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e09c016c4c |
@@ -5,7 +5,17 @@ jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v3
|
||||
- name: install elan
|
||||
run: |
|
||||
set -o pipefail
|
||||
curl -sSfL https://github.com/leanprover/elan/releases/download/v3.0.0/elan-x86_64-unknown-linux-gnu.tar.gz | tar xz
|
||||
./elan-init -y
|
||||
echo "$HOME/.elan/bin" >> $GITHUB_PATH
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/setup-node@v3
|
||||
- name: print lean and lake versions
|
||||
run: |
|
||||
lean --version
|
||||
lake --version
|
||||
- run: npm install
|
||||
- run: npm run build
|
||||
|
||||
+2
-3
@@ -1,6 +1,5 @@
|
||||
node_modules
|
||||
client/dist
|
||||
server/build
|
||||
server/lakefile.olean
|
||||
**/lake-packages/
|
||||
games/
|
||||
server/.lake
|
||||
**/.DS_Store
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
# Lean 4 Game
|
||||
|
||||
This is the source code for a Lean 4 game platform hosted at [adam.math.hhu.de](https://adam.math.hhu.de).
|
||||
This is the source code for a Lean game platform hosted at [adam.math.hhu.de](https://adam.math.hhu.de).
|
||||
|
||||
## Creating a Game
|
||||
|
||||
@@ -8,21 +8,29 @@ 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)
|
||||
|
||||
### Publishing a Game
|
||||
|
||||
We encourage anybody to have games hosted on our [Lean Game Server](https://adam.math.hhu.de) for anybody to play. For that you simply need to contact us with the link to your game repo. We are also happy to add work-in-progress games and games in any language.
|
||||
|
||||
For example, you can [contact Jon on Zulip](https://leanprover.zulipchat.com/#narrow/dm/385895-Jon-Eugster). Or [via Email](https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster).
|
||||
* Step 8: [How to Publishing a Game](doc/publish_game.md)
|
||||
|
||||
## Documentation
|
||||
|
||||
The documentation for the game engine itself is still missing, but there is [Creating a Game](doc/create_game.md) explaining the API to create a game.
|
||||
The documentation is very much work in progress but the linked documentation here
|
||||
should be up-to-date:
|
||||
|
||||
Some documentation:
|
||||
### Game creation API
|
||||
|
||||
- [NPM Scripts](doc/npm_scripts.md)
|
||||
- [Old documentation](doc/DOCUMENTATION.md)
|
||||
- [Creating a Game](doc/create_game.md): **the main document to consult**.
|
||||
- [More about Hints](doc/hints.md): describes the `Hint` and `Branch` tactic.
|
||||
|
||||
### Frontend API
|
||||
|
||||
* [How to Run Games Locally](doc/running_locally.md): play a game on your computer
|
||||
* [How to Update an existing Game](doc/update_game.md): update to a new lean version
|
||||
* [How to Publishing a Game](doc/publish_game.md): load your game to adam.math.hhu.de for others to play
|
||||
|
||||
### Backend
|
||||
|
||||
not fully written yet.
|
||||
|
||||
* [Server](doc/DOCUMENTATION.md): describes the server part (i.e. the content of `server/` und `relay/`).
|
||||
|
||||
## Contributing
|
||||
|
||||
@@ -34,7 +42,8 @@ Providing the use access to a Lean instance running on the server is a severe se
|
||||
|
||||
## Credits
|
||||
|
||||
The project is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
|
||||
The project has pimarily been developed by Alexander Bentkamp and Jon Eugster.
|
||||
|
||||
It is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
|
||||
(NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
|
||||
of Kevin Buzzard and Mohammad Pedramfar.
|
||||
The project is based on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
|
||||
by Kevin Buzzard and Mohammad Pedramfar, and on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
|
||||
|
||||
+21
-4
@@ -9,20 +9,37 @@ import '@fontsource/roboto/700.css';
|
||||
import './css/reset.css';
|
||||
import './css/app.css';
|
||||
import { MobileContext } from './components/infoview/context';
|
||||
import { useWindowDimensions } from './window_width';
|
||||
import { useMobile } from './hooks';
|
||||
import { AUTO_SWITCH_THRESHOLD, getWindowDimensions} from './state/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 {width, height} = useWindowDimensions()
|
||||
const [mobile, setMobile] = React.useState(width < 800)
|
||||
|
||||
const automaticallyAdjustLayout = () => {
|
||||
const {width} = getWindowDimensions()
|
||||
setMobile(width < AUTO_SWITCH_THRESHOLD)
|
||||
}
|
||||
|
||||
React.useEffect(()=>{
|
||||
if (!lockMobile){
|
||||
void automaticallyAdjustLayout()
|
||||
window.addEventListener('resize', automaticallyAdjustLayout)
|
||||
|
||||
return () => {
|
||||
window.removeEventListener('resize', automaticallyAdjustLayout)
|
||||
}
|
||||
}
|
||||
}, [lockMobile])
|
||||
|
||||
return (
|
||||
<div className="app">
|
||||
<GameIdContext.Provider value={gameId}>
|
||||
<MobileContext.Provider value={{mobile, setMobile}}>
|
||||
<MobileContext.Provider value={{mobile, setMobile, lockMobile, setLockMobile}}>
|
||||
<Outlet />
|
||||
</MobileContext.Provider>
|
||||
</GameIdContext.Provider>
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 398 KiB |
@@ -5,7 +5,7 @@ import * as React from 'react'
|
||||
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
|
||||
import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome,
|
||||
faArrowRight, faArrowLeft, faXmark, faBars, faCode,
|
||||
faCircleInfo, faTerminal } from '@fortawesome/free-solid-svg-icons'
|
||||
faCircleInfo, faTerminal, faMobileScreenButton, faDesktop, faGear } from '@fortawesome/free-solid-svg-icons'
|
||||
import { GameIdContext } from "../app"
|
||||
import { InputModeContext, MobileContext, WorldLevelIdContext } from "./infoview/context"
|
||||
import { GameInfo, useGetGameInfoQuery } from '../state/api'
|
||||
@@ -150,22 +150,23 @@ function InventoryButton({pageNumber, setPageNumber}) {
|
||||
}
|
||||
|
||||
/** the navigation bar on the welcome page */
|
||||
export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpressum, toggleEraseMenu, toggleUploadMenu, toggleInfo} : {
|
||||
export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpressum, toggleEraseMenu, toggleUploadMenu, toggleInfo, togglePreferencesPopup} : {
|
||||
pageNumber: number,
|
||||
setPageNumber: any,
|
||||
gameInfo: GameInfo,
|
||||
toggleImpressum: any,
|
||||
toggleEraseMenu: any,
|
||||
toggleUploadMenu: any,
|
||||
toggleInfo: any
|
||||
toggleInfo: any,
|
||||
togglePreferencesPopup: () => void;
|
||||
}) {
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const gameProgress = useAppSelector(selectProgress(gameId))
|
||||
const {mobile} = React.useContext(MobileContext)
|
||||
const {mobile, setMobile} = React.useContext(MobileContext)
|
||||
const [navOpen, setNavOpen] = React.useState(false)
|
||||
|
||||
return <div className="app-bar">
|
||||
<div>
|
||||
<div className='app-bar-left'>
|
||||
<Button inverted="false" title="back to games selection" to="/">
|
||||
<FontAwesomeIcon icon={faArrowLeft} /> <FontAwesomeIcon icon={faGlobe} />
|
||||
</Button>
|
||||
@@ -194,6 +195,9 @@ export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpres
|
||||
<Button title="Impressum, privacy policy" inverted="true" to="" onClick={() => {toggleImpressum(); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faCircleInfo} /> Impressum
|
||||
</Button>
|
||||
<Button title="Preferences" inverted="true" to="" onClick={() => {togglePreferencesPopup(); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faGear} /> Preferences
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
@@ -237,7 +241,7 @@ export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=
|
||||
</> :
|
||||
<>
|
||||
{/* DESKTOP VERSION */}
|
||||
<div>
|
||||
<div className='app-bar-left'>
|
||||
<HomeButton isDropdown={false} />
|
||||
<span className="app-bar-title">{worldTitle && `World: ${worldTitle}`}</span>
|
||||
</div>
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
import { GameHint } from "./infoview/rpc_api";
|
||||
import * as React from 'react';
|
||||
import Markdown from './markdown';
|
||||
import { ProofStep } from "./infoview/context";
|
||||
|
||||
export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
|
||||
return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
|
||||
@@ -43,3 +44,24 @@ export function DeletedHints({hints} : {hints: GameHint[]}) {
|
||||
{hiddenHints.map((hint, i) => <DeletedHint key={`deleted-hidden-hint-${i}`} hint={hint}/>)}
|
||||
</>
|
||||
}
|
||||
|
||||
/** 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.
|
||||
*/
|
||||
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))
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
@@ -62,12 +62,18 @@ export const ProofStateContext = React.createContext<{
|
||||
setProofState: () => {},
|
||||
})
|
||||
|
||||
export const MobileContext = React.createContext<{
|
||||
export interface IMobileContext {
|
||||
mobile : boolean,
|
||||
setMobile: React.Dispatch<React.SetStateAction<Boolean>>,
|
||||
}>({
|
||||
mobile : false,
|
||||
lockMobile: boolean,
|
||||
setLockMobile: React.Dispatch<React.SetStateAction<Boolean>>,
|
||||
}
|
||||
|
||||
export const MobileContext = React.createContext<IMobileContext>({
|
||||
mobile: false,
|
||||
setMobile: () => {},
|
||||
lockMobile: false,
|
||||
setLockMobile: () => {}
|
||||
})
|
||||
|
||||
export const WorldLevelIdContext = React.createContext<{
|
||||
|
||||
@@ -34,7 +34,7 @@ import { Button } from '../button';
|
||||
import { CircularProgress } from '@mui/material';
|
||||
import { GameHint } from './rpc_api';
|
||||
import { store } from '../../state/store';
|
||||
import { Hints } from '../hints';
|
||||
import { Hints, filterHints } from '../hints';
|
||||
|
||||
/** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is
|
||||
* always present, or the monaco editor cannot start.
|
||||
@@ -156,7 +156,7 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
|
||||
|
||||
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
|
||||
|
||||
console.debug(`template: ${props.data.template}`)
|
||||
console.debug(`template: ${props.data?.template}`)
|
||||
|
||||
// React.useEffect (() => {
|
||||
// if (props.data.template) {
|
||||
@@ -347,6 +347,7 @@ export function TypewriterInterface({props}) {
|
||||
const uri = model.uri.toString()
|
||||
|
||||
const [disableInput, setDisableInput] = React.useState<boolean>(false)
|
||||
const [loadingProgress, setLoadingProgress] = React.useState<number>(0)
|
||||
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
|
||||
const {mobile} = React.useContext(MobileContext)
|
||||
const { proof } = React.useContext(ProofContext)
|
||||
@@ -366,9 +367,9 @@ export function TypewriterInterface({props}) {
|
||||
function deleteProof(line: number) {
|
||||
return (ev) => {
|
||||
let deletedChat: Array<GameHint> = []
|
||||
proof.slice(line).map((step, i) => {
|
||||
filterHints(proof).slice(line).map((hintsAtStep, i) => {
|
||||
// Only add these hidden hints to the deletion stack which were visible
|
||||
deletedChat = [...deletedChat, ...step.hints.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
|
||||
deletedChat = [...deletedChat, ...hintsAtStep.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
|
||||
})
|
||||
setDeletedChat(deletedChat)
|
||||
|
||||
@@ -455,6 +456,17 @@ export function TypewriterInterface({props}) {
|
||||
|
||||
let lastStepErrors = proof.length ? hasInteractiveErrors(proof[proof.length - 1].errors) : false
|
||||
|
||||
|
||||
useServerNotificationEffect("$/game/loading", (params : any) => {
|
||||
if (params.kind == "loadConstants") {
|
||||
setLoadingProgress(params.counter/100*50)
|
||||
} else if (params.kind == "finalizeExtensions") {
|
||||
setLoadingProgress(50 + params.counter/150*50)
|
||||
} else {
|
||||
console.error(`Unknown loading kind: ${params.kind}`)
|
||||
}
|
||||
})
|
||||
|
||||
return <div className="typewriter-interface">
|
||||
<RpcContext.Provider value={rpcSess}>
|
||||
<div className="content">
|
||||
@@ -481,18 +493,20 @@ export function TypewriterInterface({props}) {
|
||||
<Markdown>{props.data?.introduction}</Markdown>
|
||||
</div>
|
||||
}
|
||||
{mobile && <>
|
||||
{mobile &&
|
||||
<Hints key={`hints-${i}`}
|
||||
hints={step.hints} showHidden={showHelp.has(i)} step={i}
|
||||
selected={selectedStep} toggleSelection={toggleSelectStep(i)}/>
|
||||
{i == proof.length - 1 && hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
|
||||
<Button className="btn btn-help" to="" onClick={activateHiddenHints}>
|
||||
Show more help!
|
||||
</Button>
|
||||
}
|
||||
</>
|
||||
}
|
||||
<GoalsTabs proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/>
|
||||
|
||||
{mobile && i == proof.length - 1 &&
|
||||
hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
|
||||
<Button className="btn btn-help" to="" onClick={activateHiddenHints}>
|
||||
Show more help!
|
||||
</Button>
|
||||
}
|
||||
|
||||
{/* Show a message that there are no goals left */}
|
||||
{!step.goals.length && (
|
||||
<div className="message information">
|
||||
@@ -509,7 +523,7 @@ export function TypewriterInterface({props}) {
|
||||
}
|
||||
})}
|
||||
{mobile && completed &&
|
||||
<div className="button-row">
|
||||
<div className="button-row mobile">
|
||||
{props.level >= props.worldSize ?
|
||||
<Button to={`/${gameId}`}>
|
||||
<FontAwesomeIcon icon={faHome} /> Leave World
|
||||
@@ -521,7 +535,7 @@ export function TypewriterInterface({props}) {
|
||||
}
|
||||
</div>
|
||||
}
|
||||
</> : <CircularProgress />
|
||||
</> : <CircularProgress variant="determinate" value={loadingProgress} />
|
||||
}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@@ -2,7 +2,8 @@ import * as React from 'react';
|
||||
import { useState, useEffect } from 'react';
|
||||
import '../css/inventory.css'
|
||||
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
|
||||
import { faLock, faBan } from '@fortawesome/free-solid-svg-icons'
|
||||
import { faLock, faBan, faCheck } from '@fortawesome/free-solid-svg-icons'
|
||||
import { faClipboard } from '@fortawesome/free-regular-svg-icons'
|
||||
import { GameIdContext } from '../app';
|
||||
import Markdown from './markdown';
|
||||
import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery } from '../state/api';
|
||||
@@ -10,10 +11,12 @@ import { selectDifficulty, selectInventory } from '../state/progress';
|
||||
import { store } from '../state/store';
|
||||
import { useSelector } from 'react-redux';
|
||||
|
||||
export function Inventory({levelInfo, openDoc, enableAll=false} :
|
||||
export function Inventory({levelInfo, openDoc, lemmaTab, setLemmaTab, enableAll=false} :
|
||||
{
|
||||
levelInfo: LevelInfo|InventoryOverview,
|
||||
openDoc: (props: {name: string, type: string}) => void,
|
||||
lemmaTab: any,
|
||||
setLemmaTab: any,
|
||||
enableAll?: boolean,
|
||||
}) {
|
||||
|
||||
@@ -31,19 +34,20 @@ export function Inventory({levelInfo, openDoc, enableAll=false} :
|
||||
}
|
||||
<h2>Theorems</h2>
|
||||
{levelInfo?.lemmas &&
|
||||
<InventoryList items={levelInfo?.lemmas} docType="Lemma" openDoc={openDoc} defaultTab={levelInfo?.lemmaTab} level={levelInfo} enableAll={enableAll}/>
|
||||
<InventoryList items={levelInfo?.lemmas} docType="Lemma" openDoc={openDoc} level={levelInfo} enableAll={enableAll} tab={lemmaTab} setTab={setLemmaTab}/>
|
||||
}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
function InventoryList({items, docType, openDoc, defaultTab=null, level=undefined, enableAll=false} :
|
||||
function InventoryList({items, docType, openDoc, tab=null, setTab=undefined, level=undefined, enableAll=false} :
|
||||
{
|
||||
items: InventoryTile[],
|
||||
docType: string,
|
||||
openDoc(props: {name: string, type: string}): void,
|
||||
defaultTab? : string,
|
||||
level? : LevelInfo|InventoryOverview,
|
||||
tab?: any,
|
||||
setTab?: any,
|
||||
level?: LevelInfo|InventoryOverview,
|
||||
enableAll?: boolean,
|
||||
}) {
|
||||
// TODO: `level` is only used in the `useEffect` below to check if a new level has
|
||||
@@ -59,8 +63,6 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
|
||||
}
|
||||
const categories = Array.from(categorySet).sort()
|
||||
|
||||
const [tab, setTab] = useState(defaultTab)
|
||||
|
||||
// Add inventory items from local store as unlocked.
|
||||
// Items are unlocked if they are in the local store, or if the server says they should be
|
||||
// given the dependency graph. (OR-connection) (TODO: maybe add different logic for different
|
||||
@@ -68,13 +70,6 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
|
||||
let inv: string[] = selectInventory(gameId)(store.getState())
|
||||
let modifiedItems : InventoryTile[] = items.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile)
|
||||
|
||||
useEffect(() => {
|
||||
// If the level specifies `LemmaTab "Nat"`, we switch to this tab on loading.
