Compare commits

...
Author SHA1 Message Date
Jon Eugster cc89e78e4c Create troubleshoot.md 2024-01-18 13:47:16 +01:00
Jon Eugster 7114a8c4cb fix: remove tmp files after import 2024-01-15 12:15:12 +01:00
Jon Eugster b7eb15184d Merge pull request #182 from lnay/patch-1
Minor: correct error in markdown
2024-01-15 11:24:46 +01:00
Luke Naylor 892c70165a Minor: correct error in markdown 2024-01-12 21:07:19 +00:00
Jon Eugster e579071a3b Merge branch 'v4.4.0' 2023-12-25 12:01:49 +01:00
Jon Eugster 8cdac88b5a bump to v4.4.0 2023-12-22 13:28:49 +01:00
Jon Eugster 7882958f54 Update update_game.md 2023-12-18 16:20:26 +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 c4f4dbdc6b update doc #171 2023-12-15 00:04:54 +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
Jon Eugster 5f52e23f29 Update hints.md 2023-12-11 16:04:37 +01:00
Jon Eugster b067dea6e7 Update README.md 2023-12-09 23:38:18 +01:00
Jon Eugster 4edf67f0d6 Update README.md 2023-12-09 23:37:59 +01:00
Jon Eugster 004f81835f write more docs 2023-12-09 23:34:39 +01:00
43 changed files with 812 additions and 1344 deletions
+8 -5
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@@ -1,6 +1,6 @@
# Lean 4 Game # Lean 4 Game
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 game platform hosted at [adam.math.hhu.de](https://adam.math.hhu.de).
## Creating a Game ## Creating a Game
@@ -28,7 +28,9 @@ should be up-to-date:
### Backend ### Backend
not written yet not fully written yet.
* [Server](doc/DOCUMENTATION.md): describes the server part (i.e. the content of `server/` und `relay/`).
## Contributing ## Contributing
@@ -40,7 +42,8 @@ Providing the use access to a Lean instance running on the server is a severe se
## Credits ## Credits
The project is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game The project has pimarily been developed by Alexander Bentkamp and Jon Eugster.
It 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/) (NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
by Kevin Buzzard and Mohammad Pedramfar. by Kevin Buzzard and Mohammad Pedramfar, and on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
The project is based on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
+20 -8
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@@ -9,25 +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 { connection } from './connection'; 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)
React.useEffect(() => { const automaticallyAdjustLayout = () => {
connection.startLeanClient(gameId); const {width} = getWindowDimensions()
}, [gameId]) 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>
+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: ${worldTitle}`}</span>
</div> </div>
+9 -3
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@@ -62,12 +62,18 @@ export const ProofStateContext = React.createContext<{
setProofState: () => {}, setProofState: () => {},
}) })
export const MobileContext = React.createContext<{ export interface IMobileContext {
mobile : boolean, mobile : boolean,
setMobile: React.Dispatch<React.SetStateAction<Boolean>>, setMobile: React.Dispatch<React.SetStateAction<Boolean>>,
}>({ lockMobile: boolean,
mobile : false, setLockMobile: React.Dispatch<React.SetStateAction<Boolean>>,
}
export const MobileContext = React.createContext<IMobileContext>({
mobile: false,
setMobile: () => {}, setMobile: () => {},
lockMobile: false,
setLockMobile: () => {}
}) })
export const WorldLevelIdContext = React.createContext<{ export const WorldLevelIdContext = React.createContext<{
+10 -8
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@@ -493,18 +493,20 @@ export function TypewriterInterface({props}) {
<Markdown>{props.data?.introduction}</Markdown> <Markdown>{props.data?.introduction}</Markdown>
</div> </div>
} }
{mobile && <> {mobile &&
<Hints key={`hints-${i}`} <Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={i} hints={step.hints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelectStep(i)}/> selected={selectedStep} toggleSelection={toggleSelectStep(i)}/>
{i == proof.length - 1 && hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button className="btn btn-help" to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
</>
} }
<GoalsTabs proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/> <GoalsTabs proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/>
{mobile && i == proof.length - 1 &&
hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button className="btn btn-help" to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
{/* Show a message that there are no goals left */} {/* Show a message that there are no goals left */}
{!step.goals.length && ( {!step.goals.length && (
<div className="message information"> <div className="message information">
@@ -521,7 +523,7 @@ export function TypewriterInterface({props}) {
} }
})} })}
{mobile && completed && {mobile && completed &&
<div className="button-row"> <div className="button-row mobile">
{props.level >= props.worldSize ? {props.level >= props.worldSize ?
