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...
127 Commits
Author SHA1 Message Date
Alexander Bentkamp afae75e41f some stuff 2024-02-01 21:52:36 +01:00
Alexander Bentkamp c9f97b3285 remove watchdog 2023-12-15 22:17:09 +01:00
Jon Eugster 614b762b6c rename LemmaDoc into TheoremDoc and so on 2023-12-15 16:05:49 +01:00
Jon Eugster 5a78118bb6 improve display of buttons on mobile 2023-12-14 23:04:18 +01:00
Jon Eugster a6775d5495 move 'show more help'-button on mobile #143 2023-12-14 22:13:44 +01:00
Jon Eugster 03a370464b fix altTitle for backwards compatibility 2023-12-14 22:06:53 +01:00
Jon Eugster eaa214ec37 improve world tree on mobile #101 2023-12-14 21:59:47 +01:00
Jon Eugster d7f1f70d41 Merge pull request #168 from Wzixiao/mobile-option
Mobile option (template)
2023-12-14 21:53:08 +01:00
Jon Eugster 2d0f69d337 fix: prevent multiple NewTactic per level #125 2023-12-14 21:44:36 +01:00
Jon Eugster 1ab50710f5 fix: update rules slider on erasing progress #157 2023-12-14 21:24:08 +01:00
Jon Eugster e76e287763 fix: persistent lemma tab #144 2023-12-14 21:14:42 +01:00
Jon Eugster 5fd49abb90 improve hover text for inventory items #144 2023-12-14 21:05:37 +01:00
Jon Eugster 4b7d540a80 update fortawesome packages to matching versions 2023-12-14 20:49:38 +01:00
Jon Eugster aec196deff add button to copy inventory item name to clipboard #144 2023-12-14 20:26:31 +01:00
Jon Eugster ae636a03ed fix: hide hidden inventory items in overview #169 2023-12-14 19:01:11 +01:00
Jon Eugster deec431620 Merge branch 'dev' into mobile-option 2023-12-13 15:20:24 +01:00
ran 9f692ccf61 Add basic preference framework and mobile options and Add missing files 2023-12-13 00:37:50 +08:00
ran 47d7f606c6 Add basic preference framework and mobile options 2023-12-13 00:34:38 +08:00
Jon Eugster 5aa0764844 add comment 2023-12-12 14:42:02 +01:00
Jon Eugster 93c55dc9f7 Merge pull request #167 from Wzixiao/home-button-margin
Adjust the margin of the home button.
2023-12-12 13:43:21 +01:00
Jon Eugster aab7441323 Merge pull request #166 from Wzixiao/app-bar-align-center
Adjust the top navigation bar to center both the Home button and some divs on the right.
2023-12-12 13:42:00 +01:00
ran 2ba36b91d5 Adjust the margin of the home button 2023-12-12 19:51:20 +08:00
ran a2726ae287 Adjust the top navigation bar so that it is centered above and below 2023-12-12 19:29:21 +08:00
ran 7515561883 Add a button to toggle mobile 2023-12-12 19:17:55 +08:00
joneugster 8c39fb6664 cleanup; including using doc comment syntax for documentation like TacticDoc 2023-12-11 19:38:58 +01:00
Jon Eugster 527f58e3a4 separate lean server from socket server 2023-12-09 22:42:40 +01:00
Jon Eugster b239a5d3dc Merge branch 'main' into dev 2023-12-09 22:09:58 +01:00
Jon Eugster 63cf5e8b72 update docs 2023-12-09 22:09:05 +01:00
Jon Eugster 25f166f57f do not filter hidden hints #142 2023-12-09 22:06:12 +01:00
Jon Eugster c89e2e4020 remove consequtive identical hints #142 2023-12-09 13:27:03 +01:00
Jon Eugster f6738faf46 golf 2023-12-09 11:14:55 +01:00
Jon Eugster cb7224934c fix cwd for gameserver 2023-12-08 21:06:31 +01:00
Jon Eugster 13d54ff0ff fix gameserver path 2023-12-08 20:38:35 +01:00
Jon Eugster 72e4011c62 update vite 2023-12-08 18:35:29 +01:00
Jon Eugster 4f5256fa88 fix bubblewrap script 2023-12-08 18:32:45 +01:00
Jon Eugster c2b9175fe5 use the gameserver of each game individually 2023-12-08 18:14:35 +01:00
Jon Eugster a1a6862b5a add tmp option to test images 2023-12-08 10:18:00 +01:00
Jon Eugster 0a057913be update landing page 2023-12-08 03:16:26 +01:00
Jon Eugster bedb2ad5ec Update README.md 2023-12-08 02:22:10 +01:00
Jon Eugster e02e73c1c0 Update DOCUMENTATION.md 2023-12-08 02:17:30 +01:00
Jon Eugster c82a88867f Update create_game.md 2023-12-08 02:12:09 +01:00
Jon Eugster 8b43aed596 Update publish_game.md 2023-12-08 01:57:47 +01:00
Jon Eugster 8c84d3fae7 Merge branch 'dev' 2023-12-08 01:54:02 +01:00
Jon Eugster d5697d052e images folder might not exist 2023-12-08 00:58:17 +01:00
Jon Eugster 0e652256f8 Revert "update lean4web dependency"
This reverts commit 6bced7575b.
2023-12-08 00:51:28 +01:00
Jon Eugster 9492c1011a Revert "use pre-cleanup commit of lean4web"
This reverts commit 3f8b180b04.
2023-12-08 00:51:17 +01:00
Jon Eugster 54bab2a016 add support for images 2023-12-08 00:39:45 +01:00
Alexander Bentkamp 3f8b180b04 use pre-cleanup commit of lean4web 2023-12-07 21:38:51 +01:00
Jon Eugster 23b1074aa2 cleanup tmp files after import 2023-12-07 18:09:12 +01:00
Jon Eugster 0964a06f2f Merge pull request #159 from Wzixiao/cache-typewriter-mode
Add the function of caching typewriterMode
2023-12-07 16:00:19 +01:00
ran b17c8fc4cb remove \n in progress.ts 211 line 2023-12-07 21:45:47 +08:00
ran 0c4ae92856 Optimize the typewriterMode code logic about the game 2023-12-07 21:43:50 +08:00
ran 088711b5d1 Use 'progress' to construct the processing flow of typewriterMode 2023-12-07 21:38:15 +08:00
Jon Eugster 4c93b3a091 Update running_locally.md 2023-12-07 14:10:03 +01:00
ran aa00e359c4 Add the function of caching typewriterMode 2023-12-07 15:06:58 +08:00
joneugster f6a2632d80 fix error message on importing non-existing game tile 2023-12-07 02:29:56 +01:00
joneugster f2190d648f fix manual dependencies being added twice to svg 2023-12-07 02:28:57 +01:00
joneugster d7fd8709cb fix inventory sorting #158 2023-12-07 02:27:24 +01:00
joneugster 7a03c4fe0d move landing page tiles to the games 2023-12-06 18:21:37 +01:00
Jon Eugster 333c9498f1 Update update_game.md 2023-12-01 14:50:27 +01:00
joneugster 121b36b542 bump to v4.3.0 2023-12-01 12:19:58 +01:00
Alexander Bentkamp 6bced7575b update lean4web dependency 2023-12-01 11:32:17 +01:00
Alexander Bentkamp d18b48db2f make json files directly accessible 2023-11-30 20:55:03 +01:00
Alexander Bentkamp 97dc648452 use goal lctx for hints
Closes  #135
2023-11-30 20:38:25 +01:00
joneugster 472e2c66df remove old-nng tile 2023-11-30 20:29:47 +01:00
Jon Eugster 622e9d3897 Update update_game.md 2023-11-30 19:32:38 +01:00
joneugster 7f91ae7da8 Merge branch 'dev' 2023-11-30 19:29:18 +01:00
joneugster 28a7c65db2 update doc, including #148 2023-11-30 19:26:42 +01:00
joneugster 56525c6234 update doc 2023-11-30 17:39:29 +01:00
joneugster 44f7b6703e Revert "fix variables in hints"
This reverts commit 8851cd8b1f.
2023-11-30 12:16:06 +01:00
joneugster 8851cd8b1f fix variables in hints 2023-11-30 11:18:56 +01:00
Alexander Bentkamp bae360874c json api 2023-11-30 10:51:03 +01:00
joneugster 07b6525c58 fix local setup 2023-11-30 09:20:16 +01:00
joneugster 8e8026aa38 more fixing 2023-11-29 15:17:16 +01:00
joneugster a3a421f504 fix bubblewrap script 2023-11-29 15:14:00 +01:00
joneugster 084e25c0dc wip on imports 2023-11-29 14:43:33 +01:00
Alexander Bentkamp 6580afb622 fix names in hints
Fixes #135
2023-11-28 20:51:44 +01:00
joneugster 0c0a7ab400 bubblewrap test 2023-11-28 16:32:19 +01:00
joneugster dfb2f10219 correct std version 2023-11-28 16:27:20 +01:00
Alexander Bentkamp a57a5af111 also display loading of constants 2023-11-28 14:53:05 +01:00
joneugster 946a7fa673 update gitignore 2023-11-28 14:26:41 +01:00
Alexander Bentkamp 244c373192 model.dispose() 2023-11-28 14:05:15 +01:00
Alexander Bentkamp 374afa318a fix gameserver path 2023-11-28 13:55:24 +01:00
joneugster d0636b1d85 update workflow 2023-11-28 13:45:13 +01:00
joneugster 2e121363b3 update workflow 2023-11-28 13:45:13 +01:00
Alexander Bentkamp 590d68ccfb gitignore .lake 2023-11-28 11:43:55 +01:00
Alexander Bentkamp f6727e5c9f loading progress 2023-11-28 11:43:32 +01:00
joneugster 241ef4b67a bump to v4.3.0-rc2 2023-11-28 11:29:40 +01:00
joneugster ea4250f38d modify message of import script 2023-11-28 11:26:07 +01:00
joneugster 1d2420331d make URL case insensitive 2023-11-28 11:05:50 +01:00
joneugster 2213862998 disable bad try catch 2023-11-27 22:48:46 +01:00
joneugster 81073b24b8 fix bubblewrap script 2023-11-27 22:42:31 +01:00
joneugster 33068f1183 improve error message 2023-11-27 22:10:15 +01:00
joneugster 8ab37d4344 disable queue 2023-11-27 22:06:16 +01:00
joneugster 9d9902cce1 edit pm2 config 2023-11-27 21:29:22 +01:00
joneugster f53316c591 fix paths 2023-11-27 20:57:18 +01:00
joneugster 427ce43e95 fix import mechanism 2023-11-27 17:22:02 +01:00
joneugster 15d79244d4 update workflow 2023-11-27 16:50:45 +01:00
joneugster f13027f75c update workflow 2023-11-27 16:47:35 +01:00
joneugster 5fcdee4f71 import seems to be working 2023-11-27 16:40:38 +01:00
joneugster 7ad23dab24 work on importing 2023-11-22 15:54:45 +01:00
joneugster 89e19cc019 update lean4web and npm packages 2023-11-22 13:14:18 +01:00
joneugster 4db5260ed8 shrink nng image 2023-11-20 12:31:37 +01:00
joneugster d19046aebd fix dist path 2023-11-20 12:27:23 +01:00
joneugster 6e0fcb1d50 fixes for vite 2023-11-20 11:19:25 +01:00
joneugster 04c70ba522 fix for STG on landing page 2023-11-18 12:12:19 +01:00
joneugster 1b3993ad3e fix 2023-11-17 22:45:02 +01:00
joneugster 45a95bbdc4 update landing page 2023-11-17 22:27:29 +01:00
joneugster 7c9f3d7a0a remove token 2023-11-17 16:43:42 +01:00
joneugster 823000d5d4 partial implementation of loading mechanism 2023-11-17 13:10:07 +01:00
joneugster c706b66af1 update doc to use -K option for local setup 2023-11-14 21:52:23 +01:00
Jon Eugster 933394bb6f Update running_locally.md 2023-11-10 11:16:25 +01:00
Jon Eugster e09c016c4c Update update_game.md 2023-11-10 11:15:53 +01:00
Jon Eugster 06d9656e88 Update running_locally.md 2023-11-09 17:30:48 +01:00
Jon Eugster b30164dec4 Update README.md 2023-11-09 17:28:58 +01:00
Jon Eugster ea685f0b19 Update README.md 2023-11-09 17:27:32 +01:00
Jon Eugster d71b895550 Update create_game.md 2023-11-09 17:20:47 +01:00
Jon Eugster 21070af13c Update create_game.md 2023-11-09 17:20:13 +01:00
Jon Eugster 2b9f791655 Create update_game.md 2023-11-09 17:18:02 +01:00
Jon Eugster 51ca5354dc Update running_locally.md 2023-11-09 17:04:17 +01:00
Jon Eugster ebcde9d588 Update create_game.md 2023-11-09 16:54:06 +01:00
Jon Eugster 335e7e6883 Update README.md 2023-11-09 16:51:45 +01:00
joneugster 6f92d61381 fix redirect from landing page in dev container #145 2023-11-09 15:26:53 +01:00
joneugster 506677ee02 bump to v4.2.0 2023-11-08 10:36:13 +01:00
joneugster 3d97cff0f4 change to vite 2023-11-08 09:30:59 +01:00
Alexander Bentkamp bda1f98693 remove docker isntructions 2023-10-31 15:35:20 +01:00
Alexander Bentkamp 7e0b82cb14 better handling of breaking connection 2023-10-31 15:34:54 +01:00
73 changed files with 4194 additions and 2141 deletions
-1
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@@ -1 +0,0 @@
LEAN4GAME_SINGLE_GAME=false
+11 -1
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@@ -5,7 +5,17 @@ jobs:
build: build:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: 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 - uses: actions/setup-node@v3
- name: print lean and lake versions
run: |
lean --version
lake --version
- run: npm install - run: npm install
- run: npm run build - run: npm run build
+3 -2
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@@ -1,4 +1,5 @@
node_modules node_modules
client/dist client/dist
server/build games/
**/lake-packages/ server/.lake
**/.DS_Store
-9
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@@ -15,9 +15,6 @@ npm install -g http-server
``` ```
git clone https://github.com/hhu-adam/NNG4.git 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) ## Install bubblewrap (bwrap)
``` ```
sudo apt-get install bubblewrap sudo apt-get install bubblewrap
+26 -16
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@@ -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). 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 ## Creating a Game
Please follow the tutorial [Creating a Game](doc/create_game.md). Please follow the tutorial [Creating a Game](doc/create_game.md). In particular, the following steps might be of interest:
In particular step 5 thereof explains [How to Run Games Locally](doc/running_locally.md).
### 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)
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. * Step 8: [How to Publishing a Game](doc/publish_game.md)
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).
## Documentation ## Documentation
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. The documentation is very much work in progress but the linked documentation here
should be up-to-date:
Some documentation: ### Game creation API
- [NPM Scripts](doc/npm_scripts.md) - [Creating a Game](doc/create_game.md): **the main document to consult**.
- [Old documentation](doc/DOCUMENTATION.md) - [More about Hints](doc/hints.md): describes the `Hint` and `Branch` tactic.
### Frontend API
* [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
### Backend
not written yet
## Contributing ## Contributing
@@ -34,3 +37,10 @@ Contributions to `lean4game` are always welcome!
## Security ## 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. 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).
+93
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@@ -0,0 +1,93 @@
var stderrBuffer = ""
var messageBuffer = []
var initialized = false;
var flushing = false;
var headerMode = true;
var header="";
var re = /Content-Length: (\d+)\r\n/i;
var contentLength = 0;
var content = []
var utf8decoder = new TextDecoder();
function flushMessageBuffer(){
if (initialized && !flushing) {
while(messageBuffer.length > 0) {
flushing = true;
var msg = messageBuffer.shift();
console.log(`Send message: ${msg}`);
Module.ccall('send_message', 'void', ['string'], [msg]);
console.log(`Message done: ${msg}`);
}
flushing = false;
}
}
var Module = {
"arguments": ["--worker"],
"preRun": [function() {
function stdin() {
return null;
}
function stdout(asciiCode) {
if (headerMode) {
header += String.fromCharCode(asciiCode)
if (header.endsWith('\r\n\r\n')) {
const found = header.match(re)
if (found == null) { console.error(`Invalid header: ${header}`) }
contentLength = parseInt(found[1])
content = []
headerMode = false
}
} else {
content.push(asciiCode)
if (content.length == contentLength) {
const message = utf8decoder.decode(new Uint8Array(content))
console.log(`Server: ${message}`)
postMessage(message);
headerMode = true
header = ''
}
}
}
function stderr(asciiCode) {
stderrBuffer += String.fromCharCode(asciiCode)
}
FS.init(stdin, stdout, stderr);
}],
"noInitialRun": true,
"onRuntimeInitialized": () => {
Module.ccall('main', 'void', [], []);
initialized = true;
if (stderrBuffer !== "") {
console.log(stderrBuffer);
stderrBuffer = ""
}
flushMessageBuffer();
}
};
importScripts("server.js")
onmessage = (ev) => {
console.log(`Client: ${ev.data}`)
messageBuffer.push(ev.data);
flushMessageBuffer();
}
setInterval(() => {
if (stderrBuffer !== "") {
console.log(stderrBuffer);
stderrBuffer = ""
}
}, 1000)
setTimeout(() =>{
},2000)
+21 -4
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@@ -9,20 +9,37 @@ import '@fontsource/roboto/700.css';
import './css/reset.css'; import './css/reset.css';
import './css/app.css'; import './css/app.css';
import { MobileContext } from './components/infoview/context'; import { MobileContext } from './components/infoview/context';
import { useWindowDimensions } from './window_width'; import { useMobile } from './hooks';
import { AUTO_SWITCH_THRESHOLD, getWindowDimensions} from './state/preferences';
export const GameIdContext = React.createContext<string>(undefined); export const GameIdContext = React.createContext<string>(undefined);
function App() { function App() {
const { mobile, setMobile, lockMobile, setLockMobile } = useMobile();
const params = useParams() const params = useParams()
const gameId = "g/" + params.owner + "/" + params.repo const gameId = "g/" + params.owner + "/" + params.repo
const {width, height} = useWindowDimensions()
const [mobile, setMobile] = React.useState(width < 800) const automaticallyAdjustLayout = () => {
const {width} = getWindowDimensions()
setMobile(width < AUTO_SWITCH_THRESHOLD)
}
React.useEffect(()=>{
if (!lockMobile){
void automaticallyAdjustLayout()
window.addEventListener('resize', automaticallyAdjustLayout)
return () => {
window.removeEventListener('resize', automaticallyAdjustLayout)
}
}
}, [lockMobile])
return ( return (
<div className="app"> <div className="app">
<GameIdContext.Provider value={gameId}> <GameIdContext.Provider value={gameId}>
<MobileContext.Provider value={{mobile, setMobile}}> <MobileContext.Provider value={{mobile, setMobile, lockMobile, setLockMobile}}>
<Outlet /> <Outlet />
</MobileContext.Provider> </MobileContext.Provider>
</GameIdContext.Provider> </GameIdContext.Provider>
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+10 -6
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@@ -5,7 +5,7 @@ import * as React from 'react'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome' import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome, import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome,
faArrowRight, faArrowLeft, faXmark, faBars, faCode, faArrowRight, faArrowLeft, faXmark, faBars, faCode,
faCircleInfo, faTerminal } from '@fortawesome/free-solid-svg-icons' faCircleInfo, faTerminal, faMobileScreenButton, faDesktop, faGear } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from "../app" import { GameIdContext } from "../app"
import { InputModeContext, MobileContext, WorldLevelIdContext } from "./infoview/context" import { InputModeContext, MobileContext, WorldLevelIdContext } from "./infoview/context"
import { GameInfo, useGetGameInfoQuery } from '../state/api' import { GameInfo, useGetGameInfoQuery } from '../state/api'
@@ -150,22 +150,23 @@ function InventoryButton({pageNumber, setPageNumber}) {
} }
/** the navigation bar on the welcome page */ /** the navigation bar on the welcome page */
export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpressum, toggleEraseMenu, toggleUploadMenu, toggleInfo} : { export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpressum, toggleEraseMenu, toggleUploadMenu, toggleInfo, togglePreferencesPopup} : {
pageNumber: number, pageNumber: number,
setPageNumber: any, setPageNumber: any,
gameInfo: GameInfo, gameInfo: GameInfo,
toggleImpressum: any, toggleImpressum: any,
toggleEraseMenu: any, toggleEraseMenu: any,
toggleUploadMenu: any, toggleUploadMenu: any,
toggleInfo: any toggleInfo: any,
togglePreferencesPopup: () => void;
}) { }) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const gameProgress = useAppSelector(selectProgress(gameId)) const gameProgress = useAppSelector(selectProgress(gameId))
const {mobile} = React.useContext(MobileContext) const {mobile, setMobile} = React.useContext(MobileContext)
const [navOpen, setNavOpen] = React.useState(false) const [navOpen, setNavOpen] = React.useState(false)
return <div className="app-bar"> return <div className="app-bar">
<div> <div className='app-bar-left'>
<Button inverted="false" title="back to games selection" to="/"> <Button inverted="false" title="back to games selection" to="/">
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;<FontAwesomeIcon icon={faGlobe} /> <FontAwesomeIcon icon={faArrowLeft} />&nbsp;<FontAwesomeIcon icon={faGlobe} />
</Button> </Button>
@@ -194,6 +195,9 @@ export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpres
<Button title="Impressum, privacy policy" inverted="true" to="" onClick={() => {toggleImpressum(); setNavOpen(false)}}> <Button title="Impressum, privacy policy" inverted="true" to="" onClick={() => {toggleImpressum(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Impressum <FontAwesomeIcon icon={faCircleInfo} />&nbsp;Impressum
</Button> </Button>
<Button title="Preferences" inverted="true" to="" onClick={() => {togglePreferencesPopup(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faGear} />&nbsp;Preferences
</Button>
</div> </div>
</div> </div>
} }
@@ -237,7 +241,7 @@ export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=
</> : </> :
<> <>
{/* DESKTOP VERSION */} {/* DESKTOP VERSION */}
<div> <div className='app-bar-left'>
<HomeButton isDropdown={false} /> <HomeButton isDropdown={false} />
<span className="app-bar-title">{worldTitle && `World: ${worldTitle}`}</span> <span className="app-bar-title">{worldTitle && `World: ${worldTitle}`}</span>
</div> </div>
+22
View File
@@ -1,6 +1,7 @@
import { GameHint } from "./infoview/rpc_api"; import { GameHint } from "./infoview/rpc_api";
import * as React from 'react'; import * as React from 'react';
import Markdown from './markdown'; import Markdown from './markdown';
import { ProofStep } from "./infoview/context";
export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) { export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}> 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}/>)} {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))
}
})
}
+9 -3
View File
@@ -62,12 +62,18 @@ export const ProofStateContext = React.createContext<{
setProofState: () => {}, setProofState: () => {},
}) })
export const MobileContext = React.createContext<{ export interface IMobileContext {
mobile : boolean, mobile : boolean,
setMobile: React.Dispatch<React.SetStateAction<Boolean>>, setMobile: React.Dispatch<React.SetStateAction<Boolean>>,
}>({ lockMobile: boolean,
mobile : false, setLockMobile: React.Dispatch<React.SetStateAction<Boolean>>,
}
export const MobileContext = React.createContext<IMobileContext>({
mobile: false,
setMobile: () => {}, setMobile: () => {},
lockMobile: false,
setLockMobile: () => {}
}) })
export const WorldLevelIdContext = React.createContext<{ export const WorldLevelIdContext = React.createContext<{
+27 -13
View File
@@ -34,7 +34,7 @@ import { Button } from '../button';
import { CircularProgress } from '@mui/material'; import { CircularProgress } from '@mui/material';
import { GameHint } from './rpc_api'; import { GameHint } from './rpc_api';
import { store } from '../../state/store'; 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 /** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is
* always present, or the monaco editor cannot start. * always present, or the monaco editor cannot start.
