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@@ -1,6 +1,6 @@
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# Lean 4 Game
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# Lean 4 Game
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This is the source code for a Lean 4 game platform hosted at [adam.math.hhu.de](https://adam.math.hhu.de).
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This is the source code for a Lean game platform hosted at [adam.math.hhu.de](https://adam.math.hhu.de).
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## Creating a Game
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## Creating a Game
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@@ -28,7 +28,9 @@ should be up-to-date:
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### Backend
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### Backend
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not written yet
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not fully written yet.
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* [Server](doc/DOCUMENTATION.md): describes the server part (i.e. the content of `server/` und `relay/`).
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## Contributing
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## Contributing
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@@ -40,7 +42,8 @@ Providing the use access to a Lean instance running on the server is a severe se
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## Credits
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## Credits
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The project is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
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The project has pimarily been developed by Alexander Bentkamp and Jon Eugster.
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It is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
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(NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
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(NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
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by Kevin Buzzard and Mohammad Pedramfar.
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by Kevin Buzzard and Mohammad Pedramfar, and on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
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The project is based on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
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@@ -11,7 +11,6 @@ import './css/app.css';
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import { MobileContext } from './components/infoview/context';
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import { MobileContext } from './components/infoview/context';
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import { useMobile } from './hooks';
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import { useMobile } from './hooks';
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import { AUTO_SWITCH_THRESHOLD, getWindowDimensions} from './state/preferences';
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import { AUTO_SWITCH_THRESHOLD, getWindowDimensions} from './state/preferences';
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import { connection } from './connection';
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export const GameIdContext = React.createContext<string>(undefined);
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export const GameIdContext = React.createContext<string>(undefined);
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@@ -37,10 +36,6 @@ function App() {
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}
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}
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}, [lockMobile])
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}, [lockMobile])
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React.useEffect(() => {
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connection.startLeanClient(gameId);
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}, [gameId])
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return (
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return (
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<div className="app">
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<div className="app">
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<GameIdContext.Provider value={gameId}>
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<GameIdContext.Provider value={gameId}>
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@@ -18,7 +18,6 @@ import { EditorConnection, EditorEvents } from '../../../node_modules/lean4-info
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import { EventEmitter } from '../../../node_modules/lean4-infoview/src/infoview/event'
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import { EventEmitter } from '../../../node_modules/lean4-infoview/src/infoview/event'
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import { GameIdContext } from '../app'
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import { GameIdContext } from '../app'
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import { ConnectionContext, connection, useLeanClient } from '../connection'
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import { useAppDispatch, useAppSelector } from '../hooks'
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import { useAppDispatch, useAppSelector } from '../hooks'
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import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
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import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
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import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
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import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
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@@ -44,6 +43,15 @@ import 'lean4web/client/src/editor/infoview.css'
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import 'lean4web/client/src/editor/vscode.css'
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import 'lean4web/client/src/editor/vscode.css'
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import '../css/level.css'
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import '../css/level.css'
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import { LevelAppBar } from './app_bar'
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import { LevelAppBar } from './app_bar'
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import { LeanClient } from 'lean4web/client/src/editor/leanclient'
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import { DisposingWebSocketMessageReader } from 'lean4web/client/src/reader'
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import { WebSocketMessageWriter, toSocket } from 'vscode-ws-jsonrpc'
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import { IConnectionProvider } from 'monaco-languageclient'
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import { monacoSetup } from 'lean4web/client/src/monacoSetup'
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import { onigasmH } from 'onigasm/lib/onigasmH'
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monacoSetup()
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function Level() {
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function Level() {
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const params = useParams()
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const params = useParams()
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@@ -211,10 +219,8 @@ function PlayableLevel({impressum, setImpressum}) {
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const dispatch = useAppDispatch()
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const dispatch = useAppDispatch()
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const difficulty = useSelector(selectDifficulty(gameId))
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const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
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const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
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const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
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const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
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const inventory: Array<String> = useSelector(selectInventory(gameId))
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const typewriterMode = useSelector(selectTypewriterMode(gameId))
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const typewriterMode = useSelector(selectTypewriterMode(gameId))
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const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
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const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
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@@ -293,12 +299,6 @@ function PlayableLevel({impressum, setImpressum}) {
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// a hint at the beginning of the proof...
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// a hint at the beginning of the proof...
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const [selectedStep, setSelectedStep] = useState<number>()
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const [selectedStep, setSelectedStep] = useState<number>()
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// if the user inventory changes, notify the server
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useEffect(() => {
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let leanClient = connection.getLeanClient(gameId)
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leanClient.sendNotification('$/game/setInventory', {inventory: inventory, difficulty: difficulty})
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}, [inventory])
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useEffect (() => {
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useEffect (() => {
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// Lock editor mode
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// Lock editor mode
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if (level?.data?.template) {
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if (level?.data?.template) {
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@@ -372,7 +372,7 @@ function PlayableLevel({impressum, setImpressum}) {
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// Effect when command line mode gets enabled
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// Effect when command line mode gets enabled
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useEffect(() => {
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useEffect(() => {
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if (editor && typewriterMode) {
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if (onigasmH && editor && typewriterMode) {
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let code = editor.getModel().getLinesContent().filter(line => line.trim())
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let code = editor.getModel().getLinesContent().filter(line => line.trim())
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editor.executeEdits("typewriter", [{
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editor.executeEdits("typewriter", [{
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range: editor.getModel().getFullModelRange(),
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range: editor.getModel().getFullModelRange(),
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@@ -395,7 +395,7 @@ function PlayableLevel({impressum, setImpressum}) {
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// editor.setSelection(monaco.Selection.fromPositions(endPos, endPos))
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// editor.setSelection(monaco.Selection.fromPositions(endPos, endPos))
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// }
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// }
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}
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}
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}, [editor, typewriterMode])
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}, [editor, typewriterMode, onigasmH == null])
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return <>
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return <>
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<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
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<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
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@@ -531,21 +531,32 @@ function Introduction({impressum, setImpressum}) {
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function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) {
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function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) {
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const connection = React.useContext(ConnectionContext)
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const gameId = React.useContext(GameIdContext)
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const gameId = React.useContext(GameIdContext)
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const {worldId, levelId} = useContext(WorldLevelIdContext)
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const {worldId, levelId} = useContext(WorldLevelIdContext)
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const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null)
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const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null)
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const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null)
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const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null)
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const [infoviewApi, setInfoviewApi] = useState<null|InfoviewApi>(null)
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const [editorConnection, setEditorConnection] = useState<null|EditorConnection>(null)
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const [editorConnection, setEditorConnection] = useState<null|EditorConnection>(null)
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// Create Editor
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const uriStr = `file:///${worldId}/${levelId}`
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const uri = monaco.Uri.parse(uriStr)
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const inventory: Array<String> = useSelector(selectInventory(gameId))
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const difficulty: number = useSelector(selectDifficulty(gameId))
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useEffect(() => {
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useEffect(() => {
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const model = monaco.editor.createModel(initialCode ?? '', 'lean4', uri)
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if (onDidChangeContent) {
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model.onDidChangeContent(() => onDidChangeContent(model.getValue()))
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||||||
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}
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||||||
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||||||
const editor = monaco.editor.create(codeviewRef.current!, {
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const editor = monaco.editor.create(codeviewRef.current!, {
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model,
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glyphMargin: true,
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glyphMargin: true,
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||||||
quickSuggestions: false,
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quickSuggestions: false,
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||||||
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lineDecorationsWidth: 5,
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||||||
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folding: false,
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||||||
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lineNumbers: 'on',
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||||||
lightbulb: {
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lightbulb: {
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||||||
enabled: true
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enabled: true
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||||||
},
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},
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||||||
@@ -557,11 +568,61 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
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|||||||
enabled: false
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enabled: false
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||||||
},
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},
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||||||
lineNumbersMinChars: 3,
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lineNumbersMinChars: 3,
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||||||
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tabSize: 2,
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||||||
'semanticHighlighting.enabled': true,
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'semanticHighlighting.enabled': true,
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||||||
theme: 'vs-code-theme-converted'
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theme: 'vs-code-theme-converted'
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||||||
})
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})
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||||||
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if (onDidChangeSelection) {
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||||||
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editor.onDidChangeCursorSelection(() => onDidChangeSelection(editor.getSelections()))
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||||||
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}
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||||||
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if (initialSelections) {
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||||||
|
console.debug("Initial Selection: ", initialSelections)
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||||||
|
// BUG: Somehow I get an `invalid arguments` bug here
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||||||
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// editor.setSelections(initialSelections)
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||||||
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}
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||||||
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setEditor(editor)
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const abbrevRewriter = new AbbreviationRewriter(new AbbreviationProvider(), model, editor)
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const infoProvider = new InfoProvider(connection.getLeanClient(gameId))
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const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/' + gameId
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||||||
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const connectionProvider : IConnectionProvider = {
|
||||||
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get: async () => {
|
||||||
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return await new Promise((resolve, reject) => {
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console.log(`connecting ${socketUrl}`)
|
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const websocket = new WebSocket(socketUrl)
|
||||||
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websocket.addEventListener('error', (ev) => {
|
||||||
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reject(ev)
|
||||||
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})
|
||||||
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websocket.addEventListener('message', (msg) => {
|
||||||
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// console.log(msg.data)
|
||||||
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})
|
||||||
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websocket.addEventListener('open', () => {
|
||||||
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const socket = toSocket(websocket)
|
||||||
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const reader = new DisposingWebSocketMessageReader(socket)
|
||||||
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const writer = new WebSocketMessageWriter(socket)
|
||||||
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resolve({
|
||||||
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reader,
|
||||||
|
writer
|
||||||
|
})
|
||||||
|
})
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
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|
||||||
|
// Following `vscode-lean4/webview/index.ts`
|
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const client = new LeanClient(connectionProvider, showRestartMessage, {inventory, difficulty})
|
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const infoProvider = new InfoProvider(client)
|
||||||
|
// const div: HTMLElement = infoviewRef.current!
|
||||||
|
const imports = {
|
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'@leanprover/infoview': `${window.location.origin}/index.production.min.js`,
|
||||||
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'react': `${window.location.origin}/react.production.min.js`,
|
||||||
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'react/jsx-runtime': `${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`
|
||||||
|
}
|
||||||
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// loadRenderInfoview(imports, [infoProvider.getApi(), div], setInfoviewApi)
|
||||||
|
setInfoProvider(infoProvider)
|
||||||
|
client.restart()
|
||||||
|
|
||||||
const editorApi = infoProvider.getApi()
|
const editorApi = infoProvider.getApi()
|
||||||
|
|
||||||
@@ -606,54 +667,27 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
|
|||||||
|
|
||||||
setEditor(editor)
|
setEditor(editor)
|
||||||
setInfoProvider(infoProvider)
|
setInfoProvider(infoProvider)
|
||||||
setInfoviewApi(infoviewApi)
|
|
||||||
|
|
||||||
return () => { infoProvider.dispose(); editor.dispose() }
|
infoProvider.openPreview(editor, infoviewApi)
|
||||||
}, [])
|
const taskgutter = new LeanTaskGutter(infoProvider.client, editor)
|
||||||
|
|
||||||
const {leanClient, leanClientStarted} = useLeanClient(gameId)
|
// TODO:
|
||||||
const uriStr = `file:///${worldId}/${levelId}`
|
// setRestart(() => restart)
|
||||||
const uri = monaco.Uri.parse(uriStr)
|
|
||||||
|
|
||||||
// Create model when level changes
|
return () => {
|
||||||
useEffect(() => {
|
editor.dispose();
|
||||||
if (editor && leanClientStarted) {
|
model.dispose();
|
||||||
|
abbrevRewriter.dispose();
|
||||||
let model = monaco.editor.getModel(uri)
|
taskgutter.dispose();
|
||||||
if (!model) {
|
infoProvider.dispose();
|
||||||
model = monaco.editor.createModel(initialCode, 'lean4', uri)
|
client.dispose();
|
||||||
}
|
|
||||||
model.onDidChangeContent(() => onDidChangeContent(model.getValue()))
|
|
||||||
editor.onDidChangeCursorSelection(() => onDidChangeSelection(editor.getSelections()))
|
|
||||||
editor.setModel(model)
|
|
||||||
if (initialSelections) {
|
|
||||||
console.debug("Initial Selection: ", initialSelections)
|
|
||||||
// BUG: Somehow I get an `invalid arguments` bug here
|
|
||||||
// editor.setSelections(initialSelections)
|
|
||||||
}
|
|
||||||
|
|
||||||
return () => {
|
|
||||||
editorConnection.api.sendClientNotification(uriStr, "textDocument/didClose", {textDocument: {uri: uriStr}})
|
|
||||||
model.dispose();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}, [editor, levelId, connection, leanClientStarted])
|
}, [gameId, worldId, levelId])
|
||||||
|
|
||||||
|
const showRestartMessage = () => {
|
||||||
useEffect(() => {
|
// setRestartMessage(true)
|
||||||
if (editor && leanClientStarted) {
|
console.log("TODO: SHOW RESTART MESSAGE")
|
||||||
|
}
|
||||||
let model = monaco.editor.getModel(uri)
|
|
||||||
infoviewApi.serverRestarted(leanClient.initializeResult)
|
|
||||||
|
|
||||||
infoProvider.openPreview(editor, infoviewApi)
|
|
||||||
|
|
||||||
const taskGutter = new LeanTaskGutter(infoProvider.client, editor)
|
|
||||||
const abbrevRewriter = new AbbreviationRewriter(new AbbreviationProvider(), model, editor)
|
|
||||||
|
|
||||||
return () => { abbrevRewriter.dispose(); taskGutter.dispose(); }
|
|
||||||
}
|
|
||||||
}, [editor, connection, leanClientStarted])
|
|
||||||
|
|
||||||
return {editor, infoProvider, editorConnection}
|
return {editor, infoProvider, editorConnection}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,68 +0,0 @@
|
|||||||
/**
|
|
||||||
* @fileOverview todo
|
|
||||||
*/
|
|
||||||
|
|
||||||
import * as React from 'react';
|
|
||||||
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
|
|
||||||
import { LeanClient } from 'lean4web/client/src/editor/leanclient';
|
|
||||||
|
|
||||||
export class Connection {
|
|
||||||
private game: string = undefined // We only keep a connection to a single game at a time
|
|
||||||
private leanClient: LeanClient = null
|
|
||||||
|
|
||||||
getLeanClient(game): LeanClient {
|
|
||||||
if (this.game !== game) {
|
|
||||||
if (this.leanClient) {
|
|
||||||
this.leanClient.stop() // Stop previous Lean client
|
|
||||||
}
|
|
||||||
this.game = game
|
|
||||||
// Start a new Lean client for the new `gameId`.