|
||||
// `defaultTab` is `null` or `undefined` otherwise, in which case we don't want to switch.
|
||||
if (defaultTab) {
|
||||
setTab(defaultTab)
|
||||
}}, [level])
|
||||
|
||||
return <>
|
||||
{categories.length > 1 &&
|
||||
<div className="tab-bar">
|
||||
@@ -86,24 +81,29 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
|
||||
{[...modifiedItems].sort(
|
||||
// For lemas, sort entries `available > disabled > locked`
|
||||
// otherwise alphabetically
|
||||
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled)
|
||||
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled) || x.displayName.localeCompare(y.displayName)
|
||||
).filter(item => !item.hidden && ((tab ?? categories[0]) == item.category)).map((item, i) => {
|
||||
return <InventoryItem key={`${item.category}-${item.name}`}
|
||||
item={item}
|
||||
showDoc={() => {openDoc({name: item.name, type: docType})}}
|
||||
name={item.name} displayName={item.displayName} locked={difficulty > 0 ? item.locked : false}
|
||||
disabled={item.disabled} newly={item.new} enableAll={enableAll}/>
|
||||
disabled={item.disabled} newly={item.new} enableAll={enableAll} />
|
||||
})
|
||||
}
|
||||
</div>
|
||||
</>
|
||||
}
|
||||
|
||||
function InventoryItem({name, displayName, locked, disabled, newly, showDoc, enableAll=false}) {
|
||||
function InventoryItem({item, name, displayName, locked, disabled, newly, showDoc, enableAll=false}) {
|
||||
const icon = locked ? <FontAwesomeIcon icon={faLock} /> :
|
||||
disabled ? <FontAwesomeIcon icon={faBan} /> : ""
|
||||
disabled ? <FontAwesomeIcon icon={faBan} /> : item.st
|
||||
const className = locked ? "locked" : disabled ? "disabled" : newly ? "new" : ""
|
||||
// Note: This is somewhat a hack as the statement of lemmas comes currently in the form
|
||||
// `Namespace.statement_name (x y : Nat) : some type`
|
||||
const title = locked ? "Not unlocked yet" :
|
||||
disabled ? "Not available in this level" : ""
|
||||
disabled ? "Not available in this level" : (item.altTitle ? item.altTitle.substring(item.altTitle.indexOf(' ') + 1) : '')
|
||||
|
||||
const [copied, setCopied] = useState(false)
|
||||
|
||||
const handleClick = () => {
|
||||
if (enableAll || !locked) {
|
||||
@@ -111,7 +111,21 @@ function InventoryItem({name, displayName, locked, disabled, newly, showDoc, ena
|
||||
}
|
||||
}
|
||||
|
||||
return <div className={`item ${className}${enableAll ? ' enabled' : ''}`} onClick={handleClick} title={title}>{icon} {displayName}</div>
|
||||
const copyItemName = (ev) => {
|
||||
navigator.clipboard.writeText(displayName)
|
||||
setCopied(true)
|
||||
setInterval(() => {
|
||||
setCopied(false)
|
||||
}, 3000);
|
||||
ev.stopPropagation()
|
||||
}
|
||||
|
||||
return <div className={`item ${className}${enableAll ? ' enabled' : ''}`} onClick={handleClick} title={title}>
|
||||
{icon} {displayName}
|
||||
<div className="copy-button" onClick={copyItemName}>
|
||||
{copied ? <FontAwesomeIcon icon={faCheck} /> : <FontAwesomeIcon icon={faClipboard} />}
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
|
||||
export function Documentation({name, type, handleClose}) {
|
||||
@@ -131,16 +145,25 @@ export function Documentation({name, type, handleClose}) {
|
||||
export function InventoryPanel({levelInfo, visible = true}) {
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
|
||||
const [lemmaTab, setLemmaTab] = useState(levelInfo?.lemmaTab)
|
||||
|
||||
// The inventory is overlayed by the doc entry of a clicked item
|
||||
const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null)
|
||||
// Set `inventoryDoc` to `null` to close the doc
|
||||
function closeInventoryDoc() {setInventoryDoc(null)}
|
||||
|
||||
useEffect(() => {
|
||||
// If the level specifies `LemmaTab "Nat"`, we switch to this tab on loading.
|
||||
// `defaultTab` is `null` or `undefined` otherwise, in which case we don't want to switch.
|
||||
if (levelInfo?.lemmaTab) {
|
||||
setLemmaTab(levelInfo?.lemmaTab)
|
||||
}}, [levelInfo])
|
||||
|
||||
return <div className={`column inventory-panel ${visible ? '' : 'hidden'}`}>
|
||||
{inventoryDoc ?
|
||||
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/>
|
||||
:
|
||||
<Inventory levelInfo={levelInfo} openDoc={setInventoryDoc} enableAll={true}/>
|
||||
<Inventory levelInfo={levelInfo} openDoc={setInventoryDoc} enableAll={true} lemmaTab={lemmaTab} setLemmaTab={setLemmaTab}/>
|
||||
}
|
||||
</div>
|
||||
}
|
||||
|
||||
@@ -7,11 +7,12 @@ import '@fontsource/roboto/500.css';
|
||||
import '@fontsource/roboto/700.css';
|
||||
|
||||
import '../css/landing_page.css'
|
||||
import coverRobo from '../assets/covers/formaloversum.png'
|
||||
import bgImage from '../assets/bg.jpg'
|
||||
|
||||
import Markdown from './markdown';
|
||||
import {PrivacyPolicyPopup} from './popup/privacy_policy'
|
||||
import { GameTile, useGetGameInfoQuery } from '../state/api'
|
||||
import path from 'path';
|
||||
|
||||
const flag = {
|
||||
'Dutch': '🇳🇱',
|
||||
@@ -19,6 +20,7 @@ const flag = {
|
||||
'French': '🇫🇷',
|
||||
'German': '🇩🇪',
|
||||
'Italian': '🇮🇹',
|
||||
'Spanish': '🇪🇸',
|
||||
}
|
||||
|
||||
function GithubIcon({url='https://github.com'}) {
|
||||
@@ -32,47 +34,42 @@ function GithubIcon({url='https://github.com'}) {
|
||||
</div>
|
||||
}
|
||||
|
||||
function GameTile({
|
||||
title,
|
||||
gameId,
|
||||
intro, // Catchy intro phrase.
|
||||
image=null,
|
||||
worlds='?',
|
||||
levels='?',
|
||||
prereq='–', // Optional list of games that this game builds on. Use markdown.
|
||||
description, // Longer description. Supports Markdown.
|
||||
language}) {
|
||||
function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
|
||||
|
||||
let navigate = useNavigate();
|
||||
const routeChange = () =>{
|
||||
navigate(gameId);
|
||||
}
|
||||
|
||||
if (typeof data === 'undefined') {
|
||||
return <></>
|
||||
}
|
||||
|
||||
return <div className="game" onClick={routeChange}>
|
||||
<div className="wrapper">
|
||||
<div className="title">{title}</div>
|
||||
<div className="short-description">{intro}
|
||||
<div className="title">{data.title}</div>
|
||||
<div className="short-description">{data.short}
|
||||
</div>
|
||||
{ image ? <img className="image" src={image} alt="" /> : <div className="image"/> }
|
||||
<div className="long description"><Markdown>{description}</Markdown></div>
|
||||
{ data.image ? <img className="image" src={path.join("data", gameId, data.image)} alt="" /> : <div className="image"/> }
|
||||
<div className="long description"><Markdown>{data.long}</Markdown></div>
|
||||
</div>
|
||||
<table className="info">
|
||||
<tbody>
|
||||
<tr>
|
||||
<td title="consider playing these games first.">Prerequisites</td>
|
||||
<td><Markdown>{prereq}</Markdown></td>
|
||||
<td><Markdown>{data.prerequisites.join(', ')}</Markdown></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Worlds</td>
|
||||
<td>{worlds}</td>
|
||||
<td>{data.worlds}</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Levels</td>
|
||||
<td>{levels}</td>
|
||||
<td>{data.levels}</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Language</td>
|
||||
<td title={`in ${language}`}>{flag[language]}</td>
|
||||
<td title={`in ${data.languages.join(', ')}`}>{data.languages.map((lan) => flag[lan]).join(', ')}</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
@@ -88,6 +85,58 @@ function LandingPage() {
|
||||
const openImpressum = () => setImpressum(true);
|
||||
const closeImpressum = () => setImpressum(false);
|
||||
|
||||
// const [allGames, setAllGames] = React.useState([])
|
||||
// const [allTiles, setAllTiles] = React.useState([])
|
||||
|
||||
// const getTiles=()=>{
|
||||
// fetch('featured_games.json', {
|
||||
// headers : {
|
||||
// 'Content-Type': 'application/json',
|
||||
// 'Accept': 'application/json'
|
||||
// }
|
||||
// }
|
||||
// ).then(function(response){
|
||||
// return response.json()
|
||||
// }).then(function(data) {
|
||||
// setAllGames(data.featured_games)
|
||||
|
||||
// })
|
||||
// }
|
||||
|
||||
// React.useEffect(()=>{
|
||||
// getTiles()
|
||||
// },[])
|
||||
|
||||
// React.useEffect(()=>{
|
||||
|
||||
// Promise.allSettled(
|
||||
// allGames.map((gameId) => (
|
||||
// fetch(`data/g/${gameId}/game.json`).catch(err => {return undefined})))
|
||||
// ).then(responses =>
|
||||
// responses.forEach((result) => console.log(result)))
|
||||
// // Promise.all(responses.map(res => {
|
||||
// // if (res.status == "fulfilled") {
|
||||
// // console.log(res.value.json())
|
||||
// // return res.value.json()
|
||||
// // } else {
|
||||
// // return undefined
|
||||
// // }
|
||||
// // }))
|
||||
// // ).then(allData => {
|
||||
// // setAllTiles(allData.map(data => data?.tile))
|
||||
// // })
|
||||
// },[allGames])
|
||||
|
||||
// TODO: I would like to read the supported games list form a JSON,
|
||||
// Then load all these games in
|
||||
//
|
||||
let allGames = [
|
||||
"leanprover-community/nng4",
|
||||
"hhu-adam/robo",
|
||||
"djvelleman/stg4",
|
||||
"miguelmarco/STG4",
|
||||
]
|
||||
let allTiles = allGames.map((gameId) => (useGetGameInfoQuery({game: `g/${gameId}`}).data?.tile))
|
||||
|
||||
return <div className="landing-page">
|
||||
<header style={{backgroundImage: `url(${bgImage})`}}>
|
||||
@@ -104,49 +153,26 @@ function LandingPage() {
|
||||
</div>
|
||||
</header>
|
||||
<div className="game-list">
|
||||
|
||||
<GameTile
|
||||
title="Natural Number Game"
|
||||
gameId="g/hhu-adam/NNG4"
|
||||
intro="The classical introduction game for Lean."
|
||||
description="In this game you recreate the natural numbers $\mathbb{N}$ from the Peano axioms,
|
||||
learning the basics about theorem proving in Lean.
|
||||
|
||||
This is a good first introduction to Lean!"
|
||||
worlds="4"
|
||||
levels="30"
|
||||
language="English"
|
||||
/>
|
||||
|
||||
<GameTile
|
||||
title="Formaloversum"
|
||||
gameId="g/hhu-adam/Robo"
|
||||
intro="Erkunde das Leansche Universum mit deinem Robo, welcher dir bei der Verständigung mit den Formalosophen zur Seite steht."
|
||||
description="
|
||||
Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet danach verschiedene Bereiche des Bachelorstudiums an.
|
||||
|
||||
(Das Spiel befindet sich noch in der Entstehungsphase.)"
|
||||
image={coverRobo}
|
||||
language="German"
|
||||
/>
|
||||
|
||||
<GameTile
|
||||
title="NNG (OLD)"
|
||||
gameId="g/hhu-adam/nng4-old"
|
||||
intro="The old version of the NNG copied from lean3."
|
||||
description="This version is not maintained and might break at any point. You should play the new version instead"
|
||||
worlds="9"
|
||||
levels="72"
|
||||
language="English"
|
||||
/>
|
||||
{allTiles.length == 0 ?
|
||||
<p>No Games loaded. Use <a>http://localhost:3000/#/g/local/FOLDER</a> to open a
|
||||
game directly from a local folder.
|
||||
</p>
|
||||
: allGames.map((id, i) => (
|
||||
<Tile
|
||||
key={id}
|
||||
gameId={`g/${id}`}
|
||||
data={allTiles[i]}
|
||||
/>
|
||||
))
|
||||
}
|
||||
</div>
|
||||
<section>
|
||||
<div className="wrapper">
|
||||
<h2>Development notes</h2>
|
||||
<p>
|
||||
As this server runs lean on our university machines, it has a limited capacity.
|
||||
Our current estimate is about 55 copies of the NNG or 25 copies of games importing
|
||||
mathlib. We hope to address this limitation in the future.
|
||||
Our current estimate is about 70 simultaneous games.
|
||||
We hope to address and test this limitation better in the future.
|
||||
</p>
|
||||
<p>
|
||||
Most aspects of the games and the infrastructure are still in development. Feel free to
|
||||
@@ -160,18 +186,19 @@ Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet
|
||||
<h2>Adding new games</h2>
|
||||
<p>
|
||||
If you are considering writing your own game, you should use
|
||||
the <a target="_blank" href="https://github.com/hhu-adam/NNG4">NNG Github Repo</a> as
|
||||
a template.
|
||||
the <a target="_blank" href="https://github.com/hhu-adam/GameSkeleton">GameSkeleton Github Repo</a> as
|
||||
a template and read <a target="_blank" href="https://github.com/leanprover-community/lean4game/">How to Create a Game</a>.
|
||||
</p>
|
||||
<p>
|
||||
There is an option to load and run your own games directly on the server,
|
||||
instructions are in the NNG repo. Since this is still in development we'd like to
|
||||
encourage you to contact us for support creating your own game. The documentation is
|
||||
not polished yet.
|
||||
You can directly load your games into the server and play it using
|
||||
the correct URL. The <a target="_blank" href="https://github.com/leanprover-community/lean4game/">instructions above</a> also
|
||||
explain the details for how to load your game to the server.
|
||||
|
||||
We'd like to encourage you to contact us if you have any questions.
|
||||
</p>
|
||||
<p>
|
||||
To add games to this main page, you should get in contact as
|
||||
games will need to be added manually.
|
||||
Featured games on this page are added manually.
|
||||
Please get in contact and we-ll happily add yours.
|
||||
</p>
|
||||
</div>
|
||||
</section>
|
||||
@@ -189,9 +216,6 @@ Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet
|
||||
<a className="link" onClick={openImpressum}>Impressum</a>
|
||||
{impressum? <PrivacyPolicyPopup handleClose={closeImpressum} />: null}
|
||||
</footer>
|
||||
|
||||
{/* <PrivacyPolicy/> */}
|
||||
|
||||
</div>
|
||||
|
||||
}
|
||||
|
||||
+124
-94
@@ -18,11 +18,10 @@ import { EditorConnection, EditorEvents } from '../../../node_modules/lean4-info
|
||||
import { EventEmitter } from '../../../node_modules/lean4-infoview/src/infoview/event'
|
||||
|
||||
import { GameIdContext } from '../app'
|
||||
import { ConnectionContext, connection, useLeanClient } from '../connection'
|
||||
import { useAppDispatch, useAppSelector } from '../hooks'
|
||||
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
|
||||
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
|
||||
selectHelp, selectDifficulty, selectInventory } from '../state/progress'
|
||||
selectHelp, selectDifficulty, selectInventory, selectTypewriterMode, changeTypewriterMode } from '../state/progress'
|
||||
import { store } from '../state/store'
|
||||
import { Button } from './button'
|
||||
import Markdown from './markdown'
|
||||
@@ -32,8 +31,9 @@ import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContex
|
||||
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
|
||||
import { DualEditor } from './infoview/main'
|
||||
import { GameHint } from './infoview/rpc_api'
|
||||
import { DeletedHints, Hint, Hints } from './hints'
|
||||
import { DeletedHints, Hint, Hints, filterHints } from './hints'
|
||||
import { PrivacyPolicyPopup } from './popup/privacy_policy'
|
||||
import path from 'path';
|
||||
|
||||
import '@fontsource/roboto/300.css'
|
||||
import '@fontsource/roboto/400.css'
|
||||
@@ -43,12 +43,20 @@ import 'lean4web/client/src/editor/infoview.css'
|
||||
import 'lean4web/client/src/editor/vscode.css'
|
||||
import '../css/level.css'
|
||||
import { LevelAppBar } from './app_bar'
|
||||
import { LeanClient } from 'lean4web/client/src/editor/leanclient'
|
||||
import { DisposingWebSocketMessageReader } from 'lean4web/client/src/reader'
|
||||
import { WebSocketMessageWriter, toSocket } from 'vscode-ws-jsonrpc'
|
||||
import { IConnectionProvider } from 'monaco-languageclient'
|
||||
import { monacoSetup } from 'lean4web/client/src/monacoSetup'
|
||||
import { onigasmH } from 'onigasm/lib/onigasmH'
|
||||
|
||||
|
||||
monacoSetup()
|
||||
|
||||
function Level() {
|
||||
const params = useParams()
|
||||
const levelId = parseInt(params.levelId)
|
||||
const worldId = params.worldId
|
||||
// useLoadWorldFiles(worldId)
|
||||
|
||||
const [impressum, setImpressum] = React.useState(false)
|
||||
|
||||
@@ -138,19 +146,24 @@ 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">
|
||||
<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)} />
|
||||
))}
|
||||
{proof.map((step, i) => {
|
||||
{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)) {
|
||||
// TODO: Should not use index as key.