@@ -156,7 +156,7 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level)) const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
console.debug(`template: ${props.data.template}`) console.debug(`template: ${props.data?.template}`)
// React.useEffect (() => { // React.useEffect (() => {
// if (props.data.template) { // if (props.data.template) {
@@ -347,6 +347,7 @@ export function TypewriterInterface({props}) {
const uri = model.uri.toString() const uri = model.uri.toString()
const [disableInput, setDisableInput] = React.useState<boolean>(false) const [disableInput, setDisableInput] = React.useState<boolean>(false)
const [loadingProgress, setLoadingProgress] = React.useState<number>(0)
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext) const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
const {mobile} = React.useContext(MobileContext) const {mobile} = React.useContext(MobileContext)
const { proof } = React.useContext(ProofContext) const { proof } = React.useContext(ProofContext)
@@ -366,9 +367,9 @@ export function TypewriterInterface({props}) {
function deleteProof(line: number) { function deleteProof(line: number) {
return (ev) => { return (ev) => {
let deletedChat: Array<GameHint> = [] let deletedChat: Array<GameHint> = []
proof.slice(line).map((step, i) => { filterHints(proof).slice(line).map((hintsAtStep, i) => {
// Only add these hidden hints to the deletion stack which were visible // Only add these hidden hints to the deletion stack which were visible
deletedChat = [...deletedChat, ...step.hints.filter(hint => (!hint.hidden || showHelp.has(line + i)))] deletedChat = [...deletedChat, ...hintsAtStep.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
}) })
setDeletedChat(deletedChat) setDeletedChat(deletedChat)
@@ -455,6 +456,17 @@ export function TypewriterInterface({props}) {
let lastStepErrors = proof.length ? hasInteractiveErrors(proof[proof.length - 1].errors) : false let lastStepErrors = proof.length ? hasInteractiveErrors(proof[proof.length - 1].errors) : false
useServerNotificationEffect("$/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: ${params.kind}`)
}
})
return <div className="typewriter-interface"> return <div className="typewriter-interface">
<RpcContext.Provider value={rpcSess}> <RpcContext.Provider value={rpcSess}>
<div className="content"> <div className="content">
@@ -481,18 +493,20 @@ export function TypewriterInterface({props}) {
<Markdown>{props.data?.introduction}</Markdown> <Markdown>{props.data?.introduction}</Markdown>
</div> </div>
} }
{mobile && <> {mobile &&
<Hints key={`hints-${i}`} <Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={i} hints={step.hints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelectStep(i)}/> selected={selectedStep} toggleSelection={toggleSelectStep(i)}/>
{i == proof.length - 1 && hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button className="btn btn-help" to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
</>
} }
<GoalsTabs proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/> <GoalsTabs proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/>
{mobile && i == proof.length - 1 &&
hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button className="btn btn-help" to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
{/* Show a message that there are no goals left */} {/* Show a message that there are no goals left */}
{!step.goals.length && ( {!step.goals.length && (
<div className="message information"> <div className="message information">
@@ -509,7 +523,7 @@ export function TypewriterInterface({props}) {
} }
})} })}
{mobile && completed && {mobile && completed &&
<div className="button-row"> <div className="button-row mobile">
{props.level >= props.worldSize ? {props.level >= props.worldSize ?
<Button to={`/${gameId}`}> <Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World <FontAwesomeIcon icon={faHome} />&nbsp;Leave World
@@ -521,7 +535,7 @@ export function TypewriterInterface({props}) {
} }
</div> </div>
} }
</> : <CircularProgress /> </> : <CircularProgress variant="determinate" value={loadingProgress} />
} }
</div> </div>
</div> </div>
+45 -22
View File
@@ -2,7 +2,8 @@ import * as React from 'react';
import { useState, useEffect } from 'react'; import { useState, useEffect } from 'react';
import '../css/inventory.css' import '../css/inventory.css'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome' import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faLock, faBan } from '@fortawesome/free-solid-svg-icons' import { faLock, faBan, faCheck } from '@fortawesome/free-solid-svg-icons'
import { faClipboard } from '@fortawesome/free-regular-svg-icons'
import { GameIdContext } from '../app'; import { GameIdContext } from '../app';
import Markdown from './markdown'; import Markdown from './markdown';
import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery } from '../state/api'; import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery } from '../state/api';
@@ -10,10 +11,12 @@ import { selectDifficulty, selectInventory } from '../state/progress';
import { store } from '../state/store'; import { store } from '../state/store';
import { useSelector } from 'react-redux'; import { useSelector } from 'react-redux';
export function Inventory({levelInfo, openDoc, enableAll=false} : export function Inventory({levelInfo, openDoc, lemmaTab, setLemmaTab, enableAll=false} :
{ {
levelInfo: LevelInfo|InventoryOverview, levelInfo: LevelInfo|InventoryOverview,
openDoc: (props: {name: string, type: string}) => void, openDoc: (props: {name: string, type: string}) => void,
lemmaTab: any,
setLemmaTab: any,
enableAll?: boolean, enableAll?: boolean,
}) { }) {
@@ -31,19 +34,20 @@ export function Inventory({levelInfo, openDoc, enableAll=false} :
} }
<h2>Theorems</h2> <h2>Theorems</h2>
{levelInfo?.lemmas && {levelInfo?.lemmas &&
<InventoryList items={levelInfo?.lemmas} docType="Lemma" openDoc={openDoc} defaultTab={levelInfo?.lemmaTab} level={levelInfo} enableAll={enableAll}/> <InventoryList items={levelInfo?.lemmas} docType="Lemma" openDoc={openDoc} level={levelInfo} enableAll={enableAll} tab={lemmaTab} setTab={setLemmaTab}/>
} }
</div> </div>
) )
} }
function InventoryList({items, docType, openDoc, defaultTab=null, level=undefined, enableAll=false} : function InventoryList({items, docType, openDoc, tab=null, setTab=undefined, level=undefined, enableAll=false} :
{ {
items: InventoryTile[], items: InventoryTile[],
docType: string, docType: string,
openDoc(props: {name: string, type: string}): void, openDoc(props: {name: string, type: string}): void,
defaultTab? : string, tab?: any,
level? : LevelInfo|InventoryOverview, setTab?: any,
level?: LevelInfo|InventoryOverview,
enableAll?: boolean, enableAll?: boolean,
}) { }) {
// TODO: `level` is only used in the `useEffect` below to check if a new level has // TODO: `level` is only used in the `useEffect` below to check if a new level has
@@ -59,8 +63,6 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
} }
const categories = Array.from(categorySet).sort() const categories = Array.from(categorySet).sort()
const [tab, setTab] = useState(defaultTab)
// Add inventory items from local store as unlocked. // Add inventory items from local store as unlocked.
// Items are unlocked if they are in the local store, or if the server says they should be // Items are unlocked if they are in the local store, or if the server says they should be
// given the dependency graph. (OR-connection) (TODO: maybe add different logic for different // given the dependency graph. (OR-connection) (TODO: maybe add different logic for different
@@ -68,13 +70,6 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
let inv: string[] = selectInventory(gameId)(store.getState()) let inv: string[] = selectInventory(gameId)(store.getState())
let modifiedItems : InventoryTile[] = items.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile) let modifiedItems : InventoryTile[] = items.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile)
useEffect(() => {
// If the level specifies `LemmaTab "Nat"`, we switch to this tab on loading.
// `defaultTab` is `null` or `undefined` otherwise, in which case we don't want to switch.
if (defaultTab) {
setTab(defaultTab)
}}, [level])
return <> return <>
{categories.length > 1 && {categories.length > 1 &&
<div className="tab-bar"> <div className="tab-bar">
@@ -86,24 +81,29 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
{[...modifiedItems].sort( {[...modifiedItems].sort(
// For lemas, sort entries `available > disabled > locked` // For lemas, sort entries `available > disabled > locked`
// otherwise alphabetically // 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) => { ).filter(item => !item.hidden && ((tab ?? categories[0]) == item.category)).map((item, i) => {
return <InventoryItem key={`${item.category}-${item.name}`} return <InventoryItem key={`${item.category}-${item.name}`}
item={item}
showDoc={() => {openDoc({name: item.name, type: docType})}} showDoc={() => {openDoc({name: item.name, type: docType})}}
name={item.name} displayName={item.displayName} locked={difficulty > 0 ? item.locked : false} name={item.name} displayName={item.displayName} locked={difficulty > 0 ? item.locked : false}
disabled={item.disabled} newly={item.new} enableAll={enableAll}/> disabled={item.disabled} newly={item.new} enableAll={enableAll} />
}) })
} }
</div> </div>
</> </>
} }
function InventoryItem({name, displayName, locked, disabled, newly, showDoc, enableAll=false}) { function InventoryItem({item, name, displayName, locked, disabled, newly, showDoc, enableAll=false}) {
const icon = locked ? <FontAwesomeIcon icon={faLock} /> : const icon = locked ? <FontAwesomeIcon icon={faLock} /> :
disabled ? <FontAwesomeIcon icon={faBan} /> : "" disabled ? <FontAwesomeIcon icon={faBan} /> : item.st
const className = locked ? "locked" : disabled ? "disabled" : newly ? "new" : "" const className = locked ? "locked" : disabled ? "disabled" : newly ? "new" : ""
// Note: This is somewhat a hack as the statement of lemmas comes currently in the form
// `Namespace.statement_name (x y : Nat) : some type`
const title = locked ? "Not unlocked yet" : const title = locked ? "Not unlocked yet" :
disabled ? "Not available in this level" : "" disabled ? "Not available in this level" : (item.altTitle ? item.altTitle.substring(item.altTitle.indexOf(' ') + 1) : '')
const [copied, setCopied] = useState(false)
const handleClick = () => { const handleClick = () => {
if (enableAll || !locked) { if (enableAll || !locked) {
@@ -111,7 +111,21 @@ function InventoryItem({name, displayName, locked, disabled, newly, showDoc, ena
} }
} }
return <div className={`item ${className}${enableAll ? ' enabled' : ''}`} onClick={handleClick} title={title}>{icon} {displayName}</div> const copyItemName = (ev) => {
navigator.clipboard.writeText(displayName)
setCopied(true)
setInterval(() => {
setCopied(false)
}, 3000);
ev.stopPropagation()
}
return <div className={`item ${className}${enableAll ? ' enabled' : ''}`} onClick={handleClick} title={title}>
{icon} {displayName}
<div className="copy-button" onClick={copyItemName}>
{copied ? <FontAwesomeIcon icon={faCheck} /> : <FontAwesomeIcon icon={faClipboard} />}
</div>
</div>
} }
export function Documentation({name, type, handleClose}) { export function Documentation({name, type, handleClose}) {
@@ -131,16 +145,25 @@ export function Documentation({name, type, handleClose}) {
export function InventoryPanel({levelInfo, visible = true}) { export function InventoryPanel({levelInfo, visible = true}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const [lemmaTab, setLemmaTab] = useState(levelInfo?.lemmaTab)
// The inventory is overlayed by the doc entry of a clicked item // The inventory is overlayed by the doc entry of a clicked item
const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null) const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null)
// Set `inventoryDoc` to `null` to close the doc // Set `inventoryDoc` to `null` to close the doc
function closeInventoryDoc() {setInventoryDoc(null)} function closeInventoryDoc() {setInventoryDoc(null)}
useEffect(() => {
// If the level specifies `LemmaTab "Nat"`, we switch to this tab on loading.
// `defaultTab` is `null` or `undefined` otherwise, in which case we don't want to switch.
if (levelInfo?.lemmaTab) {
setLemmaTab(levelInfo?.lemmaTab)
}}, [levelInfo])
return <div className={`column inventory-panel ${visible ? '' : 'hidden'}`}> return <div className={`column inventory-panel ${visible ? '' : 'hidden'}`}>
{inventoryDoc ? {inventoryDoc ?
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/> <Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/>
: :
<Inventory levelInfo={levelInfo} openDoc={setInventoryDoc} enableAll={true}/> <Inventory levelInfo={levelInfo} openDoc={setInventoryDoc} enableAll={true} lemmaTab={lemmaTab} setLemmaTab={setLemmaTab}/>
} }
</div> </div>
} }
+91 -67
View File
@@ -7,11 +7,12 @@ import '@fontsource/roboto/500.css';
import '@fontsource/roboto/700.css'; import '@fontsource/roboto/700.css';
import '../css/landing_page.css' import '../css/landing_page.css'
import coverRobo from '../assets/covers/formaloversum.png'
import bgImage from '../assets/bg.jpg' import bgImage from '../assets/bg.jpg'
import Markdown from './markdown'; import Markdown from './markdown';
import {PrivacyPolicyPopup} from './popup/privacy_policy' import {PrivacyPolicyPopup} from './popup/privacy_policy'
import { GameTile, useGetGameInfoQuery } from '../state/api'
import path from 'path';
const flag = { const flag = {
'Dutch': '🇳🇱', 'Dutch': '🇳🇱',
@@ -19,6 +20,7 @@ const flag = {
'French': '🇫🇷', 'French': '🇫🇷',
'German': '🇩🇪', 'German': '🇩🇪',
'Italian': '🇮🇹', 'Italian': '🇮🇹',
'Spanish': '🇪🇸',
} }
function GithubIcon({url='https://github.com'}) { function GithubIcon({url='https://github.com'}) {
@@ -32,47 +34,42 @@ function GithubIcon({url='https://github.com'}) {
</div> </div>
} }
function GameTile({ function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
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}) {
let navigate = useNavigate(); let navigate = useNavigate();
const routeChange = () =>{ const routeChange = () =>{
navigate(gameId); navigate(gameId);
} }
if (typeof data === 'undefined') {
return <></>
}
return <div className="game" onClick={routeChange}> return <div className="game" onClick={routeChange}>
<div className="wrapper"> <div className="wrapper">
<div className="title">{title}</div> <div className="title">{data.title}</div>
<div className="short-description">{intro} <div className="short-description">{data.short}
</div> </div>
{ image ? <img className="image" src={image} alt="" /> : <div className="image"/> } { data.image ? <img className="image" src={path.join("data", gameId, data.image)} alt="" /> : <div className="image"/> }
<div className="long description"><Markdown>{description}</Markdown></div> <div className="long description"><Markdown>{data.long}</Markdown></div>
</div> </div>
<table className="info"> <table className="info">
<tbody> <tbody>
<tr> <tr>
<td title="consider playing these games first.">Prerequisites</td> <td title="consider playing these games first.">Prerequisites</td>
<td><Markdown>{prereq}</Markdown></td> <td><Markdown>{data.prerequisites.join(', ')}</Markdown></td>
</tr> </tr>
<tr> <tr>
<td>Worlds</td> <td>Worlds</td>
<td>{worlds}</td> <td>{data.worlds}</td>
</tr> </tr>
<tr> <tr>
<td>Levels</td> <td>Levels</td>
<td>{levels}</td> <td>{data.levels}</td>
</tr> </tr>
<tr> <tr>
<td>Language</td> <td>Language</td>
<td title={`in ${language}`}>{flag[language]}</td> <td title={`in ${data.languages.join(', ')}`}>{data.languages.map((lan) => flag[lan]).join(', ')}</td>
</tr> </tr>
</tbody> </tbody>
</table> </table>
@@ -88,6 +85,58 @@ function LandingPage() {
const openImpressum = () => setImpressum(true); const openImpressum = () => setImpressum(true);
const closeImpressum = () => setImpressum(false); const closeImpressum = () => setImpressum(false);
// const [allGames, setAllGames] = React.useState([])
// const [allTiles, setAllTiles] = React.useState([])
// const getTiles=()=>{
// fetch('featured_games.json', {
// headers : {
// 'Content-Type': 'application/json',
// 'Accept': 'application/json'
// }
// }
// ).then(function(response){
// return response.json()
// }).then(function(data) {
// setAllGames(data.featured_games)
// })
// }
// React.useEffect(()=>{
// getTiles()
// },[])
// React.useEffect(()=>{
// Promise.allSettled(
// allGames.map((gameId) => (
// fetch(`data/g/${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/${gameId}`}).data?.tile))
return <div className="landing-page"> return <div className="landing-page">
<header style={{backgroundImage: `url(${bgImage})`}}> <header style={{backgroundImage: `url(${bgImage})`}}>
@@ -104,49 +153,26 @@ function LandingPage() {
</div> </div>
</header> </header>
<div className="game-list"> <div className="game-list">
{allTiles.length == 0 ?
<GameTile <p>No Games loaded. Use <a>http://localhost:3000/#/g/local/FOLDER</a> to open a
title="Natural Number Game" game directly from a local folder.
gameId="g/hhu-adam/NNG4" </p>
intro="The classical introduction game for Lean." : allGames.map((id, i) => (
description="In this game you recreate the natural numbers $\mathbb{N}$ from the Peano axioms, <Tile
learning the basics about theorem proving in Lean. key={id}
gameId={`g/${id}`}
This is a good first introduction to Lean!" data={allTiles[i]}
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"
/>
</div> </div>
<section> <section>
<div className="wrapper"> <div className="wrapper">
<h2>Development notes</h2> <h2>Development notes</h2>
<p> <p>
As this server runs lean on our university machines, it has a limited capacity. 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 Our current estimate is about 70 simultaneous games.
mathlib. We hope to address this limitation in the future. We hope to address and test this limitation better in the future.
</p> </p>
<p> <p>
Most aspects of the games and the infrastructure are still in development. Feel free to 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> <h2>Adding new games</h2>
<p> <p>
If you are considering writing your own game, you should use 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 the <a target="_blank" href="https://github.com/hhu-adam/GameSkeleton">GameSkeleton Github Repo</a> as
a template. a template and read <a target="_blank" href="https://github.com/leanprover-community/lean4game/">How to Create a Game</a>.
</p> </p>
<p> <p>
There is an option to load and run your own games directly on the server, You can directly load your games into the server and play it using
instructions are in the NNG repo. Since this is still in development we'd like to the correct URL. The <a target="_blank" href="https://github.com/leanprover-community/lean4game/">instructions above</a> also
encourage you to contact us for support creating your own game. The documentation is explain the details for how to load your game to the server.
not polished yet.
We'd like to encourage you to contact us if you have any questions.
</p> </p>
<p> <p>
To add games to this main page, you should get in contact as Featured games on this page are added manually.
games will need to be added manually. Please get in contact and we-ll happily add yours.
</p> </p>
</div> </div>
</section> </section>
@@ -189,9 +216,6 @@ Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet
<a className="link" onClick={openImpressum}>Impressum</a> <a className="link" onClick={openImpressum}>Impressum</a>
{impressum? <PrivacyPolicyPopup handleClose={closeImpressum} />: null} {impressum? <PrivacyPolicyPopup handleClose={closeImpressum} />: null}
</footer> </footer>
{/* <PrivacyPolicy/> */}
</div> </div>
} }
+124 -94
View File
@@ -18,11 +18,10 @@ import { EditorConnection, EditorEvents } from '../../../node_modules/lean4-info
import { EventEmitter } from '../../../node_modules/lean4-infoview/src/infoview/event' import { EventEmitter } from '../../../node_modules/lean4-infoview/src/infoview/event'
import { GameIdContext } from '../app' import { GameIdContext } from '../app'
import { ConnectionContext, connection, useLeanClient } from '../connection'
import { useAppDispatch, useAppSelector } from '../hooks' import { useAppDispatch, useAppSelector } from '../hooks'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api' import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited, 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 { store } from '../state/store'
import { Button } from './button' import { Button } from './button'
import Markdown from './markdown' import Markdown from './markdown'
@@ -32,8 +31,9 @@ import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContex
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context' ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
import { DualEditor } from './infoview/main' import { DualEditor } from './infoview/main'
import { GameHint } from './infoview/rpc_api' 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 { PrivacyPolicyPopup } from './popup/privacy_policy'
import path from 'path';
import '@fontsource/roboto/300.css' import '@fontsource/roboto/300.css'
import '@fontsource/roboto/400.css' import '@fontsource/roboto/400.css'
@@ -43,12 +43,20 @@ import 'lean4web/client/src/editor/infoview.css'
import 'lean4web/client/src/editor/vscode.css' import 'lean4web/client/src/editor/vscode.css'
import '../css/level.css' import '../css/level.css'
import { LevelAppBar } from './app_bar' import { LevelAppBar } from './app_bar'
import { LeanClient } from 'lean4web/client/src/editor/leanclient'
import { DisposingWebSocketMessageReader } from 'lean4web/client/src/reader'
import { WebSocketMessageWriter, toSocket } from 'vscode-ws-jsonrpc'
import { IConnectionProvider } from 'monaco-languageclient'
import { monacoSetup } from 'lean4web/client/src/monacoSetup'
import { onigasmH } from 'onigasm/lib/onigasmH'
monacoSetup()
function Level() { function Level() {
const params = useParams() const params = useParams()
const levelId = parseInt(params.levelId) const levelId = parseInt(params.levelId)
const worldId = params.worldId const worldId = params.worldId
// useLoadWorldFiles(worldId)
const [impressum, setImpressum] = React.useState(false) const [impressum, setImpressum] = React.useState(false)
@@ -138,19 +146,24 @@ function ChatPanel({lastLevel}) {
let introText: Array<string> = level?.data?.introduction.split(/\n(\s*\n)+/) 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"> return <div className="chat-panel">
<div ref={chatRef} className="chat"> <div ref={chatRef} className="chat">
{introText?.filter(t => t.trim()).map(((t, i) => {introText?.filter(t => t.trim()).map(((t, i) =>
// Show the level's intro text as hints, too
<Hint key={`intro-p-${i}`} <Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} /> hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
))} ))}
{proof.map((step, i) => { {modifiedHints.map((step, i) => {
// It the last step has errors, it will have the same hints // It the last step has errors, it will have the same hints
// as the second-to-last step. Therefore we should not display them. // as the second-to-last step. Therefore we should not display them.
if (!(i == proof.length - 1 && withErr)) { if (!(i == proof.length - 1 && withErr)) {
// TODO: Should not use index as key. // TODO: Should not use index as key.
return <Hints key={`hints-${i}`} 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}/> selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.length - 1}/>
} }
})} })}
@@ -204,10 +217,13 @@ function PlayableLevel({impressum, setImpressum}) {
const {worldId, levelId} = useContext(WorldLevelIdContext) const {worldId, levelId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(MobileContext) const {mobile} = React.useContext(MobileContext)
const difficulty = useSelector(selectDifficulty(gameId)) const dispatch = useAppDispatch()
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId)) const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
const initialSelections = useAppSelector(selectSelections(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 gameInfo = useGetGameInfoQuery({game: gameId})
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId}) const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
@@ -221,12 +237,11 @@ function PlayableLevel({impressum, setImpressum}) {
const [showHelp, setShowHelp] = useState<Set<number>>(new Set()) const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
// Only for mobile layout // Only for mobile layout
const [pageNumber, setPageNumber] = useState(0) const [pageNumber, setPageNumber] = useState(0)
const [typewriterMode, setTypewriterMode] = useState(true)
// set to true to prevent switching between typewriter and editor // set to true to prevent switching between typewriter and editor
const [lockInputMode, setLockInputMode] = useState(false) const [lockInputMode, setLockInputMode] = useState(false)
const [typewriterInput, setTypewriterInput] = useState("") const [typewriterInput, setTypewriterInput] = useState("")
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId] const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
const dispatch = useAppDispatch()
// impressum pop-up // impressum pop-up
function toggleImpressum() {setImpressum(!impressum)} function toggleImpressum() {setImpressum(!impressum)}
@@ -284,12 +299,6 @@ function PlayableLevel({impressum, setImpressum}) {
// a hint at the beginning of the proof... // a hint at the beginning of the proof...
const [selectedStep, setSelectedStep] = useState<number>() const [selectedStep, setSelectedStep] = useState<number>()
// if the user inventory changes, notify the server
useEffect(() => {
let leanClient = connection.getLeanClient(gameId)
leanClient.sendNotification('$/game/setInventory', {inventory: inventory, difficulty: difficulty})
}, [inventory])
useEffect (() => { useEffect (() => {
// Lock editor mode // Lock editor mode
if (level?.data?.template) { if (level?.data?.template) {
@@ -320,8 +329,6 @@ function PlayableLevel({impressum, setImpressum}) {
console.debug(`not inserting template.`) console.debug(`not inserting template.`)
} }
} }
} else {
setTypewriterMode(true)
} }
}, [level, levelId, worldId, gameId, editor]) }, [level, levelId, worldId, gameId, editor])
@@ -336,7 +343,7 @@ function PlayableLevel({impressum, setImpressum}) {
}, [gameId, worldId, levelId]) }, [gameId, worldId, levelId])
useEffect(() => { useEffect(() => {
if (!typewriterMode) { if (!typewriterMode && editor) {
// Delete last input attempt from command line // Delete last input attempt from command line
editor.executeEdits("typewriter", [{ editor.executeEdits("typewriter", [{
range: editor.getSelection(), range: editor.getSelection(),
@@ -365,7 +372,7 @@ function PlayableLevel({impressum, setImpressum}) {
// Effect when command line mode gets enabled // Effect when command line mode gets enabled
useEffect(() => { useEffect(() => {
if (editor && typewriterMode) { if (onigasmH && editor && typewriterMode) {
let code = editor.getModel().getLinesContent().filter(line => line.trim()) let code = editor.getModel().getLinesContent().filter(line => line.trim())
editor.executeEdits("typewriter", [{ editor.executeEdits("typewriter", [{
range: editor.getModel().getFullModelRange(), range: editor.getModel().getFullModelRange(),
@@ -388,7 +395,7 @@ function PlayableLevel({impressum, setImpressum}) {
// editor.setSelection(monaco.Selection.fromPositions(endPos, endPos)) // editor.setSelection(monaco.Selection.fromPositions(endPos, endPos))
// } // }
} }
}, [editor, typewriterMode]) }, [editor, typewriterMode, onigasmH == null])
return <> return <>
<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div> <div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
@@ -434,6 +441,7 @@ function PlayableLevel({impressum, setImpressum}) {
function IntroductionPanel({gameInfo}) { function IntroductionPanel({gameInfo}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId} = useContext(WorldLevelIdContext) const {worldId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(MobileContext)
let text: Array<string> = gameInfo.data?.worlds.nodes[worldId].introduction.split(/\n(\s*\n)+/) let text: Array<string> = gameInfo.data?.worlds.nodes[worldId].introduction.split(/\n(\s*\n)+/)
@@ -444,7 +452,7 @@ function IntroductionPanel({gameInfo}) {
hint={{text: t, hidden: false}} step={0} selected={null} toggleSelection={undefined} /> hint={{text: t, hidden: false}} step={0} selected={null} toggleSelection={undefined} />
))} ))}
</div> </div>
<div className="button-row"> <div className={`button-row${mobile ? ' mobile' : ''}`}>
{gameInfo.data?.worldSize[worldId] == 0 ? {gameInfo.data?.worldSize[worldId] == 0 ?