<Button to={`/${gameId}`}> <Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World <FontAwesomeIcon icon={faHome} />&nbsp;Leave World
+44 -21
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@@ -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">
@@ -89,21 +84,26 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled) || x.displayName.localeCompare(y.displayName) (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>
} }
+95 -60
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@@ -18,7 +18,6 @@ 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,
@@ -44,6 +43,15 @@ 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()
@@ -211,10 +219,8 @@ function PlayableLevel({impressum, setImpressum}) {
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
const difficulty = useSelector(selectDifficulty(gameId))
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 typewriterMode = useSelector(selectTypewriterMode(gameId))
const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode})) const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
@@ -293,12 +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) {
@@ -372,7 +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(),
@@ -395,7 +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>
@@ -441,6 +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)+/)
@@ -451,7 +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/${worldId}/level/1`}>
@@ -530,21 +531,32 @@ function Introduction({impressum, setImpressum}) {
function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) { function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) {
const connection = React.useContext(ConnectionContext)
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext) const {worldId, levelId} = useContext(WorldLevelIdContext)
const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null) const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null)
const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null) const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null)
const [infoviewApi, setInfoviewApi] = useState<null|InfoviewApi>(null)
const [editorConnection, setEditorConnection] = useState<null|EditorConnection>(null) const [editorConnection, setEditorConnection] = useState<null|EditorConnection>(null)
// Create Editor const uriStr = `file:///${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
}, },
@@ -556,11 +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()
@@ -605,54 +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}
} }
@@ -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
View File
@@ -105,11 +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;
}
+14 -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;
} }
+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,
};
};
+1 -7
View File
@@ -1,7 +1,6 @@
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 type { RouteObject } from "react-router"
@@ -10,11 +9,8 @@ import ErrorPage from './components/error_page'
import Welcome from './components/welcome' import Welcome from './components/welcome'
import LandingPage from './components/landing_page' import LandingPage from './components/landing_page'
import Level from './components/level' import Level from './components/level'
import { monacoSetup } from 'lean4web/client/src/monacoSetup'
monacoSetup()
// If `VITE_LEAN4GAME_SINGLE` is set to true, then `/` should be redirected to // If `VITE_LEAN4GAME_SINGLE` is set to true, then `/` should be redirected to
// `/g/local/game`. This is used for the devcontainer setup // `/g/local/game`. This is used for the devcontainer setup
@@ -61,9 +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>
); );
+1
View File
@@ -35,6 +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 {
+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;
+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)
); );
-21
View File
@@ -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
}
+53 -321
View File
@@ -1,335 +1,67 @@
**NOTE! This document is deprecated! The current documentation is [How To Create A Game](create_game.md)** # Server
# Creating a game. The server is made out of two parts, named "relay" and "server".
Ideally one takes the [GameSkeleton template](https://github.com/hhu-adam/GameSkeleton) to create a new game. The former, "relay", is the server which
sets up a socket connection to the client, starts the lean servers to work on files and
relays messages between the lean server and the client. `index.mjs` is the file that needs to
be run, which is done for example using `pm2` or by calling `npm run start_server` or
`npm run production`, see more later.
## Game Structure The latter, "server", is the lean server which has two jobs. For one it produces the "gameserver"
executable which is the lean server that handles the files the player plays on. The second job
is to provide the lean commands which are used when creating a game. These are located in
`Commands.lean`.
A game consist of worlds which have multiple levels each. In the following we describe how to create a level file and how to combine these into a game.
### Level ## Integration into Games
A level file is a lean file that imports at least `import GameServer.Commands` and starts with the following Lean commands. Games need the "server" as a lake-dependency, which is done in the game's lakefile.
A game imports `GameServer.Commands` which provides to all the API required to
create a game.
In particular the lean command `MakeGame` compiles the entire game. Static information is
stored as JSON files in `.lake/gamedata` for faster loading, while other data is only
saved to lean env-extensions which the lean server has access to after loading the lean file.
For games to be run successfully, it is important that the "gameserver" executable inside
the game's `.lake` folder is actually built.
Currently this happens through a lake-post-update-hook when calling `lake update -R` (in the game's folder), but if this fails, you can always build it manually by calling `lake build gameserver`.
(both commands are to be executed in the game's directory!)
## Modifying the server
### Starting the server
When using the [manual installation](running_locally.md#manual-installation) you can run the server
using
```lean
Game "NNG"
World "Addition"
Level 1
Title "The rfl tactic"
``` ```
Note that the levels inside a world must have consecutive numbering starting with `1`. The `Game`
and `World` strings can be anything, see below.
#### Statement
The core of a level is the `Statement`, which is the exercise that should be proven.
```lean
/-- For all natural numbers $n$, we have $0 + n = n$. -/
@[simp]
Statement MyNat.zero_add
(n : ℕ) : 0 + n = n := by
Hint "You can start a proof by `induction n`."
induction n with n hn
· Hint "This is the base case."
rw [add_zero]
rfl
· Hint "This is the induction hypothesis"
rw [add_succ]
Branch
simp
Hint "A branch is an alternative tactic sequence. Does not need to finish the proof."
rw [hn]
rfl
```
##### Proof
The proof must always be a tactic proof, i.e. `:= by` is a mandatory part of the syntax.
There are a few extra tactics that help you structuring the proof:
- `Hint`: You can use `Hint "text"` to display text if the goal state in-game matches
the one where `Hint` is placed. For more options about hints, see below.
- `Branch`: In the proof you can add a `Branch` that runs an alternative tactic sequence, which
helps setting `Hints` in different places. The `Branch` does not affect the main
proof and does not need to finish any goals.
- `Template`/`Hole`: Used to provide a sample proof template. Anything inside `Template`
will be copied into the editor with all `Hole`s replaced with `sorry`. Note that
having a `Template` will force the user to use Editor-mode for this level.
##### Statement Name (optional)
If you specify a name (`MyNat.zero_add`), this lemma will be available in future levels.
(Note that a future level must also import this level,
so that Lean knows about the added statement).
The name must be *fully qualified*. (TODO: is that still true? Did we implement namespaces?)
##### Doc Comment (optional)
There are three places where the documentation comment appears:
1. as doc comment when hovering over the theorem
2. as exercise description at the top of the level: ``Theorem `zero_add`: yada yada.``
3. in the inventory. This can be overwritten by using
`LemmaDoc MyNat.zero_add "different yada yada"` as one might want to add a more detailed
description there including examples etc.
Both latter points support Markdown (including katex).