|
||||
return <Hints key={`hints-${i}`}
|
||||
hints={step.hints} showHidden={showHelp.has(i)} step={i}
|
||||
hints={step} showHidden={showHelp.has(i)} step={i}
|
||||
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.length - 1}/>
|
||||
}
|
||||
})}
|
||||
@@ -204,10 +217,13 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
const {worldId, levelId} = useContext(WorldLevelIdContext)
|
||||
const {mobile} = React.useContext(MobileContext)
|
||||
|
||||
const difficulty = useSelector(selectDifficulty(gameId))
|
||||
const dispatch = useAppDispatch()
|
||||
|
||||
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
|
||||
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
|
||||
const inventory: Array<String> = useSelector(selectInventory(gameId))
|
||||
|
||||
const typewriterMode = useSelector(selectTypewriterMode(gameId))
|
||||
const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
|
||||
|
||||
const gameInfo = useGetGameInfoQuery({game: gameId})
|
||||
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
|
||||
@@ -221,12 +237,11 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
|
||||
// Only for mobile layout
|
||||
const [pageNumber, setPageNumber] = useState(0)
|
||||
const [typewriterMode, setTypewriterMode] = useState(true)
|
||||
|
||||
// set to true to prevent switching between typewriter and editor
|
||||
const [lockInputMode, setLockInputMode] = useState(false)
|
||||
const [typewriterInput, setTypewriterInput] = useState("")
|
||||
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
|
||||
const dispatch = useAppDispatch()
|
||||
|
||||
// impressum pop-up
|
||||
function toggleImpressum() {setImpressum(!impressum)}
|
||||
@@ -284,12 +299,6 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
// a hint at the beginning of the proof...
|
||||
const [selectedStep, setSelectedStep] = useState<number>()
|
||||
|
||||
// if the user inventory changes, notify the server
|
||||
useEffect(() => {
|
||||
let leanClient = connection.getLeanClient(gameId)
|
||||
leanClient.sendNotification('$/game/setInventory', {inventory: inventory, difficulty: difficulty})
|
||||
}, [inventory])
|
||||
|
||||
useEffect (() => {
|
||||
// Lock editor mode
|
||||
if (level?.data?.template) {
|
||||
@@ -320,8 +329,6 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
console.debug(`not inserting template.`)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
setTypewriterMode(true)
|
||||
}
|
||||
}, [level, levelId, worldId, gameId, editor])
|
||||
|
||||
@@ -336,7 +343,7 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
}, [gameId, worldId, levelId])
|
||||
|
||||
useEffect(() => {
|
||||
if (!typewriterMode) {
|
||||
if (!typewriterMode && editor) {
|
||||
// Delete last input attempt from command line
|
||||
editor.executeEdits("typewriter", [{
|
||||
range: editor.getSelection(),
|
||||
@@ -365,7 +372,7 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
|
||||
// Effect when command line mode gets enabled
|
||||
useEffect(() => {
|
||||
if (editor && typewriterMode) {
|
||||
if (onigasmH && editor && typewriterMode) {
|
||||
let code = editor.getModel().getLinesContent().filter(line => line.trim())
|
||||
editor.executeEdits("typewriter", [{
|
||||
range: editor.getModel().getFullModelRange(),
|
||||
@@ -388,7 +395,7 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
// editor.setSelection(monaco.Selection.fromPositions(endPos, endPos))
|
||||
// }
|
||||
}
|
||||
}, [editor, typewriterMode])
|
||||
}, [editor, typewriterMode, onigasmH == null])
|
||||
|
||||
return <>
|
||||
<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
|
||||
@@ -434,6 +441,7 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
function IntroductionPanel({gameInfo}) {
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const {worldId} = useContext(WorldLevelIdContext)
|
||||
const {mobile} = React.useContext(MobileContext)
|
||||
|
||||
let text: Array<string> = gameInfo.data?.worlds.nodes[worldId].introduction.split(/\n(\s*\n)+/)
|
||||
|
||||
@@ -444,7 +452,7 @@ function IntroductionPanel({gameInfo}) {
|
||||
hint={{text: t, hidden: false}} step={0} selected={null} toggleSelection={undefined} />
|
||||
))}
|
||||
</div>
|
||||
<div className="button-row">
|
||||
<div className={`button-row${mobile ? ' mobile' : ''}`}>
|
||||
{gameInfo.data?.worldSize[worldId] == 0 ?
|
||||
<Button to={`/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button> :
|
||||
<Button to={`/${gameId}/world/${worldId}/level/1`}>
|
||||
@@ -466,6 +474,11 @@ function Introduction({impressum, setImpressum}) {
|
||||
|
||||
const gameInfo = useGetGameInfoQuery({game: gameId})
|
||||
|
||||
const {worldId} = useContext(WorldLevelIdContext)
|
||||
|
||||
let image: string = gameInfo.data?.worlds.nodes[worldId].image
|
||||
|
||||
|
||||
const toggleImpressum = () => {
|
||||
setImpressum(!impressum)
|
||||
}
|
||||
@@ -479,7 +492,13 @@ function Introduction({impressum, setImpressum}) {
|
||||
:
|
||||
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}>
|
||||
<IntroductionPanel gameInfo={gameInfo} />
|
||||
<div className="world-image-container empty"></div>
|
||||
<div className="world-image-container empty">
|
||||
{image &&
|
||||
// TODO: Temporary for testing
|
||||
<img className={worldId=="Proposition" ? "cover" : "contain"} src={path.join("data", gameId, image)} alt="" />
|
||||
}
|
||||
|
||||
</div>
|
||||
<InventoryPanel levelInfo={inventory?.data} />
|
||||
</Split>
|
||||
}
|
||||
@@ -512,21 +531,32 @@ function Introduction({impressum, setImpressum}) {
|
||||
|
||||
function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) {
|
||||
|
||||
const connection = React.useContext(ConnectionContext)
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const {worldId, levelId} = useContext(WorldLevelIdContext)
|
||||
|
||||
|
||||
const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null)
|
||||
const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null)
|
||||
const [infoviewApi, setInfoviewApi] = useState<null|InfoviewApi>(null)
|
||||
const [editorConnection, setEditorConnection] = useState<null|EditorConnection>(null)
|
||||
|
||||
// Create Editor
|
||||
const uriStr = `file:///${worldId}/${levelId}`
|
||||
const uri = monaco.Uri.parse(uriStr)
|
||||
|
||||
const inventory: Array<String> = useSelector(selectInventory(gameId))
|
||||
const difficulty: number = useSelector(selectDifficulty(gameId))
|
||||
|
||||
useEffect(() => {
|
||||
const model = monaco.editor.createModel(initialCode ?? '', 'lean4', uri)
|
||||
if (onDidChangeContent) {
|
||||
model.onDidChangeContent(() => onDidChangeContent(model.getValue()))
|
||||
}
|
||||
|
||||
const editor = monaco.editor.create(codeviewRef.current!, {
|
||||
model,
|
||||
glyphMargin: true,
|
||||
quickSuggestions: false,
|
||||
lineDecorationsWidth: 5,
|
||||
folding: false,
|
||||
lineNumbers: 'on',
|
||||
lightbulb: {
|
||||
enabled: true
|
||||
},
|
||||
@@ -538,11 +568,61 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
|
||||
enabled: false
|
||||
},
|
||||
lineNumbersMinChars: 3,
|
||||
tabSize: 2,
|
||||
'semanticHighlighting.enabled': true,
|
||||
theme: 'vs-code-theme-converted'
|
||||
})
|
||||
if (onDidChangeSelection) {
|
||||
editor.onDidChangeCursorSelection(() => onDidChangeSelection(editor.getSelections()))
|
||||
}
|
||||
if (initialSelections) {
|
||||
console.debug("Initial Selection: ", initialSelections)
|
||||
// BUG: Somehow I get an `invalid arguments` bug here
|
||||
// editor.setSelections(initialSelections)
|
||||
}
|
||||
setEditor(editor)
|
||||
const abbrevRewriter = new AbbreviationRewriter(new AbbreviationProvider(), model, editor)
|
||||
|
||||
const infoProvider = new InfoProvider(connection.getLeanClient(gameId))
|
||||
const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/' + gameId
|
||||
|
||||
const connectionProvider : IConnectionProvider = {
|
||||
get: async () => {
|
||||
return await new Promise((resolve, reject) => {
|
||||
console.log(`connecting ${socketUrl}`)
|
||||
const websocket = new WebSocket(socketUrl)
|
||||
websocket.addEventListener('error', (ev) => {
|
||||
reject(ev)
|
||||
})
|
||||
websocket.addEventListener('message', (msg) => {
|
||||
// console.log(msg.data)
|
||||
})
|
||||
websocket.addEventListener('open', () => {
|
||||
const socket = toSocket(websocket)
|
||||
const reader = new DisposingWebSocketMessageReader(socket)
|
||||
const writer = new WebSocketMessageWriter(socket)
|
||||
resolve({
|
||||
reader,
|
||||
writer
|
||||
})
|
||||
})
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// Following `vscode-lean4/webview/index.ts`
|
||||
const client = new LeanClient(connectionProvider, showRestartMessage, {inventory, difficulty})
|
||||
const infoProvider = new InfoProvider(client)
|
||||
// const div: HTMLElement = infoviewRef.current!
|
||||
const imports = {
|
||||
'@leanprover/infoview': `${window.location.origin}/index.production.min.js`,
|
||||
'react': `${window.location.origin}/react.production.min.js`,
|
||||
'react/jsx-runtime': `${window.location.origin}/react-jsx-runtime.production.min.js`,
|
||||
'react-dom': `${window.location.origin}/react-dom.production.min.js`,
|
||||
'react-popper': `${window.location.origin}/react-popper.production.min.js`
|
||||
}
|
||||
// loadRenderInfoview(imports, [infoProvider.getApi(), div], setInfoviewApi)
|
||||
setInfoProvider(infoProvider)
|
||||
client.restart()
|
||||
|
||||
const editorApi = infoProvider.getApi()
|
||||
|
||||
@@ -587,77 +667,27 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
|
||||
|
||||
setEditor(editor)
|
||||
setInfoProvider(infoProvider)
|
||||
setInfoviewApi(infoviewApi)
|
||||
|
||||
return () => { infoProvider.dispose(); editor.dispose() }
|
||||
}, [])
|
||||
infoProvider.openPreview(editor, infoviewApi)
|
||||
const taskgutter = new LeanTaskGutter(infoProvider.client, editor)
|
||||
|
||||
const {leanClient, leanClientStarted} = useLeanClient(gameId)
|
||||
const uriStr = `file:///${worldId}/${levelId}`
|
||||
const uri = monaco.Uri.parse(uriStr)
|
||||
// TODO:
|
||||
// setRestart(() => restart)
|
||||
|
||||
// Create model when level changes
|
||||
useEffect(() => {
|
||||
if (editor && leanClientStarted) {
|
||||
|
||||
let model = monaco.editor.getModel(uri)
|
||||
if (!model) {
|
||||
model = monaco.editor.createModel(initialCode, 'lean4', uri)
|
||||
}
|
||||
model.onDidChangeContent(() => onDidChangeContent(model.getValue()))
|
||||
editor.onDidChangeCursorSelection(() => onDidChangeSelection(editor.getSelections()))
|
||||
editor.setModel(model)
|
||||
if (initialSelections) {
|
||||
console.debug("Initial Selection: ", initialSelections)
|
||||
// BUG: Somehow I get an `invalid arguments` bug here
|
||||
// editor.setSelections(initialSelections)
|
||||
}
|
||||
|
||||
return () => {
|
||||
editorConnection.api.sendClientNotification(uriStr, "textDocument/didClose", {textDocument: {uri: uriStr}})
|
||||
}
|
||||
return () => {
|
||||
editor.dispose();
|
||||
model.dispose();
|
||||
abbrevRewriter.dispose();
|
||||
taskgutter.dispose();
|
||||
infoProvider.dispose();
|
||||
client.dispose();
|
||||
}
|
||||
}, [editor, levelId, connection, leanClientStarted])
|
||||
}, [gameId, worldId, levelId])
|
||||
|
||||
|
||||
useEffect(() => {
|
||||
if (editor && leanClientStarted) {
|
||||
|
||||
let model = monaco.editor.getModel(uri)
|
||||
infoviewApi.serverRestarted(leanClient.initializeResult)
|
||||
|
||||
infoProvider.openPreview(editor, infoviewApi)
|
||||
|
||||
const taskGutter = new LeanTaskGutter(infoProvider.client, editor)
|
||||
const abbrevRewriter = new AbbreviationRewriter(new AbbreviationProvider(), model, editor)
|
||||
|
||||
return () => { abbrevRewriter.dispose(); taskGutter.dispose(); }
|
||||
}
|
||||
}, [editor, connection, leanClientStarted])
|
||||
const showRestartMessage = () => {
|
||||
// setRestartMessage(true)
|
||||
console.log("TODO: SHOW RESTART MESSAGE")
|
||||
}
|
||||
|
||||
return {editor, infoProvider, editorConnection}
|
||||
}
|
||||
|
||||
/** Open all files in this world on the server so that they will load faster when accessed */
|
||||
function useLoadWorldFiles(worldId) {
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const gameInfo = useGetGameInfoQuery({game: gameId})
|
||||
const store = useStore()
|
||||
|
||||
useEffect(() => {
|
||||
if (gameInfo.data) {
|
||||
const models = []
|
||||
for (let levelId = 1; levelId <= gameInfo.data.worldSize[worldId]; levelId++) {
|
||||
const uri = monaco.Uri.parse(`file:///${worldId}/${levelId}`)
|
||||
let model = monaco.editor.getModel(uri)
|
||||
if (model) {
|
||||
models.push(model)
|
||||
} else {
|
||||
const code = selectCode(gameId, worldId, levelId)(store.getState())
|
||||
models.push(monaco.editor.createModel(code, 'lean4', uri))
|
||||
}
|
||||
}
|
||||
return () => { for (let model of models) { model.dispose() } }
|
||||
}
|
||||
}, [gameInfo.data, worldId])
|
||||
}
|
||||
|
||||
@@ -0,0 +1,55 @@
|
||||
import * as React from 'react'
|
||||
import { Input, Typography } from '@mui/material'
|
||||
import Markdown from '../markdown'
|
||||
import Switch from '@mui/material/Switch';
|
||||
import FormControlLabel from '@mui/material/FormControlLabel';
|
||||
|
||||
import { IMobileContext } from "../infoview/context"
|
||||
|
||||
interface PreferencesPopupProps extends IMobileContext{
|
||||
handleClose: () => void
|
||||
}
|
||||
|
||||
export function PreferencesPopup({ mobile, setMobile, lockMobile, setLockMobile, handleClose }: PreferencesPopupProps) {
|
||||
return <div className="modal-wrapper">
|
||||
<div className="modal-backdrop" onClick={handleClose} />
|
||||
<div className="modal">
|
||||
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
|
||||
<Typography variant="body1" component="div" className="settings">
|
||||
<div className='preferences-category'>
|
||||
<div className='category-title'>
|
||||
<h3>Mobile layout</h3>
|
||||
</div>
|
||||
<div className='preferences-item'>
|
||||
<FormControlLabel
|
||||
control={
|
||||
<Switch
|
||||
checked={mobile}
|
||||
onChange={() => setMobile(!mobile)}
|
||||
name="checked"
|
||||
color="primary"
|
||||
/>
|
||||
}
|
||||
label="Enable"
|
||||
labelPlacement="start"
|
||||
/>
|
||||
</div>
|
||||
<div className='preferences-item'>
|
||||
<FormControlLabel
|
||||
control={
|
||||
<Switch
|
||||
checked={!lockMobile}
|
||||
onChange={() => setLockMobile(!lockMobile)}
|
||||
name="checked"
|
||||
color="primary"
|
||||
/>
|
||||
}
|
||||
label="Auto"
|
||||
labelPlacement="start"
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
</Typography>
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
@@ -17,6 +17,7 @@ import { InfoPopup } from './popup/game_info'
|
||||
import { PrivacyPolicyPopup } from './popup/privacy_policy'
|
||||
import { RulesHelpPopup } from './popup/rules_help'
|
||||
import { UploadPopup } from './popup/upload'
|
||||
import { PreferencesPopup} from "./popup/preferences"
|
||||
import { WorldTreePanel } from './world_tree'
|
||||
|
||||
import '../css/welcome.css'
|
||||
@@ -63,7 +64,7 @@ function IntroductionPanel({introduction, setPageNumber}: {introduction: string,
|
||||
/** main page of the game showing among others the tree of worlds/levels */
|
||||
function Welcome() {
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const {mobile} = React.useContext(MobileContext)
|
||||
const {mobile, setMobile, lockMobile, setLockMobile} = React.useContext(MobileContext)
|
||||
const gameInfo = useGetGameInfoQuery({game: gameId})
|
||||
const inventory = useLoadInventoryOverviewQuery({game: gameId})
|
||||
|
||||
@@ -77,15 +78,20 @@ function Welcome() {
|
||||
const [info, setInfo] = React.useState(false)
|
||||
const [rulesHelp, setRulesHelp] = React.useState(false)
|
||||
const [uploadMenu, setUploadMenu] = React.useState(false)
|
||||
const [preferencesPopup, setPreferencesPopup] = React.useState(false)
|
||||
|
||||
function closeEraseMenu() {setEraseMenu(false)}
|
||||
function closeImpressum() {setImpressum(false)}
|
||||
function closeInfo() {setInfo(false)}
|
||||
function closeRulesHelp() {setRulesHelp(false)}
|
||||
function closeUploadMenu() {setUploadMenu(false)}
|
||||
function closePreferencesPopup() {setPreferencesPopup(false)}
|
||||
function toggleEraseMenu() {setEraseMenu(!eraseMenu)}
|
||||
function toggleImpressum() {setImpressum(!impressum)}
|
||||
function toggleInfo() {setInfo(!info)}
|
||||
function toggleUploadMenu() {setUploadMenu(!uploadMenu)}
|
||||
function togglePreferencesPopup() {setPreferencesPopup(!preferencesPopup)}
|
||||
|
||||
|
||||
// set the window title
|
||||
useEffect(() => {
|
||||
@@ -101,7 +107,7 @@ function Welcome() {
|
||||
: <>
|
||||
<WelcomeAppBar pageNumber={pageNumber} setPageNumber={setPageNumber} gameInfo={gameInfo.data} toggleImpressum={toggleImpressum}
|
||||
toggleEraseMenu={toggleEraseMenu} toggleUploadMenu={toggleUploadMenu}
|
||||
toggleInfo={toggleInfo} />
|
||||
toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup}/>
|
||||
<div className="app-content">
|
||||
{ mobile ?