<Button to={`/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button> : <Button to={`/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button> :
<Button to={`/${gameId}/world/${worldId}/level/1`}> <Button to={`/${gameId}/world/${worldId}/level/1`}>
@@ -466,6 +474,11 @@ function Introduction({impressum, setImpressum}) {
const gameInfo = useGetGameInfoQuery({game: gameId}) const gameInfo = useGetGameInfoQuery({game: gameId})
const {worldId} = useContext(WorldLevelIdContext)
let image: string = gameInfo.data?.worlds.nodes[worldId].image
const toggleImpressum = () => { const toggleImpressum = () => {
setImpressum(!impressum) setImpressum(!impressum)
} }
@@ -479,7 +492,13 @@ function Introduction({impressum, setImpressum}) {
: :
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}> <Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}>
<IntroductionPanel gameInfo={gameInfo} /> <IntroductionPanel gameInfo={gameInfo} />
<div className="world-image-container empty"></div> <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>
<InventoryPanel levelInfo={inventory?.data} /> <InventoryPanel levelInfo={inventory?.data} />
</Split> </Split>
} }
@@ -512,21 +531,32 @@ function Introduction({impressum, setImpressum}) {
function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) { function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) {
const connection = React.useContext(ConnectionContext)
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext) const {worldId, levelId} = useContext(WorldLevelIdContext)
const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null) const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null)
const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null) const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null)
const [infoviewApi, setInfoviewApi] = useState<null|InfoviewApi>(null)
const [editorConnection, setEditorConnection] = useState<null|EditorConnection>(null) const [editorConnection, setEditorConnection] = useState<null|EditorConnection>(null)
// Create Editor const uriStr = `file:///${worldId}/${levelId}`
const uri = monaco.Uri.parse(uriStr)
const inventory: Array<String> = useSelector(selectInventory(gameId))
const difficulty: number = useSelector(selectDifficulty(gameId))
useEffect(() => { useEffect(() => {
const model = monaco.editor.createModel(initialCode ?? '', 'lean4', uri)
if (onDidChangeContent) {
model.onDidChangeContent(() => onDidChangeContent(model.getValue()))
}
const editor = monaco.editor.create(codeviewRef.current!, { const editor = monaco.editor.create(codeviewRef.current!, {
model,
glyphMargin: true, glyphMargin: true,
quickSuggestions: false, quickSuggestions: false,
lineDecorationsWidth: 5,
folding: false,
lineNumbers: 'on',
lightbulb: { lightbulb: {
enabled: true enabled: true
}, },
@@ -538,11 +568,61 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
enabled: false enabled: false
}, },
lineNumbersMinChars: 3, lineNumbersMinChars: 3,
tabSize: 2,
'semanticHighlighting.enabled': true, 'semanticHighlighting.enabled': true,
theme: 'vs-code-theme-converted' theme: 'vs-code-theme-converted'
}) })
if (onDidChangeSelection) {
editor.onDidChangeCursorSelection(() => onDidChangeSelection(editor.getSelections()))
}
if (initialSelections) {
console.debug("Initial Selection: ", initialSelections)
// BUG: Somehow I get an `invalid arguments` bug here
// editor.setSelections(initialSelections)
}
setEditor(editor)
const abbrevRewriter = new AbbreviationRewriter(new AbbreviationProvider(), model, editor)
const infoProvider = new InfoProvider(connection.getLeanClient(gameId)) const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/' + gameId
const connectionProvider : IConnectionProvider = {
get: async () => {
return await new Promise((resolve, reject) => {
console.log(`connecting ${socketUrl}`)
const websocket = new WebSocket(socketUrl)
websocket.addEventListener('error', (ev) => {
reject(ev)
})
websocket.addEventListener('message', (msg) => {
// console.log(msg.data)
})
websocket.addEventListener('open', () => {
const socket = toSocket(websocket)
const reader = new DisposingWebSocketMessageReader(socket)
const writer = new WebSocketMessageWriter(socket)
resolve({
reader,
writer
})
})
})
}
}
// Following `vscode-lean4/webview/index.ts`
const client = new LeanClient(connectionProvider, showRestartMessage, {inventory, difficulty})
const infoProvider = new InfoProvider(client)
// const div: HTMLElement = infoviewRef.current!
const imports = {
'@leanprover/infoview': `${window.location.origin}/index.production.min.js`,
'react': `${window.location.origin}/react.production.min.js`,
'react/jsx-runtime': `${window.location.origin}/react-jsx-runtime.production.min.js`,
'react-dom': `${window.location.origin}/react-dom.production.min.js`,
'react-popper': `${window.location.origin}/react-popper.production.min.js`
}
// loadRenderInfoview(imports, [infoProvider.getApi(), div], setInfoviewApi)
setInfoProvider(infoProvider)
client.restart()
const editorApi = infoProvider.getApi() const editorApi = infoProvider.getApi()
@@ -587,77 +667,27 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
setEditor(editor) setEditor(editor)
setInfoProvider(infoProvider) setInfoProvider(infoProvider)
setInfoviewApi(infoviewApi)
return () => { infoProvider.dispose(); editor.dispose() } infoProvider.openPreview(editor, infoviewApi)
}, []) const taskgutter = new LeanTaskGutter(infoProvider.client, editor)
const {leanClient, leanClientStarted} = useLeanClient(gameId) // TODO:
const uriStr = `file:///${worldId}/${levelId}` // setRestart(() => restart)
const uri = monaco.Uri.parse(uriStr)
// Create model when level changes return () => {
useEffect(() => { editor.dispose();
if (editor && leanClientStarted) { model.dispose();
abbrevRewriter.dispose();
let model = monaco.editor.getModel(uri) taskgutter.dispose();
if (!model) { infoProvider.dispose();
model = monaco.editor.createModel(initialCode, 'lean4', uri) client.dispose();
}
model.onDidChangeContent(() => onDidChangeContent(model.getValue()))
editor.onDidChangeCursorSelection(() => onDidChangeSelection(editor.getSelections()))
editor.setModel(model)
if (initialSelections) {
console.debug("Initial Selection: ", initialSelections)
// BUG: Somehow I get an `invalid arguments` bug here
// editor.setSelections(initialSelections)
}
return () => {
editorConnection.api.sendClientNotification(uriStr, "textDocument/didClose", {textDocument: {uri: uriStr}})
model.dispose(); }
} }
}, [editor, levelId, connection, leanClientStarted]) }, [gameId, worldId, levelId])
const showRestartMessage = () => {
useEffect(() => { // setRestartMessage(true)
if (editor && leanClientStarted) { console.log("TODO: SHOW RESTART MESSAGE")
}
let model = monaco.editor.getModel(uri)
infoviewApi.serverRestarted(leanClient.initializeResult)
infoProvider.openPreview(editor, infoviewApi)
const taskGutter = new LeanTaskGutter(infoProvider.client, editor)
const abbrevRewriter = new AbbreviationRewriter(new AbbreviationProvider(), model, editor)
return () => { abbrevRewriter.dispose(); taskGutter.dispose(); }
}
}, [editor, connection, leanClientStarted])
return {editor, infoProvider, editorConnection} 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])
}
@@ -0,0 +1,55 @@
import * as React from 'react'
import { Input, Typography } from '@mui/material'
import Markdown from '../markdown'
import Switch from '@mui/material/Switch';
import FormControlLabel from '@mui/material/FormControlLabel';
import { IMobileContext } from "../infoview/context"
interface PreferencesPopupProps extends IMobileContext{
handleClose: () => void
}
export function PreferencesPopup({ mobile, setMobile, lockMobile, setLockMobile, handleClose }: PreferencesPopupProps) {
return <div className="modal-wrapper">
<div className="modal-backdrop" onClick={handleClose} />
<div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<Typography variant="body1" component="div" className="settings">
<div className='preferences-category'>
<div className='category-title'>
<h3>Mobile layout</h3>
</div>
<div className='preferences-item'>
<FormControlLabel
control={
<Switch
checked={mobile}
onChange={() => setMobile(!mobile)}
name="checked"
color="primary"
/>
}
label="Enable"
labelPlacement="start"
/>
</div>
<div className='preferences-item'>
<FormControlLabel
control={
<Switch
checked={!lockMobile}
onChange={() => setLockMobile(!lockMobile)}
name="checked"
color="primary"
/>
}
label="Auto"
labelPlacement="start"
/>
</div>
</div>
</Typography>
</div>
</div>
}
+9 -2
View File
@@ -17,6 +17,7 @@ import { InfoPopup } from './popup/game_info'
import { PrivacyPolicyPopup } from './popup/privacy_policy' import { PrivacyPolicyPopup } from './popup/privacy_policy'
import { RulesHelpPopup } from './popup/rules_help' import { RulesHelpPopup } from './popup/rules_help'
import { UploadPopup } from './popup/upload' import { UploadPopup } from './popup/upload'
import { PreferencesPopup} from "./popup/preferences"
import { WorldTreePanel } from './world_tree' import { WorldTreePanel } from './world_tree'
import '../css/welcome.css' import '../css/welcome.css'
@@ -63,7 +64,7 @@ function IntroductionPanel({introduction, setPageNumber}: {introduction: string,
/** main page of the game showing among others the tree of worlds/levels */ /** main page of the game showing among others the tree of worlds/levels */
function Welcome() { function Welcome() {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {mobile} = React.useContext(MobileContext) const {mobile, setMobile, lockMobile, setLockMobile} = React.useContext(MobileContext)
const gameInfo = useGetGameInfoQuery({game: gameId}) const gameInfo = useGetGameInfoQuery({game: gameId})
const inventory = useLoadInventoryOverviewQuery({game: gameId}) const inventory = useLoadInventoryOverviewQuery({game: gameId})
@@ -77,15 +78,20 @@ function Welcome() {
const [info, setInfo] = React.useState(false) const [info, setInfo] = React.useState(false)
const [rulesHelp, setRulesHelp] = React.useState(false) const [rulesHelp, setRulesHelp] = React.useState(false)
const [uploadMenu, setUploadMenu] = React.useState(false) const [uploadMenu, setUploadMenu] = React.useState(false)
const [preferencesPopup, setPreferencesPopup] = React.useState(false)
function closeEraseMenu() {setEraseMenu(false)} function closeEraseMenu() {setEraseMenu(false)}
function closeImpressum() {setImpressum(false)} function closeImpressum() {setImpressum(false)}
function closeInfo() {setInfo(false)} function closeInfo() {setInfo(false)}
function closeRulesHelp() {setRulesHelp(false)} function closeRulesHelp() {setRulesHelp(false)}
function closeUploadMenu() {setUploadMenu(false)} function closeUploadMenu() {setUploadMenu(false)}
function closePreferencesPopup() {setPreferencesPopup(false)}
function toggleEraseMenu() {setEraseMenu(!eraseMenu)} function toggleEraseMenu() {setEraseMenu(!eraseMenu)}
function toggleImpressum() {setImpressum(!impressum)} function toggleImpressum() {setImpressum(!impressum)}
function toggleInfo() {setInfo(!info)} function toggleInfo() {setInfo(!info)}
function toggleUploadMenu() {setUploadMenu(!uploadMenu)} function toggleUploadMenu() {setUploadMenu(!uploadMenu)}
function togglePreferencesPopup() {setPreferencesPopup(!preferencesPopup)}
// set the window title // set the window title
useEffect(() => { useEffect(() => {
@@ -101,7 +107,7 @@ function Welcome() {
: <> : <>
<WelcomeAppBar pageNumber={pageNumber} setPageNumber={setPageNumber} gameInfo={gameInfo.data} toggleImpressum={toggleImpressum} <WelcomeAppBar pageNumber={pageNumber} setPageNumber={setPageNumber} gameInfo={gameInfo.data} toggleImpressum={toggleImpressum}
toggleEraseMenu={toggleEraseMenu} toggleUploadMenu={toggleUploadMenu} toggleEraseMenu={toggleEraseMenu} toggleUploadMenu={toggleUploadMenu}
toggleInfo={toggleInfo} /> toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup}/>
<div className="app-content"> <div className="app-content">
{ mobile ? { mobile ?
<div className="welcome mobile"> <div className="welcome mobile">
@@ -128,6 +134,7 @@ function Welcome() {
{eraseMenu? <ErasePopup handleClose={closeEraseMenu}/> : null} {eraseMenu? <ErasePopup handleClose={closeEraseMenu}/> : null}
{uploadMenu? <UploadPopup handleClose={closeUploadMenu}/> : null} {uploadMenu? <UploadPopup handleClose={closeUploadMenu}/> : null}
{info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null} {info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null}
{preferencesPopup ? <PreferencesPopup mobile={mobile} setMobile={setMobile} lockMobile={lockMobile} setLockMobile={setLockMobile} handleClose={closePreferencesPopup}/> : null}
</> </>
} }
+5 -3
View File
@@ -11,7 +11,7 @@ import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faXmark, faCircleQuestion } from '@fortawesome/free-solid-svg-icons' import { faXmark, faCircleQuestion } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from '../app' import { GameIdContext } from '../app'
import { useAppDispatch } from '../hooks' import { useAppDispatch, useMobile } from '../hooks'
import { selectDifficulty, changedDifficulty, selectCompleted } from '../state/progress' import { selectDifficulty, changedDifficulty, selectCompleted } from '../state/progress'
import { store } from '../state/store' import { store } from '../state/store'
@@ -197,13 +197,15 @@ export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId)) const difficulty = useSelector(selectDifficulty(gameId))
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
const { mobile } = useMobile()
function label(x : number) { function label(x : number) {
return x == 0 ? 'none' : x == 1 ? 'relaxed' : 'regular' return x == 0 ? 'none' : x == 1 ? 'relaxed' : 'regular'
} }
return <nav className="world-selection-menu"> return <nav className={`world-selection-menu${mobile ? '' : ' desktop'}`}>
<div className="slider-wrap"> <div className="slider-wrap">
<span className="difficulty-label">Rules <span className="difficulty-label">Rules
<FontAwesomeIcon icon={rulesHelp ? faXmark : faCircleQuestion} className='helpButton' onClick={() => (setRulesHelp(!rulesHelp))}/> <FontAwesomeIcon icon={rulesHelp ? faXmark : faCircleQuestion} className='helpButton' onClick={() => (setRulesHelp(!rulesHelp))}/>
@@ -213,7 +215,7 @@ export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
title="Game Rules" title="Game Rules"
min={0} max={2} min={0} max={2}
aria-label="Game Rules" aria-label="Game Rules"
defaultValue={difficulty} value={difficulty}
marks={[ marks={[
{value: 0, label: label(0)}, {value: 0, label: label(0)},
{value: 1, label: label(1)}, {value: 1, label: label(1)},
-68
View File
@@ -1,68 +0,0 @@
/**
* @fileOverview todo
*/
import * as React from 'react';
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { LeanClient } from 'lean4web/client/src/editor/leanclient';
export class Connection {
private game: string = undefined // We only keep a connection to a single game at a time
private leanClient: LeanClient = null
getLeanClient(game): LeanClient {
if (this.game !== game) {
if (this.leanClient) {
this.leanClient.stop() // Stop previous Lean client
}
this.game = game
// Start a new Lean client for the new `gameId`.
const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/' + game
const uri = monaco.Uri.parse('file:///')
this.leanClient = new LeanClient(socketUrl, undefined, uri, () => {})
}
return this.leanClient
}
/** If not already started, starts the Lean client. resolves the returned promise as soon as a
* Lean client is running.
*/
startLeanClient = (game) => {
return new Promise<LeanClient>((resolve) => {
const leanClient = this.getLeanClient(game)
if (leanClient.isRunning()) {
resolve(leanClient)
} else {
if (!leanClient.isStarted()) {
leanClient.start()
}
leanClient.restarted(() => {
// This keep alive message is not recognized by the server,
// but it makes sure that the websocket connection does not
// time out after 60 seconds.
setInterval(() => {leanClient.sendNotification('$/keepAlive', {}) }, 5000)
resolve(leanClient)
})
}
})
}
}
export const connection = new Connection()
export const ConnectionContext = React.createContext(null);
export const useLeanClient = (gameId) => {
const leanClient = connection.getLeanClient(gameId)
const [leanClientStarted, setLeanClientStarted] = React.useState(leanClient.isStarted())
React.useEffect(() => {
const t1 = leanClient.restarted(() => { console.log("START"); setLeanClientStarted(true) })
const t2 = leanClient.stopped(() => { console.log("STOP"); setLeanClientStarted(false) })
return () => {t1.dispose(); t2.dispose()}
}, [leanClient, setLeanClientStarted])
return {leanClientStarted, leanClient}
}
+7 -6
View File
@@ -42,12 +42,6 @@ body {
border-radius: .3em; border-radius: .3em;
} }
/* Hide monaco editor notifications */
.monaco-workbench > .notifications-toasts.visible {
display: none !important;
}
.loading { .loading {
margin: auto; margin: auto;
height: 100%; height: 100%;
@@ -111,11 +105,18 @@ em {
position: relative; position: relative;
flex-direction: row; flex-direction: row;
justify-content: space-between; justify-content: space-between;
align-items: center;
padding: 1.1em; padding: 1.1em;
filter: drop-shadow(0 0 5px rgba(0,0,0,0.5)); filter: drop-shadow(0 0 5px rgba(0,0,0,0.5));
z-index: 2; z-index: 2;
} }
.app-bar > .app-bar-left{
display: flex;
align-items: center;
gap: .5em;
}
.app-bar-title, .app-bar-subtitle { .app-bar-title, .app-bar-subtitle {
color: white; color: white;
font-weight: 500; font-weight: 500;
+23 -1
View File
@@ -26,7 +26,11 @@
.inventory .item { .inventory .item {
background: #fff; background: #fff;
border: solid 1px #777; border: solid 1px #777;
padding: .1em .5em; padding-left: .5rem;
padding-right: 1.0rem;
padding-top: .1rem;
padding-bottom: .1rem;
position: relative;
} }
.inventory .item.locked { .inventory .item.locked {
@@ -72,3 +76,21 @@
color: black; color: black;
border-bottom: 0.3em solid #999; border-bottom: 0.3em solid #999;
} }
.inventory .item .copy-button {
min-width: 3px;
min-height: 3px;
display: inline-block;
color: #ccc;
font-size: 0.6em;
padding-right: .2rem;
vertical-align: top;
position: absolute;
top: 0;
right: 0;
height: 100%;
width: 1rem;
align-items: end;
text-align: end;
}
+1
View File
@@ -48,6 +48,7 @@ a {
border: 1px solid rgb(140, 140, 140); border: 1px solid rgb(140, 140, 140);
border-radius: 20px; border-radius: 20px;
box-shadow: 5px 5px 8px rgb(140, 140, 140); box-shadow: 5px 5px 8px rgb(140, 140, 140);
width: 100%;
max-width: 500px; max-width: 500px;
display: flex; display: flex;
flex-direction: column; flex-direction: column;
+29 -5
View File
@@ -232,6 +232,20 @@ td code {
height: 100%; height: 100%;
} */ } */
.button-row.mobile {
margin: .5rem;
padding-top: .2rem;
}
.button-row.mobile .btn {
padding: .5em;
border-radius: .2em;
width: 100%;
margin: 0;
text-align: center;
}
.typewriter-interface { .typewriter-interface {
display: flex; display: flex;
flex-flow: column; flex-flow: column;
@@ -317,11 +331,6 @@ td code {
margin-right: 0; margin-right: 0;
} }
#home-btn {
margin-right: .5em;
margin-left: 0;
}
.menu.dropdown .svg-inline--fa { .menu.dropdown .svg-inline--fa {
width: 1.8rem; width: 1.8rem;
} }
@@ -336,6 +345,21 @@ td code {
background-color: #eee; 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 { .typewriter-interface .proof {
background-color: #fff; background-color: #fff;
} }
+4 -1
View File
@@ -49,7 +49,6 @@ svg .disabled {
} }
.world-selection-menu { .world-selection-menu {
position: absolute;
right: 1em; right: 1em;
top: 1em; top: 1em;
/* margin: 1em; */ /* margin: 1em; */
@@ -60,6 +59,10 @@ svg .disabled {
filter: drop-shadow(4px 4px 5px rgba(0,0,0,0.5)); filter: drop-shadow(4px 4px 5px rgba(0,0,0,0.5));
} }
.world-selection-menu.desktop {
position: absolute;
}
.world-selection-menu .btn, .welcome .btn { .world-selection-menu .btn, .welcome .btn {
min-width: 5em; min-width: 5em;
text-align: center; text-align: center;
+24
View File
@@ -1,6 +1,30 @@
import { TypedUseSelectorHook, useDispatch, useSelector } from 'react-redux' import { TypedUseSelectorHook, useDispatch, useSelector } from 'react-redux'
import type { RootState, AppDispatch } from './state/store' import type { RootState, AppDispatch } from './state/store'
import { setMobile as setMobileState, setLockMobile as setLockMobileState} from "./state/preferences"
// Use throughout your app instead of plain `useDispatch` and `useSelector` // Use throughout your app instead of plain `useDispatch` and `useSelector`
export const useAppDispatch: () => AppDispatch = useDispatch export const useAppDispatch: () => AppDispatch = useDispatch
export const useAppSelector: TypedUseSelectorHook<RootState> = useSelector export const useAppSelector: TypedUseSelectorHook<RootState> = useSelector
export const useMobile = () => {
const dispatch = useAppDispatch();
const mobile = useAppSelector((state) => state.preferences.mobile);
const lockMobile = useAppSelector((state) => state.preferences.lockMobile);
const setMobile = (val: boolean) => {
dispatch(setMobileState(val));
};
const setLockMobile = (val: boolean) => {
dispatch(setLockMobileState(val));
};
return {
mobile,
setMobile,
lockMobile,
setLockMobile,
};
};
+31 -25
View File
@@ -1,32 +1,40 @@
import * as React from 'react'; import * as React from 'react'
import { createRoot } from 'react-dom/client'; import { createRoot } from 'react-dom/client'
import App from './app'; import App from './app'
import { ConnectionContext, connection } from './connection' import { store } from './state/store'
import { store } from './state/store'; import { Provider } from 'react-redux'
import { Provider } from 'react-redux'; import type { RouteObject } from "react-router"
import { import { createHashRouter, RouterProvider, Route, redirect } from "react-router-dom"
createHashRouter, import ErrorPage from './components/error_page'
RouterProvider, import Welcome from './components/welcome'
Route, import LandingPage from './components/landing_page'
} from "react-router-dom"; import Level from './components/level'
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()
// 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([ const router = createHashRouter([
root_object,
{ {
path: "/", // For backwards compatibility
element: <LandingPage />,
},
{
path: "/game/nng", path: "/game/nng",
loader: () => redirect("/g/hhu-adam/NNG4") loader: () => redirect("/g/hhu-adam/NNG4")
}, },
{
// For backwards compatibility
path: "/g/hhu-adam/NNG4",
loader: () => redirect("/g/leanprover-community/NNG4")
},
{ {
path: "/g/:owner/:repo", path: "/g/:owner/:repo",
element: <App />, element: <App />,
@@ -49,9 +57,7 @@ const root = createRoot(container!);
root.render( root.render(
<React.StrictMode> <React.StrictMode>
<Provider store={store}> <Provider store={store}>
<ConnectionContext.Provider value={connection}> <RouterProvider router={router} />
<RouterProvider router={router} />
</ConnectionContext.Provider>
</Provider> </Provider>
</React.StrictMode> </React.StrictMode>
); );
-55
View File
@@ -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>
);
+23 -26
View File
@@ -2,16 +2,29 @@
* @fileOverview Define API of the server-client communication * @fileOverview Define API of the server-client communication
*/ */
import { createApi, fetchBaseQuery } from '@reduxjs/toolkit/query/react' 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 { export interface GameInfo {
title: null|string, title: null|string,
introduction: null|string, introduction: null|string,
info: 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}, worldSize: null|{[key: string]: number},
authors: null|string[], authors: null|string[],
conclusion: null|string, conclusion: null|string,
tile: null|GameTile,
image: null|string
} }
export interface InventoryTile { export interface InventoryTile {
@@ -22,6 +35,7 @@ export interface InventoryTile {
locked: boolean, locked: boolean,
new: boolean, new: boolean,
hidden: boolean hidden: boolean
altTitle: string,
} }
export interface LevelInfo { export interface LevelInfo {
@@ -37,7 +51,8 @@ export interface LevelInfo {
lemmaTab: null|string, lemmaTab: null|string,
statementName: null|string, statementName: null|string,
displayName: null|string, displayName: null|string,
template: null|string template: null|string,
image: null|string
} }
/** Used to display the inventory on the welcome page */ /** Used to display the inventory on the welcome page */
@@ -57,40 +72,22 @@ interface Doc {
category: string, category: string,
} }
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 ${args.method}`)
let res = await leanClient.sendRequest(args.method, args.params)
console.log('Received response') //, res)
return {'data': res}
} catch (e) {
return {'error': e}
}
}
// Define a service using a base URL and expected endpoints // Define a service using a base URL and expected endpoints
export const apiSlice = createApi({ export const apiSlice = createApi({
reducerPath: 'gameApi', reducerPath: 'gameApi',
baseQuery: customBaseQuery, baseQuery: fetchBaseQuery({ baseUrl: window.location.origin + "/data" }),
endpoints: (builder) => ({ endpoints: (builder) => ({
getGameInfo: builder.query<GameInfo, {game: string}>({ getGameInfo: builder.query<GameInfo, {game: string}>({
