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...
48 Commits
Author SHA1 Message Date
Jon Eugster ce739078b9 fixes for v4.6.0-rc1 2024-02-14 16:22:10 +01:00
Jon Eugster a671bfa15f bump to v4.6.0-rc1 2024-02-14 15:04:32 +01:00
Jon Eugster 800d1f3308 drop importGraph dependency in server 2024-02-14 15:03:12 +01:00
Jon Eugster c0acde14e2 hints and diags in editor 2024-02-14 15:02:14 +01:00
Jon Eugster 976d1c6901 fix: goal in editor didnt show 2024-02-14 14:53:10 +01:00
Jon Eugster 5bb6c559bc update npm deps 2024-02-07 13:03:48 +01:00
Jon Eugster 11ee6c1535 bump npm dependencies 2024-02-07 12:54:10 +01:00
Jon Eugster 3998fb2fc9 Merge branch 'main' into dev 2024-02-07 12:51:39 +01:00
Jon Eugster 538f74004c allow for empty lines in editor 2024-02-07 12:50:39 +01:00
Jon Eugster 6aebb8993f update proof from editor 2024-02-07 12:50:39 +01:00
Jon Eugster 6472ef5b31 First big junk of communication refactor 2024-02-07 12:50:39 +01:00
Jon Eugster 72ffab5b46 cleanup InteractiveGoal 2024-02-07 12:50:39 +01:00
Jon Eugster 3b660c5185 Merge branch 'dev'. Bump to v4.5.0 2024-02-02 12:44:32 +01:00
Jon Eugster ebb8c98145 bump to v4.5.0 2024-02-02 12:43:58 +01:00
Jon Eugster 4abf05b77e Merge branch 'dev' into v4.5.0-bump 2024-02-02 12:11:55 +01:00
Jon Eugster df423aaace Merge pull request #181 from Wzixiao/auto-mobile-layout
Modify logic for preferences
2024-01-26 12:06:29 +01:00
Jon Eugster a67dcb306f fix indent 2024-01-26 11:55:00 +01:00
Jon Eugster 37582e04d4 fix errors for disabled tactics #188 2024-01-26 11:54:36 +01:00
ran 9d4a6df139 Remove MobileContext and use PreferencesContext instead 2024-01-23 22:59:43 +08:00
Jon Eugster 26202e5f36 fix typo 2024-01-22 14:09:54 +01:00
Jon Eugster ed017fa605 documentation & cleanup in FileWorker 2024-01-22 14:06:52 +01:00
Jon Eugster 36bc52c960 add logic game to landing page 2024-01-22 13:31:43 +01:00
Jon Eugster e085f2f106 Merge pull request #186 from Geoc2022/main
Cleaned up Documentation
2024-01-22 13:26:30 +01:00
Jon Eugster e975c455fe Update doc/DOCUMENTATION.md 2024-01-22 12:44:12 +01:00
geo c006be5a9f Fix minor typos 2024-01-20 16:15:15 -05:00
geo 49379a0930 Fix link references 2024-01-20 16:02:46 -05:00
geo 03076b0161 Add example npm start message 2024-01-19 10:52:26 -05:00
geo bfb60ffedd Updated "Doc entries" 2024-01-19 10:41:20 -05:00
Jon Eugster ca576542ba whitelist generalizing and says. #173 2024-01-19 10:53:43 +01:00
Jon Eugster fd5e507541 lint: fix line widths 2024-01-19 10:50:48 +01:00
Jon Eugster c103eeacfa fix: case insensitive url in local store #183 2024-01-18 14:57:50 +01:00
Jon Eugster e277a48749 add changelog file 2024-01-18 14:19:32 +01:00
Jon Eugster 16ff701518 Update troubleshoot.md 2024-01-18 13:51:33 +01:00
Jon Eugster 20ca385e14 Update README.md 2024-01-18 13:48:43 +01:00
Jon Eugster 5a38543e3b Merge pull request #185 from leanprover-community/joneugster-patch-1
Update docs
2024-01-18 13:48:08 +01:00
Jon Eugster a4a6f2e725 Merge pull request #184 from leanprover-community/joneugster-patch-1-1
Create troubleshoot.md
2024-01-18 13:47:48 +01:00
Jon Eugster cc89e78e4c Create troubleshoot.md 2024-01-18 13:47:16 +01:00
Jon Eugster c533a635c2 Update docs 2024-01-18 13:47:08 +01:00
ran ab98eaa3ba Change the selected button to a slider 2024-01-16 11:21:46 +08:00
Jon Eugster 7114a8c4cb fix: remove tmp files after import 2024-01-15 12:15:12 +01:00
Jon Eugster b7eb15184d Merge pull request #182 from lnay/patch-1
Minor: correct error in markdown
2024-01-15 11:24:46 +01:00
Luke Naylor 892c70165a Minor: correct error in markdown 2024-01-12 21:07:19 +00:00
ran 8929813e48 Added a missing space regarding code style in store.ts 2024-01-12 23:48:47 +08:00
ran 5d88cd6739 Remove logically duplicated code 2024-01-12 23:47:04 +08:00
ran d16956da9b Modify the props definition of the preference popup component 2024-01-12 23:43:21 +08:00
ran e15e5af126 Add todo about setMobile 2024-01-12 23:31:22 +08:00
ran 8c93b3c5b3 Modify logic for all preferences 2024-01-12 23:29:03 +08:00
Jon Eugster cd1d212a3c npm audit 2024-01-10 15:40:57 +01:00
46 changed files with 3580 additions and 3472 deletions
+7
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@@ -0,0 +1,7 @@
GameSkeleton
HiddenTactic
subgoals
KaTex
gameserver
lakefile
Zulip
+1
View File
@@ -9,6 +9,7 @@ Please follow the tutorial [Creating a Game](doc/create_game.md). In particular,
* Step 5: [How to Run Games Locally](doc/running_locally.md)
* Step 7: [How to Update an existing Game](doc/update_game.md)
* Step 8: [How to Publishing a Game](doc/publish_game.md)
* [Troubleshooting](doc/troubleshoot.md)
## Documentation
+6 -22
View File
@@ -8,40 +8,24 @@ import '@fontsource/roboto/700.css';
import './css/reset.css';
import './css/app.css';
import { MobileContext } from './components/infoview/context';
import { useMobile } from './hooks';
import { AUTO_SWITCH_THRESHOLD, getWindowDimensions} from './state/preferences';
import { PreferencesContext} from './components/infoview/context';
import UsePreferences from "./state/hooks/use_preferences"
export const GameIdContext = React.createContext<string>(undefined);
function App() {
const { mobile, setMobile, lockMobile, setLockMobile } = useMobile();
const params = useParams()
const gameId = "g/" + params.owner + "/" + params.repo
const automaticallyAdjustLayout = () => {
const {width} = getWindowDimensions()
setMobile(width < AUTO_SWITCH_THRESHOLD)
}
React.useEffect(()=>{
if (!lockMobile){
void automaticallyAdjustLayout()
window.addEventListener('resize', automaticallyAdjustLayout)
return () => {
window.removeEventListener('resize', automaticallyAdjustLayout)
}
}
}, [lockMobile])
const {mobile, layout, isSavePreferences, setLayout, setIsSavePreferences} = UsePreferences()
return (
<div className="app">
<GameIdContext.Provider value={gameId}>
<MobileContext.Provider value={{mobile, setMobile, lockMobile, setLockMobile}}>
<Outlet />
</MobileContext.Provider>
<PreferencesContext.Provider value={{mobile, layout, isSavePreferences, setLayout, setIsSavePreferences}}>
<Outlet />
</PreferencesContext.Provider>
</GameIdContext.Provider>
</div>
)
+3 -3
View File
@@ -7,7 +7,7 @@ import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome,
faArrowRight, faArrowLeft, faXmark, faBars, faCode,
faCircleInfo, faTerminal, faMobileScreenButton, faDesktop, faGear } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from "../app"
import { InputModeContext, MobileContext, WorldLevelIdContext } from "./infoview/context"
import { InputModeContext, PreferencesContext, WorldLevelIdContext } from "./infoview/context"
import { GameInfo, useGetGameInfoQuery } from '../state/api'
import { changedOpenedIntro, selectCompleted, selectDifficulty, selectProgress } from '../state/progress'
import { useAppDispatch, useAppSelector } from '../hooks'
@@ -162,7 +162,7 @@ export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpres
}) {
const gameId = React.useContext(GameIdContext)
const gameProgress = useAppSelector(selectProgress(gameId))
const {mobile, setMobile} = React.useContext(MobileContext)
const {mobile} = React.useContext(PreferencesContext)
const [navOpen, setNavOpen] = React.useState(false)
return <div className="app-bar">
@@ -212,7 +212,7 @@ export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=
}) {
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
const {mobile} = React.useContext(MobileContext)
const {mobile} = React.useContext(PreferencesContext)
const [navOpen, setNavOpen] = React.useState(false)
const gameInfo = useGetGameInfoQuery({game: gameId})
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
+52 -20
View File
@@ -1,7 +1,9 @@
import { GameHint } from "./infoview/rpc_api";
import { GameHint, InteractiveGoalsWithHints, ProofState } from "./infoview/rpc_api";
import * as React from 'react';
import Markdown from './markdown';
import { ProofStep } from "./infoview/context";
import { DeletedChatContext, ProofContext } from "./infoview/context";
import { lastStepHasErrors } from "./infoview/goals";
import { Button } from "./button";
export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
@@ -16,7 +18,7 @@ export function HiddenHint({hint, step, selected, toggleSelection, lastLevel} :
}
export function Hints({hints, showHidden, step, selected, toggleSelection, lastLevel} : {hints: GameHint[], showHidden: boolean, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
if (!hints) {return <></>}
const openHints = hints.filter(hint => !hint.hidden)
const hiddenHints = hints.filter(hint => hint.hidden)
@@ -46,22 +48,52 @@ export function DeletedHints({hints} : {hints: GameHint[]}) {
}
/** Filter hints to not show consequtive identical hints twice.
*
* This function takes a `ProofStep[]` and extracts the hints in form of an
* element of type `GameHint[][]` where it removes hints that are identical to hints
* appearing in the previous step. Hidden hints are not filtered.
*
* This effectively means we prevent consequtive identical hints from being shown.
* Hidden hints are not filtered.
*/
export function filterHints(proof: ProofStep[]): GameHint[][] {
return proof.map((step, i) => {
if (i == 0){
return step.hints
} else {
// TODO: Writing all fields explicitely is somewhat fragile to changes, is there a
// good way to shallow-compare objects?
return step.hints.filter((hint) => hint.hidden ||
(proof[i-1].hints.find((x) => (x.text == hint.text && x.hidden == hint.hidden)) === undefined))
}
})
export function filterHints(hints: GameHint[], prevHints: GameHint[]): GameHint[] {
if (!hints) {
return []}
else if (!prevHints) {
return hints }
else {
return hints.filter((hint) => hint.hidden ||
(prevHints.find(x => (x.text == hint.text && x.hidden == hint.hidden)) === undefined)
)
}
}
function hasHiddenHints(step: InteractiveGoalsWithHints): boolean {
return step?.goals[0]?.hints.some((hint) => hint.hidden)
}
export function MoreHelpButton({selected=null} : {selected?: number}) {
const {proof, setProof} = React.useContext(ProofContext)
const {deletedChat, setDeletedChat, showHelp, setShowHelp} = React.useContext(DeletedChatContext)
let k = (selected === null) ? (proof.steps.length - (lastStepHasErrors(proof) ? 2 : 1)) : selected
const activateHiddenHints = (ev) => {
// If the last step (`k`) has errors, we want the hidden hints from the
// second-to-last step to be affected
if (!(proof.steps.length)) {return}
// state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp)
if (tmp.has(k)) {
tmp.delete(k)
} else {
tmp.add(k)
}
setShowHelp(tmp)
console.debug(`help: ${Array.from(tmp.values())}`)
}
if (hasHiddenHints(proof.steps[k]) && !showHelp.has(k)) {
return <Button to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
}
+43 -40
View File
@@ -3,45 +3,48 @@
*/
import * as React from 'react';
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { InteractiveDiagnostic, InteractiveTermGoal } from '@leanprover/infoview-api';
import { GameHint, InteractiveGoal, InteractiveGoals } from './rpc_api';
import { InteractiveDiagnostic } from '@leanprover/infoview-api';
import { GameHint, InteractiveGoal, InteractiveTermGoal,InteractiveGoalsWithHints, ProofState } from './rpc_api';
import { PreferencesState } from '../../state/preferences';
export const MonacoEditorContext = React.createContext<monaco.editor.IStandaloneCodeEditor>(
null as any)
export type InfoStatus = 'updating' | 'error' | 'ready';
/** One step of the proof */
export type ProofStep = {
/** The command in this step */
command : string
/** List of goals *after* this command */
goals: InteractiveGoal[] // TODO: Add correct type
/** Story relevant messages */
hints: GameHint[] // TODO: Add correct type
/** Errors and warnings */
errors: InteractiveDiagnostic[] // TODO: Add correct type
}
// /** One step of the proof */
// export type ProofStep = {
// /** The command in this step */
// command : string
// /** List of goals *after* this command */
// goals: InteractiveGoal[] // TODO: Add correct type
// /** Story relevant messages */
// hints: GameHint[] // TODO: Add correct type
// /** Errors and warnings */
// errors: InteractiveDiagnostic[] // TODO: Add correct type
// }
/** The context storing the proof step-by-step for the command line mode */
export const ProofContext = React.createContext<{
/** The proof consists of multiple steps that are processed one after the other.
* In particular multi-line terms like `match`-statements will not be supported.
*
* Note that the first step will always have `null` as command
* Note that the first step will always have "" as command
*/
proof: ProofStep[],
setProof: React.Dispatch<React.SetStateAction<Array<ProofStep>>>
proof: ProofState,
setProof: React.Dispatch<React.SetStateAction<ProofState>>
}>({
proof: [],
setProof: () => {} // TODO: implement me
proof: {steps: [], diagnostics: [], completed: false},
setProof: () => {}
})
// TODO: Do we still need that?
export interface ProofStateProps {
// pos: DocumentPosition;
status: InfoStatus;
messages: InteractiveDiagnostic[];
goals?: InteractiveGoals;
goals?: InteractiveGoalsWithHints;
termGoal?: InteractiveTermGoal;
error?: string;
// userWidgets: UserWidgetInstance[];
@@ -49,31 +52,31 @@ export interface ProofStateProps {
// triggerUpdate: () => Promise<void>;
}
export const ProofStateContext = React.createContext<{
proofState : ProofStateProps,
setProofState: React.Dispatch<React.SetStateAction<ProofStateProps>>
}>({
proofState : {
status: 'updating',
messages: [],
goals: undefined,
termGoal: undefined,
error: undefined},
setProofState: () => {},
})
// export const ProofStateContext = React.createContext<{
// proofState : ProofStateProps,
// setProofState: React.Dispatch<React.SetStateAction<ProofStateProps>>
// }>({
// proofState : {
// status: 'updating',
// messages: [],
// goals: undefined,
// termGoal: undefined,
// error: undefined},
// setProofState: () => {},
// })
export interface IMobileContext {
mobile : boolean,
setMobile: React.Dispatch<React.SetStateAction<Boolean>>,
lockMobile: boolean,
setLockMobile: React.Dispatch<React.SetStateAction<Boolean>>,
export interface IPreferencesContext extends PreferencesState{
mobile: boolean, // The variables that actually control the page 'layout' can only be changed through layout.
setLayout: React.Dispatch<React.SetStateAction<PreferencesState["layout"]>>;
setIsSavePreferences: React.Dispatch<React.SetStateAction<Boolean>>;
}
export const MobileContext = React.createContext<IMobileContext>({
export const PreferencesContext = React.createContext<IPreferencesContext>({
mobile: false,
setMobile: () => {},
lockMobile: false,
setLockMobile: () => {}
layout: "auto",
isSavePreferences: false,
setLayout: () => {},
setIsSavePreferences: () => {}
})
export const WorldLevelIdContext = React.createContext<{
+122 -6
View File
@@ -10,7 +10,10 @@ import { Locations, LocationsContext, SelectableLocation } from '../../../../nod
import { InteractiveCode } from '../../../../node_modules/lean4-infoview/src/infoview/interactiveCode'
import { WithTooltipOnHover } from '../../../../node_modules/lean4-infoview/src/infoview/tooltips';
import { InputModeContext } from './context';
import { InteractiveGoal, InteractiveGoals, InteractiveHypothesisBundle } from './rpc_api';
import { InteractiveGoal, InteractiveGoals, InteractiveGoalsWithHints, InteractiveHypothesisBundle, ProofState } from './rpc_api';
import { RpcSessionAtPos } from '@leanprover/infoview/*';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { DiagnosticSeverity } from 'vscode-languageserver-protocol';
/** Returns true if `h` is inaccessible according to Lean's default name rendering. */
function isInaccessibleName(h: string): boolean {
@@ -39,7 +42,11 @@ function goalToString(g: InteractiveGoal): string {
}
export function goalsToString(goals: InteractiveGoals): string {
return goals.goals.map(goalToString).join('\n\n')
return goals.goals.map(g => goalToString(g)).join('\n\n')
}
export function goalsWithHintsToString(goals: InteractiveGoalsWithHints): string {
return goals.goals.map(g => goalToString(g.goal)).join('\n\n')
}
interface GoalFilterState {
@@ -255,7 +262,7 @@ export const ProofDisplay = React.memo((props : ProofDisplayProps) => {
})
interface GoalsProps {
goals: InteractiveGoals
goals: InteractiveGoalsWithHints
filter: GoalFilterState
}
@@ -264,7 +271,7 @@ export function Goals({ goals, filter }: GoalsProps) {
return <>No goals</>
} else {
return <>
{goals.goals.map((g, i) => <Goal typewriter={false} key={i} goal={g} filter={filter} />)}
{goals.goals.map((g, i) => <Goal typewriter={false} key={i} goal={g.goal} filter={filter} />)}
</>
}
}
@@ -276,7 +283,7 @@ interface FilteredGoalsProps {
* When this is `undefined`, the component will not appear at all but will remember its state
* by virtue of still being mounted in the React tree. When it does appear again, the filter
* settings and collapsed state will be as before. */
goals?: InteractiveGoals
goals?: InteractiveGoalsWithHints
}
/**
@@ -291,7 +298,7 @@ export const FilteredGoals = React.memo(({ headerChildren, goals }: FilteredGoal
data-id="copy-goal-to-comment"
onClick={e => {
e.preventDefault();
if (goals) void ec.copyToComment(goalsToString(goals))
if (goals) void ec.copyToComment(goalsWithHintsToString(goals))
}}
title="copy state to comment" />
@@ -336,3 +343,112 @@ export const FilteredGoals = React.memo(({ headerChildren, goals }: FilteredGoal
</details>
</div>
})
export function loadGoals(
rpcSess: RpcSessionAtPos,
uri: string,
setProof: React.Dispatch<React.SetStateAction<ProofState>>) {
console.info('sending rpc request to load the proof state')
rpcSess.call('Game.getProofState', DocumentPosition.toTdpp({line: 0, character: 0, uri: uri})).then(
(proof : ProofState) => {
console.info(`received a proof state!`)
console.log(proof)
setProof(proof)
// let tmpProof : ProofStep[] = []
// let goalCount = 0
// steps.map((goals, i) => {
// // The first step has an empty command and therefore also no error messages
// // Usually there is a newline at the end of the editors content, so we need to
// // display diagnostics from potentally two lines in the last step.
// let messages = i ? (i == steps.length - 1 ? diagnostics.slice(i-1).flat() : diagnostics[i-1]) : []
// // Filter out the 'unsolved goals' message
// messages = messages.filter((msg) => {
// return !("append" in msg.message &&
// "text" in msg.message.append[0] &&
// msg.message.append[0].text === "unsolved goals")
// })
// if (typeof goals == 'undefined') {
// tmpProof.push({
// command: i ? model.getLineContent(i) : '',
// goals: [],
// hints: [],
// errors: messages
// } as ProofStep)
// console.debug('goals is undefined')
// return
// }
// // If the number of goals reduce, show a message
// if (goals.length && goalCount > goals.length) {
// messages.unshift({
// range: {
// start: {
// line: i-1,
// character: 0,
// },
// end: {
// line: i-1,
// character: 0,
// }},
// severity: DiagnosticSeverity.Information,
// message: {
// text: 'intermediate goal solved 🎉'
// }
// })
// }
// goalCount = goals.length
// // with no goals there will be no hints.
