {
'French': '🇫🇷',
'German': '🇩🇪',
'Italian': '🇮🇹',
'Spanish': '🇪🇸',
}
function GithubIcon({url='https://github.com'}) {
@ -32,47 +34,42 @@ function GithubIcon({url='https://github.com'}) {
</div>
}
function GameTile({
title,
gameId,
intro, // Catchy intro phrase.
image=null,
worlds='?',
levels='?',
prereq='&ndash;', // Optional list of games that this game builds on. Use markdown.
description, // Longer description. Supports Markdown.
language}) {
function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
let navigate = useNavigate();
const routeChange = () =>{
navigate(gameId);
}
if (typeof data === 'undefined') {
return <></>
}
return <div className="game" onClick={routeChange}>
<div className="wrapper">
<div className="title">{title}</div>
<div className="short-description">{intro}
<div className="title">{data.title}</div>
<div className="short-description">{data.short}
</div>
{ image ? <img className="image" src={image} alt="" /> : <div className="image"/> }
<div className="long description"><Markdown>{description}</Markdown></div>
{ data.image ? <img className="image" src={path.join("data", gameId, data.image)} alt="" /> : <div className="image"/> }
<div className="long description"><Markdown>{data.long}</Markdown></div>
</div>
<table className="info">
<tbody>
<tr>
<td title="consider playing these games first.">Prerequisites</td>
<td><Markdown>{prereq}</Markdown></td>
<td><Markdown>{data.prerequisites.join(', ')}</Markdown></td>
</tr>
<tr>
<td>Worlds</td>
<td>{worlds}</td>
<td>{data.worlds}</td>
</tr>
<tr>
<td>Levels</td>
<td>{levels}</td>
<td>{data.levels}</td>
</tr>
<tr>
<td>Language</td>
<td title={`in ${language}`}>{flag[language]}</td>
<td title={`in ${data.languages.join(', ')}`}>{data.languages.map((lan) => flag[lan]).join(', ')}</td>
</tr>
</tbody>
</table>
@ -88,6 +85,58 @@ function LandingPage() {
const openImpressum = () => setImpressum(true);
const closeImpressum = () => setImpressum(false);
// const [allGames, setAllGames] = React.useState([])
// const [allTiles, setAllTiles] = React.useState([])
// const getTiles=()=>{
// fetch('featured_games.json', {
// headers : {
// 'Content-Type': 'application/json',
// 'Accept': 'application/json'
// }
// }
// ).then(function(response){
// return response.json()
// }).then(function(data) {
// setAllGames(data.featured_games)
// })
// }
// React.useEffect(()=>{
// getTiles()
// },[])
// React.useEffect(()=>{
// Promise.allSettled(
// allGames.map((gameId) => (
// fetch(`data/g/${gameId}/game.json`).catch(err => {return undefined})))
// ).then(responses =>
// responses.forEach((result) => console.log(result)))
// // Promise.all(responses.map(res => {
// // if (res.status == "fulfilled") {
// // console.log(res.value.json())
// // return res.value.json()
// // } else {
// // return undefined
// // }
// // }))
// // ).then(allData => {
// // setAllTiles(allData.map(data => data?.tile))
// // })
// },[allGames])
// TODO: I would like to read the supported games list form a JSON,
// Then load all these games in
//
let allGames = [
"leanprover-community/nng4",
"hhu-adam/robo",
"djvelleman/stg4",
"miguelmarco/STG4",
]
let allTiles = allGames.map((gameId) => (useGetGameInfoQuery({game: `g/${gameId}`}).data?.tile))
return <div className="landing-page">
<header style={{backgroundImage: `url(${bgImage})`}}>
@ -104,49 +153,26 @@ function LandingPage() {
</div>
</header>
<div className="game-list">
<GameTile
title="Natural Number Game"
gameId="g/hhu-adam/NNG4"
intro="The classical introduction game for Lean."
description="In this game you recreate the natural numbers $\mathbb{N}$ from the Peano axioms,
learning the basics about theorem proving in Lean.
This is a good first introduction to Lean!"
worlds="4"
levels="30"
language="English"
/>
<GameTile
title="Formaloversum"
gameId="g/hhu-adam/Robo"
intro="Erkunde das Leansche Universum mit deinem Robo, welcher dir bei der Verständigung mit den Formalosophen zur Seite steht."
description="
Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet danach verschiedene Bereiche des Bachelorstudiums an.
(Das Spiel befindet sich noch in der Entstehungsphase.)"
image={coverRobo}
language="German"
/>
<GameTile
title="NNG (OLD)"
gameId="g/hhu-adam/nng4-old"
intro="The old version of the NNG copied from lean3."
description="This version is not maintained and might break at any point. You should play the new version instead"
worlds="9"
levels="72"
language="English"
{allTiles.length == 0 ?
<p>No Games loaded. Use <a>http://localhost:3000/#/g/local/FOLDER</a> to open a
game directly from a local folder.
</p>
: allGames.map((id, i) => (
<Tile
key={id}
gameId={`g/${id}`}
data={allTiles[i]}
/>
))
}
</div>
<section>
<div className="wrapper">
<h2>Development notes</h2>
<p>
As this server runs lean on our university machines, it has a limited capacity.
Our current estimate is about 55 copies of the NNG or 25 copies of games importing
mathlib. We hope to address this limitation in the future.
Our current estimate is about 70 simultaneous games.
We hope to address and test this limitation better in the future.
</p>
<p>
Most aspects of the games and the infrastructure are still in development. Feel free to
@ -160,18 +186,19 @@ Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet
<h2>Adding new games</h2>
<p>
If you are considering writing your own game, you should use
the <a target="_blank" href="https://github.com/hhu-adam/NNG4">NNG Github Repo</a> as
a template.
the <a target="_blank" href="https://github.com/hhu-adam/GameSkeleton">GameSkeleton Github Repo</a> as
a template and read <a target="_blank" href="https://github.com/leanprover-community/lean4game/">How to Create a Game</a>.
</p>
<p>
There is an option to load and run your own games direclty on the server,
instructions are in the NNG repo. Since this is still in development we'd like to
encourage you to contact us for support creating your own game. The documentation is
not polished yet.
You can directly load your games into the server and play it using
the correct URL. The <a target="_blank" href="https://github.com/leanprover-community/lean4game/">instructions above</a> also
explain the details for how to load your game to the server.
We'd like to encourage you to contact us if you have any questions.
</p>
<p>
To add games to this main page, you should get in contact as
games will need to be added manually.
Featured games on this page are added manually.
Please get in contact and we-ll happily add yours.
</p>
</div>
</section>
@ -189,9 +216,6 @@ Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet
<a className="link" onClick={openImpressum}>Impressum</a>
{impressum? <PrivacyPolicyPopup handleClose={closeImpressum} />: null}
</footer>
{/* <PrivacyPolicy/> */}
</div>
}

@ -4,7 +4,7 @@ import { useSelector, useStore } from 'react-redux'
import Split from 'react-split'
import { useParams } from 'react-router-dom'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faBars, faCode, faXmark, faHome, faCircleInfo, faArrowRight, faArrowLeft, faTerminal } from '@fortawesome/free-solid-svg-icons'
import { faHome, faArrowRight } from '@fortawesome/free-solid-svg-icons'
import { CircularProgress } from '@mui/material'
import type { Location } from 'vscode-languageserver-protocol'
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
@ -22,7 +22,7 @@ import { ConnectionContext, connection, useLeanClient } from '../connection'
import { useAppDispatch, useAppSelector } from '../hooks'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
selectHelp, selectDifficulty, selectInventory } from '../state/progress'
selectHelp, selectDifficulty, selectInventory, selectTypewriterMode, changeTypewriterMode } from '../state/progress'
import { store } from '../state/store'
import { Button } from './button'
import Markdown from './markdown'
@ -32,8 +32,9 @@ import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContex
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
import { DualEditor } from './infoview/main'
import { GameHint } from './infoview/rpc_api'
import { DeletedHints, Hint, Hints } from './hints'
import { DeletedHints, Hint, Hints, filterHints } from './hints'
import { PrivacyPolicyPopup } from './popup/privacy_policy'
import path from 'path';
import '@fontsource/roboto/300.css'
import '@fontsource/roboto/400.css'
@ -41,14 +42,13 @@ import '@fontsource/roboto/500.css'
import '@fontsource/roboto/700.css'
import 'lean4web/client/src/editor/infoview.css'
import 'lean4web/client/src/editor/vscode.css'
import './level.css'
import '../css/level.css'
import { LevelAppBar } from './app_bar'
function Level() {
const params = useParams()
const levelId = parseInt(params.levelId)
const worldId = params.worldId
// useLoadWorldFiles(worldId)
const [impressum, setImpressum] = React.useState(false)
@ -138,19 +138,24 @@ function ChatPanel({lastLevel}) {
let introText: Array<string> = level?.data?.introduction.split(/\n(\s*\n)+/)
// experimental: Remove all hints that appeared identically in the previous step
// This effectively prevent consequtive hints being shown.
let modifiedHints : GameHint[][] = filterHints(proof)
return <div className="chat-panel">
<div ref={chatRef} className="chat">
{introText?.filter(t => t.trim()).map(((t, i) =>
// Show the level's intro text as hints, too
<Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
))}
{proof.map((step, i) => {
{modifiedHints.map((step, i) => {
// It the last step has errors, it will have the same hints
// as the second-to-last step. Therefore we should not display them.
if (!(i == proof.length - 1 && withErr)) {
// TODO: Should not use index as key.
return <Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={i}
hints={step} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.length - 1}/>
}
})}
@ -204,11 +209,16 @@ function PlayableLevel({impressum, setImpressum}) {
const {worldId, levelId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(MobileContext)
const dispatch = useAppDispatch()
const difficulty = useSelector(selectDifficulty(gameId))
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
const inventory: Array<String> = useSelector(selectInventory(gameId))
const typewriterMode = useSelector(selectTypewriterMode(gameId))
const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
const gameInfo = useGetGameInfoQuery({game: gameId})
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
@ -221,10 +231,11 @@ function PlayableLevel({impressum, setImpressum}) {
const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
// Only for mobile layout
const [pageNumber, setPageNumber] = useState(0)
const [typewriterMode, setTypewriterMode] = useState(true)
// set to true to prevent switching between typewriter and editor
const [lockInputMode, setLockInputMode] = useState(false)
const [typewriterInput, setTypewriterInput] = useState("")
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
const dispatch = useAppDispatch()
// impressum pop-up
function toggleImpressum() {setImpressum(!impressum)}
@ -318,8 +329,6 @@ function PlayableLevel({impressum, setImpressum}) {
console.debug(`not inserting template.`)
}
}
} else {
setTypewriterMode(true)
}
}, [level, levelId, worldId, gameId, editor])
@ -334,7 +343,7 @@ function PlayableLevel({impressum, setImpressum}) {
}, [gameId, worldId, levelId])
useEffect(() => {
if (!typewriterMode) {
if (!typewriterMode && editor) {
// Delete last input attempt from command line
editor.executeEdits("typewriter", [{
range: editor.getSelection(),
@ -392,18 +401,16 @@ function PlayableLevel({impressum, setImpressum}) {
<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
<DeletedChatContext.Provider value={{deletedChat, setDeletedChat, showHelp, setShowHelp}}>
<SelectionContext.Provider value={{selectedStep, setSelectedStep}}>
<InputModeContext.Provider value={{typewriterMode, setTypewriterMode, typewriterInput, setTypewriterInput}}>
<InputModeContext.Provider value={{typewriterMode, setTypewriterMode, typewriterInput, setTypewriterInput, lockInputMode, setLockInputMode}}>
<ProofContext.Provider value={{proof, setProof}}>
<EditorContext.Provider value={editorConnection}>
<MonacoEditorContext.Provider value={editor}>
<LevelAppBar
pageNumber={pageNumber} setPageNumber={setPageNumber}
isLoading={level.isLoading}
lockEditorMode={level.data?.template !== null}
levelTitle={`${mobile ? '' : 'Level '}${levelId} / ${gameInfo.data?.worldSize[worldId]}` +
(level?.data?.title && ` : ${level?.data?.title}`)}
impressum={impressum}
toggleImpressum={toggleImpressum}
pageNumber={pageNumber} setPageNumber={setPageNumber} />
toggleImpressum={toggleImpressum} />
{mobile?
// TODO: This is copied from the `Split` component below...
<>
@ -466,12 +473,17 @@ function Introduction({impressum, setImpressum}) {
const gameInfo = useGetGameInfoQuery({game: gameId})
const {worldId} = useContext(WorldLevelIdContext)
let image: string = gameInfo.data?.worlds.nodes[worldId].image
const toggleImpressum = () => {
setImpressum(!impressum)
}
return <>
<LevelAppBar isLoading={gameInfo.isLoading} levelTitle="Introduction" impressum={impressum} toggleImpressum={toggleImpressum}/>
<LevelAppBar isLoading={gameInfo.isLoading} levelTitle="Introduction" toggleImpressum={toggleImpressum}/>
{gameInfo.isLoading ?
<div className="app-content loading"><CircularProgress /></div>
: mobile ?
@ -479,8 +491,14 @@ function Introduction({impressum, setImpressum}) {
:
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}>
<IntroductionPanel gameInfo={gameInfo} />
<div className="world-image-container empty"></div>
<InventoryOverviewPanel data={inventory?.data} showOverview={false}/>
<div className="world-image-container empty">
{image &&
// TODO: Temporary for testing
<img className={worldId=="Proposition" ? "cover" : "contain"} src={path.join("data", gameId, image)} alt="" />
}
</div>
<InventoryOverviewPanel data={inventory?.data} />
</Split>
}
@ -615,7 +633,8 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
return () => {
editorConnection.api.sendClientNotification(uriStr, "textDocument/didClose", {textDocument: {uri: uriStr}})
model.dispose(); }
model.dispose();
}
}
}, [editor, levelId, connection, leanClientStarted])
@ -637,27 +656,3 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
return {editor, infoProvider, editorConnection}
}
/** Open all files in this world on the server so that they will load faster when accessed */
function useLoadWorldFiles(worldId) {
const gameId = React.useContext(GameIdContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const store = useStore()
useEffect(() => {
if (gameInfo.data) {
const models = []
for (let levelId = 1; levelId <= gameInfo.data.worldSize[worldId]; levelId++) {
const uri = monaco.Uri.parse(`file:///${worldId}/${levelId}`)
let model = monaco.editor.getModel(uri)
if (model) {
models.push(model)
} else {
const code = selectCode(gameId, worldId, levelId)(store.getState())
models.push(monaco.editor.createModel(code, 'lean4', uri))
}
}
return () => { for (let model of models) { model.dispose() } }
}
}, [gameInfo.data, worldId])
}

