Compare commits

...
Author SHA1 Message Date
Jon Eugster d689c7ec86 update npm deps 2024-02-23 18:58:15 +01:00
Jon Eugster 16c979a6c2 bump npm dependencies 2024-02-23 18:58:06 +01:00
Jon Eugster 698a88c545 Update troubleshoot.md 2024-02-16 10:57:02 +01:00
Jon Eugster 3b660c5185 Merge branch 'dev'. Bump to v4.5.0 2024-02-02 12:44:32 +01:00
Jon Eugster ebb8c98145 bump to v4.5.0 2024-02-02 12:43:58 +01:00
Jon Eugster 4abf05b77e Merge branch 'dev' into v4.5.0-bump 2024-02-02 12:11:55 +01:00
Jon Eugster df423aaace Merge pull request #181 from Wzixiao/auto-mobile-layout
Modify logic for preferences
2024-01-26 12:06:29 +01:00
Jon Eugster a67dcb306f fix indent 2024-01-26 11:55:00 +01:00
Jon Eugster 37582e04d4 fix errors for disabled tactics #188 2024-01-26 11:54:36 +01:00
ran 9d4a6df139 Remove MobileContext and use PreferencesContext instead 2024-01-23 22:59:43 +08:00
Jon Eugster 26202e5f36 fix typo 2024-01-22 14:09:54 +01:00
Jon Eugster ed017fa605 documentation & cleanup in FileWorker 2024-01-22 14:06:52 +01:00
Jon Eugster 36bc52c960 add logic game to landing page 2024-01-22 13:31:43 +01:00
Jon Eugster e085f2f106 Merge pull request #186 from Geoc2022/main
Cleaned up Documentation
2024-01-22 13:26:30 +01:00
Jon Eugster e975c455fe Update doc/DOCUMENTATION.md 2024-01-22 12:44:12 +01:00
geo c006be5a9f Fix minor typos 2024-01-20 16:15:15 -05:00
geo 49379a0930 Fix link references 2024-01-20 16:02:46 -05:00
geo 03076b0161 Add example npm start message 2024-01-19 10:52:26 -05:00
geo bfb60ffedd Updated "Doc entries" 2024-01-19 10:41:20 -05:00
Jon Eugster ca576542ba whitelist generalizing and says. #173 2024-01-19 10:53:43 +01:00
Jon Eugster fd5e507541 lint: fix line widths 2024-01-19 10:50:48 +01:00
Jon Eugster c103eeacfa fix: case insensitive url in local store #183 2024-01-18 14:57:50 +01:00
Jon Eugster e277a48749 add changelog file 2024-01-18 14:19:32 +01:00
Jon Eugster 16ff701518 Update troubleshoot.md 2024-01-18 13:51:33 +01:00
Jon Eugster 20ca385e14 Update README.md 2024-01-18 13:48:43 +01:00
Jon Eugster 5a38543e3b Merge pull request #185 from leanprover-community/joneugster-patch-1
Update docs
2024-01-18 13:48:08 +01:00
Jon Eugster a4a6f2e725 Merge pull request #184 from leanprover-community/joneugster-patch-1-1
Create troubleshoot.md
2024-01-18 13:47:48 +01:00
Jon Eugster cc89e78e4c Create troubleshoot.md 2024-01-18 13:47:16 +01:00
ran ab98eaa3ba Change the selected button to a slider 2024-01-16 11:21:46 +08:00
ran 8929813e48 Added a missing space regarding code style in store.ts 2024-01-12 23:48:47 +08:00
ran 5d88cd6739 Remove logically duplicated code 2024-01-12 23:47:04 +08:00
ran d16956da9b Modify the props definition of the preference popup component 2024-01-12 23:43:21 +08:00
ran e15e5af126 Add todo about setMobile 2024-01-12 23:31:22 +08:00
ran 8c93b3c5b3 Modify logic for all preferences 2024-01-12 23:29:03 +08:00
Jon Eugster cd1d212a3c npm audit 2024-01-10 15:40:57 +01:00
Jon Eugster 406c2799b1 bump to v4.5.0-rc1 2023-12-25 12:07:56 +01:00
33 changed files with 2572 additions and 3004 deletions
+7
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@@ -0,0 +1,7 @@
GameSkeleton
HiddenTactic
subgoals
KaTex
gameserver
lakefile
Zulip
+1
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@@ -9,6 +9,7 @@ Please follow the tutorial [Creating a Game](doc/create_game.md). In particular,
* Step 5: [How to Run Games Locally](doc/running_locally.md) * Step 5: [How to Run Games Locally](doc/running_locally.md)
* Step 7: [How to Update an existing Game](doc/update_game.md) * Step 7: [How to Update an existing Game](doc/update_game.md)
* Step 8: [How to Publishing a Game](doc/publish_game.md) * Step 8: [How to Publishing a Game](doc/publish_game.md)
* [Troubleshooting](doc/troubleshoot.md)
## Documentation ## Documentation
+5 -21
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@@ -8,40 +8,24 @@ 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 { PreferencesContext} from './components/infoview/context';
import { useMobile } from './hooks'; import UsePreferences from "./state/hooks/use_preferences"
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 automaticallyAdjustLayout = () => { const {mobile, layout, isSavePreferences, setLayout, setIsSavePreferences} = UsePreferences()
const {width} = getWindowDimensions()
setMobile(width < AUTO_SWITCH_THRESHOLD)
}
React.useEffect(()=>{
if (!lockMobile){
void automaticallyAdjustLayout()
window.addEventListener('resize', automaticallyAdjustLayout)
return () => {
window.removeEventListener('resize', automaticallyAdjustLayout)
}
}
}, [lockMobile])
return ( return (
<div className="app"> <div className="app">
<GameIdContext.Provider value={gameId}> <GameIdContext.Provider value={gameId}>
<MobileContext.Provider value={{mobile, setMobile, lockMobile, setLockMobile}}> <PreferencesContext.Provider value={{mobile, layout, isSavePreferences, setLayout, setIsSavePreferences}}>
<Outlet /> <Outlet />
</MobileContext.Provider> </PreferencesContext.Provider>
</GameIdContext.Provider> </GameIdContext.Provider>
</div> </div>
) )
+3 -3
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@@ -7,7 +7,7 @@ import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome,
faArrowRight, faArrowLeft, faXmark, faBars, faCode, faArrowRight, faArrowLeft, faXmark, faBars, faCode,
faCircleInfo, faTerminal, faMobileScreenButton, faDesktop, faGear } 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, PreferencesContext, WorldLevelIdContext } from "./infoview/context"
import { GameInfo, useGetGameInfoQuery } from '../state/api' import { GameInfo, useGetGameInfoQuery } from '../state/api'
import { changedOpenedIntro, selectCompleted, selectDifficulty, selectProgress } from '../state/progress' import { changedOpenedIntro, selectCompleted, selectDifficulty, selectProgress } from '../state/progress'
import { useAppDispatch, useAppSelector } from '../hooks' import { useAppDispatch, useAppSelector } from '../hooks'
@@ -162,7 +162,7 @@ export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpres
}) { }) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const gameProgress = useAppSelector(selectProgress(gameId)) const gameProgress = useAppSelector(selectProgress(gameId))
const {mobile, setMobile} = React.useContext(MobileContext) const {mobile} = React.useContext(PreferencesContext)
const [navOpen, setNavOpen] = React.useState(false) const [navOpen, setNavOpen] = React.useState(false)
return <div className="app-bar"> return <div className="app-bar">
@@ -212,7 +212,7 @@ export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=
}) { }) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext) const {worldId, levelId} = React.useContext(WorldLevelIdContext)
const {mobile} = React.useContext(MobileContext) const {mobile} = React.useContext(PreferencesContext)
const [navOpen, setNavOpen] = React.useState(false) const [navOpen, setNavOpen] = React.useState(false)
const gameInfo = useGetGameInfoQuery({game: gameId}) const gameInfo = useGetGameInfoQuery({game: gameId})
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId)) const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
+10 -9
View File
@@ -5,6 +5,7 @@ import * as React from 'react';
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js' import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { InteractiveDiagnostic, InteractiveTermGoal } from '@leanprover/infoview-api'; import { InteractiveDiagnostic, InteractiveTermGoal } from '@leanprover/infoview-api';
import { GameHint, InteractiveGoal, InteractiveGoals } from './rpc_api'; import { GameHint, InteractiveGoal, InteractiveGoals } from './rpc_api';
import { PreferencesState } from '../../state/preferences';
export const MonacoEditorContext = React.createContext<monaco.editor.IStandaloneCodeEditor>( export const MonacoEditorContext = React.createContext<monaco.editor.IStandaloneCodeEditor>(
null as any) null as any)
@@ -62,18 +63,18 @@ export const ProofStateContext = React.createContext<{
setProofState: () => {}, setProofState: () => {},
}) })
export interface IMobileContext { export interface IPreferencesContext extends PreferencesState{
mobile : boolean, mobile: boolean, // The variables that actually control the page 'layout' can only be changed through layout.
