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Author SHA1 Message Date
Jon Eugster bb214f426b Merge branch 'dev' into world_overviews 2023-12-10 00:18:47 +01:00
joneugster 4266c090db WIP progress on world overviews 2023-10-23 15:41:29 +02:00
37 changed files with 1529 additions and 1150 deletions
+8 -20
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@@ -9,37 +9,25 @@ import '@fontsource/roboto/700.css';
import './css/reset.css';
import './css/app.css';
import { MobileContext } from './components/infoview/context';
import { useMobile } from './hooks';
import { AUTO_SWITCH_THRESHOLD, getWindowDimensions} from './state/preferences';
import { useWindowDimensions } from './window_width';
import { connection } from './connection';
export const GameIdContext = React.createContext<string>(undefined);
function App() {
const { mobile, setMobile, lockMobile, setLockMobile } = useMobile();
const params = useParams()
const gameId = "g/" + params.owner + "/" + params.repo
const {width, height} = useWindowDimensions()
const [mobile, setMobile] = React.useState(width < 800)
const automaticallyAdjustLayout = () => {
const {width} = getWindowDimensions()
setMobile(width < AUTO_SWITCH_THRESHOLD)
}
React.useEffect(()=>{
if (!lockMobile){
void automaticallyAdjustLayout()
window.addEventListener('resize', automaticallyAdjustLayout)
return () => {
window.removeEventListener('resize', automaticallyAdjustLayout)
}
}
}, [lockMobile])
React.useEffect(() => {
connection.startLeanClient(gameId);
}, [gameId])
return (
<div className="app">
<GameIdContext.Provider value={gameId}>
<MobileContext.Provider value={{mobile, setMobile, lockMobile, setLockMobile}}>
<MobileContext.Provider value={{mobile, setMobile}}>
<Outlet />
</MobileContext.Provider>
</GameIdContext.Provider>
+6 -10
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@@ -5,7 +5,7 @@ import * as React from 'react'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome,
faArrowRight, faArrowLeft, faXmark, faBars, faCode,
faCircleInfo, faTerminal, faMobileScreenButton, faDesktop, faGear } from '@fortawesome/free-solid-svg-icons'
faCircleInfo, faTerminal } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from "../app"
import { InputModeContext, MobileContext, WorldLevelIdContext } from "./infoview/context"
import { GameInfo, useGetGameInfoQuery } from '../state/api'
@@ -150,23 +150,22 @@ function InventoryButton({pageNumber, setPageNumber}) {
}
/** the navigation bar on the welcome page */
export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpressum, toggleEraseMenu, toggleUploadMenu, toggleInfo, togglePreferencesPopup} : {
export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpressum, toggleEraseMenu, toggleUploadMenu, toggleInfo} : {
pageNumber: number,
setPageNumber: any,
gameInfo: GameInfo,
toggleImpressum: any,
toggleEraseMenu: any,
toggleUploadMenu: any,
toggleInfo: any,
togglePreferencesPopup: () => void;
toggleInfo: any
}) {
const gameId = React.useContext(GameIdContext)
const gameProgress = useAppSelector(selectProgress(gameId))
const {mobile, setMobile} = React.useContext(MobileContext)
const {mobile} = React.useContext(MobileContext)
const [navOpen, setNavOpen] = React.useState(false)
return <div className="app-bar">
<div className='app-bar-left'>
<div>
<Button inverted="false" title="back to games selection" to="/">
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;<FontAwesomeIcon icon={faGlobe} />
</Button>
@@ -195,9 +194,6 @@ export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpres
<Button title="Impressum, privacy policy" inverted="true" to="" onClick={() => {toggleImpressum(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Impressum
</Button>
<Button title="Preferences" inverted="true" to="" onClick={() => {togglePreferencesPopup(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faGear} />&nbsp;Preferences
</Button>
</div>
</div>
}
@@ -241,7 +237,7 @@ export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=
</> :
<>
{/* DESKTOP VERSION */}
<div className='app-bar-left'>
<div>
<HomeButton isDropdown={false} />
<span className="app-bar-title">{worldTitle && `World: ${worldTitle}`}</span>
</div>
+3 -9
View File
@@ -62,18 +62,12 @@ export const ProofStateContext = React.createContext<{
setProofState: () => {},
})
export interface IMobileContext {
export const MobileContext = React.createContext<{
mobile : boolean,
setMobile: React.Dispatch<React.SetStateAction<Boolean>>,
lockMobile: boolean,
setLockMobile: React.Dispatch<React.SetStateAction<Boolean>>,
}
export const MobileContext = React.createContext<IMobileContext>({
mobile: false,
}>({
mobile : false,
setMobile: () => {},
lockMobile: false,
setLockMobile: () => {}
})
export const WorldLevelIdContext = React.createContext<{
+8 -10
View File
@@ -493,20 +493,18 @@ export function TypewriterInterface({props}) {
<Markdown>{props.data?.introduction}</Markdown>
</div>
}
{mobile &&
{mobile && <>
<Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={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) => {}}/>
{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 */}
{!step.goals.length && (
<div className="message information">
@@ -523,7 +521,7 @@ export function TypewriterInterface({props}) {
}
})}
{mobile && completed &&
<div className="button-row mobile">
<div className="button-row">
{props.level >= props.worldSize ?
<Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World
+112 -44
View File
@@ -2,21 +2,18 @@ import * as React from 'react';
import { useState, useEffect } from 'react';
import '../css/inventory.css'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faLock, faBan, faCheck } from '@fortawesome/free-solid-svg-icons'
import { faClipboard } from '@fortawesome/free-regular-svg-icons'
import { faLock, faBan } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from '../app';
import Markdown from './markdown';
import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery } from '../state/api';
import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery, WorldOverview } from '../state/api';
import { selectDifficulty, selectInventory } from '../state/progress';
import { store } from '../state/store';
import { useSelector } from 'react-redux';
export function Inventory({levelInfo, openDoc, lemmaTab, setLemmaTab, enableAll=false} :
export function Inventory({levelInfo, openDoc, enableAll=false} :
{
levelInfo: LevelInfo|InventoryOverview,
openDoc: (props: {name: string, type: string}) => void,
lemmaTab: any,
setLemmaTab: any,
enableAll?: boolean,
}) {
@@ -34,20 +31,92 @@ export function Inventory({levelInfo, openDoc, lemmaTab, setLemmaTab, enableAll=
}
<h2>Theorems</h2>
{levelInfo?.lemmas &&
<InventoryList items={levelInfo?.lemmas} docType="Lemma" openDoc={openDoc} level={levelInfo} enableAll={enableAll} tab={lemmaTab} setTab={setLemmaTab}/>
<InventoryList items={levelInfo?.lemmas} docType="Lemma" openDoc={openDoc} defaultTab={levelInfo?.lemmaTab} level={levelInfo} enableAll={enableAll}/>
}
</div>
)
}
function InventoryList({items, docType, openDoc, tab=null, setTab=undefined, level=undefined, enableAll=false} :
export function OverviewInventory({data, openDoc, enableAll=false, showOverview=true} :
{
data: WorldOverview[],
openDoc: (props: {name: string, type: string}) => void,
enableAll?: boolean,
showOverview?: boolean
}) {
const gameId = React.useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId))
const [tab, setTab] = useState<string>()
let inv: string[] = selectInventory(gameId)(store.getState())
let levelInfo : InventoryOverview = {
tactics : data ? data.map(world => (world.tactics.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile))).flat() : [],
lemmas : data ? data.map(world => (world.lemmas.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile))).flat() : [],
definitions : data ? data.map(world => (world.definitions.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile))).flat() : [],
lemmaTab: null,
}
return (
<>
<Inventory levelInfo={levelInfo} openDoc={openDoc} enableAll={enableAll}/>
{showOverview &&
<div className="inventory">
{data && <>
<h2>Overviews</h2>
<div className="tab-bar">
{data.map(world => {
return <div key={`category-${world.world}`} className={`tab ${world.world == tab ? "active": ""}`} onClick={() => { setTab((tab == world.world) ? null : world.world) }}>{world.world}</div>
})}
</div>
<div className="inventory-list">
{/* TODO: a bit hacky, do we need to redesign inventory completely and provide it in a better order? */}
{data.map(world => {
if (world.world == tab) {
return [
...world.tactics.map(item => {
return <InventoryItem
key={`${world.world}-${item.name}`}
showDoc={() => {openDoc({name: item.name, type: 'Tactic'})}}
name={item.name} displayName={item.displayName}
locked={difficulty > 0 ? !inv.includes(item.name) : false}
disabled={item.disabled} newly={false} enableAll={enableAll} />
}),
...world.lemmas.map(item => {
return <InventoryItem
key={`${world.world}-${item.name}`}
showDoc={() => {openDoc({name: item.name, type: 'Lemma'})}}
name={item.name} displayName={item.displayName}
locked={difficulty > 0 ? item.locked : false}
disabled={item.disabled} newly={false} enableAll={enableAll} />
}),
...world.definitions.map(item => {
return <InventoryItem
key={`${world.world}-${item.name}`}
showDoc={() => {openDoc({name: item.name, type: 'Definition'})}}
name={item.name} displayName={item.displayName}
locked={difficulty > 0 ? item.locked : false}
disabled={item.disabled} newly={false} enableAll={enableAll} />
})
]
}
})}
</div>
</>}
</div>
}
</>
)
}
function InventoryList({items, docType, openDoc, defaultTab=null, level=undefined, enableAll=false} :
{
items: InventoryTile[],
docType: string,
openDoc(props: {name: string, type: string}): void,
tab?: any,
setTab?: any,
level?: LevelInfo|InventoryOverview,
defaultTab? : string,
level? : LevelInfo|InventoryOverview,
enableAll?: boolean,
}) {
// TODO: `level` is only used in the `useEffect` below to check if a new level has
@@ -63,6 +132,8 @@ function InventoryList({items, docType, openDoc, tab=null, setTab=undefined, lev
}
const categories = Array.from(categorySet).sort()
const [tab, setTab] = useState(defaultTab)
// 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
// given the dependency graph. (OR-connection) (TODO: maybe add different logic for different
@@ -70,6 +141,13 @@ function InventoryList({items, docType, openDoc, tab=null, setTab=undefined, lev
let inv: string[] = selectInventory(gameId)(store.getState())
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 <>
{categories.length > 1 &&
<div className="tab-bar">
@@ -84,26 +162,21 @@ function InventoryList({items, docType, openDoc, tab=null, setTab=undefined, lev
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled) || x.displayName.localeCompare(y.displayName)
).filter(item => !item.hidden && ((tab ?? categories[0]) == item.category)).map((item, i) => {
return <InventoryItem key={`${item.category}-${item.name}`}
item={item}
showDoc={() => {openDoc({name: item.name, type: docType})}}
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>
</>
}
function InventoryItem({item, name, displayName, locked, disabled, newly, showDoc, enableAll=false}) {
function InventoryItem({name, displayName, locked, disabled, newly, showDoc, enableAll=false}) {
const icon = locked ? <FontAwesomeIcon icon={faLock} /> :
disabled ? <FontAwesomeIcon icon={faBan} /> : item.st
disabled ? <FontAwesomeIcon icon={faBan} /> : ""
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" :
disabled ? "Not available in this level" : (item.altTitle ? item.altTitle.substring(item.altTitle.indexOf(' ') + 1) : '')
const [copied, setCopied] = useState(false)
disabled ? "Not available in this level" : ""
const handleClick = () => {
if (enableAll || !locked) {
@@ -111,21 +184,7 @@ function InventoryItem({item, name, displayName, locked, disabled, newly, showDo
}
}
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>
return <div className={`item ${className}${enableAll ? ' enabled' : ''}`} onClick={handleClick} title={title}>{icon} {displayName}</div>
}
export function Documentation({name, type, handleClose}) {
@@ -145,25 +204,34 @@ export function Documentation({name, type, handleClose}) {
export function InventoryPanel({levelInfo, visible = true}) {
const gameId = React.useContext(GameIdContext)
const [lemmaTab, setLemmaTab] = useState(levelInfo?.lemmaTab)
// The inventory is overlayed by the doc entry of a clicked item
const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null)
// Set `inventoryDoc` to `null` to close the doc
function closeInventoryDoc() {setInventoryDoc(null)}
return <div className={`column inventory-panel ${visible ? '' : 'hidden'}`}>
{inventoryDoc ?
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/>
:
<Inventory levelInfo={levelInfo} openDoc={setInventoryDoc} enableAll={true}/>
}
</div>
}
/** The panel (on the welcome page) showing the user's inventory with tactics, definitions, and lemmas */
export function InventoryOverviewPanel({data, visible = true, showOverview=true} : {data : WorldOverview[], visible?: boolean, showOverview?: boolean}) {
const gameId = React.useContext(GameIdContext)
// The inventory is overlayed by the doc entry of a clicked item
const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null)
// Set `inventoryDoc` to `null` to close the doc
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'}`}>
{inventoryDoc ?