// let hints : GameHint[] = goals.length ? goals[0].hints : []
// console.debug(`Command (${i}): `, i ? model.getLineContent(i) : '')
// console.debug(`Goals: (${i}): `, goalsToString(goals)) //
// console.debug(`Hints: (${i}): `, hints)
// console.debug(`Errors: (${i}): `, messages)
// tmpProof.push({
// // the command of the line above. Note that `getLineContent` starts counting
// // at `1` instead of `zero`. The first ProofStep will have an empty command.
// command: i ? model.getLineContent(i) : '',
// // TODO: store correct data
// goals: goals.map(g => g.goal),
// // only need the hints of the active goals in chat
// hints: hints,
// // errors and messages from the server
// errors: messages
// } as ProofStep)
// })
// // Save the proof to the context
// setProof(tmpProof)
}
)
}
export function lastStepHasErrors (proof : ProofState): boolean {
if (!proof?.steps.length) {return false}
let diags = [...proof.steps[proof.steps.length - 1].diags, ...proof.diagnostics]
return diags.some(
(d) => (d.severity == DiagnosticSeverity.Error ) // || d.severity == DiagnosticSeverity.Warning
)
}
export function isLastStepWithErrors (proof : ProofState, i: number): boolean {
if (!proof?.steps.length) {return false}
return (i == proof.steps.length - 1) && lastStepHasErrors(proof)
}
+24 -11
View File
@@ -4,7 +4,7 @@ import * as React from 'react'
import { CircularProgress } from '@mui/material'
import type { Location, Diagnostic } from 'vscode-languageserver-protocol'
import { getInteractiveTermGoal, InteractiveDiagnostic, UserWidgetInstance, Widget_getWidgets, RpcSessionAtPos, isRpcError,
RpcErrorCode, getInteractiveDiagnostics, InteractiveTermGoal } from '@leanprover/infoview-api'
RpcErrorCode, getInteractiveDiagnostics } from '@leanprover/infoview-api'
import { basename, DocumentPosition, RangeHelpers, useEvent, usePausableState, discardMethodNotFound,
mapRpcError, useAsyncWithTrigger, PausableProps } from '../../../../node_modules/lean4-infoview/src/infoview/util'
import { ConfigContext, EditorContext, LspDiagnosticsContext, ProgressContext } from '../../../../node_modules/lean4-infoview/src/infoview/contexts'
@@ -14,7 +14,7 @@ import { GoalsLocation, Locations, LocationsContext } from '../../../../node_mod
import { AllMessages, lspDiagToInteractive } from './messages'
import { goalsToString, Goal, MainAssumptions, OtherGoals, ProofDisplay } from './goals'
import { InteractiveGoals } from './rpc_api'
import { InteractiveTermGoal, InteractiveGoalsWithHints, InteractiveGoals, ProofState } from './rpc_api'
import { MonacoEditorContext, ProofStateProps, InfoStatus, ProofContext } from './context'
// TODO: All about pinning could probably be removed
@@ -83,11 +83,11 @@ interface InfoDisplayContentProps extends PausableProps {
error?: string
userWidgets: UserWidgetInstance[]
triggerUpdate: () => Promise<void>
proof? : string
proofString? : string
}
const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
const {pos, messages, goals, termGoal, error, userWidgets, triggerUpdate, isPaused, setPaused, proof} = props
const {pos, messages, goals, termGoal, error, userWidgets, triggerUpdate, isPaused, setPaused, proofString} = props
const hasWidget = userWidgets.length > 0
const hasError = !!error
@@ -114,7 +114,8 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
const goalFilter = { reverse: false, showType: true, showInstance: true, showHiddenAssumption: true, showLetValue: true }
/* Adding {' '} to manage string literals properly: https://reactjs.org/docs/jsx-in-depth.html#string-literals-1 */
return <>
return <>
{hasError &&
<div className='error' key='errors'>
Error updating:{' '}{error}.
@@ -137,7 +138,7 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
{userWidgets.map(widget =>
<details key={`widget::${widget.id}::${widget.range?.toString()}`} open>
<summary className='mv2 pointer'>{widget.name}</summary>
<PanelWidgetDisplay pos={pos} goals={goals ? goals.goals.map (goal => goal) : []}
<PanelWidgetDisplay pos={pos} goals={goals ? goals.goals : []}
termGoal={termGoal} selectedLocations={selectedLocs} widget={widget}/>
</details>
)}
@@ -166,6 +167,7 @@ interface InfoDisplayProps {
pos: DocumentPosition,
status: InfoStatus,
messages: InteractiveDiagnostic[],
proof?: ProofState,
goals?: InteractiveGoals,
termGoal?: InteractiveTermGoal,
error?: string,
@@ -175,7 +177,7 @@ interface InfoDisplayProps {
}
/** Displays goal state and messages. Can be paused. */
function InfoDisplay(props0: ProofStateProps & InfoDisplayProps & InfoPinnable) {
function InfoDisplay(props0: InfoDisplayProps & InfoPinnable) {
// Used to update the paused state *just once* if it is paused,
// but a display update is triggered
const [shouldRefresh, setShouldRefresh] = React.useState<boolean>(false)
@@ -214,7 +216,7 @@ function InfoDisplay(props0: ProofStateProps & InfoDisplayProps & InfoPinnable)
{/* <details open> */}
{/* <InfoStatusBar {...props} triggerUpdate={triggerDisplayUpdate} isPaused={isPaused} setPaused={setPaused} /> */}
<div className="vscode-light">
<InfoDisplayContent {...props} proof={editor.getValue()} triggerUpdate={triggerDisplayUpdate} isPaused={isPaused} setPaused={setPaused} />
<InfoDisplayContent {...props} proofString={editor.getValue()} triggerUpdate={triggerDisplayUpdate} isPaused={isPaused} setPaused={setPaused} />
</div>
{/* </details> */}
</RpcContext.Provider>
@@ -252,7 +254,7 @@ function useIsProcessingAt(p: DocumentPosition): boolean {
function InfoAux(props: InfoProps) {
const proofContext = React.useContext(ProofContext)
const { setProof } = React.useContext(ProofContext)
const config = React.useContext(ConfigContext)
@@ -290,6 +292,8 @@ function InfoAux(props: InfoProps) {
// with e.g. a new `pos`.
type InfoRequestResult = Omit<InfoDisplayProps, 'triggerUpdate'>
const [state, triggerUpdateCore] = useAsyncWithTrigger(() => new Promise<InfoRequestResult>((resolve, reject) => {
const proofReq = rpcSess.call('Game.getProofState', DocumentPosition.toTdpp(pos))
const goalsReq = rpcSess.call('Game.getInteractiveGoals', DocumentPosition.toTdpp(pos))
const termGoalReq = getInteractiveTermGoal(rpcSess, DocumentPosition.toTdpp(pos))
const widgetsReq = Widget_getWidgets(rpcSess, pos).catch(discardMethodNotFound)
@@ -308,6 +312,7 @@ function InfoAux(props: InfoProps) {
pos,
status: 'updating',
messages: lspDiagsHere.map(lspDiagToInteractive),
proof: undefined,
goals: undefined,
termGoal: undefined,
error: undefined,
@@ -318,11 +323,12 @@ function InfoAux(props: InfoProps) {
// NB: it is important to await await reqs at once, otherwise
// if both throw then one exception becomes unhandled.
Promise.all([goalsReq, termGoalReq, widgetsReq, messagesReq]).then(
([goals, termGoal, userWidgets, messages]) => resolve({
Promise.all([proofReq, goalsReq, termGoalReq, widgetsReq, messagesReq]).then(
([proof, goals, termGoal, userWidgets, messages]) => resolve({
pos,
status: 'ready',
messages,
proof : proof as any,
goals: goals as any,
termGoal,
error: undefined,
@@ -353,6 +359,7 @@ function InfoAux(props: InfoProps) {
pos,
status: 'error',
messages: lspDiagsHere.map(lspDiagToInteractive),
proof: undefined,
goals: undefined,
termGoal: undefined,
error: `Error fetching goals: ${errorString}`,
@@ -389,6 +396,7 @@ function InfoAux(props: InfoProps) {
pos,
status: 'updating',
messages: [],
proof: undefined,
goals: undefined,
termGoal: undefined,
error: undefined,
@@ -412,6 +420,11 @@ function InfoAux(props: InfoProps) {
// hintContext.setHints(state.value.goals.goals[0].hints)
// }
setDisplayProps({ ...state.value, triggerUpdate })
// Update the game's proof state
console.info('updating proof from editor mode.')
setProof(state.value.proof)
} else if (state.state === 'rejected' && state.error !== 'retry') {
// The code inside `useAsyncWithTrigger` may only ever reject with a `retry` exception.
console.warn('Unreachable code reached with error: ', state.error)
+131 -107
View File
@@ -26,15 +26,16 @@ import Markdown from '../markdown';
import { Infos } from './infos';
import { AllMessages, Errors, WithLspDiagnosticsContext } from './messages';
import { Goal } from './goals';
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext, ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './context';
import { Typewriter, hasErrors, hasInteractiveErrors } from './typewriter';
import { Goal, isLastStepWithErrors, lastStepHasErrors, loadGoals } from './goals';
import { DeletedChatContext, InputModeContext, PreferencesContext, MonacoEditorContext, ProofContext, SelectionContext, WorldLevelIdContext } from './context';
import { Typewriter, getInteractiveDiagsAt, hasErrors, hasInteractiveErrors } from './typewriter';
import { InteractiveDiagnostic } from '@leanprover/infoview/*';
import { Button } from '../button';
import { CircularProgress } from '@mui/material';
import { GameHint } from './rpc_api';
import { GameHint, InteractiveGoalsWithHints, ProofState } from './rpc_api';
import { store } from '../../state/store';
import { Hints, filterHints } from '../hints';
import { Hints, MoreHelpButton, filterHints } from '../hints';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
/** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is
* always present, or the monaco editor cannot start.
@@ -61,36 +62,35 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
const gameId = React.useContext(GameIdContext)
const { typewriterMode } = React.useContext(InputModeContext)
// Mark level as completed when server gives notification
const {proof, setProof} = React.useContext(ProofContext)
const dispatch = useAppDispatch()
useServerNotificationEffect(
'$/game/completed',
(params: any) => {
if (ec.events.changedCursorLocation.current &&
ec.events.changedCursorLocation.current.uri === params.uri) {
dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId }))
// On completion, add the names of all new items to the local storage
let newTiles = [
...level?.tactics,
...level?.lemmas,
...level?.definitions
].filter((tile) => tile.new).map((tile) => tile.name)
React.useEffect(() => {
if (proof.completed) {
dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId }))
// Add the proven statement to the local storage as well.
if (level?.statementName != null) {
newTiles.push(level?.statementName)
}
// On completion, add the names of all new items to the local storage
let newTiles = [
...level?.tactics,
...level?.lemmas,
...level?.definitions
].filter((tile) => tile.new).map((tile) => tile.name)
let inv: string[] = selectInventory(gameId)(store.getState())
// add new items and remove duplicates
let newInv = [...inv, ...newTiles].filter((item, i, array) => array.indexOf(item) == i)
dispatch(changedInventory({ game: gameId, inventory: newInv }))
// Add the proven statement to the local storage as well.
if (level?.statementName != null) {
newTiles.push(level?.statementName)
}
}, [level]
)
let inv: string[] = selectInventory(gameId)(store.getState())
// add new items and remove duplicates
let newInv = [...inv, ...newTiles].filter((item, i, array) => array.indexOf(item) == i)
dispatch(changedInventory({ game: gameId, inventory: newInv }))
}
}, [proof, level])
/* Set up updates to the global infoview state on editor events. */
const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
@@ -154,8 +154,21 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
const { proof, setProof } = React.useContext(ProofContext)
const {selectedStep, setSelectedStep} = React.useContext(SelectionContext)
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
function toggleSelection(line: number) {
return (ev) => {
console.debug('toggled selection')
if (selectedStep == line) {
setSelectedStep(undefined)
} else {
setSelectedStep(line)
}
}
}
console.debug(`template: ${props.data?.template}`)
// React.useEffect (() => {
@@ -182,6 +195,19 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri);
const curPos: DocumentPosition | undefined =
useEventResult(ec.events.changedCursorLocation, loc => loc ? { uri: loc.uri, ...loc.range.start } : undefined)
// Effect when the cursor changes in the editor
React.useEffect(() => {
// TODO: this is a bit of a hack and will yield unexpected behaviour if lines
// are indented.
let newPos = curPos?.line + (curPos?.character == 0 ? 0 : 1)
// scroll the chat along
setSelectedStep(newPos)
}, [curPos])
useClientNotificationEffect(
'textDocument/didClose',
(params: DidCloseTextDocumentParams) => {
@@ -206,8 +232,13 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
ret = <div><p>{serverStoppedResult.message}</p><p className="error">{serverStoppedResult.reason}</p></div>
} else {
ret = <div className="infoview vscode-light">
{completed && <div className="level-completed">Level completed! 🎉</div>}
{proof.completed && <div className="level-completed">Level completed! 🎉</div>}
<Infos />
<Hints hints={proof.steps[curPos?.line]?.goals[0]?.hints}
showHidden={showHelp.has(curPos?.line)} step={curPos?.line}
selected={selectedStep} toggleSelection={toggleSelection(curPos?.line)}
lastLevel={curPos?.line == proof.steps.length - 1}/>
<MoreHelpButton selected={curPos?.line}/>
</div>
}
@@ -223,15 +254,24 @@ const goalFilter = {
}
/** The display of a single entered lean command */
function Command({ command, deleteProof }: { command: string, deleteProof: any }) {
function Command({ proof, i, deleteProof }: { proof: ProofState, i: number, deleteProof: any }) {
// The first step will always have an empty command
if (!command) { return <></> }
return <div className="command">
<div className="command-text">{command}</div>
<Button to="" className="undo-button btn btn-inverted" title="Retry proof from here" onClick={deleteProof}>
<FontAwesomeIcon icon={faDeleteLeft} />&nbsp;Retry
</Button>
</div>
if (!proof?.steps[i]?.command) { return <></> }
if (isLastStepWithErrors(proof, i)) {
// If the last step has errors, we display the command in a different style
// indicating that it will be removed on the next try.
return <div className="failed-command">
<i>Failed command</i>: {proof.steps[i].command}
</div>
} else {
return <div className="command">
<div className="command-text">{proof.steps[i].command}</div>
<Button to="" className="undo-button btn btn-inverted" title="Retry proof from here" onClick={deleteProof}>
<FontAwesomeIcon icon={faDeleteLeft} />&nbsp;Retry
</Button>
</div>
}
}
// const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
@@ -286,10 +326,14 @@ function Command({ command, deleteProof }: { command: string, deleteProof: any }
// }, fastIsEqual)
/** The tabs of goals that lean ahs after the command of this step has been processed */
function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofStep: ProofStep, last : boolean, onClick? : any, onGoalChange?: (n?: number) => void }) {
function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofStep: InteractiveGoalsWithHints, last : boolean, onClick? : any, onGoalChange?: (n?: number) => void }) {
const [selectedGoal, setSelectedGoal] = React.useState<number>(0)
if (proofStep.goals.length == 0) {
return <></>
}
return <div className="goal-tabs" onClick={onClick}>
<div className={`tab-bar ${last ? 'current' : ''}`}>
{proofStep.goals.map((goal, i) => (
@@ -300,7 +344,7 @@ function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofSte
))}
</div>
<div className="goal-tab vscode-light">
<Goal typewriter={false} filter={goalFilter} goal={proofStep.goals[selectedGoal]} />
<Goal typewriter={false} filter={goalFilter} goal={proofStep.goals[selectedGoal]?.goal} />
</div>
</div>
}
@@ -349,13 +393,12 @@ export function TypewriterInterface({props}) {
const [disableInput, setDisableInput] = React.useState<boolean>(false)
const [loadingProgress, setLoadingProgress] = React.useState<number>(0)
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
const {mobile} = React.useContext(MobileContext)
const { proof } = React.useContext(ProofContext)
const {mobile} = React.useContext(PreferencesContext)
const { proof, setProof } = React.useContext(ProofContext)
const { setTypewriterInput } = React.useContext(InputModeContext)
const { selectedStep, setSelectedStep } = React.useContext(SelectionContext)
const proofPanelRef = React.useRef<HTMLDivElement>(null)
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
// const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
// const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri);
@@ -367,9 +410,11 @@ export function TypewriterInterface({props}) {
function deleteProof(line: number) {
return (ev) => {
let deletedChat: Array<GameHint> = []
filterHints(proof).slice(line).map((hintsAtStep, i) => {
proof.steps.slice(line).map((step, i) => {
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
// Only add these hidden hints to the deletion stack which were visible
deletedChat = [...deletedChat, ...hintsAtStep.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
deletedChat = [...deletedChat, ...filteredHints.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
})
setDeletedChat(deletedChat)
@@ -382,7 +427,9 @@ export function TypewriterInterface({props}) {
forceMoveMarkers: false
}])
setSelectedStep(undefined)
setTypewriterInput(proof[line].command)
setTypewriterInput(proof.steps[line].command)
// Reload proof on deleting
loadGoals(rpcSess, uri, setProof)
ev.stopPropagation()
}
}
@@ -402,7 +449,7 @@ export function TypewriterInterface({props}) {
// Scroll to the end of the proof if it is updated.
React.useEffect(() => {
if (proof?.length > 1) {
if (proof.steps.length > 1) {
proofPanelRef.current?.lastElementChild?.scrollIntoView() //scrollTo(0,0)
} else {
proofPanelRef.current?.scrollTo(0,0)
@@ -423,38 +470,8 @@ export function TypewriterInterface({props}) {
}
}, [selectedStep])
// TODO: This about hidden hints is all copied from `level.tsx`. Can we move that into `hints.tsx`?
// If the last step has errors, we want to treat it as if it is part of the second-to-last step
let k = proof.length - 1
let withErr = hasInteractiveErrors(proof[k]?.errors) ? 1 : 0
const activateHiddenHints = (ev) => {
// If the last step (`k`) has errors, we want the hidden hints from the
// second-to-last step to be affected
if (!(proof.length)) {return}
// state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp)
if (tmp.has(k - withErr)) {
tmp.delete(k - withErr)
} else {
tmp.add(k - withErr)
}
setShowHelp(tmp)
console.debug(`help: ${Array.from(tmp.values())}`)
}
function hasHiddenHints(i : number): boolean {
let step = proof[i]
// For example if the proof isn't loaded yet
if(!step) {return false}
return step.hints.some((hint) => hint.hidden)
}
let lastStepErrors = proof.length ? hasInteractiveErrors(proof[proof.length - 1].errors) : false
// TODO: superfluous, can be replaced with `withErr` from above
let lastStepErrors = proof.steps.length ? hasInteractiveErrors(getInteractiveDiagsAt(proof, proof.steps.length)) : false
useServerNotificationEffect("$/game/loading", (params : any) => {
@@ -474,20 +491,22 @@ export function TypewriterInterface({props}) {
</div>
<div className='proof' ref={proofPanelRef}>
<ExerciseStatement data={props.data} />
{proof.length ?
{proof.steps.length ?
<>
{proof.map((step, i) => {
if (i == proof.length - 1 && lastStepErrors) {
// if the last command contains an error, we only display the errors but not the
// entered command as it is still present in the command line.
// TODO: Should not use index as key.
return <div key={`proof-step-${i}`}>
<Errors errors={step.errors} typewriterMode={true} />
</div>
} else {
{proof.steps.map((step, i) => {
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
// if (i == proof.steps.length - 1 && hasInteractiveErrors(step.diags)) {
// // if the last command contains an error, we only display the errors but not the
// // entered command as it is still present in the command line.
// // TODO: Should not use index as key.
// return <div key={`proof-step-${i}`} className={`step step-${i}`}>
// <Errors errors={step.diags} typewriterMode={true} />
// </div>
// } else {
return <div key={`proof-step-${i}`} className={`step step-${i}` + (selectedStep == i ? ' selected' : '')}>
<Command command={step.command} deleteProof={deleteProof(i)} />
<Errors errors={step.errors} typewriterMode={true} />
<Command proof={proof} i={i} deleteProof={deleteProof(i)} />
<Errors errors={step.diags} typewriterMode={true} />
{mobile && i == 0 && props.data?.introduction &&
<div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelectStep(0)}>
<Markdown>{props.data?.introduction}</Markdown>
@@ -495,22 +514,21 @@ export function TypewriterInterface({props}) {
}
{mobile &&
<Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={i}
hints={filteredHints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelectStep(i)}/>
}
<GoalsTabs proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/>
{mobile && i == proof.length - 1 &&
hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button className="btn btn-help" to="" onClick={activateHiddenHints}>
Show more help!