setMobile: React.Dispatch<React.SetStateAction<Boolean>>, setLayout: React.Dispatch<React.SetStateAction<PreferencesState["layout"]>>;
lockMobile: boolean, setIsSavePreferences: React.Dispatch<React.SetStateAction<Boolean>>;
setLockMobile: React.Dispatch<React.SetStateAction<Boolean>>,
} }
export const MobileContext = React.createContext<IMobileContext>({ export const PreferencesContext = React.createContext<IPreferencesContext>({
mobile: false, mobile: false,
setMobile: () => {}, layout: "auto",
lockMobile: false, isSavePreferences: false,
setLockMobile: () => {} setLayout: () => {},
setIsSavePreferences: () => {}
}) })
export const WorldLevelIdContext = React.createContext<{ export const WorldLevelIdContext = React.createContext<{
+2 -2
View File
@@ -27,7 +27,7 @@ import Markdown from '../markdown';
import { Infos } from './infos'; import { Infos } from './infos';
import { AllMessages, Errors, WithLspDiagnosticsContext } from './messages'; import { AllMessages, Errors, WithLspDiagnosticsContext } from './messages';
import { Goal } from './goals'; import { Goal } from './goals';
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext, ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './context'; import { DeletedChatContext, InputModeContext, PreferencesContext, MonacoEditorContext, ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './context';
import { Typewriter, hasErrors, hasInteractiveErrors } from './typewriter'; import { Typewriter, hasErrors, hasInteractiveErrors } from './typewriter';
import { InteractiveDiagnostic } from '@leanprover/infoview/*'; import { InteractiveDiagnostic } from '@leanprover/infoview/*';
import { Button } from '../button'; import { Button } from '../button';
@@ -349,7 +349,7 @@ export function TypewriterInterface({props}) {
const [disableInput, setDisableInput] = React.useState<boolean>(false) const [disableInput, setDisableInput] = React.useState<boolean>(false)
const [loadingProgress, setLoadingProgress] = React.useState<number>(0) const [loadingProgress, setLoadingProgress] = React.useState<number>(0)
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext) const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
const {mobile} = React.useContext(MobileContext) const {mobile} = React.useContext(PreferencesContext)
const { proof } = React.useContext(ProofContext) const { proof } = React.useContext(ProofContext)
const { setTypewriterInput } = React.useContext(InputModeContext) const { setTypewriterInput } = React.useContext(InputModeContext)
const { selectedStep, setSelectedStep } = React.useContext(SelectionContext) const { selectedStep, setSelectedStep } = React.useContext(SelectionContext)
+2 -1
View File
@@ -134,7 +134,8 @@ function LandingPage() {
"leanprover-community/nng4", "leanprover-community/nng4",
"hhu-adam/robo", "hhu-adam/robo",
"djvelleman/stg4", "djvelleman/stg4",
"miguelmarco/STG4", "miguelmarco/stg4",
"trequetrum/lean4game-logic",
] ]
let allTiles = allGames.map((gameId) => (useGetGameInfoQuery({game: `g/${gameId}`}).data?.tile)) let allTiles = allGames.map((gameId) => (useGetGameInfoQuery({game: `g/${gameId}`}).data?.tile))
+5 -5
View File
@@ -27,7 +27,7 @@ import { Button } from './button'
import Markdown from './markdown' import Markdown from './markdown'
import {InventoryPanel} from './inventory' import {InventoryPanel} from './inventory'
import { hasInteractiveErrors } from './infoview/typewriter' import { hasInteractiveErrors } from './infoview/typewriter'
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext, import { DeletedChatContext, InputModeContext, PreferencesContext, MonacoEditorContext,
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context' ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
import { DualEditor } from './infoview/main' import { DualEditor } from './infoview/main'
import { GameHint } from './infoview/rpc_api' import { GameHint } from './infoview/rpc_api'
@@ -74,7 +74,7 @@ function Level() {
function ChatPanel({lastLevel}) { function ChatPanel({lastLevel}) {
const chatRef = useRef<HTMLDivElement>(null) const chatRef = useRef<HTMLDivElement>(null)
const {mobile} = useContext(MobileContext) const {mobile} = useContext(PreferencesContext)
const gameId = useContext(GameIdContext) const gameId = useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext) const {worldId, levelId} = useContext(WorldLevelIdContext)
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId}) const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
@@ -215,7 +215,7 @@ function PlayableLevel({impressum, setImpressum}) {
const codeviewRef = useRef<HTMLDivElement>(null) const codeviewRef = useRef<HTMLDivElement>(null)
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext) const {worldId, levelId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(MobileContext) const {mobile} = React.useContext(PreferencesContext)
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
@@ -441,7 +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) const {mobile} = React.useContext(PreferencesContext)
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)+/)
@@ -468,7 +468,7 @@ export default Level
/** The site with the introduction text of a world */ /** The site with the introduction text of a world */
function Introduction({impressum, setImpressum}) { function Introduction({impressum, setImpressum}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {mobile} = useContext(MobileContext) const {mobile} = useContext(PreferencesContext)
const inventory = useLoadInventoryOverviewQuery({game: gameId}) const inventory = useLoadInventoryOverviewQuery({game: gameId})
+58 -23
View File
@@ -1,16 +1,42 @@
import * as React from 'react' import * as React from 'react'
import { Input, Typography } from '@mui/material' import { Input, Typography } from '@mui/material'
import Markdown from '../markdown' import Markdown from '../markdown'
import Switch from '@mui/material/Switch'; import { Switch, Button, ButtonGroup } from '@mui/material';
import Box from '@mui/material/Box';
import Slider from '@mui/material/Slider';
import FormControlLabel from '@mui/material/FormControlLabel'; import FormControlLabel from '@mui/material/FormControlLabel';
import { IMobileContext } from "../infoview/context" import { IPreferencesContext } from "../infoview/context"
interface PreferencesPopupProps extends IMobileContext{ interface PreferencesPopupProps extends Omit<IPreferencesContext, 'mobile'> {
handleClose: () => void handleClose: () => void
} }
export function PreferencesPopup({ mobile, setMobile, lockMobile, setLockMobile, handleClose }: PreferencesPopupProps) { export function PreferencesPopup({ layout, setLayout, isSavePreferences, setIsSavePreferences, handleClose }: PreferencesPopupProps) {
const marks = [
{
value: 0,
label: 'Mobile',
key: "mobile"
},
{
value: 1,
label: 'Auto',
key: "auto"
},
{
value: 2,
label: 'Desktop',
key: "desktop"
},
];
const handlerChangeLayout = (_: Event, value: number) => {
setLayout(marks[value].key as IPreferencesContext["layout"])
}
return <div className="modal-wrapper"> return <div className="modal-wrapper">
<div className="modal-backdrop" onClick={handleClose} /> <div className="modal-backdrop" onClick={handleClose} />
<div className="modal"> <div className="modal">
@@ -18,34 +44,43 @@ export function PreferencesPopup({ mobile, setMobile, lockMobile, setLockMobile,
<Typography variant="body1" component="div" className="settings"> <Typography variant="body1" component="div" className="settings">
<div className='preferences-category'> <div className='preferences-category'>
<div className='category-title'> <div className='category-title'>
<h3>Mobile layout</h3> <h3>Layout</h3>
</div> </div>
<div className='preferences-item first leave-left-gap'>
<FormControlLabel
control={
<Box sx={{ width: 300 }}>
<Slider
aria-label="Always visible"
value={marks.find(item => item.key === layout).value}
step={1}
marks={marks}
max={2}
sx={{
'& .MuiSlider-track': { display: 'none', },
}}
onChange={handlerChangeLayout}
/>
</Box>
}
label=""
/>
</div>
</div>
<div className='preferences-category tail-category'>
<div className='preferences-item'> <div className='preferences-item'>
<FormControlLabel <FormControlLabel
control={ control={
<Switch <Switch
checked={mobile} checked={isSavePreferences}
onChange={() => setMobile(!mobile)} onChange={() => setIsSavePreferences(!isSavePreferences)}
name="checked" name="checked"
color="primary" color="primary"
/> />
} }
label="Enable" label="Save my settings (in the browser store)"
labelPlacement="start" labelPlacement="end"
/>
</div>
<div className='preferences-item'>
<FormControlLabel
control={
<Switch
checked={!lockMobile}
onChange={() => setLockMobile(!lockMobile)}
name="checked"
color="primary"
/>
}
label="Auto"
labelPlacement="start"
/> />
</div> </div>
</div> </div>
+6 -4
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@@ -10,7 +10,7 @@ import { useAppDispatch, useAppSelector } from '../hooks'
import { changedOpenedIntro, selectOpenedIntro } from '../state/progress' import { changedOpenedIntro, selectOpenedIntro } from '../state/progress'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api' import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api'
import { Button } from './button' import { Button } from './button'
import { MobileContext } from './infoview/context' import { PreferencesContext } from './infoview/context'
import { InventoryPanel } from './inventory' import { InventoryPanel } from './inventory'
import { ErasePopup } from './popup/erase' import { ErasePopup } from './popup/erase'
import { InfoPopup } from './popup/game_info' import { InfoPopup } from './popup/game_info'
@@ -27,7 +27,7 @@ import { Hint } from './hints'
/** the panel showing the game's introduction text */ /** the panel showing the game's introduction text */