##### Attributes (optional)
the `@[ attributes ]` prefix should work just like you know it from the `theorem` keyword.
#### Introduction/Conclusion
Optionally, you can add an `Introduction "some text"` and `Conclusion "some text"` to your level.
The introduction will be shown at the beginning, the conclusion is displayed once the level
is solved.
#### Theorems/Tactics/Definitions
Only enabled theorems/tactics/definitions (called "items" here) are available in a level.
To add a new item in a level, you can add
```lean
NewTactic rfl simp
NewLemma MyNat.add_zero MyNat.add_succ
NewDefinition Nat Pow Mul
```
Once added, items will be available in all future levels/worlds,
unless you disable them for a particular level with
```lean
DisabledTactic tauto
DisabledLemma MyNat.add_zero
```
or specify explicitly which items should be available with
```lean
OnlyTactic rw rfl apply
OnlyLemma MyNat.add_zero
```
Lastly, all items need documentation entries (which are imported in the level),
see more about that below. There is also explains the `LemmaTab` keyword.
### World
Multiple levels are combined into a world and the worlds are then added to the game. It is recommended that all levels of a world are inside one folder (e.g. `NNG/Levels/Addition/`) and
then there is one world file (`NNG/Levels/Addition.lean`) which contains the following
```lean
import NNG.Levels.Addition.Level_1
import NNG.Levels.Addition.Level_2
Game "NNG"
World "Addition"
Title "Addition World"
Introduction "some text"
```
The `Title` is the world's display title. The `Introduction` is displayed before loading level 1.
Note that all levels of a world should be imported by the world file.
BUG: A level **must not** be imported in a different world's level. Instead, you have to import an entire world there: `import NNG.Levels.Addition`
### Game
The Game itself (i.e. the main file of you lake project, `NNG.lean`) should import all worlds and have the following layout, concluding with `MakeGame`:
```lean
import NNG.Levels.Addition
import NNG.Levels.Multiplication
import NNG.Levels.Power
Game "NNG"
Title "Natural Number Game"
Introduction "some text"
MakeGame
```
The game will automatically compute the order of the worlds depending on the sample proofs of the Levels (ignoring anything inside a `Branch`). You can add additional dependencies manually by adding `Dependency PowerWorld → ImpossibleWorld` before `MakeGame`.
The order of worlds influences which tactics and lemmas will be unlocked in a given level.
`MakeGame` will display warnings about things in the game that need to be fixed, like missing
documentation or if a tactic is never introduced.
### Documentation
Each tactic, theorem, or definition (all called items here) that is introduced in the game
needs a documentation entry. These are statements of the following form:
```lean
LemmaDoc MyNat.add_squared as "add_squared" in "Pow"
"(missing)"
TacticDoc constructor
"(missing)"
DefinitionDoc One as "1"
"(missing)"
```
Notes:
* The lemma name must be **fully qualified**. The string display name can be arbitrary.
* Tactics must have their proper name. use `TacticDoc «have» ""` if it does not work
without french quotes.
* Definition names can be arbitrary. E.g. I used `DefinitionDoc Symbol.Fun as "fun x ↦ x" "(missing)"` once.
Moreover, the lemmas are in sorted in tabs (the `in "Pow`) part. In each level file, you
can define which tab is open when the level is loaded by adding `LemmaTab "Pow"`.
There will be features added to get automatic information from mathlib!
## Escaping
(TODO: Move)
Inside the doc comment you don't need to escape the backslashes:
```lean
/-- $\operatorname{succ}(n)$. notation for naturals is `\N`. -/
Statement ...
```
However, inside interpolated strings (e.g. in `Hint`, `Introduction` and `Conclusion`)
you do need to escape backslashes
with `\\` and `{` with `\{`:
```lean
Hint "This code has some $\\operatorname\{succ}(n)$ math. The value of `h` is {h}.
Notation for naturals is `\\N`."
```
## Game design
Here are some things you should consider designing a new game:
* A world with more than 16 levels will be displayed with the levels spiraling outwards,
it might be desirable to stay below that bound. Above 22 levels the spiral start getting out
of control.
# Running Games Locally
The installation instructions are not yet tested on Mac/Windows. Comments very welcome!
## VSCode Dev Containers
1. **Install Docker and Dev Containers** *(once)*:<br/>
See [official instructions](https://code.visualstudio.com/docs/devcontainers/containers#_getting-started).
Explicitly this means:
* Install docker engine if you have not yet: [Instructions](https://docs.docker.com/engine/install/).
I followed the "Server" instructions for linux.
* Note that on Linux you need to add your user to the `docker` group
([see instructions](https://docs.docker.com/engine/install/linux-postinstall/)) and probably reboot.
* Open the games folder in VSCode: `cd NNG4 && code .` or "Open Folder" within VSCode
* a message appears prompting you to install the "Dev Containers" extension (by Microsoft).
2. **Open Project in Dev Container** *(everytime)*:<br/>
Once you have the Dev Containers Extension installed, (re)open the project folder of your game in VSCode.
A message appears asking you to "Reopen in Container".
* The first start will take a while, ca. 2-10 minutes. After the first
start this should be very quickly.
* Once built, it should open a tab "Simple Browser" inside VSCode displaying
the game. (Alternatively, open http://localhost:3000 in your browser).
3. **Editing Files** *(everytime)*:<br/>
After editing some files in VSCode, open VSCode's terminal (View > Terminal) and run `lake build`.
Now you can reload your browser to see the changes.