|
||||
<div className="welcome mobile">
|
||||
@@ -128,6 +134,7 @@ 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}
|
||||
</>
|
||||
}
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@ import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
|
||||
import { faXmark, faCircleQuestion } from '@fortawesome/free-solid-svg-icons'
|
||||
|
||||
import { GameIdContext } from '../app'
|
||||
import { useAppDispatch } from '../hooks'
|
||||
import { useAppDispatch, useMobile } from '../hooks'
|
||||
import { selectDifficulty, changedDifficulty, selectCompleted } from '../state/progress'
|
||||
import { store } from '../state/store'
|
||||
|
||||
@@ -197,13 +197,15 @@ export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const difficulty = useSelector(selectDifficulty(gameId))
|
||||
const dispatch = useAppDispatch()
|
||||
const { mobile } = useMobile()
|
||||
|
||||
|
||||
function label(x : number) {
|
||||
return x == 0 ? 'none' : x == 1 ? 'relaxed' : 'regular'
|
||||
}
|
||||
|
||||
|
||||
return <nav className="world-selection-menu">
|
||||
return <nav className={`world-selection-menu${mobile ? '' : ' desktop'}`}>
|
||||
<div className="slider-wrap">
|
||||
<span className="difficulty-label">Rules
|
||||
<FontAwesomeIcon icon={rulesHelp ? faXmark : faCircleQuestion} className='helpButton' onClick={() => (setRulesHelp(!rulesHelp))}/>
|
||||
@@ -213,7 +215,7 @@ export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
|
||||
title="Game Rules"
|
||||
min={0} max={2}
|
||||
aria-label="Game Rules"
|
||||
defaultValue={difficulty}
|
||||
value={difficulty}
|
||||
marks={[
|
||||
{value: 0, label: label(0)},
|
||||
{value: 1, label: label(1)},
|
||||
|
||||
@@ -1,68 +0,0 @@
|
||||
/**
|
||||
* @fileOverview todo
|
||||
*/
|
||||
|
||||
import * as React from 'react';
|
||||
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
|
||||
import { LeanClient } from 'lean4web/client/src/editor/leanclient';
|
||||
|
||||
export class Connection {
|
||||
private game: string = undefined // We only keep a connection to a single game at a time
|
||||
private leanClient: LeanClient = null
|
||||
|
||||
getLeanClient(game): LeanClient {
|
||||
if (this.game !== game) {
|
||||
if (this.leanClient) {
|
||||
this.leanClient.stop() // Stop previous Lean client
|
||||
}
|
||||
this.game = game
|
||||
// Start a new Lean client for the new `gameId`.
|
||||
const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/' + game
|
||||
const uri = monaco.Uri.parse('file:///')
|
||||
this.leanClient = new LeanClient(socketUrl, undefined, uri, () => {})
|
||||
}
|
||||
|
||||
return this.leanClient
|
||||
}
|
||||
|
||||
/** If not already started, starts the Lean client. resolves the returned promise as soon as a
|
||||
* Lean client is running.
|
||||
*/
|
||||
startLeanClient = (game) => {
|
||||
return new Promise<LeanClient>((resolve) => {
|
||||
const leanClient = this.getLeanClient(game)
|
||||
if (leanClient.isRunning()) {
|
||||
resolve(leanClient)
|
||||
} else {
|
||||
if (!leanClient.isStarted()) {
|
||||
leanClient.start()
|
||||
}
|
||||
leanClient.restarted(() => {
|
||||
// This keep alive message is not recognized by the server,
|
||||
// but it makes sure that the websocket connection does not
|
||||
// time out after 60 seconds.
|
||||
setInterval(() => {leanClient.sendNotification('$/keepAlive', {}) }, 5000)
|
||||
resolve(leanClient)
|
||||
})
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
export const connection = new Connection()
|
||||
|
||||
export const ConnectionContext = React.createContext(null);
|
||||
|
||||
export const useLeanClient = (gameId) => {
|
||||
const leanClient = connection.getLeanClient(gameId)
|
||||
const [leanClientStarted, setLeanClientStarted] = React.useState(leanClient.isStarted())
|
||||
|
||||
React.useEffect(() => {
|
||||
const t1 = leanClient.restarted(() => { console.log("START"); setLeanClientStarted(true) })
|
||||
const t2 = leanClient.stopped(() => { console.log("STOP"); setLeanClientStarted(false) })
|
||||
|
||||
return () => {t1.dispose(); t2.dispose()}
|
||||
}, [leanClient, setLeanClientStarted])
|
||||
|
||||
return {leanClientStarted, leanClient}
|
||||
}
|
||||
@@ -105,11 +105,18 @@ em {
|
||||
position: relative;
|
||||
flex-direction: row;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
padding: 1.1em;
|
||||
filter: drop-shadow(0 0 5px rgba(0,0,0,0.5));
|
||||
z-index: 2;
|
||||
}
|
||||
|
||||
.app-bar > .app-bar-left{
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: .5em;
|
||||
}
|
||||
|
||||
.app-bar-title, .app-bar-subtitle {
|
||||
color: white;
|
||||
font-weight: 500;
|
||||
|
||||
@@ -26,7 +26,11 @@
|
||||
.inventory .item {
|
||||
background: #fff;
|
||||
border: solid 1px #777;
|
||||
padding: .1em .5em;
|
||||
padding-left: .5rem;
|
||||
padding-right: 1.0rem;
|
||||
padding-top: .1rem;
|
||||
padding-bottom: .1rem;
|
||||
position: relative;
|
||||
}
|
||||
|
||||
.inventory .item.locked {
|
||||
@@ -72,3 +76,21 @@
|
||||
color: black;
|
||||
border-bottom: 0.3em solid #999;
|
||||
}
|
||||
|
||||
|
||||
.inventory .item .copy-button {
|
||||
min-width: 3px;
|
||||
min-height: 3px;
|
||||
display: inline-block;
|
||||
color: #ccc;
|
||||
font-size: 0.6em;
|
||||
padding-right: .2rem;
|
||||
vertical-align: top;
|
||||
position: absolute;
|
||||
top: 0;
|
||||
right: 0;
|
||||
height: 100%;
|
||||
width: 1rem;
|
||||
align-items: end;
|
||||
text-align: end;
|
||||
}
|
||||
|
||||
@@ -48,6 +48,7 @@ a {
|
||||
border: 1px solid rgb(140, 140, 140);
|
||||
border-radius: 20px;
|
||||
box-shadow: 5px 5px 8px rgb(140, 140, 140);
|
||||
width: 100%;
|
||||
max-width: 500px;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
|
||||
@@ -232,6 +232,20 @@ td code {
|
||||
height: 100%;
|
||||
} */
|
||||
|
||||
.button-row.mobile {
|
||||
margin: .5rem;
|
||||
padding-top: .2rem;
|
||||
}
|
||||
|
||||
.button-row.mobile .btn {
|
||||
padding: .5em;
|
||||
border-radius: .2em;
|
||||
width: 100%;
|
||||
margin: 0;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
|
||||
.typewriter-interface {
|
||||
display: flex;
|
||||
flex-flow: column;
|
||||
@@ -317,11 +331,6 @@ td code {
|
||||
margin-right: 0;
|
||||
}
|
||||
|
||||
#home-btn {
|
||||
margin-right: .5em;
|
||||
margin-left: 0;
|
||||
}
|
||||
|
||||
.menu.dropdown .svg-inline--fa {
|
||||
width: 1.8rem;
|
||||
}
|
||||
@@ -336,6 +345,21 @@ td code {
|
||||
background-color: #eee;
|
||||
}
|
||||
|
||||
.world-image-container {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
.world-image-container img.contain {
|
||||
object-fit: contain;
|
||||
}
|
||||
|
||||
.world-image-container img.cover {
|
||||
height: 100%;
|
||||
object-fit: cover;
|
||||
}
|
||||
|
||||
.typewriter-interface .proof {
|
||||
background-color: #fff;
|
||||
}
|
||||
|
||||
@@ -49,7 +49,6 @@ svg .disabled {
|
||||
}
|
||||
|
||||
.world-selection-menu {
|
||||
position: absolute;
|
||||
right: 1em;
|
||||
top: 1em;
|
||||
/* margin: 1em; */
|
||||
@@ -60,6 +59,10 @@ svg .disabled {
|
||||
filter: drop-shadow(4px 4px 5px rgba(0,0,0,0.5));
|
||||
}
|
||||
|
||||
.world-selection-menu.desktop {
|
||||
position: absolute;
|
||||
}
|
||||
|
||||
.world-selection-menu .btn, .welcome .btn {
|
||||
min-width: 5em;
|
||||
text-align: center;
|
||||
|
||||
@@ -1,6 +1,30 @@
|
||||
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,
|
||||
};
|
||||
};
|
||||
|
||||
+6
-16
@@ -1,7 +1,6 @@
|
||||
import * as React from 'react'
|
||||
import { createRoot } from 'react-dom/client'
|
||||
import App from './app'
|
||||
import { ConnectionContext, connection } from './connection'
|
||||
import { store } from './state/store'
|
||||
import { Provider } from 'react-redux'
|
||||
import type { RouteObject } from "react-router"
|
||||
@@ -10,20 +9,8 @@ import ErrorPage from './components/error_page'
|
||||
import Welcome from './components/welcome'
|
||||
import LandingPage from './components/landing_page'
|
||||
import Level from './components/level'
|
||||
import { monacoSetup } from 'lean4web/client/src/monacoSetup'
|
||||
|
||||
|
||||
monacoSetup()
|
||||
|
||||
// // Do not show the landing page in the dev-container context
|
||||
// let root_path: RouteObject = (process.env.LEAN4GAME_SINGLE_GAME == "true") ? {
|
||||
// path: "/",
|
||||
// loader: () => redirect("/g/local/game")
|
||||
// } : {
|
||||
// path: "/",
|
||||
// element: <LandingPage />,
|
||||
// }
|
||||
|
||||
|
||||
// If `VITE_LEAN4GAME_SINGLE` is set to true, then `/` should be redirected to
|
||||
// `/g/local/game`. This is used for the devcontainer setup
|
||||
@@ -43,6 +30,11 @@ const router = createHashRouter([
|
||||
path: "/game/nng",
|
||||
loader: () => redirect("/g/hhu-adam/NNG4")
|
||||
},
|
||||
{
|
||||
// For backwards compatibility
|
||||
path: "/g/hhu-adam/NNG4",
|
||||
loader: () => redirect("/g/leanprover-community/NNG4")
|
||||
},
|
||||
{
|
||||
path: "/g/:owner/:repo",
|
||||
element: <App />,
|
||||
@@ -65,9 +57,7 @@ const root = createRoot(container!);
|
||||
root.render(
|
||||
<React.StrictMode>
|
||||
<Provider store={store}>
|
||||
<ConnectionContext.Provider value={connection}>
|
||||
<RouterProvider router={router} />
|
||||
</ConnectionContext.Provider>
|
||||
<RouterProvider router={router} />
|
||||
</Provider>
|
||||
</React.StrictMode>
|
||||
);
|
||||
|
||||
+23
-26
@@ -2,16 +2,29 @@
|
||||
* @fileOverview Define API of the server-client communication
|
||||
*/
|
||||
import { createApi, fetchBaseQuery } from '@reduxjs/toolkit/query/react'
|
||||
import { Connection } from '../connection'
|
||||
|
||||
|
||||
export interface GameTile {
|
||||
title: string
|
||||
short: string
|
||||
long: string
|
||||
languages: Array<string>
|
||||
prerequisites: Array<string>
|
||||
worlds: number
|
||||
levels: number
|
||||
image: string
|
||||
}
|
||||
|
||||
export interface GameInfo {
|
||||
title: null|string,
|
||||
introduction: null|string,
|
||||
info: null|string,
|
||||
worlds: null|{nodes: {[id:string]: {id: string, title: string, introduction: string}}, edges: string[][]},
|
||||
worlds: null|{nodes: {[id:string]: {id: string, title: string, introduction: string, image: string}}, edges: string[][]},
|
||||
worldSize: null|{[key: string]: number},
|
||||
authors: null|string[],
|
||||
conclusion: null|string,
|
||||
tile: null|GameTile,
|
||||
image: null|string
|
||||
}
|
||||
|
||||
export interface InventoryTile {
|
||||
@@ -22,6 +35,7 @@ export interface InventoryTile {
|
||||
locked: boolean,
|
||||
new: boolean,
|
||||
hidden: boolean
|
||||
altTitle: string,
|
||||
}
|
||||
|
||||
export interface LevelInfo {
|
||||
@@ -37,7 +51,8 @@ export interface LevelInfo {
|
||||
lemmaTab: null|string,
|
||||
statementName: null|string,
|
||||
displayName: null|string,
|
||||
template: null|string
|
||||
template: null|string,
|
||||
image: null|string
|
||||
}
|
||||
|
||||
/** Used to display the inventory on the welcome page */
|
||||
@@ -57,40 +72,22 @@ interface Doc {
|
||||
category: string,
|
||||
}
|
||||
|
||||
|
||||
const customBaseQuery = async (
|
||||
args : {game: string, method: string, params?: any},
|
||||
{ signal, dispatch, getState, extra },
|
||||
extraOptions
|
||||
) => {
|
||||
try {
|
||||
const connection : Connection = extra.connection
|
||||
let leanClient = await connection.startLeanClient(args.game)
|
||||
console.log(`Sending request ${args.method}`)
|
||||
let res = await leanClient.sendRequest(args.method, args.params)
|
||||
console.log('Received response') //, res)
|
||||
return {'data': res}
|
||||
} catch (e) {
|
||||
return {'error': e}
|
||||
}
|
||||
}
|
||||
|
||||
// Define a service using a base URL and expected endpoints
|
||||
export const apiSlice = createApi({
|
||||
reducerPath: 'gameApi',
|
||||
baseQuery: customBaseQuery,
|
||||
baseQuery: fetchBaseQuery({ baseUrl: window.location.origin + "/data" }),
|
||||
endpoints: (builder) => ({
|
||||
getGameInfo: builder.query<GameInfo, {game: string}>({
|
||||
query: ({game}) => {return {game, method: 'info', params: {}}},
|
||||
query: ({game}) => `${game}/game.json`,
|
||||
}),
|
||||
loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({
|
||||
query: ({game, world, level}) => {return {game, method: "loadLevel", params: {world, level}}},
|
||||
query: ({game, world, level}) => `${game}/level__${world}__${level}.json`,
|
||||
}),
|
||||
loadInventoryOverview: builder.query<InventoryOverview, {game: string}>({
|
||||
query: ({game}) => {return {game, method: "loadInventoryOverview", params: {}}},
|
||||
query: ({game}) => `${game}/inventory.json`,
|
||||
}),
|
||||
loadDoc: builder.query<Doc, {game: string, name: string, type: "lemma"|"tactic"}>({
|
||||
query: ({game, name, type}) => {return {game, method: "loadDoc", params: {name, type}}},
|
||||
query: ({game, type, name}) => `${game}/doc__${type}__${name}.json`,
|
||||
}),
|
||||
}),
|
||||
})
|
||||
|
||||
@@ -36,3 +36,24 @@ export async function saveState(state: any) {
|
||||
// Ignore
|
||||
}
|
||||
}
|
||||
|
||||
const PREFERENCES_KEY = "preferences"
|
||||
|
||||
/** Load from browser storage */
|
||||
export function loadPreferences() {
|
||||
try {
|
||||
const serializedState = localStorage.getItem(PREFERENCES_KEY);
|
||||
return JSON.parse(serializedState)
|
||||
} catch (e) {
|
||||
return undefined;
|
||||
}
|
||||
}
|
||||
|
||||
export function savePreferences(state: any) {
|
||||
try {
|
||||
const serializedState = JSON.stringify(state)
|
||||
localStorage.setItem(PREFERENCES_KEY, serializedState);
|
||||
} catch (e) {
|
||||
// Ignore
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
import { createSlice } from "@reduxjs/toolkit";
|
||||
|
||||
import { loadPreferences } from "./local_storage";
|
||||
|
||||
interface PreferencesState {
|
||||
mobile: boolean;
|
||||
lockMobile: boolean;
|
||||
}
|
||||
|
||||
export function getWindowDimensions() {
|
||||
const {innerWidth: width, innerHeight: height } = window
|
||||
return {width, height}
|
||||
}
|
||||
|
||||
const { width } = getWindowDimensions()
|
||||
|
||||
export const AUTO_SWITCH_THRESHOLD = 800
|
||||
|
||||
const initialState: PreferencesState = loadPreferences() ?? {
|
||||
mobile: width < AUTO_SWITCH_THRESHOLD,
|
||||
lockMobile: false
|
||||
}
|
||||
|
||||
export const preferencesSlice = createSlice({
|
||||
name: "preferences",
|
||||
initialState,
|
||||
reducers: {
|
||||
setMobile: (state, action) => {
|
||||
state.mobile = action.payload;
|
||||
},
|
||||
setLockMobile: (state, action) => {
|
||||
state.lockMobile = action.payload;
|
||||
},
|
||||
},
|
||||
});
|
||||
|
||||
export const { setMobile, setLockMobile } = preferencesSlice.actions;
|
||||
@@ -26,7 +26,8 @@ export interface GameProgressState {
|
||||
inventory: string[],
|
||||
difficulty: number,
|
||||
openedIntro: boolean,
|
||||
data: WorldProgressState
|
||||
data: WorldProgressState,
|
||||
typewriterMode?: boolean
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -126,6 +127,11 @@ export const progressSlice = createSlice({
|
||||
addGameProgress(state, action)
|
||||
state.games[action.payload.game].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
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
@@ -196,7 +202,14 @@ export function selectOpenedIntro(game: string) {
|
||||
}
|
||||
}
|
||||
|
||||
/** return typewriter mode for the current game if it exists */
|
||||
export function selectTypewriterMode(game: string) {
|
||||
return (state) => {
|
||||
return state.progress.games[game]?.typewriterMode ?? true
|
||||
}
|
||||
}
|
||||
|
||||
/** Export actions to modify the progress */
|
||||
export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
|
||||
deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro,
|
||||
changedDifficulty } = progressSlice.actions
|
||||
changedDifficulty, changeTypewriterMode} = progressSlice.actions
|
||||
|
||||
@@ -7,21 +7,19 @@ import { debounce } from "debounce";
|
||||
import { connection } from '../connection'
|
||||
import { apiSlice } from './api'
|
||||
import { progressSlice } from './progress'
|
||||
import { saveState } from "./local_storage";
|
||||
import { preferencesSlice } from "./preferences"
|
||||
import { saveState, savePreferences } from "./local_storage";
|
||||
|
||||
|
||||
export const store = configureStore({
|
||||
reducer: {
|
||||
[apiSlice.reducerPath]: apiSlice.reducer,
|
||||
[progressSlice.name]: progressSlice.reducer,
|
||||
[preferencesSlice.name]: preferencesSlice.reducer,
|
||||
},
|
||||
// Make connection available in thunks:
|
||||
middleware: getDefaultMiddleware =>
|
||||
getDefaultMiddleware({
|
||||
thunk: {
|
||||
extraArgument: { connection }
|
||||
}
|
||||
}).concat(apiSlice.middleware),
|
||||
getDefaultMiddleware().concat(apiSlice.middleware),
|
||||
});
|
||||
|
||||
/**
|
||||
@@ -31,6 +29,7 @@ export const store = configureStore({
|
||||
store.subscribe(
|
||||
debounce(() => {
|
||||
saveState(store.getState()[progressSlice.name]);
|
||||
savePreferences(store.getState()[preferencesSlice.name]);
|
||||
}, 800)
|
||||
);
|
||||
|
||||
|
||||
@@ -1,21 +0,0 @@
|
||||
import {useState, useEffect} from 'react'
|
||||
|
||||
function getWindowDimensions() {
|
||||
const {innerWidth: width, innerHeight: height } = window
|
||||
return {width, height}
|
||||
}
|
||||
|
||||
export function useWindowDimensions() {
|
||||
const [windowDimensions, setWindowDimensions] = useState(getWindowDimensions())
|
||||
|
||||
useEffect(() => {
|
||||
function handleResize() {
|
||||
setWindowDimensions(getWindowDimensions())
|
||||
}
|
||||
window.addEventListener('resize', handleResize)
|
||||
return () => window.removeEventListener('resize', handleResize)
|
||||
|
||||
}, [])