</Button>
{/* <GoalsTabs proofStep={step} last={i == proof.steps.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.steps.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/> */}
{!(isLastStepWithErrors(proof, i)) &&
<GoalsTabs proofStep={step} last={i == proof.steps.length - (lastStepHasErrors(proof) ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.steps.length - (lastStepHasErrors(proof) ? 2 : 1) ? (n) => setDisableInput(n > 0) : (n) => {}}/>
}
{mobile && i == proof.steps.length - 1 &&
<MoreHelpButton />
}
{/* Show a message that there are no goals left */}
{!step.goals.length && (
{/* {!step.goals.length && (
<div className="message information">
{completed ?
{proof.completed ?
<p>Level completed! 🎉</p> :
<p>
<b>no goals left</b><br />
@@ -518,11 +536,17 @@ export function TypewriterInterface({props}) {
</p>
}
</div>
)}
)} */}
</div>
}
})}
{mobile && completed &&
//}
)}
{proof.diagnostics.length > 0 &&
<div key={`proof-step-remaining`} className="step step-remaining">
<Errors errors={proof.diagnostics} typewriterMode={true} />
</div>
}
{mobile && proof.completed &&
<div className="button-row mobile">
{props.level >= props.worldSize ?
<Button to={`/${gameId}`}>
@@ -539,7 +563,7 @@ export function TypewriterInterface({props}) {
}
</div>
</div>
<Typewriter hidden={!withErr && proof[proof.length - 1]?.goals.length == 0} disabled={disableInput || !proof.length}/>
<Typewriter disabled={disableInput || !proof.steps.length}/>
</RpcContext.Provider>
</div>
}
+11 -3
View File
@@ -194,16 +194,24 @@ export function AllMessages() {
</a>
</span>
</summary> */}
<AllMessagesBody uri={curPos.uri} key={curPos.uri} messages={iDiags0} />
<AllMessagesBody uri={curPos.uri} key={curPos.uri} messages={iDiags0} curPos={curPos} />
{/* </Details> */}
</RpcContext.Provider>
)
}
/** We factor out the body of {@link AllMessages} which lazily fetches its contents only when expanded. */
function AllMessagesBody({uri, messages}: {uri: DocumentUri, messages: () => Promise<InteractiveDiagnostic[]>}) {
function AllMessagesBody({uri, curPos, messages}: {uri: DocumentUri, curPos: DocumentPosition | undefined , messages: () => Promise<InteractiveDiagnostic[]>}) {
const [msgs, setMsgs] = React.useState<InteractiveDiagnostic[] | undefined>(undefined)
React.useEffect(() => { void messages().then(setMsgs) }, [messages])
React.useEffect(() => { void messages().then(
msgs => setMsgs(msgs.filter(
(d)=>{
//console.log(`message start: ${d.range.start.line}. CurPos: ${curPos.line}`)
// Only show the messages from the line where the cursor is.
return d.range.start.line == curPos.line
}))
) }, [messages, curPos])
if (msgs === undefined) return <div>Loading messages...</div>
else return <MessagesList uri={uri} messages={msgs}/>
}
+46 -12
View File
@@ -3,46 +3,80 @@
*
* This file is based on `vscode-lean4/vscode-lean4/src/rpcApi.ts`
*/
import { ContextInfo, FVarId, CodeWithInfos, MVarId } from '@leanprover/infoview-api';
export interface GameHint {
text: string;
hidden: boolean;
}
import type { Range } from 'vscode-languageserver-protocol';
import type { ContextInfo, FVarId, CodeWithInfos, MVarId } from '@leanprover/infoview-api';
import { InteractiveDiagnostic, TermInfo } from '@leanprover/infoview/*';
import type { Diagnostic } from 'vscode-languageserver-protocol';
export interface InteractiveHypothesisBundle {
/** The pretty names of the variables in the bundle. Anonymous names are rendered
* as `"[anonymous]"` whereas inaccessible ones have a `✝` appended at the end.
* Use `InteractiveHypothesisBundle_nonAnonymousNames` to filter anonymouse ones out. */
names: string[];
/** Present since server version 1.1.2. */
fvarIds?: FVarId[];
type: CodeWithInfos;
val?: CodeWithInfos;
isInstance?: boolean;
isType?: boolean;
isAssumption?: boolean;
isInserted?: boolean;
isRemoved?: boolean;
isAssumption?: boolean;
}
export interface InteractiveGoalCore {
hyps: InteractiveHypothesisBundle[];
type: CodeWithInfos;
/** Present since server version 1.1.2. */
ctx?: ContextInfo;
}
export interface InteractiveGoal extends InteractiveGoalCore {
userName?: string;
goalPrefix?: string;
/** Present since server version 1.1.2. */
mvarId?: MVarId;
isInserted?: boolean;
isRemoved?: boolean;
}
export interface InteractiveGoals extends InteractiveGoalCore {
goals: InteractiveGoals[];
}
export interface InteractiveTermGoal extends InteractiveGoalCore {
range?: Range;
term?: TermInfo;
}
export interface GameHint {
text: string;
hidden: boolean;
}
export interface InteractiveGoalWithHints {
goal: InteractiveGoal;
hints: GameHint[];
}
export interface InteractiveGoals {
goals: InteractiveGoal[];
export interface InteractiveGoalsWithHints {
goals: InteractiveGoalWithHints[];
command: string;
diags: InteractiveDiagnostic[];
}
/**
* The proof state as it is received from the server.
* Per proof step of the tactic proof, there is one `InteractiveGoalWithHints[]`.
*/
export interface ProofState {
/** The proof steps. step 0 is the state at the beginning of the proof. step one
* contains the goal after the first line has been evaluated.
*
* In particular `step[i]` is the proof step at the beginning of line `i` in vscode.
*/
steps: InteractiveGoalsWithHints[];
/** The remaining diagnostics that are not in the steps. Usually this should only
* be the "unsolved goals" message, I believe.
*/
diagnostics : InteractiveDiagnostic[];
completed : Boolean;
completedWithWarnings : Boolean;
}
+131 -91
View File
@@ -5,7 +5,7 @@ import { faWandMagicSparkles } from '@fortawesome/free-solid-svg-icons'
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { Registry } from 'monaco-textmate' // peer dependency
import { wireTmGrammars } from 'monaco-editor-textmate'
import { DiagnosticSeverity, PublishDiagnosticsParams } from 'vscode-languageserver-protocol';
import { DiagnosticSeverity, PublishDiagnosticsParams, DocumentUri } from 'vscode-languageserver-protocol';
import { useServerNotificationEffect } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { AbbreviationRewriter } from 'lean4web/client/src/editor/abbreviation/rewriter/AbbreviationRewriter';
import { AbbreviationProvider } from 'lean4web/client/src/editor/abbreviation/AbbreviationProvider';
@@ -13,13 +13,21 @@ import * as leanSyntax from 'lean4web/client/src/syntaxes/lean.json'
import * as leanMarkdownSyntax from 'lean4web/client/src/syntaxes/lean-markdown.json'
import * as codeblockSyntax from 'lean4web/client/src/syntaxes/codeblock.json'
import languageConfig from 'lean4/language-configuration.json';
import { InteractiveDiagnostic, getInteractiveDiagnostics } from '@leanprover/infoview-api';
import { InteractiveDiagnostic, RpcSessionAtPos, getInteractiveDiagnostics } from '@leanprover/infoview-api';
import { Diagnostic } from 'vscode-languageserver-types';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { RpcContext } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions';
import { DeletedChatContext, InputModeContext, MonacoEditorContext, ProofContext, ProofStep } from './context'
import { goalsToString } from './goals'
import { GameHint, InteractiveGoals } from './rpc_api'
import { DeletedChatContext, InputModeContext, MonacoEditorContext, ProofContext } from './context'
import { goalsToString, lastStepHasErrors, loadGoals } from './goals'
import { GameHint, ProofState } from './rpc_api'
export interface GameDiagnosticsParams {
uri: DocumentUri;
diagnostics: Diagnostic[];
}
/* We register a new language `leancmd` that looks like lean4, but does not use the lsp server. */
@@ -64,7 +72,7 @@ config.autoClosingPairs = config.autoClosingPairs.map(
monaco.languages.setLanguageConfiguration('lean4cmd', config);
/** The input field */
export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boolean}) {
export function Typewriter({disabled}: {disabled?: boolean}) {
/** Reference to the hidden multi-line editor */
const editor = React.useContext(MonacoEditorContext)
@@ -89,98 +97,98 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
/** Load all goals an messages of the current proof (line-by-line) and save
* the retrieved information into context (`ProofContext`)
*/
const loadAllGoals = React.useCallback(() => {
// const loadAllGoals = React.useCallback(() => {
let goalCalls = []
let msgCalls = []
// let goalCalls = []
// let msgCalls = []
// For each line of code ask the server for the goals and the messages on this line
for (let i = 0; i < model.getLineCount(); i++) {
goalCalls.push(
rpcSess.call('Game.getInteractiveGoals', DocumentPosition.toTdpp({line: i, character: 0, uri: uri}))
)
msgCalls.push(
getInteractiveDiagnostics(rpcSess, {start: i, end: i+1}).catch((error) => {console.debug("promise broken")})
)
}
// // For each line of code ask the server for the goals and the messages on this line
// for (let i = 0; i < model.getLineCount(); i++) {
// goalCalls.push(
// rpcSess.call('Game.getInteractiveGoals', DocumentPosition.toTdpp({line: i, character: 0, uri: uri}))
// )
// msgCalls.push(
// getInteractiveDiagnostics(rpcSess, {start: i, end: i+1}).catch((error) => {console.debug("promise broken")})
// )
// }
// Wait for all these requests to be processed before saving the results
Promise.all(goalCalls).then((steps : InteractiveGoals[]) => {
Promise.all(msgCalls).then((diagnostics : [InteractiveDiagnostic[]]) => {
let tmpProof : ProofStep[] = []
// // Wait for all these requests to be processed before saving the results
// Promise.all(goalCalls).then((steps : InteractiveGoalsWithHints[]) => {
// Promise.all(msgCalls).then((diagnostics : [InteractiveDiagnostic[]]) => {
// let tmpProof : ProofStep[] = []
let goalCount = 0
// let goalCount = 0
steps.map((goals, i) => {
// The first step has an empty command and therefore also no error messages
// Usually there is a newline at the end of the editors content, so we need to
// display diagnostics from potentally two lines in the last step.
let messages = i ? (i == steps.length - 1 ? diagnostics.slice(i-1).flat() : diagnostics[i-1]) : []
// steps.map((goals, i) => {
// // The first step has an empty command and therefore also no error messages
// // Usually there is a newline at the end of the editors content, so we need to
// // display diagnostics from potentally two lines in the last step.
// let messages = i ? (i == steps.length - 1 ? diagnostics.slice(i-1).flat() : diagnostics[i-1]) : []
// Filter out the 'unsolved goals' message
messages = messages.filter((msg) => {
return !("append" in msg.message &&
"text" in msg.message.append[0] &&
msg.message.append[0].text === "unsolved goals")
})
// // Filter out the 'unsolved goals' message
// messages = messages.filter((msg) => {
// return !("append" in msg.message &&
// "text" in msg.message.append[0] &&
// msg.message.append[0].text === "unsolved goals")
// })
if (typeof goals == 'undefined') {
tmpProof.push({
command: i ? model.getLineContent(i) : '',
goals: [],
hints: [],
errors: messages
} as ProofStep)
console.debug('goals is undefined')
return
}
// if (typeof goals == 'undefined') {
// tmpProof.push({
// command: i ? model.getLineContent(i) : '',
// goals: [],
// hints: [],
// errors: messages
// } as ProofStep)
// console.debug('goals is undefined')
// return
// }
// If the number of goals reduce, show a message
if (goals.goals.length && goalCount > goals.goals.length) {
messages.unshift({
range: {
start: {
line: i-1,
character: 0,
},
end: {
line: i-1,
character: 0,
}},
severity: DiagnosticSeverity.Information,
message: {
text: 'intermediate goal solved 🎉'
}
})
}
goalCount = goals.goals.length
// // If the number of goals reduce, show a message
// if (goals.length && goalCount > goals.length) {
// messages.unshift({
// range: {
// start: {
// line: i-1,
// character: 0,
// },
// end: {
// line: i-1,
// character: 0,
// }},
// severity: DiagnosticSeverity.Information,
// message: {
// text: 'intermediate goal solved 🎉'
// }
// })
// }
// goalCount = goals.length
// with no goals there will be no hints.
let hints : GameHint[] = goals.goals.length ? goals.goals[0].hints : []
// // with no goals there will be no hints.
// let hints : GameHint[] = goals.length ? goals[0].hints : []
console.debug(`Command (${i}): `, i ? model.getLineContent(i) : '')
console.debug(`Goals: (${i}): `, goalsToString(goals)) //
console.debug(`Hints: (${i}): `, hints)
console.debug(`Errors: (${i}): `, messages)
// console.debug(`Command (${i}): `, i ? model.getLineContent(i) : '')
// console.debug(`Goals: (${i}): `, goalsToString(goals)) //
// console.debug(`Hints: (${i}): `, hints)
// console.debug(`Errors: (${i}): `, messages)
tmpProof.push({
// the command of the line above. Note that `getLineContent` starts counting
// at `1` instead of `zero`. The first ProofStep will have an empty command.
command: i ? model.getLineContent(i) : '',
// TODO: store correct data
goals: goals.goals,
// only need the hints of the active goals in chat
hints: hints,
// errors and messages from the server
errors: messages
} as ProofStep)
// tmpProof.push({
// // the command of the line above. Note that `getLineContent` starts counting
// // at `1` instead of `zero`. The first ProofStep will have an empty command.
// command: i ? model.getLineContent(i) : '',
// // TODO: store correct data
// goals: goals.map(g => g.goal),
// // only need the hints of the active goals in chat
// hints: hints,
// // errors and messages from the server
// errors: messages
// } as ProofStep)
})
// Save the proof to the context
setProof(tmpProof)
}).catch((error) => {console.debug("promise broken")})
}).catch((error) => {console.debug("promise broken")})
}, [editor, rpcSess, uri, model])
// })
// // Save the proof to the context
// setProof(tmpProof)
// }).catch((error) => {console.debug("promise broken")})
// }).catch((error) => {console.debug("promise broken")})
// }, [editor, rpcSess, uri, model])
// Run the command
const runCommand = React.useCallback(() => {
@@ -201,6 +209,8 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
forceMoveMarkers: false
}])
setTypewriterInput('')
// Load proof after executing edits
loadGoals(rpcSess, uri, setProof)
}
editor.setPosition(pos)
@@ -212,9 +222,15 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
}
}, [typewriterInput])
/* Load proof on start/switching to typewriter */
useEffect(() => {
if (proof.length && hasInteractiveErrors(proof[proof.length - 1].errors)) {
setTypewriterInput(proof[proof.length - 1].command)
loadGoals(rpcSess, uri, setProof)
}, [])
/** If the last step has an error, add the command to the typewriter. */
useEffect(() => {
if (lastStepHasErrors(proof)) {
setTypewriterInput(proof.steps[proof.steps.length - 1].command)
}
}, [proof])
@@ -222,7 +238,9 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
useServerNotificationEffect('textDocument/publishDiagnostics', (params: PublishDiagnosticsParams) => {
if (params.uri == uri) {
setProcessing(false)
loadAllGoals()
//loadGoals(rpcSess, uri, setProof)
// TODO: loadAllGoals()
if (!hasErrors(params.diagnostics)) {
//setTypewriterInput("")
editor.setPosition(editor.getModel().getFullModelRange().getEndPosition())
@@ -236,6 +254,15 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
// loadAllGoals()
}, [uri]);
// React when answer from the server comes back
useServerNotificationEffect('$/game/publishDiagnostics', (params: GameDiagnosticsParams) => {
console.log('Received game diagnostics')
console.log(`diag. uri : ${params.uri}`)
console.log(params.diagnostics)
}, [uri]);
useEffect(() => {
const myEditor = monaco.editor.create(inputRef.current!, {
value: typewriterInput,
@@ -306,7 +333,8 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
useEffect(() => {
console.debug(`time to update: ${uri} \n ${rpcSess}`)
console.debug(rpcSess)
loadAllGoals()
// console.debug('LOAD ALL GOALS')
// TODO: loadAllGoals()
}, [rpcSess])
/** Process the entered command */
@@ -315,7 +343,8 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
runCommand()
}
return <div className={`typewriter${hidden ? ' hidden' : ''}${disabled ? ' disabled' : ''}`}>
// do not display if the proof is completed (with potential warnings still present)
return <div className={`typewriter${proof.completedWithWarnings ? ' hidden' : ''}${disabled ? ' disabled' : ''}`}>
<form onSubmit={handleSubmit}>
<div className="typewriter-input-wrapper">
<div ref={inputRef} className="typewriter-input" />
@@ -343,3 +372,14 @@ export function hasInteractiveErrors (diags: InteractiveDiagnostic[]) {
(d) => (d.severity == DiagnosticSeverity.Error ) // || d.severity == DiagnosticSeverity.Warning
)
}
export function getInteractiveDiagsAt (proof: ProofState, k : number) {
if (k == 0) {
return []
} else if (k >= proof.steps.length-1) {
// TODO: Do we need that?
return proof.diagnostics.filter(msg => msg.range.start.line >= proof.steps.length-1)
} else {
return proof.diagnostics.filter(msg => msg.range.start.line == k-1)
}
}
+2 -1
View File
@@ -134,7 +134,8 @@ function LandingPage() {
"leanprover-community/nng4",
"hhu-adam/robo",
"djvelleman/stg4",
"miguelmarco/STG4",
"miguelmarco/stg4",
"trequetrum/lean4game-logic",
]
let allTiles = allGames.map((gameId) => (useGetGameInfoQuery({game: `g/${gameId}`}).data?.tile))
+37 -57
View File
@@ -27,11 +27,11 @@ import { Button } from './button'
import Markdown from './markdown'
import {InventoryPanel} from './inventory'
import { hasInteractiveErrors } from './infoview/typewriter'
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext,
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
import { DeletedChatContext, InputModeContext, PreferencesContext, MonacoEditorContext,
ProofContext, SelectionContext, WorldLevelIdContext } from './infoview/context'
import { DualEditor } from './infoview/main'
import { GameHint } from './infoview/rpc_api'
import { DeletedHints, Hint, Hints, filterHints } from './hints'
import { GameHint, InteractiveGoalsWithHints, ProofState } from './infoview/rpc_api'
import { DeletedHints, Hint, Hints, MoreHelpButton, filterHints } from './hints'
import { PrivacyPolicyPopup } from './popup/privacy_policy'
import path from 'path';
@@ -49,6 +49,7 @@ import { WebSocketMessageWriter, toSocket } from 'vscode-ws-jsonrpc'
import { IConnectionProvider } from 'monaco-languageclient'
import { monacoSetup } from 'lean4web/client/src/monacoSetup'
import { onigasmH } from 'onigasm/lib/onigasmH'
import { isLastStepWithErrors, lastStepHasErrors } from './infoview/goals'
monacoSetup()
@@ -72,9 +73,9 @@ function Level() {
</WorldLevelIdContext.Provider>
}
function ChatPanel({lastLevel}) {
function ChatPanel({lastLevel, visible = true}) {
const chatRef = useRef<HTMLDivElement>(null)
const {mobile} = useContext(MobileContext)
const {mobile} = useContext(PreferencesContext)
const gameId = useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
@@ -83,9 +84,7 @@ function ChatPanel({lastLevel}) {
const {selectedStep, setSelectedStep} = useContext(SelectionContext)
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
// If the last step has errors, we want to treat it as if it is part of the second-to-last step
let k = proof.length - 1
let withErr = hasInteractiveErrors(proof[k]?.errors) ? 1 : 0
let k = proof.steps.length - (lastStepHasErrors(proof) ? 2 : 1)
function toggleSelection(line: number) {
return (ev) => {
@@ -98,29 +97,6 @@ function ChatPanel({lastLevel}) {
}
}
function hasHiddenHints(i : number): boolean {
let step = proof[i]
// For example if the proof isn't loaded yet
if(!step) {return false}
return step.hints.some((hint) => hint.hidden)
}
const activateHiddenHints = (ev) => {
// If the last step (`k`) has errors, we want the hidden hints from the
// second-to-last step to be affected
if (!(proof.length)) {return}
// state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp)
if (tmp.has(k - withErr)) {
tmp.delete(k - withErr)
} else {
tmp.add(k - withErr)
}
setShowHelp(tmp)
console.debug(`help: ${Array.from(tmp.values())}`)
}
useEffect(() => {
// TODO: For some reason this is always called twice
console.debug('scroll chat')
@@ -146,29 +122,34 @@ function ChatPanel({lastLevel}) {
let introText: Array<string> = level?.data?.introduction.split(/\n(\s*\n)+/)
// experimental: Remove all hints that appeared identically in the previous step
// This effectively prevent consequtive hints being shown.
let modifiedHints : GameHint[][] = filterHints(proof)
return <div className="chat-panel">
return <div className={`chat-panel ${visible ? '' : 'hidden'}`}>
<div ref={chatRef} className="chat">
{introText?.filter(t => t.trim()).map(((t, i) =>
// Show the level's intro text as hints, too
<Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
))}
{modifiedHints.map((step, i) => {
{proof.steps.map((step, i) => {
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
if (step.goals.length > 0 && !isLastStepWithErrors(proof, i)) {
return <Hints key={`hints-${i}`}
hints={filteredHints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.steps.length - 1}/>
}
})}
{/* {modifiedHints.map((step, i) => {
// It the last step has errors, it will have the same hints
// as the second-to-last step. Therefore we should not display them.
if (!(i == proof.length - 1 && withErr)) {
if (!(i == proof.steps.length - 1 && withErr)) {
// TODO: Should not use index as key.
return <Hints key={`hints-${i}`}
hints={step} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.length - 1}/>
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.steps.length - 1}/>
}
})}
})} */}
<DeletedHints hints={deletedChat}/>
{completed &&
{proof.completed &&
<>
<div className={`message information recent step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}>
Level completed! 🎉
@@ -182,7 +163,7 @@ function ChatPanel({lastLevel}) {
}
</div>
<div className="button-row">
{completed && (lastLevel ?