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/>
:
<Inventory levelInfo={levelInfo} openDoc={setInventoryDoc} enableAll={true} lemmaTab={lemmaTab} setLemmaTab={setLemmaTab}/>
<OverviewInventory data={data} openDoc={setInventoryDoc} enableAll={true} showOverview={showOverview}/>
}
</div>
}
+62 -97
View File
@@ -18,6 +18,7 @@ import { EditorConnection, EditorEvents } from '../../../node_modules/lean4-info
import { EventEmitter } from '../../../node_modules/lean4-infoview/src/infoview/event'
import { GameIdContext } from '../app'
import { ConnectionContext, connection, useLeanClient } from '../connection'
import { useAppDispatch, useAppSelector } from '../hooks'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
@@ -25,7 +26,7 @@ import { changedSelection, codeEdited, selectCode, selectSelections, selectCompl
import { store } from '../state/store'
import { Button } from './button'
import Markdown from './markdown'
import {InventoryPanel} from './inventory'
import {InventoryOverviewPanel, InventoryPanel} from './inventory'
import { hasInteractiveErrors } from './infoview/typewriter'
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext,
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
@@ -43,15 +44,6 @@ import 'lean4web/client/src/editor/infoview.css'
import 'lean4web/client/src/editor/vscode.css'
import '../css/level.css'
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() {
const params = useParams()
@@ -219,8 +211,10 @@ function PlayableLevel({impressum, setImpressum}) {
const dispatch = useAppDispatch()
const difficulty = useSelector(selectDifficulty(gameId))
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
const inventory: Array<String> = useSelector(selectInventory(gameId))
const typewriterMode = useSelector(selectTypewriterMode(gameId))
const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
@@ -299,6 +293,12 @@ function PlayableLevel({impressum, setImpressum}) {
// a hint at the beginning of the proof...
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 (() => {
// Lock editor mode
if (level?.data?.template) {
@@ -372,7 +372,7 @@ function PlayableLevel({impressum, setImpressum}) {
// Effect when command line mode gets enabled
useEffect(() => {
if (onigasmH && editor && typewriterMode) {
if (editor && typewriterMode) {
let code = editor.getModel().getLinesContent().filter(line => line.trim())
editor.executeEdits("typewriter", [{
range: editor.getModel().getFullModelRange(),
@@ -395,7 +395,7 @@ function PlayableLevel({impressum, setImpressum}) {
// editor.setSelection(monaco.Selection.fromPositions(endPos, endPos))
// }
}
}, [editor, typewriterMode, onigasmH == null])
}, [editor, typewriterMode])
return <>
<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
@@ -441,7 +441,6 @@ function PlayableLevel({impressum, setImpressum}) {
function IntroductionPanel({gameInfo}) {
const gameId = React.useContext(GameIdContext)
const {worldId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(MobileContext)
let text: Array<string> = gameInfo.data?.worlds.nodes[worldId].introduction.split(/\n(\s*\n)+/)
@@ -452,7 +451,7 @@ function IntroductionPanel({gameInfo}) {
hint={{text: t, hidden: false}} step={0} selected={null} toggleSelection={undefined} />
))}
</div>
<div className={`button-row${mobile ? ' mobile' : ''}`}>
<div className="button-row">
{gameInfo.data?.worldSize[worldId] == 0 ?
<Button to={`/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button> :
<Button to={`/${gameId}/world/${worldId}/level/1`}>
@@ -499,7 +498,7 @@ function Introduction({impressum, setImpressum}) {
}
</div>
<InventoryPanel levelInfo={inventory?.data} />
<InventoryOverviewPanel data={inventory?.data} />
</Split>
}
@@ -531,32 +530,21 @@ function Introduction({impressum, setImpressum}) {
function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) {
const connection = React.useContext(ConnectionContext)
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null)
const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null)
const [infoviewApi, setInfoviewApi] = useState<null|InfoviewApi>(null)
const [editorConnection, setEditorConnection] = useState<null|EditorConnection>(null)
const uriStr = `file:///${worldId}/${levelId}`
const uri = monaco.Uri.parse(uriStr)
const inventory: Array<String> = useSelector(selectInventory(gameId))
const difficulty: number = useSelector(selectDifficulty(gameId))
// Create Editor
useEffect(() => {
const model = monaco.editor.createModel(initialCode ?? '', 'lean4', uri)
if (onDidChangeContent) {
model.onDidChangeContent(() => onDidChangeContent(model.getValue()))
}
const editor = monaco.editor.create(codeviewRef.current!, {
model,
glyphMargin: true,
quickSuggestions: false,
lineDecorationsWidth: 5,
folding: false,
lineNumbers: 'on',
lightbulb: {
enabled: true
},
@@ -568,61 +556,11 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
enabled: false
},
lineNumbersMinChars: 3,
tabSize: 2,
'semanticHighlighting.enabled': true,
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 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 infoProvider = new InfoProvider(connection.getLeanClient(gameId))
const editorApi = infoProvider.getApi()
@@ -667,27 +605,54 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
setEditor(editor)
setInfoProvider(infoProvider)
setInfoviewApi(infoviewApi)
infoProvider.openPreview(editor, infoviewApi)
const taskgutter = new LeanTaskGutter(infoProvider.client, editor)
return () => { infoProvider.dispose(); editor.dispose() }
}, [])
// TODO:
// setRestart(() => restart)
const {leanClient, leanClientStarted} = useLeanClient(gameId)
const uriStr = `file:///${worldId}/${levelId}`
const uri = monaco.Uri.parse(uriStr)
return () => {
editor.dispose();
model.dispose();
abbrevRewriter.dispose();
taskgutter.dispose();
infoProvider.dispose();
client.dispose();
// Create model when level changes
useEffect(() => {
if (editor && leanClientStarted) {
let model = monaco.editor.getModel(uri)
if (!model) {
model = monaco.editor.createModel(initialCode, 'lean4', uri)
}
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();
}
}
}, [gameId, worldId, levelId])
}, [editor, levelId, connection, leanClientStarted])
const showRestartMessage = () => {
// setRestartMessage(true)
console.log("TODO: SHOW RESTART MESSAGE")
}
useEffect(() => {
if (editor && leanClientStarted) {
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}
}
@@ -1,55 +0,0 @@
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>
}
+5 -12
View File
@@ -11,13 +11,12 @@ import { changedOpenedIntro, selectOpenedIntro } from '../state/progress'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api'
import { Button } from './button'
import { MobileContext } from './infoview/context'
import { InventoryPanel } from './inventory'
import { InventoryOverviewPanel, InventoryPanel } from './inventory'
import { ErasePopup } from './popup/erase'
import { InfoPopup } from './popup/game_info'
import { PrivacyPolicyPopup } from './popup/privacy_policy'
import { RulesHelpPopup } from './popup/rules_help'
import { UploadPopup } from './popup/upload'
import { PreferencesPopup} from "./popup/preferences"
import { WorldTreePanel } from './world_tree'
import '../css/welcome.css'
@@ -64,7 +63,7 @@ function IntroductionPanel({introduction, setPageNumber}: {introduction: string,
/** main page of the game showing among others the tree of worlds/levels */
function Welcome() {
const gameId = React.useContext(GameIdContext)
const {mobile, setMobile, lockMobile, setLockMobile} = React.useContext(MobileContext)
const {mobile} = React.useContext(MobileContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const inventory = useLoadInventoryOverviewQuery({game: gameId})
@@ -78,20 +77,15 @@ function Welcome() {
const [info, setInfo] = React.useState(false)
const [rulesHelp, setRulesHelp] = React.useState(false)
const [uploadMenu, setUploadMenu] = React.useState(false)
const [preferencesPopup, setPreferencesPopup] = React.useState(false)
function closeEraseMenu() {setEraseMenu(false)}
function closeImpressum() {setImpressum(false)}
function closeInfo() {setInfo(false)}
function closeRulesHelp() {setRulesHelp(false)}
function closeUploadMenu() {setUploadMenu(false)}
function closePreferencesPopup() {setPreferencesPopup(false)}
function toggleEraseMenu() {setEraseMenu(!eraseMenu)}
function toggleImpressum() {setImpressum(!impressum)}
function toggleInfo() {setInfo(!info)}
function toggleUploadMenu() {setUploadMenu(!uploadMenu)}
function togglePreferencesPopup() {setPreferencesPopup(!preferencesPopup)}
// set the window title
useEffect(() => {
@@ -107,7 +101,7 @@ function Welcome() {
: <>
<WelcomeAppBar pageNumber={pageNumber} setPageNumber={setPageNumber} gameInfo={gameInfo.data} toggleImpressum={toggleImpressum}
toggleEraseMenu={toggleEraseMenu} toggleUploadMenu={toggleUploadMenu}
toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup}/>
toggleInfo={toggleInfo} />
<div className="app-content">
{ mobile ?
<div className="welcome mobile">
@@ -117,7 +111,7 @@ function Welcome() {
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
:
<InventoryPanel levelInfo={inventory?.data} />
<InventoryOverviewPanel data={inventory?.data} />
)}
</div>
:
@@ -125,7 +119,7 @@ function Welcome() {
<IntroductionPanel introduction={gameInfo.data?.introduction} setPageNumber={setPageNumber} />
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
<InventoryPanel levelInfo={inventory?.data} />
<InventoryOverviewPanel data={inventory?.data} />
</Split>
}
</div>
@@ -134,7 +128,6 @@ function Welcome() {
{eraseMenu? <ErasePopup handleClose={closeEraseMenu}/> : null}
{uploadMenu? <UploadPopup handleClose={closeUploadMenu}/> : null}
{info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null}
{preferencesPopup ? <PreferencesPopup mobile={mobile} setMobile={setMobile} lockMobile={lockMobile} setLockMobile={setLockMobile} handleClose={closePreferencesPopup}/> : null}
</>
}
+3 -5
View File
@@ -11,7 +11,7 @@ import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faXmark, faCircleQuestion } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from '../app'
import { useAppDispatch, useMobile } from '../hooks'
import { useAppDispatch } from '../hooks'
import { selectDifficulty, changedDifficulty, selectCompleted } from '../state/progress'
import { store } from '../state/store'
@@ -197,15 +197,13 @@ export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
const gameId = React.useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId))
const dispatch = useAppDispatch()
const { mobile } = useMobile()
function label(x : number) {
return x == 0 ? 'none' : x == 1 ? 'relaxed' : 'regular'
}
return <nav className={`world-selection-menu${mobile ? '' : ' desktop'}`}>
return <nav className="world-selection-menu">
<div className="slider-wrap">
<span className="difficulty-label">Rules
<FontAwesomeIcon icon={rulesHelp ? faXmark : faCircleQuestion} className='helpButton' onClick={() => (setRulesHelp(!rulesHelp))}/>
@@ -215,7 +213,7 @@ export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
title="Game Rules"
min={0} max={2}
aria-label="Game Rules"
value={difficulty}
defaultValue={difficulty}
marks={[
{value: 0, label: label(0)},
{value: 1, label: label(1)},
+68
View File
@@ -0,0 +1,68 @@
/**
* @fileOverview todo
*/
import * as React from 'react';
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { LeanClient } from 'lean4web/client/src/editor/leanclient';
export class Connection {
private game: string = undefined // We only keep a connection to a single game at a time
private leanClient: LeanClient = null
getLeanClient(game): LeanClient {
if (this.game !== game) {
if (this.leanClient) {
this.leanClient.stop() // Stop previous Lean client
}
this.game = game
// Start a new Lean client for the new `gameId`.
const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/' + game
const uri = monaco.Uri.parse('file:///')
this.leanClient = new LeanClient(socketUrl, undefined, uri, () => {})
}
return this.leanClient
}
/** If not already started, starts the Lean client. resolves the returned promise as soon as a
* Lean client is running.