|
||||
|
||||
return windowDimensions
|
||||
}
|
||||
+54
-319
@@ -1,332 +1,67 @@
|
||||
# Creating a game.
|
||||
# Server
|
||||
|
||||
Ideally one takes the [NNG template](https://github.com/hhu-adam/NNG4) to create a new game.
|
||||
The server is made out of two parts, named "relay" and "server".
|
||||
|
||||
## Game Structure
|
||||
The former, "relay", is the server which
|
||||
sets up a socket connection to the client, starts the lean servers to work on files and
|
||||
relays messages between the lean server and the client. `index.mjs` is the file that needs to
|
||||
be run, which is done for example using `pm2` or by calling `npm run start_server` or
|
||||
`npm run production`, see more later.
|
||||
|
||||
A game consist of worlds which have multiple levels each. In the following we describe how to create a level file and how to combine these into a game.
|
||||
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`.
|
||||
|
||||
### Level
|
||||
|
||||
A level file is a lean file that imports at least `import GameServer.Commands` and starts with the following Lean commands.
|
||||
## Integration into Games
|
||||
|
||||
Games need the "server" as a lake-dependency, which is done in the game's lakefile.
|
||||
|
||||
A game imports `GameServer.Commands` which provides to all the API required to
|
||||
create a game.
|
||||
|
||||
In particular the lean command `MakeGame` compiles the entire game. Static information is
|
||||
stored as JSON files in `.lake/gamedata` for faster loading, while other data is only
|
||||
saved to lean env-extensions which the lean server has access to after loading the lean file.
|
||||
|
||||
For games to be run successfully, it is important that the "gameserver" executable inside
|
||||
the game's `.lake` folder is actually built.
|
||||
Currently this happens through a lake-post-update-hook when calling `lake update -R` (in the game's folder), but if this fails, you can always build it manually by calling `lake build gameserver`.
|
||||
(both commands are to be executed in the game's directory!)
|
||||
|
||||
## Modifying the server
|
||||
|
||||
### Starting the server
|
||||
|
||||
When using the [manual installation](running_locally.md#manual-installation) you can run the server
|
||||
using
|
||||
|
||||
```lean
|
||||
Game "NNG"
|
||||
World "Addition"
|
||||
Level 1
|
||||
Title "The rfl tactic"
|
||||
```
|
||||
|
||||
Note that the levels inside a world must have consecutive numbering starting with `1`. The `Game`
|
||||
and `World` strings can be anything, see below.
|
||||
|
||||
#### Statement
|
||||
|
||||
The core of a level is the `Statement`, which is the exercise that should be proven.
|
||||
|
||||
```lean
|
||||
/-- For all natural numbers $n$, we have $0 + n = n$. -/
|
||||
@[simp]
|
||||
Statement MyNat.zero_add
|
||||
(n : ℕ) : 0 + n = n := by
|
||||
Hint "You can start a proof by `induction n`."
|
||||
induction n with n hn
|
||||
· Hint "This is the base case."
|
||||
rw [add_zero]
|
||||
rfl
|
||||
· Hint "This is the induction hypothesis"
|
||||
rw [add_succ]
|
||||
Branch
|
||||
simp
|
||||
Hint "A branch is an alternative tactic sequence. Does not need to finish the proof."
|
||||
rw [hn]
|
||||
rfl
|
||||
```
|
||||
|
||||
##### Proof
|
||||
|
||||
The proof must always be a tactic proof, i.e. `:= by` is a mandatory part of the syntax.
|
||||
|
||||
There are a few extra tactics that help you structuring the proof:
|
||||
|
||||
- `Hint`: You can use `Hint "text"` to display text if the goal state in-game matches
|
||||
the one where `Hint` is placed. For more options about hints, see below.
|
||||
- `Branch`: In the proof you can add a `Branch` that runs an alternative tactic sequence, which
|
||||
helps setting `Hints` in different places. The `Branch` does not affect the main
|
||||
proof and does not need to finish any goals.
|
||||
- `Template`/`Hole`: Used to provide a sample proof template. Anything inside `Template`
|
||||
will be copied into the editor with all `Hole`s replaced with `sorry`. Note that
|
||||
having a `Template` will force the user to use Editor-mode for this level.
|
||||
|
||||
##### Statement Name (optional)
|
||||
|
||||
If you specify a name (`MyNat.zero_add`), this lemma will be available in future levels.
|
||||
(Note that a future level must also import this level,
|
||||
so that Lean knows about the added statement).
|
||||
|
||||
The name must be *fully qualified*. (TODO: is that still true? Did we implement namespaces?)
|
||||
|
||||
##### Doc Comment (optional)
|
||||
|
||||
There are three places where the documentation comment appears:
|
||||
|
||||
1. as doc comment when hovering over the theorem
|
||||
2. as exercise description at the top of the level: ``Theorem `zero_add`: yada yada.``
|
||||
3. in the inventory. This can be overwritten by using
|
||||
`LemmaDoc MyNat.zero_add "different yada yada"` as one might want to add a more detailed
|
||||
description there including examples etc.
|
||||
|
||||
Both latter points support Markdown (including katex).
|
||||
|
||||
##### Attributes (optional)
|
||||
|
||||
the `@[ attributes ]` prefix should work just like you know it from the `theorem` keyword.
|
||||
|
||||
#### Introduction/Conclusion
|
||||
|
||||
Optionally, you can add an `Introduction "some text"` and `Conclusion "some text"` to your level.
|
||||
The introduction will be shown at the beginning, the conclusion is displayed once the level
|
||||
is solved.
|
||||
|
||||
#### Theorems/Tactics/Definitions
|
||||
|
||||
Only enabled theorems/tactics/definitions (called "items" here) are available in a level.
|
||||
|
||||
To add a new item in a level, you can add
|
||||
|
||||
```lean
|
||||
NewTactic rfl simp
|
||||
NewLemma MyNat.add_zero MyNat.add_succ
|
||||
NewDefinition Nat Pow Mul
|
||||
```
|
||||
|
||||
Once added, items will be available in all future levels/worlds,
|
||||
unless you disable them for a particular level with
|
||||
|
||||
```lean
|
||||
DisabledTactic tauto
|
||||
DisabledLemma MyNat.add_zero
|
||||
```
|
||||
|
||||
or specify explicitly which items should be available with
|
||||
|
||||
```lean
|
||||
OnlyTactic rw rfl apply
|
||||
OnlyLemma MyNat.add_zero
|
||||
```
|
||||
|
||||
Lastly, all items need documentation entries (which are imported in the level),
|
||||
see more about that below. There is also explains the `LemmaTab` keyword.
|
||||
|
||||
### World
|
||||
|
||||
Multiple levels are combined into a world and the worlds are then added to the game. It is recommended that all levels of a world are inside one folder (e.g. `NNG/Levels/Addition/`) and
|
||||
then there is one world file (`NNG/Levels/Addition.lean`) which contains the following
|
||||
|
||||
```lean
|
||||
import NNG.Levels.Addition.Level_1
|
||||
import NNG.Levels.Addition.Level_2
|
||||
|
||||
Game "NNG"
|
||||
World "Addition"
|
||||
Title "Addition World"
|
||||
|
||||
Introduction "some text"
|
||||
```
|
||||
|
||||
The `Title` is the world's display title. The `Introduction` is displayed before loading level 1.
|
||||
Note that all levels of a world should be imported by the world file.
|
||||
|
||||
BUG: A level **must not** be imported in a different world's level. Instead, you have to import an entire world there: `import NNG.Levels.Addition`
|
||||
|
||||
### Game
|
||||
|
||||
The Game itself (i.e. the main file of you lake project, `NNG.lean`) should import all worlds and have the following layout, concluding with `MakeGame`:
|
||||
|
||||
```lean
|
||||
import NNG.Levels.Addition
|
||||
import NNG.Levels.Multiplication
|
||||
import NNG.Levels.Power
|
||||
|
||||
Game "NNG"
|
||||
Title "Natural Number Game"
|
||||
Introduction "some text"
|
||||
|
||||
MakeGame
|
||||
```
|
||||
|
||||
The game will automatically compute the order of the worlds depending on the sample proofs of the Levels (ignoring anything inside a `Branch`). You can add additional dependencies manually by adding `Dependency PowerWorld → ImpossibleWorld` before `MakeGame`.
|
||||
The order of worlds influences which tactics and lemmas will be unlocked in a given level.
|
||||
|
||||
`MakeGame` will display warnings about things in the game that need to be fixed, like missing
|
||||
documentation or if a tactic is never introduced.
|
||||
|
||||
### Documentation
|
||||
|
||||
Each tactic, theorem, or definition (all called items here) that is introduced in the game
|
||||
needs a documentation entry. These are statements of the following form:
|
||||
|
||||
```lean
|
||||
LemmaDoc MyNat.add_squared as "add_squared" in "Pow"
|
||||
"(missing)"
|
||||
|
||||
TacticDoc constructor
|
||||
"(missing)"
|
||||
|
||||
DefinitionDoc One as "1"
|
||||
"(missing)"
|
||||
```
|
||||
|
||||
Notes:
|
||||
|
||||
* The lemma name must be **fully qualified**. The string display name can be arbitrary.
|
||||
* Tactics must have their proper name. use `TacticDoc «have» ""` if it does not work
|
||||
without french quotes.
|
||||
* Definition names can be arbitrary. E.g. I used `DefinitionDoc Symbol.Fun as "fun x ↦ x" "(missing)"` once.
|
||||
|
||||
Moreover, the lemmas are in sorted in tabs (the `in "Pow`) part. In each level file, you
|
||||
can define which tab is open when the level is loaded by adding `LemmaTab "Pow"`.
|
||||
|
||||
There will be features added to get automatic information from mathlib!
|
||||
|
||||
## Escaping
|
||||
(TODO: Move)
|
||||
|
||||
|
||||
Inside the doc comment you don't need to escape the backslashes:
|
||||
|
||||
```lean
|
||||
/-- $\operatorname{succ}(n)$. notation for naturals is `\N`. -/
|
||||
Statement ...
|
||||
```
|
||||
|
||||
However, inside interpolated strings (e.g. in `Hint`, `Introduction` and `Conclusion`)
|
||||
you do need to escape backslashes
|
||||
with `\\` and `{` with `\{`:
|
||||
|
||||
```lean
|
||||
Hint "This code has some $\\operatorname\{succ}(n)$ math. The value of `h` is {h}.
|
||||
Notation for naturals is `\\N`."
|
||||
```
|
||||
|
||||
## Game design
|
||||
Here are some things you should consider designing a new game:
|
||||
|
||||
* A world with more than 16 levels will be displayed with the levels spiraling outwards,
|
||||
it might be desirable to stay below that bound. Above 22 levels the spiral start getting out
|
||||
of control.
|
||||
|
||||
# Running Games Locally
|
||||
|
||||
The installation instructions are not yet tested on Mac/Windows. Comments very welcome!
|
||||
|
||||
## VSCode Dev Containers
|
||||
|
||||
1. **Install Docker and Dev Containers** *(once)*:<br/>
|
||||
See [official instructions](https://code.visualstudio.com/docs/devcontainers/containers#_getting-started).
|
||||
Explicitly this means:
|
||||
* Install docker engine if you have not yet: [Instructions](https://docs.docker.com/engine/install/).
|
||||
I followed the "Server" instructions for linux.
|
||||
* Note that on Linux you need to add your user to the `docker` group
|
||||
([see instructions](https://docs.docker.com/engine/install/linux-postinstall/)) and probably reboot.
|
||||
* Open the games folder in VSCode: `cd NNG4 && code .` or "Open Folder" within VSCode
|
||||
* a message appears prompting you to install the "Dev Containers" extension (by Microsoft).
|
||||
|
||||
2. **Open Project in Dev Container** *(everytime)*:<br/>
|
||||
Once you have the Dev Containers Extension installed, (re)open the project folder of your game in VSCode.
|
||||
A message appears asking you to "Reopen in Container".
|
||||
|
||||
* The first start will take a while, ca. 2-10 minutes. After the first
|
||||
start this should be very quickly.
|
||||
* Once built, it should open a tab "Simple Browser" inside VSCode displaying
|
||||
the game. (Alternatively, open http://localhost:3000 in your browser).
|
||||
|
||||
3. **Editing Files** *(everytime)*:<br/>
|
||||
After editing some files in VSCode, open VSCode's terminal (View > Terminal) and run `lake build`.
|
||||
Now you can reload your browser to see the changes.
|
||||
|
||||
### Errors
|
||||
|
||||
* If you don't get the pop-up, you might have disabled them and you can reenable it by
|
||||
running the `remote-containers.showReopenInContainerNotificationReset` command in vscode.
|
||||
* If the starting the container fails, in particular with a message `Error: network xyz not found`,
|
||||
you might have deleted stuff from docker via your shell. Try deleting the container and image
|
||||
explicitly in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
|
||||
container. (this will again take some time)
|
||||
|
||||
|
||||
## Without Dev Containers
|
||||
Install `nvm`:
|
||||
```bash
|
||||
curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.39.2/install.sh | bash
|
||||
```
|
||||
then reopen bash and test with `command -v nvm` if it is available (Should print "nvm").