query: ({game}) => {return {game, method: 'info', params: {}}}, query: ({game}) => `${game}/game.json`,
}), }),
loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({ 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}__${level}.json`,
}), }),
loadInventoryOverview: builder.query<InventoryOverview, {game: string}>({ loadInventoryOverview: builder.query<InventoryOverview, {game: string}>({
query: ({game}) => {return {game, method: "loadInventoryOverview", params: {}}}, query: ({game}) => `${game}/inventory.json`,
}), }),
loadDoc: builder.query<Doc, {game: string, name: string, type: "lemma"|"tactic"}>({ 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`,
}), }),
}), }),
}) })
+21
View File
@@ -36,3 +36,24 @@ export async function saveState(state: any) {
// Ignore // Ignore
} }
} }
const PREFERENCES_KEY = "preferences"
/** Load from browser storage */
export function loadPreferences() {
try {
const serializedState = localStorage.getItem(PREFERENCES_KEY);
return JSON.parse(serializedState)
} catch (e) {
return undefined;
}
}
export function savePreferences(state: any) {
try {
const serializedState = JSON.stringify(state)
localStorage.setItem(PREFERENCES_KEY, serializedState);
} catch (e) {
// Ignore
}
}
+37
View File
@@ -0,0 +1,37 @@
import { createSlice } from "@reduxjs/toolkit";
import { loadPreferences } from "./local_storage";
interface PreferencesState {
mobile: boolean;
lockMobile: boolean;
}
export function getWindowDimensions() {
const {innerWidth: width, innerHeight: height } = window
return {width, height}
}
const { width } = getWindowDimensions()
export const AUTO_SWITCH_THRESHOLD = 800
const initialState: PreferencesState = loadPreferences() ?? {
mobile: width < AUTO_SWITCH_THRESHOLD,
lockMobile: false
}
export const preferencesSlice = createSlice({
name: "preferences",
initialState,
reducers: {
setMobile: (state, action) => {
state.mobile = action.payload;
},
setLockMobile: (state, action) => {
state.lockMobile = action.payload;
},
},
});
export const { setMobile, setLockMobile } = preferencesSlice.actions;
+15 -2
View File
@@ -26,7 +26,8 @@ export interface GameProgressState {
inventory: string[], inventory: string[],
difficulty: number, difficulty: number,
openedIntro: boolean, openedIntro: boolean,
data: WorldProgressState data: WorldProgressState,
typewriterMode?: boolean
} }
/** /**
@@ -126,6 +127,11 @@ export const progressSlice = createSlice({
addGameProgress(state, action) addGameProgress(state, action)
state.games[action.payload.game].openedIntro = action.payload.openedIntro 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 actions to modify the progress */
export const { changedSelection, codeEdited, levelCompleted, deleteProgress, export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro, deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro,
changedDifficulty } = progressSlice.actions changedDifficulty, changeTypewriterMode} = progressSlice.actions
+5 -6
View File
@@ -7,21 +7,19 @@ import { debounce } from "debounce";
import { connection } from '../connection' import { connection } from '../connection'
import { apiSlice } from './api' import { apiSlice } from './api'
import { progressSlice } from './progress' import { progressSlice } from './progress'
import { saveState } from "./local_storage"; import { preferencesSlice } from "./preferences"
import { saveState, savePreferences } from "./local_storage";
export const store = configureStore({ export const store = configureStore({
reducer: { reducer: {
[apiSlice.reducerPath]: apiSlice.reducer, [apiSlice.reducerPath]: apiSlice.reducer,
[progressSlice.name]: progressSlice.reducer, [progressSlice.name]: progressSlice.reducer,
[preferencesSlice.name]: preferencesSlice.reducer,
}, },
// Make connection available in thunks: // Make connection available in thunks:
middleware: getDefaultMiddleware => middleware: getDefaultMiddleware =>
getDefaultMiddleware({ getDefaultMiddleware().concat(apiSlice.middleware),
thunk: {
extraArgument: { connection }
}
}).concat(apiSlice.middleware),
}); });
/** /**
@@ -31,6 +29,7 @@ export const store = configureStore({
store.subscribe( store.subscribe(
debounce(() => { debounce(() => {
saveState(store.getState()[progressSlice.name]); saveState(store.getState()[progressSlice.name]);
savePreferences(store.getState()[preferencesSlice.name]);
}, 800) }, 800)
); );
+339
View File
@@ -0,0 +1,339 @@
import { DataCallback, AbstractMessageReader, MessageReader } from 'vscode-jsonrpc/lib/common/messageReader.js';
import { Message } from 'vscode-jsonrpc/lib/common/messages.js';
import { AbstractMessageWriter, MessageWriter } from 'vscode-jsonrpc/lib/common/messageWriter.js';
import { Emitter } from 'vscode-jsonrpc/lib/common/events.js';
import { Disposable, IWebSocket } from 'vscode-ws-jsonrpc/.';
declare var IO: any;
export class WasmWriter implements MessageWriter {
protected errorCount = 0;
errorEmitter
closeEmitter
constructor(private worker: Worker) {
this.errorEmitter = new Emitter()
this.closeEmitter = new Emitter()
}
dispose() {
this.errorEmitter.dispose();
this.closeEmitter.dispose();
}
get onError() {
return this.errorEmitter.event;
}
fireError(error, message, count) {
this.errorEmitter.fire([this.asError(error), message, count]);
}
get onClose() {
return this.closeEmitter.event;
}
fireClose() {
this.closeEmitter.fire(undefined);
}
asError(error) {
if (error instanceof Error) {
return error;
}
else {
return new Error(`Writer received error. Reason: ${error.message}`);
}
}
end(): void {
}
async write(msg: Message): Promise<void> {
try {
const content = JSON.stringify(msg);
this.worker.postMessage(content)
} catch (e) {
this.errorCount++;
this.fireError(e, msg, this.errorCount);
}
}
}
export class WasmReader implements MessageReader {
protected state: 'initial' | 'listening' | 'closed' = 'initial';
protected callback: DataCallback | undefined;
protected readonly events: { message?: any, error?: any }[] = [];
constructor(private worker: Worker) {
this.worker.onmessage = (ev) => {
this.readMessage(ev.data)
}
// this.socket.onMessage(message =>
// this.readMessage(message)
// );
// this.socket.onError(error =>
// this.fireError(error)
// );
// this.socket.onClose((code, reason) => {
// if (code !== 1000) {
// const error: Error = {
// name: '' + code,
// message: `Error during socket reconnect: code = ${code}, reason = ${reason}`
// };
// this.fireError(error);
// }
// this.fireClose();
// });
this.errorEmitter = new Emitter()
this.closeEmitter = new Emitter()
this.partialMessageEmitter = new Emitter()
}
protected errorCount = 0;
errorEmitter
closeEmitter
partialMessageEmitter
dispose() {
this.errorEmitter.dispose();
this.closeEmitter.dispose();
}
get onError() {
return this.errorEmitter.event;
}
get onClose() {
return this.closeEmitter.event;
}
get onPartialMessage() {
return this.partialMessageEmitter.event;
}
firePartialMessage(info) {
this.partialMessageEmitter.fire(info);
}
asError(error) {
if (error instanceof Error) {
return error;
}
else {
return new Error(`Reader received error. Reason: ${error.message ? error.message : 'unknown'}`);
}
}
listen(callback: DataCallback): Disposable {
if (this.state === 'initial') {
this.state = 'listening';
this.callback = callback;
while (this.events.length !== 0) {
const event = this.events.pop()!;
if (event.message) {
this.readMessage(event.message);
} else if (event.error) {
this.fireError(event.error);
} else {
this.fireClose();
}
}
}
return {
dispose: () => {
if (this.callback === callback) {
this.callback = undefined;
}
}
};
}
protected readMessage(message: any): void {
if (this.state === 'initial') {
this.events.splice(0, 0, { message });
} else if (this.state === 'listening') {
try {
const data = JSON.parse(message);
this.callback!(data);
} catch (err) {
const error: Error = {
name: '' + 400,
message: `Error during message parsing, reason = ${typeof err === 'object' ? (err as any).message : 'unknown'}`
};
this.fireError(error);
}
}
}
protected fireError(error: any): void {
if (this.state === 'initial') {
this.events.splice(0, 0, { error });
} else if (this.state === 'listening') {
this.errorEmitter.fire(this.asError(error));
}
}
protected fireClose(): void {
if (this.state === 'initial') {
this.events.splice(0, 0, {});
} else if (this.state === 'listening') {
this.closeEmitter.fire(undefined);
}
this.state = 'closed';
}
}
export class WebSocketMessageWriter implements MessageWriter {
protected errorCount = 0;
errorEmitter
closeEmitter
constructor(protected readonly socket: IWebSocket) {
this.errorEmitter = new Emitter();
this.closeEmitter = new Emitter();
}
dispose() {
this.errorEmitter.dispose();
this.closeEmitter.dispose();
}
get onError() {
return this.errorEmitter.event;
}
fireError(error, message, count) {
this.errorEmitter.fire([this.asError(error), message, count]);
}
get onClose() {
return this.closeEmitter.event;
}
fireClose() {
this.closeEmitter.fire(undefined);
}
asError(error) {
if (error instanceof Error) {
return error;
}
else {
return new Error(`Writer received error. Reason: ${(error.message) ? error.message : 'unknown'}`);
}
}
end(): void {
}
async write(msg: Message): Promise<void> {
console.log("WRITE",msg)
try {
const content = JSON.stringify(msg);
this.socket.send(content);
} catch (e) {
this.errorCount++;
this.fireError(e, msg, this.errorCount);
}
}
}
export class WebSocketMessageReader implements MessageReader {
protected state: 'initial' | 'listening' | 'closed' = 'initial';
protected callback: DataCallback | undefined;
protected readonly events: { message?: any, error?: any }[] = [];
errorEmitter
closeEmitter
partialMessageEmitter
constructor(protected readonly socket: IWebSocket) {
this.errorEmitter = new Emitter();
this.closeEmitter = new Emitter();
this.partialMessageEmitter = new Emitter();
this.socket.onMessage(message =>{
console.log("READ", message)
this.readMessage(message)
});
this.socket.onError(error =>
this.fireError(error)
);
this.socket.onClose((code, reason) => {
if (code !== 1000) {
const error: Error = {
name: '' + code,
message: `Error during socket reconnect: code = ${code}, reason = ${reason}`
};
this.fireError(error);
}
this.fireClose();
});
}
dispose() {
this.errorEmitter.dispose();
this.closeEmitter.dispose();
}
get onError() {
return this.errorEmitter.event;
}
get onClose() {
return this.closeEmitter.event;
}
get onPartialMessage() {
return this.partialMessageEmitter.event;
}
firePartialMessage(info) {
this.partialMessageEmitter.fire(info);
}
asError(error) {
if (error instanceof Error) {
return error;
}
else {
return new Error(`Reader received error. Reason: ${(error.message) ? error.message : 'unknown'}`);
}
}
listen(callback: DataCallback): Disposable {
if (this.state === 'initial') {
this.state = 'listening';
this.callback = callback;
while (this.events.length !== 0) {
const event = this.events.pop()!;
if (event.message) {
this.readMessage(event.message);
} else if (event.error) {
this.fireError(event.error);
} else {
this.fireClose();
}
}
}
return {
dispose: () => {
if (this.callback === callback) {
this.callback = undefined;
}
}
};
}
protected readMessage(message: any): void {
if (this.state === 'initial') {
this.events.splice(0, 0, { message });
} else if (this.state === 'listening') {
try {
const data = JSON.parse(message);
this.callback!(data);
} catch (err) {
const error: Error = {
name: '' + 400,
message: `Error during message parsing, reason = ${typeof err === 'object' ? (err as any).message : 'unknown'}`
};
this.fireError(error);
}
}
}
protected fireError(error: any): void {
if (this.state === 'initial') {
this.events.splice(0, 0, { error });
} else if (this.state === 'listening') {
this.errorEmitter.fire(this.asError(error));
}
}
protected fireClose(): void {
if (this.state === 'initial') {
this.events.splice(0, 0, {});
} else if (this.state === 'listening') {
this.closeEmitter.fire(undefined);
}
this.state = 'closed';
}
}
-21
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@@ -1,21 +0,0 @@
import {useState, useEffect} from 'react'
function getWindowDimensions() {
const {innerWidth: width, innerHeight: height } = window
return {width, height}
}
export function useWindowDimensions() {
const [windowDimensions, setWindowDimensions] = useState(getWindowDimensions())
useEffect(() => {
function handleResize() {
setWindowDimensions(getWindowDimensions())
}
window.addEventListener('resize', handleResize)
return () => window.removeEventListener('resize', handleResize)
}, [])
return windowDimensions
}
+5 -2
View File
@@ -1,6 +1,8 @@
**NOTE! This document is deprecated! The current documentation is [How To Create A Game](create_game.md)**
# Creating a game. # 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 ## Game Structure
@@ -295,8 +297,9 @@ cd lean4game
npm install npm install
``` ```
TODO: This is outdated!
If you are developing a game other than `Robo` or `NNG4`, adapt the 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 ```typescript
const games = { const games = {
"g/hhu-adam/robo": { "g/hhu-adam/robo": {
+29 -14
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@@ -4,7 +4,7 @@ This tutorial walks you through creating a new game for lean4. It covers from wr
## 1. Create the project ## 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. 2. Clone the game repo.
3. Call `lake update && lake exe cache get && lake build` to build the Lean project. 3. Call `lake update && lake exe cache get && lake build` to build the Lean project.
@@ -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`. 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 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.
``` Read [More about Hints](doc/hints.md) for how they work and what the options are.
Hint (strict := true) "some hidden hint"
```
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": 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).
Hint (hidden := true) "some hidden hint"
```
Lastly, you should put variable names in hints inside 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}." * `Languages`: Currently only a single language (capital English name). The tile will show a corresponding flag.
``` * `CaptionShort`: One catch phrase. Appears above the image.
That way, the game will replace it with the actual name the assumption has in the player's proof state. * `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 ## Further Notes
+87
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@@ -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.
+32
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@@ -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).
+22 -20
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@@ -4,13 +4,15 @@ The installation instructions are not yet tested on Mac/Windows. Comments very w
There are several options to play a game locally: There are several options to play a game locally:
- VSCode Dev Container: needs `docker` installed on your machine 1. VSCode Dev Container: needs `docker` installed on your machine
- Codespaces: Needs active internet connection and computing time is limited. 2. Codespaces: Needs active internet connection and computing time is limited.
- Gitpod: does not work yet (I that true?) 3. Gitpod: does not work yet (Is that true?)
- Manual installation: Needs `npm` installed on your system 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 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 ## VSCode Dev Containers
1. **Install Docker and Dev Containers** *(once)*:<br/> 1. **Install Docker and Dev Containers** *(once)*:<br/>
@@ -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. 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". 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. 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/> 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. 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 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 explicitely in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time) 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 ## 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". 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. 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 nvm install node
``` ```
Clone the game (e.g. `NNG4` here): Clone the game (e.g. `GameSkeleton` here):
```bash ```bash
git clone https://github.com/hhu-adam/NNG4.git git clone https://github.com/hhu-adam/GameSkeleton.git
# or: git clone git@github.com:hhu-adam/NNG4.git # or: git clone git@github.com:hhu-adam/GameSkeleton.git
``` ```
Download dependencies and build the game: Download dependencies and build the game:
```bash ```bash
cd NNG4 cd GameSkeleton
lake update lake update -R
lake exe cache get # if your game depends on mathlib
lake build 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 ```bash
cd .. cd ..
git clone https://github.com/leanprover-community/lean4game.git git clone https://github.com/leanprover-community/lean4game.git
# or: git clone git@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: In `lean4game`, install dependencies:
```bash ```bash
@@ -106,16 +108,16 @@ Run the game:
npm start 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 ## 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 ```bash
cd NNG4 cd NNG4
export NODE_ENV=development lake update -R -Klean4game.local
lake update
lake build 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.
+28
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@@ -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.
+52
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@@ -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.)
+5 -3
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@@ -2,10 +2,12 @@
module.exports = { module.exports = {
apps : [{ apps : [{
name : "lean4game", name : "lean4game",
script : "server/index.mjs", script : "relay/index.mjs",
env: { env: {
NODE_ENV: "production", LEAN4GAME_GITHUB_USER: "",
PORT: 8002 LEAN4GAME_GITHUB_TOKEN: "",
NODE_ENV: "production",
PORT: 8002
}, },
}] }]
} }
Vendored
+10
View File
@@ -0,0 +1,10 @@
/// <reference types="vite/client" />
interface ImportMetaEnv {
readonly VITE_LEAN4GAME_SINGLE: string
// more env variables...
}
interface ImportMeta {
readonly env: ImportMetaEnv
}
+2 -1
View File
@@ -33,7 +33,8 @@
</p> </p>
</div> </div>
</noscript> </noscript>
<script src="bundle.js"></script> <script src="coi-serviceworker.js"></script>
<script type="module" src="/client/src/index.tsx"></script>
</body> </body>
</html> </html>
+1483 -615
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File diff suppressed because it is too large Load Diff
+21 -20
View File
@@ -1,6 +1,7 @@
{ {
"name": "lean4-game", "name": "lean4-game",
"version": "0.1.0", "version": "0.1.0",
"type": "module",
"private": true, "private": true,
"homepage": ".", "homepage": ".",
"dependencies": { "dependencies": {
@@ -9,12 +10,18 @@
"@emotion/styled": "^11.10.5", "@emotion/styled": "^11.10.5",
"@fontsource/roboto": "^4.5.8", "@fontsource/roboto": "^4.5.8",
"@fontsource/roboto-mono": "^4.5.8", "@fontsource/roboto-mono": "^4.5.8",
"@fortawesome/fontawesome-svg-core": "^6.5.1",
"@fortawesome/free-regular-svg-icons": "^6.5.1",
"@fortawesome/free-solid-svg-icons": "^6.5.1",
"@fortawesome/react-fontawesome": "^0.2.0",
"@leanprover/infoview": "^0.4.3", "@leanprover/infoview": "^0.4.3",
"@mui/icons-material": "^5.11.0", "@mui/icons-material": "^5.11.0",
"@mui/material": "^5.11.1", "@mui/material": "^5.11.1",
"@reduxjs/toolkit": "^1.9.1", "@reduxjs/toolkit": "^1.9.1",
"@types/cytoscape": "^3.19.9", "@types/cytoscape": "^3.19.9",
"@types/react-router-dom": "^5.3.3", "@types/react-router-dom": "^5.3.3",
"@vitejs/plugin-react-swc": "^3.4.0",
"coi-serviceworker": "^0.1.7",
"cross-env": "^7.0.3", "cross-env": "^7.0.3",
"cytoscape": "^3.23.0", "cytoscape": "^3.23.0",
"cytoscape-elk": "^2.1.0", "cytoscape-elk": "^2.1.0",
@@ -22,7 +29,7 @@
"debounce": "^1.2.1", "debounce": "^1.2.1",
"express": "^4.18.2", "express": "^4.18.2",
"lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c", "lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c",
"lean4web": "github:hhu-adam/lean4web", "lean4web": "github:hhu-adam/lean4web#b91645a7b88814675ba9f99817436d0a2ce3a0ec",
"octokit": "^2.0.14", "octokit": "^2.0.14",
"path-browserify": "^1.0.1", "path-browserify": "^1.0.1",
"react": "^18.2.0", "react": "^18.2.0",
@@ -35,45 +42,39 @@
"rehype-katex": "^6.0.2", "rehype-katex": "^6.0.2",
"remark-gfm": "^3.0.1", "remark-gfm": "^3.0.1",
"remark-math": "^5.1.1", "remark-math": "^5.1.1",
"request": "^2.88.2",
"request-progress": "^3.0.0", "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", "vscode-ws-jsonrpc": "^2.0.1",
"web-worker": "^1.2.0", "web-worker": "^1.2.0",
"ws": "^8.11.0" "ws": "^8.11.0"
}, },
"devDependencies": { "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", "@pmmmwh/react-refresh-webpack-plugin": "^0.5.10",
"@redux-devtools/core": "^3.13.1", "@redux-devtools/core": "^3.13.1",
"@testing-library/react": "^13.4.0", "@testing-library/react": "^13.4.0",
"@types/debounce": "^1.2.1", "@types/debounce": "^1.2.1",
"babel-loader": "^8.3.0",
"concurrently": "^7.6.0", "concurrently": "^7.6.0",
"css-loader": "^6.7.3", "css-loader": "^6.7.3",
"file-loader": "^6.2.0", "file-loader": "^6.2.0",
"nodemon": "^2.0.20", "nodemon": "^3.0.1",
"react-refresh": "^0.14.0", "react-refresh": "^0.14.0",
"style-loader": "^3.3.1", "style-loader": "^3.3.1",
"ts-loader": "^9.4.2", "ts-loader": "^9.4.2",
"typescript": "^4.9.4", "typescript": "^4.9.4",
"url-loader": "^4.1.1", "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"
}, },
"scripts": { "scripts": {
"start": "concurrently -n server,client -c blue,green \"npm run start_server\" \"npm run start_client\"", "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_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 webpack-dev-server --hot", "start_client": "cross-env NODE_ENV=development vite --host",
"build": "cross-env NODE_ENV=production webpack", "build": "npm run build_server && npm run build_client",
"production": "cross-env NODE_ENV=production node server/index.mjs", "preview": "vite preview",
"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_server": "cd server && lake build",
"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", "build_client": "cross-env NODE_ENV=production vite build",
"update_lean": "./UPDATE_LEAN.sh" "production": "cross-env NODE_ENV=production node relay/index.mjs"
}, },
"eslintConfig": { "eslintConfig": {
"extends": [ "extends": [
+10 -5
View File
@@ -1,12 +1,17 @@
#/bin/bash #/bin/bash
# Note: This fails if there is no default toolchain installed
ELAN_HOME=$(lake env printenv ELAN_HOME) ELAN_HOME=$(lake env printenv ELAN_HOME)
# $1 : the game directory
# $2 : the lean4game folder
# $3 : the gameserver executable
(exec bwrap\ (exec bwrap\
--ro-bind ../../lean4game /lean4game \ --bind $2 /lean4game \
--ro-bind ../../$1 /game \ --bind $1 /game \
--ro-bind $ELAN_HOME /elan \ --bind $ELAN_HOME /elan \
--ro-bind /usr /usr \ --bind /usr /usr \
--dev /dev \ --dev /dev \
--proc /proc \ --proc /proc \
--symlink usr/lib /lib\ --symlink usr/lib /lib\
@@ -22,6 +27,6 @@ ELAN_HOME=$(lake env printenv ELAN_HOME)
--unshare-uts \ --unshare-uts \
--unshare-cgroup \ --unshare-cgroup \
--die-with-parent \ --die-with-parent \
--chdir "/lean4game/server/build/bin/" \ --chdir "/game/.lake/packages/GameServer/server/.lake/build/bin/" \
./gameserver --server /game ./gameserver --server /game
) )
+31 -20
View File
@@ -11,6 +11,7 @@ const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename); const __dirname = path.dirname(__filename);
const TOKEN = process.env.LEAN4GAME_GITHUB_TOKEN const TOKEN = process.env.LEAN4GAME_GITHUB_TOKEN
const USERNAME = process.env.LEAN4GAME_GITHUB_USER
const octokit = new Octokit({ const octokit = new Octokit({
auth: TOKEN auth: TOKEN
}) })
@@ -41,9 +42,10 @@ async function download(id, url, dest) {
requestProgress(request({ requestProgress(request({
url, url,
headers: { headers: {
'User-Agent': 'abentkamp', 'accept': 'application/vnd.github+json',
'User-Agent': USERNAME,
'X-GitHub-Api-Version': '2022-11-28', 'X-GitHub-Api-Version': '2022-11-28',
'Authorization': 'Bearer '+TOKEN 'Authorization': 'Bearer ' + TOKEN
} }
})) }))
.on('progress', function (state) { .on('progress', function (state) {
@@ -76,35 +78,44 @@ async function doImport (owner, repo, id) {
.reduce((acc, cur) => acc.created_at < cur.created_at ? cur : acc) .reduce((acc, cur) => acc.created_at < cur.created_at ? cur : acc)
artifactId = artifact.id artifactId = artifact.id
const url = artifact.archive_download_url const url = artifact.archive_download_url
if (!fs.existsSync("tmp")){ // Make sure the download folder exists
fs.mkdirSync("tmp"); 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` 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()}_${artifactId}.zip`))
progress[id].output += `Download finished.\n` progress[id].output += `Download finished.\n`
await runProcess(id, "/bin/bash", [`${__dirname}/unpack.sh`, artifactId],".")
let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`); await runProcess(id, "/bin/bash", [path.join(__dirname, "unpack.sh"), artifactId, owner.toLowerCase(), repo.toLowerCase()], path.join(__dirname, ".."))