function IntroductionPanel({introduction, setPageNumber}: {introduction: string, setPageNumber}) { function IntroductionPanel({introduction, setPageNumber}: {introduction: string, setPageNumber}) {
const {mobile} = React.useContext(MobileContext) const {mobile} = React.useContext(PreferencesContext)
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
@@ -64,7 +64,9 @@ 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, setMobile, lockMobile, setLockMobile} = React.useContext(MobileContext) const {mobile} = React.useContext(PreferencesContext)
const {layout, isSavePreferences, setLayout, setIsSavePreferences} = React.useContext(PreferencesContext)
const gameInfo = useGetGameInfoQuery({game: gameId}) const gameInfo = useGetGameInfoQuery({game: gameId})
const inventory = useLoadInventoryOverviewQuery({game: gameId}) const inventory = useLoadInventoryOverviewQuery({game: gameId})
@@ -134,7 +136,7 @@ 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} {preferencesPopup ? <PreferencesPopup layout={layout} isSavePreferences={isSavePreferences} setLayout={setLayout} setIsSavePreferences={setIsSavePreferences} handleClose={closePreferencesPopup}/> : null}
</> </>
} }
+3 -2
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@@ -11,11 +11,12 @@ 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, useMobile } from '../hooks' import { useAppDispatch } 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'
import '../css/world_tree.css' import '../css/world_tree.css'
import { PreferencesContext } from './infoview/context'
// Settings for the world tree // Settings for the world tree
cytoscape.use( klay ) cytoscape.use( klay )
@@ -197,7 +198,7 @@ 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() const { mobile } = React.useContext(PreferencesContext)
function label(x : number) { function label(x : number) {
+12
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@@ -187,3 +187,15 @@ h5, h6 {
margin-left: 0.3rem; margin-left: 0.3rem;
margin-right: 0.3rem; margin-right: 0.3rem;
} }
.preferences-category.tail-category{
margin-top: 2em;
}
.preferences-item.first{
margin-top: 1em;
}
.preferences-item.leave-left-gap{
margin-left: 3em;
}
-24
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@@ -1,30 +1,6 @@
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,
};
};
+41
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@@ -0,0 +1,41 @@
import React, { useState } from "react";
import { useAppDispatch, useAppSelector } from "../../hooks";
import {
PreferencesState,
setLayout as setPreferencesLayout,
setIsSavePreferences as setPreferencesIsSavePreferences,
getWindowDimensions,
AUTO_SWITCH_THRESHOLD
} from "../preferences";
const UsePreferences = () => {
const dispatch = useAppDispatch()
const [mobile, setMobile] = React.useState<boolean>()
const layout = useAppSelector((state) => state.preferences.layout);
const setLayout = (layout: PreferencesState["layout"]) => dispatch(setPreferencesLayout(layout))
const isSavePreferences = useAppSelector((state) => state.preferences.isSavePreferences);
const setIsSavePreferences = (isSave: boolean) => dispatch(setPreferencesIsSavePreferences(isSave))
const automaticallyAdjustLayout = () => {
const {width} = getWindowDimensions()
setMobile(width < AUTO_SWITCH_THRESHOLD)
}
React.useEffect(()=>{
if (layout === "auto"){
void automaticallyAdjustLayout()
window.addEventListener('resize', automaticallyAdjustLayout)
return () => window.removeEventListener('resize', automaticallyAdjustLayout)
} else {
setMobile(layout === "mobile")
}
}, [layout])
return {mobile, layout, isSavePreferences, setLayout, setIsSavePreferences}
}
export default UsePreferences;
+9
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@@ -57,3 +57,12 @@ export function savePreferences(state: any) {
// Ignore // Ignore
} }
} }
export function removePreferences() {
try {
localStorage.removeItem(PREFERENCES_KEY);
} catch (e) {
// Ignore
}
}
+12 -14
View File
@@ -1,10 +1,10 @@
import { createSlice } from "@reduxjs/toolkit"; import { createSlice } from "@reduxjs/toolkit";
import { loadPreferences } from "./local_storage"; import { loadPreferences, removePreferences, savePreferences } from "./local_storage";
interface PreferencesState { export interface PreferencesState {
mobile: boolean; layout: "mobile" | "auto" | "desktop";
lockMobile: boolean; isSavePreferences: boolean;
} }
export function getWindowDimensions() { export function getWindowDimensions() {
@@ -12,26 +12,24 @@ export function getWindowDimensions() {
return {width, height} return {width, height}
} }
const { width } = getWindowDimensions()
export const AUTO_SWITCH_THRESHOLD = 800 export const AUTO_SWITCH_THRESHOLD = 800
const initialState: PreferencesState = loadPreferences() ?? { const initialState: PreferencesState = loadPreferences() ??{
mobile: width < AUTO_SWITCH_THRESHOLD, layout: "auto",
lockMobile: false isSavePreferences: false
} }
export const preferencesSlice = createSlice({ export const preferencesSlice = createSlice({
name: "preferences", name: "preferences",
initialState, initialState,
reducers: { reducers: {
setMobile: (state, action) => { setLayout: (state, action) => {
state.mobile = action.payload; state.layout = action.payload;
}, },
setLockMobile: (state, action) => { setIsSavePreferences: (state, action) => {
state.lockMobile = action.payload; state.isSavePreferences = action.payload;
}, },
}, },
}); });
export const { setMobile, setLockMobile } = preferencesSlice.actions; export const { setLayout, setIsSavePreferences } = preferencesSlice.actions;
+34 -34
View File
@@ -53,22 +53,22 @@ const initalLevelProgressState: LevelProgressState = {code: "", completed: false
/** Add an empty skeleton with progress for the current game */ /** Add an empty skeleton with progress for the current game */
function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) { function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) {
if (!state.games[action.payload.game]) { if (!state.games[action.payload.game.toLowerCase()]) {
state.games[action.payload.game] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY} state.games[action.payload.game.toLowerCase()] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY}
} }
if (!state.games[action.payload.game].data) { if (!state.games[action.payload.game.toLowerCase()].data) {
state.games[action.payload.game].data = {} state.games[action.payload.game.toLowerCase()].data = {}
} }
} }
/** Add an empty skeleton with progress for the current level */ /** Add an empty skeleton with progress for the current level */
function addLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) { function addLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addGameProgress(state, action) addGameProgress(state, action)
if (!state.games[action.payload.game].data[action.payload.world]) { if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world]) {
state.games[action.payload.game].data[action.payload.world] = {} state.games[action.payload.game.toLowerCase()].data[action.payload.world] = {}
} }
if (!state.games[action.payload.game].data[action.payload.world][action.payload.level]) { if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level]) {
state.games[action.payload.game].data[action.payload.world][action.payload.level] = {...initalLevelProgressState} state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level] = {...initalLevelProgressState}
} }
} }
@@ -79,58 +79,58 @@ export const progressSlice = createSlice({
/** put edited code in the state and set completed to false */ /** put edited code in the state and set completed to false */
codeEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, code: string}>) { codeEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, code: string}>) {
addLevelProgress(state, action) addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].code = action.payload.code state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].code = action.payload.code
state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = false state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].completed = false
}, },
/** TODO: docstring */ /** TODO: docstring */
changedSelection(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, selections: Selection[]}>) { changedSelection(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, selections: Selection[]}>) {
addLevelProgress(state, action) addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].selections = action.payload.selections state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].selections = action.payload.selections
}, },
/** mark level as completed */ /** mark level as completed */
levelCompleted(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) { levelCompleted(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action) addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = true state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].completed = true
}, },
/** Set the list of rows where help is displayed */ /** Set the list of rows where help is displayed */
helpEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, help: number[]}>) { helpEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, help: number[]}>) {
addLevelProgress(state, action) addLevelProgress(state, action)
console.debug(`!setting help to: ${action.payload.help}`) console.debug(`!setting help to: ${action.payload.help}`)
state.games[action.payload.game].data[action.payload.world][action.payload.level].help = action.payload.help state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].help = action.payload.help
}, },
/** delete all progress for this game */ /** delete all progress for this game */
deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) { deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) {