@ -9,6 +9,15 @@ import { deleteProgress, selectProgress } from '../../state/progress'
import { downloadFile } from '../world_tree'
import { Button } from '../button'
/** download the current progress (i.e. what's saved in the browser store) */
export function downloadProgress(gameId: string, gameProgress: any, ev: React.MouseEvent) {
ev.preventDefault()
downloadFile({
data: JSON.stringify(gameProgress, null, 2),
fileName: `lean4game-${gameId}-${new Date().toLocaleDateString()}.json`,
fileType: 'text/json',
})
}
/** Pop-up to delete game progress.
*
@ -20,23 +29,13 @@ export function ErasePopup ({handleClose}) {
const gameProgress = useSelector(selectProgress(gameId))
const dispatch = useAppDispatch()
/** Download the current progress (i.e. what's saved in the browser store) */
const downloadProgress = (e) => {
e.preventDefault()
downloadFile({
data: JSON.stringify(gameProgress, null, 2),
fileName: `lean4game-${gameId}-${new Date().toLocaleDateString()}.json`,
fileType: 'text/json',
})
}
const eraseProgress = () => {
dispatch(deleteProgress({game: gameId}))
handleClose()
}
const downloadAndErase = (e) => {
downloadProgress(e)
const downloadAndErase = (ev) => {
downloadProgress(gameId, gameProgress, ev)
eraseProgress()
}

@ -1,13 +1,13 @@
import * as React from 'react'
import { useState, useEffect } from 'react'
import { useEffect } from 'react'
import Split from 'react-split'
import { Box, CircularProgress } from '@mui/material'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faGlobe, faArrowRight, faArrowLeft } from '@fortawesome/free-solid-svg-icons'
import { faArrowRight } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from '../app'
import { useAppDispatch } from '../hooks'
import { changedOpenedIntro } from '../state/progress'
import { useAppDispatch, useAppSelector } from '../hooks'
import { changedOpenedIntro, selectOpenedIntro } from '../state/progress'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api'
import { Button } from './button'
import { MobileContext } from './infoview/context'
@ -19,14 +19,14 @@ import { RulesHelpPopup } from './popup/rules_help'
import { UploadPopup } from './popup/upload'
import { WorldTreePanel } from './world_tree'
import './welcome.css'
import '../css/welcome.css'
import { WelcomeAppBar } from './app_bar'
import { Hint } from './hints'
/** The panel showing the game's introduction text */
function IntroductionPanel({introduction}: {introduction: string}) {
const {mobile, setPageNumber} = React.useContext(MobileContext)
/** the panel showing the game's introduction text */
function IntroductionPanel({introduction, setPageNumber}: {introduction: string, setPageNumber}) {
const {mobile} = React.useContext(MobileContext)
const gameId = React.useContext(GameIdContext)
const dispatch = useAppDispatch()
@ -46,11 +46,6 @@ function IntroductionPanel({introduction}: {introduction: string}) {
: <></>
))}
</div>
{/* <Typography variant="body1" component="div" className="welcome-text">
<h1>{title}</h1>
<Markdown>{introduction}</Markdown>
</Typography>
*/}
{mobile &&
<div className="button-row">
<Button className="btn" to=""
@ -65,34 +60,32 @@ function IntroductionPanel({introduction}: {introduction: string}) {
</div>
}
/** main page of the game showing amoung others the tree of worlds/levels */
/** main page of the game showing among others the tree of worlds/levels */
function Welcome() {
const gameId = React.useContext(GameIdContext)
const {mobile, pageNumber, setPageNumber} = React.useContext(MobileContext)
const {mobile} = React.useContext(MobileContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const inventory = useLoadInventoryOverviewQuery({game: gameId})
// impressum pop-up
// For mobile only
const openedIntro = useAppSelector(selectOpenedIntro(gameId))
const [pageNumber, setPageNumber] = React.useState(openedIntro ? 1 : 0)
// pop-ups
const [eraseMenu, setEraseMenu] = React.useState(false)
const [impressum, setImpressum] = React.useState(false)
const [info, setInfo] = React.useState(false)
const [rulesHelp, setRulesHelp] = React.useState(false)
const [uploadMenu, setUploadMenu] = React.useState(false)
function closeEraseMenu() {setEraseMenu(false)}
function closeImpressum() {setImpressum(false)}
function toggleImpressum() {setImpressum(!impressum)}
function closeRulesHelp() {setRulesHelp(false)}
const [info, setInfo] = React.useState(false)
function closeInfo() {setInfo(false)}
function toggleInfo() {setInfo(!impressum)}
/* state variables to toggle the pop-up menus */
const [eraseMenu, setEraseMenu] = React.useState(false);
const openEraseMenu = () => setEraseMenu(true);
const closeEraseMenu = () => setEraseMenu(false);
const [uploadMenu, setUploadMenu] = React.useState(false);
const openUploadMenu = () => setUploadMenu(true);
const closeUploadMenu = () => setUploadMenu(false);
function closeRulesHelp() {setRulesHelp(false)}
function closeUploadMenu() {setUploadMenu(false)}
function toggleEraseMenu() {setEraseMenu(!eraseMenu)}
function toggleImpressum() {setImpressum(!impressum)}
function toggleInfo() {setInfo(!info)}
function toggleUploadMenu() {setUploadMenu(!uploadMenu)}
// set the window title
useEffect(() => {
@ -106,23 +99,26 @@ function Welcome() {
<CircularProgress />
</Box>
: <>
<WelcomeAppBar gameInfo={gameInfo.data} toggleImpressum={toggleImpressum} openEraseMenu={openEraseMenu}
openUploadMenu={openUploadMenu} toggleInfo={toggleInfo} />
<WelcomeAppBar pageNumber={pageNumber} setPageNumber={setPageNumber} gameInfo={gameInfo.data} toggleImpressum={toggleImpressum}
toggleEraseMenu={toggleEraseMenu} toggleUploadMenu={toggleUploadMenu}
toggleInfo={toggleInfo} />
<div className="app-content">
{ mobile ?
<div className="welcome mobile">
{(pageNumber == 0 ?
<IntroductionPanel introduction={gameInfo.data?.introduction} />
<IntroductionPanel introduction={gameInfo.data?.introduction} setPageNumber={setPageNumber} />
: pageNumber == 1 ?
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize} rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
:
<InventoryOverviewPanel data={inventory?.data} />
)}
</div>
:
<Split className="welcome" minSize={0} snapOffset={200} sizes={[25, 50, 25]}>
<IntroductionPanel introduction={gameInfo.data?.introduction} />
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize} rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
<IntroductionPanel introduction={gameInfo.data?.introduction} setPageNumber={setPageNumber} />
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
<InventoryOverviewPanel data={inventory?.data} />
</Split>
}

@ -15,7 +15,7 @@ import { useAppDispatch } from '../hooks'
import { selectDifficulty, changedDifficulty, selectCompleted } from '../state/progress'
import { store } from '../state/store'
import './world_tree.css'
import '../css/world_tree.css'
// Settings for the world tree
cytoscape.use( klay )

@ -42,12 +42,6 @@ body {
border-radius: .3em;
}
/* Hide monaco editor notifications */
.monaco-workbench > .notifications-toasts.visible {
display: none !important;
}
.loading {
margin: auto;
height: 100%;
@ -108,6 +102,7 @@ em {
flex: 0;
background: var(--clr-primary);
display: flex;
position: relative;
flex-direction: row;
justify-content: space-between;
padding: 1.1em;

@ -48,6 +48,7 @@ a {
border: 1px solid rgb(140, 140, 140);
border-radius: 20px;
box-shadow: 5px 5px 8px rgb(140, 140, 140);
width: 100%;
max-width: 500px;
display: flex;
flex-direction: column;

@ -336,6 +336,21 @@ td code {
background-color: #eee;
}
.world-image-container {
display: flex;
flex-direction: column;
justify-content: center;
}
.world-image-container img.contain {
object-fit: contain;
}
.world-image-container img.cover {
height: 100%;
object-fit: cover;
}
.typewriter-interface .proof {
background-color: #fff;
}

@ -1,32 +1,44 @@
import * as React from 'react';
import { createRoot } from 'react-dom/client';
import App from './app';
import * as React from 'react'
import { createRoot } from 'react-dom/client'
import App from './app'
import { ConnectionContext, connection } from './connection'
import { store } from './state/store';
import { Provider } from 'react-redux';
import {
createHashRouter,
RouterProvider,
Route,
} from "react-router-dom";
import ErrorPage from './components/error_page';
import Welcome from './components/welcome';
import LandingPage from './components/landing_page';
import Level from './components/level';
import { monacoSetup } from 'lean4web/client/src/monacoSetup';
import { redirect } from 'react-router-dom';
import { store } from './state/store'
import { Provider } from 'react-redux'
import type { RouteObject } from "react-router"
import { createHashRouter, RouterProvider, Route, redirect } from "react-router-dom"
import ErrorPage from './components/error_page'
import Welcome from './components/welcome'
import LandingPage from './components/landing_page'
import Level from './components/level'
import { monacoSetup } from 'lean4web/client/src/monacoSetup'
monacoSetup()
const router = createHashRouter([
{
// If `VITE_LEAN4GAME_SINGLE` is set to true, then `/` should be redirected to
// `/g/local/game`. This is used for the devcontainer setup
let single_game = (import.meta.env.VITE_LEAN4GAME_SINGLE == "true")
let root_object: RouteObject = single_game ? {
path: "/",
loader: () => redirect("/g/local/game")
} : {
path: "/",
element: <LandingPage />,
},
}
const router = createHashRouter([
root_object,
{
// For backwards compatibility
path: "/game/nng",
loader: () => redirect("/g/hhu-adam/NNG4")
},
{
// For backwards compatibility
path: "/g/hhu-adam/NNG4",
loader: () => redirect("/g/leanprover-community/NNG4")
},
{
path: "/g/:owner/:repo",
element: <App />,

@ -1,55 +0,0 @@
// This file is a copy of `index.tsx` where the path "/" is redirected to "/g/local/game".
// It is used for the dev. setup where there is only one game in a folder called `game`.
import * as React from 'react';
import { createRoot } from 'react-dom/client';
import App from './app';
import { ConnectionContext, connection } from './connection'
import { store } from './state/store';
import { Provider } from 'react-redux';
import {
createHashRouter,
RouterProvider,
Route,
} from "react-router-dom";
import ErrorPage from './components/error_page';
import Welcome from './components/welcome';
import LandingPage from './components/landing_page';
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("/g/local/game")
},
{
path: "/g/:owner/:repo",
element: <App />,
errorElement: <ErrorPage />,
children: [
{
path: "/g/:owner/:repo",
element: <Welcome />,
},
{
path: "/g/:owner/:repo/world/:worldId/level/:levelId",
element: <Level />,
},
],
},
]);
const container = document.getElementById('root');
const root = createRoot(container!);
root.render(
<React.StrictMode>
<Provider store={store}>
<ConnectionContext.Provider value={connection}>
<RouterProvider router={router} />
</ConnectionContext.Provider>
</Provider>
</React.StrictMode>
);