{proof.completed && (lastLevel ?
<Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World
</Button> :
@@ -190,16 +171,13 @@ function ChatPanel({lastLevel}) {
Next&nbsp;<FontAwesomeIcon icon={faArrowRight} />
</Button>)
}
{hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
<MoreHelpButton />
</div>
</div>
}
function ExercisePanel({codeviewRef, visible=true}) {
function ExercisePanel({codeviewRef, visible=true}: {codeviewRef: React.MutableRefObject<HTMLDivElement>, visible?: boolean}) {
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
@@ -215,7 +193,7 @@ function PlayableLevel({impressum, setImpressum}) {
const codeviewRef = useRef<HTMLDivElement>(null)
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(MobileContext)
const {mobile} = React.useContext(PreferencesContext)
const dispatch = useAppDispatch()
@@ -229,7 +207,7 @@ function PlayableLevel({impressum, setImpressum}) {
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
// The state variables for the `ProofContext`
const [proof, setProof] = useState<Array<ProofStep>>([])
const [proof, setProof] = useState<ProofState>({steps: [], diagnostics: [], completed: false, completedWithWarnings: false})
// When deleting the proof, we want to keep to old messages around until
// a new proof has been entered. e.g. to consult messages coming from dead ends
const [deletedChat, setDeletedChat] = useState<Array<GameHint>>([])
@@ -356,15 +334,15 @@ function PlayableLevel({impressum, setImpressum}) {
useEffect(() => {
// Forget whether hidden hints are displayed for steps that don't exist yet
if (proof.length) {
if (proof.steps.length) {
console.debug(Array.from(showHelp))
setShowHelp(new Set(Array.from(showHelp).filter(i => (i < proof.length))))
setShowHelp(new Set(Array.from(showHelp).filter(i => (i < proof.steps.length))))
}
}, [proof])
// save showed help in store
useEffect(() => {
if (proof.length) {
if (proof.steps.length) {
console.debug(`showHelp:\n ${showHelp}`)
dispatch(helpEdited({game: gameId, world: worldId, level: levelId, help: Array.from(showHelp)}))
}
@@ -441,7 +419,7 @@ function PlayableLevel({impressum, setImpressum}) {
function IntroductionPanel({gameInfo}) {
const gameId = React.useContext(GameIdContext)
const {worldId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(MobileContext)
const {mobile} = React.useContext(PreferencesContext)
let text: Array<string> = gameInfo.data?.worlds.nodes[worldId].introduction.split(/\n(\s*\n)+/)
@@ -468,7 +446,7 @@ export default Level
/** The site with the introduction text of a world */
function Introduction({impressum, setImpressum}) {
const gameId = React.useContext(GameIdContext)
const {mobile} = useContext(MobileContext)
const {mobile} = useContext(PreferencesContext)
const inventory = useLoadInventoryOverviewQuery({game: gameId})
@@ -622,7 +600,9 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
}
// loadRenderInfoview(imports, [infoProvider.getApi(), div], setInfoviewApi)
setInfoProvider(infoProvider)
client.restart()
// TODO: it looks like we get errors "File Changed" here.
client.restart("Lean4Game")
const editorApi = infoProvider.getApi()
+58 -23
View File
@@ -1,16 +1,42 @@
import * as React from 'react'
import { Input, Typography } from '@mui/material'
import Markdown from '../markdown'
import Switch from '@mui/material/Switch';
import { Switch, Button, ButtonGroup } from '@mui/material';
import Box from '@mui/material/Box';
import Slider from '@mui/material/Slider';
import FormControlLabel from '@mui/material/FormControlLabel';
import { IMobileContext } from "../infoview/context"
import { IPreferencesContext } from "../infoview/context"
interface PreferencesPopupProps extends IMobileContext{
interface PreferencesPopupProps extends Omit<IPreferencesContext, 'mobile'> {
handleClose: () => void
}
}
export function PreferencesPopup({ layout, setLayout, isSavePreferences, setIsSavePreferences, handleClose }: PreferencesPopupProps) {
const marks = [
{
value: 0,
label: 'Mobile',
key: "mobile"
},
{
value: 1,
label: 'Auto',
key: "auto"
},
{
value: 2,
label: 'Desktop',
key: "desktop"
},
];
const handlerChangeLayout = (_: Event, value: number) => {
setLayout(marks[value].key as IPreferencesContext["layout"])
}
export function PreferencesPopup({ mobile, setMobile, lockMobile, setLockMobile, handleClose }: PreferencesPopupProps) {
return <div className="modal-wrapper">
<div className="modal-backdrop" onClick={handleClose} />
<div className="modal">
@@ -18,34 +44,43 @@ export function PreferencesPopup({ mobile, setMobile, lockMobile, setLockMobile,
<Typography variant="body1" component="div" className="settings">
<div className='preferences-category'>
<div className='category-title'>
<h3>Mobile layout</h3>
<h3>Layout</h3>
</div>
<div className='preferences-item'>
<div className='preferences-item first leave-left-gap'>
<FormControlLabel
control={
<Switch
checked={mobile}
onChange={() => setMobile(!mobile)}
name="checked"
color="primary"
/>
<Box sx={{ width: 300 }}>
<Slider
aria-label="Always visible"
value={marks.find(item => item.key === layout).value}
step={1}
marks={marks}
max={2}
sx={{
'& .MuiSlider-track': { display: 'none', },
}}
onChange={handlerChangeLayout}
/>
</Box>
}
label="Enable"
labelPlacement="start"
label=""
/>
</div>
</div>
<div className='preferences-category tail-category'>
<div className='preferences-item'>
<FormControlLabel
control={
<Switch
checked={!lockMobile}
onChange={() => setLockMobile(!lockMobile)}
name="checked"
color="primary"
/>
<Switch
checked={isSavePreferences}
onChange={() => setIsSavePreferences(!isSavePreferences)}
name="checked"
color="primary"
/>
}
label="Auto"
labelPlacement="start"
label="Save my settings (in the browser store)"
labelPlacement="end"
/>
</div>
</div>
+6 -4
View File
@@ -10,7 +10,7 @@ import { useAppDispatch, useAppSelector } from '../hooks'
import { changedOpenedIntro, selectOpenedIntro } from '../state/progress'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api'
import { Button } from './button'
import { MobileContext } from './infoview/context'
import { PreferencesContext } from './infoview/context'
import { InventoryPanel } from './inventory'
import { ErasePopup } from './popup/erase'
import { InfoPopup } from './popup/game_info'
@@ -27,7 +27,7 @@ import { Hint } from './hints'
/** the panel showing the game's introduction text */
function IntroductionPanel({introduction, setPageNumber}: {introduction: string, setPageNumber}) {
const {mobile} = React.useContext(MobileContext)
const {mobile} = React.useContext(PreferencesContext)
const gameId = React.useContext(GameIdContext)
const dispatch = useAppDispatch()
@@ -64,7 +64,9 @@ function IntroductionPanel({introduction, setPageNumber}: {introduction: string,
/** main page of the game showing among others the tree of worlds/levels */
function Welcome() {
const gameId = React.useContext(GameIdContext)
const {mobile, setMobile, lockMobile, setLockMobile} = React.useContext(MobileContext)
const {mobile} = React.useContext(PreferencesContext)
const {layout, isSavePreferences, setLayout, setIsSavePreferences} = React.useContext(PreferencesContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const inventory = useLoadInventoryOverviewQuery({game: gameId})
@@ -134,7 +136,7 @@ function Welcome() {
{eraseMenu? <ErasePopup handleClose={closeEraseMenu}/> : null}
{uploadMenu? <UploadPopup handleClose={closeUploadMenu}/> : null}
{info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null}
{preferencesPopup ? <PreferencesPopup mobile={mobile} setMobile={setMobile} lockMobile={lockMobile} setLockMobile={setLockMobile} handleClose={closePreferencesPopup}/> : null}
{preferencesPopup ? <PreferencesPopup layout={layout} isSavePreferences={isSavePreferences} setLayout={setLayout} setIsSavePreferences={setIsSavePreferences} handleClose={closePreferencesPopup}/> : null}
</>
}
+3 -2
View File
@@ -11,11 +11,12 @@ import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faXmark, faCircleQuestion } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from '../app'
import { useAppDispatch, useMobile } from '../hooks'
import { useAppDispatch } from '../hooks'
import { selectDifficulty, changedDifficulty, selectCompleted } from '../state/progress'
import { store } from '../state/store'
import '../css/world_tree.css'
import { PreferencesContext } from './infoview/context'
// Settings for the world tree
cytoscape.use( klay )
@@ -197,7 +198,7 @@ export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
const gameId = React.useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId))
const dispatch = useAppDispatch()
const { mobile } = useMobile()
const { mobile } = React.useContext(PreferencesContext)
function label(x : number) {
+12
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@@ -188,6 +188,18 @@
flex-direction: row;
}
.exercise .failed-command {
background-color: #eee;
padding: .5em;
border-radius: .2em;
/* TODO: It seems my browsers merge the margings of the proof steps,
so that it only shows once 0.5rem instead of twice. Thus have 1.5 here now.
*/
margin-bottom: 1.5rem;
display: flex;
flex-direction: row;
}
.exercise .command-text {
flex: 1;
background-color: #fff;
+5
View File
@@ -368,3 +368,8 @@ td code {
min-width: 40px;
text-align: center;
}
/* DEBUG */
.proof .step {
border: 2px solid rgb(0, 123, 255);
}
+12
View File
@@ -187,3 +187,15 @@ h5, h6 {
margin-left: 0.3rem;
margin-right: 0.3rem;
}
.preferences-category.tail-category{
margin-top: 2em;
}
.preferences-item.first{
margin-top: 1em;
}
.preferences-item.leave-left-gap{
margin-left: 3em;
}
-24
View File
@@ -1,30 +1,6 @@
import { TypedUseSelectorHook, useDispatch, useSelector } from 'react-redux'
import type { RootState, AppDispatch } from './state/store'
import { setMobile as setMobileState, setLockMobile as setLockMobileState} from "./state/preferences"
// Use throughout your app instead of plain `useDispatch` and `useSelector`
export const useAppDispatch: () => AppDispatch = useDispatch
export const useAppSelector: TypedUseSelectorHook<RootState> = useSelector
export const useMobile = () => {
const dispatch = useAppDispatch();
const mobile = useAppSelector((state) => state.preferences.mobile);
const lockMobile = useAppSelector((state) => state.preferences.lockMobile);
const setMobile = (val: boolean) => {
dispatch(setMobileState(val));
};
const setLockMobile = (val: boolean) => {
dispatch(setLockMobileState(val));
};
return {
mobile,
setMobile,
lockMobile,
setLockMobile,
};
};
+41
View File
@@ -0,0 +1,41 @@
import React, { useState } from "react";
import { useAppDispatch, useAppSelector } from "../../hooks";
import {
PreferencesState,
setLayout as setPreferencesLayout,
setIsSavePreferences as setPreferencesIsSavePreferences,
getWindowDimensions,
AUTO_SWITCH_THRESHOLD
} from "../preferences";
const UsePreferences = () => {
const dispatch = useAppDispatch()
const [mobile, setMobile] = React.useState<boolean>()
const layout = useAppSelector((state) => state.preferences.layout);
const setLayout = (layout: PreferencesState["layout"]) => dispatch(setPreferencesLayout(layout))
const isSavePreferences = useAppSelector((state) => state.preferences.isSavePreferences);
const setIsSavePreferences = (isSave: boolean) => dispatch(setPreferencesIsSavePreferences(isSave))
const automaticallyAdjustLayout = () => {
const {width} = getWindowDimensions()
setMobile(width < AUTO_SWITCH_THRESHOLD)
}
React.useEffect(()=>{
if (layout === "auto"){
void automaticallyAdjustLayout()
window.addEventListener('resize', automaticallyAdjustLayout)
return () => window.removeEventListener('resize', automaticallyAdjustLayout)
} else {
setMobile(layout === "mobile")
}
}, [layout])
return {mobile, layout, isSavePreferences, setLayout, setIsSavePreferences}
}
export default UsePreferences;
+9
View File
@@ -57,3 +57,12 @@ export function savePreferences(state: any) {
// Ignore
}
}
export function removePreferences() {
try {
localStorage.removeItem(PREFERENCES_KEY);
} catch (e) {
// Ignore
}
}
+12 -14
View File
@@ -1,10 +1,10 @@
import { createSlice } from "@reduxjs/toolkit";
import { loadPreferences } from "./local_storage";
import { loadPreferences, removePreferences, savePreferences } from "./local_storage";
interface PreferencesState {
mobile: boolean;
lockMobile: boolean;
export interface PreferencesState {
layout: "mobile" | "auto" | "desktop";
isSavePreferences: boolean;
}
export function getWindowDimensions() {
@@ -12,26 +12,24 @@ export function getWindowDimensions() {
return {width, height}
}
const { width } = getWindowDimensions()
export const AUTO_SWITCH_THRESHOLD = 800
const initialState: PreferencesState = loadPreferences() ?? {
mobile: width < AUTO_SWITCH_THRESHOLD,
lockMobile: false
const initialState: PreferencesState = loadPreferences() ??{
layout: "auto",
isSavePreferences: false
}
export const preferencesSlice = createSlice({
name: "preferences",
initialState,
reducers: {
setMobile: (state, action) => {
state.mobile = action.payload;
setLayout: (state, action) => {
state.layout = action.payload;
},
setLockMobile: (state, action) => {
state.lockMobile = action.payload;
setIsSavePreferences: (state, action) => {
state.isSavePreferences = action.payload;
},
},
});
export const { setMobile, setLockMobile } = preferencesSlice.actions;
export const { setLayout, setIsSavePreferences } = preferencesSlice.actions;
+34 -34
View File
@@ -53,22 +53,22 @@ const initalLevelProgressState: LevelProgressState = {code: "", completed: false
/** Add an empty skeleton with progress for the current game */
function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) {
if (!state.games[action.payload.game]) {
state.games[action.payload.game] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY}
if (!state.games[action.payload.game.toLowerCase()]) {
state.games[action.payload.game.toLowerCase()] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY}
}
if (!state.games[action.payload.game].data) {
state.games[action.payload.game].data = {}
if (!state.games[action.payload.game.toLowerCase()].data) {
state.games[action.payload.game.toLowerCase()].data = {}
}
}
/** Add an empty skeleton with progress for the current level */
function addLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addGameProgress(state, action)
if (!state.games[action.payload.game].data[action.payload.world]) {
state.games[action.payload.game].data[action.payload.world] = {}
if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world]) {
state.games[action.payload.game.toLowerCase()].data[action.payload.world] = {}
}
if (!state.games[action.payload.game].data[action.payload.world][action.payload.level]) {
state.games[action.payload.game].data[action.payload.world][action.payload.level] = {...initalLevelProgressState}
if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level]) {
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level] = {...initalLevelProgressState}
}
}
@@ -79,58 +79,58 @@ export const progressSlice = createSlice({
/** put edited code in the state and set completed to false */
codeEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, code: string}>) {
addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].code = action.payload.code
state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = false
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].code = action.payload.code
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].completed = false
},
/** TODO: docstring */
changedSelection(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, selections: Selection[]}>) {
addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].selections = action.payload.selections
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].selections = action.payload.selections
},
/** mark level as completed */
levelCompleted(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = true
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].completed = true
},
/** Set the list of rows where help is displayed */
helpEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, help: number[]}>) {
addLevelProgress(state, action)
console.debug(`!setting help to: ${action.payload.help}`)
state.games[action.payload.game].data[action.payload.world][action.payload.level].help = action.payload.help
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].help = action.payload.help
},
/** delete all progress for this game */
deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) {
state.games[action.payload.game] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY}
state.games[action.payload.game.toLowerCase()] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY}
},
/** delete progress for this level */
deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level] = initalLevelProgressState
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level] = initalLevelProgressState
},
/** load progress, e.g. from external import */
loadProgress(state: ProgressState, action: PayloadAction<{game: string, data:GameProgressState}>) {
console.debug(`setting data to:\n ${action.payload.data}`)
state.games[action.payload.game] = action.payload.data
state.games[action.payload.game.toLowerCase()] = action.payload.data
},
/** set the current inventory */
changedInventory(state: ProgressState, action: PayloadAction<{game: string, inventory: string[]}>) {
addGameProgress(state, action)
state.games[action.payload.game].inventory = action.payload.inventory
state.games[action.payload.game.toLowerCase()].inventory = action.payload.inventory
},
/** set the difficulty */
changedDifficulty(state: ProgressState, action: PayloadAction<{game: string, difficulty: number}>) {
addGameProgress(state, action)
state.games[action.payload.game].difficulty = action.payload.difficulty
state.games[action.payload.game.toLowerCase()].difficulty = action.payload.difficulty
},
/** set the difficulty */
changedOpenedIntro(state: ProgressState, action: PayloadAction<{game: string, openedIntro: boolean}>) {
addGameProgress(state, action)
state.games[action.payload.game].openedIntro = action.payload.openedIntro
state.games[action.payload.game.toLowerCase()].openedIntro = action.payload.openedIntro
},
/** set the typewriter mode */
changeTypewriterMode(state: ProgressState, action: PayloadAction<{game: string, typewriterMode: boolean}>) {
addGameProgress(state, action)
state.games[action.payload.game].typewriterMode = action.payload.typewriterMode
state.games[action.payload.game.toLowerCase()].typewriterMode = action.payload.typewriterMode
}
}
})
@@ -138,74 +138,74 @@ export const progressSlice = createSlice({
/** if the level does not exist, return default values */
export function selectLevel(game: string, world: string, level: number) {
return (state) =>{
if (!state.progress.games[game]) { return initalLevelProgressState }
if (!state.progress.games[game].data[world]) { return initalLevelProgressState }
if (!state.progress.games[game].data[world][level]) { return initalLevelProgressState }
return state.progress.games[game].data[world][level]
if (!state.progress.games[game.toLowerCase()]) { return initalLevelProgressState }
if (!state.progress.games[game.toLowerCase()].data[world]) { return initalLevelProgressState }
if (!state.progress.games[game.toLowerCase()].data[world][level]) { return initalLevelProgressState }
return state.progress.games[game.toLowerCase()].data[world][level]
}
}
/** return the code of the current level */
export function selectCode(game: string, world: string, level: number) {
return (state) => {
return selectLevel(game, world, level)(state).code
return selectLevel(game.toLowerCase(), world, level)(state).code
}
}
/** return the current inventory */
export function selectInventory(game: string) {
return (state) => {
if (!state.progress.games[game]) { return [] }
return state.progress.games[game].inventory
if (!state.progress.games[game.toLowerCase()]) { return [] }
return state.progress.games[game.toLowerCase()].inventory
}
}
/** return the code of the current level */
export function selectHelp(game: string, world: string, level: number) {
return (state) => {
return selectLevel(game, world, level)(state).help
return selectLevel(game.toLowerCase(), world, level)(state).help
}
}
/** return the selections made in the current level */
export function selectSelections(game: string, world: string, level: number) {
return (state) => {
return selectLevel(game, world, level)(state).selections
return selectLevel(game.toLowerCase(), world, level)(state).selections
}
}
/** return whether the current level is clompleted */
export function selectCompleted(game: string, world: string, level: number) {
return (state) => {
return selectLevel(game, world, level)(state).completed
return selectLevel(game.toLowerCase(), world, level)(state).completed
}
}
/** return progress for the current game if it exists */
export function selectProgress(game: string) {
return (state) => {
return state.progress.games[game] ?? null
return state.progress.games[game.toLowerCase()] ?? null
}
}
/** return difficulty for the current game if it exists */
export function selectDifficulty(game: string) {
return (state) => {
return state.progress.games[game]?.difficulty ?? DEFAULT_DIFFICULTY
return state.progress.games[game.toLowerCase()]?.difficulty ?? DEFAULT_DIFFICULTY
}
}
/** return whether the intro has been read */
export function selectOpenedIntro(game: string) {
return (state) => {
return state.progress.games[game]?.openedIntro
return state.progress.games[game.toLowerCase()]?.openedIntro
}
}
/** return typewriter mode for the current game if it exists */
export function selectTypewriterMode(game: string) {
return (state) => {
return state.progress.games[game]?.typewriterMode ?? true
return state.progress.games[game.toLowerCase()]?.typewriterMode ?? true
}
}
+4 -2
View File
@@ -8,7 +8,7 @@ import { connection } from '../connection'
import { apiSlice } from './api'
import { progressSlice } from './progress'
import { preferencesSlice } from "./preferences"
import { saveState, savePreferences } from "./local_storage";
import { saveState, savePreferences, removePreferences} from "./local_storage";
export const store = configureStore({
@@ -29,7 +29,9 @@ export const store = configureStore({
store.subscribe(
debounce(() => {
saveState(store.getState()[progressSlice.name]);
savePreferences(store.getState()[preferencesSlice.name]);
const preferencesState = store.getState()[preferencesSlice.name]
preferencesState.isSavePreferences ? savePreferences(preferencesState) : removePreferences()
}, 800)
);
+3 -3
View File
@@ -8,7 +8,7 @@ relays messages between the lean server and the client. `index.mjs` is the file
be run, which is done for example using `pm2` or by calling `npm run start_server` or
`npm run production`, see more later.