manifest = JSON.parse(manifest);
if (manifest.length !== 1) {
throw `Unexpected manifest: ${JSON.stringify(manifest)}` // let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`);
} // manifest = JSON.parse(manifest);
manifest[0].RepoTags = [`g/${owner.toLowerCase()}/${repo.toLowerCase()}:latest`] // if (manifest.length !== 1) {
fs.writeFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`, JSON.stringify(manifest)); // throw `Unexpected manifest: ${JSON.stringify(manifest)}`
await runProcess(id, "tar", ["-cvf", `../archive_${artifactId}.tar`, "."], `tmp/artifact_${artifactId}_inner/`) // }
await runProcess(id, "docker", ["load", "-i", `tmp/archive_${artifactId}.tar`]) // 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].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) { } catch (e) {
progress[id].output += `Error: ${e.toString()}\n${e.stack}` progress[id].output += `Error: ${e.toString()}\n${e.stack}`
} finally { } finally {
// clean-up temp. files
if (artifactId) { if (artifactId) {
fs.rmSync(`tmp/artifact_${artifactId}.zip`, {force: true, recursive: true}); fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}.zip`), {force: true, recursive: false});
fs.rmSync(`tmp/artifact_${artifactId}`, {force: true, recursive: true}); fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${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});
} }
progress[id].done = true progress[id].done = true
} }
await new Promise(resolve => setTimeout(resolve, 10000))
} }
export const importTrigger = (req, res) => { export const importTrigger = (req, res) => {
+87 -57
View File
@@ -6,25 +6,20 @@ import * as url from 'url';
import * as rpc from 'vscode-ws-jsonrpc'; import * as rpc from 'vscode-ws-jsonrpc';
import * as jsonrpcserver from 'vscode-ws-jsonrpc/server'; import * as jsonrpcserver from 'vscode-ws-jsonrpc/server';
import os from 'os'; import os from 'os';
import fs from 'fs';
import anonymize from 'ip-anonymize'; import anonymize from 'ip-anonymize';
// import { importTrigger, importStatus } from './import.mjs' import { importTrigger, importStatus } from './import.mjs'
// import fs from 'fs' // 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 = { const queueLength = {
"g/hhu-adam/robo": { "g/hhu-adam/robo": 2,
dir: "Robo", "g/hhu-adam/nng4": 5,
queueLength: 5 "g/djvelleman/stg4": 2,
},
"g/hhu-adam/nng4": {
dir: "NNG4",
queueLength: 5
},
"g/hhu-adam/nng4-old": {
dir: "NNG4-OLD",
queueLength: 0
}
} }
const __filename = url.fileURLToPath(import.meta.url); const __filename = url.fileURLToPath(import.meta.url);
@@ -36,11 +31,18 @@ const PORT = process.env.PORT || 8080;
var router = express.Router(); var router = express.Router();
// router.get('/import/status/:owner/:repo', importStatus) router.get('/import/status/:owner/:repo', importStatus)
// router.get('/import/trigger/:owner/:repo', importTrigger) router.get('/import/trigger/:owner/:repo', importTrigger)
const server = app 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) .use('/', router)
.listen(PORT, () => console.log(`Listening on ${PORT}`)); .listen(PORT, () => console.log(`Listening on ${PORT}`));
@@ -54,41 +56,61 @@ const isDevelopment = environment === 'development'
/** We keep queues of started Lean Server processes to be ready when a user arrives */ /** We keep queues of started Lean Server processes to be ready when a user arrives */
const queue = {} const queue = {}
function tag(owner, repo) { function getTag(owner, repo) {
return `g/${owner.toLowerCase()}/${repo.toLowerCase()}` return `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
} }
function startServerProcess(owner, repo) { function getGameDir(owner, repo) {
let game_dir = (owner == 'local') ? owner = owner.toLowerCase()
repo : games[tag(owner, repo)]?.dir
if (owner == 'local') { if (owner == 'local') {
if(!isDevelopment) { if(!isDevelopment) {
console.error(`No local games in production mode.`) 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) { let game_dir = (owner == 'local') ?
console.error(`Unknown game: ${tag(owner, repo)}`) path.join(__dirname, '..', '..', repo) : // note: here we need `repo` to be case sensitive
return path.join(__dirname, '..', 'games', `${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 let serverProcess
if (isDevelopment) { if (isDevelopment) {
let args = ["--server", path.join("../../../../", game_dir)] let args = ["--server", game_dir]
serverProcess = cp.spawn("./gameserver", args, let binDir = path.join(game_dir, ".lake", "packages", "GameServer", "server", ".lake", "build", "bin")
{ cwd: path.join(__dirname, "./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, "..", "server", ".lake", "build", "bin") })
}
} else { } else {
serverProcess = cp.spawn("./bubblewrap.sh", serverProcess = cp.spawn("./bubblewrap.sh",
[game_dir], [ game_dir, path.join(__dirname, '..')],
{ cwd: __dirname }) { cwd: __dirname })
} }
serverProcess.on('error', error => serverProcess.on('error', error =>
console.error(`Launching Lean Server failed: ${error}`) console.error(`Launching Lean Server failed: ${error}`)
) )
@@ -101,15 +123,21 @@ function startServerProcess(owner, repo) {
} }
/** start Lean Server processes to refill the queue */ /** start Lean Server processes to refill the queue */
function fillQueue(owner, repo) { function fillQueue(tag) {
while (queue[tag(owner, repo)].length < games[tag(owner, repo)].queueLength) { while (queue[tag].length < queueLength[tag]) {
const serverProcess = startServerProcess(tag(owner, repo)) let serverProcess
queue[tag(owner, repo)].push(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 // if (!isDevelopment) { // Don't use queue in development
// for (let tag in games) { // for (let tag in queueLength) {
// queue[tag] = [] // queue[tag] = []
// fillQueue(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; } if (!reRes) { console.error(`Connection refused because of invalid URL: ${req.url}`); return; }
const owner = reRes[1] const owner = reRes[1]
const repo = reRes[2] const repo = reRes[2]
// const tag = `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
// // TODO const tag = getTag(owner, repo)
// if (isDevelopment && process.env.DEV_CONTAINER) {
// tag = `g/local/game`
// }
let ps; let ps
if (!queue[tag(owner, repo)] || queue[tag(owner, repo)].length == 0) { if (!queue[tag] || queue[tag].length == 0) {
ps = startServerProcess(owner, repo) ps = startServerProcess(owner, repo)
} else { } else {
ps = queue[tag(owner, repo)].shift() // Pick the first Lean process; it's likely to be ready immediately console.info('Got process from the queue')
fillQueue(owner, repo) 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; socketCounter += 1;
@@ -147,14 +177,14 @@ wss.addListener("connection", function(ws, req) {
onClose: (cb) => { ws.on("close", cb) }, onClose: (cb) => { ws.on("close", cb) },
send: (data, cb) => { ws.send(data,cb) } send: (data, cb) => { ws.send(data,cb) }
} }
const reader = new rpc.WebSocketMessageReader(socket); const reader = new rpc.WebSocketMessageReader(socket)
const writer = new rpc.WebSocketMessageWriter(socket); const writer = new rpc.WebSocketMessageWriter(socket)
const socketConnection = jsonrpcserver.createConnection(reader, writer, () => ws.close()) const socketConnection = jsonrpcserver.createConnection(reader, writer, () => ws.close())
const serverConnection = jsonrpcserver.createProcessStreamConnection(ps); const serverConnection = jsonrpcserver.createProcessStreamConnection(ps)
socketConnection.forward(serverConnection, message => { socketConnection.forward(serverConnection, message => {
if (isDevelopment) {console.log(`CLIENT: ${JSON.stringify(message)}`)} if (isDevelopment) {console.log(`CLIENT: ${JSON.stringify(message)}`)}
return message; return message;
}); })
serverConnection.forward(socketConnection, message => { serverConnection.forward(socketConnection, message => {
if (isDevelopment) {console.log(`SERVER: ${JSON.stringify(message)}`)} if (isDevelopment) {console.log(`SERVER: ${JSON.stringify(message)}`)}
return message; return message;
@@ -165,9 +195,9 @@ wss.addListener("connection", function(ws, req) {
ws.on('close', () => { ws.on('close', () => {
console.log(`[${new Date()}] Socket closed - ${ip}`) console.log(`[${new Date()}] Socket closed - ${ip}`)
socketCounter -= 1; socketCounter -= 1
}) })
socketConnection.onClose(() => serverConnection.dispose()); socketConnection.onClose(() => serverConnection.dispose())
serverConnection.onClose(() => socketConnection.dispose()); serverConnection.onClose(() => socketConnection.dispose())
}) })
+30
View File
@@ -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
View File
@@ -1,3 +0,0 @@
build
adam
nng
+17
View File
@@ -0,0 +1,17 @@
import GameServer.FileWorker
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
Lean.enableInitializersExecution
-- TODO: remove this argument
if args[0]? == some "--server" then
MyServer.FileWorker.workerMain {} args
else
e.putStrLn s!"Expected `--server`"
return 1
+199 -341
View File
@@ -1,23 +1,12 @@
import GameServer.EnvExtensions import GameServer.Helpers
import GameServer.Inventory
import GameServer.Options
import GameServer.SaveData
open Lean Meta Elab Command open Lean Meta Elab Command
set_option autoImplicit false set_option autoImplicit false
/-- Let `MakeGame` print the reasons why the worlds depend on each other. -/
register_option lean4game.showDependencyReasons : Bool := {
defValue := false
descr := "show reasons for calculated world dependencies."
}
/-- Let `MakeGame` print the reasons why the worlds depend on each other.
Note: currently unused in favour of setting `set_option trace.debug true`. -/
register_option lean4game.verbose : Bool := {
defValue := false
descr := "display more info messages to help developing the game."
}
/-! # Game metadata -/ /-! # Game metadata -/
/-- Switch to the specified `Game` (and create it if non-existent). Example: `Game "NNG"` -/ /-- Switch to the specified `Game` (and create it if non-existent). Example: `Game "NNG"` -/
@@ -46,147 +35,101 @@ elab "Title" t:str : command => do
match ← getCurLayer with match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with title := t.getString} | .Level => modifyCurLevel fun level => pure {level with title := t.getString}
| .World => modifyCurWorld fun world => pure {world 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. -/ /-- Define the introduction of the current game/world/level. -/
elab "Introduction" t:str : command => do elab "Introduction" t:str : command => do
let intro := t.getString
match ← getCurLayer with match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with introduction := t.getString} | .Level => modifyCurLevel fun level => pure {level with introduction := intro}
| .World => modifyCurWorld fun world => pure {world with introduction := t.getString} | .World => modifyCurWorld fun world => pure {world with introduction := intro}
| .Game => modifyCurGame fun game => pure {game with introduction := t.getString} | .Game => modifyCurGame fun game => pure {game with introduction := intro}
/-- Define the info of the current game. Used for e.g. credits -/ /-- Define the info of the current game. Used for e.g. credits -/
elab "Info" t:str : command => do elab "Info" t:str : command => do
let info:= t.getString
match ← getCurLayer with match ← getCurLayer with
| .Level => pure () | .Level =>
| .World => pure () logError "Can't use `Info` in a level!"
| .Game => modifyCurGame fun game => pure {game with info := t.getString} pure ()
| .World =>
logError "Can't use `Info` in a world"
pure ()
| .Game => modifyCurGame fun game => pure {game with info := info}
/-- 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 /-- Define the conclusion of the current game or current level if some
building a level. -/ building a level. -/
elab "Conclusion" t:str : command => do elab "Conclusion" t:str : command => do
let conclusion := t.getString
match ← getCurLayer with match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with conclusion := t.getString} | .Level => modifyCurLevel fun level => pure {level with conclusion := conclusion}
| .World => modifyCurWorld fun world => pure {world with conclusion := t.getString} | .World => modifyCurWorld fun world => pure {world with conclusion := conclusion}
| .Game => modifyCurGame fun game => pure {game with conclusion := t.getString} | .Game => modifyCurGame fun game => pure {game with conclusion := conclusion}
/-- 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
let caption := t.getString
modifyCurGame fun game => pure {game with
tile := {game.tile with short := caption}}
/-- More detailed description what the game is about (2-4 sentences). -/
elab "CaptionLong" t:str : command => do
let caption := t.getString
modifyCurGame fun game => pure {game with
tile := {game.tile with long := caption}}
/-- 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 /-! # Inventory
The inventory contains docs for tactics, lemmas, and definitions. These are all locked The inventory contains docs for tactics, theorems, and definitions. These are all locked
in the first level and get enabled during the game. in the first level and get enabled during the game.
-/ -/
/-! ## Doc entries -/ /-! ## Doc entries -/
/-- Copied from `Mathlib.Tactic.HelpCmd`.
Gets the initial string token in a parser description. For example, for a declaration like
`syntax "bla" "baz" term : tactic`, it returns `some "bla"`. Returns `none` for syntax declarations
that don't start with a string constant. -/
partial def getHeadTk (e : Expr) : Option String :=
match (Expr.withApp e λ e a => (e.constName?.getD Name.anonymous, a)) with
| (``ParserDescr.node, #[_, _, p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "withPosition")), p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "atomic")), p]) => getHeadTk p
| (``ParserDescr.binary, #[.app _ (.lit (.strVal "andthen")), p, _]) => getHeadTk p
| (``ParserDescr.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``ParserDescr.symbol, #[.lit (.strVal tk)]) => some tk
| (``Parser.withAntiquot, #[_, p]) => getHeadTk p
| (``Parser.leadingNode, #[_, _, p]) => getHeadTk p
| (``HAndThen.hAndThen, #[_, _, _, _, p, _]) => getHeadTk p
| (``Parser.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``Parser.symbol, #[.lit (.strVal tk)]) => some tk
| _ => none
/-- Modified from `#help` in `Mathlib.Tactic.HelpCmd` -/
def getTacticDocstring (env : Environment) (name: Name) : CommandElabM (Option String) := do
let name := name.toString (escape := false)
let mut decls : Lean.RBMap String (Array SyntaxNodeKind) compare := {}
let catName : Name := `tactic
let catStx : Ident := mkIdent catName -- TODO
let some cat := (Parser.parserExtension.getState env).categories.find? catName
| throwErrorAt catStx "{catStx} is not a syntax category"
liftTermElabM <| Term.addCategoryInfo catStx catName
for (k, _) in cat.kinds do
let mut used := false
if let some tk := do getHeadTk (← (← env.find? k).value?) then
let tk := tk.trim
if name ≠ tk then -- was `!name.isPrefixOf tk`
continue
used := true
decls := decls.insert tk ((decls.findD tk #[]).push k)
for (_name, ks) in decls do
for k in ks do
if let some doc ← findDocString? env k then
return doc
logWarning <| m!"Could not find a docstring for tactic {name}, consider adding one " ++
m!"using `TacticDoc {name} \"some doc\"`"
return none
/-- Retrieve the docstring associated to an inventory item. For Tactics, this
is not guaranteed to work. -/
def getDocstring (env : Environment) (name : Name) (type : InventoryType) :
CommandElabM (Option String) :=
match type with
-- for tactics it's a lookup following mathlib's `#help`. not guaranteed to be the correct one.
| .Tactic => getTacticDocstring env name
| .Lemma => findDocString? env name
-- TODO: for definitions not implemented yet, does it work?
| .Definition => findDocString? env name
/-- Checks if `inventoryTemplateExt` contains an entry with `(type, name)` and yields
a warning otherwise. If `template` is provided, it will add such an entry instead of yielding a
warning.
`ref` is the syntax piece. If `name` is not provided, it will use `ident.getId`.
I used this workaround, because I needed a new name (with correct namespace etc)
to be used, and I don't know how to create a new ident with same position but different name.
-/
def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.getId)
(template : Option String := none) : CommandElabM Unit := do
-- note: `name` is an `Ident` (instead of `Name`) for the log messages.
let env ← getEnv
let n := name
-- Find a key with matching `(type, name)`.
match (inventoryTemplateExt.getState env).findIdx?
(fun x => x.name == n && x.type == type) with
-- Nothing to do if the entry exists
| some _ => pure ()
| none =>
match template with
-- Warn about missing documentation
| none =>
let docstring ← match (← getDocstring env name type) with
| some ds =>
logInfoAt ref (m!"Missing {type} Documentation. Using existing docstring. " ++
m!"Add {name}\nAdd `{type}Doc {name}` somewhere above this statement.")
pure s!"*(lean docstring)*\\\n{ds}"
| none =>
logWarningAt ref (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++
m!"somewhere above this statement.")
pure "(missing)"
-- We just add a dummy entry
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := docstring})
-- Add the default documentation
| some s =>
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := s })
logInfoAt ref (m!"Missing {type} Documentation: {name}, used default (e.g. provided " ++
m!"docstring) instead. If you want to write a different description, add " ++
m!"`{type}Doc {name}` somewhere above this statement.")
/-- Documentation entry of a tactic. Example: /-- Documentation entry of a tactic. Example:
``` ```
@@ -196,37 +139,40 @@ TacticDoc rw "`rw` stands for rewrite, etc. "
* The identifier is the tactics name. Some need to be escaped like `«have»`. * The identifier is the tactics name. Some need to be escaped like `«have»`.
* The description is a string supporting Markdown. * The description is a string supporting Markdown.
-/ -/
elab "TacticDoc" name:ident content:str : command => elab doc:docComment ? "TacticDoc" name:ident content:str ? : command => do
let doc ← parseDocCommentLegacy doc content
modifyEnv (inventoryTemplateExt.addEntry · { modifyEnv (inventoryTemplateExt.addEntry · {
type := .Tactic type := .Tactic
name := name.getId name := name.getId
displayName := name.getId.toString displayName := name.getId.toString
content := content.getString }) content := doc })
/-- Documentation entry of a lemma. Example: /-- Documentation entry of a theorem. Example:
``` ```
LemmaDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc." TheoremDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc."
``` ```
* The first identifier is used in the commands `[New/Only/Disabled]Lemma`. * The first identifier is used in the commands `[New/Only/Disabled]Theorem`.
It is preferably the true name of the lemma. However, this is not required. It is preferably the true name of the theorem. However, this is not required.
* The string following `as` is the displayed name (in the Inventory). * The string following `as` is the displayed name (in the Inventory).
* The identifier after `in` is the category to group lemmas by (in the Inventory). * The identifier after `in` is the category to group theorems by (in the Inventory).
* The description is a string supporting Markdown. * The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires 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. The theorem/definition to have the same fully qualified name as in mathlib.
-/ -/
elab "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str : command => elab doc:docComment ? "TheoremDoc" name:ident "as" displayName:str "in" category:str content:str ? :
command => do
let doc ← parseDocCommentLegacy doc content
modifyEnv (inventoryTemplateExt.addEntry · { modifyEnv (inventoryTemplateExt.addEntry · {
type := .Lemma type := .Lemma
name := name.getId name := name.getId
category := category.getString category := category.getString
displayName := displayName.getString displayName := displayName.getString
content := content.getString }) content := doc })
-- TODO: Catch the following behaviour. -- TODO: Catch the following behaviour.
-- 1. if `LemmaDoc` appears in the same file as `Statement`, it will silently use -- 1. if `TheoremDoc` appears in the same file as `Statement`, it will silently use
-- it but display the info that it wasn't found in `Statement` -- it but display the info that it wasn't found in `Statement`
-- 2. if it appears in a later file, however, it will silently not do anything and keep -- 2. if it appears in a later file, however, it will silently not do anything and keep
-- the first one. -- the first one.
@@ -244,37 +190,25 @@ DefinitionDoc Function.Bijective as "Bijective" "defined as `Injective f ∧ Sur
* The description is a string supporting Markdown. * The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires 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. The theorem/definition to have the same fully qualified name as in mathlib.
-/ -/
elab "DefinitionDoc" name:ident "as" displayName:str template:str : command => elab doc:docComment ? "DefinitionDoc" name:ident "as" displayName:str template:str ? : command => do
let doc ← parseDocCommentLegacy doc template
modifyEnv (inventoryTemplateExt.addEntry · { modifyEnv (inventoryTemplateExt.addEntry · {
type := .Definition type := .Definition
name := name.getId, name := name.getId,
displayName := displayName.getString, displayName := displayName.getString,
content := template.getString }) content := doc })
/-! ## Add inventory items -/ /-! ## Add inventory items -/
def getStatement (name : Name) : CommandElabM MessageData := do def checkCommandNotDuplicated (items : Array Name) (cmd := "Command") : CommandElabM Unit := do
return ← addMessageContextPartial (.ofPPFormat { pp := fun if ¬ items.isEmpty then
| some ctx => ctx.runMetaM <| PrettyPrinter.ppSignature name logWarning s!"You should only use one `{cmd}` per level, but it takes multiple arguments: `{cmd} obj₁ obj₂ obj₃`!"
| none => return "that's a bug." })
-- Note: We use `String` because we can't send `MessageData` as json, but
-- `MessageData` might be better for interactive highlighting.
/-- Get a string of the form `my_lemma (n : ℕ) : n + n = 2 * n`.
Note: A statement like `theorem abc : ∀ x : Nat, x ≥ 0` would be turned into
`theorem abc (x : Nat) : x ≥ 0` by `PrettyPrinter.ppSignature`. -/
def getStatementString (name : Name) : CommandElabM String := do
try
return ← (← getStatement name).toString
catch
| _ => throwError m!"Could not find {name} in context."
-- TODO: I think it would be nicer to unresolve Namespaces as much as possible.
/-- Declare tactics that are introduced by this level. -/ /-- Declare tactics that are introduced by this level. -/
elab "NewTactic" args:ident* : command => do elab "NewTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.new) "NewTactic"
for name in ↑args do for name in ↑args do
checkInventoryDoc .Tactic name -- TODO: Add (template := "[docstring]") checkInventoryDoc .Tactic name -- TODO: Add (template := "[docstring]")
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
@@ -282,14 +216,16 @@ elab "NewTactic" args:ident* : command => do
/-- Declare tactics that are introduced by this level but do not show up in inventory. -/ /-- Declare tactics that are introduced by this level but do not show up in inventory. -/
elab "NewHiddenTactic" args:ident* : command => do elab "NewHiddenTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.hidden) "NewHiddenTactic"
for name in ↑args do for name in ↑args do
checkInventoryDoc .Tactic name (template := "") checkInventoryDoc .Tactic name (template := "")
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId), tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId),
hidden := level.tactics.hidden ++ args.map (·.getId)}} hidden := level.tactics.hidden ++ args.map (·.getId)}}
/-- Declare lemmas that are introduced by this level. -/ /-- Declare theorems that are introduced by this level. -/
elab "NewLemma" args:ident* : command => do elab "NewTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.new) "NewTheorem"
for name in ↑args do for name in ↑args do
try let _decl ← getConstInfo name.getId catch try let _decl ← getConstInfo name.getId catch
| _ => logErrorAt name m!"unknown identifier '{name}'." | _ => logErrorAt name m!"unknown identifier '{name}'."
@@ -299,6 +235,7 @@ elab "NewLemma" args:ident* : command => do
/-- Declare definitions that are introduced by this level. -/ /-- Declare definitions that are introduced by this level. -/
elab "NewDefinition" args:ident* : command => do elab "NewDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.new) "NewDefinition"
for name in ↑args do checkInventoryDoc .Definition name -- TODO: Add (template := "[mathlib]") for name in ↑args do checkInventoryDoc .Definition name -- TODO: Add (template := "[mathlib]")
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
definitions := {level.definitions with new := args.map (·.getId)}} definitions := {level.definitions with new := args.map (·.getId)}}
@@ -306,31 +243,36 @@ elab "NewDefinition" args:ident* : command => do
/-- Declare tactics that are temporarily disabled in this level. /-- Declare tactics that are temporarily disabled in this level.
This is ignored if `OnlyTactic` is set. -/ This is ignored if `OnlyTactic` is set. -/
elab "DisabledTactic" args:ident* : command => do elab "DisabledTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.disabled) "DisabledTactic"
for name in ↑args do checkInventoryDoc .Tactic name for name in ↑args do checkInventoryDoc .Tactic name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
tactics := {level.tactics with disabled := args.map (·.getId)}} tactics := {level.tactics with disabled := args.map (·.getId)}}
/-- Declare lemmas that are temporarily disabled in this level. /-- Declare theorems that are temporarily disabled in this level.
This is ignored if `OnlyLemma` is set. -/ This is ignored if `OnlyTheorem` is set. -/
elab "DisabledLemma" args:ident* : command => do elab "DisabledTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.disabled) "DisabledTheorem"
for name in ↑args do checkInventoryDoc .Lemma name for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with disabled := args.map (·.getId)}} lemmas := {level.lemmas with disabled := args.map (·.getId)}}
/-- Declare definitions that are temporarily disabled in this level -/ /-- Declare definitions that are temporarily disabled in this level -/
elab "DisabledDefinition" args:ident* : command => do elab "DisabledDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.disabled) "DisabledDefinition"
for name in ↑args do checkInventoryDoc .Definition name for name in ↑args do checkInventoryDoc .Definition name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
definitions := {level.definitions with disabled := args.map (·.getId)}} definitions := {level.definitions with disabled := args.map (·.getId)}}
/-- Temporarily disable all tactics except the ones declared here -/ /-- Temporarily disable all tactics except the ones declared here -/
elab "OnlyTactic" args:ident* : command => do elab "OnlyTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.only) "OnlyTactic"
for name in ↑args do checkInventoryDoc .Tactic name for name in ↑args do checkInventoryDoc .Tactic name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
tactics := {level.tactics with only := args.map (·.getId)}} tactics := {level.tactics with only := args.map (·.getId)}}
/-- Temporarily disable all lemmas except the ones declared here -/ /-- Temporarily disable all theorems except the ones declared here -/
elab "OnlyLemma" args:ident* : command => do elab "OnlyTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.only) "OnlyTheorem"
for name in ↑args do checkInventoryDoc .Lemma name for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with only := args.map (·.getId)}} lemmas := {level.lemmas with only := args.map (·.getId)}}
@@ -338,65 +280,66 @@ elab "OnlyLemma" args:ident* : command => do
/-- Temporarily disable all definitions except the ones declared here. /-- Temporarily disable all definitions except the ones declared here.