|
||||
|
||||
Now install node:
|
||||
```bash
|
||||
nvm install node
|
||||
```
|
||||
|
||||
Clone the game (e.g. `NNG4` here):
|
||||
```bash
|
||||
git clone https://github.com/hhu-adam/NNG4.git
|
||||
# or: git clone git@github.com:hhu-adam/NNG4.git
|
||||
```
|
||||
|
||||
Download dependencies and build the game:
|
||||
```bash
|
||||
cd NNG4
|
||||
lake update
|
||||
lake exe cache get # if your game depends on mathlib
|
||||
lake build
|
||||
```
|
||||
|
||||
Clone the game repository into a directory next to the game:
|
||||
```bash
|
||||
cd ..
|
||||
git clone https://github.com/leanprover-community/lean4game.git
|
||||
# or: git clone git@github.com:leanprover-community/lean4game.git
|
||||
```
|
||||
The folders `NNG4` and `lean4game` must be in the same directory!
|
||||
|
||||
In `lean4game`, install dependencies:
|
||||
```bash
|
||||
cd lean4game
|
||||
npm install
|
||||
```
|
||||
|
||||
If you are developing a game other than `Robo` or `NNG4`, adapt the
|
||||
code at the beginning of `lean4game/server/index.mjs`:
|
||||
```typescript
|
||||
const games = {
|
||||
"g/hhu-adam/robo": {
|
||||
dir: "../../../../Robo",
|
||||
queueLength: 5
|
||||
},
|
||||
"g/hhu-adam/nng4": {
|
||||
dir: "../../../../NNG4",
|
||||
queueLength: 5
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Run the game:
|
||||
```bash
|
||||
npm start
|
||||
```
|
||||
|
||||
This takes a little time. Eventually, the server is available on http://localhost:3000/
|
||||
and the game is available on http://localhost:3000/#/g/hhu-adam/NNG4.
|
||||
This way any changes to files in `client/` or `relay/` will cause the server to restart automatically.
|
||||
|
||||
### Modifying the GameServer
|
||||
Alternative, you can run `npm run build` followed by the commands
|
||||
|
||||
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with this
|
||||
setup by setting `export NODE_ENV=development` inside your local game before building it:
|
||||
|
||||
```bash
|
||||
cd NNG4
|
||||
export NODE_ENV=development
|
||||
lake update
|
||||
lake build
|
||||
```
|
||||
This causes lake to search locally for the `GameServer` lake package instead of using the version from github.
|
||||
npm run start_client
|
||||
npm run production
|
||||
```
|
||||
|
||||
(in two separate terminals) to test the production modus of the server. This way it will only
|
||||
change once you build and restart the server.
|
||||
|
||||
### Modifying the lean server
|
||||
|
||||
To test a modified lean server (i.e. content of `server/`), you can use the local dev setup and call
|
||||
`lake update -R -Klean4game.local` in your game followed by `lake build`.
|
||||
This will cause lake to look for the
|
||||
local lean server as a dependency instead of the version it downloaded from git.
|
||||
|
||||
You can play a local game at https://localhost:3000/#/g/local/{FolderName} where you replace `{FolderName}` with the game folder name.
|
||||
|
||||
After modifications in `server/`, you will need to call `lake build gameserver` (called in `server/` or in your game's folder) to rebuild
|
||||
the gameserver executable and
|
||||
`lake build` (called in the game's folder) to rebuild the game.
|
||||
|
||||
+32
-16
@@ -129,6 +129,9 @@ NewLemma 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`.
|
||||
|
||||
#### 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.
|
||||
@@ -182,6 +185,8 @@ The statement is the exercise of the level. the basics work the same as they wou
|
||||
|
||||
You can give your exercise a name: `Statement my_first_exercise (n : Nat) ...`. If you do so, it will be added to the inventory and be available in future levels.
|
||||
|
||||
You can but a `Statement` inside namespaces like you would with `theorem`.
|
||||
|
||||
#### Doc String / Exercise statement
|
||||
|
||||
Add a docstring that contains the exercise statement in natural language. If you do this, it will appear at the top of the exercise. It supports Latex.
|
||||
@@ -223,29 +228,40 @@ One thing to keep in mind is that the game will look at the main proof to figure
|
||||
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. If you specify
|
||||
placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands.
|
||||
|
||||
```
|
||||
Hint (strict := true) "some hidden hint"
|
||||
```
|
||||
Read [More about Hints](doc/hints.md) for how they work and what the options are.
|
||||
|
||||
a hint only matches iff the assumptions match exactly one-to-one. (Otherwise, it does not care if there are additional assumptions in context)
|
||||
### 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.
|
||||
|
||||
Further, you can choose to hide hints and only have them displayed when the player presses "More Help":
|
||||
```
|
||||
Hint (hidden := true) "some hidden hint"
|
||||
```
|
||||
The images need to be placed in `images/` and you need to add a command like `Image "images/path/to/myWorldImage.png"`
|
||||
in one of the files you created in 2), 3), or 4) (i.e. game/world/level).
|
||||
|
||||
Lastly, you should put variable names in hints inside brackets:
|
||||
|
||||
```
|
||||
Hint "now use `rw [{h}]` to use your assumption {h}."
|
||||
```
|
||||
That way, the game will replace it with the actual name the assumption has in the player's proof state.
|
||||
NOTE: At present, only the images for a world are displayed. They appear in the introduction of the world.
|
||||
|
||||
## 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](https://github.com/leanprover-community/lean4game/blob/main/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](doc/update_game.md).
|
||||
|
||||
## 8. Publish your game
|
||||
|
||||
To publish your game on the official server, see [Publishing a game](doc/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:
|
||||
|
||||
```lean
|
||||
Languages "English"
|
||||
CaptionShort "Game Template"
|
||||
CaptionLong "You should use this game as a template for your own game and add your own levels."
|
||||
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.
|
||||
* `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.
|
||||
|
||||
## Further Notes
|
||||
|
||||
|
||||
@@ -0,0 +1,89 @@
|
||||
# Hints
|
||||
|
||||
Most important for game development are probably the "Hints". You can add Hints at any place in your proof using the `Hint` tactic
|
||||
|
||||
```
|
||||
Statement .... := by
|
||||
Hint "Hint to show at the start"
|
||||
rw [h]
|
||||
Hint "some tip after using rw"
|
||||
...
|
||||
```
|
||||
|
||||
Note that hints are only **context-aware but not history-aware**. In particular they only look at the assumptions and the current goal. Player's might encounter hints in a different order - or not at all - if they decide to go for a unique proof idea. The `Branch` tactic helps placing hints outside the sample solution's proof.
|
||||
|
||||
## 1. When do hints show?
|
||||
|
||||
A hint will be displayed if the player's goal matches the one where the hint was placed in the
|
||||
sample solutions and the entire context from the sample solutions is present in the
|
||||
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
|
||||
all of them.
|
||||
|
||||
However, identical (non-hidden) hints which where already present in the step
|
||||
before are omitted. This is to allow a player to add new assumptions to context, for example
|
||||
with `have`, without seeing the same hint over and over again.
|
||||
Hidden hints are not filtered.
|
||||
|
||||
## 2. Alternative Proofs / `Branch`
|
||||
|
||||
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
|
||||
so that no progress has been made on proofing the goal.
|
||||
|
||||
```
|
||||
Statement .... := by
|
||||
Hint "Huse `rw` or `rewrite`."
|
||||
Branch
|
||||
rewrite [h]
|
||||
Hint "now you still need `rfl`"
|
||||
rw [h]
|
||||
```
|
||||
|
||||
## 3. Variables names
|
||||
|
||||
Put variables in the hint text inside brackets like this: `{h}`! This way the server can replace
|
||||
the variable's name with the one the user actually used.
|
||||
|
||||
For example, if the sample proof contains
|
||||
|
||||
```
|
||||
have h : True := trivial
|
||||
Hint "Now use `rw [{h}]` to use your assumption `{h}`."
|
||||
```
|
||||
|
||||
but the player writes `have g : True := trivial`, they will see a hint saying
|
||||
"Now use `rw [g]` to use your assumption `g`."
|
||||
|
||||
## 4. Hidden hints
|
||||
|
||||
Some hints can be hidden, and only show after the user clicks on a button to get additional
|
||||
help. You mark a hint as hidden with `(hidden := true)`:
|
||||
|
||||
```
|
||||
Hint (hidden := true) "some hidden hint"
|
||||
```
|
||||
|
||||
## 5. Strict context matching
|
||||
|
||||
If you use the attribute `(strict := true)` a hint is only shown if the entire context
|
||||
matches exactly the one where the hint is placed. With `(hint := false)`, which is the default,
|
||||
it does not matter if additional assumptions are present in the player's context.
|
||||
|
||||
```
|
||||
Hint (strict := true) "now use `have` to create a new assumption."
|
||||
```
|
||||
|
||||
You should probably use `(strict := true)` if you want to give fine-grained details about
|
||||
tactics like `have` which do not modify the goal or any existing assumptions, but only
|
||||
create new assumptions.
|
||||
|
||||
## 6. Formatting
|
||||
|
||||
You can add use markdown to format your hints, for example you can use KaTex: `$\\iff$`
|
||||
|
||||
TODO: Write a doc about latex/markdown options available.
|
||||
@@ -0,0 +1,32 @@
|
||||
# Publishing games
|
||||
|
||||
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
|
||||
|
||||
First, you need your game in a public Github repository and make sure the github action has run.
|
||||
You can check this by spotting the green checkmark on the start page, or by looking at the "Actions"
|
||||
tab.
|
||||
|
||||
## 2. Import the game
|
||||
|
||||
You call the URL that's listed under "What's Next?" in the latest action run. Explicitely you call
|
||||
the URL of the form
|
||||
|
||||
> adam.math.hhu.de/import/trigger/{USER}/{REPOSITORY}
|
||||
|
||||
where `{USER}` and `{REPOSITORY}` are replaced with the github user and repository name.
|
||||
|
||||
You should see a white screen which shows import updates and eventually reports "Done."
|
||||
|
||||
## 3. Play the game
|
||||
|
||||
Now you can immediately play the game at `adam.math.hhu.de/#/g/{USER}/{REPOSITORY}`!
|
||||
|
||||
## 4. Main page
|
||||
|
||||
Adding games to the main page happens manually by the server maintainers. Tell us if you want us
|
||||
to add a tile for your game!
|
||||
|
||||
For example, you can [contact Jon on Zulip](https://leanprover.zulipchat.com/#narrow/dm/385895-Jon-Eugster). Or [via Email](https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster).
|
||||
@@ -85,12 +85,11 @@ git clone https://github.com/hhu-adam/GameSkeleton.git
|
||||
Download dependencies and build the game:
|
||||
```bash
|
||||
cd GameSkeleton
|
||||
lake update
|
||||
lake exe cache get # if your game depends on mathlib
|
||||
lake update -R
|
||||
lake build
|
||||
```
|
||||
|
||||
Clone the game repository into a directory next to the game:
|
||||
Clone the server repository into a directory next to the game:
|
||||
```bash
|
||||
cd ..
|
||||
git clone https://github.com/leanprover-community/lean4game.git
|
||||
@@ -113,12 +112,12 @@ This takes a little time. Eventually, the game is available on http://localhost:
|
||||
|
||||
## Modifying the GameServer
|
||||
|
||||
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with the same setup as above (manual installation) by setting `export LEAN4GAME=local` inside your local game before building it:
|
||||
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with the same setup as above (manual installation) by using `lake update -R -Klean4game.local`:
|
||||
|
||||
```bash
|
||||
cd NNG4
|
||||
export LEAN4GAME=local
|
||||
lake update
|
||||
lake update -R -Klean4game.local
|
||||
lake build
|
||||
```
|
||||
This causes lake to search locally for the `GameServer` lake package instead of using the version from github. Therefore, when you `lake build` your game, it will rebuild with the modified `GameServer`.
|
||||
This causes lake to search locally for the `GameServer` lake package instead of using the version from github. Therefore, you can the local copy of the edit `GameServer` in `../lean4game` and
|
||||
`lake build` will then directly use this modified copy to build your game.
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
|
||||
# Notes for Server maintainer
|
||||
|
||||
In order to set up the server to allow imports, one needs to create a
|
||||
[Github Access token](https://docs.github.com/en/authentication/keeping-your-account-and-data-secure/managing-your-personal-access-tokens). A fine-grained access token with only reading rights for public
|
||||
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
|
||||
you're using `pm2`
|
||||
|
||||
Then people can call:
|
||||
|
||||
> https://{website}/import/trigger/{owner}/{repo}
|
||||
|
||||
where you replace:
|
||||
- website: The website your server runs on, e.g. `localhost:3000`
|
||||
- owner, repo: The owner and repository name of the game you want to load from github.
|
||||
|
||||
will trigger to download the latest version of your game from github onto your server.
|
||||
Once this import reports "Done", you should be able to play your game under:
|
||||
|
||||
> https://{website}/#/g/{owner}/{repo}
|
||||
|
||||
## data management
|
||||
Everything downloaded remains in the folder `lean4game/games`.
|
||||
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.
|
||||
+26
-11
@@ -9,29 +9,44 @@ Before you continue, make sure there [exists a `v4.X.0`-tag in this repo](https:
|
||||
|
||||
Then, depending on the setup you use, do one of the following:
|
||||
|
||||
* Dev Container: Rebuild the VSCode Devcontainer.
|
||||
* Local Setup: run `lake update` (followed by `lake exe cache get` if you depend on mathlib.)
|
||||
* Gitpod/Codespaces: Create a fresh one
|
||||
* **Dev Container**: Rebuild the VSCode Devcontainer (without Cache!).
|
||||
* **Local Setup**: in your game's folder run the following:
|
||||
```
|
||||
lake update -R
|
||||
lake build
|
||||
```
|
||||
|
||||
This will update `lean4game` and `mathlib` in your project to the new lean version.
|
||||
* Additionally, if you have a local copy of the server `lean4game`,
|
||||
you should update this one to the matching version. Run the following in the folder `lean4game/`:
|
||||
```
|
||||
git fetch
|
||||
git checkout {VERSION_TAG}
|
||||
npm install
|
||||
```
|
||||
where `{VERSION_TAG}` is the tag from above of the form `v4.X.0`
|
||||
* **Gitpod/Codespaces**: Create a fresh one
|
||||
|
||||
This will update your game (and the mathlib version you might be using) to the new lean version.
|
||||
|
||||
## Newest developing setup
|
||||
|
||||
There are a few files in your game repository which are used for the developing setup
|
||||
(dev container/codespaces/gitpod). If you need to update your're developing setup, for example because it doesn't work
|
||||
(dev container/codespaces/gitpod). If you need to update your developing setup, for example because it doesn't work
|
||||
anymore, you will need to copy the relevant files from the [GameSkeleton](https://github.com/hhu-adam/GameSkeleton) template into your game repo.
|
||||
|
||||
The relevant files are:
|
||||
|
||||
```
|
||||
.devcontainer/
|
||||
.docker/
|
||||
.github/
|
||||
.gitpod/
|
||||
.vscode/
|
||||
lakefile.lean
|
||||
.devcontainer/**
|
||||
.docker/**
|
||||
.gitpod
|
||||
.vscode/**
|
||||
```
|
||||
|
||||
simply copy them from the `GameSkeleton` into your game.
|
||||
simply copy them from the `GameSkeleton` into your game and proceed as above,
|
||||
i.e. `lake update -R && lake build`.
|
||||
|
||||
(Note: You should not need to modify any of these files, with the exception of the `lakefile.lean`,
|
||||
where you need to add any dependencies of your game.)
|
||||
where you need to add any dependencies of your game, or remove mathlib if you don't need it.)