The latter, "server", is the lean server which has two jobs. For one it produces the "gameserver"
The latter, "server", is the lean server which has two jobs. For one, it produces the "gameserver"
executable which is the lean server that handles the files the player plays on. The second job
is to provide the lean commands which are used when creating a game. These are located in
`Commands.lean`.
@@ -27,7 +27,7 @@ saved to lean env-extensions which the lean server has access to after loading t
For games to be run successfully, it is important that the "gameserver" executable inside
the game's `.lake` folder is actually built.
Currently this happens through a lake-post-update-hook when calling `lake update -R` (in the game's folder), but if this fails, you can always build it manually by calling `lake build gameserver`.
Currently, this happens through a lake-post-update-hook when calling `lake update -R` (in the game's folder), but if this fails, you can always build it manually by calling `lake build gameserver`.
(both commands are to be executed in the game's directory!)
## Modifying the server
@@ -50,7 +50,7 @@ npm run start_client
npm run production
```
(in two separate terminals) to test the production modus of the server. This way it will only
(in two separate terminals) to test the production mode of the server. This way it will only
change once you build and restart the server.
### Modifying the lean server
+9
View File
@@ -0,0 +1,9 @@
# Changelog
## v4.5.0
### Breaking changes
* Fix (#183): local store accepts case insensitive URL. The game progress has previously been saved under case sensitive URLs. You might need to recover old progress from your browser storage.
## Other
+23 -17
View File
@@ -98,7 +98,7 @@ This introduction text is shown when one first enters a world.
1. Use the template above and make sure you import all levels of this world.
1. In `Game.lean` import the world with `import Game.Levels.MyWorld`
Now you created a world with one level and added it🎉 The command `MakeGame` in `Game.lean` shows you any problems you might need to fix. Currently it shows
Now you created a world with one level and added it🎉 The command `MakeGame` in `Game.lean` shows you any problems you might need to fix. Currently, it shows
```text
No world introducing sorry, but required by MyWorld
@@ -125,26 +125,32 @@ The player has an inventory with tactics, theorems, and definitions that unlock
```lean
NewTactic induction simp
NewLemma Nat.zero_mul
NewTheorem Nat.zero_mul
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`.
to be **fully qualified**. For example `NewTheorem Nat.zero_mul` and not `NewTheorem zero_mul`.
#### Doc entries
You'll see a warning about a missing Lemma documentation. You can fix it by adding doc-entries like the following somewhere above it.
You'll see a warning about a missing Theorem documentation. You can fix it by adding doc-entries like the following somewhere above it.
```lean
LemmaDoc Nat.zero_mul as "zero_mul" in "Mul"
"some description"
/--
some description
-/
TheoremDoc Nat.zero_mul as "zero_mul" in "Mul"
/--
some description
-/
TacticDoc simp
"some description"
/--
some description
-/
DefinitionDoc Pow as "^"
"some description"
```
(e.g. you could also create a file `Game/Doc/MyTheorems.lean`, add there your documentation and import it)
@@ -156,7 +162,7 @@ If you do not provide any content for the inventory, the game will try to find a
You have a few options to disable inventory items that have been unlocked in previous levels:
```lean
DisableTactic, DisableLemma, OnlyTactic, OnlyLemma
DisabledTactic, DisabledTheorem, OnlyTactic, OnlyTheorem
```
have the same syntax as above. The former two disable items for this level, the latter two
@@ -164,7 +170,7 @@ disable all items except the ones specified.
#### Theorem Tab
Theorems are sorted into tabs. with `LemmaTab "Mul"` you specify which tab should be open by default in this level.
Theorems are sorted into tabs. With `TheoremTab "Mul"` you specify which tab should be open by default in this level.
#### HiddenTactic
@@ -179,7 +185,7 @@ and only `rw` would show up in the inventory.
### 6. b) Statement
The statement is the exercise of the level. the basics work the same as they would in `example` or `theorem`. Note however, that you **must** do a tactic proof, i.e. the `:= by` is a hard-coded part of the syntax
The statement is the exercise of the level. The basics work the same as they would in `example` or `theorem`. Note however, that you **must** do a tactic proof, i.e. the `:= by` is a hard-coded part of the syntax
#### Name
@@ -210,12 +216,12 @@ Statement my_simp_lemma ...
The proof must always be a tactic proof, i.e. `:= by` is a mandatory part of the syntax.
There are a few extra tactics that help you structuring the proof:
There are a few extra tactics that help you with structuring the proof:
- `Hint`: You can use `Hint "text"` to display text if the goal state in-game matches
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
helps to set `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
@@ -230,7 +236,7 @@ Most important for game development are probably the `Hints`.
The hints will be displayed whenever the player's current goal matches the goal the hint is
placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands.
Read [More about Hints](doc/hints.md) for how they work and what the options are.
Read [More about Hints](hints.md) for how they work and what the options are.
### 6. e) Extra: Images
You can add images on any layer of the game (i.e. game/world/level). These will be displayed in your game.
@@ -242,11 +248,11 @@ NOTE: At present, only the images for a world are displayed. They appear in the
## 7. Update your game
In principle, it is as simple as modifying `lean-toolchain` to update your game to a new Lean version. However, you should read about the details in [Update An Existing Game](doc/update_game.md).
In principle, it is as simple as modifying `lean-toolchain` to update your game to a new Lean version. However, you should read about the details in [Update An Existing Game](update_game.md).
## 8. Publish your game
To publish your game on the official server, see [Publishing a game](doc/publish_game.md)
To publish your game on the official server, see [Publishing a game](publish_game.md)
There are a few more options you can add in `Game.lean` before the `MakeGame` command, which describe the tile that is visible on the server's landing page:
@@ -258,7 +264,7 @@ Prerequisites "NNG"
CoverImage "images/cover.png"
```
* `Languages`: Currently only a single language (capital English name). The tile will show a corresponding flag.
* `CaptionShort`: One catch phrase. Appears above the image.
* `CaptionShort`: One catchphrase. Appears above the image.
* `CaptionLong`: 2-4 sentences to describe the game.
* `Prerequisites` a list of other games you should play before this one, e.g. `Prerequisites "NNG" "STG"`. The game names are free-text.
* `CoverImage`: You can create a folder `images/` and put images there for the game to use. The maximal ratio is ca. 500x200 (W x H) but it might be cropped horizontally on narrow screens.
+4 -4
View File
@@ -10,7 +10,7 @@ Statement .... := by
...
```
Note that hints are only **context-aware but not history-aware**. In particular they only look at the assumptions and the current goal. Player's might encounter hints in a different order - or not at all - if they decide to go for a unique proof idea. The `Branch` tactic helps placing hints outside the sample solution's proof.
Note that hints are only **context-aware but not history-aware**. In particular, they only look at the assumptions and the current goal. Player's might encounter hints in a different order - or not at all - if they decide to go for a unique proof idea. The `Branch` tactic helps to place hints outside the sample solution's proof.
## 1. When do hints show?
@@ -19,7 +19,7 @@ sample solutions and the entire context from the sample solutions is present in
player's context. The player's context may contain additional items.
This means if you have multiple identical
subgoals, you should only place a single hint in one of them and it will be displayed in
subgoals, you should only place a single hint in one of them, and it will be displayed in
all of them.
However, identical (non-hidden) hints which where already present in the step
@@ -32,12 +32,12 @@ Hidden hints are not filtered.
You can use `Branch` to place hints
in dead ends or alternative proof strands.
A proof inside a `Branch`-block is normally evaluated by lean but it's discarded at the end
A proof inside a `Branch`-block is normally evaluated by lean, but it's discarded at the end
so that no progress has been made on proofing the goal.
```
Statement .... := by
Hint "Huse `rw` or `rewrite`."
Hint "use `rw` or `rewrite`."
Branch
rewrite [h]
Hint "now you still need `rfl`"
+2 -2
View File
@@ -1,6 +1,6 @@
# Publishing games
You can publish your game on the official (Lean Game Server)[https://adam.math.hhu.de] in a few simple
You can publish your game on the official [Lean Game Server](https://adam.math.hhu.de) in a few simple
steps.
## 1. Upload Game to github
@@ -11,7 +11,7 @@ tab.
## 2. Import the game
You call the URL that's listed under "What's Next?" in the latest action run. Explicitely you call
You call the URL that's listed under "What's Next?" in the latest action run. Explicitly you call
the URL of the form
> adam.math.hhu.de/import/trigger/{USER}/{REPOSITORY}
+27 -12
View File
@@ -2,6 +2,8 @@
The installation instructions are not yet tested on Mac/Windows. Comments very welcome!
Please also consult the [Troubleshooting Collection](troubleshoot.md), where some known pitfalls are collected.
There are several options to play a game locally:
1. VSCode Dev Container: needs `docker` installed on your machine
@@ -31,24 +33,14 @@ The template game [GameSkeleton](https://github.com/hhu-adam/GameSkeleton) conta
* The first start will take a while, ca. 2-15 minutes. After the first
start this should be very quickly.
* Once built, you can open http://localhost:3000 in your browser. which should load the game.
* Once built, you can open http://localhost:3000 in your browser, which should load the game.
3. **Editing Files** *(everytime)*:<br/>
After editing some Lean files in VSCode, open VSCode's terminal (View > Terminal) and run `lake build`. Now you can reload your browser to see the changes.
### 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
explicitely in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time)
* On a working dev container setup, http://localhost:3000 should directly redirect you to http://localhost:3000/#/g/local/game, try if the latter is accessible.
## Codespaces
You can work on your game using Github codespaces (click "Code" and then "Codespaces" and then "create codespace on main"). It it should run the game locally in the background. You can open it for example under "Ports" and clicking on "Open in Browser".
You can work on your game using Github codespaces (click "Code" and then "Codespaces" and then "create codespace on main"). It should run the game locally in the background. You can open it for example under "Ports" and clicking on "Open in Browser".
Note: You have to wait until npm started properly, which might take a good while.
@@ -108,6 +100,29 @@ Run the game:
npm start
```
You should see a message like this:
```bash
[server] > lean4-game@0.1.0 start_server
[server] > (cd server && lake build) && (cd relay && cross-env NODE_ENV=development nodemon -e mjs --exec "node ./index.mjs")
[server]
[client]
[client] > lean4-game@0.1.0 start_client
[client] > cross-env NODE_ENV=development vite --host
[client]
[server] [nodemon] 3.0.#
[server] [nodemon] to restart at any time, enter `rs`
[server] [nodemon] watching path(s): *.*
[server] [nodemon] watching extensions: mjs
[server] [nodemon] starting `node ./index.mjs`
[client]
[client] VITE v4.5.1 ready in \#\#\# ms
[client]
[client] ➜ Local: http://localhost:3000/
[client] ➜ Network: http://###.###.###.##:3000/
[client] [vite-plugin-static-copy] Collected 7 items.
[server] (node:#####) [DEP0040] [server] Listening on 8080
```
This takes a little time. Eventually, the game is available on http://localhost:3000/#/g/local/GameSkeleton. Replace `GameSkeleton` with the folder name of your local game.
## Modifying the GameServer
+3 -3
View File
@@ -6,7 +6,7 @@ In order to set up the server to allow imports, one needs to create a
repos will suffice.
You need to set the environment variables `LEAN4GAME_GITHUB_USER` and `LEAN4GAME_GITHUB_TOKEN`
with your user name and access token. For example, you can seet these in `ecosystem.config.cjs` if
with your user name and access token. For example, you can set these in `ecosystem.config.cjs` if
you're using `pm2`
Then people can call:
@@ -22,7 +22,7 @@ where you replace:
> https://{website}/#/g/{owner}/{repo}
## data management
## Data management
Everything downloaded remains in the folder `lean4game/games`.
the subfolder `tmp` contains downloaded artifacts and can be deleted without loss.
The subfolder `tmp` contains downloaded artifacts and can be deleted without loss.
The other folders should only contain the built lean-games, sorted by owner and repo.
+28
View File
@@ -0,0 +1,28 @@
# Troubleshooting
Here are some issues experienced by users.
# VSCode Dev-Container
* If you don't get the pop-up, you might have disabled them, and you can reenable it by
running the `remote-containers.showReopenInContainerNotificationReset` command in vscode.
* If the starting the container fails, in particular with a message `Error: network xyz not found`,
you might have deleted stuff from docker via your shell. Try deleting the container and image
explicitly in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time)
* On a working dev container setup, http://localhost:3000 should directly redirect you to http://localhost:3000/#/g/local/game, try if the latter is accessible.
# Manual Installation
Here are known issues/pitfalls with the local setup using `npm`.
* If `CDPATH` is set on your mac/linux system, it might provide issues with `npm start` resulting in a server crash or blank screen. In particular `npm start` will display
```
[server] sh: line 0: cd: server: No such file or directory
[server] npm run start_server exited with code 1
```
As a fix you might need to delete your manually set `CDPATH` environment variable.
# Publication
Errors concerning uploads to the server.
* Your game overview loads but the server crashes on loading a level: Check your game's github action is identical to the [GameSkeleton's](https://github.com/hhu-adam/GameSkeleton/blob/main/.github/workflows/build.yml), in particular that there is a step about building the "`gameserver`-executable".
+1901 -2560
View File
File diff suppressed because it is too large Load Diff
+2 -2
View File
@@ -28,8 +28,8 @@
"debounce": "^1.2.1",
"express": "^4.18.2",
"lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c",
"lean4web": "github:hhu-adam/lean4web#b91645a7b88814675ba9f99817436d0a2ce3a0ec",
"octokit": "^2.0.14",
"lean4web": "github:hhu-adam/lean4web#414d9e62638a392fca278761b4c61a1d2e138bc7",
"octokit": "^3.1.2",
"path-browserify": "^1.0.1",
"react": "^18.2.0",
"react-dom": "^18.2.0",
+2 -1
View File
@@ -19,7 +19,8 @@ import { importTrigger, importStatus } from './import.mjs'
const queueLength = {
"g/hhu-adam/robo": 2,
"g/hhu-adam/nng4": 5,
"g/djvelleman/stg4": 2,
"g/djvelleman/stg4": 0,
"g/trequetrum/lean4game-logic": 0,
}
const __filename = url.fileURLToPath(import.meta.url);
+4
View File
@@ -28,3 +28,7 @@ do
#tar -xvzf $f -C games/${OWNER}/${REPO}
unzip -q -o $f -d ${OWNER}/${REPO}
done
# Delete temporary files
rm -f tmp/${OWNER}_${REPO}_${ARTIFACT_ID}.zip
rm -fr tmp/${OWNER}_${REPO}_${ARTIFACT_ID}
+1 -1
View File
@@ -11,7 +11,7 @@ unsafe def main : List String → IO UInt32 := fun args => do
-- TODO: remove this argument
if args[0]? == some "--server" then
MyServer.FileWorker.workerMain {} args
GameServer.FileWorker.workerMain {} args
else
e.putStrLn s!"Expected `--server`"
return 1
+438 -294
View File
@@ -3,8 +3,10 @@ import Lean.Server.FileWorker
import GameServer.Game
import GameServer.ImportModules
import GameServer.SaveData
import GameServer.EnvExtensions
namespace MyModule
open Lean
open Elab
open Parser
@@ -48,7 +50,8 @@ partial def parseTactic (inputCtx : InputContext) (pmctx : ParserModuleContext)
end MyModule
namespace MyServer.FileWorker
namespace GameServer.FileWorker
open Lean
open Lean.Server
open Lean.Server.FileWorker
@@ -57,103 +60,137 @@ open IO
open Snapshots
open JsonRpc
structure GameWorkerState :=
/--
Game-specific state to be packed on top of the `Server.FileWorker.WorkerState`
used by the Lean server.
-/
structure WorkerState :=
/--
Collection of items which are considered unlocked.
Tactics and theorems are mixed together.
-/
inventory : Array String
/--
Check for tactics/theorems that are not unlocked.
0: no check
1: give warnings
2: give errors
Difficulty determines whether tactics/theorems can be locked.
* 0: do not check
* 1: give warnings when locked items are used
* 2: give errors when locked items are used
-/
difficulty : Nat
/--
`levelInfo` contains all the (static) information about the level which is not influenced
by the user's progress.
-/
levelInfo : LevelInfo
deriving ToJson, FromJson
deriving ToJson, FromJson
abbrev GameWorkerM := StateT GameWorkerState Server.FileWorker.WorkerM
/--
Pack the our custom `WorkerState` on top of the normal worker monad
`Server.FileWorker.WorkerM`.
-/
abbrev WorkerM := StateT WorkerState Server.FileWorker.WorkerM
section Elab
def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : MessageData) :
/-- Add a message. use `(severity := .warning)` to specify the severity-/
def addMessage (info : SourceInfo) (inputCtx : Parser.InputContext)
(severity := MessageSeverity.warning) (s : MessageData) :
Elab.Command.CommandElabM Unit := do
modify fun st => { st with
messages := st.messages.add {
fileName := inputCtx.fileName
severity := MessageSeverity.error
pos := inputCtx.fileMap.toPosition (info.getPos?.getD 0)
data := s
}
}
messages := st.messages.add {
fileName := inputCtx.fileName
severity := severity
pos := inputCtx.fileMap.toPosition (info.getPos?.getD 0)
data := s }}
-- TODO: use HashSet for allowed tactics?
/-- Find all tactics in syntax object that are forbidden according to a
set `allowed` of allowed tactics. -/
partial def findForbiddenTactics (inputCtx : Parser.InputContext)
(gameWorkerState : GameWorkerState) (stx : Syntax) :
Elab.Command.CommandElabM Unit := do
let levelInfo := gameWorkerState.levelInfo
/--
Find all tactics in syntax object that are forbidden according to a
set `allowed` of allowed tactics.