|
|
||||||
const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/' + game
|
|
||||||
const uri = monaco.Uri.parse('file:///')
|
|
||||||
this.leanClient = new LeanClient(socketUrl, undefined, uri, () => {})
|
|
||||||
}
|
|
||||||
|
|
||||||
return this.leanClient
|
|
||||||
}
|
|
||||||
|
|
||||||
/** If not already started, starts the Lean client. resolves the returned promise as soon as a
|
|
||||||
* Lean client is running.
|
|
||||||
*/
|
|
||||||
startLeanClient = (game) => {
|
|
||||||
return new Promise<LeanClient>((resolve) => {
|
|
||||||
const leanClient = this.getLeanClient(game)
|
|
||||||
if (leanClient.isRunning()) {
|
|
||||||
resolve(leanClient)
|
|
||||||
} else {
|
|
||||||
if (!leanClient.isStarted()) {
|
|
||||||
leanClient.start()
|
|
||||||
}
|
|
||||||
leanClient.restarted(() => {
|
|
||||||
// This keep alive message is not recognized by the server,
|
|
||||||
// but it makes sure that the websocket connection does not
|
|
||||||
// time out after 60 seconds.
|
|
||||||
setInterval(() => {leanClient.sendNotification('$/keepAlive', {}) }, 5000)
|
|
||||||
resolve(leanClient)
|
|
||||||
})
|
|
||||||
}
|
|
||||||
})
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export const connection = new Connection()
|
|
||||||
|
|
||||||
export const ConnectionContext = React.createContext(null);
|
|
||||||
|
|
||||||
export const useLeanClient = (gameId) => {
|
|
||||||
const leanClient = connection.getLeanClient(gameId)
|
|
||||||
const [leanClientStarted, setLeanClientStarted] = React.useState(leanClient.isStarted())
|
|
||||||
|
|
||||||
React.useEffect(() => {
|
|
||||||
const t1 = leanClient.restarted(() => { console.log("START"); setLeanClientStarted(true) })
|
|
||||||
const t2 = leanClient.stopped(() => { console.log("STOP"); setLeanClientStarted(false) })
|
|
||||||
|
|
||||||
return () => {t1.dispose(); t2.dispose()}
|
|
||||||
}, [leanClient, setLeanClientStarted])
|
|
||||||
|
|
||||||
return {leanClientStarted, leanClient}
|
|
||||||
}
|
|
||||||
@@ -1,7 +1,6 @@
|
|||||||
import * as React from 'react'
|
import * as React from 'react'
|
||||||
import { createRoot } from 'react-dom/client'
|
import { createRoot } from 'react-dom/client'
|
||||||
import App from './app'
|
import App from './app'
|
||||||
import { ConnectionContext, connection } from './connection'
|
|
||||||
import { store } from './state/store'
|
import { store } from './state/store'
|
||||||
import { Provider } from 'react-redux'
|
import { Provider } from 'react-redux'
|
||||||
import type { RouteObject } from "react-router"
|
import type { RouteObject } from "react-router"
|
||||||
@@ -10,11 +9,8 @@ import ErrorPage from './components/error_page'
|
|||||||
import Welcome from './components/welcome'
|
import Welcome from './components/welcome'
|
||||||
import LandingPage from './components/landing_page'
|
import LandingPage from './components/landing_page'
|
||||||
import Level from './components/level'
|
import Level from './components/level'
|
||||||
import { monacoSetup } from 'lean4web/client/src/monacoSetup'
|
|
||||||
|
|
||||||
|
|
||||||
monacoSetup()
|
|
||||||
|
|
||||||
|
|
||||||
// If `VITE_LEAN4GAME_SINGLE` is set to true, then `/` should be redirected to
|
// If `VITE_LEAN4GAME_SINGLE` is set to true, then `/` should be redirected to
|
||||||
// `/g/local/game`. This is used for the devcontainer setup
|
// `/g/local/game`. This is used for the devcontainer setup
|
||||||
@@ -61,9 +57,7 @@ const root = createRoot(container!);
|
|||||||
root.render(
|
root.render(
|
||||||
<React.StrictMode>
|
<React.StrictMode>
|
||||||
<Provider store={store}>
|
<Provider store={store}>
|
||||||
<ConnectionContext.Provider value={connection}>
|
<RouterProvider router={router} />
|
||||||
<RouterProvider router={router} />
|
|
||||||
</ConnectionContext.Provider>
|
|
||||||
</Provider>
|
</Provider>
|
||||||
</React.StrictMode>
|
</React.StrictMode>
|
||||||
);
|
);
|
||||||
|
|||||||
@@ -19,11 +19,7 @@ export const store = configureStore({
|
|||||||
},
|
},
|
||||||
// Make connection available in thunks:
|
// Make connection available in thunks:
|
||||||
middleware: getDefaultMiddleware =>
|
middleware: getDefaultMiddleware =>
|
||||||
getDefaultMiddleware({
|
getDefaultMiddleware().concat(apiSlice.middleware),
|
||||||
thunk: {
|
|
||||||
extraArgument: { connection }
|
|
||||||
}
|
|
||||||
}).concat(apiSlice.middleware),
|
|
||||||
});
|
});
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
+53
-321
@@ -1,335 +1,67 @@
|
|||||||
**NOTE! This document is deprecated! The current documentation is [How To Create A Game](create_game.md)**
|
# Server
|
||||||
|
|
||||||
# Creating a game.
|
The server is made out of two parts, named "relay" and "server".
|
||||||
|
|
||||||
Ideally one takes the [GameSkeleton template](https://github.com/hhu-adam/GameSkeleton) to create a new game.
|
The former, "relay", is the server which
|
||||||
|
sets up a socket connection to the client, starts the lean servers to work on files and
|
||||||
|
relays messages between the lean server and the client. `index.mjs` is the file that needs to
|
||||||
|
be run, which is done for example using `pm2` or by calling `npm run start_server` or
|
||||||
|
`npm run production`, see more later.
|
||||||
|
|
||||||
## Game Structure
|
The latter, "server", is the lean server which has two jobs. For one it produces the "gameserver"
|
||||||
|
executable which is the lean server that handles the files the player plays on. The second job
|
||||||
|
is to provide the lean commands which are used when creating a game. These are located in
|
||||||
|
`Commands.lean`.
|
||||||
|
|
||||||
A game consist of worlds which have multiple levels each. In the following we describe how to create a level file and how to combine these into a game.
|
|
||||||
|
|
||||||
### Level
|
## Integration into Games
|
||||||
|
|
||||||
A level file is a lean file that imports at least `import GameServer.Commands` and starts with the following Lean commands.
|
Games need the "server" as a lake-dependency, which is done in the game's lakefile.
|
||||||
|
|
||||||
|
A game imports `GameServer.Commands` which provides to all the API required to
|
||||||
|
create a game.
|
||||||
|
|
||||||
|
In particular the lean command `MakeGame` compiles the entire game. Static information is
|
||||||
|
stored as JSON files in `.lake/gamedata` for faster loading, while other data is only
|
||||||
|
saved to lean env-extensions which the lean server has access to after loading the lean file.
|
||||||
|
|
||||||
|
For games to be run successfully, it is important that the "gameserver" executable inside
|
||||||
|
the game's `.lake` folder is actually built.
|
||||||
|
Currently this happens through a lake-post-update-hook when calling `lake update -R` (in the game's folder), but if this fails, you can always build it manually by calling `lake build gameserver`.
|
||||||
|
(both commands are to be executed in the game's directory!)
|
||||||
|
|
||||||
|
## Modifying the server
|
||||||
|
|
||||||
|
### Starting the server
|
||||||
|
|
||||||
|
When using the [manual installation](running_locally.md#manual-installation) you can run the server
|
||||||
|
using
|
||||||
|
|
||||||
```lean
|
|
||||||
Game "NNG"
|
|
||||||
World "Addition"
|
|
||||||
Level 1
|
|
||||||
Title "The rfl tactic"
|
|
||||||
```
|
```
|
||||||
|
|
||||||
Note that the levels inside a world must have consecutive numbering starting with `1`. The `Game`
|
|
||||||
and `World` strings can be anything, see below.
|
|
||||||
|
|
||||||
#### Statement
|
|
||||||
|
|
||||||
The core of a level is the `Statement`, which is the exercise that should be proven.
|
|
||||||
|
|
||||||
```lean
|
|
||||||
/-- For all natural numbers $n$, we have $0 + n = n$. -/
|
|
||||||
@[simp]
|
|
||||||
Statement MyNat.zero_add
|
|
||||||
(n : ℕ) : 0 + n = n := by
|
|
||||||
Hint "You can start a proof by `induction n`."
|
|
||||||
induction n with n hn
|
|
||||||
· Hint "This is the base case."
|
|
||||||
rw [add_zero]
|
|
||||||
rfl
|
|
||||||
· Hint "This is the induction hypothesis"
|
|
||||||
rw [add_succ]
|
|
||||||
Branch
|
|
||||||
simp
|
|
||||||
Hint "A branch is an alternative tactic sequence. Does not need to finish the proof."
|
|
||||||
rw [hn]
|
|
||||||
rfl
|
|
||||||
```
|
|
||||||
|
|
||||||
##### Proof
|
|
||||||
|
|
||||||
The proof must always be a tactic proof, i.e. `:= by` is a mandatory part of the syntax.
|
|
||||||
|
|
||||||
There are a few extra tactics that help you structuring the proof:
|
|
||||||
|
|
||||||
- `Hint`: You can use `Hint "text"` to display text if the goal state in-game matches
|
|
||||||
the one where `Hint` is placed. For more options about hints, see below.
|
|
||||||
- `Branch`: In the proof you can add a `Branch` that runs an alternative tactic sequence, which
|
|
||||||
helps setting `Hints` in different places. The `Branch` does not affect the main
|
|
||||||
proof and does not need to finish any goals.
|
|
||||||
- `Template`/`Hole`: Used to provide a sample proof template. Anything inside `Template`
|
|
||||||
will be copied into the editor with all `Hole`s replaced with `sorry`. Note that
|
|
||||||
having a `Template` will force the user to use Editor-mode for this level.
|
|
||||||
|
|
||||||
##### Statement Name (optional)
|
|
||||||
|
|
||||||
If you specify a name (`MyNat.zero_add`), this lemma will be available in future levels.
|
|
||||||
(Note that a future level must also import this level,
|
|
||||||
so that Lean knows about the added statement).
|
|
||||||
|
|
||||||
The name must be *fully qualified*. (TODO: is that still true? Did we implement namespaces?)
|
|
||||||
|
|
||||||
##### Doc Comment (optional)
|
|
||||||
|
|
||||||
There are three places where the documentation comment appears:
|
|
||||||
|
|
||||||
1. as doc comment when hovering over the theorem
|
|
||||||
2. as exercise description at the top of the level: ``Theorem `zero_add`: yada yada.``
|
|
||||||
3. in the inventory. This can be overwritten by using
|
|
||||||
`LemmaDoc MyNat.zero_add "different yada yada"` as one might want to add a more detailed
|
|
||||||
description there including examples etc.