### Errors
* If you don't get the pop-up, you might have disabled them and you can reenable it by
running the `remote-containers.showReopenInContainerNotificationReset` command in vscode.
* If the starting the container fails, in particular with a message `Error: network xyz not found`,
you might have deleted stuff from docker via your shell. Try deleting the container and image
explicitly in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time)
## Without Dev Containers
Install `nvm`:
```bash
curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.39.2/install.sh | bash
```
then reopen bash and test with `command -v nvm` if it is available (Should print "nvm").
Now install node:
```bash
nvm install node
```
Clone the game (e.g. `NNG4` here):
```bash
git clone https://github.com/hhu-adam/NNG4.git
# or: git clone git@github.com:hhu-adam/NNG4.git
```
Download dependencies and build the game:
```bash
cd NNG4
lake update
lake exe cache get # if your game depends on mathlib
lake build
```
Clone the game repository into a directory next to the game:
```bash
cd ..
git clone https://github.com/leanprover-community/lean4game.git
# or: git clone git@github.com:leanprover-community/lean4game.git
```
The folders `NNG4` and `lean4game` must be in the same directory!
In `lean4game`, install dependencies:
```bash
cd lean4game
npm install
```
TODO: This is outdated!
If you are developing a game other than `Robo` or `NNG4`, adapt the
code at the beginning of `lean4game/relay/index.mjs`:
```typescript
const games = {
"g/hhu-adam/robo": {
dir: "../../../../Robo",
queueLength: 5
},
"g/hhu-adam/nng4": {
dir: "../../../../NNG4",
queueLength: 5
}
}
```
Run the game:
```bash
npm start npm start
``` ```
This takes a little time. Eventually, the server is available on http://localhost:3000/ This way any changes to files in `client/` or `relay/` will cause the server to restart automatically.
and the game is available on http://localhost:3000/#/g/hhu-adam/NNG4.
### Modifying the GameServer Alternative, you can run `npm run build` followed by the commands
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with this
setup by setting `export NODE_ENV=development` inside your local game before building it:
```bash
cd NNG4
export NODE_ENV=development
lake update
lake build
``` ```
This causes lake to search locally for the `GameServer` lake package instead of using the version from github. npm run start_client
npm run production
```
(in two separate terminals) to test the production modus of the server. This way it will only
change once you build and restart the server.
### Modifying the lean server
To test a modified lean server (i.e. content of `server/`), you can use the local dev setup and call
`lake update -R -Klean4game.local` in your game followed by `lake build`.
This will cause lake to look for the
local lean server as a dependency instead of the version it downloaded from git.
You can play a local game at https://localhost:3000/#/g/local/{FolderName} where you replace `{FolderName}` with the game folder name.
After modifications in `server/`, you will need to call `lake build gameserver` (called in `server/` or in your game's folder) to rebuild
the gameserver executable and
`lake build` (called in the game's folder) to rebuild the game.
+6 -1
View File
@@ -129,6 +129,9 @@ NewLemma Nat.zero_mul
NewDefinition Pow NewDefinition Pow
``` ```
**Important:** All commands in this section 6a) expect the `Name` they take as input
to be **fully qualified**. For example `NewLemma Nat.zero_mul` and not `NewLemma zero_mul`.
#### Doc entries #### Doc entries
You'll see a warning about a missing Lemma documentation. You can fix it by adding doc-entries like the following somewhere above it. You'll see a warning about a missing Lemma documentation. You can fix it by adding doc-entries like the following somewhere above it.
@@ -182,6 +185,8 @@ The statement is the exercise of the level. the basics work the same as they wou
You can give your exercise a name: `Statement my_first_exercise (n : Nat) ...`. If you do so, it will be added to the inventory and be available in future levels. You can give your exercise a name: `Statement my_first_exercise (n : Nat) ...`. If you do so, it will be added to the inventory and be available in future levels.
You can but a `Statement` inside namespaces like you would with `theorem`.
#### Doc String / Exercise statement #### Doc String / Exercise statement
Add a docstring that contains the exercise statement in natural language. If you do this, it will appear at the top of the exercise. It supports Latex. Add a docstring that contains the exercise statement in natural language. If you do this, it will appear at the top of the exercise. It supports Latex.
@@ -230,7 +235,7 @@ Read [More about Hints](doc/hints.md) for how they work and what the options are
### 6. e) Extra: Images ### 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. You can add images on any layer of the game (i.e. game/world/level). These will be displayed in your game.
The images need to be placed in `images/` and you need to add a command like `Image "images/path/to/myWorldImage.png"` 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). in one of the files you created in 2), 3), or 4) (i.e. game/world/level).
NOTE: At present, only the images for a world are displayed. They appear in the introduction of the world. NOTE: At present, only the images for a world are displayed. They appear in the introduction of the world.
+2
View File
@@ -10,6 +10,8 @@ Statement .... := by
... ...
``` ```
Note that hints are only **context-aware but not history-aware**. In particular they only look at the assumptions and the current goal. Player's might encounter hints in a different order - or not at all - if they decide to go for a unique proof idea. The `Branch` tactic helps placing hints outside the sample solution's proof.
## 1. When do hints show? ## 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 A hint will be displayed if the player's goal matches the one where the hint was placed in the
+1 -1
View File
@@ -1,6 +1,6 @@
# Publishing games # Publishing games
You can publish your game on the official (Lean Game Server)[https://adam.math.hhu.de] in a few simple You can publish your game on the official [Lean Game Server](https://adam.math.hhu.de) in a few simple
steps. steps.