*/
startLeanClient = (game) => {
return new Promise<LeanClient>((resolve) => {
const leanClient = this.getLeanClient(game)
if (leanClient.isRunning()) {
resolve(leanClient)
} else {
if (!leanClient.isStarted()) {
leanClient.start()
}
leanClient.restarted(() => {
// This keep alive message is not recognized by the server,
// but it makes sure that the websocket connection does not
// time out after 60 seconds.
setInterval(() => {leanClient.sendNotification('$/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
@@ -105,18 +105,11 @@ em {
position: relative;
flex-direction: row;
justify-content: space-between;
align-items: center;
padding: 1.1em;
filter: drop-shadow(0 0 5px rgba(0,0,0,0.5));
z-index: 2;
}
.app-bar > .app-bar-left{
display: flex;
align-items: center;
gap: .5em;
}
.app-bar-title, .app-bar-subtitle {
color: white;
font-weight: 500;
+1 -23
View File
@@ -26,11 +26,7 @@
.inventory .item {
background: #fff;
border: solid 1px #777;
padding-left: .5rem;
padding-right: 1.0rem;
padding-top: .1rem;
padding-bottom: .1rem;
position: relative;
padding: .1em .5em;
}
.inventory .item.locked {
@@ -76,21 +72,3 @@
color: black;
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;
}
+5 -14
View File
@@ -232,20 +232,6 @@ td code {
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 {
display: flex;
flex-flow: column;
@@ -331,6 +317,11 @@ td code {
margin-right: 0;
}
#home-btn {
margin-right: .5em;
margin-left: 0;
}
.menu.dropdown .svg-inline--fa {
width: 1.8rem;
}
+1 -4
View File
@@ -49,6 +49,7 @@ svg .disabled {
}
.world-selection-menu {
position: absolute;
right: 1em;
top: 1em;
/* margin: 1em; */
@@ -59,10 +60,6 @@ svg .disabled {
filter: drop-shadow(4px 4px 5px rgba(0,0,0,0.5));
}
.world-selection-menu.desktop {
position: absolute;
}
.world-selection-menu .btn, .welcome .btn {
min-width: 5em;
text-align: center;
-24
View File
@@ -1,30 +1,6 @@
import { TypedUseSelectorHook, useDispatch, useSelector } from 'react-redux'
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`
export const useAppDispatch: () => AppDispatch = useDispatch
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,
};
};
+7 -1
View File
@@ -1,6 +1,7 @@
import * as React from 'react'
import { createRoot } from 'react-dom/client'
import App from './app'
import { ConnectionContext, connection } from './connection'
import { store } from './state/store'
import { Provider } from 'react-redux'
import type { RouteObject } from "react-router"
@@ -9,8 +10,11 @@ import ErrorPage from './components/error_page'
import Welcome from './components/welcome'
import LandingPage from './components/landing_page'
import Level from './components/level'
import { monacoSetup } from 'lean4web/client/src/monacoSetup'
monacoSetup()
// If `VITE_LEAN4GAME_SINGLE` is set to true, then `/` should be redirected to
// `/g/local/game`. This is used for the devcontainer setup
@@ -57,7 +61,9 @@ const root = createRoot(container!);
root.render(
<React.StrictMode>
<Provider store={store}>
<RouterProvider router={router} />
<ConnectionContext.Provider value={connection}>
<RouterProvider router={router} />
</ConnectionContext.Provider>
</Provider>
</React.StrictMode>
);
+8 -2
View File
@@ -35,7 +35,6 @@ export interface InventoryTile {
locked: boolean,
new: boolean,
hidden: boolean
altTitle: string,
}
export interface LevelInfo {
@@ -72,6 +71,13 @@ interface Doc {
category: string,
}
export interface WorldOverview {
world: string
tactics: InventoryTile[]
lemmas: InventoryTile[]
definitions: InventoryTile[]
}
// Define a service using a base URL and expected endpoints
export const apiSlice = createApi({
reducerPath: 'gameApi',
@@ -83,7 +89,7 @@ export const apiSlice = createApi({
loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({
query: ({game, world, level}) => `${game}/level__${world}__${level}.json`,
}),
loadInventoryOverview: builder.query<InventoryOverview, {game: string}>({
loadInventoryOverview: builder.query<WorldOverview[], {game: string}>({
query: ({game}) => `${game}/inventory.json`,
}),
loadDoc: builder.query<Doc, {game: string, name: string, type: "lemma"|"tactic"}>({
-21
View File
@@ -36,24 +36,3 @@ export async function saveState(state: any) {
// 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
@@ -1,37 +0,0 @@
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;
+6 -5
View File
@@ -7,19 +7,21 @@ import { debounce } from "debounce";
import { connection } from '../connection'
import { apiSlice } from './api'
import { progressSlice } from './progress'
import { preferencesSlice } from "./preferences"
import { saveState, savePreferences } from "./local_storage";
import { saveState } from "./local_storage";
export const store = configureStore({
reducer: {
[apiSlice.reducerPath]: apiSlice.reducer,
[progressSlice.name]: progressSlice.reducer,
[preferencesSlice.name]: preferencesSlice.reducer,
},
// Make connection available in thunks:
middleware: getDefaultMiddleware =>
getDefaultMiddleware().concat(apiSlice.middleware),
getDefaultMiddleware({
thunk: {
extraArgument: { connection }
}
}).concat(apiSlice.middleware),
});
/**
@@ -29,7 +31,6 @@ export const store = configureStore({
store.subscribe(
debounce(() => {
saveState(store.getState()[progressSlice.name]);
savePreferences(store.getState()[preferencesSlice.name]);
}, 800)
);
+21
View File
@@ -0,0 +1,21 @@
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
}
+465 -34
View File
@@ -13,10 +13,6 @@
"@emotion/styled": "^11.10.5",
"@fontsource/roboto": "^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",
"@mui/icons-material": "^5.11.0",
"@mui/material": "^5.11.1",
@@ -31,7 +27,7 @@
"debounce": "^1.2.1",
"express": "^4.18.2",
"lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c",
"lean4web": "github:hhu-adam/lean4web#b91645a7b88814675ba9f99817436d0a2ce3a0ec",
"lean4web": "github:hhu-adam/lean4web",
"octokit": "^2.0.14",
"path-browserify": "^1.0.1",
"react": "^18.2.0",
@@ -2225,6 +2221,231 @@
"resolved": "https://registry.npmjs.org/@emotion/weak-memoize/-/weak-memoize-0.3.1.tgz",
"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": {
"version": "0.18.20",
"resolved": "https://registry.npmjs.org/@esbuild/android-x64/-/android-x64-0.18.20.tgz",
"integrity": "sha512-8GDdlePJA8D6zlZYJV/jnrRAi6rOiNaCC/JclcXpB+KIuvfBN4owLtgzY2bsxnx666XjJx2kDPUmnTtR8qKQUg==",
"cpu": [
"x64"
],
"optional": true,
"os": [
"android"
],
"engines": {
"node": ">=12"
}
},
"node_modules/@esbuild/darwin-arm64": {
"version": "0.18.20",
"resolved": "https://registry.npmjs.org/@esbuild/darwin-arm64/-/darwin-arm64-0.18.20.tgz",
"integrity": "sha512-bxRHW5kHU38zS2lPTPOyuyTm+S+eobPUnTNkdJEfAddYgEcll4xkT8DB9d2008DtTbl7uJag2HuE5NZAZgnNEA==",
"cpu": [
"arm64"
],
"optional": true,
"os": [
"darwin"
],
"engines": {
"node": ">=12"
}
},
"node_modules/@esbuild/darwin-x64": {
"version": "0.18.20",
"resolved": "https://registry.npmjs.org/@esbuild/darwin-x64/-/darwin-x64-0.18.20.tgz",
"integrity": "sha512-pc5gxlMDxzm513qPGbCbDukOdsGtKhfxD1zJKXjCCcU7ju50O7MeAZ8c4krSJcOIJGFR+qx21yMMVYwiQvyTyQ==",
"cpu": [
"x64"
],
"optional": true,
"os": [
"darwin"
],
"engines": {
"node": ">=12"
}
},
"node_modules/@esbuild/freebsd-arm64": {
"version": "0.18.20",
"resolved": "https://registry.npmjs.org/@esbuild/freebsd-arm64/-/freebsd-arm64-0.18.20.tgz",
"integrity": "sha512-yqDQHy4QHevpMAaxhhIwYPMv1NECwOvIpGCZkECn8w2WFHXjEwrBn3CeNIYsibZ/iZEUemj++M26W3cNR5h+Tw==",
"cpu": [
"arm64"
],
"optional": true,
"os": [
"freebsd"
],
"engines": {
"node": ">=12"
}
},
"node_modules/@esbuild/freebsd-x64": {
"version": "0.18.20",
"resolved": "https://registry.npmjs.org/@esbuild/freebsd-x64/-/freebsd-x64-0.18.20.tgz",
"integrity": "sha512-tgWRPPuQsd3RmBZwarGVHZQvtzfEBOreNuxEMKFcd5DaDn2PbBxfwLcj4+aenoh7ctXcbXmOQIn8HI6mCSw5MQ==",
"cpu": [
"x64"
],
"optional": true,
"os": [
"freebsd"
],
"engines": {
"node": ">=12"
}
},
"node_modules/@esbuild/linux-arm": {
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@@ -2240,6 +2461,96 @@
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@@ -2285,45 +2596,33 @@
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@@ -2539,9 +2838,9 @@
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"dependencies": {
"@leanprover/infoview-api": "~0.2.1",
"@vscode/codicons": "^0.0.32",
@@ -4778,6 +5077,81 @@
}
}
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"optional": true,
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"cpu": [
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"optional": true,
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@@ -4808,6 +5182,51 @@
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"cpu": [
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"optional": true,
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"cpu": [
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"optional": true,
"os": [
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"engines": {
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},
"node_modules/@swc/core-win32-x64-msvc": {
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"cpu": [
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"optional": true,
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},
"node_modules/@swc/counter": {
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"resolved": "https://registry.npmjs.org/@swc/counter/-/counter-0.1.2.tgz",
@@ -8116,6 +8535,19 @@
"resolved": "https://registry.npmjs.org/fs.realpath/-/fs.realpath-1.0.0.tgz",
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},
"node_modules/fsevents": {
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"resolved": "https://registry.npmjs.org/fsevents/-/fsevents-2.3.3.tgz",
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"hasInstallScript": true,
"optional": true,
"os": [
"darwin"
],
"engines": {
"node": "^8.16.0 || ^10.6.0 || >=11.0.0"
}
},
"node_modules/function-bind": {
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"resolved": "https://registry.npmjs.org/function-bind/-/function-bind-1.1.1.tgz",
@@ -10081,8 +10513,7 @@
},
"node_modules/lean4web": {
"version": "0.1.0",
"resolved": "git+ssh://git@github.com/hhu-adam/lean4web.git#b91645a7b88814675ba9f99817436d0a2ce3a0ec",
"integrity": "sha512-s9qYeXuMNBGDPKC5IuFTjV/j8tQCRkZr+poYKEWljrM95rsz4JHIvjdEt891fE9JhPDLSN+iXNRXwIOCT6FlMg==",
"resolved": "git+ssh://git@github.com/hhu-adam/lean4web.git#6fc9c11179934cce7ca1f78140c57b6931186b42",
"dependencies": {
"@emotion/react": "^11.11.1",
"@emotion/styled": "^11.11.0",
@@ -10091,7 +10522,7 @@
"@fortawesome/fontawesome-svg-core": "^6.2.0",
"@fortawesome/free-solid-svg-icons": "^6.2.0",
"@fortawesome/react-fontawesome": "^0.2.0",
"@leanprover/infoview": "^0.4.4",
"@leanprover/infoview": "^0.4.3",
"@mui/material": "^5.13.7",
"@vitejs/plugin-react-swc": "^3.4.0",
"express": "^4.18.2",
+1 -5
View File
@@ -10,10 +10,6 @@
"@emotion/styled": "^11.10.5",
"@fontsource/roboto": "^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",
"@mui/icons-material": "^5.11.0",
"@mui/material": "^5.11.1",
@@ -28,7 +24,7 @@
"debounce": "^1.2.1",
"express": "^4.18.2",
"lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c",
"lean4web": "github:hhu-adam/lean4web#b91645a7b88814675ba9f99817436d0a2ce3a0ec",
"lean4web": "github:hhu-adam/lean4web",
"octokit": "^2.0.14",
"path-browserify": "^1.0.1",
"react": "^18.2.0",
-1
View File
@@ -1,6 +1,5 @@
#/bin/bash
# Note: This fails if there is no default toolchain installed
ELAN_HOME=$(lake env printenv ELAN_HOME)
# $1 : the game directory
+400 -119
View File
@@ -1,12 +1,23 @@
import GameServer.Helpers
import GameServer.Inventory
import GameServer.Options
import GameServer.SaveData
import GameServer.EnvExtensions
open Lean Meta Elab Command
set_option autoImplicit false
/-- Let `MakeGame` print the reasons why the worlds depend on each other. -/
register_option lean4game.showDependencyReasons : Bool := {
defValue := false
descr := "show reasons for calculated world dependencies."
}
/-- Let `MakeGame` print the reasons why the worlds depend on each other.
Note: currently unused in favour of setting `set_option trace.debug true`. -/
register_option lean4game.verbose : Bool := {
defValue := false
descr := "display more info messages to help developing the game."