|
||||
|
||||
@@ -2,10 +2,12 @@
|
||||
module.exports = {
|
||||
apps : [{
|
||||
name : "lean4game",
|
||||
script : "server/index.mjs",
|
||||
script : "relay/index.mjs",
|
||||
env: {
|
||||
NODE_ENV: "production",
|
||||
PORT: 8002
|
||||
LEAN4GAME_GITHUB_USER: "",
|
||||
LEAN4GAME_GITHUB_TOKEN: "",
|
||||
NODE_ENV: "production",
|
||||
PORT: 8002
|
||||
},
|
||||
}]
|
||||
}
|
||||
Generated
+491
-529
File diff suppressed because it is too large
Load Diff
+11
-4
@@ -1,6 +1,7 @@
|
||||
{
|
||||
"name": "lean4-game",
|
||||
"version": "0.1.0",
|
||||
"type": "module",
|
||||
"private": true,
|
||||
"homepage": ".",
|
||||
"dependencies": {
|
||||
@@ -9,6 +10,10 @@
|
||||
"@emotion/styled": "^11.10.5",
|
||||
"@fontsource/roboto": "^4.5.8",
|
||||
"@fontsource/roboto-mono": "^4.5.8",
|
||||
"@fortawesome/fontawesome-svg-core": "^6.5.1",
|
||||
"@fortawesome/free-regular-svg-icons": "^6.5.1",
|
||||
"@fortawesome/free-solid-svg-icons": "^6.5.1",
|
||||
"@fortawesome/react-fontawesome": "^0.2.0",
|
||||
"@leanprover/infoview": "^0.4.3",
|
||||
"@mui/icons-material": "^5.11.0",
|
||||
"@mui/material": "^5.11.1",
|
||||
@@ -23,7 +28,7 @@
|
||||
"debounce": "^1.2.1",
|
||||
"express": "^4.18.2",
|
||||
"lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c",
|
||||
"lean4web": "github:hhu-adam/lean4web",
|
||||
"lean4web": "github:hhu-adam/lean4web#b91645a7b88814675ba9f99817436d0a2ce3a0ec",
|
||||
"octokit": "^2.0.14",
|
||||
"path-browserify": "^1.0.1",
|
||||
"react": "^18.2.0",
|
||||
@@ -36,6 +41,7 @@
|
||||
"rehype-katex": "^6.0.2",
|
||||
"remark-gfm": "^3.0.1",
|
||||
"remark-math": "^5.1.1",
|
||||
"request": "^2.88.2",
|
||||
"request-progress": "^3.0.0",
|
||||
"vite": "^4.5.0",
|
||||
"vite-plugin-static-copy": "^0.17.0",
|
||||
@@ -52,7 +58,7 @@
|
||||
"concurrently": "^7.6.0",
|
||||
"css-loader": "^6.7.3",
|
||||
"file-loader": "^6.2.0",
|
||||
"nodemon": "^2.0.20",
|
||||
"nodemon": "^3.0.1",
|
||||
"react-refresh": "^0.14.0",
|
||||
"style-loader": "^3.3.1",
|
||||
"ts-loader": "^9.4.2",
|
||||
@@ -61,12 +67,13 @@
|
||||
},
|
||||
"scripts": {
|
||||
"start": "concurrently -n server,client -c blue,green \"npm run start_server\" \"npm run start_client\"",
|
||||
"start_server": "cd server && lake build && cross-env NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\"",
|
||||
"start_server": "(cd server && lake build) && (cd relay && cross-env NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\")",
|
||||
"start_client": "cross-env NODE_ENV=development vite --host",
|
||||
"build": "npm run build_server && npm run build_client",
|
||||
"preview": "vite preview",
|
||||
"build_server": "cd server && lake build",
|
||||
"build_client": "cross-env NODE_ENV=production vite build",
|
||||
"production": "cross-env NODE_ENV=production node server/index.mjs"
|
||||
"production": "cross-env NODE_ENV=production node relay/index.mjs"
|
||||
},
|
||||
"eslintConfig": {
|
||||
"extends": [
|
||||
|
||||
@@ -1,12 +1,17 @@
|
||||
#/bin/bash
|
||||
|
||||
# Note: This fails if there is no default toolchain installed
|
||||
ELAN_HOME=$(lake env printenv ELAN_HOME)
|
||||
|
||||
# $1 : the game directory
|
||||
# $2 : the lean4game folder
|
||||
# $3 : the gameserver executable
|
||||
|
||||
(exec bwrap\
|
||||
--ro-bind ../../lean4game /lean4game \
|
||||
--ro-bind ../../$1 /game \
|
||||
--ro-bind $ELAN_HOME /elan \
|
||||
--ro-bind /usr /usr \
|
||||
--bind $2 /lean4game \
|
||||
--bind $1 /game \
|
||||
--bind $ELAN_HOME /elan \
|
||||
--bind /usr /usr \
|
||||
--dev /dev \
|
||||
--proc /proc \
|
||||
--symlink usr/lib /lib\
|
||||
@@ -22,6 +27,6 @@ ELAN_HOME=$(lake env printenv ELAN_HOME)
|
||||
--unshare-uts \
|
||||
--unshare-cgroup \
|
||||
--die-with-parent \
|
||||
--chdir "/lean4game/server/build/bin/" \
|
||||
--chdir "/game/.lake/packages/GameServer/server/.lake/build/bin/" \
|
||||
./gameserver --server /game
|
||||
)
|
||||
@@ -11,6 +11,7 @@ const __filename = fileURLToPath(import.meta.url);
|
||||
const __dirname = path.dirname(__filename);
|
||||
|
||||
const TOKEN = process.env.LEAN4GAME_GITHUB_TOKEN
|
||||
const USERNAME = process.env.LEAN4GAME_GITHUB_USER
|
||||
const octokit = new Octokit({
|
||||
auth: TOKEN
|
||||
})
|
||||
@@ -41,9 +42,10 @@ async function download(id, url, dest) {
|
||||
requestProgress(request({
|
||||
url,
|
||||
headers: {
|
||||
'User-Agent': 'abentkamp',
|
||||
'accept': 'application/vnd.github+json',
|
||||
'User-Agent': USERNAME,
|
||||
'X-GitHub-Api-Version': '2022-11-28',
|
||||
'Authorization': 'Bearer '+TOKEN
|
||||
'Authorization': 'Bearer ' + TOKEN
|
||||
}
|
||||
}))
|
||||
.on('progress', function (state) {
|
||||
@@ -76,35 +78,44 @@ async function doImport (owner, repo, id) {
|
||||
.reduce((acc, cur) => acc.created_at < cur.created_at ? cur : acc)
|
||||
artifactId = artifact.id
|
||||
const url = artifact.archive_download_url
|
||||
if (!fs.existsSync("tmp")){
|
||||
fs.mkdirSync("tmp");
|
||||
// Make sure the download folder exists
|
||||
if (!fs.existsSync(path.join(__dirname, "..", "games"))){
|
||||
fs.mkdirSync(path.join(__dirname, "..", "games"));
|
||||
}
|
||||
if (!fs.existsSync(path.join(__dirname, "..", "games", "tmp"))){
|
||||
fs.mkdirSync(path.join(__dirname, "..", "games", "tmp"));
|
||||
}
|
||||
progress[id].output += `Download from ${url}\n`
|
||||
await download(id, url, `tmp/artifact_${artifactId}.zip`)
|
||||
await download(id, url, path.join(__dirname, "..", "games", "tmp", `${owner.toLowerCase()}_${repo.toLowerCase()}_${artifactId}.zip`))
|
||||
progress[id].output += `Download finished.\n`
|
||||
await runProcess(id, "/bin/bash", [`${__dirname}/unpack.sh`, artifactId],".")
|
||||
let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`);
|
||||
manifest = JSON.parse(manifest);
|
||||
if (manifest.length !== 1) {
|
||||
throw `Unexpected manifest: ${JSON.stringify(manifest)}`
|
||||
}
|
||||
manifest[0].RepoTags = [`g/${owner.toLowerCase()}/${repo.toLowerCase()}:latest`]
|
||||
fs.writeFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`, JSON.stringify(manifest));
|
||||
await runProcess(id, "tar", ["-cvf", `../archive_${artifactId}.tar`, "."], `tmp/artifact_${artifactId}_inner/`)
|
||||
await runProcess(id, "docker", ["load", "-i", `tmp/archive_${artifactId}.tar`])
|
||||
|
||||
await runProcess(id, "/bin/bash", [path.join(__dirname, "unpack.sh"), artifactId, owner.toLowerCase(), repo.toLowerCase()], path.join(__dirname, ".."))
|
||||
|
||||
|
||||
// let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`);
|
||||
// manifest = JSON.parse(manifest);
|
||||
// if (manifest.length !== 1) {
|
||||
// throw `Unexpected manifest: ${JSON.stringify(manifest)}`
|
||||
// }
|
||||
// manifest[0].RepoTags = [`g/${owner.toLowerCase()}/${repo.toLowerCase()}:latest`]
|
||||
// fs.writeFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`, JSON.stringify(manifest));
|
||||
// await runProcess(id, "tar", ["-cvf", `../archive_${artifactId}.tar`, "."], `tmp/artifact_${artifactId}_inner/`)
|
||||
// // await runProcess(id, "docker", ["load", "-i", `tmp/archive_${artifactId}.tar`])
|
||||
|
||||
progress[id].done = true
|
||||
progress[id].output += `Done.\n`
|
||||
progress[id].output += `Done!\n`
|
||||
progress[id].output += `Play the game at: {your website}/#/g/${owner}/${repo}\n`
|
||||
} catch (e) {
|
||||
progress[id].output += `Error: ${e.toString()}\n${e.stack}`
|
||||
} finally {
|
||||
// clean-up temp. files
|
||||
if (artifactId) {
|
||||
fs.rmSync(`tmp/artifact_${artifactId}.zip`, {force: true, recursive: true});
|
||||
fs.rmSync(`tmp/artifact_${artifactId}`, {force: true, recursive: true});
|
||||
fs.rmSync(`tmp/artifact_${artifactId}_inner`, {force: true, recursive: true});
|
||||
fs.rmSync(`tmp/archive_${artifactId}.tar`, {force: true, recursive: true});
|
||||
fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}.zip`), {force: true, recursive: false});
|
||||
fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}`), {force: true, recursive: true});
|
||||
}
|
||||
progress[id].done = true
|
||||
}
|
||||
await new Promise(resolve => setTimeout(resolve, 10000))
|
||||
}
|
||||
|
||||
export const importTrigger = (req, res) => {
|
||||
@@ -6,25 +6,20 @@ import * as url from 'url';
|
||||
import * as rpc from 'vscode-ws-jsonrpc';
|
||||
import * as jsonrpcserver from 'vscode-ws-jsonrpc/server';
|
||||
import os from 'os';
|
||||
import fs from 'fs';
|
||||
import anonymize from 'ip-anonymize';
|
||||
// import { importTrigger, importStatus } from './import.mjs'
|
||||
import { importTrigger, importStatus } from './import.mjs'
|
||||
// import fs from 'fs'
|
||||
|
||||
/**
|
||||
* Add a game here if the server should keep a queue of pre-loaded games ready at all times.
|
||||
*
|
||||
* IMPORTANT! Tags here need to be lower case!
|
||||
*/
|
||||
const games = {
|
||||
"g/hhu-adam/robo": {
|
||||
dir: "Robo",
|
||||
queueLength: 5
|
||||
},
|
||||
"g/hhu-adam/nng4": {
|
||||
dir: "NNG4",
|
||||
queueLength: 5
|
||||
},
|
||||
"g/hhu-adam/nng4-old": {
|
||||
dir: "NNG4-OLD",
|
||||
queueLength: 0
|
||||
}
|
||||
const queueLength = {
|
||||
"g/hhu-adam/robo": 2,
|
||||
"g/hhu-adam/nng4": 5,
|
||||
"g/djvelleman/stg4": 2,
|
||||
}
|
||||
|
||||
const __filename = url.fileURLToPath(import.meta.url);
|
||||
@@ -36,11 +31,18 @@ const PORT = process.env.PORT || 8080;
|
||||
|
||||
var router = express.Router();
|
||||
|
||||
// router.get('/import/status/:owner/:repo', importStatus)
|
||||
// router.get('/import/trigger/:owner/:repo', importTrigger)
|
||||
router.get('/import/status/:owner/:repo', importStatus)
|
||||
router.get('/import/trigger/:owner/:repo', importTrigger)
|
||||
|
||||
const server = app
|
||||
.use(express.static(path.join(__dirname, '../client/dist/')))
|
||||
.use(express.static(path.join(__dirname, '..', 'client', 'dist'))) // TODO: add a dist folder from inside the game
|
||||
.use('/data/g/:owner/:repo/*', (req, res, next) => {
|
||||
const owner = req.params.owner;
|
||||
const repo = req.params.repo
|
||||
const filename = req.params[0];
|
||||
req.url = filename;
|
||||
express.static(path.join(getGameDir(owner,repo),".lake","gamedata"))(req, res, next);
|
||||
})
|
||||
.use('/', router)
|
||||
.listen(PORT, () => console.log(`Listening on ${PORT}`));
|
||||
|
||||
@@ -54,41 +56,61 @@ const isDevelopment = environment === 'development'
|
||||
/** We keep queues of started Lean Server processes to be ready when a user arrives */
|
||||
const queue = {}
|
||||
|
||||
function tag(owner, repo) {
|
||||
function getTag(owner, repo) {
|
||||
return `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
|
||||
}
|
||||
|
||||
function startServerProcess(owner, repo) {
|
||||
let game_dir = (owner == 'local') ?
|
||||
repo : games[tag(owner, repo)]?.dir
|
||||
|
||||
function getGameDir(owner, repo) {
|
||||
owner = owner.toLowerCase()
|
||||
if (owner == 'local') {
|
||||
if(!isDevelopment) {
|
||||
console.error(`No local games in production mode.`)
|
||||
return
|
||||
return ""
|
||||
}
|
||||
} else {
|
||||
if(!fs.existsSync(path.join(__dirname, '..', 'games'))) {
|
||||
console.error(`Did not find the following folder: ${path.join(__dirname, '..', 'games')}`)
|
||||
console.error('Did you already import any games?')
|
||||
return ""
|
||||
}
|
||||
// TODO: This test does not work
|
||||
// if (!fs.existsSync(path.join("../", game_dir))) {
|
||||
// console.error(`Game folder does not exists: ${game_dir}`)
|
||||
// return
|
||||
// }
|
||||
}
|
||||
|
||||
if (!game_dir) {
|
||||
console.error(`Unknown game: ${tag(owner, repo)}`)
|
||||
return
|
||||
let game_dir = (owner == 'local') ?
|
||||
path.join(__dirname, '..', '..', repo) : // note: here we need `repo` to be case sensitive
|
||||
path.join(__dirname, '..', 'games', `${owner}`, `${repo.toLowerCase()}`)
|
||||
|
||||
if(!fs.existsSync(game_dir)) {
|
||||
console.error(`Game '${game_dir}' does not exist!`)
|
||||
return ""
|
||||
}
|
||||
|
||||
return game_dir;
|
||||
}
|
||||
|
||||
function startServerProcess(owner, repo) {
|
||||
|
||||
let game_dir = getGameDir(owner, repo)
|
||||
if (!game_dir) return;
|
||||
|
||||
let serverProcess
|
||||
if (isDevelopment) {
|
||||
let args = ["--server", path.join("../../../../", game_dir)]
|
||||
serverProcess = cp.spawn("./gameserver", args,
|
||||
{ cwd: path.join(__dirname, "./build/bin/") })
|
||||
let args = ["--server", game_dir]
|
||||
let binDir = path.join(game_dir, ".lake", "packages", "GameServer", "server", ".lake", "build", "bin")
|
||||
// Note: `cwd` is important to be the `bin` directory as `Watchdog` calls `./gameserver` again
|
||||
if (fs.existsSync(binDir)) {
|
||||
// Try to use the game's own copy of `gameserver`.
|
||||
serverProcess = cp.spawn("./gameserver", args, { cwd: binDir })
|
||||
} else {
|
||||
// If the game is built with `-Klean4game.local` there is no copy in the lake packages.
|
||||
serverProcess = cp.spawn("./gameserver", args,
|
||||
{ cwd: path.join(__dirname, "..", "server", ".lake", "build", "bin") })
|
||||
}
|
||||
} else {
|
||||
serverProcess = cp.spawn("./bubblewrap.sh",
|
||||
[game_dir],
|
||||
[ game_dir, path.join(__dirname, '..')],
|
||||
{ cwd: __dirname })
|
||||
}
|
||||
|
||||
serverProcess.on('error', error =>
|
||||
console.error(`Launching Lean Server failed: ${error}`)
|
||||
)
|
||||
@@ -101,15 +123,21 @@ function startServerProcess(owner, repo) {
|
||||
}
|
||||
|
||||
/** start Lean Server processes to refill the queue */
|
||||
function fillQueue(owner, repo) {
|
||||
while (queue[tag(owner, repo)].length < games[tag(owner, repo)].queueLength) {
|
||||
const serverProcess = startServerProcess(tag(owner, repo))
|
||||
queue[tag(owner, repo)].push(serverProcess)
|
||||
function fillQueue(tag) {
|
||||
while (queue[tag].length < queueLength[tag]) {
|
||||
let serverProcess
|
||||
serverProcess = startServerProcess(tag)
|
||||
if (serverProcess == null) {
|
||||
console.error('serverProcess was undefined/null')
|
||||
return
|
||||
}
|
||||
queue[tag].push(serverProcess)
|
||||
}
|
||||
}
|
||||
|
||||
// // TODO: We disabled queue for now
|
||||
// if (!isDevelopment) { // Don't use queue in development
|
||||
// for (let tag in games) {
|
||||
// for (let tag in queueLength) {
|
||||
// queue[tag] = []
|
||||
// fillQueue(tag)
|
||||
// }
|
||||
@@ -122,19 +150,21 @@ wss.addListener("connection", function(ws, req) {
|
||||
if (!reRes) { console.error(`Connection refused because of invalid URL: ${req.url}`); return; }
|
||||
const owner = reRes[1]
|
||||
const repo = reRes[2]
|
||||
// const tag = `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
|
||||
|
||||
// // TODO
|
||||
// if (isDevelopment && process.env.DEV_CONTAINER) {
|
||||
// tag = `g/local/game`
|
||||
// }
|
||||
const tag = getTag(owner, repo)
|
||||
|
||||
let ps;
|
||||
if (!queue[tag(owner, repo)] || queue[tag(owner, repo)].length == 0) {
|
||||
ps = startServerProcess(owner, repo)
|
||||
let ps
|
||||
if (!queue[tag] || queue[tag].length == 0) {
|
||||
ps = startServerProcess(owner, repo)
|
||||
} else {
|
||||
ps = queue[tag(owner, repo)].shift() // Pick the first Lean process; it's likely to be ready immediately
|
||||
fillQueue(owner, repo)
|
||||
console.info('Got process from the queue')
|
||||
ps = queue[tag].shift() // Pick the first Lean process; it's likely to be ready immediately
|
||||
fillQueue(tag)
|
||||
}
|
||||
|
||||
if (ps == null) {
|
||||
console.error('server process is undefined/null')
|
||||
return
|
||||
}
|
||||
|
||||
socketCounter += 1;
|
||||
@@ -147,14 +177,14 @@ wss.addListener("connection", function(ws, req) {
|
||||
onClose: (cb) => { ws.on("close", cb) },
|
||||
send: (data, cb) => { ws.send(data,cb) }
|
||||
}
|
||||
const reader = new rpc.WebSocketMessageReader(socket);
|
||||
const writer = new rpc.WebSocketMessageWriter(socket);
|
||||
const reader = new rpc.WebSocketMessageReader(socket)
|
||||
const writer = new rpc.WebSocketMessageWriter(socket)
|
||||
const socketConnection = jsonrpcserver.createConnection(reader, writer, () => ws.close())
|
||||
const serverConnection = jsonrpcserver.createProcessStreamConnection(ps);
|
||||
const serverConnection = jsonrpcserver.createProcessStreamConnection(ps)
|
||||
socketConnection.forward(serverConnection, message => {
|
||||
if (isDevelopment) {console.log(`CLIENT: ${JSON.stringify(message)}`)}
|
||||
return message;
|
||||
});
|
||||
})
|
||||
serverConnection.forward(socketConnection, message => {
|
||||
if (isDevelopment) {console.log(`SERVER: ${JSON.stringify(message)}`)}
|
||||
return message;
|
||||
@@ -165,9 +195,9 @@ wss.addListener("connection", function(ws, req) {
|
||||
|
||||
ws.on('close', () => {
|
||||
console.log(`[${new Date()}] Socket closed - ${ip}`)
|
||||
socketCounter -= 1;
|
||||
socketCounter -= 1
|
||||
})
|
||||
|
||||
socketConnection.onClose(() => serverConnection.dispose());
|
||||
serverConnection.onClose(() => socketConnection.dispose());
|
||||
socketConnection.onClose(() => serverConnection.dispose())
|
||||
serverConnection.onClose(() => socketConnection.dispose())
|
||||
})
|
||||
Executable
+30
@@ -0,0 +1,30 @@
|
||||
#/bin/bash
|
||||
|
||||
ARTIFACT_ID=$1
|
||||
OWNER=$2
|
||||
REPO=$3
|
||||
|
||||
# mkdir -p games
|
||||
cd games
|
||||
|
||||
# mkdir -p tmp
|
||||
mkdir -p ${OWNER}
|
||||
|
||||
echo "Unpacking ZIP."