## 1. Upload Game to github ## 1. Upload Game to github
+23
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@@ -0,0 +1,23 @@
# Troubleshooting
Here are some issues experienced by users.
# VSCode Dev-Container
* If you don't get the pop-up, you might have disabled them and you can reenable it by
running the `remote-containers.showReopenInContainerNotificationReset` command in vscode.
* If the starting the container fails, in particular with a message `Error: network xyz not found`,
you might have deleted stuff from docker via your shell. Try deleting the container and image
explicitely in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
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.
# Manual Installation
Here are known issues/pitfalls with the local setup using `npm`.
* If `CDPATH` is set on your mac/linux system, it might provide issues with `npm start` resulting in a server crash or blank screen. In particular `npm start` will display
```
[server] sh: line 0: cd: server: No such file or directory
[server] npm run start_server exited with code 1
```
As a fix you might need to delete your manually set `CDPATH` environment variable.
+3 -3
View File
@@ -9,8 +9,8 @@ Before you continue, make sure there [exists a `v4.X.0`-tag in this repo](https:
Then, depending on the setup you use, do one of the following: Then, depending on the setup you use, do one of the following:
* Dev Container: Rebuild the VSCode Devcontainer. * **Dev Container**: Rebuild the VSCode Devcontainer (without Cache!).
* Local Setup: in your game's folder run the following: * **Local Setup**: in your game's folder run the following:
``` ```
lake update -R lake update -R
lake build lake build
@@ -24,7 +24,7 @@ Then, depending on the setup you use, do one of the following:
npm install npm install
``` ```
where `{VERSION_TAG}` is the tag from above of the form `v4.X.0` where `{VERSION_TAG}` is the tag from above of the form `v4.X.0`
* Gitpod/Codespaces: Create a fresh one * **Gitpod/Codespaces**: Create a fresh one
This will update your game (and the mathlib version you might be using) to the new lean version. This will update your game (and the mathlib version you might be using) to the new lean version.
+34 -465
View File
@@ -13,6 +13,10 @@
"@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",
@@ -27,7 +31,7 @@
"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",
@@ -2221,231 +2225,6 @@
"resolved": "https://registry.npmjs.org/@emotion/weak-memoize/-/weak-memoize-0.3.1.tgz", "resolved": "https://registry.npmjs.org/@emotion/weak-memoize/-/weak-memoize-0.3.1.tgz",
"integrity": "sha512-EsBwpc7hBUJWAsNPBmJy4hxWx12v6bshQsldrVmjxJoc3isbxhOrF2IcCpaXxfvq03NwkI7sbsOLXbYuqF/8Ww==" "integrity": "sha512-EsBwpc7hBUJWAsNPBmJy4hxWx12v6bshQsldrVmjxJoc3isbxhOrF2IcCpaXxfvq03NwkI7sbsOLXbYuqF/8Ww=="
}, },
"node_modules/@esbuild/android-arm": {
"version": "0.18.20",
"resolved": "https://registry.npmjs.org/@esbuild/android-arm/-/android-arm-0.18.20.tgz",
"integrity": "sha512-fyi7TDI/ijKKNZTUJAQqiG5T7YjJXgnzkURqmGj13C6dCqckZBLdl4h7bkhHt/t0WP+zO9/zwroDvANaOqO5Sw==",
"cpu": [
"arm"
],
"optional": true,
"os": [
"android"
],
"engines": {
"node": ">=12"
}
},
"node_modules/@esbuild/android-arm64": {
"version": "0.18.20",
"resolved": "https://registry.npmjs.org/@esbuild/android-arm64/-/android-arm64-0.18.20.tgz",
"integrity": "sha512-Nz4rJcchGDtENV0eMKUNa6L12zz2zBDXuhj/Vjh18zGqB44Bi7MBMSXjgunJgjRhCmKOjnPuZp4Mb6OKqtMHLQ==",
"cpu": [
"arm64"
],
"optional": true,
"os": [
"android"
],
"engines": {
"node": ">=12"
}
},
"node_modules/@esbuild/android-x64": {
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@@ -8535,19 +8116,6 @@
"resolved": "https://registry.npmjs.org/fs.realpath/-/fs.realpath-1.0.0.tgz", "resolved": "https://registry.npmjs.org/fs.realpath/-/fs.realpath-1.0.0.tgz",
"integrity": "sha512-OO0pH2lK6a0hZnAdau5ItzHPI6pUlvI7jMVnxUQRtw4owF2wk8lOSabtGDCTP4Ggrg2MbGnWO9X8K1t4+fGMDw==" "integrity": "sha512-OO0pH2lK6a0hZnAdau5ItzHPI6pUlvI7jMVnxUQRtw4owF2wk8lOSabtGDCTP4Ggrg2MbGnWO9X8K1t4+fGMDw=="
}, },
"node_modules/fsevents": {
"version": "2.3.3",
"resolved": "https://registry.npmjs.org/fsevents/-/fsevents-2.3.3.tgz",
"integrity": "sha512-5xoDfX+fL7faATnagmWPpbFtwh/R77WmMMqqHGS65C3vvB0YHrgF+B1YmZ3441tMj5n63k0212XNoJwzlhffQw==",
"hasInstallScript": true,
"optional": true,
"os": [
"darwin"
],
"engines": {
"node": "^8.16.0 || ^10.6.0 || >=11.0.0"
}
},
"node_modules/function-bind": { "node_modules/function-bind": {
"version": "1.1.1", "version": "1.1.1",
"resolved": "https://registry.npmjs.org/function-bind/-/function-bind-1.1.1.tgz", "resolved": "https://registry.npmjs.org/function-bind/-/function-bind-1.1.1.tgz",
@@ -10513,7 +10081,8 @@
}, },