}
/-! # Game metadata -/
/-- Switch to the specified `Game` (and create it if non-existent). Example: `Game "NNG"` -/
@@ -41,15 +52,13 @@ elab "Title" t:str : command => do
/-- Define the introduction of the current game/world/level. -/
elab "Introduction" t:str : command => do
let intro := t.getString
match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with introduction := intro}
| .World => modifyCurWorld fun world => pure {world with introduction := intro}
| .Game => modifyCurGame fun game => pure {game with introduction := intro}
| .Level => modifyCurLevel fun level => pure {level with introduction := t.getString}
| .World => modifyCurWorld fun world => pure {world with introduction := t.getString}
| .Game => modifyCurGame fun game => pure {game with introduction := t.getString}
/-- Define the info of the current game. Used for e.g. credits -/
elab "Info" t:str : command => do
let info:= t.getString
match ← getCurLayer with
| .Level =>
logError "Can't use `Info` in a level!"
@@ -57,7 +66,7 @@ elab "Info" t:str : command => do
| .World =>
logError "Can't use `Info` in a world"
pure ()
| .Game => modifyCurGame fun game => pure {game with info := info}
| .Game => modifyCurGame fun game => pure {game with info := t.getString}
/-- Provide the location of the image for the current game/world/level.
Paths are relative to the lean project's root. -/
@@ -81,11 +90,10 @@ elab "Image" t:str : command => do
/-- Define the conclusion of the current game or current level if some
building a level. -/
elab "Conclusion" t:str : command => do
let conclusion := t.getString
match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with conclusion := conclusion}
| .World => modifyCurWorld fun world => pure {world with conclusion := conclusion}
| .Game => modifyCurGame fun game => pure {game with conclusion := conclusion}
| .Level => modifyCurLevel fun level => pure {level with conclusion := t.getString}
| .World => modifyCurWorld fun world => pure {world with conclusion := t.getString}
| .Game => modifyCurGame fun game => pure {game with conclusion := t.getString}
/-- A list of games that should be played before this one. Example `Prerequisites "NNG" "STG"`. -/
elab "Prerequisites" t:str* : command => do
@@ -94,15 +102,13 @@ elab "Prerequisites" t:str* : command => do
/-- Short caption for the game (1 sentence) -/
elab "CaptionShort" t:str : command => do
let caption := t.getString
modifyCurGame fun game => pure {game with
tile := {game.tile with short := caption}}
tile := {game.tile with short := t.getString}}
/-- More detailed description what the game is about (2-4 sentences). -/
elab "CaptionLong" t:str : command => do
let caption := t.getString
modifyCurGame fun game => pure {game with
tile := {game.tile with long := caption}}
tile := {game.tile with long := t.getString}}
/-- A list of Languages the game is translated to. For example `Languages "German" "English"`.
NOTE: For the time being, only a single language is supported.
@@ -124,12 +130,119 @@ elab "CoverImage" t:str : command => do
/-! # Inventory
The inventory contains docs for tactics, theorems, and definitions. These are all locked
The inventory contains docs for tactics, lemmas, and definitions. These are all locked
in the first level and get enabled during the game.
-/
/-! ## Doc entries -/
/-- Copied from `Mathlib.Tactic.HelpCmd`.
Gets the initial string token in a parser description. For example, for a declaration like
`syntax "bla" "baz" term : tactic`, it returns `some "bla"`. Returns `none` for syntax declarations
that don't start with a string constant. -/
partial def getHeadTk (e : Expr) : Option String :=
match (Expr.withApp e λ e a => (e.constName?.getD Name.anonymous, a)) with
| (``ParserDescr.node, #[_, _, p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "withPosition")), p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "atomic")), p]) => getHeadTk p
| (``ParserDescr.binary, #[.app _ (.lit (.strVal "andthen")), p, _]) => getHeadTk p
| (``ParserDescr.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``ParserDescr.symbol, #[.lit (.strVal tk)]) => some tk
| (``Parser.withAntiquot, #[_, p]) => getHeadTk p
| (``Parser.leadingNode, #[_, _, p]) => getHeadTk p
| (``HAndThen.hAndThen, #[_, _, _, _, p, _]) => getHeadTk p
| (``Parser.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``Parser.symbol, #[.lit (.strVal tk)]) => some tk
| _ => none
/-- Modified from `#help` in `Mathlib.Tactic.HelpCmd` -/
def getTacticDocstring (env : Environment) (name: Name) : CommandElabM (Option String) := do
let name := name.toString (escape := false)
let mut decls : Lean.RBMap String (Array SyntaxNodeKind) compare := {}
let catName : Name := `tactic
let catStx : Ident := mkIdent catName -- TODO
let some cat := (Parser.parserExtension.getState env).categories.find? catName
| throwErrorAt catStx "{catStx} is not a syntax category"
liftTermElabM <| Term.addCategoryInfo catStx catName
for (k, _) in cat.kinds do
let mut used := false
if let some tk := do getHeadTk (← (← env.find? k).value?) then
let tk := tk.trim
if name ≠ tk then -- was `!name.isPrefixOf tk`
continue
used := true
decls := decls.insert tk ((decls.findD tk #[]).push k)
for (_name, ks) in decls do
for k in ks do
if let some doc ← findDocString? env k then
return doc
logWarning <| m!"Could not find a docstring for tactic {name}, consider adding one " ++
m!"using `TacticDoc {name} \"some doc\"`"
return none
/-- Retrieve the docstring associated to an inventory item. For Tactics, this
is not guaranteed to work. -/
def getDocstring (env : Environment) (name : Name) (type : InventoryType) :
CommandElabM (Option String) :=
match type with
-- for tactics it's a lookup following mathlib's `#help`. not guaranteed to be the correct one.
| .Tactic => getTacticDocstring env name
| .Lemma => findDocString? env name
-- TODO: for definitions not implemented yet, does it work?
| .Definition => findDocString? env name
/-- Checks if `inventoryTemplateExt` contains an entry with `(type, name)` and yields
a warning otherwise. If `template` is provided, it will add such an entry instead of yielding a
warning.
`ref` is the syntax piece. If `name` is not provided, it will use `ident.getId`.
I used this workaround, because I needed a new name (with correct namespace etc)
to be used, and I don't know how to create a new ident with same position but different name.
-/
def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.getId)
(template : Option String := none) : CommandElabM Unit := do
-- note: `name` is an `Ident` (instead of `Name`) for the log messages.
let env ← getEnv
let n := name
-- Find a key with matching `(type, name)`.
match (inventoryTemplateExt.getState env).findIdx?
(fun x => x.name == n && x.type == type) with
-- Nothing to do if the entry exists
| some _ => pure ()
| none =>
match template with
-- Warn about missing documentation
| none =>
let docstring ← match (← getDocstring env name type) with
| some ds =>
logInfoAt ref (m!"Missing {type} Documentation. Using existing docstring. " ++
m!"Add {name}\nAdd `{type}Doc {name}` somewhere above this statement.")
pure s!"*(lean docstring)*\\\n{ds}"
| none =>
logWarningAt ref (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++
m!"somewhere above this statement.")
pure "(missing)"
-- We just add a dummy entry
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := docstring})
-- Add the default documentation
| some s =>
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := s })
logInfoAt ref (m!"Missing {type} Documentation: {name}, used default (e.g. provided " ++
m!"docstring) instead. If you want to write a different description, add " ++
m!"`{type}Doc {name}` somewhere above this statement.")
/-- Documentation entry of a tactic. Example:
```
@@ -139,40 +252,37 @@ TacticDoc rw "`rw` stands for rewrite, etc. "
* The identifier is the tactics name. Some need to be escaped like `«have»`.
* The description is a string supporting Markdown.
-/
elab doc:docComment ? "TacticDoc" name:ident content:str ? : command => do
let doc ← parseDocCommentLegacy doc content
elab "TacticDoc" name:ident content:str : command =>
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Tactic
name := name.getId
displayName := name.getId.toString
content := doc })
content := content.getString })
/-- Documentation entry of a theorem. Example:
/-- Documentation entry of a lemma. Example:
```
TheoremDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc."
LemmaDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc."
```
* The first identifier is used in the commands `[New/Only/Disabled]Theorem`.
It is preferably the true name of the theorem. However, this is not required.
* The first identifier is used in the commands `[New/Only/Disabled]Lemma`.
It is preferably the true name of the lemma. However, this is not required.
* The string following `as` is the displayed name (in the Inventory).
* The identifier after `in` is the category to group theorems by (in the Inventory).
* The identifier after `in` is the category to group lemmas by (in the Inventory).
* The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires
The theorem/definition to have the same fully qualified name as in mathlib.
The lemma/definition to have the same fully qualified name as in mathlib.
-/
elab doc:docComment ? "TheoremDoc" name:ident "as" displayName:str "in" category:str content:str ? :
command => do
let doc ← parseDocCommentLegacy doc content
elab "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str : command =>
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Lemma
name := name.getId
category := category.getString
displayName := displayName.getString
content := doc })
content := content.getString })
-- TODO: Catch the following behaviour.
-- 1. if `TheoremDoc` appears in the same file as `Statement`, it will silently use
-- 1. if `LemmaDoc` appears in the same file as `Statement`, it will silently use
-- 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
-- the first one.
@@ -190,25 +300,37 @@ DefinitionDoc Function.Bijective as "Bijective" "defined as `Injective f ∧ Sur
* The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires
The theorem/definition to have the same fully qualified name as in mathlib.
The lemma/definition to have the same fully qualified name as in mathlib.
-/
elab doc:docComment ? "DefinitionDoc" name:ident "as" displayName:str template:str ? : command => do
let doc ← parseDocCommentLegacy doc template
elab "DefinitionDoc" name:ident "as" displayName:str template:str : command =>
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Definition
name := name.getId,
displayName := displayName.getString,
content := doc })
content := template.getString })
/-! ## 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`!"
def getStatement (name : Name) : CommandElabM MessageData := do
return ← addMessageContextPartial (.ofPPFormat { pp := fun
| some ctx => ctx.runMetaM <| PrettyPrinter.ppSignature name
| none => return "that's a bug." })
-- Note: We use `String` because we can't send `MessageData` as json, but
-- `MessageData` might be better for interactive highlighting.
/-- Get a string of the form `my_lemma (n : ℕ) : n + n = 2 * n`.
Note: A statement like `theorem abc : ∀ x : Nat, x ≥ 0` would be turned into
`theorem abc (x : Nat) : x ≥ 0` by `PrettyPrinter.ppSignature`. -/
def getStatementString (name : Name) : CommandElabM String := do
try
return ← (← getStatement name).toString
catch
| _ => throwError m!"Could not find {name} in context."
-- TODO: I think it would be nicer to unresolve Namespaces as much as possible.
/-- Declare tactics that are introduced by this level. -/
elab "NewTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.new) "NewTactic"
for name in ↑args do
checkInventoryDoc .Tactic name -- TODO: Add (template := "[docstring]")
modifyCurLevel fun level => pure {level with
@@ -216,16 +338,14 @@ elab "NewTactic" args:ident* : command => do
/-- Declare tactics that are introduced by this level but do not show up in inventory. -/
elab "NewHiddenTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.hidden) "NewHiddenTactic"
for name in ↑args do
checkInventoryDoc .Tactic name (template := "")
modifyCurLevel fun level => pure {level with
tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId),
hidden := level.tactics.hidden ++ args.map (·.getId)}}
/-- Declare theorems that are introduced by this level. -/
elab "NewTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.new) "NewTheorem"
/-- Declare lemmas that are introduced by this level. -/
elab "NewLemma" args:ident* : command => do
for name in ↑args do
try let _decl ← getConstInfo name.getId catch
| _ => logErrorAt name m!"unknown identifier '{name}'."
@@ -235,7 +355,6 @@ elab "NewTheorem" args:ident* : command => do
/-- Declare definitions that are introduced by this level. -/
elab "NewDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.new) "NewDefinition"
for name in ↑args do checkInventoryDoc .Definition name -- TODO: Add (template := "[mathlib]")
modifyCurLevel fun level => pure {level with
definitions := {level.definitions with new := args.map (·.getId)}}
@@ -243,36 +362,31 @@ elab "NewDefinition" args:ident* : command => do
/-- Declare tactics that are temporarily disabled in this level.
This is ignored if `OnlyTactic` is set. -/
elab "DisabledTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.disabled) "DisabledTactic"
for name in ↑args do checkInventoryDoc .Tactic name
modifyCurLevel fun level => pure {level with
tactics := {level.tactics with disabled := args.map (·.getId)}}
/-- Declare theorems that are temporarily disabled in this level.
This is ignored if `OnlyTheorem` is set. -/
elab "DisabledTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.disabled) "DisabledTheorem"
/-- Declare lemmas that are temporarily disabled in this level.