state.games[action.payload.game] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY} state.games[action.payload.game.toLowerCase()] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY}
}, },
/** delete progress for this level */ /** delete progress for this level */
deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) { deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action) addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level] = initalLevelProgressState state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level] = initalLevelProgressState
}, },
/** load progress, e.g. from external import */ /** load progress, e.g. from external import */
loadProgress(state: ProgressState, action: PayloadAction<{game: string, data:GameProgressState}>) { loadProgress(state: ProgressState, action: PayloadAction<{game: string, data:GameProgressState}>) {
console.debug(`setting data to:\n ${action.payload.data}`) console.debug(`setting data to:\n ${action.payload.data}`)
state.games[action.payload.game] = action.payload.data state.games[action.payload.game.toLowerCase()] = action.payload.data
}, },
/** set the current inventory */ /** set the current inventory */
changedInventory(state: ProgressState, action: PayloadAction<{game: string, inventory: string[]}>) { changedInventory(state: ProgressState, action: PayloadAction<{game: string, inventory: string[]}>) {
addGameProgress(state, action) addGameProgress(state, action)
state.games[action.payload.game].inventory = action.payload.inventory state.games[action.payload.game.toLowerCase()].inventory = action.payload.inventory
}, },
/** set the difficulty */ /** set the difficulty */
changedDifficulty(state: ProgressState, action: PayloadAction<{game: string, difficulty: number}>) { changedDifficulty(state: ProgressState, action: PayloadAction<{game: string, difficulty: number}>) {
addGameProgress(state, action) addGameProgress(state, action)
state.games[action.payload.game].difficulty = action.payload.difficulty state.games[action.payload.game.toLowerCase()].difficulty = action.payload.difficulty
}, },
/** set the difficulty */ /** set the difficulty */
changedOpenedIntro(state: ProgressState, action: PayloadAction<{game: string, openedIntro: boolean}>) { changedOpenedIntro(state: ProgressState, action: PayloadAction<{game: string, openedIntro: boolean}>) {
addGameProgress(state, action) addGameProgress(state, action)
state.games[action.payload.game].openedIntro = action.payload.openedIntro state.games[action.payload.game.toLowerCase()].openedIntro = action.payload.openedIntro
}, },
/** set the typewriter mode */ /** set the typewriter mode */
changeTypewriterMode(state: ProgressState, action: PayloadAction<{game: string, typewriterMode: boolean}>) { changeTypewriterMode(state: ProgressState, action: PayloadAction<{game: string, typewriterMode: boolean}>) {
addGameProgress(state, action) addGameProgress(state, action)
state.games[action.payload.game].typewriterMode = action.payload.typewriterMode state.games[action.payload.game.toLowerCase()].typewriterMode = action.payload.typewriterMode
} }
} }
}) })
@@ -138,74 +138,74 @@ export const progressSlice = createSlice({
/** if the level does not exist, return default values */ /** if the level does not exist, return default values */
export function selectLevel(game: string, world: string, level: number) { export function selectLevel(game: string, world: string, level: number) {
return (state) =>{ return (state) =>{
if (!state.progress.games[game]) { return initalLevelProgressState } if (!state.progress.games[game.toLowerCase()]) { return initalLevelProgressState }
if (!state.progress.games[game].data[world]) { return initalLevelProgressState } if (!state.progress.games[game.toLowerCase()].data[world]) { return initalLevelProgressState }
if (!state.progress.games[game].data[world][level]) { return initalLevelProgressState } if (!state.progress.games[game.toLowerCase()].data[world][level]) { return initalLevelProgressState }
return state.progress.games[game].data[world][level] return state.progress.games[game.toLowerCase()].data[world][level]
} }
} }
/** return the code of the current level */ /** return the code of the current level */
export function selectCode(game: string, world: string, level: number) { export function selectCode(game: string, world: string, level: number) {
return (state) => { return (state) => {
return selectLevel(game, world, level)(state).code return selectLevel(game.toLowerCase(), world, level)(state).code
} }
} }
/** return the current inventory */ /** return the current inventory */
export function selectInventory(game: string) { export function selectInventory(game: string) {
return (state) => { return (state) => {
if (!state.progress.games[game]) { return [] } if (!state.progress.games[game.toLowerCase()]) { return [] }
return state.progress.games[game].inventory return state.progress.games[game.toLowerCase()].inventory
} }
} }
/** return the code of the current level */ /** return the code of the current level */
export function selectHelp(game: string, world: string, level: number) { export function selectHelp(game: string, world: string, level: number) {
return (state) => { return (state) => {
return selectLevel(game, world, level)(state).help return selectLevel(game.toLowerCase(), world, level)(state).help
} }
} }
/** return the selections made in the current level */ /** return the selections made in the current level */
export function selectSelections(game: string, world: string, level: number) { export function selectSelections(game: string, world: string, level: number) {
return (state) => { return (state) => {
return selectLevel(game, world, level)(state).selections return selectLevel(game.toLowerCase(), world, level)(state).selections
} }
} }
/** return whether the current level is clompleted */ /** return whether the current level is clompleted */
export function selectCompleted(game: string, world: string, level: number) { export function selectCompleted(game: string, world: string, level: number) {
return (state) => { return (state) => {
return selectLevel(game, world, level)(state).completed return selectLevel(game.toLowerCase(), world, level)(state).completed
} }
} }
/** return progress for the current game if it exists */ /** return progress for the current game if it exists */
export function selectProgress(game: string) { export function selectProgress(game: string) {
return (state) => { return (state) => {
return state.progress.games[game] ?? null return state.progress.games[game.toLowerCase()] ?? null
} }
} }
/** return difficulty for the current game if it exists */ /** return difficulty for the current game if it exists */
export function selectDifficulty(game: string) { export function selectDifficulty(game: string) {
return (state) => { return (state) => {
return state.progress.games[game]?.difficulty ?? DEFAULT_DIFFICULTY return state.progress.games[game.toLowerCase()]?.difficulty ?? DEFAULT_DIFFICULTY
} }
} }
/** return whether the intro has been read */ /** return whether the intro has been read */
export function selectOpenedIntro(game: string) { export function selectOpenedIntro(game: string) {
return (state) => { return (state) => {
return state.progress.games[game]?.openedIntro return state.progress.games[game.toLowerCase()]?.openedIntro
} }
} }
/** return typewriter mode for the current game if it exists */ /** return typewriter mode for the current game if it exists */
export function selectTypewriterMode(game: string) { export function selectTypewriterMode(game: string) {
return (state) => { return (state) => {
return state.progress.games[game]?.typewriterMode ?? true return state.progress.games[game.toLowerCase()]?.typewriterMode ?? true
} }
} }
+4 -2
View File
@@ -8,7 +8,7 @@ import { connection } from '../connection'
import { apiSlice } from './api' import { apiSlice } from './api'
import { progressSlice } from './progress' import { progressSlice } from './progress'
import { preferencesSlice } from "./preferences" import { preferencesSlice } from "./preferences"
import { saveState, savePreferences } from "./local_storage"; import { saveState, savePreferences, removePreferences} from "./local_storage";
export const store = configureStore({ export const store = configureStore({
@@ -29,7 +29,9 @@ 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]);
const preferencesState = store.getState()[preferencesSlice.name]
preferencesState.isSavePreferences ? savePreferences(preferencesState) : removePreferences()
}, 800) }, 800)
); );
+3 -3
View File
@@ -8,7 +8,7 @@ relays messages between the lean server and the client. `index.mjs` is the file
be run, which is done for example using `pm2` or by calling `npm run start_server` or be run, which is done for example using `pm2` or by calling `npm run start_server` or
`npm run production`, see more later. `npm run production`, see more later.
The latter, "server", is the lean server which has two jobs. For one it produces the "gameserver" 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 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 is to provide the lean commands which are used when creating a game. These are located in
`Commands.lean`. `Commands.lean`.
@@ -27,7 +27,7 @@ saved to lean env-extensions which the lean server has access to after loading t
For games to be run successfully, it is important that the "gameserver" executable inside For games to be run successfully, it is important that the "gameserver" executable inside
the game's `.lake` folder is actually built. 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`. 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!) (both commands are to be executed in the game's directory!)