@ -2,16 +2,29 @@
* @fileOverview Define API of the server-client communication
*/
import { createApi, fetchBaseQuery } from '@reduxjs/toolkit/query/react'
import { Connection } from '../connection'
export interface GameTile {
title: string
short: string
long: string
languages: Array<string>
prerequisites: Array<string>
worlds: number
levels: number
image: string
}
export interface GameInfo {
title: null|string,
introduction: null|string,
info: null|string,
worlds: null|{nodes: {[id:string]: {id: string, title: string, introduction: string}}, edges: string[][]},
worlds: null|{nodes: {[id:string]: {id: string, title: string, introduction: string, image: string}}, edges: string[][]},
worldSize: null|{[key: string]: number},
authors: null|string[],
conclusion: null|string,
tile: null|GameTile,
image: null|string
}
export interface InventoryTile {
@ -37,7 +50,8 @@ export interface LevelInfo {
lemmaTab: null|string,
statementName: null|string,
displayName: null|string,
template: null|string
template: null|string,
image: null|string
}
/** Used to display the inventory on the welcome page */
@ -64,39 +78,22 @@ export interface WorldOverview {
definitions: InventoryTile[]
}
const customBaseQuery = async (
args : {game: string, method: string, params?: any},
{ signal, dispatch, getState, extra },
extraOptions
) => {
try {
const connection : Connection = extra.connection
let leanClient = await connection.startLeanClient(args.game)
console.log(`Sending request ${args.method}`)
let res = await leanClient.sendRequest(args.method, args.params)
console.log('Received response') //, res)
return {'data': res}
} catch (e) {
return {'error': e}
}
}
// Define a service using a base URL and expected endpoints
export const apiSlice = createApi({
reducerPath: 'gameApi',
baseQuery: customBaseQuery,
baseQuery: fetchBaseQuery({ baseUrl: window.location.origin + "/data" }),
endpoints: (builder) => ({
getGameInfo: builder.query<GameInfo, {game: string}>({
query: ({game}) => {return {game, method: 'info', params: {}}},
query: ({game}) => `${game}/game.json`,
}),
loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({
query: ({game, world, level}) => {return {game, method: "loadLevel", params: {world, level}}},
query: ({game, world, level}) => `${game}/level__${world}__${level}.json`,
}),
loadInventoryOverview: builder.query<WorldOverview[], {game: string}>({
query: ({game}) => {return {game, method: "loadInventoryOverview", params: {}}},
query: ({game}) => `${game}/inventory.json`,
}),
loadDoc: builder.query<Doc, {game: string, name: string, type: "lemma"|"tactic"}>({
query: ({game, name, type}) => {return {game, method: "loadDoc", params: {name, type}}},
query: ({game, type, name}) => `${game}/doc__${type}__${name}.json`,
}),
}),
})

@ -26,7 +26,8 @@ export interface GameProgressState {
inventory: string[],
difficulty: number,
openedIntro: boolean,
data: WorldProgressState
data: WorldProgressState,
typewriterMode?: boolean
}
/**
@ -126,6 +127,11 @@ export const progressSlice = createSlice({
addGameProgress(state, action)
state.games[action.payload.game].openedIntro = action.payload.openedIntro
},
/** set the typewriter mode */
changeTypewriterMode(state: ProgressState, action: PayloadAction<{game: string, typewriterMode: boolean}>) {
addGameProgress(state, action)
state.games[action.payload.game].typewriterMode = action.payload.typewriterMode
}
}
})
@ -196,7 +202,14 @@ export function selectOpenedIntro(game: string) {
}
}
/** return typewriter mode for the current game if it exists */
export function selectTypewriterMode(game: string) {
return (state) => {
return state.progress.games[game]?.typewriterMode ?? true
}
}
/** Export actions to modify the progress */
export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro,
changedDifficulty } = progressSlice.actions
changedDifficulty, changeTypewriterMode} = progressSlice.actions

@ -1,6 +1,8 @@
**NOTE! This document is deprecated! The current documentation is [How To Create A Game](create_game.md)**
# Creating a game.
Ideally one takes the [NNG template](https://github.com/hhu-adam/NNG4) to create a new game.
Ideally one takes the [GameSkeleton template](https://github.com/hhu-adam/GameSkeleton) to create a new game.
## Game Structure
@ -17,7 +19,7 @@ Level 1
Title "The rfl tactic"
```
Note that the levels inside a world must have consequtive numbering starting with `1`. The `Game`
Note that the levels inside a world must have consecutive numbering starting with `1`. The `Game`
and `World` strings can be anything, see below.
#### Statement
@ -51,7 +53,7 @@ There are a few extra tactics that help you structuring the proof:
- `Hint`: You can use `Hint "text"` to display text if the goal state in-game matches
the one where `Hint` is placed. For more options about hints, see below.
- `Branch`: In the proof you can add a `Branch` that runs an alternativ tactic sequence, which
- `Branch`: In the proof you can add a `Branch` that runs an alternative tactic sequence, which
helps setting `Hints` in different places. The `Branch` does not affect the main
proof and does not need to finish any goals.
- `Template`/`Hole`: Used to provide a sample proof template. Anything inside `Template`
@ -108,7 +110,7 @@ DisabledTactic tauto
DisabledLemma MyNat.add_zero
```
or specify explicitely which items should be available with
or specify explicitly which items should be available with
```lean
OnlyTactic rw rfl apply
@ -224,7 +226,7 @@ The installation instructions are not yet tested on Mac/Windows. Comments very w
1. **Install Docker and Dev Containers** *(once)*:<br/>
See [official instructions](https://code.visualstudio.com/docs/devcontainers/containers#_getting-started).
Explicitely this means:
Explicitly this means:
* Install docker engine if you have not yet: [Instructions](https://docs.docker.com/engine/install/).
I followed the "Server" instructions for linux.
* Note that on Linux you need to add your user to the `docker` group
@ -251,7 +253,7 @@ The installation instructions are not yet tested on Mac/Windows. Comments very w
running the `remote-containers.showReopenInContainerNotificationReset` command in vscode.
* If the starting the container fails, in particular with a message `Error: network xyz not found`,
you might have deleted stuff from docker via your shell. Try deleting the container and image
explicitely in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
explicitly in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time)
@ -295,8 +297,9 @@ cd lean4game
npm install
```
TODO: This is outdated!
If you are developing a game other than `Robo` or `NNG4`, adapt the
code at the beginning of `lean4game/server/index.mjs`:
code at the beginning of `lean4game/relay/index.mjs`:
```typescript
const games = {
"g/hhu-adam/robo": {

@ -4,7 +4,7 @@ This tutorial walks you through creating a new game for lean4. It covers from wr
## 1. Create the project
1. Use the [NNG template](https://github.com/hhu-adam/NNG4) to create a new github repo for your game: On github, click on "Use this template" > "Create a new repository".
1. Use the [GameSkeleton template](https://github.com/hhu-adam/GameSkeleton) to create a new github repo for your game: On github, click on "Use this template" > "Create a new repository".
2. Clone the game repo.
3. Call `lake update && lake exe cache get && lake build` to build the Lean project.
@ -18,7 +18,7 @@ The file `Game.lean` is the backbone of the game putting everything together.
1. `MakeGame`: This command is where the game gets built. If there are things to fix, they will be shown here as warnings or errors (orange/red squigglies in VSCode). Note that you might have to call "Lean: Restart File" (Ctrl+Shift+X) to reload the file and see changes made in other files.
1. `Title`: Set the display title of your game.
1. `Ìntroduction`: This is the text displayed at the beggining next to the world selection tree.
1. `Introduction`: This is the text displayed at the beginning next to the world selection tree.
1. `Info`: This will be displayed in the game's menu as "Game Info". Use it for credits, funding and other meta information about the game.
1. Imports: The file needs to import all world files, which we look at in a second. If you add a new world, remember to import it here!
1. `Dependency`: (optional) This command adds another edge in the world tree. The game computes them automatically based on used tactics/theorems. However, sometimes you need a dependency the game can't compute, for example you explained `≠` in one world and in another world, the user is expected to know it already. The syntax is `Dependency World₁ → World₂ → World₃`.
@ -209,7 +209,7 @@ There are a few extra tactics that help you structuring the proof:
- `Hint`: You can use `Hint "text"` to display text if the goal state in-game matches
the one where `Hint` is placed. For more options about hints, see below.
- `Branch`: In the proof you can add a `Branch` that runs an alternativ tactic sequence, which
- `Branch`: In the proof you can add a `Branch` that runs an alternative tactic sequence, which
helps setting `Hints` in different places. The `Branch` does not affect the main
proof and does not need to finish any goals.
- `Template`/`Hole`: Used to provide a sample proof template. Anything inside `Template`
@ -223,25 +223,40 @@ One thing to keep in mind is that the game will look at the main proof to figure
Most important for game development are probably the `Hints`.
The hints will be displayed whenever the player's current goal matches the goal the hint is
placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands. If you specify
placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands.
```
Hint (strict := true) "some hidden hint"
```
Read [More about Hints](doc/hints.md) for how they work and what the options are.
a hint only matches iff the assumptions match exactly one-to-one. (Otherwise, it does not care if there are additional assumptions in context)
### 6. e) Extra: Images
You can add images on any layer of the game (i.e. game/world/level). These will be displayed in your game.
Further, you can choose to hide hints and only have them displayed when the player presses "More Help":
```
Hint (hidden := true) "some hidden hint"
```
The images need to be placed in `images/` and you need to add a command like `Image "images/path/to/myWorldImage.png"`
in one of the files you created in 2), 3), or 4) (i.e. game/world/level).
Lastly, you should put variable names in hints insid brackets:
NOTE: At present, only the images for a world are displayed. They appear in the introduction of the world.
## 7. Update your game
In principle, it is as simple as modifying `lean-toolchain` to update your game to a new Lean version. However, you should read about the details in [Update An Existing Game](doc/update_game.md).
## 8. Publish your game
To publish your game on the official server, see [Publishing a game](doc/publish_game.md)
There are a few more options you can add in `Game.lean` before the `MakeGame` command, which describe the tile that is visible on the server's landing page:
```lean
Languages "English"
CaptionShort "Game Template"
CaptionLong "You should use this game as a template for your own game and add your own levels."
Prerequisites "NNG"
CoverImage "images/cover.png"
```
Hint "now use `rw [{h}]` to use your assumption {h}."
```
That way, the game will replace it with the actual name the assumption has in the player's proof state.
* `Languages`: Currently only a single language (capital English name). The tile will show a corresponding flag.
* `CaptionShort`: One catch phrase. Appears above the image.
* `CaptionLong`: 2-4 sentences to describe the game.
* `Prerequisites` a list of other games you should play before this one, e.g. `Prerequisites "NNG" "STG"`. The game names are free-text.
* `CoverImage`: You can create a folder `images/` and put images there for the game to use. The maximal ratio is ca. 500x200 (W x H) but it might be cropped horizontally on narrow screens.
## Further Notes

@ -0,0 +1,87 @@
# Hints
Most important for game development are probably the "Hints". You can add Hints at any place in your proof using the `Hint` tactic
```
Statement .... := by
Hint "Hint to show at the start"
rw [h]
Hint "some tip after using rw"
...
```
## 1. When do hints show?
A hint will be displayed if the player's goal matches the one where the hint was placed in the
sample solutions and the entire context from the sample solutions is present in the
player's context. The player's context may contain additional items.
This means if you have multiple identical
subgoals, you should only place a single hint in one of them and it will be displayed in
all of them.
However, identical (non-hidden) hints which where already present in the step
before are omitted. This is to allow a player to add new assumptions to context, for example
with `have`, without seeing the same hint over and over again.
Hidden hints are not filtered.
## 2. Alternative Proofs / `Branch`
You can use `Branch` to place hints
in dead ends or alternative proof strands.
A proof inside a `Branch`-block is normally evaluated by lean but it's discarded at the end
so that no progress has been made on proofing the goal.
```
Statement .... := by
Hint "Huse `rw` or `rewrite`."
Branch
rewrite [h]
Hint "now you still need `rfl`"
rw [h]
```
## 3. Variables names
Put variables in the hint text inside brackets like this: `{h}`! This way the server can replace
the variable's name with the one the user actually used.
For example, if the sample proof contains
```
have h : True := trivial
Hint "Now use `rw [{h}]` to use your assumption `{h}`."
```
but the player writes `have g : True := trivial`, they will see a hint saying
"Now use `rw [g]` to use your assumption `g`."
## 4. Hidden hints
Some hints can be hidden, and only show after the user clicks on a button to get additional
help. You mark a hint as hidden with `(hidden := true)`:
```
Hint (hidden := true) "some hidden hint"
```
## 5. Strict context matching
If you use the attribute `(strict := true)` a hint is only shown if the entire context
matches exactly the one where the hint is placed. With `(hint := false)`, which is the default,
it does not matter if additional assumptions are present in the player's context.
```
Hint (strict := true) "now use `have` to create a new assumption."
```
You should probably use `(strict := true)` if you want to give fine-grained details about
tactics like `have` which do not modify the goal or any existing assumptions, but only
create new assumptions.
## 6. Formatting
You can add use markdown to format your hints, for example you can use KaTex: `$\\iff$`
TODO: Write a doc about latex/markdown options available.