This is ignored if `OnlyLemma` is set. -/
elab "DisabledLemma" args:ident* : command => do
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with disabled := args.map (·.getId)}}
/-- Declare definitions that are temporarily disabled in this level -/
elab "DisabledDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.disabled) "DisabledDefinition"
for name in ↑args do checkInventoryDoc .Definition name
modifyCurLevel fun level => pure {level with
definitions := {level.definitions with disabled := args.map (·.getId)}}
/-- Temporarily disable all tactics except the ones declared here -/
elab "OnlyTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.only) "OnlyTactic"
for name in ↑args do checkInventoryDoc .Tactic name
modifyCurLevel fun level => pure {level with
tactics := {level.tactics with only := args.map (·.getId)}}
/-- Temporarily disable all theorems except the ones declared here -/
elab "OnlyTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.only) "OnlyTheorem"
/-- Temporarily disable all lemmas except the ones declared here -/
elab "OnlyLemma" args:ident* : command => do
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with only := args.map (·.getId)}}
@@ -280,66 +394,65 @@ elab "OnlyTheorem" args:ident* : command => do
/-- Temporarily disable all definitions except the ones declared here.
This is ignored if `OnlyDefinition` is set. -/
elab "OnlyDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.only) "OnlyDefinition"
for name in ↑args do checkInventoryDoc .Definition name
modifyCurLevel fun level => pure {level with
definitions := {level.definitions with only := args.map (·.getId)}}
/-- Define which tab of Lemmas is opened by default. Usage: `TheoremTab "Nat"`.
/-- Define which tab of Lemmas is opened by default. Usage: `LemmaTab "Nat"`.
If omitted, the current tab will remain open. -/
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`"
elab "LemmaTab" category:str : command =>
modifyCurLevel fun level => pure {level with lemmaTab := category.getString}
/-! # Exercise Statement -/
/-- A `attr := ...` option for `Statement`. Add attributes to the defined theorem. -/
syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")"
-- TODO
-- TODO: Reuse the following code for checking available tactics in user code:
structure UsedInventory where
(tactics : HashSet Name := {})
(definitions : HashSet Name := {})
(lemmas : HashSet Name := {})
partial def collectUsedInventory (stx : Syntax) (acc : UsedInventory := {}) : CommandElabM UsedInventory := do
match stx with
| .missing => return acc
| .node _info kind args =>
if kind == `GameServer.Tactic.Hint || kind == `GameServer.Tactic.Branch then return acc
return ← args.foldlM (fun acc arg => collectUsedInventory arg acc) acc
| .atom _info val =>
-- ignore syntax elements that do not start with a letter
-- and ignore some standard keywords
let allowed := ["with", "fun", "at", "only", "by"]
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
return {acc with tactics := acc.tactics.insert val}
else
return acc
| .ident _info _rawVal val _preresolved =>
let ns ←
try resolveGlobalConst (mkIdent val)
catch | _ => pure [] -- catch "unknown constant" error
return ← ns.foldlM (fun acc n => do
if let some (.thmInfo ..) := (← getEnv).find? n then
return {acc with lemmas := acc.lemmas.insertMany ns}
else
return {acc with definitions := acc.definitions.insertMany ns}
) acc
-- #check expandOptDocComment?
/-- Define the statement of the current level. -/
elab doc:docComment ? attrs:Parser.Term.attributes ?
"Statement" statementName:ident ? sig:declSig val:declVal : command => do
let lvlIdx ← getCurLevelIdx
let docContent ← parseDocComment doc
let docContent : Option String := match doc with
| none => none
| some s => match s.raw[1] with
| .atom _ val => val.dropRight 2 |>.trim -- some (val.extract 0 (val.endPos - ⟨2⟩))
| _ => none --panic "not implemented error message" --throwErrorAt s "unexpected doc string{indentD s.raw[1]}"
-- Save the messages before evaluation of the proof.
let initMsgs ← modifyGet fun st => (st.messages, { st with messages := {} })
@@ -440,6 +553,23 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
/-! # Hints -/
syntax hintArg := atomic(" (" (&"strict" <|> &"hidden") " := " withoutPosition(term) ")")
/-- Remove any spaces at the beginning of a new line -/
partial def removeIndentation (s : String) : String :=
let rec loop (i : String.Pos) (acc : String) (removeSpaces := false) : String :=
let c := s.get i
let i := s.next i
if s.atEnd i then
acc.push c
else if removeSpaces && c == ' ' then
loop i acc (removeSpaces := true)
else if c == '\n' then
loop i (acc.push c) (removeSpaces := true)
else
loop i (acc.push c)
loop ⟨0⟩ ""
/-- A tactic that can be used inside `Statement`s to indicate in which proof states players should
see hints. The tactic does not affect the goal state.
-/
@@ -553,6 +683,26 @@ elab "Template" tacs:tacticSeq : tactic => do
return {level with template := s!"{template}"}
open IO.FS System FilePath in
/-- Copies the folder `images/` to `.lake/gamedata/images/` -/
def copyImages : IO Unit := do
let target : FilePath := ".lake" / "gamedata"
if ← FilePath.pathExists "images" then
for file in ← walkDir "images" do
let outFile := target.join file
-- create the directories
if ← file.isDir then
createDirAll outFile
else
if let some parent := outFile.parent then
createDirAll parent
-- copy file
let content ← readBinFile file
writeBinFile outFile content
-- TODO: Notes for testing if a declaration has the simp attribute
-- -- Test: From zulip
@@ -571,6 +721,139 @@ elab "Template" tacs:tacticSeq : tactic => do
/-! # Make Game -/
#eval IO.FS.createDirAll ".lake/gamedata/"
-- TODO: register all of this as ToJson instance?
def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name)) : CommandElabM Unit := do
let game ← getCurGame
let env ← getEnv
let path : System.FilePath := s!"{← IO.currentDir}" / ".lake" / "gamedata"
if ← path.isDir then
IO.FS.removeDirAll path
IO.FS.createDirAll path
-- copy the images folder
copyImages
for (worldId, world) in game.worlds.nodes.toArray do
for (levelId, level) in world.levels.toArray do
IO.FS.writeFile (path / s!"level__{worldId}__{levelId}.json") (toString (toJson (level.toInfo env)))
IO.FS.writeFile (path / s!"game.json") (toString (getGameJson game))
for inventoryType in [InventoryType.Lemma, .Tactic, .Definition] do
for name in allItemsByType.findD inventoryType {} do
let some item ← getInventoryItem? name inventoryType
| throwError "Expected item to exist: {name}"
IO.FS.writeFile (path / s!"doc__{inventoryType}__{name}.json") (toString (toJson item))
let getTiles (type : InventoryType) : CommandElabM (Array InventoryTile) := do
(allItemsByType.findD type {}).toArray.mapM (fun name => do
let some item ← getInventoryItem? name type
| throwError "Expected item to exist: {name}"
return item.toTile)
let inventory : InventoryOverview := {
lemmas := ← getTiles .Lemma
tactics := ← getTiles .Tactic
definitions := ← getTiles .Definition
lemmaTab := none
}
IO.FS.writeFile (path / s!"inventory.json") (toString (toJson inventory))
def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo
| .Tactic => level.tactics
| .Definition => level.definitions
| .Lemma => level.lemmas
def GameLevel.setComputedInventory (level : GameLevel) :
InventoryType → Array InventoryTile → GameLevel
| .Tactic, v => {level with tactics := {level.tactics with tiles := v}}
| .Definition, v => {level with definitions := {level.definitions with tiles := v}}
| .Lemma, v => {level with lemmas := {level.lemmas with tiles := v}}
partial def removeTransitiveAux (id : Name) (arrows : HashMap Name (HashSet Name))
(newArrows : HashMap Name (HashSet Name)) (decendants : HashMap Name (HashSet Name)) :
HashMap Name (HashSet Name) × HashMap Name (HashSet Name) := Id.run do
match (newArrows.find? id, decendants.find? id) with
| (some _, some _) => return (newArrows, decendants)
| _ =>
let mut newArr := newArrows
let mut desc := decendants
desc := desc.insert id {} -- mark as worked in case of loops
newArr := newArr.insert id {} -- mark as worked in case of loops
let children := arrows.findD id {}
let mut trimmedChildren := children
let mut theseDescs := children
for child in children do
(newArr, desc) := removeTransitiveAux child arrows newArr desc
let childDescs := desc.findD child {}
theseDescs := theseDescs.insertMany childDescs
for d in childDescs do
trimmedChildren := trimmedChildren.erase d
desc := desc.insert id theseDescs
newArr := newArr.insert id trimmedChildren
return (newArr, desc)
def removeTransitive (arrows : HashMap Name (HashSet Name)) : CommandElabM (HashMap Name (HashSet Name)) := do
let mut newArr := {}
let mut desc := {}
for id in arrows.toArray.map Prod.fst do
(newArr, desc) := removeTransitiveAux id arrows newArr desc
if (desc.findD id {}).contains id then
logError <| m!"Loop at {id}. " ++
m!"This should not happen and probably means that `findLoops` has a bug."
-- DEBUG:
-- for ⟨x, hx⟩ in desc.toList do
-- m := m ++ m!"{x}: {hx.toList}\n"
-- logError m
return newArr
/-- The recursive part of `findLoops`. Finds loops that appear as successors of `node`.
For performance reason it returns a HashSet of visited
nodes as well. This is filled with all nodes ever looked at as they cannot be
part of a loop anymore. -/
partial def findLoopsAux (arrows : HashMap Name (HashSet Name)) (node : Name)
(path : Array Name := #[]) (visited : HashSet Name := {}) :
Array Name × HashSet Name := Id.run do
let mut visited := visited
match path.getIdx? node with
| some i =>
-- Found a loop: `node` is already the iᵗʰ element of the path
return (path.extract i path.size, visited.insert node)
| none =>
for successor in arrows.findD node {} do
-- If we already visited the successor, it cannot be part of a loop anymore
if visited.contains successor then
continue
-- Find any loop involving `successor`
let (loop, _) := findLoopsAux arrows successor (path.push node) visited
visited := visited.insert successor
-- No loop found in the dependants of `successor`
if loop.isEmpty then
continue
-- Found a loop, return it
return (loop, visited)
return (#[], visited.insert node)
/-- Find a loop in the graph and return it. Returns `[]` if there are no loops. -/
partial def findLoops (arrows : HashMap Name (HashSet Name)) : List Name := Id.run do
let mut visited : HashSet Name := {}
for node in arrows.toArray.map (·.1) do
-- Skip a node if it was already visited
if visited.contains node then
continue
-- `findLoopsAux` returns a loop or `[]` together with a set of nodes it visited on its
-- search starting from `node`
let (loop, moreVisited) := (findLoopsAux arrows node (visited := visited))
visited := moreVisited
if !loop.isEmpty then
return loop.toList
return []
/-- The worlds of a game are joint by dependencies. These are
automatically computed but can also be defined with the syntax
`Dependency World₁ → World₂ → World₃`. -/
@@ -837,7 +1120,6 @@ elab "MakeGame" : command => do
name := item
displayName := data.displayName
category := data.category
altTitle := data.statement
hidden := hiddenItems.contains item })
@@ -857,7 +1139,6 @@ elab "MakeGame" : command => do
displayName := data.displayName
category := data.category
locked := false
altTitle := data.statement
hidden := hiddenItems.contains item }
itemsInWorld := itemsInWorld.insert worldId items
@@ -877,8 +1158,7 @@ elab "MakeGame" : command => do
displayName := data.displayName
category := data.category
locked := false
altTitle := data.statement
hidden := hiddenItems.contains item }
hidden := levelInfo.hidden.contains item }
-- add the exercise statement from the previous level
-- if it was named
@@ -891,7 +1171,6 @@ elab "MakeGame" : command => do
name := name
displayName := data.displayName
category := data.category
altTitle := data.statement
locked := false }
-- add marks for `disabled` and `new` lemmas here, so that they only apply to
@@ -911,16 +1190,18 @@ elab "MakeGame" : command => do
return level.setComputedInventory inventoryType itemsArray
allItemsByType := allItemsByType.insert inventoryType allItems
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
saveGameData allItemsByType inventory
/-! # Debugging tools -/
-- /-- Print current game for debugging purposes. -/
-- elab "PrintCurGame" : command => do
-- logInfo (toJson (← getCurGame))
/-- Print current level for debugging purposes. -/
elab "PrintCurLevel" : command => do
logInfo (repr (← getCurLevel))
/-- Print levels for debugging purposes. -/
elab "PrintLevels" : command => do
logInfo $ repr $ (← getCurWorld).levels.toArray
+9 -12
View File
@@ -106,8 +106,6 @@ structure InventoryTile where
new := false
/-- hide the item in the inventory display -/
hidden := false
/-- hover text -/
altTitle : String := default
deriving ToJson, FromJson, Repr, Inhabited
def InventoryItem.toTile (item : InventoryItem) : InventoryTile := {
@@ -150,12 +148,6 @@ structure InventoryOverview where
lemmaTab : Option String
deriving ToJson, FromJson
-- TODO: Reuse the following code for checking available tactics in user code:
structure UsedInventory where
(tactics : HashSet Name := {})
(definitions : HashSet Name := {})
(lemmas : HashSet Name := {})
/-! ## Environment extensions for game specification -/
/-- Register a (non-persistent) environment extension to hold the current level -/
@@ -277,6 +269,13 @@ structure GameLevel where
image : String := default
deriving Inhabited, Repr
structure WorldOverview where
world: Name
tactics: Array InventoryTile := default
definitions: Array InventoryTile := default
lemmas: Array InventoryTile := default
deriving FromJson, ToJson, Inhabited, Repr
/-- Json-encodable version of `GameLevel`
Fields:
- description: Lemma in mathematical language.