"node_modules/lean4web": { "node_modules/lean4web": {
"version": "0.1.0", "version": "0.1.0",
"resolved": "git+ssh://git@github.com/hhu-adam/lean4web.git#6fc9c11179934cce7ca1f78140c57b6931186b42", "resolved": "git+ssh://git@github.com/hhu-adam/lean4web.git#b91645a7b88814675ba9f99817436d0a2ce3a0ec",
"integrity": "sha512-s9qYeXuMNBGDPKC5IuFTjV/j8tQCRkZr+poYKEWljrM95rsz4JHIvjdEt891fE9JhPDLSN+iXNRXwIOCT6FlMg==",
"dependencies": { "dependencies": {
"@emotion/react": "^11.11.1", "@emotion/react": "^11.11.1",
"@emotion/styled": "^11.11.0", "@emotion/styled": "^11.11.0",
@@ -10522,7 +10091,7 @@
"@fortawesome/fontawesome-svg-core": "^6.2.0", "@fortawesome/fontawesome-svg-core": "^6.2.0",
"@fortawesome/free-solid-svg-icons": "^6.2.0", "@fortawesome/free-solid-svg-icons": "^6.2.0",
"@fortawesome/react-fontawesome": "^0.2.0", "@fortawesome/react-fontawesome": "^0.2.0",
"@leanprover/infoview": "^0.4.3", "@leanprover/infoview": "^0.4.4",
"@mui/material": "^5.13.7", "@mui/material": "^5.13.7",
"@vitejs/plugin-react-swc": "^3.4.0", "@vitejs/plugin-react-swc": "^3.4.0",
"express": "^4.18.2", "express": "^4.18.2",
+5 -1
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@@ -10,6 +10,10 @@
"@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",
@@ -24,7 +28,7 @@
"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",
+1
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@@ -1,5 +1,6 @@
#/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 # $1 : the game directory
+4
View File
@@ -28,3 +28,7 @@ do
#tar -xvzf $f -C games/${OWNER}/${REPO} #tar -xvzf $f -C games/${OWNER}/${REPO}
unzip -q -o $f -d ${OWNER}/${REPO} unzip -q -o $f -d ${OWNER}/${REPO}
done done
# Delete temporary files
rm -f tmp/${OWNER}_${REPO}_${ARTIFACT_ID}.zip
rm -fr tmp/${OWNER}_${REPO}_${ARTIFACT_ID}
+3 -8
View File
@@ -1,5 +1,4 @@
import GameServer.FileWorker import GameServer.FileWorker
import GameServer.Watchdog
import GameServer.Commands import GameServer.Commands
-- TODO: The only reason we import `Commands` is so that it gets built to on `lake build` -- TODO: The only reason we import `Commands` is so that it gets built to on `lake build`
@@ -10,13 +9,9 @@ unsafe def main : List String → IO UInt32 := fun args => do
Lean.enableInitializersExecution Lean.enableInitializersExecution
-- TODO: remove this argument
if args[0]? == some "--server" then if args[0]? == some "--server" then
MyServer.Watchdog.watchdogMain args MyServer.FileWorker.workerMain {} args
else if args[0]? == some "--worker" then
MyServer.FileWorker.workerMain {}
else else
e.putStrLn s!"Expected `--server` or `--worker`" e.putStrLn s!"Expected `--server`"
return 1 return 1
-- TODO: Potentially it could be useful to pass in the `gameName` via the websocket connection
+93 -21
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@@ -124,7 +124,7 @@ elab "CoverImage" t:str : command => do
/-! # 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.
-/ -/
@@ -147,22 +147,22 @@ elab doc:docComment ? "TacticDoc" name:ident content:str ? : command => do
displayName := name.getId.toString displayName := name.getId.toString
content := doc }) 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 doc:docComment ? "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str ? : elab doc:docComment ? "TheoremDoc" name:ident "as" displayName:str "in" category:str content:str ? :
command => do command => do
let doc ← parseDocCommentLegacy doc content let doc ← parseDocCommentLegacy doc content
modifyEnv (inventoryTemplateExt.addEntry · { modifyEnv (inventoryTemplateExt.addEntry · {
@@ -172,7 +172,7 @@ elab doc:docComment ? "LemmaDoc" name:ident "as" displayName:str "in" category:s
displayName := displayName.getString displayName := displayName.getString
content := doc }) 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.
@@ -190,7 +190,7 @@ 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 doc:docComment ? "DefinitionDoc" name:ident "as" displayName:str template:str ? : command => do elab doc:docComment ? "DefinitionDoc" name:ident "as" displayName:str template:str ? : command => do
let doc ← parseDocCommentLegacy doc template let doc ← parseDocCommentLegacy doc template
@@ -202,8 +202,13 @@ elab doc:docComment ? "DefinitionDoc" name:ident "as" displayName:str template:s
/-! ## Add inventory items -/ /-! ## Add inventory items -/
def checkCommandNotDuplicated (items : Array Name) (cmd := "Command") : CommandElabM Unit := do
if ¬ items.isEmpty then
logWarning s!"You should only use one `{cmd}` per level, but it takes multiple arguments: `{cmd} obj₁ obj₂ obj₃`!"
/-- 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
@@ -211,14 +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}'."