## Modifying the server ## Modifying the server
@@ -50,7 +50,7 @@ npm run start_client
npm run production npm run production
``` ```
(in two separate terminals) to test the production modus of the server. This way it will only (in two separate terminals) to test the production mode of the server. This way it will only
change once you build and restart the server. change once you build and restart the server.
### Modifying the lean server ### Modifying the lean server
+9
View File
@@ -0,0 +1,9 @@
# Changelog
## v4.5.0
### Breaking changes
* Fix (#183): local store accepts case insensitive URL. The game progress has previously been saved under case sensitive URLs. You might need to recover old progress from your browser storage.
## Other
+23 -17
View File
@@ -98,7 +98,7 @@ This introduction text is shown when one first enters a world.
1. Use the template above and make sure you import all levels of this world. 1. Use the template above and make sure you import all levels of this world.
1. In `Game.lean` import the world with `import Game.Levels.MyWorld` 1. In `Game.lean` import the world with `import Game.Levels.MyWorld`
Now you created a world with one level and added it🎉 The command `MakeGame` in `Game.lean` shows you any problems you might need to fix. Currently it shows Now you created a world with one level and added it🎉 The command `MakeGame` in `Game.lean` shows you any problems you might need to fix. Currently, it shows
```text ```text
No world introducing sorry, but required by MyWorld No world introducing sorry, but required by MyWorld
@@ -125,26 +125,32 @@ The player has an inventory with tactics, theorems, and definitions that unlock
```lean ```lean
NewTactic induction simp NewTactic induction simp
NewLemma Nat.zero_mul NewTheorem Nat.zero_mul
NewDefinition Pow NewDefinition Pow
``` ```
**Important:** All commands in this section 6a) expect the `Name` they take as input **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`. to be **fully qualified**. For example `NewTheorem Nat.zero_mul` and not `NewTheorem 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 Theorem documentation. You can fix it by adding doc-entries like the following somewhere above it.
```lean ```lean
LemmaDoc Nat.zero_mul as "zero_mul" in "Mul" /--
"some description" some description
-/
TheoremDoc Nat.zero_mul as "zero_mul" in "Mul"
/--
some description
-/
TacticDoc simp TacticDoc simp
"some description"
/--
some description
-/
DefinitionDoc Pow as "^" DefinitionDoc Pow as "^"
"some description"
``` ```
(e.g. you could also create a file `Game/Doc/MyTheorems.lean`, add there your documentation and import it) (e.g. you could also create a file `Game/Doc/MyTheorems.lean`, add there your documentation and import it)
@@ -156,7 +162,7 @@ If you do not provide any content for the inventory, the game will try to find a
You have a few options to disable inventory items that have been unlocked in previous levels: You have a few options to disable inventory items that have been unlocked in previous levels:
```lean ```lean
DisableTactic, DisableLemma, OnlyTactic, OnlyLemma DisabledTactic, DisabledTheorem, OnlyTactic, OnlyTheorem
``` ```
have the same syntax as above. The former two disable items for this level, the latter two have the same syntax as above. The former two disable items for this level, the latter two
@@ -164,7 +170,7 @@ disable all items except the ones specified.
#### Theorem Tab #### Theorem Tab
Theorems are sorted into tabs. with `LemmaTab "Mul"` you specify which tab should be open by default in this level. Theorems are sorted into tabs. With `TheoremTab "Mul"` you specify which tab should be open by default in this level.
#### HiddenTactic #### HiddenTactic
@@ -179,7 +185,7 @@ and only `rw` would show up in the inventory.
### 6. b) Statement ### 6. b) Statement
The statement is the exercise of the level. the basics work the same as they would in `example` or `theorem`. Note however, that you **must** do a tactic proof, i.e. the `:= by` is a hard-coded part of the syntax The statement is the exercise of the level. The basics work the same as they would in `example` or `theorem`. Note however, that you **must** do a tactic proof, i.e. the `:= by` is a hard-coded part of the syntax
#### Name #### Name
@@ -210,12 +216,12 @@ Statement my_simp_lemma ...
The proof must always be a tactic proof, i.e. `:= by` is a mandatory part of the syntax. 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: There are a few extra tactics that help you with structuring the proof:
- `Hint`: You can use `Hint "text"` to display text if the goal state in-game matches - `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. 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 - `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 helps to set `Hints` in different places. The `Branch` does not affect the main
proof and does not need to finish any goals. proof and does not need to finish any goals.
- `Template`/`Hole`: Used to provide a sample proof template. Anything inside `Template` - `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 will be copied into the editor with all `Hole`s replaced with `sorry`. Note that
@@ -230,7 +236,7 @@ Most important for game development are probably the `Hints`.
The hints will be displayed whenever the player's current goal matches the goal the hint is The hints will be displayed whenever the player's current goal matches the goal the hint is
placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands. placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands.
Read [More about Hints](doc/hints.md) for how they work and what the options are. Read [More about Hints](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.
@@ -242,11 +248,11 @@ NOTE: At present, only the images for a world are displayed. They appear in the
## 7. Update your game ## 7. Update your game
In principle, it is as simple as modifying `lean-toolchain` to update your game to a new Lean version. However, you should read about the details in [Update An Existing Game](doc/update_game.md). In principle, it is as simple as modifying `lean-toolchain` to update your game to a new Lean version. However, you should read about the details in [Update An Existing Game](update_game.md).
## 8. Publish your game ## 8. Publish your game
To publish your game on the official server, see [Publishing a game](doc/publish_game.md) To publish your game on the official server, see [Publishing a game](publish_game.md)
There are a few more options you can add in `Game.lean` before the `MakeGame` command, which describe the tile that is visible on the server's landing page: There are a few more options you can add in `Game.lean` before the `MakeGame` command, which describe the tile that is visible on the server's landing page:
@@ -258,7 +264,7 @@ Prerequisites "NNG"
CoverImage "images/cover.png" CoverImage "images/cover.png"
``` ```
* `Languages`: Currently only a single language (capital English name). The tile will show a corresponding flag. * `Languages`: Currently only a single language (capital English name). The tile will show a corresponding flag.
* `CaptionShort`: One catch phrase. Appears above the image. * `CaptionShort`: One catchphrase. Appears above the image.
* `CaptionLong`: 2-4 sentences to describe the game. * `CaptionLong`: 2-4 sentences to describe the game.
* `Prerequisites` a list of other games you should play before this one, e.g. `Prerequisites "NNG" "STG"`. The game names are free-text. * `Prerequisites` a list of other games you should play before this one, e.g. `Prerequisites "NNG" "STG"`. The game names are free-text.
* `CoverImage`: You can create a folder `images/` and put images there for the game to use. The maximal ratio is ca. 500x200 (W x H) but it might be cropped horizontally on narrow screens. * `CoverImage`: You can create a folder `images/` and put images there for the game to use. The maximal ratio is ca. 500x200 (W x H) but it might be cropped horizontally on narrow screens.
+4 -4
View File
@@ -10,7 +10,7 @@ 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. 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 to place hints outside the sample solution's proof.
## 1. When do hints show? ## 1. When do hints show?
@@ -19,7 +19,7 @@ sample solutions and the entire context from the sample solutions is present in
player's context. The player's context may contain additional items. player's context. The player's context may contain additional items.
This means if you have multiple identical This means if you have multiple identical
subgoals, you should only place a single hint in one of them and it will be displayed in subgoals, you should only place a single hint in one of them, and it will be displayed in
all of them. all of them.
However, identical (non-hidden) hints which where already present in the step However, identical (non-hidden) hints which where already present in the step
@@ -32,12 +32,12 @@ Hidden hints are not filtered.
You can use `Branch` to place hints You can use `Branch` to place hints
in dead ends or alternative proof strands. in dead ends or alternative proof strands.
A proof inside a `Branch`-block is normally evaluated by lean but it's discarded at the end A proof inside a `Branch`-block is normally evaluated by lean, but it's discarded at the end
so that no progress has been made on proofing the goal. so that no progress has been made on proofing the goal.
``` ```
Statement .... := by Statement .... := by
Hint "Huse `rw` or `rewrite`." Hint "use `rw` or `rewrite`."
Branch Branch
rewrite [h] rewrite [h]
Hint "now you still need `rfl`" Hint "now you still need `rfl`"
+1 -1
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@@ -11,7 +11,7 @@ tab.
## 2. Import the game ## 2. Import the game
You call the URL that's listed under "What's Next?" in the latest action run. Explicitely you call You call the URL that's listed under "What's Next?" in the latest action run. Explicitly you call
the URL of the form the URL of the form
> adam.math.hhu.de/import/trigger/{USER}/{REPOSITORY} > adam.math.hhu.de/import/trigger/{USER}/{REPOSITORY}
+26 -3
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@@ -2,7 +2,7 @@
The installation instructions are not yet tested on Mac/Windows. Comments very welcome! The installation instructions are not yet tested on Mac/Windows. Comments very welcome!