@ -6,4 +6,4 @@ Internally, websocket requests to `ws://localhost:3000/websockets` will be forwa
* `npm run build`: Build the project in production mode. All assets of the client will be compiled into `client/dist`.
On the server side, the command will set up a docker image containing the Lean server. The two parts can be built separately using `npm run build_client` and `npm run build_server`.
* `npm run production`: Start the project in production mode. This requires that the build script has been run. It will start a server on the port specified in the `PORT` environment variable or by default on `8080`. You can run on a specifiv port by running `PORT=80 npm run production`. The server will serve the files in `client/dist` via http and give access to the bubblewrapped Lean server via the web socket protocol.
* `npm run production`: Start the project in production mode. This requires that the build script has been run. It will start a server on the port specified in the `PORT` environment variable or by default on `8080`. You can run on a specific port by running `PORT=80 npm run production`. The server will serve the files in `client/dist` via http and give access to the bubblewrapped Lean server via the web socket protocol.

@ -0,0 +1,32 @@
# Publishing games
You can publish your game on the official (Lean Game Server)[https://adam.math.hhu.de] in a few simple
steps.
## 1. Upload Game to github
First, you need your game in a public Github repository and make sure the github action has run.
You can check this by spotting the green checkmark on the start page, or by looking at the "Actions"
tab.
## 2. Import the game
You call the URL that's listed under "What's Next?" in the latest action run. Explicitely you call
the URL of the form
> adam.math.hhu.de/import/trigger/{USER}/{REPOSITORY}
where `{USER}` and `{REPOSITORY}` are replaced with the github user and repository name.
You should see a white screen which shows import updates and eventually reports "Done."
## 3. Play the game
Now you can immediately play the game at `adam.math.hhu.de/#/g/{USER}/{REPOSITORY}`!
## 4. Main page
Adding games to the main page happens manually by the server maintainers. Tell us if you want us
to add a tile for your game!
For example, you can [contact Jon on Zulip](https://leanprover.zulipchat.com/#narrow/dm/385895-Jon-Eugster). Or [via Email](https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster).