@@ -228,6 +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)}}
@@ -235,31 +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)}}
@@ -267,13 +280,56 @@ 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 -/
@@ -781,6 +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 })
@@ -800,6 +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
@@ -819,7 +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
@@ -832,6 +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
@@ -851,4 +911,16 @@ elab "MakeGame" : command => do
return level.setComputedInventory inventoryType itemsArray return level.setComputedInventory inventoryType itemsArray
allItemsByType := allItemsByType.insert inventoryType allItems allItemsByType := allItemsByType.insert inventoryType allItems
saveGameData allItemsByType 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
}
saveGameData allItemsByType inventory
+6 -2
View File
@@ -106,6 +106,8 @@ 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 := { def InventoryItem.toTile (item : InventoryItem) : InventoryTile := {
@@ -291,6 +293,7 @@ structure LevelInfo where
descrText : Option String := none descrText : Option String := none
descrFormat : String := "" descrFormat : String := ""
lemmaTab : Option String lemmaTab : Option String
module : Name
displayName : Option String displayName : Option String
statementName : Option String statementName : Option String
template : Option String template : Option String
@@ -315,6 +318,7 @@ def GameLevel.toInfo (lvl : GameLevel) (env : Environment) : LevelInfo :=
| some tile => tile.category | some tile => tile.category
| none => none | none => none
statementName := lvl.statementName.toString statementName := lvl.statementName.toString
module := lvl.module
displayName := match lvl.statementName with displayName := match lvl.statementName with
| .anonymous => none | .anonymous => none
| name => match (inventoryExt.getState env).find? | name => match (inventoryExt.getState env).find?
@@ -379,7 +383,7 @@ structure GameTile where
TODO: What's the format? -/ TODO: What's the format? -/
image: String := default image: String := default
deriving Inhabited, ToJson deriving Inhabited, ToJson, FromJson
structure Game where structure Game where
/-- Internal name of the game. -/ /-- Internal name of the game. -/
@@ -399,7 +403,7 @@ structure Game where
tile : GameTile := default tile : GameTile := default
/-- The path to the background image of the world. -/ /-- The path to the background image of the world. -/
image : String := default image : String := default
deriving Inhabited, ToJson deriving Inhabited, ToJson, FromJson
def getGameJson (game : «Game») : Json := Id.run do def getGameJson (game : «Game») : Json := Id.run do
let gameJson : Json := toJson game let gameJson : Json := toJson game
+84 -48
View File
@@ -1,7 +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.ImportModules
import GameServer.SaveData
namespace MyModule namespace MyModule
open Lean open Lean
@@ -17,7 +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
@@ -56,6 +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) :
@@ -73,29 +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.
@@ -109,10 +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 =>
@@ -121,7 +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 {
@@ -137,7 +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
@@ -168,7 +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
@@ -186,12 +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 #[]
@@ -219,6 +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
@@ -270,7 +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
@@ -288,7 +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
@@ -310,7 +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"
@@ -326,21 +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
@@ -382,7 +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 }}
@@ -397,24 +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 }] 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
@@ -458,10 +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
@@ -472,12 +483,14 @@ 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,
{ doc := doc { doc := doc
initHeaderStx := headerStx initHeaderStx := headerStx
currHeaderStx := headerStx
importCachingTask? := none
pendingRequests := RBMap.empty pendingRequests := RBMap.empty
rpcSessions := RBMap.empty rpcSessions := RBMap.empty
}) })
@@ -509,6 +522,7 @@ 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 ·) | "$/lean/rpc/keepAlive" => handle RpcKeepAliveParams (handleRpcKeepAlive ·)
| _ => throwServerError s!"Got unsupported notification method: {method}" | _ => throwServerError s!"Got unsupported notification method: {method}"
@@ -547,26 +561,32 @@ section MainLoop
let doc := st.doc let doc := st.doc
doc.cancelTk.set doc.cancelTk.set
return () return ()
| Message.notification "$/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
@@ -578,9 +598,24 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) : IO UInt32 := do
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
@@ -590,12 +625,13 @@ 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
+46 -65
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@@ -25,75 +25,56 @@ open Lsp
open JsonRpc open JsonRpc
open IO open IO
structure DidOpenLevelParams where /- Game-specific version of `InitializeParams` that allows for extra options: -/
uri : String
gameDir : String structure InitializationOptions extends Lean.Lsp.InitializationOptions :=
levelModule : Name
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
inventory : Array String
/--
Check for tactics/theorems that are not unlocked.
0: no check
1: give warnings
2: give errors
-/
difficulty : Nat difficulty : Nat
/-- The name of the theorem to be proven in this level. -/ inventory : Array String
statementName : Name
deriving ToJson, FromJson deriving ToJson, FromJson
structure SetInventoryParams where structure InitializeParams where
inventory : Array String processId? : Option Int := none
difficulty : 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
def handleDidOpenLevel (params : Json) : GameServerM Unit := do instance : FromJson InitializeParams where
let p ← parseParams _ params fromJson? j := do
let m := p.textDocument let processId? := j.getObjValAs? Int "processId"
-- Execute the regular handling of the `didOpen` event let clientInfo? := j.getObjValAs? ClientInfo "clientInfo"
handleDidOpen p let rootUri? := j.getObjValAs? String "rootUri"
let fw ← findFileWorker! m.uri let initializationOptions? := j.getObjValAs? InitializationOptions "initializationOptions"
-- let s ← get let capabilities ← j.getObjValAs? ClientCapabilities "capabilities"
let c ← read let trace := (j.getObjValAs? Trace "trace").toOption.getD Trace.off
let some lvl ← GameServer.getLevelByFileName? c.initParams ((System.Uri.fileUriToPath? m.uri).getD m.uri |>.toString) let workspaceFolders? := j.getObjValAs? (Array WorkspaceFolder) "workspaceFolders"
| do return ⟨
c.hLog.putStr s!"Level not found: {m.uri} {c.initParams.rootUri?}" processId?.toOption,
c.hLog.flush clientInfo?.toOption,
-- Send an extra notification to the file worker to inform it about the level data rootUri?.toOption,
let s ← get initializationOptions?.toOption,
fw.stdin.writeLspNotification { capabilities,
method := "$/game/didOpenLevel" trace,
param := { workspaceFolders?.toOption⟩
uri := m.uri
gameDir := s.gameDir def InitializeParams.toLeanInternal (p : InitializeParams) : Lean.Lsp.InitializeParams :=
levelModule := lvl.module {
tactics := lvl.tactics.tiles processId? := p.processId?