This is ignored if `OnlyDefinition` is set. -/ This is ignored if `OnlyDefinition` is set. -/
elab "OnlyDefinition" args:ident* : command => do elab "OnlyDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.only) "OnlyDefinition"
for name in ↑args do checkInventoryDoc .Definition name for name in ↑args do checkInventoryDoc .Definition name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
definitions := {level.definitions with only := args.map (·.getId)}} definitions := {level.definitions with only := args.map (·.getId)}}
/-- Define which tab of Lemmas is opened by default. Usage: `LemmaTab "Nat"`. /-- Define which tab of Lemmas is opened by default. Usage: `TheoremTab "Nat"`.
If omitted, the current tab will remain open. -/ If omitted, the current tab will remain open. -/
elab "LemmaTab" category:str : command => elab "TheoremTab" category:str : command =>
modifyCurLevel fun level => pure {level with lemmaTab := category.getString}
/-! DEPRECATED -/
elab doc:docComment ? "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str ? :
command => do
logWarning "Deprecated. Has been renamed to `TheoremDoc`"
let doc ← parseDocCommentLegacy doc content
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Lemma
name := name.getId
category := category.getString
displayName := displayName.getString
content := doc })
elab "NewLemma" args:ident* : command => do
logWarning "Deprecated. Has been renamed to `NewTheorem`"
checkCommandNotDuplicated ((←getCurLevel).lemmas.new) "NewLemma"
for name in ↑args do
try let _decl ← getConstInfo name.getId catch
| _ => logErrorAt name m!"unknown identifier '{name}'."
checkInventoryDoc .Lemma name -- TODO: Add (template := "[mathlib]")
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with new := args.map (·.getId)}}
elab "DisabledLemma" args:ident* : command => do
logWarning "Deprecated. Has been renamed to `DisabledTheorem`"
checkCommandNotDuplicated ((←getCurLevel).lemmas.disabled) "DisabledLemma"
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with disabled := args.map (·.getId)}}
elab "OnlyLemma" args:ident* : command => do
logWarning "Deprecated. Has been renamed to `OnlyTheorem`"
checkCommandNotDuplicated ((←getCurLevel).lemmas.only) "OnlyLemma"
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with only := args.map (·.getId)}}
elab "LemmaTab" category:str : command => do
logWarning "Deprecated. Has been renamed to `TheoremTab`"
modifyCurLevel fun level => pure {level with lemmaTab := category.getString} modifyCurLevel fun level => pure {level with lemmaTab := category.getString}
/-! # Exercise Statement -/ /-! # Exercise Statement -/
/-- A `attr := ...` option for `Statement`. Add attributes to the defined theorem. -/
syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")"
-- TODO
-- TODO: Reuse the following code for checking available tactics in user code:
structure UsedInventory where
(tactics : HashSet Name := {})
(definitions : HashSet Name := {})
(lemmas : HashSet Name := {})
partial def collectUsedInventory (stx : Syntax) (acc : UsedInventory := {}) : CommandElabM UsedInventory := do
match stx with
| .missing => return acc
| .node _info kind args =>
if kind == `GameServer.Tactic.Hint || kind == `GameServer.Tactic.Branch then return acc
return ← args.foldlM (fun acc arg => collectUsedInventory arg acc) acc
| .atom _info val =>
-- ignore syntax elements that do not start with a letter
-- and ignore some standard keywords
let allowed := ["with", "fun", "at", "only", "by"]
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
return {acc with tactics := acc.tactics.insert val}
else
return acc
| .ident _info _rawVal val _preresolved =>
let ns ←
try resolveGlobalConst (mkIdent val)
catch | _ => pure [] -- catch "unknown constant" error
return ← ns.foldlM (fun acc n => do
if let some (.thmInfo ..) := (← getEnv).find? n then
return {acc with lemmas := acc.lemmas.insertMany ns}
else
return {acc with definitions := acc.definitions.insertMany ns}
) acc
-- #check expandOptDocComment?
/-- Define the statement of the current level. -/ /-- Define the statement of the current level. -/
elab doc:docComment ? attrs:Parser.Term.attributes ? elab doc:docComment ? attrs:Parser.Term.attributes ?
"Statement" statementName:ident ? sig:declSig val:declVal : command => do "Statement" statementName:ident ? sig:declSig val:declVal : command => do
let lvlIdx ← getCurLevelIdx let lvlIdx ← getCurLevelIdx
let docContent : Option String := match doc with let docContent ← parseDocComment doc
| none => none
| some s => match s.raw[1] with
| .atom _ val => val.dropRight 2 |>.trim -- some (val.extract 0 (val.endPos - ⟨2⟩))
| _ => none --panic "not implemented error message" --throwErrorAt s "unexpected doc string{indentD s.raw[1]}"
-- Save the messages before evaluation of the proof. -- Save the messages before evaluation of the proof.
let initMsgs ← modifyGet fun st => (st.messages, { st with messages := {} }) let initMsgs ← modifyGet fun st => (st.messages, { st with messages := {} })
@@ -497,23 +440,6 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
/-! # Hints -/ /-! # Hints -/
syntax hintArg := atomic(" (" (&"strict" <|> &"hidden") " := " withoutPosition(term) ")")
/-- Remove any spaces at the beginning of a new line -/
partial def removeIndentation (s : String) : String :=
let rec loop (i : String.Pos) (acc : String) (removeSpaces := false) : String :=
let c := s.get i
let i := s.next i
if s.atEnd i then
acc.push c
else if removeSpaces && c == ' ' then
loop i acc (removeSpaces := true)
else if c == '\n' then
loop i (acc.push c) (removeSpaces := true)
else
loop i (acc.push c)
loop ⟨0⟩ ""
/-- A tactic that can be used inside `Statement`s to indicate in which proof states players should /-- A tactic that can be used inside `Statement`s to indicate in which proof states players should
see hints. The tactic does not affect the goal state. see hints. The tactic does not affect the goal state.
-/ -/
@@ -626,6 +552,7 @@ elab "Template" tacs:tacticSeq : tactic => do
modifyLevel (←getCurLevelId) fun level => do modifyLevel (←getCurLevelId) fun level => do
return {level with template := s!"{template}"} return {level with template := s!"{template}"}
-- TODO: Notes for testing if a declaration has the simp attribute -- TODO: Notes for testing if a declaration has the simp attribute
-- -- Test: From zulip -- -- Test: From zulip
@@ -644,98 +571,6 @@ elab "Template" tacs:tacticSeq : tactic => do
/-! # Make Game -/ /-! # Make Game -/
def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo
| .Tactic => level.tactics
| .Definition => level.definitions
| .Lemma => level.lemmas
def GameLevel.setComputedInventory (level : GameLevel) :
InventoryType → Array InventoryTile → GameLevel
| .Tactic, v => {level with tactics := {level.tactics with tiles := v}}
| .Definition, v => {level with definitions := {level.definitions with tiles := v}}
| .Lemma, v => {level with lemmas := {level.lemmas with tiles := v}}
partial def removeTransitiveAux (id : Name) (arrows : HashMap Name (HashSet Name))
(newArrows : HashMap Name (HashSet Name)) (decendants : HashMap Name (HashSet Name)) :
HashMap Name (HashSet Name) × HashMap Name (HashSet Name) := Id.run do
match (newArrows.find? id, decendants.find? id) with
| (some _, some _) => return (newArrows, decendants)
| _ =>
let mut newArr := newArrows
let mut desc := decendants
desc := desc.insert id {} -- mark as worked in case of loops
newArr := newArr.insert id {} -- mark as worked in case of loops
let children := arrows.findD id {}
let mut trimmedChildren := children
let mut theseDescs := children
for child in children do
(newArr, desc) := removeTransitiveAux child arrows newArr desc
let childDescs := desc.findD child {}
theseDescs := theseDescs.insertMany childDescs
for d in childDescs do
trimmedChildren := trimmedChildren.erase d
desc := desc.insert id theseDescs
newArr := newArr.insert id trimmedChildren
return (newArr, desc)
def removeTransitive (arrows : HashMap Name (HashSet Name)) : CommandElabM (HashMap Name (HashSet Name)) := do
let mut newArr := {}
let mut desc := {}
for id in arrows.toArray.map Prod.fst do
(newArr, desc) := removeTransitiveAux id arrows newArr desc
if (desc.findD id {}).contains id then
logError <| m!"Loop at {id}. " ++
m!"This should not happen and probably means that `findLoops` has a bug."
-- DEBUG:
-- for ⟨x, hx⟩ in desc.toList do
-- m := m ++ m!"{x}: {hx.toList}\n"
-- logError m
return newArr
/-- The recursive part of `findLoops`. Finds loops that appear as successors of `node`.
For performance reason it returns a HashSet of visited
nodes as well. This is filled with all nodes ever looked at as they cannot be
part of a loop anymore. -/
partial def findLoopsAux (arrows : HashMap Name (HashSet Name)) (node : Name)
(path : Array Name := #[]) (visited : HashSet Name := {}) :
Array Name × HashSet Name := Id.run do
let mut visited := visited
match path.getIdx? node with
| some i =>
-- Found a loop: `node` is already the iᵗʰ element of the path
return (path.extract i path.size, visited.insert node)
| none =>
for successor in arrows.findD node {} do
-- If we already visited the successor, it cannot be part of a loop anymore
if visited.contains successor then
continue
-- Find any loop involving `successor`
let (loop, _) := findLoopsAux arrows successor (path.push node) visited
visited := visited.insert successor
-- No loop found in the dependants of `successor`
if loop.isEmpty then
continue
-- Found a loop, return it
return (loop, visited)
return (#[], visited.insert node)
/-- Find a loop in the graph and return it. Returns `[]` if there are no loops. -/
partial def findLoops (arrows : HashMap Name (HashSet Name)) : List Name := Id.run do
let mut visited : HashSet Name := {}
for node in arrows.toArray.map (·.1) do
-- Skip a node if it was already visited
if visited.contains node then
continue
-- `findLoopsAux` returns a loop or `[]` together with a set of nodes it visited on its
-- search starting from `node`
let (loop, moreVisited) := (findLoopsAux arrows node (visited := visited))
visited := moreVisited
if !loop.isEmpty then
return loop.toList
return []
/-- The worlds of a game are joint by dependencies. These are /-- The worlds of a game are joint by dependencies. These are
automatically computed but can also be defined with the syntax automatically computed but can also be defined with the syntax
`Dependency World₁ → World₂ → World₃`. -/ `Dependency World₁ → World₂ → World₃`. -/
@@ -810,8 +645,12 @@ elab "MakeGame" : command => do
-- Items that should not be displayed in inventory -- Items that should not be displayed in inventory
let mut hiddenItems : HashSet Name := {} 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 -- 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 usedItems : HashSet Name := {}
let mut newItems : HashSet Name := {} let mut newItems : HashSet Name := {}
for inventoryType in #[.Tactic, .Definition, .Lemma] do for inventoryType in #[.Tactic, .Definition, .Lemma] do
@@ -850,9 +689,12 @@ elab "MakeGame" : command => do
-- logInfo m!"{worldId} uses: {usedItems.toList}" -- logInfo m!"{worldId} uses: {usedItems.toList}"
-- logInfo m!"{worldId} introduces: {newItems.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 -/ /- for each "item" this is a HashSet of `worldId`s that introduce this item -/
let mut worldsWithNewItem : HashMap Name (HashSet Name) := {} 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 for newItem in newItemsInWorld.findD worldId {} do
worldsWithNewItem := worldsWithNewItem.insert newItem $ worldsWithNewItem := worldsWithNewItem.insert newItem $
(worldsWithNewItem.findD newItem {}).insert worldId (worldsWithNewItem.findD newItem {}).insert worldId
@@ -864,7 +706,7 @@ elab "MakeGame" : command => do
let mut dependencyReasons : HashMap (Name × Name) (HashSet Name) := {} let mut dependencyReasons : HashMap (Name × Name) (HashSet Name) := {}
-- Calculate world dependency graph `game.worlds` -- 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 := {} let mut dependsOnWorlds : HashSet Name := {}
-- Adding manual dependencies that were specified via the `Dependency` command. -- Adding manual dependencies that were specified via the `Dependency` command.
for (sourceId, targetId) in game.worlds.edges do for (sourceId, targetId) in game.worlds.edges do
@@ -915,14 +757,25 @@ elab "MakeGame" : command => do
logError m!"{w1} depends on {w2} because of {items.toList}." logError m!"{w1} depends on {w2} because of {items.toList}."
else else
worldDependsOnWorlds ← removeTransitive worldDependsOnWorlds 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 for (dependentWorldId, worldIds) in worldDependsOnWorlds.toArray do
modifyCurGame fun game => modifyCurGame fun game =>
pure {game with worlds := {game.worlds with pure {game with worlds := {game.worlds with
edges := game.worlds.edges.append (worldIds.toArray.map fun wid => (wid, dependentWorldId))}} 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 -- Apparently we need to reload `game` to get the changes to `game.worlds` we just made
let game ← getCurGame let game ← getCurGame
let mut allItemsByType : HashMap InventoryType (HashSet Name) := {}
-- Compute which inventory items are available in which level: -- Compute which inventory items are available in which level:
for inventoryType in #[.Tactic, .Definition, .Lemma] do for inventoryType in #[.Tactic, .Definition, .Lemma] do
@@ -984,6 +837,7 @@ elab "MakeGame" : command => do
name := item name := item
displayName := data.displayName displayName := data.displayName
category := data.category category := data.category
altTitle := data.statement
hidden := hiddenItems.contains item }) hidden := hiddenItems.contains item })
@@ -1003,6 +857,7 @@ elab "MakeGame" : command => do
displayName := data.displayName displayName := data.displayName
category := data.category category := data.category
locked := false locked := false
altTitle := data.statement
hidden := hiddenItems.contains item } hidden := hiddenItems.contains item }
itemsInWorld := itemsInWorld.insert worldId items itemsInWorld := itemsInWorld.insert worldId items
@@ -1022,7 +877,8 @@ elab "MakeGame" : command => do
displayName := data.displayName displayName := data.displayName
category := data.category category := data.category
locked := false locked := false
hidden := levelInfo.hidden.contains item } altTitle := data.statement
hidden := hiddenItems.contains item }
-- add the exercise statement from the previous level -- add the exercise statement from the previous level
-- if it was named -- if it was named
@@ -1035,6 +891,7 @@ elab "MakeGame" : command => do
name := name name := name
displayName := data.displayName displayName := data.displayName
category := data.category category := data.category
altTitle := data.statement
locked := false } locked := false }
-- add marks for `disabled` and `new` lemmas here, so that they only apply to -- add marks for `disabled` and `new` lemmas here, so that they only apply to
@@ -1052,17 +909,18 @@ elab "MakeGame" : command => do
modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do
return level.setComputedInventory inventoryType itemsArray return level.setComputedInventory inventoryType itemsArray
allItemsByType := allItemsByType.insert inventoryType allItems
/-! # Debugging tools -/ 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).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
tactics := (← getTiles .Tactic).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
definitions := (← getTiles .Definition).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
lemmaTab := none
}
-- /-- Print current game for debugging purposes. -/ saveGameData allItemsByType inventory
-- elab "PrintCurGame" : command => do
-- logInfo (toJson (← getCurGame))
/-- Print current level for debugging purposes. -/
elab "PrintCurLevel" : command => do
logInfo (repr (← getCurLevel))
/-- Print levels for debugging purposes. -/
elab "PrintLevels" : command => do
logInfo $ repr $ (← getCurWorld).levels.toArray
+117 -3
View File
@@ -106,8 +106,16 @@ structure InventoryTile where
new := false new := false
/-- hide the item in the inventory display -/ /-- hide the item in the inventory display -/
hidden := false hidden := false
/-- hover text -/
altTitle : String := default
deriving ToJson, FromJson, Repr, Inhabited 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 /-- The extension that stores the doc templates. Note that you can only add, but never modify
entries! -/ entries! -/
initialize inventoryTemplateExt : initialize inventoryTemplateExt :
@@ -135,7 +143,18 @@ def getInventoryItem? [Monad m] [MonadEnv m] (n : Name) (type : InventoryType) :
m (Option InventoryItem) := do m (Option InventoryItem) := do
return (inventoryExt.getState (← getEnv)).find? (fun x => x.name == n && x.type == type) 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
-- TODO: Reuse the following code for checking available tactics in user code:
structure UsedInventory where
(tactics : HashSet Name := {})
(definitions : HashSet Name := {})
(lemmas : HashSet Name := {})
/-! ## Environment extensions for game specification -/ /-! ## Environment extensions for game specification -/
@@ -254,8 +273,63 @@ structure GameLevel where
lemmas: InventoryInfo := default lemmas: InventoryInfo := default
/-- A proof template that is printed in an empty editor. -/ /-- A proof template that is printed in an empty editor. -/
template: Option String := none template: Option String := none
deriving Inhabited, Repr /-- The image for this level. -/
image : String := default
deriving 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
module : Name
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
module := lvl.module
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 -/ /-! ## World -/
@@ -271,17 +345,46 @@ structure World where
conclusion : String := default conclusion : String := default
/-- The levels of the world. -/ /-- The levels of the world. -/
levels: HashMap Nat GameLevel := default levels: HashMap Nat GameLevel := default
/-- The introduction image of the world. -/
image: String := default
deriving Inhabited deriving Inhabited
instance : ToJson World := ⟨ instance : ToJson World := ⟨
fun world => Json.mkObj [ fun world => Json.mkObj [
("name", toJson world.name), ("name", toJson world.name),
("title", world.title), ("title", world.title),
("introduction", world.introduction)] ("introduction", world.introduction),
("image", world.image)]
⟩ ⟩
/-! ## Game -/ /-! ## 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, FromJson
structure Game where structure Game where
/-- Internal name of the game. -/ /-- Internal name of the game. -/
name : Name name : Name
@@ -296,7 +399,18 @@ structure Game where
/-- TODO: currently unused. -/ /-- TODO: currently unused. -/
authors : List String := default authors : List String := default
worlds : Graph Name World := default worlds : Graph Name World := default
deriving Inhabited, ToJson /-- 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, FromJson
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 -/ /-! ## Game environment extension -/
+85 -50
View File
@@ -1,6 +1,8 @@
/- This file is mostly copied from `Lean/Server/FileWorker.lean`. -/ /- This file is adapted from `Lean/Server/FileWorker.lean`. -/
import Lean.Server.FileWorker import Lean.Server.FileWorker
import GameServer.Game import GameServer.Game
import GameServer.ImportModules
import GameServer.SaveData
namespace MyModule namespace MyModule
open Lean open Lean
@@ -16,7 +18,7 @@ private def mkEOI (pos : String.Pos) : Syntax :=
mkNode ``Command.eoi #[atom] mkNode ``Command.eoi #[atom]
partial def parseTactic (inputCtx : InputContext) (pmctx : ParserModuleContext) partial def parseTactic (inputCtx : InputContext) (pmctx : ParserModuleContext)
(mps : ModuleParserState) (messages : MessageLog) (couldBeEndSnap : Bool) : (mps : ModuleParserState) (messages : MessageLog) :
Syntax × ModuleParserState × MessageLog × String.Pos := Id.run do Syntax × ModuleParserState × MessageLog × String.Pos := Id.run do
let mut pos := mps.pos let mut pos := mps.pos
let mut recovering := mps.recovering let mut recovering := mps.recovering
@@ -55,6 +57,20 @@ open IO
open Snapshots open Snapshots
open JsonRpc open JsonRpc
structure GameWorkerState :=
inventory : Array String
/--
Check for tactics/theorems that are not unlocked.
0: no check
1: give warnings
2: give errors
-/
difficulty : Nat
levelInfo : LevelInfo
deriving ToJson, FromJson
abbrev GameWorkerM := StateT GameWorkerState Server.FileWorker.WorkerM
section Elab section Elab
def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : MessageData) : def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : MessageData) :
@@ -72,29 +88,30 @@ def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : Me
/-- Find all tactics in syntax object that are forbidden according to a /-- Find all tactics in syntax object that are forbidden according to a
set `allowed` of allowed tactics. -/ set `allowed` of allowed tactics. -/
partial def findForbiddenTactics (inputCtx : Parser.InputContext) partial def findForbiddenTactics (inputCtx : Parser.InputContext)
(levelParams : Game.DidOpenLevelParams) (stx : Syntax) : (gameWorkerState : GameWorkerState) (stx : Syntax) :
Elab.Command.CommandElabM Unit := do Elab.Command.CommandElabM Unit := do
let levelInfo := gameWorkerState.levelInfo
match stx with match stx with
| .missing => return () | .missing => return ()
| .node _info _kind args => | .node _info _kind args =>
for arg in args do for arg in args do
findForbiddenTactics inputCtx levelParams arg findForbiddenTactics inputCtx gameWorkerState arg
| .atom info val => | .atom info val =>
-- ignore syntax elements that do not start with a letter -- ignore syntax elements that do not start with a letter
-- and ignore "with" keyword -- and ignore "with" keyword
let allowed := ["with", "fun", "at", "only", "by", "to"] let allowed := ["with", "fun", "at", "only", "by", "to"]
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp` let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
match levelParams.tactics.find? (·.name.toString == val) with match levelInfo.tactics.find? (·.name.toString == val) with
| none => | none =>
-- Note: This case means that the tactic will never be introduced in the game. -- Note: This case means that the tactic will never be introduced in the game.
match levelParams.inventory.find? (· == val) with match gameWorkerState.inventory.find? (· == val) with
| none => | none =>
addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!" addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!"
| some _ => pure () -- tactic is in the inventory, allow it. | some _ => pure () -- tactic is in the inventory, allow it.
| some tac => | some tac =>
if tac.locked then if tac.locked then
match levelParams.inventory.find? (· == val) with match gameWorkerState.inventory.find? (· == val) with
| none => | none =>
addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!" addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!"
| some _ => pure () -- tactic is in the inventory, allow it. | some _ => pure () -- tactic is in the inventory, allow it.