-/
partial def findForbiddenTactics (inputCtx : Parser.InputContext) (workerState : WorkerState)
(stx : Syntax) : Elab.Command.CommandElabM Unit := do
let levelInfo := workerState.levelInfo
-- Parse the syntax object and look for tactics and declarations.
match stx with
| .missing => return ()
| .node _info _kind args =>
-- Go inside a node.
for arg in args do
findForbiddenTactics inputCtx gameWorkerState arg
findForbiddenTactics inputCtx workerState arg
| .atom info val =>
-- ignore syntax elements that do not start with a letter
-- and ignore "with" keyword
let allowed := ["with", "fun", "at", "only", "by", "to"]
-- Atoms might be tactic names or other keywords.
-- Note: We whitelisted known keywords because we cannot
-- distinguish keywords from tactic names.
let allowed := ["with", "fun", "at", "only", "by", "to", "generalizing", "says"]
-- Ignore syntax elements that do not start with a letter or are listed above.
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
-- Treat `simp?` and `simp!` like `simp`
let val := val.dropRightWhile (fun c => c == '!' || c == '?')
match levelInfo.tactics.find? (·.name.toString == val) with
| none =>
-- Note: This case means that the tactic will never be introduced in the game.
match gameWorkerState.inventory.find? (· == val) with
-- Tactic will never be introduced in the game.
match workerState.inventory.find? (· == val) with
| some _ =>
-- Tactic is in the inventory, allow it.
-- Note: This case shouldn't be possible...
pure ()
| none =>
addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!"
| some _ => pure () -- tactic is in the inventory, allow it.
-- Tactic is not in the inventory.
addMessageByDifficulty info s!"The tactic '{val}' is not available in this game!"
| some tac =>
if tac.locked then
match gameWorkerState.inventory.find? (· == val) with
-- Tactic is introduced at some point in the game.
if tac.disabled then
-- Tactic is disabled in this level.
addMessageByDifficulty info s!"The tactic '{val}' is disabled in this level!"
else if tac.locked then
match workerState.inventory.find? (· == val) with
| none =>
addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!"
| some _ => pure () -- tactic is in the inventory, allow it.
else if tac.disabled then
addWarningMessage info s!"The tactic '{val}' is disabled in this level!"
-- Tactic is marked as locked and not in the inventory.
addMessageByDifficulty info s!"You have not unlocked the tactic '{val}' yet!"
| some _ =>
-- Tactic is in the inventory, allow it.
pure ()
| .ident info _rawVal val _preresolved =>
let ns ←
try resolveGlobalConst (mkIdent val)
catch | _ => pure [] -- catch "unknown constant" error
for n in ns do
let some (.thmInfo ..) := (← getEnv).find? n
| return () -- not a theorem -> ignore
-- Try to resolve the name
let ns ←
try resolveGlobalConst (mkIdent val)
-- Catch "unknown constant" error
catch | _ => pure []
for n in ns do
let some (.thmInfo ..) := (← getEnv).find? n
-- Not a theorem, no checks needed.
| return ()
if some n = levelInfo.statementName then
-- Forbid the theorem we are proving currently
if some n = levelInfo.statementName then
addErrorMessage info inputCtx s!"Structural recursion: you can't use '{n}' to proof itself!"
addMessage info inputCtx (severity := .error)
s!"Structural recursion: you can't use '{n}' to proof itself!"
let theoremsAndDefs := levelInfo.lemmas ++ levelInfo.definitions
match theoremsAndDefs.find? (·.name == n) with
| none =>
-- Theorem will never be introduced in this game
addMessageByDifficulty info s!"You have not unlocked the theorem/definition '{n}' yet!"
| some thm =>
-- Theorem is introduced at some point in the game.
if thm.disabled then
-- Theorem is disabled in this level.
addMessageByDifficulty info s!"The theorem/definition '{n}' is disabled in this level!"
else if thm.locked then
-- Theorem is still locked.
addMessageByDifficulty info s!"You have not unlocked the theorem/definition '{n}' yet!"
let lemmasAndDefs := levelInfo.lemmas ++ levelInfo.definitions
match lemmasAndDefs.find? (fun l => l.name == n) with
| none => addWarningMessage info s!"You have not unlocked the lemma/definition '{n}' yet!"
| some lem =>
if lem.locked then
addWarningMessage info s!"You have not unlocked the lemma/definition '{n}' yet!"
else if lem.disabled then
addWarningMessage info s!"The lemma/definition '{n}' is disabled in this level!"
where addWarningMessage (info : SourceInfo) (s : MessageData) :=
let difficulty := gameWorkerState.difficulty
where addMessageByDifficulty (info : SourceInfo) (s : MessageData) :=
-- See `GameServer.FileWorker.WorkerState.difficulty`. Send nothing/warnings/errors
-- deppending on difficulty.
let difficulty := workerState.difficulty
if difficulty > 0 then
modify fun st => { st with
messages := st.messages.add {
fileName := inputCtx.fileName
severity := if difficulty > 1 then MessageSeverity.error else MessageSeverity.warning
pos := inputCtx.fileMap.toPosition (info.getPos?.getD 0)
data := s
}
}
addMessage info inputCtx (if difficulty > 1 then .error else .warning) s
else pure ()
-- where addErrorMessage (info : SourceInfo) (s : MessageData) :=
-- pure ()
open Elab Meta Expr in
def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets : Bool)
(couldBeEndSnap : Bool) (gameWorkerState : GameWorkerState)
(couldBeEndSnap : Bool) (gameWorkerState : WorkerState)
(initParams : Lsp.InitializeParams) : IO Snapshot := do
-- Recognize end snap
if inputCtx.input.atEnd snap.mpState.pos ∧ couldBeEndSnap then
@@ -262,7 +299,7 @@ where
private def publishIleanInfo (method : String) (m : DocumentMeta) (hOut : FS.Stream)
(snaps : Array Snapshot) : IO Unit := do
let trees := snaps.map fun snap => snap.infoTree
let references := findModuleRefs m.text trees (localVars := true)
let references ← findModuleRefs m.text trees (localVars := true) |>.toLspModuleRefs
let param := { version := m.version, references : LeanIleanInfoParams }
hOut.writeLspNotification { method, param }
@@ -276,6 +313,79 @@ where
uri : String
deriving ToJson, FromJson
structure GameDiagnostics where
diagnostics : List Diagnostic
deriving ToJson, FromJson
structure GameParams where
uri : String
diagnostics : GameDiagnostics
deriving ToJson, FromJson
/-- WIP: publish diagnostics, all intermediate goals and if the game is completed. -/
def publishProofState (m : DocumentMeta) (snap : Snapshot) (initParams : Lsp.InitializeParams) (hOut : FS.Stream) :
IO Unit := do
-- let text := m.text
-- -- `snap` is the one snapshot containing the entire proof.
-- let mut goals : Array <| InteractiveGoalsWithHints := #[]
-- for pos in text.positions do
-- let source := text.getLineBefore pos
-- -- iterate over all newlines in the proof and get the goals and hints at each position
-- if let goalsAtResult@(_ :: _) := snap.infoTree.goalsAt? text pos then
-- pure ()
-- let goalAtPos : List <| List InteractiveGoalWithHints ← goalsAtResult.mapM
-- fun { ctxInfo := ci, tacticInfo := tacticInfo, useAfter := useAfter, .. } => do
-- -- TODO: What does this function body do?
-- -- let ciAfter := { ci with mctx := ti.mctxAfter }
-- let ci := if useAfter then
-- { ci with mctx := tacticInfo.mctxAfter }
-- else
-- { ci with mctx := tacticInfo.mctxBefore }
-- -- compute the interactive goals
-- let goalMvars : List MVarId ← ci.runMetaM {} do
-- return if useAfter then tacticInfo.goalsAfter else tacticInfo.goalsBefore
-- let interactiveGoals : List InteractiveGoalWithHints ← ci.runMetaM {} do
-- goalMvars.mapM fun goal => do
-- let hints ← findHints goal m initParams
-- let interactiveGoal ← goalToInteractive goal
-- return ⟨interactiveGoal, hints⟩
-- -- TODO: This code is way old, can it be deleted?
-- -- compute the goal diff
-- -- let goals ← ciAfter.runMetaM {} (do
-- -- try
-- -- Widget.diffInteractiveGoals useAfter ti goals
-- -- catch _ =>
-- -- -- fail silently, since this is just a bonus feature
-- -- return goals
-- -- )
-- return interactiveGoals
-- let goalAtPos : Array InteractiveGoalWithHints := ⟨goalAtPos.foldl (· ++ ·) []⟩
-- goals := goals.push ⟨goalAtPos, source⟩
-- else
-- -- No goals present
-- goals := goals.push default
-- -- Question: Is there a difference between the diags of this snap and the last snap?
-- -- Should we get the diags from there?
-- let diag : Array Widget.InteractiveDiagnostic := snap.interactiveDiags.toArray
-- -- Level is completed if there are no errrors or warnings
-- let completed : Bool := ¬ diag.any (fun d =>
-- d.severity? == some .error ∨ d.severity? == some .warning)
-- let param : ProofState := {
-- steps := goals,
-- diagnostics := diag,
-- completed := completed }
-- TODO
let param := { uri := m.uri : GameCompletedParams}
hOut.writeLspNotification { method := "$/game/publishProofState", param }
/-- Checks whether game level has been completed and sends a notification to the client -/
def publishGameCompleted (m : DocumentMeta) (hOut : FS.Stream) (snaps : Array Snapshot) : IO Unit := do
-- check if there is any error or warning
@@ -285,294 +395,318 @@ where
let param := { uri := m.uri : GameCompletedParams}
hOut.writeLspNotification { method := "$/game/completed", param }
/-- Elaborates the next command after `parentSnap` and emits diagnostics into `hOut`. -/
private def nextSnap (ctx : WorkerContext) (m : DocumentMeta) (cancelTk : CancelToken)
(gameWorkerState : GameWorkerState) (initParams : Lsp.InitializeParams)
: AsyncElabM (Option Snapshot) := do
/-- copied from `Lean.Server.FileWorker.nextCmdSnap`. -/
-- @[inherit_doc Lean.Server.FileWorker.nextCmdSnap] -- cannot inherit from private
private def nextCmdSnap (ctx : WorkerContext) (m : DocumentMeta) (cancelTk : CancelToken)
(gameWorkerState : WorkerState) (initParams : Lsp.InitializeParams) :
AsyncElabM (Option Snapshot) := do
cancelTk.check
let s ← get
let .some lastSnap := s.snaps.back? | panic! "empty snapshots"
if lastSnap.isAtEnd then
publishGameCompleted m ctx.hOut s.snaps
publishDiagnostics m lastSnap.diagnostics.toArray ctx.hOut
publishProgressDone m ctx.hOut
-- This will overwrite existing ilean info for the file, in case something
-- went wrong during the incremental updates.
publishIleanInfoFinal m ctx.hOut s.snaps
return none
publishProgressAtPos m lastSnap.endPos ctx.hOut
-- (modified part)
-- Make sure that there is at least one snap after the head snap, so that
-- we can see the current goal even on an empty document
let couldBeEndSnap := s.snaps.size > 1
let snap ← compileProof m.mkInputContext lastSnap ctx.clientHasWidgets couldBeEndSnap
gameWorkerState initParams
set { s with snaps := s.snaps.push snap }
-- TODO(MH): check for interrupt with increased precision
cancelTk.check
/- NOTE(MH): This relies on the client discarding old diagnostics upon receiving new ones
while preferring newer versions over old ones. The former is necessary because we do
not explicitly clear older diagnostics, while the latter is necessary because we do
not guarantee that diagnostics are emitted in order. Specifically, it may happen that
we interrupted this elaboration task right at this point and a newer elaboration task
emits diagnostics, after which we emit old diagnostics because we did not yet detect
the interrupt. Explicitly clearing diagnostics is difficult for a similar reason,
because we cannot guarantee that no further diagnostics are emitted after clearing
them. -/
-- NOTE(WN): this is *not* redundant even if there are no new diagnostics in this snapshot
-- because empty diagnostics clear existing error/information squiggles. Therefore we always
-- want to publish in case there was previously a message at this position.
publishProofState m snap initParams ctx.hOut
publishDiagnostics m snap.diagnostics.toArray ctx.hOut
publishIleanInfoUpdate m ctx.hOut #[snap]
return some snap
/-- Elaborates all commands after the last snap (at least the header snap is assumed to exist), emitting the diagnostics into `hOut`. -/
def unfoldSnaps (m : DocumentMeta) (snaps : Array Snapshot) (cancelTk : CancelToken)
(startAfterMs : UInt32) (gameWorkerState : GameWorkerState)
-- Copied from `Lean.Server.FileWorker.unfoldCmdSnaps` using our own `nextCmdSnap`.
@[inherit_doc Lean.Server.FileWorker.unfoldCmdSnaps]
def unfoldCmdSnaps (m : DocumentMeta) (snaps : Array Snapshot) (cancelTk : CancelToken)
(startAfterMs : UInt32) (gameWorkerState : WorkerState)
: ReaderT WorkerContext IO (AsyncList ElabTaskError Snapshot) := do
let ctx ← read
let some headerSnap := snaps[0]? | panic! "empty snapshots"
if headerSnap.msgLog.hasErrors then
-- Treat header processing errors as fatal so users aren't swamped with
-- followup errors
publishProgressAtPos m headerSnap.beginPos ctx.hOut (kind := LeanFileProgressKind.fatalError)
publishIleanInfoFinal m ctx.hOut #[headerSnap]
return AsyncList.ofList [headerSnap]
else
-- This will overwrite existing ilean info for the file since this has a
-- higher version number.
publishIleanInfoUpdate m ctx.hOut snaps
return AsyncList.ofList snaps.toList ++ AsyncList.delayed (← EIO.asTask (ε := ElabTaskError) (prio := .dedicated) do
IO.sleep startAfterMs
AsyncList.unfoldAsync (nextSnap ctx m cancelTk gameWorkerState ctx.initParams) { snaps })
AsyncList.unfoldAsync (nextCmdSnap ctx m cancelTk gameWorkerState ctx.initParams) { snaps })
end Elab
section Updates
/-- Given the new document, updates editable doc state. -/
def updateDocument (newMeta : DocumentMeta) : GameWorkerM Unit := do
let s ← get
let ctx ← read
let oldDoc := (← StateT.lift get).doc
oldDoc.cancelTk.set
let initHeaderStx := (← StateT.lift get).initHeaderStx
let (newHeaderStx, newMpState, _) ← Parser.parseHeader newMeta.mkInputContext
let cancelTk ← CancelToken.new
let headSnapTask := oldDoc.cmdSnaps.waitHead?
let newSnaps ← if initHeaderStx != newHeaderStx then
EIO.asTask (ε := ElabTaskError) (prio := .dedicated) do
IO.sleep ctx.initParams.editDelay.toUInt32
cancelTk.check
IO.Process.exit 2
else EIO.mapTask (ε := ElabTaskError) (t := headSnapTask) (prio := .dedicated) fun headSnap?? => do
-- There is always at least one snapshot absent exceptions
let some headSnap ← MonadExcept.ofExcept headSnap?? | panic! "empty snapshots"
let newHeaderSnap := { headSnap with stx := newHeaderStx, mpState := newMpState }
let changePos := oldDoc.meta.text.source.firstDiffPos newMeta.text.source
-- Ignore exceptions, we are only interested in the successful snapshots
let (cmdSnaps, _) ← oldDoc.cmdSnaps.getFinishedPrefix
-- NOTE(WN): we invalidate eagerly as `endPos` consumes input greedily. To re-elaborate only
-- when really necessary, we could do a whitespace-aware `Syntax` comparison instead.
let mut validSnaps ← pure (cmdSnaps.takeWhile (fun s => s.endPos < changePos))
if h : validSnaps.length ≤ 1 then
validSnaps := [newHeaderSnap]
else
/- When at least one valid non-header snap exists, it may happen that a change does not fall
within the syntactic range of that last snap but still modifies it by appending tokens.
We check for this here. We do not currently handle crazy grammars in which an appended
token can merge two or more previous commands into one. To do so would require reparsing
the entire file. -/
have : validSnaps.length ≥ 2 := Nat.gt_of_not_le h
let mut lastSnap := validSnaps.getLast (by subst ·; simp at h)
let preLastSnap :=
have : 0 < validSnaps.length := Nat.lt_of_lt_of_le (by decide) this
have : validSnaps.length - 2 < validSnaps.length := Nat.sub_lt this (by decide)
validSnaps[validSnaps.length - 2]
let newLastStx ← parseNextCmd newMeta.mkInputContext preLastSnap
if newLastStx != lastSnap.stx then
validSnaps := validSnaps.dropLast
-- wait for a bit, giving the initial `cancelTk.check` in `nextCmdSnap` time to trigger
-- before kicking off any expensive elaboration (TODO: make expensive elaboration cancelable)
unfoldSnaps newMeta validSnaps.toArray cancelTk s ctx
(startAfterMs := ctx.initParams.editDelay.toUInt32)
StateT.lift <| modify fun st => { st with
doc := { meta := newMeta, cmdSnaps := AsyncList.delayed newSnaps, cancelTk }}
def updateDocument (newMeta : DocumentMeta) : WorkerM Unit := do
let s ← get
let ctx ← read
let oldDoc := (← StateT.lift get).doc
oldDoc.cancelTk.set
let initHeaderStx := (← StateT.lift get).initHeaderStx
let (newHeaderStx, newMpState, _) ← Parser.parseHeader newMeta.mkInputContext
let cancelTk ← CancelToken.new
let headSnapTask := oldDoc.cmdSnaps.waitHead?
let newSnaps ← if initHeaderStx != newHeaderStx then
EIO.asTask (ε := ElabTaskError) (prio := .dedicated) do
IO.sleep ctx.initParams.editDelay.toUInt32
cancelTk.check
IO.Process.exit 2
else EIO.mapTask (ε := ElabTaskError) (t := headSnapTask) (prio := .dedicated) fun headSnap?? => do
-- There is always at least one snapshot absent exceptions
let some headSnap ← MonadExcept.ofExcept headSnap?? | panic! "empty snapshots"
let newHeaderSnap := { headSnap with stx := newHeaderStx, mpState := newMpState }
let changePos := oldDoc.meta.text.source.firstDiffPos newMeta.text.source
-- Ignore exceptions, we are only interested in the successful snapshots
let (cmdSnaps, _) ← oldDoc.cmdSnaps.getFinishedPrefix
-- NOTE(WN): we invalidate eagerly as `endPos` consumes input greedily. To re-elaborate only
-- when really necessary, we could do a whitespace-aware `Syntax` comparison instead.
let mut validSnaps ← pure (cmdSnaps.takeWhile (fun s => s.endPos < changePos))
if h : validSnaps.length ≤ 1 then
validSnaps := [newHeaderSnap]
else
/- When at least one valid non-header snap exists, it may happen that a change does not fall
within the syntactic range of that last snap but still modifies it by appending tokens.
We check for this here. We do not currently handle crazy grammars in which an appended
token can merge two or more previous commands into one. To do so would require reparsing
the entire file. -/
have : validSnaps.length ≥ 2 := Nat.gt_of_not_le h
let mut lastSnap := validSnaps.getLast (by subst ·; simp at h)
let preLastSnap :=
have : 0 < validSnaps.length := Nat.lt_of_lt_of_le (by decide) this
have : validSnaps.length - 2 < validSnaps.length := Nat.sub_lt this (by decide)
validSnaps[validSnaps.length - 2]
let newLastStx ← parseNextCmd newMeta.mkInputContext preLastSnap
if newLastStx != lastSnap.stx then
validSnaps := validSnaps.dropLast
-- wait for a bit, giving the initial `cancelTk.check` in `nextCmdSnap` time to trigger
-- before kicking off any expensive elaboration (TODO: make expensive elaboration cancelable)
unfoldCmdSnaps newMeta validSnaps.toArray cancelTk s ctx
(startAfterMs := ctx.initParams.editDelay.toUInt32)
StateT.lift <| modify fun st => { st with
doc := { meta := newMeta, cmdSnaps := AsyncList.delayed newSnaps, cancelTk }}
end Updates
section Initialization
def DocumentMeta.mkInputContext (doc : DocumentMeta) : Parser.InputContext where
input := "" -- No header!
fileName := (System.Uri.fileUriToPath? doc.uri).getD doc.uri |>.toString
fileMap := default
def DocumentMeta.mkInputContext (doc : DocumentMeta) : Parser.InputContext where
input := "" -- No header!
fileName := (System.Uri.fileUriToPath? doc.uri).getD doc.uri |>.toString
fileMap := default
def compileHeader (m : DocumentMeta) (hOut : FS.Stream) (opts : Options) (hasWidgets : Bool)
(gameDir : String) (module : Name):
IO (Syntax × Task (Except Error (Snapshot × SearchPath))) := do
-- Determine search paths of the game project by running `lake env printenv LEAN_PATH`.
let out ← IO.Process.output
{ cwd := gameDir, cmd := "lake", args := #["env","printenv","LEAN_PATH"] }
if out.exitCode != 0 then
throwServerError s!"Error while running Lake: {out.stderr}"
/-- `gameDir` and `module` were added.