@ -4,18 +4,20 @@ The installation instructions are not yet tested on Mac/Windows. Comments very w
There are several options to play a game locally:
- VSCode Dev Container: needs `docker` installed on your machine
- Codespaces: Needs active internet connection and computing time is limited.
- Gitpod: does not work yet (I that true?)
- Manual installation: Needs `npm` installed on your system
1. VSCode Dev Container: needs `docker` installed on your machine
2. Codespaces: Needs active internet connection and computing time is limited.
3. Gitpod: does not work yet (Is that true?)
4. Manual installation: Needs `npm` installed on your system
The recommended option is "VSCode Dev containers" but you may choose any option above depending on your setup.
The template game [GameSkeleton](https://github.com/hhu-adam/GameSkeleton) contains all the relevant files to make your local setup (dev container / gitpod / codespaces) work. You might need to update these files manually by copying them from there if you need any new improvements to the dev setup you're using in an existing game.
## VSCode Dev Containers
1. **Install Docker and Dev Containers** *(once)*:<br/>
See [official instructions](https://code.visualstudio.com/docs/devcontainers/containers#_getting-started).
Explicitely this means:
Explicitly this means:
* Install docker engine if you have not yet: [Instructions](https://docs.docker.com/engine/install/).
I followed the "Server" instructions for linux.
* Note that on Linux you need to add your user to the `docker` group
@ -27,9 +29,9 @@ The recommended option is "VSCode Dev containers" but you may choose any option
Once you have the Dev Containers Extension installed, (re)open the project folder of your game in VSCode.
A message appears asking you to "Reopen in Container".
* The first start will take a while, ca. 2-10 minutes. After the first
* The first start will take a while, ca. 2-15 minutes. After the first
start this should be very quickly.
* Once built, you can open http://localhost:3000 in your browser. which should load the game
* Once built, you can open http://localhost:3000 in your browser. which should load the game.
3. **Editing Files** *(everytime)*:<br/>
After editing some Lean files in VSCode, open VSCode's terminal (View > Terminal) and run `lake build`. Now you can reload your browser to see the changes.
@ -42,12 +44,13 @@ The recommended option is "VSCode Dev containers" but you may choose any option
you might have deleted stuff from docker via your shell. Try deleting the container and image
explicitely in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time)
* On a working dev container setup, http://localhost:3000 should directly redirect you to http://localhost:3000/#/g/local/game, try if the latter is accessible.
## Codespaces
You can work on your game using Github codespaces (click "Code" and then "Codespaces" and then "create codespace on main"). It it should run the game locally in the background. You can open it for example under "Ports" and clicking on "Open in Browser".
Note: You have to wait until npm started properly. In particular, this is after a message like `[client] webpack 5.81.0 compiled successfully in 38119 ms` appears in the terminal, which might take a good while.
Note: You have to wait until npm started properly, which might take a good while.
As with devcontainers, you need to run `lake build` after changing any lean files and then reload the browser.
@ -73,27 +76,26 @@ Now install node:
nvm install node
```
Clone the game (e.g. `NNG4` here):
Clone the game (e.g. `GameSkeleton` here):
```bash
git clone https://github.com/hhu-adam/NNG4.git
# or: git clone git@github.com:hhu-adam/NNG4.git
git clone https://github.com/hhu-adam/GameSkeleton.git
# or: git clone git@github.com:hhu-adam/GameSkeleton.git
```
Download dependencies and build the game:
```bash
cd NNG4
lake update
lake exe cache get # if your game depends on mathlib
cd GameSkeleton
lake update -R
lake build
```
Clone the game repository into a directory next to the game:
Clone the server repository into a directory next to the game:
```bash
cd ..
git clone https://github.com/leanprover-community/lean4game.git
# or: git clone git@github.com:leanprover-community/lean4game.git
```
The folders `NNG4` and `lean4game` must be in the same directory!
The folders `GameSkeleton` and `lean4game` must be in the same directory!
In `lean4game`, install dependencies:
```bash
@ -106,16 +108,16 @@ Run the game:
npm start
```
This takes a little time. Eventually, the game is available on http://localhost:3000/#/g/local/NNG4. Replace `NNG4` with the folder name of your local game.
This takes a little time. Eventually, the game is available on http://localhost:3000/#/g/local/GameSkeleton. Replace `GameSkeleton` with the folder name of your local game.
## Modifying the GameServer
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with the same setup as above (manual installation) by setting `export NODE_ENV=development` inside your local game before building it:
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with the same setup as above (manual installation) by using `lake update -R -Klean4game.local`:
```bash
cd NNG4
export NODE_ENV=development
lake update
lake update -R -Klean4game.local
lake build
```
This causes lake to search locally for the `GameServer` lake package instead of using the version from github. Therefore, when you `lake build` your game, it will rebuild with the modified `GameServer`.
This causes lake to search locally for the `GameServer` lake package instead of using the version from github. Therefore, you can the local copy of the edit `GameServer` in `../lean4game` and
`lake build` will then directly use this modified copy to build your game.

@ -0,0 +1,28 @@
# Notes for Server maintainer
In order to set up the server to allow imports, one needs to create a
[Github Access token](https://docs.github.com/en/authentication/keeping-your-account-and-data-secure/managing-your-personal-access-tokens). A fine-grained access token with only reading rights for public
repos will suffice.
You need to set the environment variables `LEAN4GAME_GITHUB_USER` and `LEAN4GAME_GITHUB_TOKEN`
with your user name and access token. For example, you can seet these in `ecosystem.config.cjs` if
you're using `pm2`
Then people can call:
> https://{website}/import/trigger/{owner}/{repo}
where you replace:
- website: The website your server runs on, e.g. `localhost:3000`
- owner, repo: The owner and repository name of the game you want to load from github.
will trigger to download the latest version of your game from github onto your server.
Once this import reports "Done", you should be able to play your game under:
> https://{website}/#/g/{owner}/{repo}
## data management
Everything downloaded remains in the folder `lean4game/games`.
the subfolder `tmp` contains downloaded artifacts and can be deleted without loss.
The other folders should only contain the built lean-games, sorted by owner and repo.

@ -0,0 +1,52 @@
# How to update your Game
## New Lean version
You can update the game to any Lean version by simply editing the `lean-toolchain` in your game repo to contain the
new lean version `leanprover/lean4:v4.X.0`.
Before you continue, make sure there [exists a `v4.X.0`-tag in this repo](https://github.com/leanprover-community/lean4game/tags).
Then, depending on the setup you use, do one of the following:
* Dev Container: Rebuild the VSCode Devcontainer.
* Local Setup: in your game's folder run the following:
```
lake update -R
lake build
```
* Additionally, if you have a local copy of the server `lean4game`,
you should update this one to the matching version. Run the following in the folder `lean4game/`:
```
git fetch
git checkout {VERSION_TAG}
npm install
```
where `{VERSION_TAG}` is the tag from above of the form `v4.X.0`
* Gitpod/Codespaces: Create a fresh one
This will update your game (and the mathlib version you might be using) to the new lean version.
## Newest developing setup
There are a few files in your game repository which are used for the developing setup
(dev container/codespaces/gitpod). If you need to update your developing setup, for example because it doesn't work
anymore, you will need to copy the relevant files from the [GameSkeleton](https://github.com/hhu-adam/GameSkeleton) template into your game repo.
The relevant files are:
```
.devcontainer/
.docker/
.github/
.gitpod/
.vscode/
lakefile.lean
```
simply copy them from the `GameSkeleton` into your game and proceed as above,
i.e. `lake update -R && lake build`.
(Note: You should not need to modify any of these files, with the exception of the `lakefile.lean`,
where you need to add any dependencies of your game, or remove mathlib if you don't need it.)

@ -2,8 +2,10 @@
module.exports = {
apps : [{
name : "lean4game",
script : "server/index.mjs",
script : "relay/index.mjs",
env: {
LEAN4GAME_GITHUB_USER: "",
LEAN4GAME_GITHUB_TOKEN: "",
NODE_ENV: "production",
PORT: 8002
},

10
env.d.ts vendored

@ -0,0 +1,10 @@
/// <reference types="vite/client" />
interface ImportMetaEnv {
readonly VITE_LEAN4GAME_SINGLE: string
// more env variables...
}
interface ImportMeta {
readonly env: ImportMetaEnv
}

@ -33,7 +33,7 @@
</p>
</div>
</noscript>
<script src="bundle.js"></script>
<script type="module" src="/client/src/index.tsx"></script>
</body>
</html>

2667
package-lock.json generated

File diff suppressed because it is too large Load Diff

@ -1,6 +1,7 @@
{
"name": "lean4-game",
"version": "0.1.0",
"type": "module",
"private": true,
"homepage": ".",
"dependencies": {
@ -15,6 +16,7 @@
"@reduxjs/toolkit": "^1.9.1",
"@types/cytoscape": "^3.19.9",
"@types/react-router-dom": "^5.3.3",
"@vitejs/plugin-react-swc": "^3.4.0",
"cross-env": "^7.0.3",
"cytoscape": "^3.23.0",
"cytoscape-elk": "^2.1.0",
@ -35,45 +37,39 @@
"rehype-katex": "^6.0.2",
"remark-gfm": "^3.0.1",
"remark-math": "^5.1.1",
"request": "^2.88.2",
"request-progress": "^3.0.0",
"vite": "^4.5.0",
"vite-plugin-static-copy": "^0.17.0",
"vite-plugin-svgr": "^4.1.0",
"vscode-ws-jsonrpc": "^2.0.1",
"web-worker": "^1.2.0",
"ws": "^8.11.0"
},
"devDependencies": {
"@babel/cli": "^7.19.3",
"@babel/core": "^7.20.5",
"@babel/preset-env": "^7.20.2",
"@babel/preset-react": "^7.18.6",
"@babel/preset-typescript": "^7.18.6",
"@pmmmwh/react-refresh-webpack-plugin": "^0.5.10",
"@redux-devtools/core": "^3.13.1",
"@testing-library/react": "^13.4.0",
"@types/debounce": "^1.2.1",
"babel-loader": "^8.3.0",
"concurrently": "^7.6.0",
"css-loader": "^6.7.3",
"file-loader": "^6.2.0",
"nodemon": "^2.0.20",
"nodemon": "^3.0.1",
"react-refresh": "^0.14.0",
"style-loader": "^3.3.1",
"ts-loader": "^9.4.2",
"typescript": "^4.9.4",
"url-loader": "^4.1.1",
"webpack": "^5.75.0",
"webpack-cli": "^4.10.0",
"webpack-dev-server": "^4.11.1",
"webpack-shell-plugin-next": "^2.3.1"
"url-loader": "^4.1.1"
},
"scripts": {
"start": "concurrently -n server,client -c blue,green \"npm run start_server\" \"npm run start_client\"",
"start_server": "cd server && lake build && cross-env NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\"",
"start_client": "cross-env NODE_ENV=development webpack-dev-server --hot",
"build": "cross-env NODE_ENV=production webpack",
"production": "cross-env NODE_ENV=production node server/index.mjs",
"build_robo": "rm -rf ./Robo && git clone https://github.com/hhu-adam/Robo && docker build ./Robo --file ./Robo/Dockerfile --tag g/hhu-adam/robo && rm -rf ./Robo",
"build_nng": "rm -rf ./NNG4 && git clone https://github.com/hhu-adam/NNG4 && docker build ./NNG4 --file ./NNG4/Dockerfile --tag g/hhu-adam/nng4 && rm -rf ./NNG4",
"update_lean": "./UPDATE_LEAN.sh"
"start_server": "(cd server && lake build) && (cd relay && cross-env NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\")",
"start_client": "cross-env NODE_ENV=development vite --host",
"build": "npm run build_server && npm run build_client",
"preview": "vite preview",
"build_server": "cd server && lake build",
"build_client": "cross-env NODE_ENV=production vite build",
"production": "cross-env NODE_ENV=production node relay/index.mjs"
},
"eslintConfig": {
"extends": [

@ -2,11 +2,15 @@
ELAN_HOME=$(lake env printenv ELAN_HOME)
# $1 : the game directory
# $2 : the lean4game folder
# $3 : the gameserver executable
(exec bwrap\
--ro-bind ../../lean4game /lean4game \
--ro-bind ../../$1 /game \
--ro-bind $ELAN_HOME /elan \
--ro-bind /usr /usr \
--bind $2 /lean4game \
--bind $1 /game \
--bind $ELAN_HOME /elan \
--bind /usr /usr \
--dev /dev \
--proc /proc \
--symlink usr/lib /lib\
@ -22,6 +26,6 @@ ELAN_HOME=$(lake env printenv ELAN_HOME)
--unshare-uts \
--unshare-cgroup \
--die-with-parent \
--chdir "/lean4game/server/build/bin/" \
--chdir "/game/.lake/packages/GameServer/server/.lake/build/bin/" \
./gameserver --server /game
)

@ -11,6 +11,7 @@ const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
const TOKEN = process.env.LEAN4GAME_GITHUB_TOKEN
const USERNAME = process.env.LEAN4GAME_GITHUB_USER
const octokit = new Octokit({
auth: TOKEN
})
@ -41,7 +42,8 @@ async function download(id, url, dest) {
requestProgress(request({
url,
headers: {
'User-Agent': 'abentkamp',
'accept': 'application/vnd.github+json',
'User-Agent': USERNAME,
'X-GitHub-Api-Version': '2022-11-28',
'Authorization': 'Bearer ' + TOKEN
}
@ -76,35 +78,44 @@ async function doImport (owner, repo, id) {
.reduce((acc, cur) => acc.created_at < cur.created_at ? cur : acc)
artifactId = artifact.id
const url = artifact.archive_download_url
if (!fs.existsSync("tmp")){
fs.mkdirSync("tmp");
// Make sure the download folder exists
if (!fs.existsSync(path.join(__dirname, "..", "games"))){
fs.mkdirSync(path.join(__dirname, "..", "games"));
}
if (!fs.existsSync(path.join(__dirname, "..", "games", "tmp"))){
fs.mkdirSync(path.join(__dirname, "..", "games", "tmp"));
}
progress[id].output += `Download from ${url}\n`
await download(id, url, `tmp/artifact_${artifactId}.zip`)
await download(id, url, path.join(__dirname, "..", "games", "tmp", `${owner.toLowerCase()}_${repo.toLowerCase()}_${artifactId}.zip`))
progress[id].output += `Download finished.\n`
await runProcess(id, "/bin/bash", [`${__dirname}/unpack.sh`, artifactId],".")
let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`);
manifest = JSON.parse(manifest);
if (manifest.length !== 1) {
throw `Unexpected manifest: ${JSON.stringify(manifest)}`
}
manifest[0].RepoTags = [`g/${owner.toLowerCase()}/${repo.toLowerCase()}:latest`]
fs.writeFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`, JSON.stringify(manifest));
await runProcess(id, "tar", ["-cvf", `../archive_${artifactId}.tar`, "."], `tmp/artifact_${artifactId}_inner/`)
await runProcess(id, "docker", ["load", "-i", `tmp/archive_${artifactId}.tar`])
await runProcess(id, "/bin/bash", [path.join(__dirname, "unpack.sh"), artifactId, owner.toLowerCase(), repo.toLowerCase()], path.join(__dirname, ".."))