Please also consult the [Troubleshooting Collection](doc/troubleshoot.md), where some known pitfalls are collected. Please also consult the [Troubleshooting Collection](troubleshoot.md), where some known pitfalls are collected.
There are several options to play a game locally: There are several options to play a game locally:
@@ -33,14 +33,14 @@ The template game [GameSkeleton](https://github.com/hhu-adam/GameSkeleton) conta
* The first start will take a while, ca. 2-15 minutes. After the first * The first start will take a while, ca. 2-15 minutes. After the first
start this should be very quickly. start this should be very quickly.
* Once built, you can open http://localhost:3000 in your browser. which should load the game. * Once built, you can open http://localhost:3000 in your browser, which should load the game.
3. **Editing Files** *(everytime)*:<br/> 3. **Editing Files** *(everytime)*:<br/>
After editing some Lean files in VSCode, open VSCode's terminal (View > Terminal) and run `lake build`. Now you can reload your browser to see the changes. After editing some Lean files in VSCode, open VSCode's terminal (View > Terminal) and run `lake build`. Now you can reload your browser to see the changes.
## Codespaces ## Codespaces
You can work on your game using Github codespaces (click "Code" and then "Codespaces" and then "create codespace on main"). It it should run the game locally in the background. You can open it for example under "Ports" and clicking on "Open in Browser". You can work on your game using Github codespaces (click "Code" and then "Codespaces" and then "create codespace on main"). It should run the game locally in the background. You can open it for example under "Ports" and clicking on "Open in Browser".
Note: You have to wait until npm started properly, which might take a good while. Note: You have to wait until npm started properly, which might take a good while.
@@ -100,6 +100,29 @@ Run the game:
npm start npm start
``` ```
You should see a message like this:
```bash
[server] > lean4-game@0.1.0 start_server
[server] > (cd server && lake build) && (cd relay && cross-env NODE_ENV=development nodemon -e mjs --exec "node ./index.mjs")
[server]
[client]
[client] > lean4-game@0.1.0 start_client
[client] > cross-env NODE_ENV=development vite --host
[client]
[server] [nodemon] 3.0.#
[server] [nodemon] to restart at any time, enter `rs`
[server] [nodemon] watching path(s): *.*
[server] [nodemon] watching extensions: mjs
[server] [nodemon] starting `node ./index.mjs`
[client]
[client] VITE v4.5.1 ready in \#\#\# ms
[client]
[client] ➜ Local: http://localhost:3000/
[client] ➜ Network: http://###.###.###.##:3000/
[client] [vite-plugin-static-copy] Collected 7 items.
[server] (node:#####) [DEP0040] [server] Listening on 8080
```
This takes a little time. Eventually, the game is available on http://localhost:3000/#/g/local/GameSkeleton. Replace `GameSkeleton` with the folder name of your local game. This takes a little time. Eventually, the game is available on http://localhost:3000/#/g/local/GameSkeleton. Replace `GameSkeleton` with the folder name of your local game.
## Modifying the GameServer ## Modifying the GameServer
+3 -3
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@@ -6,7 +6,7 @@ In order to set up the server to allow imports, one needs to create a
repos will suffice. repos will suffice.
You need to set the environment variables `LEAN4GAME_GITHUB_USER` and `LEAN4GAME_GITHUB_TOKEN` You need to set the environment variables `LEAN4GAME_GITHUB_USER` and `LEAN4GAME_GITHUB_TOKEN`
with your user name and access token. For example, you can seet these in `ecosystem.config.cjs` if with your user name and access token. For example, you can set these in `ecosystem.config.cjs` if
you're using `pm2` you're using `pm2`
Then people can call: Then people can call:
@@ -22,7 +22,7 @@ where you replace:
> https://{website}/#/g/{owner}/{repo} > https://{website}/#/g/{owner}/{repo}
## data management ## Data management
Everything downloaded remains in the folder `lean4game/games`. Everything downloaded remains in the folder `lean4game/games`.
the subfolder `tmp` contains downloaded artifacts and can be deleted without loss. The subfolder `tmp` contains downloaded artifacts and can be deleted without loss.
The other folders should only contain the built lean-games, sorted by owner and repo. The other folders should only contain the built lean-games, sorted by owner and repo.
+37
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@@ -0,0 +1,37 @@
# Troubleshooting
Here are some issues experienced by users.
- You can reset the lake projects involved (i.e. the `server/` folder here as well as your [game's folder](https://github.com/hhu-adam/GameSkeleton)) with the following commands:
```
cd [THE PROJECT]
rm -rf .lake/
lake update -R
lake build
```
If you experience problems related to Lean or lake, you should first try to reset it this way.
# 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
explicitly 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.
# Publication
Errors concerning uploads to the server.
* Your game overview loads but the server crashes on loading a level: Check your game's github action is identical to the [GameSkeleton's](https://github.com/hhu-adam/GameSkeleton/blob/main/.github/workflows/build.yml), in particular that there is a step about building the "`gameserver`-executable".
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+2 -2
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@@ -28,8 +28,8 @@
"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#b91645a7b88814675ba9f99817436d0a2ce3a0ec", "lean4web": "github:hhu-adam/lean4web#414d9e62638a392fca278761b4c61a1d2e138bc7",
"octokit": "^2.0.14", "octokit": "^3.1.2",
"path-browserify": "^1.0.1", "path-browserify": "^1.0.1",
"react": "^18.2.0", "react": "^18.2.0",
"react-dom": "^18.2.0", "react-dom": "^18.2.0",
+2 -1
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@@ -19,7 +19,8 @@ import { importTrigger, importStatus } from './import.mjs'
const queueLength = { const queueLength = {
"g/hhu-adam/robo": 2, "g/hhu-adam/robo": 2,
"g/hhu-adam/nng4": 5, "g/hhu-adam/nng4": 5,
"g/djvelleman/stg4": 2, "g/djvelleman/stg4": 0,
"g/trequetrum/lean4game-logic": 0,
} }
const __filename = url.fileURLToPath(import.meta.url); const __filename = url.fileURLToPath(import.meta.url);
+1 -1
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@@ -11,7 +11,7 @@ unsafe def main : List String → IO UInt32 := fun args => do
-- TODO: remove this argument -- TODO: remove this argument
if args[0]? == some "--server" then if args[0]? == some "--server" then
MyServer.FileWorker.workerMain {} args GameServer.FileWorker.workerMain {} args
else else
e.putStrLn s!"Expected `--server`" e.putStrLn s!"Expected `--server`"
return 1 return 1
+165 -84
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@@ -5,6 +5,7 @@ import GameServer.ImportModules
import GameServer.SaveData import GameServer.SaveData
namespace MyModule namespace MyModule
open Lean open Lean
open Elab open Elab
open Parser open Parser
@@ -48,7 +49,8 @@ partial def parseTactic (inputCtx : InputContext) (pmctx : ParserModuleContext)
end MyModule end MyModule
namespace MyServer.FileWorker namespace GameServer.FileWorker
open Lean open Lean
open Lean.Server open Lean.Server
open Lean.Server.FileWorker open Lean.Server.FileWorker
@@ -57,22 +59,50 @@ open IO
open Snapshots open Snapshots
open JsonRpc open JsonRpc
structure GameWorkerState := /--
Game-specific state to be packed on top of the `Lean.Server.FileWorker.WorkerState`
used by the lean server.
-/
structure WorkerState :=
/--
Collection of items which are considered unlocked.
Tactics and theorems are mixed together.
-/
inventory : Array String inventory : Array String
/-- /--
Check for tactics/theorems that are not unlocked. Difficulty determines whether tactics/theorems can be locked.
0: no check * 0: do not check
1: give warnings * 1: give warnings when locked items are used
2: give errors * 2: give errors when locked items are used
-/ -/
difficulty : Nat difficulty : Nat
/--
`levelInfo` contains all the (static) information about the level which is not influenced
by the user's progress.
-/
levelInfo : LevelInfo levelInfo : LevelInfo
deriving ToJson, FromJson deriving ToJson, FromJson
abbrev GameWorkerM := StateT GameWorkerState Server.FileWorker.WorkerM /--
Pack the `GameServer.FileWorker.WorkerState` on top of the normal worker monad
`Server.FileWorker.WorkerM`.