@@ -108,10 +125,10 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
let some (.thmInfo ..) := (← getEnv).find? n let some (.thmInfo ..) := (← getEnv).find? n
| return () -- not a theorem -> ignore | return () -- not a theorem -> ignore
-- Forbid the theorem we are proving currently -- Forbid the theorem we are proving currently
if n = levelParams.statementName then if some n = levelInfo.statementName then
addErrorMessage info inputCtx s!"Structural recursion: you can't use '{n}' to proof itself!" addErrorMessage info inputCtx s!"Structural recursion: you can't use '{n}' to proof itself!"
let lemmasAndDefs := levelParams.lemmas ++ levelParams.definitions let lemmasAndDefs := levelInfo.lemmas ++ levelInfo.definitions
match lemmasAndDefs.find? (fun l => l.name == n) with match lemmasAndDefs.find? (fun l => l.name == n) with
| none => addWarningMessage info s!"You have not unlocked the lemma/definition '{n}' yet!" | none => addWarningMessage info s!"You have not unlocked the lemma/definition '{n}' yet!"
| some lem => | some lem =>
@@ -120,7 +137,7 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
else if lem.disabled then else if lem.disabled then
addWarningMessage info s!"The lemma/definition '{n}' is disabled in this level!" addWarningMessage info s!"The lemma/definition '{n}' is disabled in this level!"
where addWarningMessage (info : SourceInfo) (s : MessageData) := where addWarningMessage (info : SourceInfo) (s : MessageData) :=
let difficulty := levelParams.difficulty let difficulty := gameWorkerState.difficulty
if difficulty > 0 then if difficulty > 0 then
modify fun st => { st with modify fun st => { st with
messages := st.messages.add { messages := st.messages.add {
@@ -136,7 +153,7 @@ where addWarningMessage (info : SourceInfo) (s : MessageData) :=
open Elab Meta Expr in open Elab Meta Expr in
def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets : Bool) def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets : Bool)
(couldBeEndSnap : Bool) (levelParams : Game.DidOpenLevelParams) (couldBeEndSnap : Bool) (gameWorkerState : GameWorkerState)
(initParams : Lsp.InitializeParams) : IO Snapshot := do (initParams : Lsp.InitializeParams) : IO Snapshot := do
-- Recognize end snap -- Recognize end snap
if inputCtx.input.atEnd snap.mpState.pos ∧ couldBeEndSnap then if inputCtx.input.atEnd snap.mpState.pos ∧ couldBeEndSnap then
@@ -167,7 +184,7 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
Elab.Command.catchExceptions Elab.Command.catchExceptions
(getResetInfoTrees *> do (getResetInfoTrees *> do
let some level ← GameServer.getLevelByFileName? initParams inputCtx.fileName let some level ← GameServer.getLevelByFileName? initParams inputCtx.fileName
| throwError "Level not found: {inputCtx.fileName}" | panic! s!"Level not found: {inputCtx.fileName} / {GameServer.levelIdFromFileName? initParams inputCtx.fileName}"
let scope := level.scope let scope := level.scope
-- use open namespaces and options as in the level file -- use open namespaces and options as in the level file
@@ -185,12 +202,12 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
currNamespace := scope.currNamespace, currNamespace := scope.currNamespace,
openDecls := scope.openDecls } openDecls := scope.openDecls }
let (tacticStx, cmdParserState, msgLog, endOfWhitespace) := let (tacticStx, cmdParserState, msgLog, endOfWhitespace) :=
MyModule.parseTactic inputCtx pmctx snap.mpState snap.msgLog couldBeEndSnap MyModule.parseTactic inputCtx pmctx snap.mpState snap.msgLog
modify (fun s => { s with messages := msgLog }) modify (fun s => { s with messages := msgLog })
parseResultRef.set (tacticStx, cmdParserState) parseResultRef.set (tacticStx, cmdParserState)
-- Check for forbidden tactics -- Check for forbidden tactics
findForbiddenTactics inputCtx levelParams tacticStx findForbiddenTactics inputCtx gameWorkerState tacticStx
-- Insert invisible `skip` command to make sure we always display the initial goal -- Insert invisible `skip` command to make sure we always display the initial goal
let skip := Syntax.node (.original default 0 default endOfWhitespace) ``Lean.Parser.Tactic.skip #[] let skip := Syntax.node (.original default 0 default endOfWhitespace) ``Lean.Parser.Tactic.skip #[]
@@ -218,6 +235,7 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
} }
let (tacticStx, cmdParserState) ← parseResultRef.get let (tacticStx, cmdParserState) ← parseResultRef.get
if tacticStx.isMissing then throwServerError "Tactic execution went wrong. No stx found."
let postCmdSnap : Snapshot := { let postCmdSnap : Snapshot := {
beginPos := tacticStx.getPos?.getD 0 beginPos := tacticStx.getPos?.getD 0
@@ -269,7 +287,7 @@ where
/-- Elaborates the next command after `parentSnap` and emits diagnostics into `hOut`. -/ /-- Elaborates the next command after `parentSnap` and emits diagnostics into `hOut`. -/
private def nextSnap (ctx : WorkerContext) (m : DocumentMeta) (cancelTk : CancelToken) private def nextSnap (ctx : WorkerContext) (m : DocumentMeta) (cancelTk : CancelToken)
(levelParams : Game.DidOpenLevelParams) (initParams : Lsp.InitializeParams) (gameWorkerState : GameWorkerState) (initParams : Lsp.InitializeParams)
: AsyncElabM (Option Snapshot) := do : AsyncElabM (Option Snapshot) := do
cancelTk.check cancelTk.check
let s ← get let s ← get
@@ -287,7 +305,7 @@ where
-- we can see the current goal even on an empty document -- we can see the current goal even on an empty document
let couldBeEndSnap := s.snaps.size > 1 let couldBeEndSnap := s.snaps.size > 1
let snap ← compileProof m.mkInputContext lastSnap ctx.clientHasWidgets couldBeEndSnap let snap ← compileProof m.mkInputContext lastSnap ctx.clientHasWidgets couldBeEndSnap
levelParams initParams gameWorkerState initParams
set { s with snaps := s.snaps.push snap } set { s with snaps := s.snaps.push snap }
-- TODO(MH): check for interrupt with increased precision -- TODO(MH): check for interrupt with increased precision
cancelTk.check cancelTk.check
@@ -309,7 +327,7 @@ where
/-- Elaborates all commands after the last snap (at least the header snap is assumed to exist), emitting the diagnostics into `hOut`. -/ /-- Elaborates all commands after the last snap (at least the header snap is assumed to exist), emitting the diagnostics into `hOut`. -/
def unfoldSnaps (m : DocumentMeta) (snaps : Array Snapshot) (cancelTk : CancelToken) def unfoldSnaps (m : DocumentMeta) (snaps : Array Snapshot) (cancelTk : CancelToken)
(startAfterMs : UInt32) (levelParams : Game.DidOpenLevelParams) (startAfterMs : UInt32) (gameWorkerState : GameWorkerState)
: ReaderT WorkerContext IO (AsyncList ElabTaskError Snapshot) := do : ReaderT WorkerContext IO (AsyncList ElabTaskError Snapshot) := do
let ctx ← read let ctx ← read
let some headerSnap := snaps[0]? | panic! "empty snapshots" let some headerSnap := snaps[0]? | panic! "empty snapshots"
@@ -325,21 +343,15 @@ where
publishIleanInfoUpdate m ctx.hOut snaps publishIleanInfoUpdate m ctx.hOut snaps
return AsyncList.ofList snaps.toList ++ AsyncList.delayed (← EIO.asTask (ε := ElabTaskError) (prio := .dedicated) do return AsyncList.ofList snaps.toList ++ AsyncList.delayed (← EIO.asTask (ε := ElabTaskError) (prio := .dedicated) do
IO.sleep startAfterMs IO.sleep startAfterMs
AsyncList.unfoldAsync (nextSnap ctx m cancelTk levelParams ctx.initParams) { snaps }) AsyncList.unfoldAsync (nextSnap ctx m cancelTk gameWorkerState ctx.initParams) { snaps })
end Elab end Elab
structure GameWorkerState :=
(levelParams : Game.DidOpenLevelParams)
abbrev GameWorkerM := StateT GameWorkerState Server.FileWorker.WorkerM
section Updates section Updates
/-- Given the new document, updates editable doc state. -/ /-- Given the new document, updates editable doc state. -/
def updateDocument (newMeta : DocumentMeta) : GameWorkerM Unit := do def updateDocument (newMeta : DocumentMeta) : GameWorkerM Unit := do
let s ← get let s ← get
let levelParams := s.levelParams
let ctx ← read let ctx ← read
let oldDoc := (← StateT.lift get).doc let oldDoc := (← StateT.lift get).doc
oldDoc.cancelTk.set oldDoc.cancelTk.set
@@ -381,7 +393,7 @@ section Updates
validSnaps := validSnaps.dropLast validSnaps := validSnaps.dropLast
-- wait for a bit, giving the initial `cancelTk.check` in `nextCmdSnap` time to trigger -- wait for a bit, giving the initial `cancelTk.check` in `nextCmdSnap` time to trigger
-- before kicking off any expensive elaboration (TODO: make expensive elaboration cancelable) -- before kicking off any expensive elaboration (TODO: make expensive elaboration cancelable)
unfoldSnaps newMeta validSnaps.toArray cancelTk levelParams ctx unfoldSnaps newMeta validSnaps.toArray cancelTk s ctx
(startAfterMs := ctx.initParams.editDelay.toUInt32) (startAfterMs := ctx.initParams.editDelay.toUInt32)
StateT.lift <| modify fun st => { st with StateT.lift <| modify fun st => { st with
doc := { meta := newMeta, cmdSnaps := AsyncList.delayed newSnaps, cancelTk }} doc := { meta := newMeta, cmdSnaps := AsyncList.delayed newSnaps, cancelTk }}
@@ -396,24 +408,23 @@ section Initialization
fileMap := default fileMap := default
def compileHeader (m : DocumentMeta) (hOut : FS.Stream) (opts : Options) (hasWidgets : Bool) def compileHeader (m : DocumentMeta) (hOut : FS.Stream) (opts : Options) (hasWidgets : Bool)
(levelParams : Game.DidOpenLevelParams) (initParams : InitializeParams) : (gameDir : String) (module : Name):
IO (Syntax × Task (Except Error (Snapshot × SearchPath))) := do IO (Syntax × Task (Except Error (Snapshot × SearchPath))) := do
-- Determine search paths of the game project by running `lake env printenv LEAN_PATH`. -- Determine search paths of the game project by running `lake env printenv LEAN_PATH`.
let out ← IO.Process.output let out ← IO.Process.output
{ cwd := levelParams.gameDir, cmd := "lake", args := #["env","printenv","LEAN_PATH"] } { cwd := gameDir, cmd := "lake", args := #["env","printenv","LEAN_PATH"] }
if out.exitCode != 0 then if out.exitCode != 0 then
throwServerError s!"Error while running Lake: {out.stderr}" throwServerError s!"Error while running Lake: {out.stderr}"
-- Make the paths relative to the current directory -- Make the paths relative to the current directory
let paths : List System.FilePath := System.SearchPath.parse out.stdout.trim let paths : List System.FilePath := System.SearchPath.parse out.stdout.trim
let currentDir ← IO.currentDir let currentDir ← IO.currentDir
let paths := paths.map fun p => currentDir / (levelParams.gameDir : System.FilePath) / p let paths := paths.map fun p => currentDir / (gameDir : System.FilePath) / p
-- Set the search path -- Set the search path
Lean.searchPathRef.set paths Lean.searchPathRef.set paths
let env ← importModules #[{ module := `Init : Import }, { module := levelParams.levelModule : Import }] {} 0 let env ← importModules' #[{ module := `Init : Import }, { module := module : Import }]
-- return (env, paths)
-- use empty header -- use empty header
let (headerStx, headerParserState, msgLog) ← Parser.parseHeader let (headerStx, headerParserState, msgLog) ← Parser.parseHeader
@@ -457,10 +468,11 @@ section Initialization
return (headerSnap, srcSearchPath) return (headerSnap, srcSearchPath)
def initializeWorker (meta : DocumentMeta) (i o e : FS.Stream) (initParams : InitializeParams) (opts : Options) def initializeWorker (meta : DocumentMeta) (i o e : FS.Stream) (initParams : InitializeParams) (opts : Options)
(levelParams : Game.DidOpenLevelParams) : IO (WorkerContext × WorkerState) := do (gameDir : String) (gameWorkerState : GameWorkerState) : IO (WorkerContext × WorkerState) := do
let clientHasWidgets := initParams.initializationOptions?.bind (·.hasWidgets?) |>.getD false let clientHasWidgets := initParams.initializationOptions?.bind (·.hasWidgets?) |>.getD false
let (headerStx, headerTask) ← compileHeader meta o opts (hasWidgets := clientHasWidgets) let (headerStx, headerTask) ← compileHeader meta o opts (hasWidgets := clientHasWidgets)
levelParams initParams gameDir gameWorkerState.levelInfo.module
let cancelTk ← CancelToken.new let cancelTk ← CancelToken.new
let ctx := let ctx :=
{ hIn := i { hIn := i
@@ -471,7 +483,7 @@ section Initialization
clientHasWidgets clientHasWidgets
} }
let cmdSnaps ← EIO.mapTask (t := headerTask) (match · with let cmdSnaps ← EIO.mapTask (t := headerTask) (match · with
| Except.ok (s, _) => unfoldSnaps meta #[s] cancelTk levelParams ctx (startAfterMs := 0) | Except.ok (s, _) => unfoldSnaps meta #[s] cancelTk gameWorkerState ctx (startAfterMs := 0)
| Except.error e => throw (e : ElabTaskError)) | Except.error e => throw (e : ElabTaskError))
let doc : EditableDocument := { meta, cmdSnaps := AsyncList.delayed cmdSnaps, cancelTk } let doc : EditableDocument := { meta, cmdSnaps := AsyncList.delayed cmdSnaps, cancelTk }
return (ctx, return (ctx,
@@ -496,7 +508,7 @@ section NotificationHandling
IO.eprintln s!"Got outdated version number: {newVersion} ≤ {oldDoc.meta.version}" IO.eprintln s!"Got outdated version number: {newVersion} ≤ {oldDoc.meta.version}"
else if ¬ changes.isEmpty then else if ¬ changes.isEmpty then
let newDocText := foldDocumentChanges changes oldDoc.meta.text let newDocText := foldDocumentChanges changes oldDoc.meta.text
updateDocument ⟨docId.uri, newVersion, newDocText⟩ updateDocument ⟨docId.uri, newVersion, newDocText, .always⟩
end NotificationHandling end NotificationHandling
@@ -508,6 +520,7 @@ section MessageHandling
match method with match method with
| "textDocument/didChange" => handle DidChangeTextDocumentParams (handleDidChange) | "textDocument/didChange" => handle DidChangeTextDocumentParams (handleDidChange)
| "$/cancelRequest" => handle CancelParams (handleCancelRequest ·) | "$/cancelRequest" => handle CancelParams (handleCancelRequest ·)
| "$/setTrace" => pure ()
| "$/lean/rpc/release" => handle RpcReleaseParams (handleRpcRelease ·) | "$/lean/rpc/release" => handle RpcReleaseParams (handleRpcRelease ·)
| "$/lean/rpc/keepAlive" => handle RpcKeepAliveParams (handleRpcKeepAlive ·) | "$/lean/rpc/keepAlive" => handle RpcKeepAliveParams (handleRpcKeepAlive ·)
| _ => throwServerError s!"Got unsupported notification method: {method}" | _ => throwServerError s!"Got unsupported notification method: {method}"
@@ -546,26 +559,32 @@ section MainLoop
let doc := st.doc let doc := st.doc
doc.cancelTk.set doc.cancelTk.set
return () return ()
| Message.notification "$/game/setInventory" params => | Message.request id "shutdown" none =>
let p := (← parseParams Game.SetInventoryParams (toJson params)) ctx.hOut.writeLspResponse ⟨id, Json.null⟩
let s ← get
set {s with levelParams := {s.levelParams with
inventory := p.inventory,
difficulty := p.difficulty}}
mainLoop mainLoop
| Message.notification method (some params) => | Message.notification method (some params) =>
handleNotification method (toJson params) handleNotification method (toJson params)
mainLoop mainLoop
| _ => throwServerError "Got invalid JSON-RPC message" | _ => throwServerError s!"Got invalid JSON-RPC message: {toJson msg}"
end MainLoop end MainLoop
def initAndRunWorker (i o e : FS.Stream) (opts : Options) : IO UInt32 := do def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : IO UInt32 := do
let i ← maybeTee "fwIn.txt" false i let i ← maybeTee "fwIn.txt" false i
let o ← maybeTee "fwOut.txt" true o let o ← maybeTee "fwOut.txt" true o
let initParams ← i.readLspRequestAs "initialize" InitializeParams let initRequest ← i.readLspRequestAs "initialize" Game.InitializeParams
o.writeLspResponse {
id := initRequest.id
result := {
capabilities := Watchdog.mkLeanServerCapabilities
serverInfo? := some {
name := "Lean 4 Game Server"
version? := "0.1.1"
}
: InitializeResult
}
}
discard $ i.readLspNotificationAs "initialized" InitializedParams
let ⟨_, param⟩ ← i.readLspNotificationAs "textDocument/didOpen" DidOpenTextDocumentParams let ⟨_, param⟩ ← i.readLspNotificationAs "textDocument/didOpen" DidOpenTextDocumentParams
let ⟨_, levelParams⟩ ← i.readLspNotificationAs "$/game/didOpenLevel" Game.DidOpenLevelParams
let doc := param.textDocument let doc := param.textDocument
/- NOTE(WN): `toFileMap` marks line beginnings as immediately following /- NOTE(WN): `toFileMap` marks line beginnings as immediately following
@@ -573,13 +592,28 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) : IO UInt32 := do
This is because LSP always refers to characters by (line, column), 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 so if we get the line number correct it shouldn't matter that there
is a CR 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 e := e.withPrefix s!"[{param.textDocument.uri}] "
let _ ← IO.setStderr e let _ ← IO.setStderr e
try try
let (ctx, st) ← initializeWorker meta i o e initParams.param opts levelParams let game ← loadGameData gameDir
-- TODO: We misuse the `rootUri` field to the gameName
let rootUri? : Option String := some (toString game.name)
let initParams := {initRequest.param.toLeanInternal with rootUri?}
let some (levelId : LevelId) := GameServer.levelIdFromFileName?
initParams meta.mkInputContext.fileName
| throwServerError s!"Could not determine level ID: {meta.mkInputContext.fileName}"
let levelInfo ← loadLevelData gameDir levelId.world levelId.level
let some initializationOptions := initRequest.param.initializationOptions?
| throwServerError "no initialization options found"
let gameWorkerState : GameWorkerState:= {
inventory := initializationOptions.inventory
difficulty := initializationOptions.difficulty
levelInfo
}
let (ctx, st) ← initializeWorker meta i o e initParams opts gameDir gameWorkerState
let _ ← StateRefT'.run (s := st) <| ReaderT.run (r := ctx) <| let _ ← StateRefT'.run (s := st) <| ReaderT.run (r := ctx) <|
StateT.run (s := {levelParams := levelParams}) <| (mainLoop) StateT.run (s := gameWorkerState) <| (mainLoop)
return (0 : UInt32) return (0 : UInt32)
catch e => catch e =>
IO.eprintln e IO.eprintln e
@@ -589,12 +623,13 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) : IO UInt32 := do
message := e.toString }] o message := e.toString }] o
return (1 : UInt32) return (1 : UInt32)
def workerMain (opts : Options) : IO UInt32 := do def workerMain (opts : Options) (args : List String): IO UInt32 := do
let i ← IO.getStdin let i ← IO.getStdin
let o ← IO.getStdout let o ← IO.getStdout
let e ← IO.getStderr let e ← IO.getStderr
try try
let exitCode ← initAndRunWorker i o e opts let some gameDir := args[1]? | throwServerError "Expected second argument: gameDir"
let exitCode ← initAndRunWorker i o e opts gameDir
-- HACK: all `Task`s are currently "foreground", i.e. we join on them on main thread exit, but we definitely don't -- HACK: all `Task`s are currently "foreground", i.e. we join on them on main thread exit, but we definitely don't
-- want to do that in the case of the worker processes, which can produce non-terminating tasks evaluating user code -- want to do that in the case of the worker processes, which can produce non-terminating tasks evaluating user code
o.flush o.flush
+45 -216
View File
@@ -25,227 +25,56 @@ open Lsp
open JsonRpc open JsonRpc
open IO open IO
def getGame (game : Name): GameServerM Json := do /- Game-specific version of `InitializeParams` that allows for extra options: -/
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
/-- structure InitializationOptions extends Lean.Lsp.InitializationOptions :=
Fields: difficulty : Nat
- description: Lemma in mathematical language. inventory : Array String
- 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 deriving ToJson, FromJson
-- structure LoadTemplateParams where structure InitializeParams where
-- world : Name processId? : Option Int := none
-- level : Nat clientInfo? : Option ClientInfo := none
-- deriving ToJson, FromJson /- We don't support the deprecated rootPath
(rootPath? : Option String) -/
rootUri? : Option String := none
initializationOptions? : Option InitializationOptions := none
capabilities : ClientCapabilities
/-- If omitted, we default to off. -/
trace : Trace := Trace.off
workspaceFolders? : Option (Array WorkspaceFolder) := none
deriving ToJson
structure DidOpenLevelParams where instance : FromJson InitializeParams where
uri : String fromJson? j := do
gameDir : String let processId? := j.getObjValAs? Int "processId"
levelModule : Name let clientInfo? := j.getObjValAs? ClientInfo "clientInfo"
tactics : Array InventoryTile let rootUri? := j.getObjValAs? String "rootUri"
lemmas : Array InventoryTile let initializationOptions? := j.getObjValAs? InitializationOptions "initializationOptions"
definitions : Array InventoryTile let capabilities ← j.getObjValAs? ClientCapabilities "capabilities"
inventory : Array String let trace := (j.getObjValAs? Trace "trace").toOption.getD Trace.off
/-- let workspaceFolders? := j.getObjValAs? (Array WorkspaceFolder) "workspaceFolders"
Check for tactics/theorems that are not unlocked. return ⟨
0: no check processId?.toOption,
1: give warnings clientInfo?.toOption,
2: give errors rootUri?.toOption,
-/ initializationOptions?.toOption,
difficulty : Nat capabilities,
/-- The name of the theorem to be proven in this level. -/ trace,
statementName : Name workspaceFolders?.toOption⟩
deriving ToJson, FromJson
structure LoadDocParams where def InitializeParams.toLeanInternal (p : InitializeParams) : Lean.Lsp.InitializeParams :=
name : Name {
type : InventoryType processId? := p.processId?
deriving ToJson, FromJson clientInfo? := p.clientInfo?
rootUri? := p.rootUri?
structure SetInventoryParams where initializationOptions? := p.initializationOptions?.map fun o => {
inventory : Array String editDelay? := o.editDelay?
difficulty : Nat hasWidgets? := o.hasWidgets?
deriving ToJson, FromJson
def handleDidOpenLevel (params : Json) : GameServerM Unit := do
let p ← parseParams _ params
let m := p.textDocument
-- Execute the regular handling of the `didOpen` event
handleDidOpen p
let fw ← findFileWorker! m.uri
-- let s ← get
let c ← read
let some lvl ← GameServer.getLevelByFileName? c.initParams ((System.Uri.fileUriToPath? m.uri).getD m.uri |>.toString)
| do
c.hLog.putStr s!"Level not found: {m.uri} {c.initParams.rootUri?}"
c.hLog.flush
-- Send an extra notification to the file worker to inform it about the level data
let s ← get
fw.stdin.writeLspNotification {
method := "$/game/didOpenLevel"
param := {
uri := m.uri
gameDir := s.gameDir
levelModule := lvl.module
tactics := lvl.tactics.tiles
lemmas := lvl.lemmas.tiles
definitions := lvl.definitions.tiles
inventory := s.inventory
difficulty := s.difficulty
statementName := lvl.statementName
: DidOpenLevelParams
}
} }
capabilities := p.capabilities
trace := p.trace
partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do workspaceFolders? := p.workspaceFolders?
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
set {s with inventory := p.inventory, difficulty := p.difficulty}
let st ← read
let workers ← st.fileWorkersRef.get
for (_, fw) in workers do
fw.stdin.writeLspMessage msg
return true
| Message.request id "loadInventoryOverview" _ =>
let s ← get
let some game ← getGame? s.game
| return false
-- All Levels have the same tiles, so we just load them from level 1 of an arbitrary world
-- and reset `new`, `disabled` and `unlocked`.
-- Note: as we allow worlds without any levels (for developing), we might need
-- to try until we find the first world with levels.
for ⟨worldId, _⟩ in game.worlds.nodes.toList do
let some lvl ← getLevel? {game := s.game, world := worldId, level := 1}
| do continue
let inventory : InventoryOverview := {
tactics := lvl.tactics.tiles.map
({ · with locked := true, disabled := false, new := false }),
lemmas := lvl.lemmas.tiles.map
({ · with locked := true, disabled := false, new := false }),
definitions := lvl.definitions.tiles.map
({ · with locked := true, disabled := false, new := false }),
lemmaTab := none
}
let c ← read
c.hOut.writeLspResponse ⟨id, ToJson.toJson inventory⟩
return true
return false
| _ => return false
| _ => return false
end Game end Game
+8
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@@ -18,6 +18,14 @@ instance [ToJson β] : ToJson (Graph Name β) := {
] ]
} }
-- Just a dummy implementation for now:
instance : FromJson (Graph Name β) := {
fromJson? := fun _ => .ok {
nodes := {}
edges := {}
}
}
instance : EmptyCollection (Graph α β) := ⟨default⟩ instance : EmptyCollection (Graph α β) := ⟨default⟩
def Graph.insertNode (g : Graph α β) (a : α) (b : β) := def Graph.insertNode (g : Graph α β) (a : α) (b : β) :=
+190
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@@ -0,0 +1,190 @@
import Lean
/-! This document contains various things which cluttered `Commands.lean`. -/
open Lean Meta Elab Command
syntax hintArg := atomic(" (" (&"strict" <|> &"hidden") " := " withoutPosition(term) ")")
/-! ## Doc Comment Parsing -/
/-- Read a doc comment and get its content. Return `""` if no doc comment available. -/
def parseDocComment! (doc: Option (TSyntax `Lean.Parser.Command.docComment)) :
CommandElabM String := do
match doc with
| none =>
logWarning "Add a text to this command with `/-- yada yada -/ MyCommand`!"
pure ""
| some s => match s.raw[1] with
| .atom _ val => pure <| val.dropRight 2 |>.trim -- some (val.extract 0 (val.endPos - ⟨2⟩))
| _ => pure "" --panic "not implemented error message" --throwErrorAt s "unexpected doc string{indentD s.raw[1]}"
/-- Read a doc comment and get its content. Return `none` if no doc comment available. -/
def parseDocComment (doc: Option (TSyntax `Lean.Parser.Command.docComment)) :
CommandElabM <| Option String := do
match doc with
| none => pure none
| some _ => parseDocComment! doc
/-- TODO: This is only used to provide some backwards compatibility and you can
replace `parseDocCommentLegacy` with `parseDocComment` in the future. -/
def parseDocCommentLegacy (doc: Option (TSyntax `Lean.Parser.Command.docComment))
(t : Option (TSyntax `str)) : CommandElabM <| String := do
match doc with
| none =>
match t with
| none =>
pure <| ← parseDocComment! doc
| some t =>
logWarningAt t "You should use the new Syntax:
/-- yada yada -/
YourCommand
instead of
YourCommand \"yada yada\"
"
pure t.getString
| some _ =>
match t with
| none =>
pure <| ← parseDocComment! doc
| some t =>
logErrorAt t "You must not provide both, a docstring and a string following the command!
Only use
/-- yada yada -/
YourCommand
and remove the string following it!"
pure <| ← parseDocComment! doc
/-! ## Statement string -/
def getStatement (name : Name) : CommandElabM MessageData := do
return ← addMessageContextPartial (.ofPPFormat { pp := fun
| some ctx => ctx.runMetaM <| PrettyPrinter.ppSignature name
| none => return "that's a bug." })
-- Note: We use `String` because we can't send `MessageData` as json, but
-- `MessageData` might be better for interactive highlighting.
/-- Get a string of the form `my_lemma (n : ℕ) : n + n = 2 * n`.
Note: A statement like `theorem abc : ∀ x : Nat, x ≥ 0` would be turned into
`theorem abc (x : Nat) : x ≥ 0` by `PrettyPrinter.ppSignature`. -/
def getStatementString (name : Name) : CommandElabM String := do
try
return ← (← getStatement name).toString
catch
| _ => throwError m!"Could not find {name} in context."
-- TODO: I think it would be nicer to unresolve Namespaces as much as possible.