// let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`);
// manifest = JSON.parse(manifest);
// if (manifest.length !== 1) {
// throw `Unexpected manifest: ${JSON.stringify(manifest)}`
// }
// manifest[0].RepoTags = [`g/${owner.toLowerCase()}/${repo.toLowerCase()}:latest`]
// fs.writeFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`, JSON.stringify(manifest));
// await runProcess(id, "tar", ["-cvf", `../archive_${artifactId}.tar`, "."], `tmp/artifact_${artifactId}_inner/`)
// // await runProcess(id, "docker", ["load", "-i", `tmp/archive_${artifactId}.tar`])
progress[id].done = true
progress[id].output += `Done.\n`
progress[id].output += `Done!\n`
progress[id].output += `Play the game at: {your website}/#/g/${owner}/${repo}\n`
} catch (e) {
progress[id].output += `Error: ${e.toString()}\n${e.stack}`
} finally {
// clean-up temp. files
if (artifactId) {
fs.rmSync(`tmp/artifact_${artifactId}.zip`, {force: true, recursive: true});
fs.rmSync(`tmp/artifact_${artifactId}`, {force: true, recursive: true});
fs.rmSync(`tmp/artifact_${artifactId}_inner`, {force: true, recursive: true});
fs.rmSync(`tmp/archive_${artifactId}.tar`, {force: true, recursive: true});
fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}.zip`), {force: true, recursive: false});
fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}`), {force: true, recursive: true});
}
progress[id].done = true
}
await new Promise(resolve => setTimeout(resolve, 10000))
}
export const importTrigger = (req, res) => {

@ -6,25 +6,20 @@ import * as url from 'url';
import * as rpc from 'vscode-ws-jsonrpc';
import * as jsonrpcserver from 'vscode-ws-jsonrpc/server';
import os from 'os';
import fs from 'fs';
import anonymize from 'ip-anonymize';
// import { importTrigger, importStatus } from './import.mjs'
import { importTrigger, importStatus } from './import.mjs'
// import fs from 'fs'
/**
* Add a game here if the server should keep a queue of pre-loaded games ready at all times.
*
* IMPORTANT! Tags here need to be lower case!
*/
const games = {
"g/hhu-adam/robo": {
dir: "Robo",
queueLength: 5
},
"g/hhu-adam/nng4": {
dir: "NNG4",
queueLength: 5
},
"g/hhu-adam/nng4-old": {
dir: "NNG4-OLD",
queueLength: 0
}
const queueLength = {
"g/hhu-adam/robo": 2,
"g/hhu-adam/nng4": 5,
"g/djvelleman/stg4": 2,
}
const __filename = url.fileURLToPath(import.meta.url);
@ -36,11 +31,18 @@ const PORT = process.env.PORT || 8080;
var router = express.Router();
// router.get('/import/status/:owner/:repo', importStatus)
// router.get('/import/trigger/:owner/:repo', importTrigger)
router.get('/import/status/:owner/:repo', importStatus)
router.get('/import/trigger/:owner/:repo', importTrigger)
const server = app
.use(express.static(path.join(__dirname, '../client/dist/')))
.use(express.static(path.join(__dirname, '..', 'client', 'dist'))) // TODO: add a dist folder from inside the game
.use('/data/g/:owner/:repo/*', (req, res, next) => {
const owner = req.params.owner;
const repo = req.params.repo
const filename = req.params[0];
req.url = filename;
express.static(path.join(getGameDir(owner,repo),".lake","gamedata"))(req, res, next);
})
.use('/', router)
.listen(PORT, () => console.log(`Listening on ${PORT}`));
@ -54,41 +56,61 @@ const isDevelopment = environment === 'development'
/** We keep queues of started Lean Server processes to be ready when a user arrives */
const queue = {}
function tag(owner, repo) {
function getTag(owner, repo) {
return `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
}
function startServerProcess(owner, repo) {
let game_dir = (owner == 'local') ?
repo : games[tag(owner, repo)]?.dir
function getGameDir(owner, repo) {
owner = owner.toLowerCase()
if (owner == 'local') {
if(!isDevelopment) {
console.error(`No local games in production mode.`)
return
return ""
}
} else {
if(!fs.existsSync(path.join(__dirname, '..', 'games'))) {
console.error(`Did not find the following folder: ${path.join(__dirname, '..', 'games')}`)
console.error('Did you already import any games?')
return ""
}
// TODO: This test does not work
// if (!fs.existsSync(path.join("../", game_dir))) {
// console.error(`Game folder does not exists: ${game_dir}`)
// return
// }
}
if (!game_dir) {
console.error(`Unknown game: ${tag(owner, repo)}`)
return
let game_dir = (owner == 'local') ?
path.join(__dirname, '..', '..', repo) : // note: here we need `repo` to be case sensitive
path.join(__dirname, '..', 'games', `${owner}`, `${repo.toLowerCase()}`)
if(!fs.existsSync(game_dir)) {
console.error(`Game '${game_dir}' does not exist!`)
return ""
}
return game_dir;
}
function startServerProcess(owner, repo) {
let game_dir = getGameDir(owner, repo)
if (!game_dir) return;
let serverProcess
if (isDevelopment) {
let args = ["--server", path.join("../../../../", game_dir)]
let args = ["--server", game_dir]
let binDir = path.join(game_dir, ".lake", "packages", "GameServer", "server", ".lake", "build", "bin")
// Note: `cwd` is important to be the `bin` directory as `Watchdog` calls `./gameserver` again
if (fs.existsSync(binDir)) {
// Try to use the game's own copy of `gameserver`.
serverProcess = cp.spawn("./gameserver", args, { cwd: binDir })
} else {
// If the game is built with `-Klean4game.local` there is no copy in the lake packages.
serverProcess = cp.spawn("./gameserver", args,
{ cwd: path.join(__dirname, "./build/bin/") })
{ cwd: path.join(__dirname, "..", "server", ".lake", "build", "bin") })
}
} else {
serverProcess = cp.spawn("./bubblewrap.sh",
[game_dir],
[ game_dir, path.join(__dirname, '..')],
{ cwd: __dirname })
}
serverProcess.on('error', error =>
console.error(`Launching Lean Server failed: ${error}`)
)
@ -101,15 +123,21 @@ function startServerProcess(owner, repo) {
}
/** start Lean Server processes to refill the queue */
function fillQueue(owner, repo) {
while (queue[tag(owner, repo)].length < games[tag(owner, repo)].queueLength) {
const serverProcess = startServerProcess(tag(owner, repo))
queue[tag(owner, repo)].push(serverProcess)
function fillQueue(tag) {
while (queue[tag].length < queueLength[tag]) {
let serverProcess
serverProcess = startServerProcess(tag)
if (serverProcess == null) {
console.error('serverProcess was undefined/null')
return
}
queue[tag].push(serverProcess)
}
}
// // TODO: We disabled queue for now
// if (!isDevelopment) { // Don't use queue in development
// for (let tag in games) {
// for (let tag in queueLength) {
// queue[tag] = []
// fillQueue(tag)
// }
@ -122,19 +150,21 @@ wss.addListener("connection", function(ws, req) {
if (!reRes) { console.error(`Connection refused because of invalid URL: ${req.url}`); return; }
const owner = reRes[1]
const repo = reRes[2]
// const tag = `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
// // TODO
// if (isDevelopment && process.env.DEV_CONTAINER) {
// tag = `g/local/game`
// }
const tag = getTag(owner, repo)
let ps;
if (!queue[tag(owner, repo)] || queue[tag(owner, repo)].length == 0) {
let ps
if (!queue[tag] || queue[tag].length == 0) {
ps = startServerProcess(owner, repo)
} else {
ps = queue[tag(owner, repo)].shift() // Pick the first Lean process; it's likely to be ready immediately
fillQueue(owner, repo)
console.info('Got process from the queue')
ps = queue[tag].shift() // Pick the first Lean process; it's likely to be ready immediately
fillQueue(tag)
}
if (ps == null) {
console.error('server process is undefined/null')
return
}
socketCounter += 1;
@ -147,14 +177,14 @@ wss.addListener("connection", function(ws, req) {
onClose: (cb) => { ws.on("close", cb) },
send: (data, cb) => { ws.send(data,cb) }
}
const reader = new rpc.WebSocketMessageReader(socket);
const writer = new rpc.WebSocketMessageWriter(socket);
const reader = new rpc.WebSocketMessageReader(socket)
const writer = new rpc.WebSocketMessageWriter(socket)
const socketConnection = jsonrpcserver.createConnection(reader, writer, () => ws.close())
const serverConnection = jsonrpcserver.createProcessStreamConnection(ps);
const serverConnection = jsonrpcserver.createProcessStreamConnection(ps)
socketConnection.forward(serverConnection, message => {
if (isDevelopment) {console.log(`CLIENT: ${JSON.stringify(message)}`)}
return message;
});
})
serverConnection.forward(socketConnection, message => {
if (isDevelopment) {console.log(`SERVER: ${JSON.stringify(message)}`)}
return message;
@ -165,9 +195,9 @@ wss.addListener("connection", function(ws, req) {
ws.on('close', () => {
console.log(`[${new Date()}] Socket closed - ${ip}`)
socketCounter -= 1;
socketCounter -= 1
})
socketConnection.onClose(() => serverConnection.dispose());
serverConnection.onClose(() => socketConnection.dispose());
socketConnection.onClose(() => serverConnection.dispose())
serverConnection.onClose(() => socketConnection.dispose())
})

@ -0,0 +1,30 @@
#/bin/bash
ARTIFACT_ID=$1
OWNER=$2
REPO=$3
# mkdir -p games
cd games
# mkdir -p tmp
mkdir -p ${OWNER}
echo "Unpacking ZIP."
unzip -o tmp/${OWNER}_${REPO}_${ARTIFACT_ID}.zip -d tmp/${OWNER}_${REPO}_${ARTIFACT_ID}
echo "Unpacking game."
# exit the npm project to avoid reloading. TODO: Where should we actually save these?
echo "Delete old version of the game"
rm -rf ${OWNER}/${REPO}
mkdir -p ${OWNER}/${REPO}
for f in tmp/${OWNER}_${REPO}_${ARTIFACT_ID}/* #Should only be one file
do
echo "Unpacking $f"
#tar -xvzf $f -C games/${OWNER}/${REPO}
unzip -q -o $f -d ${OWNER}/${REPO}
done

3
server/.gitignore vendored

@ -1,3 +0,0 @@
build
adam
nng

@ -46,7 +46,9 @@ elab "Title" t:str : command => do
match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with title := t.getString}
| .World => modifyCurWorld fun world => pure {world with title := t.getString}
| .Game => modifyCurGame fun game => pure {game with title := t.getString}
| .Game => modifyCurGame fun game => pure {game with
title := t.getString
tile := {game.tile with title := t.getString}}
/-- Define the introduction of the current game/world/level. -/
elab "Introduction" t:str : command => do
@ -58,10 +60,32 @@ elab "Introduction" t:str : command => do
/-- Define the info of the current game. Used for e.g. credits -/
elab "Info" t:str : command => do
match ← getCurLayer with
| .Level => pure ()
| .World => pure ()
| .Level =>
logError "Can't use `Info` in a level!"
pure ()
| .World =>
logError "Can't use `Info` in a world"
pure ()
| .Game => modifyCurGame fun game => pure {game with info := t.getString}
/-- Provide the location of the image for the current game/world/level.
Paths are relative to the lean project's root. -/
elab "Image" t:str : command => do
let file := t.getString
if not <| ← System.FilePath.pathExists file then
logWarningAt t s!"Make sure the cover image '{file}' exists."
if not <| file.startsWith "images/" then
logWarningAt t s!"The file name should start with `images/`. Make sure all images are in that folder."
match ← getCurLayer with
| .Level =>
logWarning "Level-images not implemented yet" -- TODO
modifyCurLevel fun level => pure {level with image := file}
| .World =>
modifyCurWorld fun world => pure {world with image := file}
| .Game =>
logWarning "Main image of the game not implemented yet" -- TODO
modifyCurGame fun game => pure {game with image := file}
/-- Define the conclusion of the current game or current level if some
building a level. -/
@ -71,6 +95,38 @@ elab "Conclusion" t:str : command => do
| .World => modifyCurWorld fun world => pure {world with conclusion := t.getString}
| .Game => modifyCurGame fun game => pure {game with conclusion := t.getString}
/-- A list of games that should be played before this one. Example `Prerequisites "NNG" "STG"`. -/
elab "Prerequisites" t:str* : command => do
modifyCurGame fun game => pure {game with
tile := {game.tile with prerequisites := t.map (·.getString) |>.toList}}
/-- Short caption for the game (1 sentence) -/
elab "CaptionShort" t:str : command => do
modifyCurGame fun game => pure {game with
tile := {game.tile with short := t.getString}}
/-- More detailed description what the game is about (2-4 sentences). -/
elab "CaptionLong" t:str : command => do
modifyCurGame fun game => pure {game with
tile := {game.tile with long := t.getString}}
/-- A list of Languages the game is translated to. For example `Languages "German" "English"`.
NOTE: For the time being, only a single language is supported.
-/
elab "Languages" t:str* : command => do
modifyCurGame fun game => pure {game with
tile := {game.tile with languages := t.map (·.getString) |>.toList}}
/-- The Image of the game (optional). TODO: Not impementeds -/
elab "CoverImage" t:str : command => do
let file := t.getString
if not <| ← System.FilePath.pathExists file then
logWarningAt t s!"Make sure the cover image '{file}' exists."
if not <| file.startsWith "images/" then
logWarningAt t s!"The file name should start with `images/`. Make sure all images are in that folder."
modifyCurGame fun game => pure {game with
tile := {game.tile with image := file}}
/-! # Inventory
@ -215,7 +271,7 @@ LemmaDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc."
* The identifier after `in` is the category to group lemmas by (in the Inventory).
* The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requries
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires
The lemma/definition to have the same fully qualified name as in mathlib.
-/
elab "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str : command =>
@ -243,7 +299,7 @@ DefinitionDoc Function.Bijective as "Bijective" "defined as `Injective f ∧ Sur
* The string following `as` is the displayed name (in the Inventory).
* The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requries
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires
The lemma/definition to have the same fully qualified name as in mathlib.
-/
elab "DefinitionDoc" name:ident "as" displayName:str template:str : command =>
@ -521,7 +577,7 @@ elab (name := GameServer.Tactic.Hint) "Hint" args:hintArg* msg:interpolatedStr(t
let mut strict := false
let mut hidden := false
-- remove spaces at the beginngng of new lines
-- remove spaces at the beginning of new lines
let msg := TSyntax.mk $ msg.raw.setArgs $ ← msg.raw.getArgs.mapM fun m => do
match m with
| Syntax.node info k args =>
@ -589,7 +645,7 @@ elab (name := GameServer.Tactic.Hole) "Hole" t:tacticSeq : tactic => do
/--
Iterate recursively through the Syntax, replace `Hole` with `sorry` and remove all
`Hint`/`Branch` occurences.
`Hint`/`Branch` occurrences.
-/
def replaceHoles (tacs : Syntax) : Syntax :=
match tacs with
@ -603,7 +659,7 @@ where filterArgs (args : List Syntax) : List Syntax :=
-- replace `Hole` with `sorry`.
| Syntax.node info `GameServer.Tactic.Hole _ :: r =>
Syntax.node info `Lean.Parser.Tactic.tacticSorry #[Syntax.atom info "sorry"] :: filterArgs r
-- delete all `Hint` and `Branch` occurences in the middle.
-- delete all `Hint` and `Branch` occurrences in the middle.
| Syntax.node _ `GameServer.Tactic.Hint _ :: _ :: r
| Syntax.node _ `GameServer.Tactic.Branch _ :: _ :: r =>
filterArgs r