|
|
||||||
|
|
||||||
Both latter points support Markdown (including katex).
|
|
||||||
|
|
||||||
##### Attributes (optional)
|
|
||||||
|
|
||||||
the `@[ attributes ]` prefix should work just like you know it from the `theorem` keyword.
|
|
||||||
|
|
||||||
#### Introduction/Conclusion
|
|
||||||
|
|
||||||
Optionally, you can add an `Introduction "some text"` and `Conclusion "some text"` to your level.
|
|
||||||
The introduction will be shown at the beginning, the conclusion is displayed once the level
|
|
||||||
is solved.
|
|
||||||
|
|
||||||
#### Theorems/Tactics/Definitions
|
|
||||||
|
|
||||||
Only enabled theorems/tactics/definitions (called "items" here) are available in a level.
|
|
||||||
|
|
||||||
To add a new item in a level, you can add
|
|
||||||
|
|
||||||
```lean
|
|
||||||
NewTactic rfl simp
|
|
||||||
NewLemma MyNat.add_zero MyNat.add_succ
|
|
||||||
NewDefinition Nat Pow Mul
|
|
||||||
```
|
|
||||||
|
|
||||||
Once added, items will be available in all future levels/worlds,
|
|
||||||
unless you disable them for a particular level with
|
|
||||||
|
|
||||||
```lean
|
|
||||||
DisabledTactic tauto
|
|
||||||
DisabledLemma MyNat.add_zero
|
|
||||||
```
|
|
||||||
|
|
||||||
or specify explicitly which items should be available with
|
|
||||||
|
|
||||||
```lean
|
|
||||||
OnlyTactic rw rfl apply
|
|
||||||
OnlyLemma MyNat.add_zero
|
|
||||||
```
|
|
||||||
|
|
||||||
Lastly, all items need documentation entries (which are imported in the level),
|
|
||||||
see more about that below. There is also explains the `LemmaTab` keyword.
|
|
||||||
|
|
||||||
### World
|
|
||||||
|
|
||||||
Multiple levels are combined into a world and the worlds are then added to the game. It is recommended that all levels of a world are inside one folder (e.g. `NNG/Levels/Addition/`) and
|
|
||||||
then there is one world file (`NNG/Levels/Addition.lean`) which contains the following
|
|
||||||
|
|
||||||
```lean
|
|
||||||
import NNG.Levels.Addition.Level_1
|
|
||||||
import NNG.Levels.Addition.Level_2
|
|
||||||
|
|
||||||
Game "NNG"
|
|
||||||
World "Addition"
|
|
||||||
Title "Addition World"
|
|
||||||
|
|
||||||
Introduction "some text"
|
|
||||||
```
|
|
||||||
|
|
||||||
The `Title` is the world's display title. The `Introduction` is displayed before loading level 1.
|
|
||||||
Note that all levels of a world should be imported by the world file.
|
|
||||||
|
|
||||||
BUG: A level **must not** be imported in a different world's level. Instead, you have to import an entire world there: `import NNG.Levels.Addition`
|
|
||||||
|
|
||||||
### Game
|
|
||||||
|
|
||||||
The Game itself (i.e. the main file of you lake project, `NNG.lean`) should import all worlds and have the following layout, concluding with `MakeGame`:
|
|
||||||
|
|
||||||
```lean
|
|
||||||
import NNG.Levels.Addition
|
|
||||||
import NNG.Levels.Multiplication
|
|
||||||
import NNG.Levels.Power
|
|
||||||
|
|
||||||
Game "NNG"
|
|
||||||
Title "Natural Number Game"
|
|
||||||
Introduction "some text"
|
|
||||||
|
|
||||||
MakeGame
|
|
||||||
```
|
|
||||||
|
|
||||||
The game will automatically compute the order of the worlds depending on the sample proofs of the Levels (ignoring anything inside a `Branch`). You can add additional dependencies manually by adding `Dependency PowerWorld → ImpossibleWorld` before `MakeGame`.
|
|
||||||
The order of worlds influences which tactics and lemmas will be unlocked in a given level.
|
|
||||||
|
|
||||||
`MakeGame` will display warnings about things in the game that need to be fixed, like missing
|
|
||||||
documentation or if a tactic is never introduced.
|
|
||||||
|
|
||||||
### Documentation
|
|
||||||
|
|
||||||
Each tactic, theorem, or definition (all called items here) that is introduced in the game
|
|
||||||
needs a documentation entry. These are statements of the following form:
|
|
||||||
|
|
||||||
```lean
|
|
||||||
LemmaDoc MyNat.add_squared as "add_squared" in "Pow"
|
|
||||||
"(missing)"
|
|
||||||
|
|
||||||
TacticDoc constructor
|
|
||||||
"(missing)"
|
|
||||||
|
|
||||||
DefinitionDoc One as "1"
|
|
||||||
"(missing)"
|
|
||||||
```
|
|
||||||
|
|
||||||
Notes:
|
|
||||||
|
|
||||||
* The lemma name must be **fully qualified**. The string display name can be arbitrary.
|
|
||||||
* Tactics must have their proper name. use `TacticDoc «have» ""` if it does not work
|
|
||||||
without french quotes.
|
|
||||||
* Definition names can be arbitrary. E.g. I used `DefinitionDoc Symbol.Fun as "fun x ↦ x" "(missing)"` once.
|
|
||||||
|
|
||||||
Moreover, the lemmas are in sorted in tabs (the `in "Pow`) part. In each level file, you
|
|
||||||
can define which tab is open when the level is loaded by adding `LemmaTab "Pow"`.
|
|
||||||
|
|
||||||
There will be features added to get automatic information from mathlib!
|
|
||||||
|
|
||||||
## Escaping
|
|
||||||
(TODO: Move)
|
|
||||||
|
|
||||||
|
|
||||||
Inside the doc comment you don't need to escape the backslashes:
|
|
||||||
|
|
||||||
```lean
|
|
||||||
/-- $\operatorname{succ}(n)$. notation for naturals is `\N`. -/
|
|
||||||
Statement ...
|
|
||||||
```
|
|
||||||
|
|
||||||
However, inside interpolated strings (e.g. in `Hint`, `Introduction` and `Conclusion`)
|
|
||||||
you do need to escape backslashes
|
|
||||||
with `\\` and `{` with `\{`:
|
|
||||||
|
|
||||||
```lean
|
|
||||||
Hint "This code has some $\\operatorname\{succ}(n)$ math. The value of `h` is {h}.
|
|
||||||
Notation for naturals is `\\N`."
|
|
||||||
```
|
|
||||||
|
|
||||||
## Game design
|
|
||||||
Here are some things you should consider designing a new game:
|
|
||||||
|
|
||||||
* A world with more than 16 levels will be displayed with the levels spiraling outwards,
|
|
||||||
it might be desirable to stay below that bound. Above 22 levels the spiral start getting out
|
|
||||||
of control.
|
|
||||||
|
|
||||||
# Running Games Locally
|
|
||||||
|
|
||||||
The installation instructions are not yet tested on Mac/Windows. Comments very welcome!
|
|
||||||
|
|
||||||
## VSCode Dev Containers
|
|
||||||
|
|
||||||
1. **Install Docker and Dev Containers** *(once)*:<br/>
|
|
||||||
See [official instructions](https://code.visualstudio.com/docs/devcontainers/containers#_getting-started).
|
|
||||||
Explicitly this means:
|
|
||||||
* Install docker engine if you have not yet: [Instructions](https://docs.docker.com/engine/install/).
|
|
||||||
I followed the "Server" instructions for linux.
|
|
||||||
* Note that on Linux you need to add your user to the `docker` group
|
|
||||||
([see instructions](https://docs.docker.com/engine/install/linux-postinstall/)) and probably reboot.
|
|
||||||
* Open the games folder in VSCode: `cd NNG4 && code .` or "Open Folder" within VSCode
|
|
||||||
* a message appears prompting you to install the "Dev Containers" extension (by Microsoft).
|
|
||||||
|
|
||||||
2. **Open Project in Dev Container** *(everytime)*:<br/>
|
|
||||||
Once you have the Dev Containers Extension installed, (re)open the project folder of your game in VSCode.
|
|
||||||
A message appears asking you to "Reopen in Container".
|
|
||||||
|
|
||||||
* The first start will take a while, ca. 2-10 minutes. After the first
|
|
||||||
start this should be very quickly.
|
|
||||||
* Once built, it should open a tab "Simple Browser" inside VSCode displaying
|
|
||||||
the game. (Alternatively, open http://localhost:3000 in your browser).
|
|
||||||
|
|
||||||
3. **Editing Files** *(everytime)*:<br/>
|
|
||||||
After editing some files in VSCode, open VSCode's terminal (View > Terminal) and run `lake build`.
|
|
||||||
Now you can reload your browser to see the changes.
|
|
||||||
|
|
||||||
### Errors
|
|
||||||
|
|
||||||
* If you don't get the pop-up, you might have disabled them and you can reenable it by
|
|
||||||
running the `remote-containers.showReopenInContainerNotificationReset` command in vscode.
|
|
||||||
* If the starting the container fails, in particular with a message `Error: network xyz not found`,
|
|
||||||
you might have deleted stuff from docker via your shell. Try deleting the container and image
|
|
||||||
explicitly in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
|
|
||||||
container. (this will again take some time)
|
|
||||||
|
|
||||||
|
|
||||||
## Without Dev Containers
|
|
||||||
Install `nvm`:
|
|
||||||
```bash
|
|
||||||
curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.39.2/install.sh | bash
|
|
||||||
```
|
|
||||||
then reopen bash and test with `command -v nvm` if it is available (Should print "nvm").
|
|
||||||
|
|
||||||
Now install node:
|
|
||||||
```bash
|
|
||||||
nvm install node
|
|
||||||
```
|
|
||||||
|
|
||||||
Clone the game (e.g. `NNG4` here):
|
|
||||||
```bash
|
|
||||||
git clone https://github.com/hhu-adam/NNG4.git
|
|
||||||
# or: git clone git@github.com:hhu-adam/NNG4.git
|
|
||||||
```
|
|
||||||
|
|
||||||
Download dependencies and build the game:
|
|
||||||
```bash
|
|
||||||
cd NNG4
|
|
||||||
lake update
|
|
||||||
lake exe cache get # if your game depends on mathlib
|
|
||||||
lake build
|
|
||||||
```
|
|
||||||
|
|
||||||
Clone the game repository into a directory next to the game:
|
|
||||||
```bash
|
|
||||||
cd ..
|
|
||||||
git clone https://github.com/leanprover-community/lean4game.git
|
|
||||||
# or: git clone git@github.com:leanprover-community/lean4game.git
|
|
||||||
```
|
|
||||||
The folders `NNG4` and `lean4game` must be in the same directory!
|
|
||||||
|
|
||||||
In `lean4game`, install dependencies:
|
|
||||||
```bash
|
|
||||||
cd lean4game
|
|
||||||
npm install
|
|
||||||
```
|
|
||||||
|
|
||||||
TODO: This is outdated!
|
|
||||||
If you are developing a game other than `Robo` or `NNG4`, adapt the
|
|
||||||
code at the beginning of `lean4game/relay/index.mjs`:
|
|
||||||
```typescript
|
|
||||||
const games = {
|
|
||||||
"g/hhu-adam/robo": {
|
|
||||||
dir: "../../../../Robo",
|
|
||||||
queueLength: 5
|
|
||||||
},
|
|
||||||
"g/hhu-adam/nng4": {
|
|
||||||
dir: "../../../../NNG4",
|
|
||||||
queueLength: 5
|
|
||||||
}
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
Run the game:
|
|
||||||
```bash
|
|
||||||
npm start
|
npm start
|
||||||
```
|
```
|
||||||
|
|
||||||
This takes a little time. Eventually, the server is available on http://localhost:3000/
|
This way any changes to files in `client/` or `relay/` will cause the server to restart automatically.
|
||||||
and the game is available on http://localhost:3000/#/g/hhu-adam/NNG4.
|
|
||||||
|
|
||||||
### Modifying the GameServer
|
Alternative, you can run `npm run build` followed by the commands
|
||||||
|
|
||||||
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with this
|
|
||||||
setup by setting `export NODE_ENV=development` inside your local game before building it:
|
|
||||||
|
|
||||||
```bash
|
|
||||||
cd NNG4
|
|
||||||
export NODE_ENV=development
|
|
||||||
lake update
|
|
||||||
lake build
|
|
||||||
```
|
```
|
||||||
This causes lake to search locally for the `GameServer` lake package instead of using the version from github.
|
npm run start_client
|
||||||
|
npm run production
|
||||||
|
```
|
||||||
|
|
||||||
|
(in two separate terminals) to test the production modus of the server. This way it will only
|
||||||
|
change once you build and restart the server.