-- 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
TODO: In general this resembles little similarity with the
original code, and I don't know why...
-/
-- @[inherit_doc Lean.Server.FileWorker.compileHeader]
def compileHeader (m : DocumentMeta) (hOut : FS.Stream) (opts : Options) (hasWidgets : Bool)
(gameDir : String) (module : Name):
IO (Syntax × Task (Except Error (Snapshot × SearchPath))) := do
-- Determine search paths of the game project by running `lake env printenv LEAN_PATH`.
let out ← IO.Process.output
{ cwd := gameDir, cmd := "lake", args := #["env","printenv","LEAN_PATH"] }
if out.exitCode != 0 then
throwServerError s!"Error while running Lake: {out.stderr}"
-- Set the search path
Lean.searchPathRef.set paths
-- Make the paths relative to the current directory
let paths : List System.FilePath := System.SearchPath.parse out.stdout.trim
let currentDir ← IO.currentDir
let paths := paths.map fun p => currentDir / (gameDir : System.FilePath) / p
let env ← importModules' #[{ module := `Init : Import }, { module := module : Import }]
-- Set the search path
Lean.searchPathRef.set paths
-- use empty header
let (headerStx, headerParserState, msgLog) ← Parser.parseHeader
{m.mkInputContext with
input := ""
fileMap := FileMap.ofString ""}
(headerStx, ·) <$> EIO.asTask do
let mut srcSearchPath : SearchPath := paths --← initSrcSearchPath (← getBuildDir)
let headerEnv := env
let mut headerEnv := headerEnv
try
if let some path := System.Uri.fileUriToPath? m.uri then
headerEnv := headerEnv.setMainModule (← moduleNameOfFileName path none)
catch _ => pure ()
let cmdState := Elab.Command.mkState headerEnv {} opts
let cmdState := { cmdState with infoState := {
enabled := true
trees := #[Elab.InfoTree.context ({
env := headerEnv
fileMap := m.text
ngen := { namePrefix := `_worker }
}) (Elab.InfoTree.node
(Elab.Info.ofCommandInfo { elaborator := `header, stx := headerStx })
(headerStx[1].getArgs.toList.map (fun importStx =>
Elab.InfoTree.node (Elab.Info.ofCommandInfo {
elaborator := `import
stx := importStx
}) #[].toPArray'
)).toPArray'
)].toPArray'
}}
let headerSnap := {
beginPos := 0
stx := headerStx
mpState := {}
cmdState := cmdState
interactiveDiags := ← cmdState.messages.msgs.mapM (Widget.msgToInteractiveDiagnostic m.text · hasWidgets)
tacticCache := (← IO.mkRef {})
}
publishDiagnostics m headerSnap.diagnostics.toArray hOut
return (headerSnap, srcSearchPath)
let env ← importModules' #[{ module := `Init : Import }, { module := module : Import }]
def initializeWorker (meta : DocumentMeta) (i o e : FS.Stream) (initParams : InitializeParams) (opts : Options)
(gameDir : String) (gameWorkerState : GameWorkerState) : IO (WorkerContext × WorkerState) := do
let clientHasWidgets := initParams.initializationOptions?.bind (·.hasWidgets?) |>.getD false
-- use empty header
let (headerStx, headerParserState, msgLog) ← Parser.parseHeader
{m.mkInputContext with
input := ""
fileMap := FileMap.ofString ""}
(headerStx, ·) <$> EIO.asTask do
let mut srcSearchPath : SearchPath := paths --← initSrcSearchPath (← getBuildDir)
let headerEnv := env
let mut headerEnv := headerEnv
try
if let some path := System.Uri.fileUriToPath? m.uri then
headerEnv := headerEnv.setMainModule (← moduleNameOfFileName path none)
catch _ => pure ()
let cmdState := Elab.Command.mkState headerEnv {} opts
let cmdState := { cmdState with infoState := {
enabled := true
trees := #[Elab.InfoTree.context (.commandCtx {
env := headerEnv
fileMap := m.text
ngen := { namePrefix := `_worker }
}) (Elab.InfoTree.node
(Elab.Info.ofCommandInfo { elaborator := `header, stx := headerStx })
(headerStx[1].getArgs.toList.map (fun importStx =>
Elab.InfoTree.node (Elab.Info.ofCommandInfo {
elaborator := `import
stx := importStx
}) #[].toPArray'
)).toPArray'
)].toPArray'
}}
let headerSnap := {
beginPos := 0
stx := headerStx
mpState := {} -- was `headerParserState`
cmdState := cmdState
interactiveDiags := ← cmdState.messages.msgs.mapM (Widget.msgToInteractiveDiagnostic m.text · hasWidgets)
tacticCache := (← IO.mkRef {})
}
publishDiagnostics m headerSnap.diagnostics.toArray hOut
return (headerSnap, srcSearchPath)
let (headerStx, headerTask) ← compileHeader meta o opts (hasWidgets := clientHasWidgets)
gameDir gameWorkerState.levelInfo.module
let cancelTk ← CancelToken.new
let ctx :=
{ hIn := i
hOut := o
hLog := e
headerTask
initParams
clientHasWidgets
}
let cmdSnaps ← EIO.mapTask (t := headerTask) (match · with
| Except.ok (s, _) => unfoldSnaps meta #[s] cancelTk gameWorkerState ctx (startAfterMs := 0)
| Except.error e => throw (e : ElabTaskError))
let doc : EditableDocument := { meta, cmdSnaps := AsyncList.delayed cmdSnaps, cancelTk }
return (ctx,
{ doc := doc
initHeaderStx := headerStx
currHeaderStx := headerStx
importCachingTask? := none
pendingRequests := RBMap.empty
rpcSessions := RBMap.empty
})
/-- Copied from `Lean.Server.FileWorker.initializeWorker`. Added `gameDir` and
`gameWorkerState` arguments and use custom `unfoldCmdSnaps`. -/
-- @[inherit_doc Lean.Server.FileWorker.initializeWorker]
def initializeWorker (meta : DocumentMeta) (i o e : FS.Stream) (initParams : InitializeParams) (opts : Options)
(gameDir : String) (gameWorkerState : WorkerState) : IO (WorkerContext × Server.FileWorker.WorkerState) := do
let clientHasWidgets := initParams.initializationOptions?.bind (·.hasWidgets?) |>.getD false
let (headerStx, headerTask) ← compileHeader meta o opts (hasWidgets := clientHasWidgets)
(gameDir := gameDir) (module := gameWorkerState.levelInfo.module)
let cancelTk ← CancelToken.new
let ctx := {
hIn := i
hOut := o
hLog := e
headerTask
initParams
clientHasWidgets
}
let cmdSnaps ← EIO.mapTask (t := headerTask) (match · with
| Except.ok (s, _) => unfoldCmdSnaps meta #[s] cancelTk gameWorkerState ctx (startAfterMs := 0)
| Except.error e => throw (e : ElabTaskError))
let doc : EditableDocument := { meta, cmdSnaps := AsyncList.delayed cmdSnaps, cancelTk }
return (ctx, {
doc := doc
initHeaderStx := headerStx
currHeaderStx := headerStx
importCachingTask? := none
pendingRequests := RBMap.empty
rpcSessions := RBMap.empty
})
end Initialization
section NotificationHandling
def handleDidChange (p : DidChangeTextDocumentParams) : GameWorkerM Unit := do
let docId := p.textDocument
let changes := p.contentChanges
let oldDoc := (← StateT.lift get).doc
let some newVersion ← pure docId.version?
| throwServerError "Expected version number"
if newVersion ≤ oldDoc.meta.version then
-- TODO(WN): This happens on restart sometimes.
IO.eprintln s!"Got outdated version number: {newVersion} ≤ {oldDoc.meta.version}"
else if ¬ changes.isEmpty then
let newDocText := foldDocumentChanges changes oldDoc.meta.text
updateDocument ⟨docId.uri, newVersion, newDocText, .always⟩
/-- Copied from `Lean.Server.FileWorker.handleDidChange` but with our custom `WorkerM` and
`updateDocument` -/
-- @[inherit_doc Lean.Server.FileWorker.handleDidChange]
def handleDidChange (p : DidChangeTextDocumentParams) : WorkerM Unit := do
let docId := p.textDocument
let changes := p.contentChanges
let oldDoc := (← StateT.lift get).doc -- needed a lift to our custom `WorkerM`
let newVersion := docId.version?.getD 0
if ¬ changes.isEmpty then
let newDocText := foldDocumentChanges changes oldDoc.meta.text
-- modification: set the `DependencyBuildMode` from
-- `oldDoc.meta.dependencyBuildMode` to `.always`
updateDocument ⟨docId.uri, newVersion, newDocText, .always⟩
end NotificationHandling
section MessageHandling
def handleNotification (method : String) (params : Json) : GameWorkerM Unit := do
let handle := fun paramType [FromJson paramType] (handler : paramType → GameWorkerM Unit) =>
(StateT.lift <| parseParams paramType params) >>= handler
match method with
| "textDocument/didChange" => handle DidChangeTextDocumentParams (handleDidChange)
| "$/cancelRequest" => handle CancelParams (handleCancelRequest ·)
| "$/setTrace" => pure ()
| "$/lean/rpc/release" => handle RpcReleaseParams (handleRpcRelease ·)
| "$/lean/rpc/keepAlive" => handle RpcKeepAliveParams (handleRpcKeepAlive ·)
| _ => throwServerError s!"Got unsupported notification method: {method}"
/--
Modified notification handler.
Compare to `Lean.Server.FileWorker.handleNotification`.
We use the modified `WorkerM` and use our custom `handleDidChange`.
-/
def handleNotification (method : String) (params : Json) : WorkerM Unit := do
let handle := fun paramType [FromJson paramType] (handler : paramType → WorkerM Unit) =>
(StateT.lift <| parseParams paramType params) >>= handler
match method with
-- Modified `textDocument/didChange`, using a custom `handleDidChange`
| "textDocument/didChange" => handle DidChangeTextDocumentParams (handleDidChange)
-- unmodified
| "$/cancelRequest" => handle CancelParams (handleCancelRequest ·)
-- unmodified
| "$/lean/rpc/release" => handle RpcReleaseParams (handleRpcRelease ·)
-- unmodified
| "$/lean/rpc/keepAlive" => handle RpcKeepAliveParams (handleRpcKeepAlive ·)
-- New. TODO: What is this for?
| "$/setTrace" => pure ()
| _ => throwServerError s!"Got unsupported notification method: {method}"
end MessageHandling
section MainLoop
partial def mainLoop : GameWorkerM Unit := do
let ctx ← read
let mut st ← StateT.lift get
let msg ← ctx.hIn.readLspMessage
let filterFinishedTasks (acc : PendingRequestMap) (id : RequestID) (task : Task (Except IO.Error Unit))
: IO PendingRequestMap := do
if (← hasFinished task) then
/- Handler tasks are constructed so that the only possible errors here
are failures of writing a response into the stream. -/
if let Except.error e := task.get then
throwServerError s!"Failed responding to request {id}: {e}"
pure <| acc.erase id
else pure acc
let pendingRequests ← st.pendingRequests.foldM (fun acc id task => filterFinishedTasks acc id task) st.pendingRequests
st := { st with pendingRequests }
-- Opportunistically (i.e. when we wake up on messages) check if any RPC session has expired.
for (id, seshRef) in st.rpcSessions do
let sesh ← seshRef.get
if (← sesh.hasExpired) then
st := { st with rpcSessions := st.rpcSessions.erase id }
/--
The main-loop. Copied from `Lean.Server.FileWorker.mainLoop`. Use custom `WorkerM` as well
as custom `handleNotification`.
-/
--@[inherit_doc Lean.Server.FileWorker.mainLoop]
partial def mainLoop : WorkerM Unit := do
let ctx ← read
let mut st ← StateT.lift get
let msg ← ctx.hIn.readLspMessage
-- Erase finished tasks if there are no errors.
let filterFinishedTasks (acc : PendingRequestMap) (id : RequestID) (task : Task (Except IO.Error Unit))
: IO PendingRequestMap := do
if (← hasFinished task) then
if let Except.error e := task.get then
throwServerError s!"Failed responding to request {id}: {e}"
pure <| acc.erase id
else pure acc
let pendingRequests ← st.pendingRequests.foldM (fun acc id task => filterFinishedTasks acc id task) st.pendingRequests
st := { st with pendingRequests }
for (id, seshRef) in st.rpcSessions do
let sesh ← seshRef.get
if (← sesh.hasExpired) then
st := { st with rpcSessions := st.rpcSessions.erase id }
set st
-- Process the RPC-message and restart main-loop.
match msg with
| Message.request id "shutdown" none =>
--added. TODO: why do we need that? Or has it just removed in Lean since when we started?
ctx.hOut.writeLspResponse ⟨id, Json.null⟩
mainLoop
| Message.request id method (some params) =>
-- Requests are handled by the unmodified lean server.
handleRequest id method (toJson params)
mainLoop
| Message.notification "exit" none =>
let doc := st.doc
doc.cancelTk.set
doc.cmdSnaps.cancel
return ()
| Message.notification method (some params) =>
-- Custom notification handler
handleNotification method (toJson params)
mainLoop
| _ =>
throwServerError s!"Got invalid JSON-RPC message: {toJson msg}"
set st
match msg with
| Message.request id method (some params) =>
handleRequest id method (toJson params)
mainLoop
| Message.notification "exit" none =>
let doc := st.doc
doc.cancelTk.set
return ()
| Message.request id "shutdown" none =>
ctx.hOut.writeLspResponse ⟨id, Json.null⟩
mainLoop
| Message.notification method (some params) =>
handleNotification method (toJson params)
mainLoop
| _ => throwServerError s!"Got invalid JSON-RPC message: {toJson msg}"
end MainLoop
/-- Modified from `Lean.Server.FileWorker.initAndRunWorker`.
Added `gameDir` argument, -/
-- @[inherit_doc Lean.Server.FileWorker.initAndRunWorker]
def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : IO UInt32 := do
let i ← maybeTee "fwIn.txt" false i
let o ← maybeTee "fwOut.txt" true o
-- BIG MODIFICATION
let initRequest ← i.readLspRequestAs "initialize" Game.InitializeParams
o.writeLspResponse {
id := initRequest.id
@@ -588,16 +722,16 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : I
discard $ i.readLspNotificationAs "initialized" InitializedParams
let ⟨_, param⟩ ← i.readLspNotificationAs "textDocument/didOpen" DidOpenTextDocumentParams
let doc := param.textDocument
/- NOTE(WN): `toFileMap` marks line beginnings as immediately following
"\n", which should be enough to handle both LF and CRLF correctly.
This is because LSP always refers to characters by (line, column),
so if we get the line number correct it shouldn't matter that there
is a CR there. -/
-- modification: using `.always`
let meta : DocumentMeta := ⟨doc.uri, doc.version, doc.text.toFileMap, .always⟩
let e := e.withPrefix s!"[{param.textDocument.uri}] "
let _ ← IO.setStderr e
try
-- BIG MODIFICATION
let game ← loadGameData gameDir
-- TODO: We misuse the `rootUri` field to the gameName
let rootUri? : Option String := some (toString game.name)
@@ -608,14 +742,17 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : I
let levelInfo ← loadLevelData gameDir levelId.world levelId.level
let some initializationOptions := initRequest.param.initializationOptions?
| throwServerError "no initialization options found"
let gameWorkerState : GameWorkerState:= {
let gameWorkerState : WorkerState := {
inventory := initializationOptions.inventory
difficulty := initializationOptions.difficulty
levelInfo
}
let (ctx, st) ← initializeWorker meta i o e initParams opts gameDir gameWorkerState
-- Run the main loop
let _ ← StateRefT'.run (s := st) <| ReaderT.run (r := ctx) <|
StateT.run (s := gameWorkerState) <| (mainLoop)
return (0 : UInt32)
catch e =>
IO.eprintln e
@@ -625,6 +762,15 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : I
message := e.toString }] o
return (1 : UInt32)
/--
The main function. Simply wrapping `initAndRunWorker`.
Copied from `Lean.Server.FileWorker.workerMain`. We add `args` as an argument to pass on
the `gameDir`.
TODO: The first arg `args[0]` is always expected to be `--server`. We could drop this completely.
-/
-- @[inherit_doc Lean.Server.FileWorker.workerMain]
def workerMain (opts : Options) (args : List String): IO UInt32 := do
let i ← IO.getStdin
let o ← IO.getStdout
@@ -632,8 +778,6 @@ def workerMain (opts : Options) (args : List String): IO UInt32 := do
try
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
-- want to do that in the case of the worker processes, which can produce non-terminating tasks evaluating user code
o.flush
e.flush
IO.Process.exit exitCode.toUInt8
@@ -641,4 +785,4 @@ def workerMain (opts : Options) (args : List String): IO UInt32 := do
e.putStrLn s!"worker initialization error: {err}"
return (1 : UInt32)
end MyServer.FileWorker
end GameServer.FileWorker
+37 -82
View File
@@ -1,74 +1,19 @@
/- This file is mostly copied from `Lean/Widget/InteractiveGoal.lean`. -/
import GameServer.Structures
import Lean.Widget.InteractiveGoal
/-!
This file is a modified copy of `Lean.Widget.InteractiveGoal`.
/-! Functionality related to tactic-mode and term-mode goals with embedded `CodeWithInfos`. -/
Note that the structures have been moved to `Structures.lean`, but most of the
functions here must be duplicated from `Lean.Widget.InteractiveGoal` in order
to use the duplicated structures.
-/
namespace GameServer
open Lean Lean.Widget Lean.Server
structure GameHint where
text : String
hidden : Bool
deriving FromJson, ToJson
/-- In the infoview, if multiple hypotheses `h₁`, `h₂` have the same type `α`, they are rendered
as `h₁ h₂ : α`. We call this a 'hypothesis bundle'. We use `none` instead of `some false` for
booleans to save space in the json encoding. -/
structure InteractiveHypothesisBundle where
/-- The user-friendly name for each hypothesis. -/
names : Array Name
/-- The ids for each variable. Should have the same length as `names`. -/
fvarIds : Array FVarId
type : CodeWithInfos
/-- The value, in the case the hypothesis is a `let`-binder. -/
val? : Option CodeWithInfos := none
/-- The hypothesis is a typeclass instance. -/
isInstance? : Option Bool := none
/-- The hypothesis is a type. -/
isType? : Option Bool := none
/-- The hypothesis's type is of type `Prop` -/
isAssumption? : Option Bool := none
/-- If true, the hypothesis was not present on the previous tactic state.
Only present in tactic-mode goals. -/
isInserted? : Option Bool := none
/-- If true, the hypothesis will be removed in the next tactic state.