@ -626,6 +682,27 @@ elab "Template" tacs:tacticSeq : tactic => do
modifyLevel (←getCurLevelId) fun level => do
return {level with template := s!"{template}"}
open IO.FS System FilePath in
/-- Copies the folder `images/` to `.lake/gamedata/images/` -/
def copyImages : IO Unit := do
let target : FilePath := ".lake" / "gamedata"
if ← FilePath.pathExists "images" then
for file in ← walkDir "images" do
let outFile := target.join file
-- create the directories
if ← file.isDir then
createDirAll outFile
else
if let some parent := outFile.parent then
createDirAll parent
-- copy file
let content ← readBinFile file
writeBinFile outFile content
-- TODO: Notes for testing if a declaration has the simp attribute
-- -- Test: From zulip
@ -644,6 +721,47 @@ elab "Template" tacs:tacticSeq : tactic => do
/-! # Make Game -/
#eval IO.FS.createDirAll ".lake/gamedata/"
-- TODO: register all of this as ToJson instance?
def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name)) : CommandElabM Unit := do
let game ← getCurGame
let env ← getEnv
let path : System.FilePath := s!"{← IO.currentDir}" / ".lake" / "gamedata"
if ← path.isDir then
IO.FS.removeDirAll path
IO.FS.createDirAll path
-- copy the images folder
copyImages
for (worldId, world) in game.worlds.nodes.toArray do
for (levelId, level) in world.levels.toArray do
IO.FS.writeFile (path / s!"level__{worldId}__{levelId}.json") (toString (toJson (level.toInfo env)))
IO.FS.writeFile (path / s!"game.json") (toString (getGameJson game))
for inventoryType in [InventoryType.Lemma, .Tactic, .Definition] do
for name in allItemsByType.findD inventoryType {} do
let some item ← getInventoryItem? name inventoryType
| throwError "Expected item to exist: {name}"
IO.FS.writeFile (path / s!"doc__{inventoryType}__{name}.json") (toString (toJson item))
let getTiles (type : InventoryType) : CommandElabM (Array InventoryTile) := do
(allItemsByType.findD type {}).toArray.mapM (fun name => do
let some item ← getInventoryItem? name type
| throwError "Expected item to exist: {name}"
return item.toTile)
let inventory : InventoryOverview := {
lemmas := ← getTiles .Lemma
tactics := ← getTiles .Tactic
definitions := ← getTiles .Definition
lemmaTab := none
}
IO.FS.writeFile (path / s!"inventory.json") (toString (toJson inventory))
def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo
| .Tactic => level.tactics
| .Definition => level.definitions
@ -810,8 +928,12 @@ elab "MakeGame" : command => do
-- Items that should not be displayed in inventory
let mut hiddenItems : HashSet Name := {}
let allWorlds := game.worlds.nodes.toArray
let nrWorlds := allWorlds.size
let mut nrLevels := 0
-- Calculate which "items" are used/new in which world
for (worldId, world) in game.worlds.nodes.toArray do
for (worldId, world) in allWorlds do
let mut usedItems : HashSet Name := {}
let mut newItems : HashSet Name := {}
for inventoryType in #[.Tactic, .Definition, .Lemma] do
@ -850,9 +972,12 @@ elab "MakeGame" : command => do
-- logInfo m!"{worldId} uses: {usedItems.toList}"
-- logInfo m!"{worldId} introduces: {newItems.toList}"
-- Moreover, count the number of levels in the game
nrLevels := nrLevels + world.levels.toArray.size
/- for each "item" this is a HashSet of `worldId`s that introduce this item -/
let mut worldsWithNewItem : HashMap Name (HashSet Name) := {}
for (worldId, _world) in game.worlds.nodes.toArray do
for (worldId, _world) in allWorlds do
for newItem in newItemsInWorld.findD worldId {} do
worldsWithNewItem := worldsWithNewItem.insert newItem $
(worldsWithNewItem.findD newItem {}).insert worldId
@ -864,7 +989,7 @@ elab "MakeGame" : command => do
let mut dependencyReasons : HashMap (Name × Name) (HashSet Name) := {}
-- Calculate world dependency graph `game.worlds`
for (dependentWorldId, _dependentWorld) in game.worlds.nodes.toArray do
for (dependentWorldId, _dependentWorld) in allWorlds do
let mut dependsOnWorlds : HashSet Name := {}
-- Adding manual dependencies that were specified via the `Dependency` command.
for (sourceId, targetId) in game.worlds.edges do
@ -915,14 +1040,25 @@ elab "MakeGame" : command => do
logError m!"{w1} depends on {w2} because of {items.toList}."
else
worldDependsOnWorlds ← removeTransitive worldDependsOnWorlds
-- need to delete all existing edges as they are already present in `worldDependsOnWorlds`.
modifyCurGame fun game =>
pure {game with worlds := {game.worlds with edges := Array.empty}}
for (dependentWorldId, worldIds) in worldDependsOnWorlds.toArray do
modifyCurGame fun game =>
pure {game with worlds := {game.worlds with
edges := game.worlds.edges.append (worldIds.toArray.map fun wid => (wid, dependentWorldId))}}
-- Add the number of levels and worlds to the tile for the landing page
modifyCurGame fun game => pure {game with tile := {game.tile with
levels := nrLevels
worlds := nrWorlds }}
-- Apparently we need to reload `game` to get the changes to `game.worlds` we just made
let game ← getCurGame
let mut allItemsByType : HashMap InventoryType (HashSet Name) := {}
-- Compute which inventory items are available in which level:
for inventoryType in #[.Tactic, .Definition, .Lemma] do
@ -1052,6 +1188,9 @@ elab "MakeGame" : command => do
modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do
return level.setComputedInventory inventoryType itemsArray
allItemsByType := allItemsByType.insert inventoryType allItems
saveGameData allItemsByType
/-! # Debugging tools -/

@ -67,7 +67,7 @@ structure InventoryTemplate where
/-- Depends on the type:
* Tactic: the tactic's name
* Lemma: fully qualified lemma name
* Definition: no restrictions (preferrably the definions fully qualified name)
* Definition: no restrictions (preferably the definitions fully qualified name)
-/
name: Name
/-- Only for Lemmas. To sort them into tabs -/
@ -108,6 +108,12 @@ structure InventoryTile where
hidden := false
deriving ToJson, FromJson, Repr, Inhabited
def InventoryItem.toTile (item : InventoryItem) : InventoryTile := {
name := item.name,
displayName := item.displayName
category := item.category
}
/-- The extension that stores the doc templates. Note that you can only add, but never modify
entries! -/
initialize inventoryTemplateExt :
@ -135,7 +141,12 @@ def getInventoryItem? [Monad m] [MonadEnv m] (n : Name) (type : InventoryType) :
m (Option InventoryItem) := do
return (inventoryExt.getState (← getEnv)).find? (fun x => x.name == n && x.type == type)
structure InventoryOverview where
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
lemmaTab : Option String
deriving ToJson, FromJson
/-! ## Environment extensions for game specification -/
@ -254,6 +265,8 @@ structure GameLevel where
lemmas: InventoryInfo := default
/-- A proof template that is printed in an empty editor. -/
template: Option String := none
/-- The image for this level. -/
image : String := default
deriving Inhabited, Repr
structure WorldOverview where
@ -263,6 +276,58 @@ structure WorldOverview where
lemmas: Array InventoryTile := default
deriving FromJson, ToJson, Inhabited, Repr
/-- Json-encodable version of `GameLevel`
Fields:
- description: Lemma in mathematical language.
- descriptionGoal: Lemma printed as Lean-Code.
-/
structure LevelInfo where
index : Nat
title : String
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
introduction : String
conclusion : String
descrText : Option String := none
descrFormat : String := ""
lemmaTab : Option String
displayName : Option String
statementName : Option String
template : Option String
image: Option String
deriving ToJson, FromJson
def GameLevel.toInfo (lvl : GameLevel) (env : Environment) : LevelInfo :=
{ index := lvl.index,
title := lvl.title,
tactics := lvl.tactics.tiles,
lemmas := lvl.lemmas.tiles,
definitions := lvl.definitions.tiles,
descrText := lvl.descrText,
descrFormat := lvl.descrFormat --toExpr <| format (lvl.goal.raw) --toString <| Syntax.formatStx (lvl.goal.raw) --Syntax.formatStx (lvl.goal.raw) , -- TODO
introduction := lvl.introduction
conclusion := lvl.conclusion
lemmaTab := match lvl.lemmaTab with
| some tab => tab
| none =>
-- Try to set the lemma tab to the category of the first added lemma
match lvl.lemmas.tiles.find? (·.new) with
| some tile => tile.category
| none => none
statementName := lvl.statementName.toString
displayName := match lvl.statementName with
| .anonymous => none
| name => match (inventoryExt.getState env).find?
(fun x => x.name == name && x.type == .Lemma) with
| some n => n.displayName
| none => name.toString
-- Note: we could call `.find!` because we check in `Statement` that the
-- lemma doc must exist.
template := lvl.template
image := lvl.image
}
/-! ## World -/
/-- A world is a collection of levels, like a chapter. -/
@ -277,17 +342,46 @@ structure World where
conclusion : String := default
/-- The levels of the world. -/
levels: HashMap Nat GameLevel := default
/-- The introduction image of the world. -/
image: String := default
deriving Inhabited
instance : ToJson World := ⟨
fun world => Json.mkObj [
("name", toJson world.name),
("title", world.title),
("introduction", world.introduction)]
("introduction", world.introduction),
("image", world.image)]
/-! ## Game -/
/-- A tile as they are displayed on the servers landing page. -/
structure GameTile where
/-- The title of the game -/
title: String
/-- One catch phrase about the game -/
short: String := default
/-- One paragraph description what the game is about -/
long: String := default
/-- List of languages the game supports
TODO: What's the expectected format
TODO: Must be a list with a single language currently
-/
languages: List String := default
/-- A list of games which this one builds upon -/
prerequisites: List String := default
/-- Number of worlds in the game -/
worlds: Nat := default
/-- Number of levels in the game -/
levels: Nat := default
/-- A cover image of the game
TODO: What's the format? -/
image: String := default
deriving Inhabited, ToJson
structure Game where
/-- Internal name of the game. -/
name : Name
@ -302,8 +396,19 @@ structure Game where
/-- TODO: currently unused. -/
authors : List String := default
worlds : Graph Name World := default
/-- The tile displayed on the server's landing page. -/
tile : GameTile := default
/-- The path to the background image of the world. -/
image : String := default
deriving Inhabited, ToJson
def getGameJson (game : «Game») : Json := Id.run do
let gameJson : Json := toJson game
-- Add world sizes to Json object
let worldSize := game.worlds.nodes.toList.map (fun (n, w) => (n.toString, w.levels.size))
let gameJson := gameJson.mergeObj (Json.mkObj [("worldSize", Json.mkObj worldSize)])
return gameJson
/-! ## Game environment extension -/
def HashMap.merge [BEq α] [Hashable α] (old : HashMap α β) (new : HashMap α β) (merge : β → β → β) :

@ -1,6 +1,7 @@
/- This file is mostly copied from `Lean/Server/FileWorker.lean`. -/
import Lean.Server.FileWorker
import GameServer.Game
import GameServer.ImportModules
namespace MyModule
open Lean
@ -292,7 +293,7 @@ where
-- TODO(MH): check for interrupt with increased precision
cancelTk.check
/- NOTE(MH): This relies on the client discarding old diagnostics upon receiving new ones
while prefering newer versions over old ones. The former is necessary because we do
while preferring newer versions over old ones. The former is necessary because we do
not explicitly clear older diagnostics, while the latter is necessary because we do
not guarantee that diagnostics are emitted in order. Specifically, it may happen that
we interrupted this elaboration task right at this point and a newer elaboration task
@ -300,7 +301,7 @@ where
the interrupt. Explicitly clearing diagnostics is difficult for a similar reason,
because we cannot guarantee that no further diagnostics are emitted after clearing
them. -/
-- NOTE(WN): this is *not* redundent even if there are no new diagnostics in this snapshot
-- NOTE(WN): this is *not* redundant even if there are no new diagnostics in this snapshot
-- because empty diagnostics clear existing error/information squiggles. Therefore we always
-- want to publish in case there was previously a message at this position.
publishDiagnostics m snap.diagnostics.toArray ctx.hOut
@ -412,7 +413,7 @@ section Initialization
-- Set the search path
Lean.searchPathRef.set paths
let env ← importModules #[{ module := `Init : Import }, { module := levelParams.levelModule : Import }] {} 0
let env ← importModules' #[{ module := `Init : Import }, { module := levelParams.levelModule : Import }]
-- return (env, paths)
-- use empty header
@ -496,7 +497,7 @@ section NotificationHandling
IO.eprintln s!"Got outdated version number: {newVersion} ≤ {oldDoc.meta.version}"
else if ¬ changes.isEmpty then
let newDocText := foldDocumentChanges changes oldDoc.meta.text
updateDocument ⟨docId.uri, newVersion, newDocText⟩
updateDocument ⟨docId.uri, newVersion, newDocText, .always
end NotificationHandling
@ -573,7 +574,7 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) : IO UInt32 := do
This is because LSP always refers to characters by (line, column),
so if we get the line number correct it shouldn't matter that there
is a CR there. -/
let meta : DocumentMeta := ⟨doc.uri, doc.version, doc.text.toFileMap⟩
let meta : DocumentMeta := ⟨doc.uri, doc.version, doc.text.toFileMap, .always
let e := e.withPrefix s!"[{param.textDocument.uri}] "
let _ ← IO.setStderr e
try

@ -25,53 +25,6 @@ open Lsp
open JsonRpc
open IO
def getGame (game : Name): GameServerM Json := do
let some game ← getGame? game
| throwServerError "Game not found"
let gameJson : Json := toJson game
-- Add world sizes to Json object
let worldSize := game.worlds.nodes.toList.map (fun (n, w) => (n.toString, w.levels.size))
let gameJson := gameJson.mergeObj (Json.mkObj [("worldSize", Json.mkObj worldSize)])
return gameJson
/--
Fields:
- description: Lemma in mathematical language.
- descriptionGoal: Lemma printed as Lean-Code.
-/
structure LevelInfo where
index : Nat
title : String
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
introduction : String
conclusion : String
descrText : Option String := none
descrFormat : String := ""
lemmaTab : Option String
displayName : Option String
statementName : Option String
template : Option String
deriving ToJson, FromJson
structure InventoryOverview where
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
lemmaTab : Option String
deriving ToJson, FromJson
structure LoadLevelParams where
world : Name
level : Nat
deriving ToJson, FromJson
-- structure LoadTemplateParams where
-- world : Name
-- level : Nat
-- deriving ToJson, FromJson
structure DidOpenLevelParams where
uri : String
gameDir : String
@ -91,11 +44,6 @@ structure DidOpenLevelParams where
statementName : Name
deriving ToJson, FromJson
structure LoadDocParams where
name : Name
type : InventoryType
deriving ToJson, FromJson
structure SetInventoryParams where
inventory : Array String
difficulty : Nat