|
||||||
|
|
||||||
|
### Modifying the lean server
|
||||||
|
|
||||||
|
To test a modified lean server (i.e. content of `server/`), you can use the local dev setup and call
|
||||||
|
`lake update -R -Klean4game.local` in your game followed by `lake build`.
|
||||||
|
This will cause lake to look for the
|
||||||
|
local lean server as a dependency instead of the version it downloaded from git.
|
||||||
|
|
||||||
|
You can play a local game at https://localhost:3000/#/g/local/{FolderName} where you replace `{FolderName}` with the game folder name.
|
||||||
|
|
||||||
|
After modifications in `server/`, you will need to call `lake build gameserver` (called in `server/` or in your game's folder) to rebuild
|
||||||
|
the gameserver executable and
|
||||||
|
`lake build` (called in the game's folder) to rebuild the game.
|
||||||
|
|||||||
+6
-1
@@ -129,6 +129,9 @@ NewLemma Nat.zero_mul
|
|||||||
NewDefinition Pow
|
NewDefinition Pow
|
||||||
```
|
```
|
||||||
|
|
||||||
|
**Important:** All commands in this section 6a) expect the `Name` they take as input
|
||||||
|
to be **fully qualified**. For example `NewLemma Nat.zero_mul` and not `NewLemma zero_mul`.
|
||||||
|
|
||||||
#### Doc entries
|
#### Doc entries
|
||||||
|
|
||||||
You'll see a warning about a missing Lemma documentation. You can fix it by adding doc-entries like the following somewhere above it.
|
You'll see a warning about a missing Lemma documentation. You can fix it by adding doc-entries like the following somewhere above it.
|
||||||
@@ -182,6 +185,8 @@ The statement is the exercise of the level. the basics work the same as they wou
|
|||||||
|
|
||||||
You can give your exercise a name: `Statement my_first_exercise (n : Nat) ...`. If you do so, it will be added to the inventory and be available in future levels.
|
You can give your exercise a name: `Statement my_first_exercise (n : Nat) ...`. If you do so, it will be added to the inventory and be available in future levels.
|
||||||
|
|
||||||
|
You can but a `Statement` inside namespaces like you would with `theorem`.
|
||||||
|
|
||||||
#### Doc String / Exercise statement
|
#### Doc String / Exercise statement
|
||||||
|
|
||||||
Add a docstring that contains the exercise statement in natural language. If you do this, it will appear at the top of the exercise. It supports Latex.
|
Add a docstring that contains the exercise statement in natural language. If you do this, it will appear at the top of the exercise. It supports Latex.
|
||||||
@@ -230,7 +235,7 @@ Read [More about Hints](doc/hints.md) for how they work and what the options are
|
|||||||
### 6. e) Extra: Images
|
### 6. e) Extra: Images
|
||||||
You can add images on any layer of the game (i.e. game/world/level). These will be displayed in your game.
|
You can add images on any layer of the game (i.e. game/world/level). These will be displayed in your game.
|
||||||
|
|
||||||
The images need to be placed in `images/` and you need to add a command like `Image "images/path/to/myWorldImage.png"`
|
The images need to be placed in `images/` and you need to add a command like `Image "images/path/to/myWorldImage.png"`
|
||||||
in one of the files you created in 2), 3), or 4) (i.e. game/world/level).
|
in one of the files you created in 2), 3), or 4) (i.e. game/world/level).
|
||||||
|
|
||||||
NOTE: At present, only the images for a world are displayed. They appear in the introduction of the world.
|
NOTE: At present, only the images for a world are displayed. They appear in the introduction of the world.
|
||||||
|
|||||||
@@ -10,6 +10,8 @@ Statement .... := by
|
|||||||
...
|
...
|
||||||
```
|
```
|
||||||
|
|
||||||
|
Note that hints are only **context-aware but not history-aware**. In particular they only look at the assumptions and the current goal. Player's might encounter hints in a different order - or not at all - if they decide to go for a unique proof idea. The `Branch` tactic helps placing hints outside the sample solution's proof.
|
||||||
|
|
||||||
## 1. When do hints show?
|
## 1. When do hints show?
|
||||||
|
|
||||||
A hint will be displayed if the player's goal matches the one where the hint was placed in the
|
A hint will be displayed if the player's goal matches the one where the hint was placed in the
|
||||||
|
|||||||
+3
-3
@@ -9,8 +9,8 @@ Before you continue, make sure there [exists a `v4.X.0`-tag in this repo](https:
|
|||||||
|
|
||||||
Then, depending on the setup you use, do one of the following:
|
Then, depending on the setup you use, do one of the following:
|
||||||
|
|
||||||
* Dev Container: Rebuild the VSCode Devcontainer.
|
* **Dev Container**: Rebuild the VSCode Devcontainer (without Cache!).
|
||||||
* Local Setup: in your game's folder run the following:
|
* **Local Setup**: in your game's folder run the following:
|
||||||
```
|
```
|
||||||
lake update -R
|
lake update -R
|
||||||
lake build
|
lake build
|
||||||
@@ -24,7 +24,7 @@ Then, depending on the setup you use, do one of the following:
|
|||||||
npm install
|
npm install
|
||||||
```
|
```
|
||||||
where `{VERSION_TAG}` is the tag from above of the form `v4.X.0`
|
where `{VERSION_TAG}` is the tag from above of the form `v4.X.0`
|
||||||
* Gitpod/Codespaces: Create a fresh one
|
* **Gitpod/Codespaces**: Create a fresh one
|
||||||
|
|
||||||
This will update your game (and the mathlib version you might be using) to the new lean version.
|
This will update your game (and the mathlib version you might be using) to the new lean version.
|
||||||
|
|
||||||
|
|||||||
Generated
+7
-6
@@ -31,7 +31,7 @@
|
|||||||
"debounce": "^1.2.1",
|
"debounce": "^1.2.1",
|
||||||
"express": "^4.18.2",
|
"express": "^4.18.2",
|
||||||
"lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c",
|
"lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c",
|
||||||
"lean4web": "github:hhu-adam/lean4web",
|
"lean4web": "github:hhu-adam/lean4web#b91645a7b88814675ba9f99817436d0a2ce3a0ec",
|
||||||
"octokit": "^2.0.14",
|
"octokit": "^2.0.14",
|
||||||
"path-browserify": "^1.0.1",
|
"path-browserify": "^1.0.1",
|
||||||
"react": "^18.2.0",
|
"react": "^18.2.0",
|
||||||
@@ -2539,9 +2539,9 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/@leanprover/infoview": {
|
"node_modules/@leanprover/infoview": {
|
||||||
"version": "0.4.3",
|
"version": "0.4.4",
|
||||||
"resolved": "https://registry.npmjs.org/@leanprover/infoview/-/infoview-0.4.3.tgz",
|
"resolved": "https://registry.npmjs.org/@leanprover/infoview/-/infoview-0.4.4.tgz",
|
||||||
"integrity": "sha512-SufdOr2myHAbZNUmobfQdAhsEC5H9ddi3KS0z1v/8riWSMm+yJk3u4LxVuzCmmSmV2QxFqtFzn5z+HQqj1Vo7g==",
|
"integrity": "sha512-OxHffFaHcEudLyBEWpicOl7TfXuTYxW5Sz1RkHdUINWJpQsQn60YDF5fNRKmSb0d/fm7p+LVeBvM273jvfR5wQ==",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"@leanprover/infoview-api": "~0.2.1",
|
"@leanprover/infoview-api": "~0.2.1",
|
||||||
"@vscode/codicons": "^0.0.32",
|
"@vscode/codicons": "^0.0.32",
|
||||||
@@ -10081,7 +10081,8 @@
|
|||||||
},
|
},
|
||||||
"node_modules/lean4web": {
|
"node_modules/lean4web": {
|
||||||
"version": "0.1.0",
|
"version": "0.1.0",
|
||||||
"resolved": "git+ssh://git@github.com/hhu-adam/lean4web.git#6fc9c11179934cce7ca1f78140c57b6931186b42",
|
"resolved": "git+ssh://git@github.com/hhu-adam/lean4web.git#b91645a7b88814675ba9f99817436d0a2ce3a0ec",
|
||||||
|
"integrity": "sha512-s9qYeXuMNBGDPKC5IuFTjV/j8tQCRkZr+poYKEWljrM95rsz4JHIvjdEt891fE9JhPDLSN+iXNRXwIOCT6FlMg==",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"@emotion/react": "^11.11.1",
|
"@emotion/react": "^11.11.1",
|
||||||
"@emotion/styled": "^11.11.0",
|
"@emotion/styled": "^11.11.0",
|
||||||
@@ -10090,7 +10091,7 @@
|
|||||||
"@fortawesome/fontawesome-svg-core": "^6.2.0",
|
"@fortawesome/fontawesome-svg-core": "^6.2.0",
|
||||||
"@fortawesome/free-solid-svg-icons": "^6.2.0",
|
"@fortawesome/free-solid-svg-icons": "^6.2.0",
|
||||||
"@fortawesome/react-fontawesome": "^0.2.0",
|
"@fortawesome/react-fontawesome": "^0.2.0",
|
||||||
"@leanprover/infoview": "^0.4.3",
|
"@leanprover/infoview": "^0.4.4",
|
||||||
"@mui/material": "^5.13.7",
|
"@mui/material": "^5.13.7",
|
||||||
"@vitejs/plugin-react-swc": "^3.4.0",
|
"@vitejs/plugin-react-swc": "^3.4.0",
|
||||||
"express": "^4.18.2",
|
"express": "^4.18.2",
|
||||||
|
|||||||
+1
-1
@@ -28,7 +28,7 @@
|
|||||||
"debounce": "^1.2.1",
|
"debounce": "^1.2.1",
|
||||||
"express": "^4.18.2",
|
"express": "^4.18.2",
|
||||||
"lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c",
|
"lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c",
|
||||||
"lean4web": "github:hhu-adam/lean4web",
|
"lean4web": "github:hhu-adam/lean4web#b91645a7b88814675ba9f99817436d0a2ce3a0ec",
|
||||||
"octokit": "^2.0.14",
|
"octokit": "^2.0.14",
|
||||||
"path-browserify": "^1.0.1",
|
"path-browserify": "^1.0.1",
|
||||||
"react": "^18.2.0",
|
"react": "^18.2.0",
|
||||||
|
|||||||
@@ -1,5 +1,4 @@
|
|||||||
import GameServer.FileWorker
|
import GameServer.FileWorker
|
||||||
import GameServer.Watchdog
|
|
||||||
import GameServer.Commands
|
import GameServer.Commands
|
||||||
|
|
||||||
-- TODO: The only reason we import `Commands` is so that it gets built to on `lake build`
|
-- TODO: The only reason we import `Commands` is so that it gets built to on `lake build`
|
||||||
@@ -10,13 +9,9 @@ unsafe def main : List String → IO UInt32 := fun args => do
|
|||||||
|
|
||||||
Lean.enableInitializersExecution
|
Lean.enableInitializersExecution
|
||||||
|
|
||||||
|
-- TODO: remove this argument
|
||||||
if args[0]? == some "--server" then
|
if args[0]? == some "--server" then
|
||||||
MyServer.Watchdog.watchdogMain args
|
MyServer.FileWorker.workerMain {} args
|
||||||
else if args[0]? == some "--worker" then
|
|
||||||
MyServer.FileWorker.workerMain {}
|
|
||||||
else
|
else
|
||||||
e.putStrLn s!"Expected `--server` or `--worker`"
|
e.putStrLn s!"Expected `--server`"
|
||||||
return 1
|
return 1
|
||||||
|
|
||||||
|
|
||||||
-- TODO: Potentially it could be useful to pass in the `gameName` via the websocket connection
|
|
||||||
|
|||||||
@@ -293,6 +293,7 @@ structure LevelInfo where
|
|||||||
descrText : Option String := none
|
descrText : Option String := none
|
||||||
descrFormat : String := ""
|
descrFormat : String := ""
|
||||||
lemmaTab : Option String
|
lemmaTab : Option String
|
||||||
|
module : Name
|
||||||
displayName : Option String
|
displayName : Option String
|
||||||
statementName : Option String
|
statementName : Option String
|
||||||
template : Option String
|
template : Option String
|
||||||
@@ -317,6 +318,7 @@ def GameLevel.toInfo (lvl : GameLevel) (env : Environment) : LevelInfo :=
|
|||||||
| some tile => tile.category
|
| some tile => tile.category
|
||||||
| none => none
|
| none => none
|
||||||
statementName := lvl.statementName.toString
|
statementName := lvl.statementName.toString
|
||||||
|
module := lvl.module
|
||||||
displayName := match lvl.statementName with
|
displayName := match lvl.statementName with
|
||||||
| .anonymous => none
|
| .anonymous => none
|
||||||
| name => match (inventoryExt.getState env).find?
|
| name => match (inventoryExt.getState env).find?