Only present in tactic-mode goals. -/
isRemoved? : Option Bool := none
deriving Inhabited, RpcEncodable
/-- The shared parts of interactive term-mode and tactic-mode goals. -/
structure InteractiveGoalCore where
hyps : Array InteractiveHypothesisBundle
/-- The target type. -/
type : CodeWithInfos
/-- Metavariable context that the goal is well-typed in. -/
ctx : WithRpcRef Elab.ContextInfo
/-- An interactive tactic-mode goal. -/
structure InteractiveGoal extends InteractiveGoalCore where
/-- The name `foo` in `case foo`, if any. -/
userName? : Option String
/-- The symbol to display before the target type. Usually `⊢ ` but `conv` goals use `∣ `
and it could be extended. -/
goalPrefix : String
/-- Identifies the goal (ie with the unique name of the MVar that it is a goal for.) -/
mvarId : MVarId
/-- If true, the goal was not present on the previous tactic state. -/
isInserted? : Option Bool := none
/-- If true, the goal will be removed on the next tactic state. -/
isRemoved? : Option Bool := none
hints : Array GameHint := #[]
deriving RpcEncodable
/-- An interactive term-mode goal. -/
structure InteractiveTermGoal extends InteractiveGoalCore where
/-- Syntactic range of the term. -/
range : Lsp.Range
/-- Information about the term whose type is the term-mode goal. -/
term : WithRpcRef Elab.TermInfo
deriving RpcEncodable
-- duplicated with custom `InteractiveGoalCore`
-- @[inherit_doc Lean.Widget.InteractiveGoalCore.pretty]
def InteractiveGoalCore.pretty (g : InteractiveGoalCore) (userName? : Option String)
(goalPrefix : String) : Format := Id.run do
let indent := 2 -- Use option
@@ -79,8 +24,7 @@ def InteractiveGoalCore.pretty (g : InteractiveGoalCore) (userName? : Option Str
ret := addLine ret
let names := hyp.names
|>.toList
|>.filter (not ∘ Name.isAnonymous)
|>.map toString
|>.filter (· != toString Name.anonymous)
|> " ".intercalate
match names with
| "" =>
@@ -97,16 +41,24 @@ where
addLine (fmt : Format) : Format :=
if fmt.isNil then fmt else fmt ++ Format.line
-- duplicated with custom `InteractiveGoal`
-- @[inherit_doc Lean.Widget.InteractiveGoal.pretty]
def InteractiveGoal.pretty (g : InteractiveGoal) : Format :=
g.toInteractiveGoalCore.pretty g.userName? g.goalPrefix
-- duplicated with custom `InteractiveTermGoal`
-- @[inherit_doc Lean.Widget.InteractiveTermGoal.pretty]
def InteractiveTermGoal.pretty (g : InteractiveTermGoal) : Format :=
g.toInteractiveGoalCore.pretty none "⊢ "
-- duplicated with custom `InteractiveGoal`
-- @[inherit_doc Lean.Widget.InteractiveGoals]
structure InteractiveGoals where
goals : Array InteractiveGoal
deriving RpcEncodable
-- duplicated with custom `InteractiveGoals`
-- @[inherit_doc Lean.Widget.InteractiveGoals.append]
def InteractiveGoals.append (l r : InteractiveGoals) : InteractiveGoals where
goals := l.goals ++ r.goals
@@ -114,9 +66,10 @@ instance : Append InteractiveGoals := ⟨InteractiveGoals.append⟩
instance : EmptyCollection InteractiveGoals := ⟨{goals := #[]}⟩
open Meta in
/-- Extend an array of hypothesis bundles with another bundle. -/
-- duplicated with custom `InteractiveHypothesisBundle` and therefore added `isAssumption?`
@[inherit_doc Lean.Widget.addInteractiveHypothesisBundle]
def addInteractiveHypothesisBundle (hyps : Array InteractiveHypothesisBundle)
(ids : Array (Name × FVarId)) (type : Expr) (value? : Option Expr := none) :
(ids : Array (String × FVarId)) (type : Expr) (value? : Option Expr := none) :
MetaM (Array InteractiveHypothesisBundle) := do
if ids.size == 0 then
throwError "Can only add a nonzero number of ids as an InteractiveHypothesisBundle."
@@ -125,11 +78,12 @@ def addInteractiveHypothesisBundle (hyps : Array InteractiveHypothesisBundle)
return hyps.push {
names
fvarIds
type := (← ppExprTagged type)
val? := (← value?.mapM ppExprTagged)
isInstance? := if (← isClass? type).isSome then true else none
isType? := if (← instantiateMVars type).isSort then true else none
isAssumption? := if (← inferType type).isProp then true else none
type := (← ppExprTagged type)
val? := (← value?.mapM ppExprTagged)
isInstance? := if (← isClass? type).isSome then true else none
isType? := if (← instantiateMVars type).isSort then true else none
-- Added:
isAssumption? := if (← inferType type).isProp then true else none
}
open Meta in
@@ -142,13 +96,15 @@ def withGoalCtx (goal : MVarId) (action : LocalContext → MetavarDecl → n α)
withLCtx lctx mvarDecl.localInstances (action lctx mvarDecl)
open Meta in
/-- A variant of `Meta.ppGoal` which preserves subexpression information for interactivity. -/
def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM InteractiveGoal := do
-- Duplicated from `Lean.Widget.goalToInteractive` with custom structures
@[inherit_doc Lean.Widget.goalToInteractive]
def goalToInteractive (mvarId : MVarId) : MetaM InteractiveGoal := do
let ppAuxDecls := pp.auxDecls.get (← getOptions)
let ppImplDetailHyps := pp.implementationDetailHyps.get (← getOptions)
let showLetValues := pp.showLetValues.get (← getOptions)
withGoalCtx mvarId fun lctx mvarDecl => do
let pushPending (ids : Array (Name × FVarId)) (type? : Option Expr) (hyps : Array InteractiveHypothesisBundle)
let pushPending (ids : Array (String × FVarId)) (type? : Option Expr) (hyps : Array InteractiveHypothesisBundle)
: MetaM (Array InteractiveHypothesisBundle) :=
if ids.isEmpty then
pure hyps
@@ -156,7 +112,7 @@ def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM Interact
match type? with
| none => pure hyps
| some type => addInteractiveHypothesisBundle hyps ids type
let mut varNames : Array (Name × FVarId) := #[]
let mut varNames : Array (String × FVarId) := #[]
let mut prevType? : Option Expr := none
let mut hyps : Array InteractiveHypothesisBundle := #[]
for localDecl in lctx do
@@ -165,7 +121,7 @@ def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM Interact
else
match localDecl with
| LocalDecl.cdecl _index fvarId varName type _ _ =>
let varName := varName.simpMacroScopes
let varName := toString varName
let type ← instantiateMVars type
if prevType? == none || prevType? == some type then
varNames := varNames.push (varName, fvarId)
@@ -174,7 +130,7 @@ def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM Interact
varNames := #[(varName, fvarId)]
prevType? := some type
| LocalDecl.ldecl _index fvarId varName type val _ _ => do
let varName := varName.simpMacroScopes
let varName := toString varName
hyps ← pushPending varNames prevType? hyps
let type ← instantiateMVars type
let val? ← if showLetValues then pure (some (← instantiateMVars val)) else pure none
@@ -190,11 +146,10 @@ def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM Interact
return {
hyps
type := goalFmt
ctx := ⟨← Elab.ContextInfo.save⟩
ctx := ⟨{← Elab.CommandContextInfo.save with }⟩
userName?
goalPrefix := getGoalPrefix mvarDecl
mvarId
hints
}
end GameServer
+186 -12
View File
@@ -1,5 +1,6 @@
import GameServer.EnvExtensions
import GameServer.InteractiveGoal
import Std.Data.Array.Init.Basic
open Lean
open Server
@@ -7,7 +8,6 @@ open Widget
open RequestM
open Meta
/-! ## GameGoal -/
namespace GameServer
@@ -113,10 +113,10 @@ def evalHintMessage : Expr → MetaM (Array Expr → MessageData) := fun _ => pu
open Meta in
/-- Find all hints whose trigger matches the current goal -/
def findHints (goal : MVarId) (doc : FileWorker.EditableDocument) (initParams : Lsp.InitializeParams) : MetaM (Array GameHint) := do
def findHints (goal : MVarId) (m : DocumentMeta) (initParams : Lsp.InitializeParams) : MetaM (Array GameHint) := do
goal.withContext do
let some level ← getLevelByFileName? initParams doc.meta.mkInputContext.fileName
| throwError "Level not found: {doc.meta.mkInputContext.fileName}"
let some level ← getLevelByFileName? initParams m.mkInputContext.fileName
| throwError "Level not found: {m.mkInputContext.fileName}"
let hints ← level.hints.filterMapM fun hint => do
openAbstractCtxResult hint.goal fun hintFVars hintGoal => do
if let some fvarBij := matchExpr (← instantiateMVars $ hintGoal) (← instantiateMVars $ ← inferType $ mkMVar goal)
@@ -134,18 +134,183 @@ def findHints (goal : MVarId) (doc : FileWorker.EditableDocument) (initParams :
return none
return hints
open RequestM in
def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Option InteractiveGoals)) := do
-- TODO: no need to have `RequestM`, just anything where `mut` works
/-- Add custom diagnostics about whether the level is completed. -/
def completionDiagnostics (goalCount : Nat) (prevGoalCount : Nat) (completed : Bool)
(completedWithWarnings : Bool) (pos : Lsp.Position)
(startDiags : Array InteractiveDiagnostic := #[]) :
RequestM <| Array InteractiveDiagnostic := do
let mut out : Array InteractiveDiagnostic := startDiags
if goalCount == 0 then
if completed then
out := out.push {
message := .text "level completed! 🎉"
range := {
start := pos
«end» := pos
}
severity? := Lsp.DiagnosticSeverity.information }
else if completedWithWarnings then
out := out.push {
message := .text "level completed with warnings… 🎭"
range := {
start := pos
«end» := pos
}
severity? := Lsp.DiagnosticSeverity.information }
else
pure ()
else if goalCount < prevGoalCount then
out := out.push {
message := .text "intermediate goal solved! 🎉"
range := {
start := pos
«end» := pos
}
severity? := Lsp.DiagnosticSeverity.information
}
return out
def filterUnsolvedGoal (a : Array InteractiveDiagnostic) :
Array InteractiveDiagnostic :=
a.filter (fun d => match d.message with
| .append ⟨(.text x) :: _⟩ => x != "unsolved goals"
| _ => true)
/-- Request that returns the goals at the end of each line of the tactic proof
plus the diagnostics (i.e. warnings/errors) for the proof.
-/
def getProofState (_ : Lsp.PlainGoalParams) : RequestM (RequestTask (Option ProofState)) := do
let doc ← readDoc
let rc ← readThe RequestContext
let text := doc.meta.text
-- BUG: trimming here is a problem, since the snap might already be evaluated before
-- the trimming and then the positions don't match anymore :((
withWaitFindSnap
doc
-- TODO (Alex): I couldn't find a good condition to find the correct snap. So we are looking
-- for the first snap with goals here.
-- NOTE (Jon): The entire proof is in one snap, so hoped that Position `0` is good enough.
(fun snap => ¬ (snap.infoTree.goalsAt? doc.meta.text 0).isEmpty)
(notFoundX := return none)
fun snap => do
-- `snap` is the one snapshot containing the entire proof.
let mut steps : Array <| InteractiveGoalsWithHints := #[]
-- Question: Is there a difference between the diags of this snap and the last snap?
-- Should we get the diags from there?
-- Answer: The last snap only copied the diags from the end of this snap
let mut diag : Array InteractiveDiagnostic := snap.interactiveDiags.toArray
-- Level is completed if there are no errrors or warnings
let completedWithWarnings : Bool := ¬ diag.any (·.severity? == some .error)
let completed : Bool := completedWithWarnings ∧ ¬ diag.any (·.severity? == some .warning)
let mut intermediateGoalCount := 0
-- only the positions that have non-whitespace characters since the last position
-- should add a new proof step.
let positionsWithSource : Array (String.Pos × String) :=
text.positions.zipWithIndex.filterMap (
fun (pos, i) => match i with
| 0 => some (pos, "")
| i' + 1 =>
let source : String := Substring.toString ⟨text.source, text.positions.get! i', pos⟩
if source.trim.length == 0 then
none
else
some (pos, source))
-- Drop the last position as we ensured that there is always a newline at the end
for ((pos, source), i) in positionsWithSource.zipWithIndex do
-- iterate over all steps in the proof and get the goals and hints at each position
-- diags are labeled in Lsp-positions, which differ from the lean-internal
-- positions by `1`.
let lspPosAt := text.utf8PosToLspPos pos
let mut diagsAtPos : Array InteractiveDiagnostic := filterUnsolvedGoal <|
-- `+1` for getting the errors after the line.
match i with
| 0 =>
-- `lspPosAt` is `(0, 0)`
diag.filter (fun d => d.range.start == lspPosAt )
| i' + 1 =>
diag.filter (fun d =>
((text.utf8PosToLspPos <| (positionsWithSource.get! i').1) ≤ d.range.start) ∧
d.range.start < lspPosAt )
if let goalsAtResult@(_ :: _) := snap.infoTree.goalsAt? doc.meta.text pos then
let goalsAtPos' : List <| List InteractiveGoalWithHints ← goalsAtResult.mapM
fun { ctxInfo := ci, tacticInfo := tacticInfo, useAfter := useAfter, .. } => do
-- TODO: What does this function body do?
-- let ciAfter := { ci with mctx := ti.mctxAfter }
let ci := if useAfter then
{ ci with mctx := tacticInfo.mctxAfter }
else
{ ci with mctx := tacticInfo.mctxBefore }
-- compute the interactive goals
let goalMvars : List MVarId ← ci.runMetaM {} do
return if useAfter then tacticInfo.goalsAfter else tacticInfo.goalsBefore
let interactiveGoals : List InteractiveGoalWithHints ← ci.runMetaM {} do
goalMvars.mapM fun goal => do
let hints ← findHints goal doc.meta rc.initParams
let interactiveGoal ← goalToInteractive goal
return ⟨interactiveGoal, hints⟩
-- TODO: This code is way old, can it be deleted?
-- compute the goal diff
-- let goals ← ciAfter.runMetaM {} (do
-- try
-- Widget.diffInteractiveGoals useAfter ti goals
-- catch _ =>
-- -- fail silently, since this is just a bonus feature
-- return goals
-- )
return interactiveGoals
let goalsAtPos : Array InteractiveGoalWithHints := ⟨goalsAtPos'.foldl (· ++ ·) []⟩
diagsAtPos ← completionDiagnostics goalsAtPos.size intermediateGoalCount
completed completedWithWarnings lspPosAt diagsAtPos
intermediateGoalCount := goalsAtPos.size
steps := steps.push ⟨goalsAtPos, source, diagsAtPos, lspPosAt.line, lspPosAt.character⟩
else
-- No goals present
steps := steps.push ⟨#[], source, diagsAtPos, lspPosAt.line, none⟩
-- Filter out the "unsolved goals" message
diag := filterUnsolvedGoal diag
let lastPos := text.utf8PosToLspPos positionsWithSource.back.1
let remainingDiags : Array InteractiveDiagnostic :=
diag.filter (fun d => lastPos ≤ d.range.start)
return some {
steps := steps,
diagnostics := remainingDiags,
completed := completed,
completedWithWarnings := completedWithWarnings,
lastPos := lastPos.line
}
open RequestM in
-- The editor apparently uses this
def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Option <| InteractiveGoals)) := do
let doc ← readDoc
-- let rc ← readThe RequestContext
let text := doc.meta.text
let hoverPos := text.lspPosToUtf8Pos p.position
-- TODO: I couldn't find a good condition to find the correct snap. So we are looking
-- for the first snap with goals here:
withWaitFindSnap doc (fun s => ¬ (s.infoTree.goalsAt? doc.meta.text hoverPos).isEmpty)
(notFoundX := return none) fun snap => do
if let rs@(_ :: _) := snap.infoTree.goalsAt? doc.meta.text hoverPos then
let goals : List InteractiveGoals ← rs.mapM fun { ctxInfo := ci, tacticInfo := ti, useAfter := useAfter, .. } => do
let goals : List <| Array InteractiveGoal ← rs.mapM fun { ctxInfo := ci, tacticInfo := ti, useAfter := useAfter, .. } => do
let ciAfter := { ci with mctx := ti.mctxAfter }
let ci := if useAfter then ciAfter else { ci with mctx := ti.mctxBefore }
-- compute the interactive goals
@@ -153,8 +318,8 @@ def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Optio
return List.toArray <| if useAfter then ti.goalsAfter else ti.goalsBefore
let goals ← ci.runMetaM {} do
goals.mapM fun goal => do
let hints ← findHints goal doc rc.initParams
return ← goalToInteractive goal hints
-- let hints ← findHints goal doc.meta rc.initParams
return ← goalToInteractive goal
-- compute the goal diff
-- let goals ← ciAfter.runMetaM {} (do
-- try
@@ -163,8 +328,8 @@ def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Optio
-- -- fail silently, since this is just a bonus feature
-- return goals
-- )
return {goals}
return some <| goals.foldl (· ++ ·) ⟨#[]⟩
return goals
return some <| ⟨goals.foldl (· ++ ·) #[]⟩
else
return none
@@ -172,7 +337,16 @@ builtin_initialize
registerBuiltinRpcProcedure
`Game.getInteractiveGoals
Lsp.PlainGoalParams
(Option InteractiveGoals)
(Option <| InteractiveGoals
)
getInteractiveGoals
builtin_initialize
registerBuiltinRpcProcedure
`Game.getProofState
Lsp.PlainGoalParams
(Option ProofState)
getProofState
end GameServer
+93
View File
@@ -0,0 +1,93 @@
import Lean.Widget.InteractiveGoal
import Lean.Widget.InteractiveDiagnostic
import Lean.Data.Lsp.Diagnostics
/-!
This file contains the custom data structures use by the server.
Some of them overwrite built-in structures from Lean.
In particular, the structures from `Lean.Widget.InteractiveGoal` are duplicated with
the following extension:
* `isAssumption?` in `InteractiveHypothesisBundle`: stores if a hypothesis is of type `Prop`.
NOTE: Changes here need to be reflected in the corresponding `interface` in `rcp_api.ts`
on the client-side.
-/
open Lean Server Widget
namespace GameServer
/-- Extend the interactive hypothesis bundle with an option to distinguish
"assumptions" from "objects". "Assumptions" are hypotheses of type `Prop`. -/
-- @[inherit_doc Lean.Widget.InteractiveHypothesisBundle]
structure InteractiveHypothesisBundle extends Lean.Widget.InteractiveHypothesisBundle where
/-- The hypothesis's type is of type `Prop` -/
isAssumption? : Option Bool := none
deriving RpcEncodable
-- duplicated but with custom `InteractiveHypothesisBundle`
@[inherit_doc Lean.Widget.InteractiveGoalCore]
structure InteractiveGoalCore where
hyps : Array InteractiveHypothesisBundle
type : CodeWithInfos
ctx : WithRpcRef Elab.ContextInfo
-- duplicated but with custom `InteractiveGoalCore`
@[inherit_doc Lean.Widget.InteractiveGoal]
structure InteractiveGoal extends InteractiveGoalCore where
userName? : Option String
goalPrefix : String
mvarId : MVarId
isInserted? : Option Bool := none
isRemoved? : Option Bool := none
deriving RpcEncodable
-- duplicated with custom `InteractiveGoalCore`
@[inherit_doc Lean.Widget.InteractiveTermGoal]
structure InteractiveTermGoal extends InteractiveGoalCore where
range : Lsp.Range
term : WithRpcRef Elab.TermInfo
deriving RpcEncodable
/-- A hint in the game at the corresponding goal. -/
structure GameHint where
text : String
hidden : Bool
deriving FromJson, ToJson
/-- Bundled `InteractiveGoal` together with an array of hints that apply at this stage. -/
structure InteractiveGoalWithHints where
goal : InteractiveGoal
/-- Extended the `InteractiveGoal` by an array of hints at that goal. -/
hints : Array GameHint
deriving RpcEncodable
structure InteractiveGoalsWithHints where
goals : Array InteractiveGoalWithHints
/-- The content of the line evaluated. -/
command : String
diags : Array InteractiveDiagnostic := default
line : Option Nat -- only for debugging
column : Option Nat -- only for debugging
deriving RpcEncodable
instance : Inhabited InteractiveGoalsWithHints := ⟨default, default, default, none, none⟩
/-- Collected goals throughout the proof. Used for communication with the game client. -/
structure ProofState where
/-- goals after each line. includes the hints. -/
steps : Array <| InteractiveGoalsWithHints
/-- diagnostics contains all errors and warnings.
TODO: I think they contain information about which line they belong to. Verify this.
-/
diagnostics : Array InteractiveDiagnostic := default
/-- Whether the level is considered solved. -/
completed : Bool
completedWithWarnings : Bool
lastPos : Nat -- only for debugging
deriving RpcEncodable
+2 -2
View File
@@ -4,10 +4,10 @@
[{"url": "https://github.com/leanprover/std4.git",
"type": "git",
"subDir": null,
"rev": "ee49cf8fada1bf5a15592c399a925c401848227f",
"rev": "276953b13323ca151939eafaaec9129bf7970306",
"name": "std",
"manifestFile": "lake-manifest.json",
"inputRev": "v4.5.0-rc1",
"inputRev": "v4.6.0-rc1",
"inherited": false,
"configFile": "lakefile.lean"}],
"name": "GameServer",
+2
View File
@@ -8,6 +8,8 @@ def leanVersion : String := s!"v{Lean.versionString}"
require std from git "https://github.com/leanprover/std4.git" @ leanVersion
-- require importGraph from git "https://github.com/leanprover-community/import-graph" @ leanVersion
lean_lib GameServer
@[default_target]
+1 -1
View File
@@ -1 +1 @@
leanprover/lean4:v4.5.0-rc1
leanprover/lean4:v4.6.0-rc1