@@ -293,7 +292,6 @@ structure LevelInfo where
descrText : Option String := none
descrFormat : String := ""
lemmaTab : Option String
module : Name
displayName : Option String
statementName : Option String
template : Option String
@@ -318,7 +316,6 @@ def GameLevel.toInfo (lvl : GameLevel) (env : Environment) : LevelInfo :=
| some tile => tile.category
| none => none
statementName := lvl.statementName.toString
module := lvl.module
displayName := match lvl.statementName with
| .anonymous => none
| name => match (inventoryExt.getState env).find?
@@ -383,7 +380,7 @@ structure GameTile where
TODO: What's the format? -/
image: String := default
deriving Inhabited, ToJson, FromJson
deriving Inhabited, ToJson
structure Game where
/-- Internal name of the game. -/
@@ -403,7 +400,7 @@ structure Game where
tile : GameTile := default
/-- The path to the background image of the world. -/
image : String := default
deriving Inhabited, ToJson, FromJson
deriving Inhabited, ToJson
def getGameJson (game : «Game») : Json := Id.run do
let gameJson : Json := toJson game
+48 -82
View File
@@ -1,8 +1,7 @@
/- This file is adapted from `Lean/Server/FileWorker.lean`. -/
/- This file is mostly copied from `Lean/Server/FileWorker.lean`. -/
import Lean.Server.FileWorker
import GameServer.Game
import GameServer.ImportModules
import GameServer.SaveData
namespace MyModule
open Lean
@@ -18,7 +17,7 @@ private def mkEOI (pos : String.Pos) : Syntax :=
mkNode ``Command.eoi #[atom]
partial def parseTactic (inputCtx : InputContext) (pmctx : ParserModuleContext)
(mps : ModuleParserState) (messages : MessageLog) :
(mps : ModuleParserState) (messages : MessageLog) (couldBeEndSnap : Bool) :
Syntax × ModuleParserState × MessageLog × String.Pos := Id.run do
let mut pos := mps.pos
let mut recovering := mps.recovering
@@ -57,20 +56,6 @@ open IO
open Snapshots
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
def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : MessageData) :
@@ -88,30 +73,29 @@ def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : Me
/-- Find all tactics in syntax object that are forbidden according to a
set `allowed` of allowed tactics. -/
partial def findForbiddenTactics (inputCtx : Parser.InputContext)
(gameWorkerState : GameWorkerState) (stx : Syntax) :
(levelParams : Game.DidOpenLevelParams) (stx : Syntax) :
Elab.Command.CommandElabM Unit := do
let levelInfo := gameWorkerState.levelInfo
match stx with
| .missing => return ()
| .node _info _kind args =>
for arg in args do
findForbiddenTactics inputCtx gameWorkerState arg
findForbiddenTactics inputCtx levelParams arg
| .atom info val =>
-- ignore syntax elements that do not start with a letter
-- and ignore "with" keyword
let allowed := ["with", "fun", "at", "only", "by", "to"]
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`
match levelInfo.tactics.find? (·.name.toString == val) with
match levelParams.tactics.find? (·.name.toString == val) with
| none =>
-- Note: This case means that the tactic will never be introduced in the game.
match gameWorkerState.inventory.find? (· == val) with
match levelParams.inventory.find? (· == val) with
| none =>
addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!"
| some _ => pure () -- tactic is in the inventory, allow it.
| some tac =>
if tac.locked then
match gameWorkerState.inventory.find? (· == val) with
match levelParams.inventory.find? (· == val) with
| none =>
addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!"
| some _ => pure () -- tactic is in the inventory, allow it.
@@ -125,10 +109,10 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
let some (.thmInfo ..) := (← getEnv).find? n
| return () -- not a theorem -> ignore
-- Forbid the theorem we are proving currently
if some n = levelInfo.statementName then
if n = levelParams.statementName then
addErrorMessage info inputCtx s!"Structural recursion: you can't use '{n}' to proof itself!"
let lemmasAndDefs := levelInfo.lemmas ++ levelInfo.definitions
let lemmasAndDefs := levelParams.lemmas ++ levelParams.definitions
match lemmasAndDefs.find? (fun l => l.name == n) with
| none => addWarningMessage info s!"You have not unlocked the lemma/definition '{n}' yet!"
| some lem =>
@@ -137,7 +121,7 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
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
let difficulty := levelParams.difficulty
if difficulty > 0 then
modify fun st => { st with
messages := st.messages.add {
@@ -153,7 +137,7 @@ where addWarningMessage (info : SourceInfo) (s : MessageData) :=
open Elab Meta Expr in
def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets : Bool)
(couldBeEndSnap : Bool) (gameWorkerState : GameWorkerState)
(couldBeEndSnap : Bool) (levelParams : Game.DidOpenLevelParams)
(initParams : Lsp.InitializeParams) : IO Snapshot := do
-- Recognize end snap
if inputCtx.input.atEnd snap.mpState.pos ∧ couldBeEndSnap then
@@ -184,7 +168,7 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
Elab.Command.catchExceptions
(getResetInfoTrees *> do
let some level ← GameServer.getLevelByFileName? initParams inputCtx.fileName
| panic! s!"Level not found: {inputCtx.fileName} / {GameServer.levelIdFromFileName? initParams inputCtx.fileName}"
| throwError "Level not found: {inputCtx.fileName}"
let scope := level.scope
-- use open namespaces and options as in the level file
@@ -202,12 +186,12 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
currNamespace := scope.currNamespace,
openDecls := scope.openDecls }
let (tacticStx, cmdParserState, msgLog, endOfWhitespace) :=
MyModule.parseTactic inputCtx pmctx snap.mpState snap.msgLog
MyModule.parseTactic inputCtx pmctx snap.mpState snap.msgLog couldBeEndSnap
modify (fun s => { s with messages := msgLog })
parseResultRef.set (tacticStx, cmdParserState)
-- Check for forbidden tactics
findForbiddenTactics inputCtx gameWorkerState tacticStx
findForbiddenTactics inputCtx levelParams tacticStx
-- 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 #[]
@@ -235,7 +219,6 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
}
let (tacticStx, cmdParserState) ← parseResultRef.get
if tacticStx.isMissing then throwServerError "Tactic execution went wrong. No stx found."
let postCmdSnap : Snapshot := {
beginPos := tacticStx.getPos?.getD 0
@@ -287,7 +270,7 @@ where
/-- Elaborates the next command after `parentSnap` and emits diagnostics into `hOut`. -/
private def nextSnap (ctx : WorkerContext) (m : DocumentMeta) (cancelTk : CancelToken)
(gameWorkerState : GameWorkerState) (initParams : Lsp.InitializeParams)
(levelParams : Game.DidOpenLevelParams) (initParams : Lsp.InitializeParams)
: AsyncElabM (Option Snapshot) := do
cancelTk.check
let s ← get
@@ -305,7 +288,7 @@ where
-- we can see the current goal even on an empty document
let couldBeEndSnap := s.snaps.size > 1
let snap ← compileProof m.mkInputContext lastSnap ctx.clientHasWidgets couldBeEndSnap
gameWorkerState initParams
levelParams initParams
set { s with snaps := s.snaps.push snap }
-- TODO(MH): check for interrupt with increased precision
cancelTk.check
@@ -327,7 +310,7 @@ where
/-- 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)
(startAfterMs : UInt32) (gameWorkerState : GameWorkerState)
(startAfterMs : UInt32) (levelParams : Game.DidOpenLevelParams)
: ReaderT WorkerContext IO (AsyncList ElabTaskError Snapshot) := do
let ctx ← read
let some headerSnap := snaps[0]? | panic! "empty snapshots"
@@ -343,15 +326,21 @@ where
publishIleanInfoUpdate m ctx.hOut snaps
return AsyncList.ofList snaps.toList ++ AsyncList.delayed (← EIO.asTask (ε := ElabTaskError) (prio := .dedicated) do
IO.sleep startAfterMs
AsyncList.unfoldAsync (nextSnap ctx m cancelTk gameWorkerState ctx.initParams) { snaps })
AsyncList.unfoldAsync (nextSnap ctx m cancelTk levelParams ctx.initParams) { snaps })
end Elab
structure GameWorkerState :=
(levelParams : Game.DidOpenLevelParams)
abbrev GameWorkerM := StateT GameWorkerState Server.FileWorker.WorkerM
section Updates
/-- Given the new document, updates editable doc state. -/
def updateDocument (newMeta : DocumentMeta) : GameWorkerM Unit := do
let s ← get
let levelParams := s.levelParams
let ctx ← read
let oldDoc := (← StateT.lift get).doc
oldDoc.cancelTk.set
@@ -393,7 +382,7 @@ section Updates
validSnaps := validSnaps.dropLast
-- 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)
unfoldSnaps newMeta validSnaps.toArray cancelTk s ctx
unfoldSnaps newMeta validSnaps.toArray cancelTk levelParams ctx
(startAfterMs := ctx.initParams.editDelay.toUInt32)
StateT.lift <| modify fun st => { st with
doc := { meta := newMeta, cmdSnaps := AsyncList.delayed newSnaps, cancelTk }}
@@ -408,23 +397,24 @@ section Initialization
fileMap := default
def compileHeader (m : DocumentMeta) (hOut : FS.Stream) (opts : Options) (hasWidgets : Bool)
(gameDir : String) (module : Name):
(levelParams : Game.DidOpenLevelParams) (initParams : InitializeParams) :
IO (Syntax × Task (Except Error (Snapshot × SearchPath))) := 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"] }
{ cwd := levelParams.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
let paths := paths.map fun p => currentDir / (levelParams.gameDir : System.FilePath) / p
-- Set the search path
Lean.searchPathRef.set paths
let env ← importModules' #[{ module := `Init : Import }, { module := module : Import }]
let env ← importModules' #[{ module := `Init : Import }, { module := levelParams.levelModule : Import }]
-- return (env, paths)
-- use empty header
let (headerStx, headerParserState, msgLog) ← Parser.parseHeader
@@ -468,11 +458,10 @@ section Initialization
return (headerSnap, srcSearchPath)
def initializeWorker (meta : DocumentMeta) (i o e : FS.Stream) (initParams : InitializeParams) (opts : Options)
(gameDir : String) (gameWorkerState : GameWorkerState) : IO (WorkerContext × WorkerState) := do
(levelParams : Game.DidOpenLevelParams) : IO (WorkerContext × WorkerState) := do
let clientHasWidgets := initParams.initializationOptions?.bind (·.hasWidgets?) |>.getD false
let (headerStx, headerTask) ← compileHeader meta o opts (hasWidgets := clientHasWidgets)
gameDir gameWorkerState.levelInfo.module
levelParams initParams
let cancelTk ← CancelToken.new
let ctx :=
{ hIn := i
@@ -483,7 +472,7 @@ section Initialization
clientHasWidgets
}
let cmdSnaps ← EIO.mapTask (t := headerTask) (match · with
| Except.ok (s, _) => unfoldSnaps meta #[s] cancelTk gameWorkerState ctx (startAfterMs := 0)
| Except.ok (s, _) => unfoldSnaps meta #[s] cancelTk levelParams ctx (startAfterMs := 0)
| Except.error e => throw (e : ElabTaskError))
let doc : EditableDocument := { meta, cmdSnaps := AsyncList.delayed cmdSnaps, cancelTk }
return (ctx,
@@ -520,7 +509,6 @@ section MessageHandling
match method with
| "textDocument/didChange" => handle DidChangeTextDocumentParams (handleDidChange)
| "$/cancelRequest" => handle CancelParams (handleCancelRequest ·)
| "$/setTrace" => pure ()
| "$/lean/rpc/release" => handle RpcReleaseParams (handleRpcRelease ·)
| "$/lean/rpc/keepAlive" => handle RpcKeepAliveParams (handleRpcKeepAlive ·)
| _ => throwServerError s!"Got unsupported notification method: {method}"
@@ -559,32 +547,26 @@ section MainLoop
let doc := st.doc
doc.cancelTk.set
return ()
| Message.request id "shutdown" none =>
ctx.hOut.writeLspResponse ⟨id, Json.null⟩
| Message.notification "$/game/setInventory" params =>
let p := (← parseParams Game.SetInventoryParams (toJson params))
let s ← get
set {s with levelParams := {s.levelParams with
inventory := p.inventory,
difficulty := p.difficulty}}
mainLoop
| Message.notification method (some params) =>
handleNotification method (toJson params)
mainLoop
| _ => throwServerError s!"Got invalid JSON-RPC message: {toJson msg}"