-/
abbrev WorkerM := StateT WorkerState Server.FileWorker.WorkerM
section Elab section Elab
/-- Add a message. use `(severity := .warning)` to specify the severity-/
def addMessage (info : SourceInfo) (inputCtx : Parser.InputContext)
(severity := MessageSeverity.warning) (s : MessageData) :
Elab.Command.CommandElabM Unit := do
modify fun st => { st with
messages := st.messages.add {
fileName := inputCtx.fileName
severity := severity
pos := inputCtx.fileMap.toPosition (info.getPos?.getD 0)
data := s }}
/-- Deprecated! -/
def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : MessageData) : def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : MessageData) :
Elab.Command.CommandElabM Unit := do Elab.Command.CommandElabM Unit := do
modify fun st => { st with modify fun st => { st with
@@ -80,80 +110,96 @@ def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : Me
fileName := inputCtx.fileName fileName := inputCtx.fileName
severity := MessageSeverity.error severity := MessageSeverity.error
pos := inputCtx.fileMap.toPosition (info.getPos?.getD 0) pos := inputCtx.fileMap.toPosition (info.getPos?.getD 0)
data := s data := s }}
}
}
-- TODO: use HashSet for allowed tactics? -- TODO: use HashSet for allowed tactics?
/-- Find all tactics in syntax object that are forbidden according to a /--
set `allowed` of allowed tactics. -/ Find all tactics in syntax object that are forbidden according to a
partial def findForbiddenTactics (inputCtx : Parser.InputContext) set `allowed` of allowed tactics.
(gameWorkerState : GameWorkerState) (stx : Syntax) : -/
Elab.Command.CommandElabM Unit := do partial def findForbiddenTactics (inputCtx : Parser.InputContext) (workerState : WorkerState)
let levelInfo := gameWorkerState.levelInfo (stx : Syntax) : Elab.Command.CommandElabM Unit := do
let levelInfo := workerState.levelInfo
-- Parse the syntax object and look for tactics and declarations.
match stx with match stx with
| .missing => return () | .missing => return ()
| .node _info _kind args => | .node _info _kind args =>
-- Go inside a node.
for arg in args do for arg in args do
findForbiddenTactics inputCtx gameWorkerState arg findForbiddenTactics inputCtx workerState arg
| .atom info val => | .atom info val =>
-- ignore syntax elements that do not start with a letter -- Atoms might be tactic names or other keywords.
-- and ignore "with" keyword -- Note: We whitelisted known keywords because we cannot
let allowed := ["with", "fun", "at", "only", "by", "to"] -- distinguish keywords from tactic names.
let allowed := ["with", "fun", "at", "only", "by", "to", "generalizing", "says"]
-- Ignore syntax elements that do not start with a letter or are listed above.
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` -- Treat `simp?` and `simp!` like `simp`
let val := val.dropRightWhile (fun c => c == '!' || c == '?')
match levelInfo.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. -- Tactic will never be introduced in the game.
match gameWorkerState.inventory.find? (· == val) with match workerState.inventory.find? (· == val) with
| some _ =>
-- Tactic is in the inventory, allow it.
-- Note: This case shouldn't be possible...
pure ()
| none => | none =>
addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!" -- Tactic is not in the inventory.
| some _ => pure () -- tactic is in the inventory, allow it. addMessageByDifficulty info s!"The tactic '{val}' is not available in this game!"
| some tac => | some tac =>
if tac.locked then -- Tactic is introduced at some point in the game.
match gameWorkerState.inventory.find? (· == val) with if tac.disabled then
-- Tactic is disabled in this level.
addMessageByDifficulty info s!"The tactic '{val}' is disabled in this level!"
else if tac.locked then
match workerState.inventory.find? (· == val) with
| none => | none =>
addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!" -- Tactic is marked as locked and not in the inventory.
| some _ => pure () -- tactic is in the inventory, allow it. addMessageByDifficulty info s!"You have not unlocked the tactic '{val}' yet!"
else if tac.disabled then | some _ =>
addWarningMessage info s!"The tactic '{val}' is disabled in this level!" -- Tactic is in the inventory, allow it.
pure ()
| .ident info _rawVal val _preresolved => | .ident info _rawVal val _preresolved =>
-- Try to resolve the name
let ns ← let ns ←
try resolveGlobalConst (mkIdent val) try resolveGlobalConst (mkIdent val)
catch | _ => pure [] -- catch "unknown constant" error -- Catch "unknown constant" error
catch | _ => pure []
for n in ns do for n in ns do
let some (.thmInfo ..) := (← getEnv).find? n let some (.thmInfo ..) := (← getEnv).find? n
| return () -- not a theorem -> ignore -- Not a theorem, no checks needed.
-- Forbid the theorem we are proving currently | return ()
if some n = levelInfo.statementName then if some n = levelInfo.statementName then
addErrorMessage info inputCtx s!"Structural recursion: you can't use '{n}' to proof itself!" -- Forbid the theorem we are proving currently
addMessage info inputCtx (severity := .error)
s!"Structural recursion: you can't use '{n}' to proof itself!"
let theoremsAndDefs := levelInfo.lemmas ++ levelInfo.definitions
match theoremsAndDefs.find? (·.name == n) with
| none =>
-- Theorem will never be introduced in this game
addMessageByDifficulty info s!"You have not unlocked the theorem/definition '{n}' yet!"
| some thm =>
-- Theorem is introduced at some point in the game.
if thm.disabled then
-- Theorem is disabled in this level.
addMessageByDifficulty info s!"The theorem/definition '{n}' is disabled in this level!"
else if thm.locked then
-- Theorem is still locked.
addMessageByDifficulty info s!"You have not unlocked the theorem/definition '{n}' yet!"
let lemmasAndDefs := levelInfo.lemmas ++ levelInfo.definitions where addMessageByDifficulty (info : SourceInfo) (s : MessageData) :=
match lemmasAndDefs.find? (fun l => l.name == n) with -- See `GameServer.FileWorker.WorkerState.difficulty`. Send nothing/warnings/errors
| none => addWarningMessage info s!"You have not unlocked the lemma/definition '{n}' yet!" -- deppending on difficulty.
| some lem => let difficulty := workerState.difficulty
if lem.locked then
addWarningMessage info s!"You have not unlocked the lemma/definition '{n}' yet!"
else if lem.disabled then
addWarningMessage info s!"The lemma/definition '{n}' is disabled in this level!"
where addWarningMessage (info : SourceInfo) (s : MessageData) :=
let difficulty := gameWorkerState.difficulty
if difficulty > 0 then if difficulty > 0 then
modify fun st => { st with addMessage info inputCtx (if difficulty > 1 then .error else .warning) s
messages := st.messages.add {
fileName := inputCtx.fileName
severity := if difficulty > 1 then MessageSeverity.error else MessageSeverity.warning
pos := inputCtx.fileMap.toPosition (info.getPos?.getD 0)
data := s
}
}
else pure () else pure ()
-- where addErrorMessage (info : SourceInfo) (s : MessageData) :=
-- pure ()
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) (gameWorkerState : GameWorkerState) (couldBeEndSnap : Bool) (gameWorkerState : WorkerState)
(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
@@ -287,7 +333,7 @@ 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)
(gameWorkerState : GameWorkerState) (initParams : Lsp.InitializeParams) (gameWorkerState : WorkerState) (initParams : Lsp.InitializeParams)
: AsyncElabM (Option Snapshot) := do : AsyncElabM (Option Snapshot) := do
cancelTk.check cancelTk.check
let s ← get let s ← get
@@ -327,7 +373,7 @@ 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) (gameWorkerState : GameWorkerState) (startAfterMs : UInt32) (gameWorkerState : WorkerState)
: 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"
@@ -350,7 +396,7 @@ end Elab
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) : WorkerM Unit := do
let s ← get let s ← get
let ctx ← read let ctx ← read
let oldDoc := (← StateT.lift get).doc let oldDoc := (← StateT.lift get).doc
@@ -402,12 +448,12 @@ end Updates
section Initialization section Initialization
def DocumentMeta.mkInputContext (doc : DocumentMeta) : Parser.InputContext where def DocumentMeta.mkInputContext (doc : DocumentMeta) : Parser.InputContext where
input := "" -- No header! input := "" -- No header!
fileName := (System.Uri.fileUriToPath? doc.uri).getD doc.uri |>.toString fileName := (System.Uri.fileUriToPath? doc.uri).getD doc.uri |>.toString
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)
(gameDir : String) (module : Name): (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`.