|
||||||
@@ -381,7 +383,7 @@ structure GameTile where
|
|||||||
|
|
||||||
TODO: What's the format? -/
|
TODO: What's the format? -/
|
||||||
image: String := default
|
image: String := default
|
||||||
deriving Inhabited, ToJson
|
deriving Inhabited, ToJson, FromJson
|
||||||
|
|
||||||
structure Game where
|
structure Game where
|
||||||
/-- Internal name of the game. -/
|
/-- Internal name of the game. -/
|
||||||
@@ -401,7 +403,7 @@ structure Game where
|
|||||||
tile : GameTile := default
|
tile : GameTile := default
|
||||||
/-- The path to the background image of the world. -/
|
/-- The path to the background image of the world. -/
|
||||||
image : String := default
|
image : String := default
|
||||||
deriving Inhabited, ToJson
|
deriving Inhabited, ToJson, FromJson
|
||||||
|
|
||||||
def getGameJson (game : «Game») : Json := Id.run do
|
def getGameJson (game : «Game») : Json := Id.run do
|
||||||
let gameJson : Json := toJson game
|
let gameJson : Json := toJson game
|
||||||
|
|||||||
@@ -1,7 +1,8 @@
|
|||||||
/- This file is mostly copied from `Lean/Server/FileWorker.lean`. -/
|
/- This file is adapted from `Lean/Server/FileWorker.lean`. -/
|
||||||
import Lean.Server.FileWorker
|
import Lean.Server.FileWorker
|
||||||
import GameServer.Game
|
import GameServer.Game
|
||||||
import GameServer.ImportModules
|
import GameServer.ImportModules
|
||||||
|
import GameServer.SaveData
|
||||||
|
|
||||||
namespace MyModule
|
namespace MyModule
|
||||||
open Lean
|
open Lean
|
||||||
@@ -17,7 +18,7 @@ private def mkEOI (pos : String.Pos) : Syntax :=
|
|||||||
mkNode ``Command.eoi #[atom]
|
mkNode ``Command.eoi #[atom]
|
||||||
|
|
||||||
partial def parseTactic (inputCtx : InputContext) (pmctx : ParserModuleContext)
|
partial def parseTactic (inputCtx : InputContext) (pmctx : ParserModuleContext)
|
||||||
(mps : ModuleParserState) (messages : MessageLog) (couldBeEndSnap : Bool) :
|
(mps : ModuleParserState) (messages : MessageLog) :
|
||||||
Syntax × ModuleParserState × MessageLog × String.Pos := Id.run do
|
Syntax × ModuleParserState × MessageLog × String.Pos := Id.run do
|
||||||
let mut pos := mps.pos
|
let mut pos := mps.pos
|
||||||
let mut recovering := mps.recovering
|
let mut recovering := mps.recovering
|
||||||
@@ -56,6 +57,20 @@ open IO
|
|||||||
open Snapshots
|
open Snapshots
|
||||||
open JsonRpc
|
open JsonRpc
|
||||||
|
|
||||||
|
structure GameWorkerState :=
|
||||||
|
inventory : Array String
|
||||||
|
/--
|
||||||
|
Check for tactics/theorems that are not unlocked.
|
||||||
|
0: no check
|
||||||
|
1: give warnings
|
||||||
|
2: give errors
|
||||||
|
-/
|
||||||
|
difficulty : Nat
|
||||||
|
levelInfo : LevelInfo
|
||||||
|
deriving ToJson, FromJson
|
||||||
|
|
||||||
|
abbrev GameWorkerM := StateT GameWorkerState Server.FileWorker.WorkerM
|
||||||
|
|
||||||
section Elab
|
section Elab
|
||||||
|
|
||||||
def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : MessageData) :
|
def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : MessageData) :
|
||||||
@@ -73,29 +88,30 @@ def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : Me
|
|||||||
/-- Find all tactics in syntax object that are forbidden according to a
|
/-- Find all tactics in syntax object that are forbidden according to a
|
||||||
set `allowed` of allowed tactics. -/
|
set `allowed` of allowed tactics. -/
|
||||||
partial def findForbiddenTactics (inputCtx : Parser.InputContext)
|
partial def findForbiddenTactics (inputCtx : Parser.InputContext)
|
||||||
(levelParams : Game.DidOpenLevelParams) (stx : Syntax) :
|
(gameWorkerState : GameWorkerState) (stx : Syntax) :
|
||||||
Elab.Command.CommandElabM Unit := do
|
Elab.Command.CommandElabM Unit := do
|
||||||
|
let levelInfo := gameWorkerState.levelInfo
|
||||||
match stx with
|
match stx with
|
||||||
| .missing => return ()
|
| .missing => return ()
|
||||||
| .node _info _kind args =>
|
| .node _info _kind args =>
|
||||||
for arg in args do
|
for arg in args do
|
||||||
findForbiddenTactics inputCtx levelParams arg
|
findForbiddenTactics inputCtx gameWorkerState arg
|
||||||
| .atom info val =>
|
| .atom info val =>
|
||||||
-- ignore syntax elements that do not start with a letter
|
-- ignore syntax elements that do not start with a letter
|
||||||
-- and ignore "with" keyword
|
-- and ignore "with" keyword
|
||||||
let allowed := ["with", "fun", "at", "only", "by", "to"]
|
let allowed := ["with", "fun", "at", "only", "by", "to"]
|
||||||
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
|
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
|
||||||
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
|
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
|
||||||
match levelParams.tactics.find? (·.name.toString == val) with
|
match levelInfo.tactics.find? (·.name.toString == val) with
|
||||||
| none =>
|
| none =>
|
||||||
-- Note: This case means that the tactic will never be introduced in the game.
|
-- Note: This case means that the tactic will never be introduced in the game.
|
||||||
match levelParams.inventory.find? (· == val) with
|
match gameWorkerState.inventory.find? (· == val) with
|
||||||
| none =>
|
| none =>
|
||||||
addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!"
|
addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!"
|
||||||
| some _ => pure () -- tactic is in the inventory, allow it.
|
| some _ => pure () -- tactic is in the inventory, allow it.
|
||||||
| some tac =>
|
| some tac =>
|
||||||
if tac.locked then
|
if tac.locked then
|
||||||
match levelParams.inventory.find? (· == val) with
|
match gameWorkerState.inventory.find? (· == val) with
|
||||||
| none =>
|
| none =>
|
||||||
addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!"
|
addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!"
|
||||||
| some _ => pure () -- tactic is in the inventory, allow it.
|
| some _ => pure () -- tactic is in the inventory, allow it.
|
||||||
@@ -109,10 +125,10 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
|
|||||||
let some (.thmInfo ..) := (← getEnv).find? n
|
let some (.thmInfo ..) := (← getEnv).find? n
|
||||||
| return () -- not a theorem -> ignore
|
| return () -- not a theorem -> ignore
|
||||||
-- Forbid the theorem we are proving currently
|
-- Forbid the theorem we are proving currently
|
||||||
if n = levelParams.statementName then
|
if some n = levelInfo.statementName then
|
||||||
addErrorMessage info inputCtx s!"Structural recursion: you can't use '{n}' to proof itself!"
|
addErrorMessage info inputCtx s!"Structural recursion: you can't use '{n}' to proof itself!"
|
||||||
|
|
||||||
let lemmasAndDefs := levelParams.lemmas ++ levelParams.definitions
|
let lemmasAndDefs := levelInfo.lemmas ++ levelInfo.definitions
|
||||||
match lemmasAndDefs.find? (fun l => l.name == n) with
|
match lemmasAndDefs.find? (fun l => l.name == n) with
|
||||||
| none => addWarningMessage info s!"You have not unlocked the lemma/definition '{n}' yet!"
|
| none => addWarningMessage info s!"You have not unlocked the lemma/definition '{n}' yet!"
|
||||||
| some lem =>
|
| some lem =>
|
||||||
@@ -121,7 +137,7 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
|
|||||||
else if lem.disabled then
|
else if lem.disabled then
|
||||||
addWarningMessage info s!"The lemma/definition '{n}' is disabled in this level!"
|
addWarningMessage info s!"The lemma/definition '{n}' is disabled in this level!"
|
||||||
where addWarningMessage (info : SourceInfo) (s : MessageData) :=
|
where addWarningMessage (info : SourceInfo) (s : MessageData) :=
|
||||||
let difficulty := levelParams.difficulty
|
let difficulty := gameWorkerState.difficulty
|
||||||
if difficulty > 0 then
|
if difficulty > 0 then
|
||||||
modify fun st => { st with
|
modify fun st => { st with
|
||||||
messages := st.messages.add {
|
messages := st.messages.add {
|
||||||
@@ -137,7 +153,7 @@ where addWarningMessage (info : SourceInfo) (s : MessageData) :=
|
|||||||
|
|
||||||
open Elab Meta Expr in
|
open Elab Meta Expr in
|
||||||
def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets : Bool)
|
def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets : Bool)
|
||||||
(couldBeEndSnap : Bool) (levelParams : Game.DidOpenLevelParams)
|
(couldBeEndSnap : Bool) (gameWorkerState : GameWorkerState)
|
||||||
(initParams : Lsp.InitializeParams) : IO Snapshot := do
|
(initParams : Lsp.InitializeParams) : IO Snapshot := do
|
||||||
-- Recognize end snap
|
-- Recognize end snap
|
||||||
if inputCtx.input.atEnd snap.mpState.pos ∧ couldBeEndSnap then
|
if inputCtx.input.atEnd snap.mpState.pos ∧ couldBeEndSnap then
|
||||||
@@ -168,7 +184,7 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
|
|||||||
Elab.Command.catchExceptions
|
Elab.Command.catchExceptions
|
||||||
(getResetInfoTrees *> do
|
(getResetInfoTrees *> do
|
||||||
let some level ← GameServer.getLevelByFileName? initParams inputCtx.fileName
|
let some level ← GameServer.getLevelByFileName? initParams inputCtx.fileName
|
||||||
| throwError "Level not found: {inputCtx.fileName}"
|
| panic! s!"Level not found: {inputCtx.fileName} / {GameServer.levelIdFromFileName? initParams inputCtx.fileName}"
|
||||||
let scope := level.scope
|
let scope := level.scope
|
||||||
|
|
||||||
-- use open namespaces and options as in the level file
|
-- use open namespaces and options as in the level file
|
||||||
@@ -186,12 +202,12 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
|
|||||||
currNamespace := scope.currNamespace,
|
currNamespace := scope.currNamespace,
|
||||||
openDecls := scope.openDecls }
|
openDecls := scope.openDecls }
|
||||||
let (tacticStx, cmdParserState, msgLog, endOfWhitespace) :=
|
let (tacticStx, cmdParserState, msgLog, endOfWhitespace) :=
|
||||||
MyModule.parseTactic inputCtx pmctx snap.mpState snap.msgLog couldBeEndSnap
|
MyModule.parseTactic inputCtx pmctx snap.mpState snap.msgLog
|
||||||
modify (fun s => { s with messages := msgLog })
|
modify (fun s => { s with messages := msgLog })
|
||||||
parseResultRef.set (tacticStx, cmdParserState)
|
parseResultRef.set (tacticStx, cmdParserState)
|
||||||
|
|
||||||
-- Check for forbidden tactics
|
-- Check for forbidden tactics
|
||||||
findForbiddenTactics inputCtx levelParams tacticStx
|
findForbiddenTactics inputCtx gameWorkerState tacticStx
|
||||||
|
|
||||||
-- Insert invisible `skip` command to make sure we always display the initial goal
|
-- Insert invisible `skip` command to make sure we always display the initial goal
|
||||||
let skip := Syntax.node (.original default 0 default endOfWhitespace) ``Lean.Parser.Tactic.skip #[]
|
let skip := Syntax.node (.original default 0 default endOfWhitespace) ``Lean.Parser.Tactic.skip #[]
|
||||||
@@ -219,6 +235,7 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
|
|||||||
}
|
}
|
||||||
|
|
||||||
let (tacticStx, cmdParserState) ← parseResultRef.get
|
let (tacticStx, cmdParserState) ← parseResultRef.get
|
||||||
|
if tacticStx.isMissing then throwServerError "Tactic execution went wrong. No stx found."