lemmas := lvl.lemmas.tiles clientInfo? := p.clientInfo?
definitions := lvl.definitions.tiles rootUri? := p.rootUri?
inventory := s.inventory initializationOptions? := p.initializationOptions?.map fun o => {
difficulty := s.difficulty editDelay? := o.editDelay?
statementName := lvl.statementName hasWidgets? := o.hasWidgets?
: DidOpenLevelParams
}
} }
capabilities := p.capabilities
partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do trace := p.trace
match ev with workspaceFolders? := p.workspaceFolders?
| ServerEvent.clientMsg msg => }
match msg with
| 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
| _ => return false
| _ => return false
end Game end Game
+8
View File
@@ -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) :=
+2 -2
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@@ -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
+33 -20
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@@ -22,15 +22,21 @@ def copyImages : IO Unit := do
let content ← readBinFile file let content ← readBinFile file
writeBinFile outFile content 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
-- TODO: I'm not sure this should be happening here... open GameData in
#eval IO.FS.createDirAll ".lake/gamedata/"
-- TODO: register all of this as ToJson instance? -- TODO: register all of this as ToJson instance?
def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name)) : CommandElabM Unit := do def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name))
(inventory : InventoryOverview): CommandElabM Unit := do
let game ← getCurGame let game ← getCurGame
let env ← getEnv let env ← getEnv
let path : System.FilePath := s!"{← IO.currentDir}" / ".lake" / "gamedata" let path := (← IO.currentDir) / gameDataPath
if ← path.isDir then if ← path.isDir then
IO.FS.removeDirAll path IO.FS.removeDirAll path
@@ -41,25 +47,32 @@ def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name)) : Comma
for (worldId, world) in game.worlds.nodes.toArray do for (worldId, world) in game.worlds.nodes.toArray do
for (levelId, level) in world.levels.toArray do for (levelId, level) in world.levels.toArray do
IO.FS.writeFile (path / s!"level__{worldId}__{levelId}.json") (toString (toJson (level.toInfo env))) IO.FS.writeFile (path / levelFileName worldId levelId) (toString (toJson (level.toInfo env)))
IO.FS.writeFile (path / s!"game.json") (toString (getGameJson game)) IO.FS.writeFile (path / gameFileName) (toString (getGameJson game))
for inventoryType in [InventoryType.Lemma, .Tactic, .Definition] do for inventoryType in [InventoryType.Lemma, .Tactic, .Definition] do
for name in allItemsByType.findD inventoryType {} do for name in allItemsByType.findD inventoryType {} do
let some item ← getInventoryItem? name inventoryType let some item ← getInventoryItem? name inventoryType
| throwError "Expected item to exist: {name}" | throwError "Expected item to exist: {name}"
IO.FS.writeFile (path / s!"doc__{inventoryType}__{name}.json") (toString (toJson item)) IO.FS.writeFile (path / docFileName inventoryType name) (toString (toJson item))
let getTiles (type : InventoryType) : CommandElabM (Array InventoryTile) := do IO.FS.writeFile (path / inventoryFileName) (toString (toJson inventory))
(allItemsByType.findD type {}).toArray.mapM (fun name => do
let some item ← getInventoryItem? name type open GameData
| throwError "Expected item to exist: {name}"
return item.toTile) def loadData (f : System.FilePath) (α : Type) [FromJson α] : IO α := do
let inventory : InventoryOverview := { let str ← IO.FS.readFile f
lemmas := ← getTiles .Lemma let json ← match Json.parse str with
tactics := ← getTiles .Tactic | .ok v => pure v
definitions := ← getTiles .Definition | .error e => throw (IO.userError e)
lemmaTab := none let data ← match fromJson? json with
} | .ok v => pure v
IO.FS.writeFile (path / s!"inventory.json") (toString (toJson inventory)) | .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
+2 -2
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@@ -4,10 +4,10 @@
[{"url": "https://github.com/leanprover/std4.git", [{"url": "https://github.com/leanprover/std4.git",
"type": "git", "type": "git",
"subDir": null, "subDir": null,
"rev": "2e4a3586a8f16713f16b2d2b3af3d8e65f3af087", "rev": "af7f36db6e7e9e395710a70635f915e8e3a0e69b",
"name": "std", "name": "std",
"manifestFile": "lake-manifest.json", "manifestFile": "lake-manifest.json",
"inputRev": "v4.3.0", "inputRev": "v4.4.0",
"inherited": false, "inherited": false,
"configFile": "lakefile.lean"}], "configFile": "lakefile.lean"}],
"name": "GameServer", "name": "GameServer",
+1 -1
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@@ -1 +1 @@
leanprover/lean4:v4.3.0 leanprover/lean4:v4.4.0