@@ -467,8 +513,8 @@ section Initialization
publishDiagnostics m headerSnap.diagnostics.toArray hOut publishDiagnostics m headerSnap.diagnostics.toArray hOut
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)
(gameDir : String) (gameWorkerState : GameWorkerState) : IO (WorkerContext × WorkerState) := do (gameDir : String) (gameWorkerState : WorkerState) : IO (WorkerContext × Server.FileWorker.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)
@@ -499,7 +545,7 @@ end Initialization
section NotificationHandling section NotificationHandling
def handleDidChange (p : DidChangeTextDocumentParams) : GameWorkerM Unit := do def handleDidChange (p : DidChangeTextDocumentParams) : WorkerM Unit := do
let docId := p.textDocument let docId := p.textDocument
let changes := p.contentChanges let changes := p.contentChanges
let oldDoc := (← StateT.lift get).doc let oldDoc := (← StateT.lift get).doc
@@ -516,26 +562,39 @@ end NotificationHandling
section MessageHandling section MessageHandling
def handleNotification (method : String) (params : Json) : GameWorkerM Unit := do
let handle := fun paramType [FromJson paramType] (handler : paramType → GameWorkerM Unit) => /--
Modified notification handler.
Compare to `Lean.Server.FileWorker.handleNotification`.
We use the modified `WorkerM` and use our custom `handleDidChange`.
-/
def handleNotification (method : String) (params : Json) : WorkerM Unit := do
let handle := fun paramType [FromJson paramType] (handler : paramType → WorkerM Unit) =>
(StateT.lift <| parseParams paramType params) >>= handler (StateT.lift <| parseParams paramType params) >>= handler
match method with match method with
-- Modified `textDocument/didChange`, using a custom `handleDidChange`
| "textDocument/didChange" => handle DidChangeTextDocumentParams (handleDidChange) | "textDocument/didChange" => handle DidChangeTextDocumentParams (handleDidChange)
-- unmodified
| "$/cancelRequest" => handle CancelParams (handleCancelRequest ·) | "$/cancelRequest" => handle CancelParams (handleCancelRequest ·)
| "$/setTrace" => pure () -- unmodified
| "$/lean/rpc/release" => handle RpcReleaseParams (handleRpcRelease ·) | "$/lean/rpc/release" => handle RpcReleaseParams (handleRpcRelease ·)
-- unmodified
| "$/lean/rpc/keepAlive" => handle RpcKeepAliveParams (handleRpcKeepAlive ·) | "$/lean/rpc/keepAlive" => handle RpcKeepAliveParams (handleRpcKeepAlive ·)
-- New. TODO: What is this for?
| "$/setTrace" => pure ()
| _ => throwServerError s!"Got unsupported notification method: {method}" | _ => throwServerError s!"Got unsupported notification method: {method}"
end MessageHandling end MessageHandling
section MainLoop section MainLoop
partial def mainLoop : GameWorkerM Unit := do
let ctx ← read /--
let mut st ← StateT.lift get Erase finished tasks if there are no errors.
let msg ← ctx.hIn.readLspMessage -/
let filterFinishedTasks (acc : PendingRequestMap) (id : RequestID) (task : Task (Except IO.Error Unit)) private def filterFinishedTasks (acc : PendingRequestMap) (id : RequestID)
: IO PendingRequestMap := do (task : Task (Except IO.Error Unit)) : IO PendingRequestMap := do
if (← hasFinished task) then if (← hasFinished task) then
/- Handler tasks are constructed so that the only possible errors here /- Handler tasks are constructed so that the only possible errors here
are failures of writing a response into the stream. -/ are failures of writing a response into the stream. -/
@@ -543,9 +602,17 @@ section MainLoop
throwServerError s!"Failed responding to request {id}: {e}" throwServerError s!"Failed responding to request {id}: {e}"
pure <| acc.erase id pure <| acc.erase id
else pure acc else pure acc
let pendingRequests ← st.pendingRequests.foldM (fun acc id task => filterFinishedTasks acc id task) st.pendingRequests
st := { st with pendingRequests }
/--
The main-loop.
-/
partial def mainLoop : WorkerM Unit := do
let ctx ← read
let mut st ← StateT.lift get
let msg ← ctx.hIn.readLspMessage
let pendingRequests ← st.pendingRequests.foldM (fun acc id task =>
filterFinishedTasks acc id task) st.pendingRequests
st := { st with pendingRequests }
-- Opportunistically (i.e. when we wake up on messages) check if any RPC session has expired. -- Opportunistically (i.e. when we wake up on messages) check if any RPC session has expired.
for (id, seshRef) in st.rpcSessions do for (id, seshRef) in st.rpcSessions do
let sesh ← seshRef.get let sesh ← seshRef.get
@@ -553,23 +620,30 @@ section MainLoop
st := { st with rpcSessions := st.rpcSessions.erase id } st := { st with rpcSessions := st.rpcSessions.erase id }
set st set st
-- Process the RPC-message and restart main-loop.
match msg with match msg with
| Message.request id "shutdown" none =>
ctx.hOut.writeLspResponse ⟨id, Json.null⟩
mainLoop
| Message.request id method (some params) => | Message.request id method (some params) =>
-- Requests are handled by the unmodified lean server.
handleRequest id method (toJson params) handleRequest id method (toJson params)
mainLoop mainLoop
| Message.notification "exit" none => | Message.notification "exit" none =>
let doc := st.doc let doc := st.doc
doc.cancelTk.set doc.cancelTk.set
return () return ()
| Message.request id "shutdown" none =>
ctx.hOut.writeLspResponse ⟨id, Json.null⟩
mainLoop
| Message.notification method (some params) => | Message.notification method (some params) =>
-- Custom notification handler
handleNotification method (toJson params) handleNotification method (toJson params)
mainLoop mainLoop
| _ => throwServerError s!"Got invalid JSON-RPC message: {toJson msg}" | _ =>
throwServerError s!"Got invalid JSON-RPC message: {toJson msg}"
end MainLoop end MainLoop
def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : 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
@@ -608,12 +682,13 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : I
let levelInfo ← loadLevelData gameDir levelId.world levelId.level let levelInfo ← loadLevelData gameDir levelId.world levelId.level
let some initializationOptions := initRequest.param.initializationOptions? let some initializationOptions := initRequest.param.initializationOptions?
| throwServerError "no initialization options found" | throwServerError "no initialization options found"
let gameWorkerState : GameWorkerState:= { let gameWorkerState : WorkerState := {
inventory := initializationOptions.inventory inventory := initializationOptions.inventory
difficulty := initializationOptions.difficulty difficulty := initializationOptions.difficulty
levelInfo levelInfo
} }
let (ctx, st) ← initializeWorker meta i o e initParams opts gameDir gameWorkerState let (ctx, st) ← initializeWorker meta i o e initParams opts gameDir gameWorkerState
-- Run the main loop
let _ ← StateRefT'.run (s := st) <| ReaderT.run (r := ctx) <| let _ ← StateRefT'.run (s := st) <| ReaderT.run (r := ctx) <|
StateT.run (s := gameWorkerState) <| (mainLoop) StateT.run (s := gameWorkerState) <| (mainLoop)
return (0 : UInt32) return (0 : UInt32)
@@ -625,6 +700,11 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : I
message := e.toString }] o message := e.toString }] o
return (1 : UInt32) return (1 : UInt32)
/--
The main function. Simply wrapping `initAndRunWorker`.
TODO: The first arg `args[0]` is always expected to be `--server`. We could drop this completely.
-/
def workerMain (opts : Options) (args : List String): 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
@@ -632,8 +712,9 @@ def workerMain (opts : Options) (args : List String): IO UInt32 := do
try try
let some gameDir := args[1]? | throwServerError "Expected second argument: gameDir" let some gameDir := args[1]? | throwServerError "Expected second argument: gameDir"
let exitCode ← initAndRunWorker i o e opts 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,
-- want to do that in the case of the worker processes, which can produce non-terminating tasks evaluating user code -- 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.
o.flush o.flush
e.flush e.flush
IO.Process.exit exitCode.toUInt8 IO.Process.exit exitCode.toUInt8
@@ -641,4 +722,4 @@ def workerMain (opts : Options) (args : List String): IO UInt32 := do
e.putStrLn s!"worker initialization error: {err}" e.putStrLn s!"worker initialization error: {err}"
return (1 : UInt32) return (1 : UInt32)
end MyServer.FileWorker end GameServer.FileWorker
+2 -2
View File
@@ -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": "af7f36db6e7e9e395710a70635f915e8e3a0e69b", "rev": "08ec2584b1892869e3a5f4122b029989bcb4ca79",
"name": "std", "name": "std",
"manifestFile": "lake-manifest.json", "manifestFile": "lake-manifest.json",
"inputRev": "v4.4.0", "inputRev": "v4.5.0",
"inherited": false, "inherited": false,
"configFile": "lakefile.lean"}], "configFile": "lakefile.lean"}],
"name": "GameServer", "name": "GameServer",
+1 -1
View File
@@ -1 +1 @@
leanprover/lean4:v4.4.0 leanprover/lean4:v4.5.0