/-- A `attr := ...` option for `Statement`. Add attributes to the defined theorem. -/
syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")"
-- TODO
/-- Remove any spaces at the beginning of a new line -/
partial def removeIndentation (s : String) : String :=
let rec loop (i : String.Pos) (acc : String) (removeSpaces := false) : String :=
let c := s.get i
let i := s.next i
if s.atEnd i then
acc.push c
else if removeSpaces && c == ' ' then
loop i acc (removeSpaces := true)
else if c == '\n' then
loop i (acc.push c) (removeSpaces := true)
else
loop i (acc.push c)
loop ⟨0⟩ ""
/-! ## Loops in Graph-like construct
TODO: Why are we not using graphs here but our own construct `HashMap Name (HashSet Name)`?
-/
partial def removeTransitiveAux (id : Name) (arrows : HashMap Name (HashSet Name))
(newArrows : HashMap Name (HashSet Name)) (decendants : HashMap Name (HashSet Name)) :
HashMap Name (HashSet Name) × HashMap Name (HashSet Name) := Id.run do
match (newArrows.find? id, decendants.find? id) with
| (some _, some _) => return (newArrows, decendants)
| _ =>
let mut newArr := newArrows
let mut desc := decendants
desc := desc.insert id {} -- mark as worked in case of loops
newArr := newArr.insert id {} -- mark as worked in case of loops
let children := arrows.findD id {}
let mut trimmedChildren := children
let mut theseDescs := children
for child in children do
(newArr, desc) := removeTransitiveAux child arrows newArr desc
let childDescs := desc.findD child {}
theseDescs := theseDescs.insertMany childDescs
for d in childDescs do
trimmedChildren := trimmedChildren.erase d
desc := desc.insert id theseDescs
newArr := newArr.insert id trimmedChildren
return (newArr, desc)
def removeTransitive (arrows : HashMap Name (HashSet Name)) : CommandElabM (HashMap Name (HashSet Name)) := do
let mut newArr := {}
let mut desc := {}
for id in arrows.toArray.map Prod.fst do
(newArr, desc) := removeTransitiveAux id arrows newArr desc
if (desc.findD id {}).contains id then
logError <| m!"Loop at {id}. " ++
m!"This should not happen and probably means that `findLoops` has a bug."
-- DEBUG:
-- for ⟨x, hx⟩ in desc.toList do
-- m := m ++ m!"{x}: {hx.toList}\n"
-- logError m
return newArr
/-- The recursive part of `findLoops`. Finds loops that appear as successors of `node`.
For performance reason it returns a HashSet of visited
nodes as well. This is filled with all nodes ever looked at as they cannot be
part of a loop anymore. -/
partial def findLoopsAux (arrows : HashMap Name (HashSet Name)) (node : Name)
(path : Array Name := #[]) (visited : HashSet Name := {}) :
Array Name × HashSet Name := Id.run do
let mut visited := visited
match path.getIdx? node with
| some i =>
-- Found a loop: `node` is already the iᵗʰ element of the path
return (path.extract i path.size, visited.insert node)
| none =>
for successor in arrows.findD node {} do
-- If we already visited the successor, it cannot be part of a loop anymore
if visited.contains successor then
continue
-- Find any loop involving `successor`
let (loop, _) := findLoopsAux arrows successor (path.push node) visited
visited := visited.insert successor
-- No loop found in the dependants of `successor`
if loop.isEmpty then
continue
-- Found a loop, return it
return (loop, visited)
return (#[], visited.insert node)
/-- Find a loop in the graph and return it. Returns `[]` if there are no loops. -/
partial def findLoops (arrows : HashMap Name (HashSet Name)) : List Name := Id.run do
let mut visited : HashSet Name := {}
for node in arrows.toArray.map (·.1) do
-- Skip a node if it was already visited
if visited.contains node then
continue
-- `findLoopsAux` returns a loop or `[]` together with a set of nodes it visited on its
-- search starting from `node`
let (loop, moreVisited) := (findLoopsAux arrows node (visited := visited))
visited := moreVisited
if !loop.isEmpty then
return loop.toList
return []
+108
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@@ -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
+152
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@@ -0,0 +1,152 @@
import Lean
import GameServer.EnvExtensions
open Lean Elab Command
/-- Copied from `Mathlib.Tactic.HelpCmd`.
Gets the initial string token in a parser description. For example, for a declaration like
`syntax "bla" "baz" term : tactic`, it returns `some "bla"`. Returns `none` for syntax declarations
that don't start with a string constant. -/
partial def getHeadTk (e : Expr) : Option String :=
match (Expr.withApp e λ e a => (e.constName?.getD Name.anonymous, a)) with
| (``ParserDescr.node, #[_, _, p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "withPosition")), p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "atomic")), p]) => getHeadTk p
| (``ParserDescr.binary, #[.app _ (.lit (.strVal "andthen")), p, _]) => getHeadTk p
| (``ParserDescr.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``ParserDescr.symbol, #[.lit (.strVal tk)]) => some tk
| (``Parser.withAntiquot, #[_, p]) => getHeadTk p
| (``Parser.leadingNode, #[_, _, p]) => getHeadTk p
| (``HAndThen.hAndThen, #[_, _, _, _, p, _]) => getHeadTk p
| (``Parser.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``Parser.symbol, #[.lit (.strVal tk)]) => some tk
| _ => none
/-! ## Doc entries -/
/-- Modified from `#help` in `Mathlib.Tactic.HelpCmd` -/
def getTacticDocstring (env : Environment) (name: Name) : CommandElabM (Option String) := do
let name := name.toString (escape := false)
let mut decls : Lean.RBMap String (Array SyntaxNodeKind) compare := {}
let catName : Name := `tactic
let catStx : Ident := mkIdent catName -- TODO
let some cat := (Parser.parserExtension.getState env).categories.find? catName
| throwErrorAt catStx "{catStx} is not a syntax category"
liftTermElabM <| Term.addCategoryInfo catStx catName
for (k, _) in cat.kinds do
let mut used := false
if let some tk := do getHeadTk (← (← env.find? k).value?) then
let tk := tk.trim
if name ≠ tk then -- was `!name.isPrefixOf tk`
continue
used := true
decls := decls.insert tk ((decls.findD tk #[]).push k)
for (_name, ks) in decls do
for k in ks do
if let some doc ← findDocString? env k then
return doc
logWarning <| m!"Could not find a docstring for tactic {name}, consider adding one " ++
m!"using `TacticDoc {name} \"some doc\"`"
return none
/-- Retrieve the docstring associated to an inventory item. For Tactics, this
is not guaranteed to work. -/
def getDocstring (env : Environment) (name : Name) (type : InventoryType) :
CommandElabM (Option String) :=
match type with
-- for tactics it's a lookup following mathlib's `#help`. not guaranteed to be the correct one.
| .Tactic => getTacticDocstring env name
| .Lemma => findDocString? env name
-- TODO: for definitions not implemented yet, does it work?
| .Definition => findDocString? env name
/-- Checks if `inventoryTemplateExt` contains an entry with `(type, name)` and yields
a warning otherwise. If `template` is provided, it will add such an entry instead of yielding a
warning.
`ref` is the syntax piece. If `name` is not provided, it will use `ident.getId`.
I used this workaround, because I needed a new name (with correct namespace etc)
to be used, and I don't know how to create a new ident with same position but different name.
-/
def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.getId)
(template : Option String := none) : CommandElabM Unit := do
-- note: `name` is an `Ident` (instead of `Name`) for the log messages.
let env ← getEnv
let n := name
-- Find a key with matching `(type, name)`.
match (inventoryTemplateExt.getState env).findIdx?
(fun x => x.name == n && x.type == type) with
-- Nothing to do if the entry exists
| some _ => pure ()
| none =>
match template with
-- Warn about missing documentation
| none =>
let docstring ← match (← getDocstring env name type) with
| some ds =>
logInfoAt ref (m!"Missing {type} Documentation. Using existing docstring. " ++
m!"Add {name}\nAdd `{type}Doc {name}` somewhere above this statement.")
pure s!"*(lean docstring)*\\\n{ds}"
| none =>
logWarningAt ref (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++
m!"somewhere above this statement.")
pure "(missing)"
-- We just add a dummy entry
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := docstring})
-- Add the default documentation
| some s =>
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := s })
logInfoAt ref (m!"Missing {type} Documentation: {name}, used default (e.g. provided " ++
m!"docstring) instead. If you want to write a different description, add " ++
m!"`{type}Doc {name}` somewhere above this statement.")
partial def collectUsedInventory (stx : Syntax) (acc : UsedInventory := {}) : CommandElabM UsedInventory := do
match stx with
| .missing => return acc
| .node _info kind args =>
if kind == `GameServer.Tactic.Hint || kind == `GameServer.Tactic.Branch then return acc
return ← args.foldlM (fun acc arg => collectUsedInventory arg acc) acc
| .atom _info val =>
-- ignore syntax elements that do not start with a letter
-- and ignore some standard keywords
let allowed := ["with", "fun", "at", "only", "by"]
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
return {acc with tactics := acc.tactics.insert val}
else
return acc
| .ident _info _rawVal val _preresolved =>
let ns ←
try resolveGlobalConst (mkIdent val)
catch | _ => pure [] -- catch "unknown constant" error
return ← ns.foldlM (fun acc n => do
if let some (.thmInfo ..) := (← getEnv).find? n then
return {acc with lemmas := acc.lemmas.insertMany ns}
else
return {acc with definitions := acc.definitions.insertMany ns}
) acc
-- #check expandOptDocComment?
def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo
| .Tactic => level.tactics
| .Definition => level.definitions
| .Lemma => level.lemmas
def GameLevel.setComputedInventory (level : GameLevel) :
InventoryType → Array InventoryTile → GameLevel
| .Tactic, v => {level with tactics := {level.tactics with tiles := v}}
| .Definition, v => {level with definitions := {level.definitions with tiles := v}}
| .Lemma, v => {level with lemmas := {level.lemmas with tiles := v}}
+17
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@@ -0,0 +1,17 @@
import Lean
/-! This document contains custom options available in the game. -/
/-- Let `MakeGame` print the reasons why the worlds depend on each other. -/
register_option lean4game.showDependencyReasons : Bool := {
defValue := false
descr := "show reasons for calculated world dependencies."
}
/-- Let `MakeGame` print the reasons why the worlds depend on each other.
Note: currently unused in favour of setting `set_option trace.debug true`. -/
register_option lean4game.verbose : Bool := {
defValue := false
descr := "display more info messages to help developing the game."
}
+11 -10
View File
@@ -46,8 +46,8 @@ partial def matchExpr (pattern : Expr) (e : Expr) (bij : FVarBijection := {}) :
| .bvar i1, .bvar i2 => if i1 == i2 then bij else none | .bvar i1, .bvar i2 => if i1 == i2 then bij else none
| .fvar i1, .fvar i2 => bij.insert? i1 i2 | .fvar i1, .fvar i2 => bij.insert? i1 i2
| .mvar _, .mvar _ => bij | .mvar _, .mvar _ => bij
| .sort u1, .sort u2 => bij -- TODO? | .sort _u1, .sort _u2 => bij -- TODO?
| .const n1 ls1, .const n2 ls2 => | .const n1 _ls1, .const n2 _ls2 =>
if n1 == n2 then bij else none -- && (← (ls1.zip ls2).allM fun (l1, l2) => Meta.isLevelDefEq l1 l2) if n1 == n2 then bij else none -- && (← (ls1.zip ls2).allM fun (l1, l2) => Meta.isLevelDefEq l1 l2)
| .app f1 a1, .app f2 a2 => | .app f1 a1, .app f2 a2 =>
some bij some bij
@@ -78,7 +78,7 @@ partial def matchExpr (pattern : Expr) (e : Expr) (bij : FVarBijection := {}) :
| _, _ => none | _, _ => none
/-- Check if each fvar in `patterns` has a matching fvar in `fvars` -/ /-- 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 -- We iterate through the array backwards hoping that this will find us faster results
-- TODO: implement backtracking -- TODO: implement backtracking
let mut bij := initBij 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 -- usedFvars := usedFvars.set! (fvars.size - j - 1) true
bij := bij'.insert pattern.fvarId! fvar.fvarId! bij := bij'.insert pattern.fvarId! fvar.fvarId!
break break
if ! bij.forward.contains pattern.fvarId! then return false if ! bij.forward.contains pattern.fvarId! then return none
if strict then if !strict || fvars.all (fun fvar => bij.backward.contains fvar.fvarId!)
return fvars.all (fun fvar => bij.backward.contains fvar.fvarId!) then return some bij
return true else return none
unsafe def evalHintMessageUnsafe : Expr → MetaM (Array Expr → MessageData) := unsafe def evalHintMessageUnsafe : Expr → MetaM (Array Expr → MessageData) :=
evalExpr (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) if let some fvarBij := matchExpr (← instantiateMVars $ hintGoal) (← instantiateMVars $ ← inferType $ mkMVar goal)
then then
let lctx := (← goal.getDecl).lctx 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 then
let text := (← evalHintMessage hint.text) hintFVars let userFVars := hintFVars.map fun v => bij.forward.findD v.fvarId! v.fvarId!
let ctx := {env := ← getEnv, mctx := ← getMCtx, lctx := ← getLCtx, opts := {}} 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 let text ← (MessageData.withContext ctx text).toString
return some { text := text, hidden := hint.hidden } return some { text := text, hidden := hint.hidden }
else return none else return none
+78
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@@ -0,0 +1,78 @@
import GameServer.EnvExtensions
open Lean Meta Elab Command
/-! ## Copy images -/
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
namespace GameData
def gameDataPath : System.FilePath := ".lake" / "gamedata"
def gameFileName := s!"game.json"
def docFileName := fun (inventoryType : InventoryType) (name : Name) => s!"doc__{inventoryType}__{name}.json"
def levelFileName := fun (worldId : Name) (levelId : Nat) => s!"level__{worldId}__{levelId}.json"
def inventoryFileName := s!"inventory.json"
end GameData
open GameData in
-- TODO: register all of this as ToJson instance?
def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name))
(inventory : InventoryOverview): CommandElabM Unit := do
let game ← getCurGame
let env ← getEnv
let path := (← IO.currentDir) / gameDataPath
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 / levelFileName worldId levelId) (toString (toJson (level.toInfo env)))
IO.FS.writeFile (path / gameFileName) (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 / docFileName inventoryType name) (toString (toJson item))
IO.FS.writeFile (path / inventoryFileName) (toString (toJson inventory))
open GameData
def loadData (f : System.FilePath) (α : Type) [FromJson α] : IO α := do
let str ← IO.FS.readFile f
let json ← match Json.parse str with
| .ok v => pure v
| .error e => throw (IO.userError e)
let data ← match fromJson? json with
| .ok v => pure v
| .error e => throw (IO.userError e)
return data
def loadGameData (gameDir : System.FilePath) : IO Game :=
loadData (gameDir / gameDataPath / gameFileName) Game
def loadLevelData (gameDir : System.FilePath) (worldId : Name) (levelId : Nat) : IO LevelInfo :=
loadData (gameDir / gameDataPath / levelFileName worldId levelId) LevelInfo
-158
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@@ -1,158 +0,0 @@
/- This file is mostly copied from `Lean/Server/Watchdog.lean`. -/
import Lean.Server.Watchdog
import GameServer.Game
namespace MyServer.Watchdog
open Lean
open Server
open Watchdog
open IO
open Lsp
open JsonRpc
open System.Uri
partial def mainLoop (clientTask : Task ServerEvent) : GameServerM Unit := do
let st ← read
let workers ← st.fileWorkersRef.get
let mut workerTasks := #[]
for (_, fw) in workers do
if let WorkerState.running := fw.state then
workerTasks := workerTasks.push <| fw.commTask.map (ServerEvent.workerEvent fw)
let ev ← IO.waitAny (clientTask :: workerTasks.toList)
if ← Game.handleServerEvent ev then -- handle Game requests
mainLoop (←runClientTask)
else
match ev with
| ServerEvent.clientMsg msg =>
match msg with
| Message.request id "shutdown" _ =>
shutdown
st.hOut.writeLspResponse ⟨id, Json.null⟩
| Message.request id method (some params) =>
handleRequest id method (toJson params)
mainLoop (←runClientTask)
| Message.response .. =>
-- TODO: handle client responses
mainLoop (←runClientTask)
| Message.responseError _ _ e .. =>
throwServerError s!"Unhandled response error: {e}"
| Message.notification method (some params) =>
if method == "textDocument/didOpen" then
-- for lean4game, we need to pass in extra information when a level is opened:
Game.handleDidOpenLevel (← parseParams _ (toJson params))
else
handleNotification method (toJson params)
mainLoop (←runClientTask)
| _ => throwServerError "Got invalid JSON-RPC message"
| ServerEvent.clientError e => throw e
| ServerEvent.workerEvent fw ev =>
match ev with
| WorkerEvent.ioError e =>
throwServerError s!"IO error while processing events for {fw.doc.uri}: {e}"
| WorkerEvent.crashed _ =>
handleCrash fw.doc.uri #[]
mainLoop clientTask
| WorkerEvent.terminated =>
throwServerError "Internal server error: got termination event for worker that should have been removed"
| .importsChanged =>
startFileWorker fw.doc
mainLoop clientTask
def initAndRunWatchdogAux : GameServerM Unit := do
let st ← read
try
discard $ st.hIn.readLspNotificationAs "initialized" InitializedParams
let clientTask ← runClientTask
mainLoop clientTask
catch err =>
shutdown
throw err
/- NOTE(WN): It looks like instead of sending the `exit` notification,
VSCode just closes the stream. In that case, pretend we got an `exit`. -/
let Message.notification "exit" none ←
try st.hIn.readLspMessage
catch _ => pure (Message.notification "exit" none)
| throwServerError "Got `shutdown` request, expected an `exit` notification"
def createEnv (gameDir : String) (module : String) : IO Environment := do
-- Determine search paths of the game project by running `lake env printenv LEAN_PATH`.
let out ← IO.Process.output
{ cwd := gameDir, cmd := "lake", args := #["env","printenv","LEAN_PATH"] }
if out.exitCode != 0 then
throwServerError s!"Error while running Lake: {out.stderr}"
-- Make the paths relative to the current directory
let paths : List System.FilePath := System.SearchPath.parse out.stdout.trim
let currentDir ← IO.currentDir
let paths := paths.map fun p => currentDir / (gameDir : System.FilePath) / p
-- Set the search path
Lean.searchPathRef.set paths
let env ← importModules #[{ module := `Init : Import }, { module := module : Import }] {} 0
return env
def initAndRunWatchdog (args : List String) (i o e : FS.Stream) : IO Unit := do
if args.length < 2 then
throwServerError s!"Expected 1-3 command line arguments in addition to `--server`:
game directory, the name of the main module (optional), and the name of the game (optional)."
let gameDir := args[1]!
let module := if args.length < 3 then defaultGameModule else args[2]!
let gameName := if args.length < 4 then defaultGameName else args[3]!
let workerPath := "./gameserver"
-- TODO: Do the following commands slow us down?
let srcSearchPath ← initSrcSearchPath (← getBuildDir)
let references ← IO.mkRef (← loadReferences)
let fileWorkersRef ← IO.mkRef (RBMap.empty : FileWorkerMap)
let i ← maybeTee "wdIn.txt" false i
let o ← maybeTee "wdOut.txt" true o
let e ← maybeTee "wdErr.txt" true e
let state := {
env := ← createEnv gameDir module,
game := gameName,
gameDir := gameDir,
inventory := #[]
difficulty := 0
}
let initRequest ← i.readLspRequestAs "initialize" InitializeParams
-- We misuse the `rootUri` field to the gameName
let rootUri? := gameName
let initRequest := {initRequest with param := {initRequest.param with rootUri?}}
o.writeLspResponse {
id := initRequest.id
result := {
capabilities := mkLeanServerCapabilities
serverInfo? := some {
name := "Lean 4 Game Server"
version? := "0.1.1"
}
: InitializeResult
}
}
let context : ServerContext := {
hIn := i
hOut := o
hLog := e
args := args
fileWorkersRef := fileWorkersRef
initParams := initRequest.param
workerPath
srcSearchPath
references
}
discard $ ReaderT.run (StateT.run initAndRunWatchdogAux state) context
def watchdogMain (args : List String) : IO UInt32 := do
let i ← IO.getStdin
let o ← IO.getStdout
let e ← IO.getStderr
try
initAndRunWatchdog args i o e
return 0
catch err =>
e.putStrLn s!"Watchdog error: {err}"
return 1
end MyServer.Watchdog
-18
View File
@@ -1,18 +0,0 @@
import GameServer.FileWorker
import GameServer.Watchdog
unsafe def main : List String → IO UInt32 := fun args => do
let e ← IO.getStderr
Lean.enableInitializersExecution
if args[0]? == some "--server" then
MyServer.Watchdog.watchdogMain args
else if args[0]? == some "--worker" then
MyServer.FileWorker.workerMain {}
else
e.putStrLn s!"Expected `--server` or `--worker`"
return 1
-- TODO: Potentially it could be useful to pass in the `gameName` via the websocket connection
+14 -4
View File
@@ -1,4 +1,14 @@
{"version": 6, {"version": 7,
"packagesDir": "lake-packages", "packagesDir": ".lake/packages",
"packages": [], "packages":
"name": "GameServer"} [{"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"}
+16 -1
View File
@@ -3,10 +3,25 @@ open Lake DSL
package GameServer 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 lean_lib GameServer
@[default_target] @[default_target]
lean_exe gameserver { lean_exe gameserver {
root := `Main root := `GameServer
supportInterpreter := true 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
View File
@@ -1 +1 @@
leanprover/lean4:v4.1.0 leanprover/lean4:v4.3.0
-13
View File
@@ -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
+1 -1
View File
@@ -12,5 +12,5 @@
"experimentalDecorators": true, "experimentalDecorators": true,
"allowSyntheticDefaultImports": true, "allowSyntheticDefaultImports": true,
}, },
"exclude": ["server"] "exclude": ["server", "relay"]
} }
+54
View File
@@ -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",
},
},
})
Executable
+37
View File
@@ -0,0 +1,37 @@
#!/bin/bash
cd server
mkdir -p .lake/toolchains
if [ ! -f .lake/toolchains/lean-4.3.0-rc2-linux_wasm32.tar.zst ]
then
wget -P .lake/toolchains https://github.com/leanprover/lean4/releases/download/v4.3.0-rc2/lean-4.3.0-rc2-linux_wasm32.tar.zst
tar --use-compress-program=unzstd -xvf .lake/toolchains/lean-4.3.0-rc2-linux_wasm32.tar.zst -C .lake/toolchains
fi
if [ ! -f .lake/toolchains/lean-4.3.0-rc2-linux_x86.tar.zst ]
then
wget -P .lake/toolchains https://github.com/leanprover/lean4/releases/download/v4.3.0-rc2/lean-4.3.0-rc2-linux_x86.tar.zst
tar --use-compress-program=unzstd -xvf .lake/toolchains/lean-4.3.0-rc2-linux_x86.tar.zst -C .lake/toolchains
fi
# Linking will fail, but that's ok. We only need the c files.
.lake/toolchains/lean-4.3.0-rc2-linux_x86/bin/lake build -f=lakefile32.lean
lake build
OUT_DIR=../client/public
LEAN_SYSROOT=.lake/toolchains/lean-4.3.0-rc2-linux_wasm32
LEAN_LIBDIR=$LEAN_SYSROOT/lib/lean
emcc -o $OUT_DIR/server.js main.c -I $LEAN_SYSROOT/include -L $LEAN_LIBDIR .lake/build/ir/GameServer/*.c -lInit -lLean -lleancpp -lleanrt \
-sFORCE_FILESYSTEM -lnodefs.js -s EXIT_RUNTIME=0 -s MAIN_MODULE=1 -s LINKABLE=1 -s EXPORT_ALL=1 -s ALLOW_MEMORY_GROWTH=1 -fwasm-exceptions -pthread -flto \
-sPTHREAD_POOL_SIZE_STRICT=2 \
--preload-file "${LEAN_SYSROOT}/lib/lean/Init"@/lib/Init \
--preload-file "${LEAN_SYSROOT}/lib/lean/Init.olean"@/lib/Init.olean \
--preload-file "${LEAN_SYSROOT}/lib/lean/Init.ilean"@/lib/Init.ilean \
--preload-file "${LEAN_SYSROOT}/lib/lean/Lean"@/lib/Lean \
--preload-file "${LEAN_SYSROOT}/lib/lean/Lean.olean"@/lib/Lean.olean \
--preload-file "${LEAN_SYSROOT}/lib/lean/Lean.ilean"@/lib/Lean.ilean \
--preload-file "./.lake/build32/lib"@/gamelib
-106
View File
@@ -1,106 +0,0 @@
const path = require("path");
const webpack = require('webpack');
const ReactRefreshWebpackPlugin = require('@pmmmwh/react-refresh-webpack-plugin');
const WebpackShellPluginNext = require('webpack-shell-plugin-next');
module.exports = env => {
const single_game = process.env.LEAN4GAME_SINGLE_GAME
const environment = process.env.NODE_ENV
const isDevelopment = environment === 'development'
const babelOptions = {
presets: ['@babel/preset-env', '@babel/preset-react', '@babel/preset-typescript'],
plugins: [
isDevelopment && require.resolve('react-refresh/babel'),
].filter(Boolean),
};
global.$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/]
};
}