| _ => throwServerError "Got invalid JSON-RPC message"
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) : IO UInt32 := do
let i ← maybeTee "fwIn.txt" false i
let o ← maybeTee "fwOut.txt" true o
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 initParams ← i.readLspRequestAs "initialize" InitializeParams
let ⟨_, param⟩ ← i.readLspNotificationAs "textDocument/didOpen" DidOpenTextDocumentParams
let ⟨_, levelParams⟩ ← i.readLspNotificationAs "$/game/didOpenLevel" Game.DidOpenLevelParams
let doc := param.textDocument
/- NOTE(WN): `toFileMap` marks line beginnings as immediately following
@@ -596,24 +578,9 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : I
let e := e.withPrefix s!"[{param.textDocument.uri}] "
let _ ← IO.setStderr e
try
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 (ctx, st) ← initializeWorker meta i o e initParams.param opts levelParams
let _ ← StateRefT'.run (s := st) <| ReaderT.run (r := ctx) <|
StateT.run (s := gameWorkerState) <| (mainLoop)
StateT.run (s := {levelParams := levelParams}) <| (mainLoop)
return (0 : UInt32)
catch e =>
IO.eprintln e
@@ -623,13 +590,12 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : I
message := e.toString }] o
return (1 : UInt32)
def workerMain (opts : Options) (args : List String): IO UInt32 := do
def workerMain (opts : Options) : IO UInt32 := do
let i ← IO.getStdin
let o ← IO.getStdout
let e ← IO.getStderr
try
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
-- 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
o.flush
+113 -46
View File
@@ -25,56 +25,123 @@ open Lsp
open JsonRpc
open IO
/- Game-specific version of `InitializeParams` that allows for extra options: -/
structure InitializationOptions extends Lean.Lsp.InitializationOptions :=
difficulty : Nat
structure DidOpenLevelParams where
uri : String
gameDir : String
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
/-- The name of the theorem to be proven in this level. -/
statementName : Name
deriving ToJson, FromJson
structure InitializeParams where
processId? : Option Int := none
clientInfo? : Option ClientInfo := none
/- We don't support the deprecated rootPath
(rootPath? : Option String) -/
rootUri? : Option String := none
initializationOptions? : Option InitializationOptions := none
capabilities : ClientCapabilities
/-- If omitted, we default to off. -/
trace : Trace := Trace.off
workspaceFolders? : Option (Array WorkspaceFolder) := none
deriving ToJson
structure SetInventoryParams where
inventory : Array String
difficulty : Nat
deriving ToJson, FromJson
instance : FromJson InitializeParams where
fromJson? j := do
let processId? := j.getObjValAs? Int "processId"
let clientInfo? := j.getObjValAs? ClientInfo "clientInfo"
let rootUri? := j.getObjValAs? String "rootUri"
let initializationOptions? := j.getObjValAs? InitializationOptions "initializationOptions"
let capabilities ← j.getObjValAs? ClientCapabilities "capabilities"
let trace := (j.getObjValAs? Trace "trace").toOption.getD Trace.off
let workspaceFolders? := j.getObjValAs? (Array WorkspaceFolder) "workspaceFolders"
return ⟨
processId?.toOption,
clientInfo?.toOption,
rootUri?.toOption,
initializationOptions?.toOption,
capabilities,
trace,
workspaceFolders?.toOption⟩
def InitializeParams.toLeanInternal (p : InitializeParams) : Lean.Lsp.InitializeParams :=
{
processId? := p.processId?
clientInfo? := p.clientInfo?
rootUri? := p.rootUri?
initializationOptions? := p.initializationOptions?.map fun o => {
editDelay? := o.editDelay?
hasWidgets? := o.hasWidgets?
def handleDidOpenLevel (params : Json) : GameServerM Unit := do
let p ← parseParams _ params
let m := p.textDocument
-- Execute the regular handling of the `didOpen` event
handleDidOpen p
let fw ← findFileWorker! m.uri
-- let s ← get
let c ← read
let some lvl ← GameServer.getLevelByFileName? c.initParams ((System.Uri.fileUriToPath? m.uri).getD m.uri |>.toString)
| do
c.hLog.putStr s!"Level not found: {m.uri} {c.initParams.rootUri?}"
c.hLog.flush
-- Send an extra notification to the file worker to inform it about the level data
let s ← get
fw.stdin.writeLspNotification {
method := "$/game/didOpenLevel"
param := {
uri := m.uri
gameDir := s.gameDir
levelModule := lvl.module
tactics := lvl.tactics.tiles
lemmas := lvl.lemmas.tiles
definitions := lvl.definitions.tiles
inventory := s.inventory
difficulty := s.difficulty
statementName := lvl.statementName
: DidOpenLevelParams
}
}
capabilities := p.capabilities
trace := p.trace
workspaceFolders? := p.workspaceFolders?
}
partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
match ev with
| 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
| Message.request id "loadInventoryOverview" _ =>
let s ← get
let some game ← getGame? s.game
| return false
let mut overview : Array WorldOverview := #[]
for ⟨worldId, world⟩ in game.worlds.nodes.toList do
let mut tactics : Array InventoryTile := #[]
let mut theorems : Array InventoryTile := #[]
let mut definitions : Array InventoryTile := #[]
for ⟨_levelId, lvl⟩ in world.levels.toList do
tactics := tactics ++ lvl.tactics.tiles.filterMap (fun tile => match tile.new with
| true => some {tile with new := false, locked := true, disabled := false}
| false => none)
theorems := theorems ++ lvl.lemmas.tiles.filterMap (fun tile => match tile.new with
| true => some {tile with new := false, locked := true, disabled := false}
| false => none)
definitions := definitions ++ lvl.definitions.tiles.filterMap (fun tile => match tile.new with
| true => some {tile with new := false, locked := true, disabled := false}
| false => none)
overview := overview.push {
world := worldId,
tactics := tactics,
lemmas := theorems,
definitions := definitions }
let c ← read
c.hOut.writeLspResponse ⟨id, ToJson.toJson overview⟩
return true
-- -- All Levels have the same tiles, so we just load them from level 1 of an arbitrary world
-- -- and reset `new`, `disabled` and `unlocked`.
-- -- Note: as we allow worlds without any levels (for developing), we might need
-- -- to try until we find the first world with levels.
-- for ⟨worldId, _⟩ in game.worlds.nodes.toList do
-- let some lvl ← getLevel? {game := s.game, world := worldId, level := 1}
-- | do continue
-- let inventory : InventoryOverview := {
-- tactics := lvl.tactics.tiles.map
-- ({ · with locked := true, disabled := false, new := false }),
-- lemmas := lvl.lemmas.tiles.map
-- ({ · with locked := true, disabled := false, new := false }),
-- definitions := lvl.definitions.tiles.map
-- ({ · with locked := true, disabled := false, new := false }),
-- lemmaTab := none
-- }
-- let c ← read
-- c.hOut.writeLspResponse ⟨id, ToJson.toJson inventory⟩
-- return true
-- return false
| _ => return false
| _ => return false
end Game
-8
View File
@@ -18,14 +18,6 @@ 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⟩
def Graph.insertNode (g : Graph α β) (a : α) (b : β) :=
-190
View File
@@ -1,190 +0,0 @@
import Lean
/-! This document contains various things which cluttered `Commands.lean`. -/
open Lean Meta Elab Command
syntax hintArg := atomic(" (" (&"strict" <|> &"hidden") " := " withoutPosition(term) ")")
/-! ## Doc Comment Parsing -/
/-- Read a doc comment and get its content. Return `""` if no doc comment available. -/
def parseDocComment! (doc: Option (TSyntax `Lean.Parser.Command.docComment)) :
CommandElabM String := do
match doc with
| none =>
logWarning "Add a text to this command with `/-- yada yada -/ MyCommand`!"
pure ""
| some s => match s.raw[1] with
| .atom _ val => pure <| val.dropRight 2 |>.trim -- some (val.extract 0 (val.endPos - ⟨2⟩))
| _ => pure "" --panic "not implemented error message" --throwErrorAt s "unexpected doc string{indentD s.raw[1]}"
/-- Read a doc comment and get its content. Return `none` if no doc comment available. -/
def parseDocComment (doc: Option (TSyntax `Lean.Parser.Command.docComment)) :
CommandElabM <| Option String := do
match doc with
| none => pure none
| some _ => parseDocComment! doc
/-- TODO: This is only used to provide some backwards compatibility and you can
replace `parseDocCommentLegacy` with `parseDocComment` in the future. -/
def parseDocCommentLegacy (doc: Option (TSyntax `Lean.Parser.Command.docComment))
(t : Option (TSyntax `str)) : CommandElabM <| String := do
match doc with
| none =>
match t with
| none =>
pure <| ← parseDocComment! doc
| some t =>
logWarningAt t "You should use the new Syntax:
/-- yada yada -/
YourCommand
instead of
YourCommand \"yada yada\"
"
pure t.getString
| some _ =>
match t with
| none =>
pure <| ← parseDocComment! doc
| some t =>
logErrorAt t "You must not provide both, a docstring and a string following the command!
Only use
/-- yada yada -/
YourCommand
and remove the string following it!"
pure <| ← parseDocComment! doc
/-! ## Statement string -/
def getStatement (name : Name) : CommandElabM MessageData := do
return ← addMessageContextPartial (.ofPPFormat { pp := fun
| some ctx => ctx.runMetaM <| PrettyPrinter.ppSignature name
| none => return "that's a bug." })
-- Note: We use `String` because we can't send `MessageData` as json, but
-- `MessageData` might be better for interactive highlighting.
/-- Get a string of the form `my_lemma (n : ℕ) : n + n = 2 * n`.
Note: A statement like `theorem abc : ∀ x : Nat, x ≥ 0` would be turned into
`theorem abc (x : Nat) : x ≥ 0` by `PrettyPrinter.ppSignature`. -/
def getStatementString (name : Name) : CommandElabM String := do
try
return ← (← getStatement name).toString
catch
| _ => throwError m!"Could not find {name} in context."
-- TODO: I think it would be nicer to unresolve Namespaces as much as possible.
/-- A `attr := ...` option for `Statement`. Add attributes to the defined theorem. -/
syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")"
-- TODO
/-- Remove any spaces at the beginning of a new line -/
partial def removeIndentation (s : String) : String :=
let rec loop (i : String.Pos) (acc : String) (removeSpaces := false) : String :=
let c := s.get i
let i := s.next i
if s.atEnd i then
acc.push c
else if removeSpaces && c == ' ' then
loop i acc (removeSpaces := true)
else if c == '\n' then
loop i (acc.push c) (removeSpaces := true)
else
loop i (acc.push c)
loop ⟨0⟩ ""
/-! ## Loops in Graph-like construct
TODO: Why are we not using graphs here but our own construct `HashMap Name (HashSet Name)`?
-/
partial def removeTransitiveAux (id : Name) (arrows : HashMap Name (HashSet Name))
(newArrows : HashMap Name (HashSet Name)) (decendants : HashMap Name (HashSet Name)) :
HashMap Name (HashSet Name) × HashMap Name (HashSet Name) := Id.run do
match (newArrows.find? id, decendants.find? id) with
| (some _, some _) => return (newArrows, decendants)
| _ =>
let mut newArr := newArrows
let mut desc := decendants
desc := desc.insert id {} -- mark as worked in case of loops
newArr := newArr.insert id {} -- mark as worked in case of loops
let children := arrows.findD id {}
let mut trimmedChildren := children
let mut theseDescs := children
for child in children do
(newArr, desc) := removeTransitiveAux child arrows newArr desc
let childDescs := desc.findD child {}
theseDescs := theseDescs.insertMany childDescs
for d in childDescs do
trimmedChildren := trimmedChildren.erase d
desc := desc.insert id theseDescs
newArr := newArr.insert id trimmedChildren
return (newArr, desc)
def removeTransitive (arrows : HashMap Name (HashSet Name)) : CommandElabM (HashMap Name (HashSet Name)) := do
let mut newArr := {}
let mut desc := {}
for id in arrows.toArray.map Prod.fst do
(newArr, desc) := removeTransitiveAux id arrows newArr desc
if (desc.findD id {}).contains id then
logError <| m!"Loop at {id}. " ++
m!"This should not happen and probably means that `findLoops` has a bug."