@ -131,86 +79,10 @@ def handleDidOpenLevel (params : Json) : GameServerM Unit := do
}
}
partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
match ev with
| ServerEvent.clientMsg msg =>
match msg with
| Message.request id "info" _ =>
let s ← get
let c ← read
c.hOut.writeLspResponse ⟨id, (← getGame s.game)⟩
return true
| Message.request id "loadLevel" params =>
let p ← parseParams LoadLevelParams (toJson params)
let s ← get
let c ← read
let some lvl ← getLevel? {game := s.game, world := p.world, level := p.level}
| do
c.hOut.writeLspResponseError ⟨id, .invalidParams, s!"Level not found: world {p.world}, level {p.level}", none⟩
return true
let env ← getEnv
let levelInfo : LevelInfo :=
{ index := lvl.index,
title := lvl.title,
tactics := lvl.tactics.tiles,
lemmas := lvl.lemmas.tiles,
definitions := lvl.definitions.tiles,
descrText := lvl.descrText,
descrFormat := lvl.descrFormat --toExpr <| format (lvl.goal.raw) --toString <| Syntax.formatStx (lvl.goal.raw) --Syntax.formatStx (lvl.goal.raw) , -- TODO
introduction := lvl.introduction
conclusion := lvl.conclusion
lemmaTab := match lvl.lemmaTab with
| some tab => tab
| none =>
-- Try to set the lemma tab to the category of the first added lemma
match lvl.lemmas.tiles.find? (·.new) with
| some tile => tile.category
| none => none
statementName := lvl.statementName.toString
displayName := match lvl.statementName with
| .anonymous => none
| name => match (inventoryExt.getState env).find?
(fun x => x.name == name && x.type == .Lemma) with
| some n => n.displayName
| none => name.toString
-- Note: we could call `.find!` because we check in `Statement` that the
-- lemma doc must exist.
template := lvl.template
}
c.hOut.writeLspResponse ⟨id, ToJson.toJson levelInfo⟩
return true
-- | Message.request id "loadTemplate" params =>
-- let p ← parseParams LoadTemplateParams (toJson params)
-- let s ← get
-- let c ← read
-- let some game ← getGame? s.game
-- | throwServerError "Game not found"
-- let some world := game.worlds.nodes.find? p.world
-- | throwServerError "World not found"
-- let mut templates : Array <| Option String := #[]
-- for (_, level) in world.levels.toArray do
-- templates := templates.push level.template
-- c.hOut.writeLspResponse ⟨id, ToJson.toJson templates⟩
-- return true
| Message.request id "loadDoc" params =>
let p ← parseParams LoadDocParams (toJson params)
let c ← read
let some doc ← getInventoryItem? p.name p.type
| do
c.hOut.writeLspResponseError ⟨id, .invalidParams,
s!"Documentation not found: {p.name}", none⟩
return true
-- TODO: not necessary at all?
-- Here we only need to convert the fields that were not `String` in the `InventoryDocEntry`
-- let doc : InventoryItem := { doc with
-- name := doc.name.toString }
c.hOut.writeLspResponse ⟨id, ToJson.toJson doc⟩
return true
| Message.notification "$/game/setInventory" params =>
let p := (← parseParams SetInventoryParams (toJson params))
let s ← get

@ -0,0 +1,108 @@
import Lean.Environment
import Std.Tactic.OpenPrivate
import Lean.Data.Lsp.Communication
open Lean
inductive LoadingKind := | finalizeExtensions | loadConstants
deriving ToJson
structure LoadingParams : Type where
counter : Nat
kind : LoadingKind
deriving ToJson
-- Code adapted from `Lean/Environment.lean`
partial def importModulesCore' (imports : Array Import) : ImportStateM Unit := do
for i in imports do
if i.runtimeOnly || (← get).moduleNameSet.contains i.module then
continue
modify fun s => { s with moduleNameSet := s.moduleNameSet.insert i.module }
let mFile ← findOLean i.module
unless (← mFile.pathExists) do
throw <| IO.userError s!"object file '{mFile}' of module {i.module} does not exist"
let (mod, region) ← readModuleData mFile
importModulesCore' mod.imports
modify fun s => { s with
moduleData := s.moduleData.push mod
regions := s.regions.push region
moduleNames := s.moduleNames.push i.module
}
open private mkInitialExtensionStates Environment.mk setImportedEntries finalizePersistentExtensions
ensureExtensionsArraySize from Lean.Environment
private partial def finalizePersistentExtensions' (env : Environment) (mods : Array ModuleData) (opts : Options) : IO Environment := do
loop 0 env
where
loop (i : Nat) (env : Environment) : IO Environment := do
(← IO.getStdout).writeLspNotification {
method := "$/game/loading",
param := {counter := i, kind := .finalizeExtensions : LoadingParams} }
-- Recall that the size of the array stored `persistentEnvExtensionRef` may increase when we import user-defined environment extensions.
let pExtDescrs ← persistentEnvExtensionsRef.get
if i < pExtDescrs.size then
let extDescr := pExtDescrs[i]!
let s := extDescr.toEnvExtension.getState env
let prevSize := (← persistentEnvExtensionsRef.get).size
let prevAttrSize ← getNumBuiltinAttributes
let newState ← extDescr.addImportedFn s.importedEntries { env := env, opts := opts }
let mut env := extDescr.toEnvExtension.setState env { s with state := newState }
env ← ensureExtensionsArraySize env
if (← persistentEnvExtensionsRef.get).size > prevSize || (← getNumBuiltinAttributes) > prevAttrSize then
-- This branch is executed when `pExtDescrs[i]` is the extension associated with the `init` attribute, and
-- a user-defined persistent extension is imported.
-- Thus, we invoke `setImportedEntries` to update the array `importedEntries` with the entries for the new extensions.
env ← setImportedEntries env mods prevSize
-- See comment at `updateEnvAttributesRef`
env ← updateEnvAttributes env
loop (i + 1) env
else
return env
def finalizeImport' (s : ImportState) (imports : Array Import) (opts : Options) (trustLevel : UInt32 := 0) : IO Environment := do
let numConsts := s.moduleData.foldl (init := 0) fun numConsts mod =>
numConsts + mod.constants.size + mod.extraConstNames.size
let mut const2ModIdx : HashMap Name ModuleIdx := mkHashMap (capacity := numConsts)
let mut constantMap : HashMap Name ConstantInfo := mkHashMap (capacity := numConsts)
for h:modIdx in [0:s.moduleData.size] do
if modIdx % 100 = 0 then
let percentage := modIdx * 100 / s.moduleData.size
(← IO.getStdout).writeLspNotification {
method := "$/game/loading",
param := {counter := percentage, kind := .loadConstants : LoadingParams} }
let mod := s.moduleData[modIdx]'h.upper
for cname in mod.constNames, cinfo in mod.constants do
match constantMap.insert' cname cinfo with
| (constantMap', replaced) =>
constantMap := constantMap'
if replaced then
throwAlreadyImported s const2ModIdx modIdx cname
const2ModIdx := const2ModIdx.insert cname modIdx
for cname in mod.extraConstNames do
const2ModIdx := const2ModIdx.insert cname modIdx
let constants : ConstMap := SMap.fromHashMap constantMap false
let exts ← mkInitialExtensionStates
let env : Environment := Environment.mk
(const2ModIdx := const2ModIdx)
(constants := constants)
(extraConstNames := {})
(extensions := exts)
(header := {
quotInit := !imports.isEmpty -- We assume `core.lean` initializes quotient module
trustLevel := trustLevel
imports := imports
regions := s.regions
moduleNames := s.moduleNames
moduleData := s.moduleData
})
let env ← setImportedEntries env s.moduleData
finalizePersistentExtensions' env s.moduleData opts
def importModules' (imports : Array Import) : IO Environment := do
withImporting do
let (_, s) ← importModulesCore' imports |>.run
let env ← finalizeImport' s imports {} 0
return env

@ -78,7 +78,7 @@ partial def matchExpr (pattern : Expr) (e : Expr) (bij : FVarBijection := {}) :
| _, _ => none
/-- Check if each fvar in `patterns` has a matching fvar in `fvars` -/
def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (initBij : FVarBijection := {}) : MetaM Bool := do
def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (initBij : FVarBijection := {}) : MetaM (Option FVarBijection) := do
-- We iterate through the array backwards hoping that this will find us faster results
-- TODO: implement backtracking
let mut bij := initBij
@ -97,11 +97,11 @@ def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (in
-- usedFvars := usedFvars.set! (fvars.size - j - 1) true
bij := bij'.insert pattern.fvarId! fvar.fvarId!
break
if ! bij.forward.contains pattern.fvarId! then return false
if ! bij.forward.contains pattern.fvarId! then return none
if strict then
return fvars.all (fun fvar => bij.backward.contains fvar.fvarId!)
return true
if !strict || fvars.all (fun fvar => bij.backward.contains fvar.fvarId!)
then return some bij
else return none
unsafe def evalHintMessageUnsafe : Expr → MetaM (Array Expr → MessageData) :=
evalExpr (Array Expr → MessageData)
@ -122,10 +122,11 @@ def findHints (goal : MVarId) (doc : FileWorker.EditableDocument) (initParams :
if let some fvarBij := matchExpr (← instantiateMVars $ hintGoal) (← instantiateMVars $ ← inferType $ mkMVar goal)
then
let lctx := (← goal.getDecl).lctx
if ← matchDecls hintFVars lctx.getFVars (strict := hint.strict) (initBij := fvarBij)
if let some bij ← matchDecls hintFVars lctx.getFVars (strict := hint.strict) (initBij := fvarBij)
then
let text := (← evalHintMessage hint.text) hintFVars
let ctx := {env := ← getEnv, mctx := ← getMCtx, lctx := ← getLCtx, opts := {}}
let userFVars := hintFVars.map fun v => bij.forward.findD v.fvarId! v.fvarId!
let text := (← evalHintMessage hint.text) (userFVars.map Expr.fvar)
let ctx := {env := ← getEnv, mctx := ← getMCtx, lctx := lctx, opts := {}}
let text ← (MessageData.withContext ctx text).toString
return some { text := text, hidden := hint.hidden }
else return none

@ -1,5 +1,9 @@
import GameServer.FileWorker
import GameServer.Watchdog
import GameServer.Commands
-- TODO: The only reason we import `Commands` is so that it gets built to on `lake build`
-- should we have a different solution?
unsafe def main : List String → IO UInt32 := fun args => do
let e ← IO.getStderr

@ -1,4 +1,14 @@
{"version": 6,
"packagesDir": "lake-packages",
"packages": [],
"name": "GameServer"}
{"version": 7,
"packagesDir": ".lake/packages",
"packages":
[{"url": "https://github.com/leanprover/std4.git",
"type": "git",
"subDir": null,
"rev": "2e4a3586a8f16713f16b2d2b3af3d8e65f3af087",
"name": "std",
"manifestFile": "lake-manifest.json",
"inputRev": "v4.3.0",
"inherited": false,
"configFile": "lakefile.lean"}],
"name": "GameServer",
"lakeDir": ".lake"}

@ -3,6 +3,11 @@ open Lake DSL
package GameServer
-- Using this assumes that each dependency has a tag of the form `v4.X.0`.
def leanVersion : String := s!"v{Lean.versionString}"
require std from git "https://github.com/leanprover/std4.git" @ leanVersion
lean_lib GameServer
@[default_target]
@ -10,3 +15,13 @@ lean_exe gameserver {
root := `Main
supportInterpreter := true
}
/--
When a package depending on GameServer updates its dependencies,
build the `gameserver` executable.
-/
post_update pkg do
let rootPkg ← getRootPackage
if rootPkg.name = pkg.name then
return -- do not run in GameServer itself
discard <| runBuild gameserver.build >>= (·.await)

@ -1 +1 @@
leanprover/lean4:v4.1.0
leanprover/lean4:v4.3.0

@ -1,13 +0,0 @@
#/bin/bash
ARTIFACT_ID=$1
echo "Unpacking ZIP."
unzip -o tmp/artifact_${ARTIFACT_ID}.zip -d tmp/artifact_${ARTIFACT_ID}
echo "Unpacking TAR."
for f in tmp/artifact_${ARTIFACT_ID}/* #Should only be one file
do
echo "Unpacking $f"
mkdir tmp/artifact_${ARTIFACT_ID}_inner
tar -xvf $f -C tmp/artifact_${ARTIFACT_ID}_inner
done

@ -12,5 +12,5 @@
"experimentalDecorators": true,
"allowSyntheticDefaultImports": true,
},
"exclude": ["server"]
"exclude": ["server", "relay"]
}

@ -0,0 +1,54 @@
import { defineConfig } from 'vite'
import react from '@vitejs/plugin-react-swc'
import { viteStaticCopy } from 'vite-plugin-static-copy'
import svgr from "vite-plugin-svgr"
// https://vitejs.dev/config/
export default defineConfig({
//root: 'client/src',
build: {
// Relative to the root
// Note: This has to match the path in `relay/index.mjs`
outDir: 'client/dist',
},
plugins: [
react(),
svgr({
svgrOptions: {
// svgr options
},
}),
viteStaticCopy({
targets: [
{
src: 'node_modules/@leanprover/infoview/dist/*.production.min.js',
dest: '.'
}
]
})
],
publicDir: "client/public",
optimizeDeps: {
exclude: ['games']
},
server: {
port: 3000,
proxy: {
'/websocket': {
target: 'ws://localhost:8080',
ws: true
},
'/import': {
target: 'http://localhost:8080',
},
'/data': {
target: 'http://localhost:8080',
},
}
},
resolve: {
alias: {
path: "path-browserify",
},
},
})

@ -1,106 +0,0 @@
const path = require("path");
const webpack = require('webpack');
const ReactRefreshWebpackPlugin = require('@pmmmwh/react-refresh-webpack-plugin');
const WebpackShellPluginNext = require('webpack-shell-plugin-next');
module.exports = env => {
const single_game = process.env.LEAN4GAME_SINGLE_GAME
const environment = process.env.NODE_ENV
const isDevelopment = environment === 'development'
const babelOptions = {
presets: ['@babel/preset-env', '@babel/preset-react', '@babel/preset-typescript'],
plugins: [
isDevelopment && require.resolve('react-refresh/babel'),
].filter(Boolean),
};
global.$RefreshReg$ = () => {};
global.$RefreshSig$ = () => () => {};
return {
entry: [single_game ? "./client/src/index_local.tsx" : "./client/src/index.tsx"],
mode: isDevelopment ? 'development' : 'production',
module: {
rules: [
{
test: /\.(js|jsx)$/,
exclude: [/server/, /node_modules/],
use: [{
loader: require.resolve('babel-loader'),
options: babelOptions,
}]
},
{
test: /\.tsx?$/,
use: [{
loader: 'ts-loader',
options: { allowTsInNodeModules: true }
}],
// exclude: /node_modules(?!\/(lean4web|lean4|lean4-infoview))/,
// Allow .ts imports from node_modules/lean4web and node_modules/lean4
},
{
test: /\.css$/,
use: ["style-loader", "css-loader"]
},
{
test: /\.(jpg|png)$/,
use: {
loader: 'file-loader',
},
},
]
},
resolve: {
extensions: ["*", ".js", ".jsx", ".tsx", ".ts"],
fallback: {
"http": require.resolve("stream-http") ,
"path": require.resolve("path-browserify")
},
},
output: {
path: path.resolve(__dirname, "client/dist/"),
filename: "bundle.js",
},
devServer: {
proxy: {
'/websocket': {
target: 'ws://localhost:8080',
ws: true
},
'/import': {
target: 'http://localhost:3000',
router: () => 'http://localhost:8080',
},
},
static: path.join(__dirname, 'client/public/'),
port: 3000,
hot: true,
},
devtool: "source-map",
plugins: [
!isDevelopment && new WebpackShellPluginNext({
onBuildEnd:{
scripts: [
// It's hard to set up webpack to copy the index.html correctly,
// so we copy it explicitly after every build:
'cp client/public/index.html client/dist/',
// Similarly, I haven't been able to load `onigasm.wasm` properly:
'cp client/public/onigasm.wasm client/dist/',],
blocking: false,
parallel: true
}
}),
isDevelopment && new ReactRefreshWebpackPlugin(),
].filter(Boolean),
// Webpack is not happy about the dynamically loaded widget code in the function
// `dynamicallyLoadComponent` in `infoview/userWidget.tsx`. If we want to support
// dynamically loaded widget code, we need to make sure that the files are available.
ignoreWarnings: [/Critical dependency: the request of a dependency is an expression/]
};
}
Loading…
Cancel
Save