|
||||||
|
|
||||||
let postCmdSnap : Snapshot := {
|
let postCmdSnap : Snapshot := {
|
||||||
beginPos := tacticStx.getPos?.getD 0
|
beginPos := tacticStx.getPos?.getD 0
|
||||||
@@ -270,7 +287,7 @@ where
|
|||||||
|
|
||||||
/-- Elaborates the next command after `parentSnap` and emits diagnostics into `hOut`. -/
|
/-- Elaborates the next command after `parentSnap` and emits diagnostics into `hOut`. -/
|
||||||
private def nextSnap (ctx : WorkerContext) (m : DocumentMeta) (cancelTk : CancelToken)
|
private def nextSnap (ctx : WorkerContext) (m : DocumentMeta) (cancelTk : CancelToken)
|
||||||
(levelParams : Game.DidOpenLevelParams) (initParams : Lsp.InitializeParams)
|
(gameWorkerState : GameWorkerState) (initParams : Lsp.InitializeParams)
|
||||||
: AsyncElabM (Option Snapshot) := do
|
: AsyncElabM (Option Snapshot) := do
|
||||||
cancelTk.check
|
cancelTk.check
|
||||||
let s ← get
|
let s ← get
|
||||||
@@ -288,7 +305,7 @@ where
|
|||||||
-- we can see the current goal even on an empty document
|
-- we can see the current goal even on an empty document
|
||||||
let couldBeEndSnap := s.snaps.size > 1
|
let couldBeEndSnap := s.snaps.size > 1
|
||||||
let snap ← compileProof m.mkInputContext lastSnap ctx.clientHasWidgets couldBeEndSnap
|
let snap ← compileProof m.mkInputContext lastSnap ctx.clientHasWidgets couldBeEndSnap
|
||||||
levelParams initParams
|
gameWorkerState initParams
|
||||||
set { s with snaps := s.snaps.push snap }
|
set { s with snaps := s.snaps.push snap }
|
||||||
-- TODO(MH): check for interrupt with increased precision
|
-- TODO(MH): check for interrupt with increased precision
|
||||||
cancelTk.check
|
cancelTk.check
|
||||||
@@ -310,7 +327,7 @@ where
|
|||||||
|
|
||||||
/-- Elaborates all commands after the last snap (at least the header snap is assumed to exist), emitting the diagnostics into `hOut`. -/
|
/-- Elaborates all commands after the last snap (at least the header snap is assumed to exist), emitting the diagnostics into `hOut`. -/
|
||||||
def unfoldSnaps (m : DocumentMeta) (snaps : Array Snapshot) (cancelTk : CancelToken)
|
def unfoldSnaps (m : DocumentMeta) (snaps : Array Snapshot) (cancelTk : CancelToken)
|
||||||
(startAfterMs : UInt32) (levelParams : Game.DidOpenLevelParams)
|
(startAfterMs : UInt32) (gameWorkerState : GameWorkerState)
|
||||||
: ReaderT WorkerContext IO (AsyncList ElabTaskError Snapshot) := do
|
: ReaderT WorkerContext IO (AsyncList ElabTaskError Snapshot) := do
|
||||||
let ctx ← read
|
let ctx ← read
|
||||||
let some headerSnap := snaps[0]? | panic! "empty snapshots"
|
let some headerSnap := snaps[0]? | panic! "empty snapshots"
|
||||||
@@ -326,21 +343,15 @@ where
|
|||||||
publishIleanInfoUpdate m ctx.hOut snaps
|
publishIleanInfoUpdate m ctx.hOut snaps
|
||||||
return AsyncList.ofList snaps.toList ++ AsyncList.delayed (← EIO.asTask (ε := ElabTaskError) (prio := .dedicated) do
|
return AsyncList.ofList snaps.toList ++ AsyncList.delayed (← EIO.asTask (ε := ElabTaskError) (prio := .dedicated) do
|
||||||
IO.sleep startAfterMs
|
IO.sleep startAfterMs
|
||||||
AsyncList.unfoldAsync (nextSnap ctx m cancelTk levelParams ctx.initParams) { snaps })
|
AsyncList.unfoldAsync (nextSnap ctx m cancelTk gameWorkerState ctx.initParams) { snaps })
|
||||||
|
|
||||||
end Elab
|
end Elab
|
||||||
|
|
||||||
structure GameWorkerState :=
|
|
||||||
(levelParams : Game.DidOpenLevelParams)
|
|
||||||
|
|
||||||
abbrev GameWorkerM := StateT GameWorkerState Server.FileWorker.WorkerM
|
|
||||||
|
|
||||||
section Updates
|
section Updates
|
||||||
|
|
||||||
/-- Given the new document, updates editable doc state. -/
|
/-- Given the new document, updates editable doc state. -/
|
||||||
def updateDocument (newMeta : DocumentMeta) : GameWorkerM Unit := do
|
def updateDocument (newMeta : DocumentMeta) : GameWorkerM Unit := do
|
||||||
let s ← get
|
let s ← get
|
||||||
let levelParams := s.levelParams
|
|
||||||
let ctx ← read
|
let ctx ← read
|
||||||
let oldDoc := (← StateT.lift get).doc
|
let oldDoc := (← StateT.lift get).doc
|
||||||
oldDoc.cancelTk.set
|
oldDoc.cancelTk.set
|
||||||
@@ -382,7 +393,7 @@ section Updates
|
|||||||
validSnaps := validSnaps.dropLast
|
validSnaps := validSnaps.dropLast
|
||||||
-- wait for a bit, giving the initial `cancelTk.check` in `nextCmdSnap` time to trigger
|
-- wait for a bit, giving the initial `cancelTk.check` in `nextCmdSnap` time to trigger
|
||||||
-- before kicking off any expensive elaboration (TODO: make expensive elaboration cancelable)
|
-- before kicking off any expensive elaboration (TODO: make expensive elaboration cancelable)
|
||||||
unfoldSnaps newMeta validSnaps.toArray cancelTk levelParams ctx
|
unfoldSnaps newMeta validSnaps.toArray cancelTk s ctx
|
||||||
(startAfterMs := ctx.initParams.editDelay.toUInt32)
|
(startAfterMs := ctx.initParams.editDelay.toUInt32)
|
||||||
StateT.lift <| modify fun st => { st with
|
StateT.lift <| modify fun st => { st with
|
||||||
doc := { meta := newMeta, cmdSnaps := AsyncList.delayed newSnaps, cancelTk }}
|
doc := { meta := newMeta, cmdSnaps := AsyncList.delayed newSnaps, cancelTk }}
|
||||||
@@ -397,24 +408,23 @@ section Initialization
|
|||||||
fileMap := default
|
fileMap := default
|
||||||
|
|
||||||
def compileHeader (m : DocumentMeta) (hOut : FS.Stream) (opts : Options) (hasWidgets : Bool)
|
def compileHeader (m : DocumentMeta) (hOut : FS.Stream) (opts : Options) (hasWidgets : Bool)
|
||||||
(levelParams : Game.DidOpenLevelParams) (initParams : InitializeParams) :
|
(gameDir : String) (module : Name):
|
||||||
IO (Syntax × Task (Except Error (Snapshot × SearchPath))) := do
|
IO (Syntax × Task (Except Error (Snapshot × SearchPath))) := do
|
||||||
-- Determine search paths of the game project by running `lake env printenv LEAN_PATH`.
|
-- Determine search paths of the game project by running `lake env printenv LEAN_PATH`.
|
||||||
let out ← IO.Process.output
|
let out ← IO.Process.output
|
||||||
{ cwd := levelParams.gameDir, cmd := "lake", args := #["env","printenv","LEAN_PATH"] }
|
{ cwd := gameDir, cmd := "lake", args := #["env","printenv","LEAN_PATH"] }
|
||||||
if out.exitCode != 0 then
|
if out.exitCode != 0 then
|
||||||
throwServerError s!"Error while running Lake: {out.stderr}"
|
throwServerError s!"Error while running Lake: {out.stderr}"
|
||||||
|
|
||||||
-- Make the paths relative to the current directory
|
-- Make the paths relative to the current directory
|
||||||
let paths : List System.FilePath := System.SearchPath.parse out.stdout.trim
|
let paths : List System.FilePath := System.SearchPath.parse out.stdout.trim
|
||||||
let currentDir ← IO.currentDir
|
let currentDir ← IO.currentDir
|
||||||
let paths := paths.map fun p => currentDir / (levelParams.gameDir : System.FilePath) / p
|
let paths := paths.map fun p => currentDir / (gameDir : System.FilePath) / p
|
||||||
|
|
||||||
-- Set the search path
|
-- Set the search path
|
||||||
Lean.searchPathRef.set paths
|
Lean.searchPathRef.set paths
|
||||||
|
|
||||||
let env ← importModules' #[{ module := `Init : Import }, { module := levelParams.levelModule : Import }]
|
let env ← importModules' #[{ module := `Init : Import }, { module := module : Import }]
|
||||||
-- return (env, paths)
|
|
||||||
|
|
||||||
-- use empty header
|
-- use empty header
|
||||||
let (headerStx, headerParserState, msgLog) ← Parser.parseHeader
|
let (headerStx, headerParserState, msgLog) ← Parser.parseHeader
|
||||||
@@ -458,10 +468,11 @@ section Initialization
|
|||||||
return (headerSnap, srcSearchPath)
|
return (headerSnap, srcSearchPath)
|
||||||
|
|
||||||
def initializeWorker (meta : DocumentMeta) (i o e : FS.Stream) (initParams : InitializeParams) (opts : Options)
|
def initializeWorker (meta : DocumentMeta) (i o e : FS.Stream) (initParams : InitializeParams) (opts : Options)
|
||||||
(levelParams : Game.DidOpenLevelParams) : IO (WorkerContext × WorkerState) := do
|
(gameDir : String) (gameWorkerState : GameWorkerState) : IO (WorkerContext × WorkerState) := do
|
||||||
let clientHasWidgets := initParams.initializationOptions?.bind (·.hasWidgets?) |>.getD false
|
let clientHasWidgets := initParams.initializationOptions?.bind (·.hasWidgets?) |>.getD false
|
||||||
|
|
||||||
let (headerStx, headerTask) ← compileHeader meta o opts (hasWidgets := clientHasWidgets)
|
let (headerStx, headerTask) ← compileHeader meta o opts (hasWidgets := clientHasWidgets)
|
||||||
levelParams initParams
|
gameDir gameWorkerState.levelInfo.module
|
||||||
let cancelTk ← CancelToken.new
|
let cancelTk ← CancelToken.new
|
||||||
let ctx :=
|
let ctx :=
|
||||||
{ hIn := i
|
{ hIn := i
|
||||||
@@ -472,12 +483,14 @@ section Initialization
|
|||||||
clientHasWidgets
|
clientHasWidgets
|
||||||
}
|
}
|
||||||
let cmdSnaps ← EIO.mapTask (t := headerTask) (match · with
|
let cmdSnaps ← EIO.mapTask (t := headerTask) (match · with
|
||||||
| Except.ok (s, _) => unfoldSnaps meta #[s] cancelTk levelParams ctx (startAfterMs := 0)
|
| Except.ok (s, _) => unfoldSnaps meta #[s] cancelTk gameWorkerState ctx (startAfterMs := 0)
|
||||||
| Except.error e => throw (e : ElabTaskError))
|
| Except.error e => throw (e : ElabTaskError))
|
||||||
let doc : EditableDocument := { meta, cmdSnaps := AsyncList.delayed cmdSnaps, cancelTk }
|
let doc : EditableDocument := { meta, cmdSnaps := AsyncList.delayed cmdSnaps, cancelTk }
|
||||||
return (ctx,
|
return (ctx,
|
||||||
{ doc := doc
|
{ doc := doc
|
||||||
initHeaderStx := headerStx
|
initHeaderStx := headerStx
|
||||||
|
currHeaderStx := headerStx
|
||||||
|
importCachingTask? := none
|
||||||
pendingRequests := RBMap.empty
|
pendingRequests := RBMap.empty
|
||||||
rpcSessions := RBMap.empty
|
rpcSessions := RBMap.empty
|
||||||
})
|
})
|
||||||
@@ -509,6 +522,7 @@ section MessageHandling
|
|||||||
match method with
|
match method with
|
||||||
| "textDocument/didChange" => handle DidChangeTextDocumentParams (handleDidChange)
|
| "textDocument/didChange" => handle DidChangeTextDocumentParams (handleDidChange)
|
||||||
| "$/cancelRequest" => handle CancelParams (handleCancelRequest ·)
|
| "$/cancelRequest" => handle CancelParams (handleCancelRequest ·)
|
||||||
|
| "$/setTrace" => pure ()
|
||||||
| "$/lean/rpc/release" => handle RpcReleaseParams (handleRpcRelease ·)
|
| "$/lean/rpc/release" => handle RpcReleaseParams (handleRpcRelease ·)
|
||||||
| "$/lean/rpc/keepAlive" => handle RpcKeepAliveParams (handleRpcKeepAlive ·)
|
| "$/lean/rpc/keepAlive" => handle RpcKeepAliveParams (handleRpcKeepAlive ·)
|
||||||
| _ => throwServerError s!"Got unsupported notification method: {method}"
|
| _ => throwServerError s!"Got unsupported notification method: {method}"
|
||||||
@@ -547,26 +561,32 @@ section MainLoop
|
|||||||
let doc := st.doc
|
let doc := st.doc
|
||||||
doc.cancelTk.set
|
doc.cancelTk.set
|
||||||
return ()
|
return ()
|
||||||
| Message.notification "$/game/setInventory" params =>
|
| Message.request id "shutdown" none =>
|
||||||
let p := (← parseParams Game.SetInventoryParams (toJson params))
|
ctx.hOut.writeLspResponse ⟨id, Json.null⟩
|
||||||
let s ← get
|
|
||||||
|
|
||||||
set {s with levelParams := {s.levelParams with
|
|
||||||
inventory := p.inventory,
|
|
||||||
difficulty := p.difficulty}}
|
|
||||||
mainLoop
|
mainLoop
|
||||||
| Message.notification method (some params) =>
|
| Message.notification method (some params) =>
|
||||||
handleNotification method (toJson params)
|
handleNotification method (toJson params)
|
||||||
mainLoop
|
mainLoop
|
||||||
| _ => throwServerError "Got invalid JSON-RPC message"
|
| _ => throwServerError s!"Got invalid JSON-RPC message: {toJson msg}"
|
||||||
end MainLoop
|
end MainLoop
|
||||||
|
|
||||||
def initAndRunWorker (i o e : FS.Stream) (opts : Options) : IO UInt32 := do
|
def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : IO UInt32 := do
|
||||||
let i ← maybeTee "fwIn.txt" false i
|
let i ← maybeTee "fwIn.txt" false i
|
||||||
let o ← maybeTee "fwOut.txt" true o
|
let o ← maybeTee "fwOut.txt" true o
|
||||||
let initParams ← i.readLspRequestAs "initialize" InitializeParams
|
let initRequest ← i.readLspRequestAs "initialize" Game.InitializeParams
|
||||||
|
o.writeLspResponse {
|
||||||
|
id := initRequest.id
|
||||||
|
result := {
|
||||||
|
capabilities := Watchdog.mkLeanServerCapabilities
|
||||||
|
serverInfo? := some {
|
||||||
|
name := "Lean 4 Game Server"
|
||||||
|
version? := "0.1.1"
|
||||||
|
}
|
||||||
|
: InitializeResult
|
||||||
|
}
|
||||||
|
}
|
||||||
|
discard $ i.readLspNotificationAs "initialized" InitializedParams
|
||||||
let ⟨_, param⟩ ← i.readLspNotificationAs "textDocument/didOpen" DidOpenTextDocumentParams
|
let ⟨_, param⟩ ← i.readLspNotificationAs "textDocument/didOpen" DidOpenTextDocumentParams
|
||||||
let ⟨_, levelParams⟩ ← i.readLspNotificationAs "$/game/didOpenLevel" Game.DidOpenLevelParams
|
|
||||||
|
|
||||||
let doc := param.textDocument
|
let doc := param.textDocument
|
||||||
/- NOTE(WN): `toFileMap` marks line beginnings as immediately following
|
/- NOTE(WN): `toFileMap` marks line beginnings as immediately following
|
||||||
@@ -578,9 +598,24 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) : IO UInt32 := do
|
|||||||
let e := e.withPrefix s!"[{param.textDocument.uri}] "
|
let e := e.withPrefix s!"[{param.textDocument.uri}] "
|
||||||
let _ ← IO.setStderr e
|
let _ ← IO.setStderr e
|
||||||
try
|
try
|
||||||
let (ctx, st) ← initializeWorker meta i o e initParams.param opts levelParams
|
let game ← loadGameData gameDir
|
||||||
|
-- TODO: We misuse the `rootUri` field to the gameName
|
||||||
|
let rootUri? : Option String := some (toString game.name)
|
||||||
|
let initParams := {initRequest.param.toLeanInternal with rootUri?}
|
||||||
|
let some (levelId : LevelId) := GameServer.levelIdFromFileName?