-- DEBUG:
-- for ⟨x, hx⟩ in desc.toList do
-- m := m ++ m!"{x}: {hx.toList}\n"
-- logError m
return newArr
/-- The recursive part of `findLoops`. Finds loops that appear as successors of `node`.
For performance reason it returns a HashSet of visited
nodes as well. This is filled with all nodes ever looked at as they cannot be
part of a loop anymore. -/
partial def findLoopsAux (arrows : HashMap Name (HashSet Name)) (node : Name)
(path : Array Name := #[]) (visited : HashSet Name := {}) :
Array Name × HashSet Name := Id.run do
let mut visited := visited
match path.getIdx? node with
| some i =>
-- Found a loop: `node` is already the iᵗʰ element of the path
return (path.extract i path.size, visited.insert node)
| none =>
for successor in arrows.findD node {} do
-- If we already visited the successor, it cannot be part of a loop anymore
if visited.contains successor then
continue
-- Find any loop involving `successor`
let (loop, _) := findLoopsAux arrows successor (path.push node) visited
visited := visited.insert successor
-- No loop found in the dependants of `successor`
if loop.isEmpty then
continue
-- Found a loop, return it
return (loop, visited)
return (#[], visited.insert node)
/-- Find a loop in the graph and return it. Returns `[]` if there are no loops. -/
partial def findLoops (arrows : HashMap Name (HashSet Name)) : List Name := Id.run do
let mut visited : HashSet Name := {}
for node in arrows.toArray.map (·.1) do
-- Skip a node if it was already visited
if visited.contains node then
continue
-- `findLoopsAux` returns a loop or `[]` together with a set of nodes it visited on its
-- search starting from `node`
let (loop, moreVisited) := (findLoopsAux arrows node (visited := visited))
visited := moreVisited
if !loop.isEmpty then
return loop.toList
return []
-152
View File
@@ -1,152 +0,0 @@
import Lean
import GameServer.EnvExtensions
open Lean Elab Command
/-- Copied from `Mathlib.Tactic.HelpCmd`.
Gets the initial string token in a parser description. For example, for a declaration like
`syntax "bla" "baz" term : tactic`, it returns `some "bla"`. Returns `none` for syntax declarations
that don't start with a string constant. -/
partial def getHeadTk (e : Expr) : Option String :=
match (Expr.withApp e λ e a => (e.constName?.getD Name.anonymous, a)) with
| (``ParserDescr.node, #[_, _, p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "withPosition")), p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "atomic")), p]) => getHeadTk p
| (``ParserDescr.binary, #[.app _ (.lit (.strVal "andthen")), p, _]) => getHeadTk p
| (``ParserDescr.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``ParserDescr.symbol, #[.lit (.strVal tk)]) => some tk
| (``Parser.withAntiquot, #[_, p]) => getHeadTk p
| (``Parser.leadingNode, #[_, _, p]) => getHeadTk p
| (``HAndThen.hAndThen, #[_, _, _, _, p, _]) => getHeadTk p
| (``Parser.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``Parser.symbol, #[.lit (.strVal tk)]) => some tk
| _ => none
/-! ## Doc entries -/
/-- Modified from `#help` in `Mathlib.Tactic.HelpCmd` -/
def getTacticDocstring (env : Environment) (name: Name) : CommandElabM (Option String) := do
let name := name.toString (escape := false)
let mut decls : Lean.RBMap String (Array SyntaxNodeKind) compare := {}
let catName : Name := `tactic
let catStx : Ident := mkIdent catName -- TODO
let some cat := (Parser.parserExtension.getState env).categories.find? catName
| throwErrorAt catStx "{catStx} is not a syntax category"
liftTermElabM <| Term.addCategoryInfo catStx catName
for (k, _) in cat.kinds do
let mut used := false
if let some tk := do getHeadTk (← (← env.find? k).value?) then
let tk := tk.trim
if name ≠ tk then -- was `!name.isPrefixOf tk`
continue
used := true
decls := decls.insert tk ((decls.findD tk #[]).push k)
for (_name, ks) in decls do
for k in ks do
if let some doc ← findDocString? env k then
return doc
logWarning <| m!"Could not find a docstring for tactic {name}, consider adding one " ++
m!"using `TacticDoc {name} \"some doc\"`"
return none
/-- Retrieve the docstring associated to an inventory item. For Tactics, this
is not guaranteed to work. -/
def getDocstring (env : Environment) (name : Name) (type : InventoryType) :
CommandElabM (Option String) :=
match type with
-- for tactics it's a lookup following mathlib's `#help`. not guaranteed to be the correct one.
| .Tactic => getTacticDocstring env name
| .Lemma => findDocString? env name
-- TODO: for definitions not implemented yet, does it work?
| .Definition => findDocString? env name
/-- Checks if `inventoryTemplateExt` contains an entry with `(type, name)` and yields
a warning otherwise. If `template` is provided, it will add such an entry instead of yielding a
warning.
`ref` is the syntax piece. If `name` is not provided, it will use `ident.getId`.
I used this workaround, because I needed a new name (with correct namespace etc)
to be used, and I don't know how to create a new ident with same position but different name.
-/
def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.getId)
(template : Option String := none) : CommandElabM Unit := do
-- note: `name` is an `Ident` (instead of `Name`) for the log messages.
let env ← getEnv
let n := name
-- Find a key with matching `(type, name)`.
match (inventoryTemplateExt.getState env).findIdx?
(fun x => x.name == n && x.type == type) with
-- Nothing to do if the entry exists
| some _ => pure ()
| none =>
match template with
-- Warn about missing documentation
| none =>
let docstring ← match (← getDocstring env name type) with
| some ds =>
logInfoAt ref (m!"Missing {type} Documentation. Using existing docstring. " ++
m!"Add {name}\nAdd `{type}Doc {name}` somewhere above this statement.")
pure s!"*(lean docstring)*\\\n{ds}"
| none =>
logWarningAt ref (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++
m!"somewhere above this statement.")
pure "(missing)"
-- We just add a dummy entry
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := docstring})
-- Add the default documentation
| some s =>
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := s })
logInfoAt ref (m!"Missing {type} Documentation: {name}, used default (e.g. provided " ++
m!"docstring) instead. If you want to write a different description, add " ++
m!"`{type}Doc {name}` somewhere above this statement.")
partial def collectUsedInventory (stx : Syntax) (acc : UsedInventory := {}) : CommandElabM UsedInventory := do
match stx with
| .missing => return acc
| .node _info kind args =>
if kind == `GameServer.Tactic.Hint || kind == `GameServer.Tactic.Branch then return acc
return ← args.foldlM (fun acc arg => collectUsedInventory arg acc) acc
| .atom _info val =>
-- ignore syntax elements that do not start with a letter
-- and ignore some standard keywords
let allowed := ["with", "fun", "at", "only", "by"]
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
return {acc with tactics := acc.tactics.insert val}
else
return acc
| .ident _info _rawVal val _preresolved =>
let ns ←
try resolveGlobalConst (mkIdent val)
catch | _ => pure [] -- catch "unknown constant" error
return ← ns.foldlM (fun acc n => do
if let some (.thmInfo ..) := (← getEnv).find? n then
return {acc with lemmas := acc.lemmas.insertMany ns}
else
return {acc with definitions := acc.definitions.insertMany ns}
) acc
-- #check expandOptDocComment?
def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo
| .Tactic => level.tactics
| .Definition => level.definitions
| .Lemma => level.lemmas
def GameLevel.setComputedInventory (level : GameLevel) :
InventoryType → Array InventoryTile → GameLevel
| .Tactic, v => {level with tactics := {level.tactics with tiles := v}}
| .Definition, v => {level with definitions := {level.definitions with tiles := v}}
| .Lemma, v => {level with lemmas := {level.lemmas with tiles := v}}
-17
View File
@@ -1,17 +0,0 @@
import Lean
/-! This document contains custom options available in the game. -/
/-- Let `MakeGame` print the reasons why the worlds depend on each other. -/
register_option lean4game.showDependencyReasons : Bool := {
defValue := false
descr := "show reasons for calculated world dependencies."
}
/-- Let `MakeGame` print the reasons why the worlds depend on each other.
Note: currently unused in favour of setting `set_option trace.debug true`. -/
register_option lean4game.verbose : Bool := {
defValue := false
descr := "display more info messages to help developing the game."
}
+2 -2
View File
@@ -46,8 +46,8 @@ partial def matchExpr (pattern : Expr) (e : Expr) (bij : FVarBijection := {}) :
| .bvar i1, .bvar i2 => if i1 == i2 then bij else none
| .fvar i1, .fvar i2 => bij.insert? i1 i2
| .mvar _, .mvar _ => bij
| .sort _u1, .sort _u2 => bij -- TODO?
| .const n1 _ls1, .const n2 _ls2 =>
| .sort u1, .sort u2 => bij -- TODO?
| .const n1 ls1, .const n2 ls2 =>
if n1 == n2 then bij else none -- && (← (ls1.zip ls2).allM fun (l1, l2) => Meta.isLevelDefEq l1 l2)
| .app f1 a1, .app f2 a2 =>
some bij
-78
View File
@@ -1,78 +0,0 @@
import GameServer.EnvExtensions
open Lean Meta Elab Command
/-! ## Copy images -/
open IO.FS System FilePath in
/-- Copies the folder `images/` to `.lake/gamedata/images/` -/
def copyImages : IO Unit := do
let target : FilePath := ".lake" / "gamedata"
if ← FilePath.pathExists "images" then
for file in ← walkDir "images" do
let outFile := target.join file
-- create the directories
if ← file.isDir then
createDirAll outFile
else
if let some parent := outFile.parent then
createDirAll parent
-- copy file
let content ← readBinFile file
writeBinFile outFile content
namespace GameData
def gameDataPath : System.FilePath := ".lake" / "gamedata"
def gameFileName := s!"game.json"
def docFileName := fun (inventoryType : InventoryType) (name : Name) => s!"doc__{inventoryType}__{name}.json"
def levelFileName := fun (worldId : Name) (levelId : Nat) => s!"level__{worldId}__{levelId}.json"
def inventoryFileName := s!"inventory.json"
end GameData
open GameData in
-- TODO: register all of this as ToJson instance?
def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name))
(inventory : InventoryOverview): CommandElabM Unit := do
let game ← getCurGame
let env ← getEnv
let path := (← IO.currentDir) / gameDataPath
if ← path.isDir then
IO.FS.removeDirAll path
IO.FS.createDirAll path
-- copy the images folder
copyImages
for (worldId, world) in game.worlds.nodes.toArray do
for (levelId, level) in world.levels.toArray do
IO.FS.writeFile (path / levelFileName worldId levelId) (toString (toJson (level.toInfo env)))
IO.FS.writeFile (path / gameFileName) (toString (getGameJson game))
for inventoryType in [InventoryType.Lemma, .Tactic, .Definition] do
for name in allItemsByType.findD inventoryType {} do
let some item ← getInventoryItem? name inventoryType
| throwError "Expected item to exist: {name}"
IO.FS.writeFile (path / docFileName inventoryType name) (toString (toJson item))
IO.FS.writeFile (path / inventoryFileName) (toString (toJson inventory))
open GameData
def loadData (f : System.FilePath) (α : Type) [FromJson α] : IO α := do
let str ← IO.FS.readFile f
let json ← match Json.parse str with
| .ok v => pure v
| .error e => throw (IO.userError e)
let data ← match fromJson? json with
| .ok v => pure v
| .error e => throw (IO.userError e)
return data
def loadGameData (gameDir : System.FilePath) : IO Game :=
loadData (gameDir / gameDataPath / gameFileName) Game
def loadLevelData (gameDir : System.FilePath) (worldId : Name) (levelId : Nat) : IO LevelInfo :=
loadData (gameDir / gameDataPath / levelFileName worldId levelId) LevelInfo
+158
View File
@@ -0,0 +1,158 @@
/- 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
+8 -3
View File
@@ -1,4 +1,5 @@
import GameServer.FileWorker
import GameServer.Watchdog
import GameServer.Commands
-- TODO: The only reason we import `Commands` is so that it gets built to on `lake build`
@@ -9,9 +10,13 @@ unsafe def main : List String → IO UInt32 := fun args => do
Lean.enableInitializersExecution
-- TODO: remove this argument
if args[0]? == some "--server" then
MyServer.FileWorker.workerMain {} args
MyServer.Watchdog.watchdogMain args
else if args[0]? == some "--worker" then
MyServer.FileWorker.workerMain {}
else
e.putStrLn s!"Expected `--server`"
e.putStrLn s!"Expected `--server` or `--worker`"
return 1
-- TODO: Potentially it could be useful to pass in the `gameName` via the websocket connection
+1 -1
View File
@@ -12,7 +12,7 @@ lean_lib GameServer
@[default_target]
lean_exe gameserver {
root := `GameServer
root := `Main
supportInterpreter := true
}