|
||||||
|
initParams meta.mkInputContext.fileName
|
||||||
|
| throwServerError s!"Could not determine level ID: {meta.mkInputContext.fileName}"
|
||||||
|
let levelInfo ← loadLevelData gameDir levelId.world levelId.level
|
||||||
|
let some initializationOptions := initRequest.param.initializationOptions?
|
||||||
|
| throwServerError "no initialization options found"
|
||||||
|
let gameWorkerState : GameWorkerState:= {
|
||||||
|
inventory := initializationOptions.inventory
|
||||||
|
difficulty := initializationOptions.difficulty
|
||||||
|
levelInfo
|
||||||
|
}
|
||||||
|
let (ctx, st) ← initializeWorker meta i o e initParams opts gameDir gameWorkerState
|
||||||
let _ ← StateRefT'.run (s := st) <| ReaderT.run (r := ctx) <|
|
let _ ← StateRefT'.run (s := st) <| ReaderT.run (r := ctx) <|
|
||||||
StateT.run (s := {levelParams := levelParams}) <| (mainLoop)
|
StateT.run (s := gameWorkerState) <| (mainLoop)
|
||||||
return (0 : UInt32)
|
return (0 : UInt32)
|
||||||
catch e =>
|
catch e =>
|
||||||
IO.eprintln e
|
IO.eprintln e
|
||||||
@@ -590,12 +625,13 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) : IO UInt32 := do
|
|||||||
message := e.toString }] o
|
message := e.toString }] o
|
||||||
return (1 : UInt32)
|
return (1 : UInt32)
|
||||||
|
|
||||||
def workerMain (opts : Options) : IO UInt32 := do
|
def workerMain (opts : Options) (args : List String): IO UInt32 := do
|
||||||
let i ← IO.getStdin
|
let i ← IO.getStdin
|
||||||
let o ← IO.getStdout
|
let o ← IO.getStdout
|
||||||
let e ← IO.getStderr
|
let e ← IO.getStderr
|
||||||
try
|
try
|
||||||
let exitCode ← initAndRunWorker i o e opts
|
let some gameDir := args[1]? | throwServerError "Expected second argument: gameDir"
|
||||||
|
let exitCode ← initAndRunWorker i o e opts gameDir
|
||||||
-- HACK: all `Task`s are currently "foreground", i.e. we join on them on main thread exit, but we definitely don't
|
-- HACK: all `Task`s are currently "foreground", i.e. we join on them on main thread exit, but we definitely don't
|
||||||
-- want to do that in the case of the worker processes, which can produce non-terminating tasks evaluating user code
|
-- want to do that in the case of the worker processes, which can produce non-terminating tasks evaluating user code
|
||||||
o.flush
|
o.flush
|
||||||
|
|||||||
+46
-65
@@ -25,75 +25,56 @@ open Lsp
|
|||||||
open JsonRpc
|
open JsonRpc
|
||||||
open IO
|
open IO
|
||||||
|
|
||||||
structure DidOpenLevelParams where
|
/- Game-specific version of `InitializeParams` that allows for extra options: -/
|
||||||
uri : String
|
|
||||||
gameDir : String
|
structure InitializationOptions extends Lean.Lsp.InitializationOptions :=
|
||||||
levelModule : Name
|
|
||||||
tactics : Array InventoryTile
|
|
||||||
lemmas : Array InventoryTile
|
|
||||||
definitions : Array InventoryTile
|
|
||||||
inventory : Array String
|
|
||||||
/--
|
|
||||||
Check for tactics/theorems that are not unlocked.
|
|
||||||
0: no check
|
|
||||||
1: give warnings
|
|
||||||
2: give errors
|
|
||||||
-/
|
|
||||||
difficulty : Nat
|
difficulty : Nat
|
||||||
/-- The name of the theorem to be proven in this level. -/
|
inventory : Array String
|
||||||
statementName : Name
|
|
||||||
deriving ToJson, FromJson
|
deriving ToJson, FromJson
|
||||||
|
|
||||||
structure SetInventoryParams where
|
structure InitializeParams where
|
||||||
inventory : Array String
|
processId? : Option Int := none
|
||||||
difficulty : Nat
|
clientInfo? : Option ClientInfo := none
|
||||||
deriving ToJson, FromJson
|
/- We don't support the deprecated rootPath
|
||||||
|
(rootPath? : Option String) -/
|
||||||
|
rootUri? : Option String := none
|
||||||
|
initializationOptions? : Option InitializationOptions := none
|
||||||
|
capabilities : ClientCapabilities
|
||||||
|
/-- If omitted, we default to off. -/
|
||||||
|
trace : Trace := Trace.off
|
||||||
|
workspaceFolders? : Option (Array WorkspaceFolder) := none
|
||||||
|
deriving ToJson
|
||||||
|
|
||||||
def handleDidOpenLevel (params : Json) : GameServerM Unit := do
|
instance : FromJson InitializeParams where
|
||||||
let p ← parseParams _ params
|
fromJson? j := do
|
||||||
let m := p.textDocument
|
let processId? := j.getObjValAs? Int "processId"
|
||||||
-- Execute the regular handling of the `didOpen` event
|
let clientInfo? := j.getObjValAs? ClientInfo "clientInfo"
|
||||||
handleDidOpen p
|
let rootUri? := j.getObjValAs? String "rootUri"
|
||||||
let fw ← findFileWorker! m.uri
|
let initializationOptions? := j.getObjValAs? InitializationOptions "initializationOptions"
|
||||||
-- let s ← get
|
let capabilities ← j.getObjValAs? ClientCapabilities "capabilities"
|
||||||
let c ← read
|
let trace := (j.getObjValAs? Trace "trace").toOption.getD Trace.off
|
||||||
let some lvl ← GameServer.getLevelByFileName? c.initParams ((System.Uri.fileUriToPath? m.uri).getD m.uri |>.toString)
|
let workspaceFolders? := j.getObjValAs? (Array WorkspaceFolder) "workspaceFolders"
|
||||||
| do
|
return ⟨
|
||||||
c.hLog.putStr s!"Level not found: {m.uri} {c.initParams.rootUri?}"
|
processId?.toOption,
|
||||||
c.hLog.flush
|
clientInfo?.toOption,
|
||||||
-- Send an extra notification to the file worker to inform it about the level data
|
rootUri?.toOption,
|
||||||
let s ← get
|
initializationOptions?.toOption,
|
||||||
fw.stdin.writeLspNotification {
|
capabilities,
|
||||||
method := "$/game/didOpenLevel"
|
trace,
|
||||||
param := {
|
workspaceFolders?.toOption⟩
|
||||||
uri := m.uri
|
|
||||||
gameDir := s.gameDir
|
def InitializeParams.toLeanInternal (p : InitializeParams) : Lean.Lsp.InitializeParams :=
|
||||||
levelModule := lvl.module
|
{
|
||||||
tactics := lvl.tactics.tiles
|
processId? := p.processId?
|
||||||
lemmas := lvl.lemmas.tiles
|
clientInfo? := p.clientInfo?
|
||||||
definitions := lvl.definitions.tiles
|
rootUri? := p.rootUri?
|
||||||
inventory := s.inventory
|
initializationOptions? := p.initializationOptions?.map fun o => {
|
||||||
difficulty := s.difficulty
|
editDelay? := o.editDelay?
|
||||||
statementName := lvl.statementName
|
hasWidgets? := o.hasWidgets?
|
||||||
: DidOpenLevelParams
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
capabilities := p.capabilities
|
||||||
partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
|
trace := p.trace
|
||||||
match ev with
|
workspaceFolders? := p.workspaceFolders?
|
||||||
| ServerEvent.clientMsg msg =>
|
}
|
||||||
match msg with
|
|
||||||
| Message.notification "$/game/setInventory" params =>
|
|
||||||
let p := (← parseParams SetInventoryParams (toJson params))
|
|
||||||
let s ← get
|
|
||||||
set {s with inventory := p.inventory, difficulty := p.difficulty}
|
|
||||||
let st ← read
|
|
||||||
let workers ← st.fileWorkersRef.get
|
|
||||||
for (_, fw) in workers do
|
|
||||||
fw.stdin.writeLspMessage msg
|
|
||||||
|
|
||||||
return true
|
|
||||||
| _ => return false
|
|
||||||
| _ => return false
|
|
||||||
|
|
||||||
end Game
|
end Game
|
||||||
|
|||||||
@@ -18,6 +18,14 @@ instance [ToJson β] : ToJson (Graph Name β) := {
|
|||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|
||||||
|
-- Just a dummy implementation for now:
|
||||||
|
instance : FromJson (Graph Name β) := {
|
||||||
|
fromJson? := fun _ => .ok {
|
||||||
|
nodes := {}
|
||||||
|
edges := {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
instance : EmptyCollection (Graph α β) := ⟨default⟩
|
instance : EmptyCollection (Graph α β) := ⟨default⟩
|
||||||
|
|
||||||
def Graph.insertNode (g : Graph α β) (a : α) (b : β) :=
|
def Graph.insertNode (g : Graph α β) (a : α) (b : β) :=
|
||||||
|
|||||||
@@ -22,16 +22,21 @@ def copyImages : IO Unit := do
|
|||||||
let content ← readBinFile file
|
let content ← readBinFile file
|
||||||
writeBinFile outFile content
|
writeBinFile outFile content
|
||||||
|
|
||||||
|
namespace GameData
|
||||||
|
def gameDataPath : System.FilePath := ".lake" / "gamedata"
|
||||||
|
def gameFileName := s!"game.json"
|
||||||
|
def docFileName := fun (inventoryType : InventoryType) (name : Name) => s!"doc__{inventoryType}__{name}.json"
|
||||||
|
def levelFileName := fun (worldId : Name) (levelId : Nat) => s!"level__{worldId}__{levelId}.json"
|
||||||
|
def inventoryFileName := s!"inventory.json"
|
||||||
|
end GameData
|
||||||
|
|
||||||
-- TODO: I'm not sure this should be happening here...
|
open GameData in
|
||||||
#eval IO.FS.createDirAll ".lake/gamedata/"
|
|
||||||
|
|
||||||
-- TODO: register all of this as ToJson instance?
|
-- TODO: register all of this as ToJson instance?
|
||||||
def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name))
|
def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name))
|
||||||
(inventory : InventoryOverview): CommandElabM Unit := do
|
(inventory : InventoryOverview): CommandElabM Unit := do
|
||||||
let game ← getCurGame
|
let game ← getCurGame
|
||||||
let env ← getEnv
|
let env ← getEnv
|
||||||
let path : System.FilePath := s!"{← IO.currentDir}" / ".lake" / "gamedata"
|
let path := (← IO.currentDir) / gameDataPath
|
||||||
|
|
||||||
if ← path.isDir then
|
if ← path.isDir then
|
||||||
IO.FS.removeDirAll path
|
IO.FS.removeDirAll path
|
||||||
@@ -42,14 +47,32 @@ def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name))
|
|||||||
|
|
||||||
for (worldId, world) in game.worlds.nodes.toArray do
|
for (worldId, world) in game.worlds.nodes.toArray do
|
||||||
for (levelId, level) in world.levels.toArray do
|
for (levelId, level) in world.levels.toArray do
|
||||||
IO.FS.writeFile (path / s!"level__{worldId}__{levelId}.json") (toString (toJson (level.toInfo env)))
|
IO.FS.writeFile (path / levelFileName worldId levelId) (toString (toJson (level.toInfo env)))
|
||||||
|
|
||||||
IO.FS.writeFile (path / s!"game.json") (toString (getGameJson game))
|
IO.FS.writeFile (path / gameFileName) (toString (getGameJson game))
|
||||||
|
|
||||||
for inventoryType in [InventoryType.Lemma, .Tactic, .Definition] do
|
for inventoryType in [InventoryType.Lemma, .Tactic, .Definition] do
|
||||||
for name in allItemsByType.findD inventoryType {} do
|
for name in allItemsByType.findD inventoryType {} do
|
||||||
let some item ← getInventoryItem? name inventoryType
|
let some item ← getInventoryItem? name inventoryType
|
||||||
| throwError "Expected item to exist: {name}"
|
| throwError "Expected item to exist: {name}"
|
||||||
IO.FS.writeFile (path / s!"doc__{inventoryType}__{name}.json") (toString (toJson item))
|
IO.FS.writeFile (path / docFileName inventoryType name) (toString (toJson item))
|
||||||
|
|
||||||
IO.FS.writeFile (path / s!"inventory.json") (toString (toJson inventory))
|
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
|
||||||
|
|||||||
@@ -1,158 +0,0 @@
|
|||||||
/- This file is mostly copied from `Lean/Server/Watchdog.lean`. -/
|
|
||||||
import Lean.Server.Watchdog
|
|
||||||
import GameServer.Game
|
|
||||||
|
|
||||||
namespace MyServer.Watchdog
|
|
||||||
open Lean
|
|
||||||
open Server
|
|
||||||
open Watchdog
|
|
||||||
open IO
|
|
||||||
open Lsp
|
|
||||||
open JsonRpc
|
|
||||||
open System.Uri
|
|
||||||
|
|
||||||
partial def mainLoop (clientTask : Task ServerEvent) : GameServerM Unit := do
|
|
||||||
let st ← read
|
|
||||||
let workers ← st.fileWorkersRef.get
|
|
||||||
let mut workerTasks := #[]
|
|
||||||
for (_, fw) in workers do
|
|
||||||
if let WorkerState.running := fw.state then
|
|
||||||
workerTasks := workerTasks.push <| fw.commTask.map (ServerEvent.workerEvent fw)
|
|
||||||
|
|
||||||
let ev ← IO.waitAny (clientTask :: workerTasks.toList)
|
|
||||||
|
|
||||||
if ← Game.handleServerEvent ev then -- handle Game requests
|
|
||||||
mainLoop (←runClientTask)
|
|
||||||
else
|
|
||||||
match ev with
|
|
||||||
| ServerEvent.clientMsg msg =>
|
|
||||||
match msg with
|
|
||||||
| Message.request id "shutdown" _ =>
|
|
||||||
shutdown
|
|
||||||
st.hOut.writeLspResponse ⟨id, Json.null⟩
|
|
||||||
| Message.request id method (some params) =>
|
|
||||||
handleRequest id method (toJson params)
|
|
||||||
mainLoop (←runClientTask)
|
|
||||||
| Message.response .. =>
|
|
||||||
-- TODO: handle client responses
|
|
||||||
mainLoop (←runClientTask)
|
|
||||||
| Message.responseError _ _ e .. =>
|
|
||||||
throwServerError s!"Unhandled response error: {e}"
|
|
||||||
| Message.notification method (some params) =>
|
|
||||||
if method == "textDocument/didOpen" then
|
|
||||||
-- for lean4game, we need to pass in extra information when a level is opened:
|
|
||||||
Game.handleDidOpenLevel (← parseParams _ (toJson params))
|
|
||||||
else
|
|
||||||
handleNotification method (toJson params)
|
|
||||||
mainLoop (←runClientTask)
|
|
||||||
| _ => throwServerError "Got invalid JSON-RPC message"
|
|
||||||
| ServerEvent.clientError e => throw e
|
|
||||||
| ServerEvent.workerEvent fw ev =>
|
|
||||||
match ev with
|
|
||||||
| WorkerEvent.ioError e =>
|
|
||||||
throwServerError s!"IO error while processing events for {fw.doc.uri}: {e}"
|
|
||||||
| WorkerEvent.crashed _ =>
|
|
||||||
handleCrash fw.doc.uri #[]
|
|
||||||
mainLoop clientTask
|
|
||||||
| WorkerEvent.terminated =>
|
|
||||||
throwServerError "Internal server error: got termination event for worker that should have been removed"
|
|
||||||
| .importsChanged =>
|
|
||||||
startFileWorker fw.doc
|
|
||||||
mainLoop clientTask
|
|
||||||
|
|
||||||
def initAndRunWatchdogAux : GameServerM Unit := do
|
|
||||||
let st ← read
|
|
||||||
try
|
|
||||||
discard $ st.hIn.readLspNotificationAs "initialized" InitializedParams
|
|
||||||
let clientTask ← runClientTask
|
|
||||||
mainLoop clientTask
|
|
||||||
catch err =>
|
|
||||||
shutdown
|
|
||||||
throw err
|
|
||||||
/- NOTE(WN): It looks like instead of sending the `exit` notification,
|
|
||||||
VSCode just closes the stream. In that case, pretend we got an `exit`. -/
|
|
||||||
let Message.notification "exit" none ←
|
|
||||||
try st.hIn.readLspMessage
|
|
||||||
catch _ => pure (Message.notification "exit" none)
|
|
||||||
| throwServerError "Got `shutdown` request, expected an `exit` notification"
|
|
||||||
|
|
||||||
def createEnv (gameDir : String) (module : String) : IO Environment := do
|
|
||||||
-- Determine search paths of the game project by running `lake env printenv LEAN_PATH`.
|
|
||||||
let out ← IO.Process.output
|
|
||||||
{ cwd := gameDir, cmd := "lake", args := #["env","printenv","LEAN_PATH"] }
|
|
||||||
if out.exitCode != 0 then
|
|
||||||
throwServerError s!"Error while running Lake: {out.stderr}"
|
|
||||||
|
|
||||||
-- Make the paths relative to the current directory
|
|
||||||
let paths : List System.FilePath := System.SearchPath.parse out.stdout.trim
|
|
||||||
let currentDir ← IO.currentDir
|
|
||||||
let paths := paths.map fun p => currentDir / (gameDir : System.FilePath) / p
|
|
||||||
|
|
||||||
-- Set the search path
|
|
||||||
Lean.searchPathRef.set paths
|
|
||||||
|
|
||||||
let env ← importModules #[{ module := `Init : Import }, { module := module : Import }] {} 0
|
|
||||||
return env
|
|
||||||
|
|
||||||
def initAndRunWatchdog (args : List String) (i o e : FS.Stream) : IO Unit := do
|
|
||||||
if args.length < 2 then
|
|
||||||
throwServerError s!"Expected 1-3 command line arguments in addition to `--server`:
|
|
||||||
game directory, the name of the main module (optional), and the name of the game (optional)."
|
|
||||||
let gameDir := args[1]!
|
|
||||||
let module := if args.length < 3 then defaultGameModule else args[2]!
|
|
||||||
let gameName := if args.length < 4 then defaultGameName else args[3]!
|
|
||||||
let workerPath := "./gameserver"
|
|
||||||
-- TODO: Do the following commands slow us down?
|
|
||||||
let srcSearchPath ← initSrcSearchPath (← getBuildDir)
|
|
||||||
let references ← IO.mkRef (← loadReferences)
|
|
||||||
let fileWorkersRef ← IO.mkRef (RBMap.empty : FileWorkerMap)
|
|
||||||
let i ← maybeTee "wdIn.txt" false i
|
|
||||||
let o ← maybeTee "wdOut.txt" true o
|
|
||||||
let e ← maybeTee "wdErr.txt" true e
|
|
||||||
let state := {
|
|
||||||
env := ← createEnv gameDir module,
|
|
||||||
game := gameName,
|
|
||||||
gameDir := gameDir,
|
|
||||||
inventory := #[]
|
|
||||||
difficulty := 0
|
|
||||||
}
|
|
||||||
let initRequest ← i.readLspRequestAs "initialize" InitializeParams
|
|
||||||
-- We misuse the `rootUri` field to the gameName
|
|
||||||
let rootUri? := gameName
|
|
||||||
let initRequest := {initRequest with param := {initRequest.param with rootUri?}}
|
|
||||||
o.writeLspResponse {
|
|
||||||
id := initRequest.id
|
|
||||||
result := {
|
|
||||||
capabilities := mkLeanServerCapabilities
|
|
||||||
serverInfo? := some {
|
|
||||||
name := "Lean 4 Game Server"
|
|
||||||
version? := "0.1.1"
|
|
||||||
}
|
|
||||||
: InitializeResult
|
|
||||||
}
|
|
||||||
}
|
|
||||||
let context : ServerContext := {
|
|
||||||
hIn := i
|
|
||||||
hOut := o
|
|
||||||
hLog := e
|
|
||||||
args := args
|
|
||||||
fileWorkersRef := fileWorkersRef
|
|
||||||
initParams := initRequest.param
|
|
||||||
workerPath
|
|
||||||
srcSearchPath
|
|
||||||
references
|
|
||||||
}
|
|
||||||
discard $ ReaderT.run (StateT.run initAndRunWatchdogAux state) context
|
|
||||||
|
|
||||||
def watchdogMain (args : List String) : IO UInt32 := do
|
|
||||||
let i ← IO.getStdin
|
|
||||||
let o ← IO.getStdout
|
|
||||||
let e ← IO.getStderr
|
|
||||||
try
|
|
||||||
initAndRunWatchdog args i o e
|
|
||||||
return 0
|
|
||||||
catch err =>
|
|
||||||
e.putStrLn s!"Watchdog error: {err}"
|
|
||||||
return 1
|
|
||||||
|
|
||||||
end MyServer.Watchdog
|
|
||||||
@@ -4,10 +4,10 @@
|
|||||||
[{"url": "https://github.com/leanprover/std4.git",
|
[{"url": "https://github.com/leanprover/std4.git",
|
||||||
"type": "git",
|
"type": "git",
|
||||||
"subDir": null,
|
"subDir": null,
|
||||||
"rev": "2e4a3586a8f16713f16b2d2b3af3d8e65f3af087",
|
"rev": "ee49cf8fada1bf5a15592c399a925c401848227f",
|
||||||
"name": "std",
|
"name": "std",
|
||||||
"manifestFile": "lake-manifest.json",
|
"manifestFile": "lake-manifest.json",
|
||||||
"inputRev": "v4.3.0",
|
"inputRev": "v4.5.0-rc1",
|
||||||
"inherited": false,
|
"inherited": false,
|
||||||
"configFile": "lakefile.lean"}],
|
"configFile": "lakefile.lean"}],
|
||||||
"name": "GameServer",
|
"name": "GameServer",
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
leanprover/lean4:v4.3.0
|
leanprover/lean4:v4.5.0-rc1
|
||||||
|
|||||||
Reference in New Issue
Block a user