|
||||
unzip -o tmp/${OWNER}_${REPO}_${ARTIFACT_ID}.zip -d tmp/${OWNER}_${REPO}_${ARTIFACT_ID}
|
||||
echo "Unpacking game."
|
||||
|
||||
# exit the npm project to avoid reloading. TODO: Where should we actually save these?
|
||||
|
||||
|
||||
|
||||
echo "Delete old version of the game"
|
||||
rm -rf ${OWNER}/${REPO}
|
||||
mkdir -p ${OWNER}/${REPO}
|
||||
|
||||
for f in tmp/${OWNER}_${REPO}_${ARTIFACT_ID}/* #Should only be one file
|
||||
do
|
||||
echo "Unpacking $f"
|
||||
#tar -xvzf $f -C games/${OWNER}/${REPO}
|
||||
unzip -q -o $f -d ${OWNER}/${REPO}
|
||||
done
|
||||
@@ -1,3 +0,0 @@
|
||||
build
|
||||
adam
|
||||
nng
|
||||
@@ -1,5 +1,4 @@
|
||||
import GameServer.FileWorker
|
||||
import GameServer.Watchdog
|
||||
import GameServer.Commands
|
||||
|
||||
-- TODO: The only reason we import `Commands` is so that it gets built to on `lake build`
|
||||
@@ -10,13 +9,9 @@ unsafe def main : List String → IO UInt32 := fun args => do
|
||||
|
||||
Lean.enableInitializersExecution
|
||||
|
||||
-- TODO: remove this argument
|
||||
if args[0]? == some "--server" then
|
||||
MyServer.Watchdog.watchdogMain args
|
||||
else if args[0]? == some "--worker" then
|
||||
MyServer.FileWorker.workerMain {}
|
||||
MyServer.FileWorker.workerMain {} args
|
||||
else
|
||||
e.putStrLn s!"Expected `--server` or `--worker`"
|
||||
e.putStrLn s!"Expected `--server`"
|
||||
return 1
|
||||
|
||||
|
||||
-- TODO: Potentially it could be useful to pass in the `gameName` via the websocket connection
|
||||
+199
-341
@@ -1,23 +1,12 @@
|
||||
import GameServer.EnvExtensions
|
||||
import GameServer.Helpers
|
||||
import GameServer.Inventory
|
||||
import GameServer.Options
|
||||
import GameServer.SaveData
|
||||
|
||||
open Lean Meta Elab Command
|
||||
|
||||
set_option autoImplicit false
|
||||
|
||||
/-- Let `MakeGame` print the reasons why the worlds depend on each other. -/
|
||||
register_option lean4game.showDependencyReasons : Bool := {
|
||||
defValue := false
|
||||
descr := "show reasons for calculated world dependencies."
|
||||
}
|
||||
|
||||
/-- Let `MakeGame` print the reasons why the worlds depend on each other.
|
||||
|
||||
Note: currently unused in favour of setting `set_option trace.debug true`. -/
|
||||
register_option lean4game.verbose : Bool := {
|
||||
defValue := false
|
||||
descr := "display more info messages to help developing the game."
|
||||
}
|
||||
|
||||
/-! # Game metadata -/
|
||||
|
||||
/-- Switch to the specified `Game` (and create it if non-existent). Example: `Game "NNG"` -/
|
||||
@@ -46,147 +35,101 @@ elab "Title" t:str : command => do
|
||||
match ← getCurLayer with
|
||||
| .Level => modifyCurLevel fun level => pure {level with title := t.getString}
|
||||
| .World => modifyCurWorld fun world => pure {world with title := t.getString}
|
||||
| .Game => modifyCurGame fun game => pure {game with title := t.getString}
|
||||
| .Game => modifyCurGame fun game => pure {game with
|
||||
title := t.getString
|
||||
tile := {game.tile with title := t.getString}}
|
||||
|
||||
/-- Define the introduction of the current game/world/level. -/
|
||||
elab "Introduction" t:str : command => do
|
||||
let intro := t.getString
|
||||
match ← getCurLayer with
|
||||
| .Level => modifyCurLevel fun level => pure {level with introduction := t.getString}
|
||||
| .World => modifyCurWorld fun world => pure {world with introduction := t.getString}
|
||||
| .Game => modifyCurGame fun game => pure {game with introduction := t.getString}
|
||||
| .Level => modifyCurLevel fun level => pure {level with introduction := intro}
|
||||
| .World => modifyCurWorld fun world => pure {world with introduction := intro}
|
||||
| .Game => modifyCurGame fun game => pure {game with introduction := intro}
|
||||
|
||||
/-- Define the info of the current game. Used for e.g. credits -/
|
||||
elab "Info" t:str : command => do
|
||||
let info:= t.getString
|
||||
match ← getCurLayer with
|
||||
| .Level => pure ()
|
||||
| .World => pure ()
|
||||
| .Game => modifyCurGame fun game => pure {game with info := t.getString}
|
||||
| .Level =>
|
||||
logError "Can't use `Info` in a level!"
|
||||
pure ()
|
||||
| .World =>
|
||||
logError "Can't use `Info` in a world"
|
||||
pure ()
|
||||
| .Game => modifyCurGame fun game => pure {game with info := info}
|
||||
|
||||
/-- Provide the location of the image for the current game/world/level.
|
||||
Paths are relative to the lean project's root. -/
|
||||
elab "Image" t:str : command => do
|
||||
let file := t.getString
|
||||
if not <| ← System.FilePath.pathExists file then
|
||||
logWarningAt t s!"Make sure the cover image '{file}' exists."
|
||||
if not <| file.startsWith "images/" then
|
||||
logWarningAt t s!"The file name should start with `images/`. Make sure all images are in that folder."
|
||||
|
||||
match ← getCurLayer with
|
||||
| .Level =>
|
||||
logWarning "Level-images not implemented yet" -- TODO
|
||||
modifyCurLevel fun level => pure {level with image := file}
|
||||
| .World =>
|
||||
modifyCurWorld fun world => pure {world with image := file}
|
||||
| .Game =>
|
||||
logWarning "Main image of the game not implemented yet" -- TODO
|
||||
modifyCurGame fun game => pure {game with image := file}
|
||||
|
||||
/-- Define the conclusion of the current game or current level if some
|
||||
building a level. -/
|
||||
elab "Conclusion" t:str : command => do
|
||||
let conclusion := t.getString
|
||||
match ← getCurLayer with
|
||||
| .Level => modifyCurLevel fun level => pure {level with conclusion := t.getString}
|
||||
| .World => modifyCurWorld fun world => pure {world with conclusion := t.getString}
|
||||
| .Game => modifyCurGame fun game => pure {game with conclusion := t.getString}
|
||||
| .Level => modifyCurLevel fun level => pure {level with conclusion := conclusion}
|
||||
| .World => modifyCurWorld fun world => pure {world with conclusion := conclusion}
|
||||
| .Game => modifyCurGame fun game => pure {game with conclusion := conclusion}
|
||||
|
||||
/-- A list of games that should be played before this one. Example `Prerequisites "NNG" "STG"`. -/
|
||||
elab "Prerequisites" t:str* : command => do
|
||||
modifyCurGame fun game => pure {game with
|
||||
tile := {game.tile with prerequisites := t.map (·.getString) |>.toList}}
|
||||
|
||||
/-- Short caption for the game (1 sentence) -/
|
||||
elab "CaptionShort" t:str : command => do
|
||||
let caption := t.getString
|
||||
modifyCurGame fun game => pure {game with
|
||||
tile := {game.tile with short := caption}}
|
||||
|
||||
/-- More detailed description what the game is about (2-4 sentences). -/
|
||||
elab "CaptionLong" t:str : command => do
|
||||
let caption := t.getString
|
||||
modifyCurGame fun game => pure {game with
|
||||
tile := {game.tile with long := caption}}
|
||||
|
||||
/-- A list of Languages the game is translated to. For example `Languages "German" "English"`.
|
||||
NOTE: For the time being, only a single language is supported.
|
||||
-/
|
||||
elab "Languages" t:str* : command => do
|
||||
modifyCurGame fun game => pure {game with
|
||||
tile := {game.tile with languages := t.map (·.getString) |>.toList}}
|
||||
|
||||
/-- The Image of the game (optional). TODO: Not impementeds -/
|
||||
elab "CoverImage" t:str : command => do
|
||||
let file := t.getString
|
||||
if not <| ← System.FilePath.pathExists file then
|
||||
logWarningAt t s!"Make sure the cover image '{file}' exists."
|
||||
if not <| file.startsWith "images/" then
|
||||
logWarningAt t s!"The file name should start with `images/`. Make sure all images are in that folder."
|
||||
|
||||
modifyCurGame fun game => pure {game with
|
||||
tile := {game.tile with image := file}}
|
||||
|
||||
/-! # Inventory
|
||||
|
||||
The inventory contains docs for tactics, lemmas, and definitions. These are all locked
|
||||
The inventory contains docs for tactics, theorems, and definitions. These are all locked
|
||||
in the first level and get enabled during the game.
|
||||
-/
|
||||
|
||||
/-! ## Doc entries -/
|
||||
|
||||
/-- Copied from `Mathlib.Tactic.HelpCmd`.
|
||||
|
||||
Gets the initial string token in a parser description. For example, for a declaration like
|
||||
`syntax "bla" "baz" term : tactic`, it returns `some "bla"`. Returns `none` for syntax declarations
|
||||
that don't start with a string constant. -/
|
||||
partial def getHeadTk (e : Expr) : Option String :=
|
||||
match (Expr.withApp e λ e a => (e.constName?.getD Name.anonymous, a)) with
|
||||
| (``ParserDescr.node, #[_, _, p]) => getHeadTk p
|
||||
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "withPosition")), p]) => getHeadTk p
|
||||
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "atomic")), p]) => getHeadTk p
|
||||
| (``ParserDescr.binary, #[.app _ (.lit (.strVal "andthen")), p, _]) => getHeadTk p
|
||||
| (``ParserDescr.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
|
||||
| (``ParserDescr.symbol, #[.lit (.strVal tk)]) => some tk
|
||||
| (``Parser.withAntiquot, #[_, p]) => getHeadTk p
|
||||
| (``Parser.leadingNode, #[_, _, p]) => getHeadTk p
|
||||
| (``HAndThen.hAndThen, #[_, _, _, _, p, _]) => getHeadTk p
|
||||
| (``Parser.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
|
||||
| (``Parser.symbol, #[.lit (.strVal tk)]) => some tk
|
||||
| _ => none
|
||||
|
||||
/-- Modified from `#help` in `Mathlib.Tactic.HelpCmd` -/
|
||||
def getTacticDocstring (env : Environment) (name: Name) : CommandElabM (Option String) := do
|
||||
let name := name.toString (escape := false)
|
||||
let mut decls : Lean.RBMap String (Array SyntaxNodeKind) compare := {}
|
||||
|
||||
let catName : Name := `tactic
|
||||
let catStx : Ident := mkIdent catName -- TODO
|
||||
let some cat := (Parser.parserExtension.getState env).categories.find? catName
|
||||
| throwErrorAt catStx "{catStx} is not a syntax category"
|
||||
liftTermElabM <| Term.addCategoryInfo catStx catName
|
||||
for (k, _) in cat.kinds do
|
||||
let mut used := false
|
||||
if let some tk := do getHeadTk (← (← env.find? k).value?) then
|
||||
let tk := tk.trim
|
||||
if name ≠ tk then -- was `!name.isPrefixOf tk`
|
||||
continue
|
||||
used := true
|
||||
decls := decls.insert tk ((decls.findD tk #[]).push k)
|
||||
for (_name, ks) in decls do
|
||||
for k in ks do
|
||||
if let some doc ← findDocString? env k then
|
||||
return doc
|
||||
|
||||
logWarning <| m!"Could not find a docstring for tactic {name}, consider adding one " ++
|
||||
m!"using `TacticDoc {name} \"some doc\"`"
|
||||
return none
|
||||
|
||||
/-- Retrieve the docstring associated to an inventory item. For Tactics, this
|
||||
is not guaranteed to work. -/
|
||||
def getDocstring (env : Environment) (name : Name) (type : InventoryType) :
|
||||
CommandElabM (Option String) :=
|
||||
match type with
|
||||
-- for tactics it's a lookup following mathlib's `#help`. not guaranteed to be the correct one.
|
||||
| .Tactic => getTacticDocstring env name
|
||||
| .Lemma => findDocString? env name
|
||||
-- TODO: for definitions not implemented yet, does it work?
|
||||
| .Definition => findDocString? env name
|
||||
|
||||
/-- Checks if `inventoryTemplateExt` contains an entry with `(type, name)` and yields
|
||||
a warning otherwise. If `template` is provided, it will add such an entry instead of yielding a
|
||||
warning.
|
||||
|
||||
`ref` is the syntax piece. If `name` is not provided, it will use `ident.getId`.
|
||||
I used this workaround, because I needed a new name (with correct namespace etc)
|
||||
to be used, and I don't know how to create a new ident with same position but different name.
|
||||
-/
|
||||
def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.getId)
|
||||
(template : Option String := none) : CommandElabM Unit := do
|
||||
-- note: `name` is an `Ident` (instead of `Name`) for the log messages.
|
||||
let env ← getEnv
|
||||
let n := name
|
||||
-- Find a key with matching `(type, name)`.
|
||||
match (inventoryTemplateExt.getState env).findIdx?
|
||||
(fun x => x.name == n && x.type == type) with
|
||||
-- Nothing to do if the entry exists
|
||||
| some _ => pure ()
|
||||
| none =>
|
||||
match template with
|
||||
-- Warn about missing documentation
|
||||
| none =>
|
||||
let docstring ← match (← getDocstring env name type) with
|
||||
| some ds =>
|
||||
logInfoAt ref (m!"Missing {type} Documentation. Using existing docstring. " ++
|
||||
m!"Add {name}\nAdd `{type}Doc {name}` somewhere above this statement.")
|
||||
pure s!"*(lean docstring)*\\\n{ds}"
|
||||
| none =>
|
||||
logWarningAt ref (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++
|
||||
m!"somewhere above this statement.")
|
||||
pure "(missing)"
|
||||
|
||||
-- We just add a dummy entry
|
||||
modifyEnv (inventoryTemplateExt.addEntry · {
|
||||
type := type
|
||||
name := name
|
||||
category := if type == .Lemma then s!"{n.getPrefix}" else ""
|
||||
content := docstring})
|
||||
-- Add the default documentation
|
||||
| some s =>
|
||||
modifyEnv (inventoryTemplateExt.addEntry · {
|
||||
type := type
|
||||
name := name
|
||||
category := if type == .Lemma then s!"{n.getPrefix}" else ""
|
||||
content := s })
|
||||
logInfoAt ref (m!"Missing {type} Documentation: {name}, used default (e.g. provided " ++
|
||||
m!"docstring) instead. If you want to write a different description, add " ++
|
||||
m!"`{type}Doc {name}` somewhere above this statement.")
|
||||
|
||||
/-- Documentation entry of a tactic. Example:
|
||||
|
||||
```
|
||||
@@ -196,37 +139,40 @@ TacticDoc rw "`rw` stands for rewrite, etc. "
|
||||
* The identifier is the tactics name. Some need to be escaped like `«have»`.
|
||||
* The description is a string supporting Markdown.
|
||||
-/
|
||||
elab "TacticDoc" name:ident content:str : command =>
|
||||
elab doc:docComment ? "TacticDoc" name:ident content:str ? : command => do
|
||||
let doc ← parseDocCommentLegacy doc content
|
||||
modifyEnv (inventoryTemplateExt.addEntry · {
|
||||
type := .Tactic
|
||||
name := name.getId
|
||||
displayName := name.getId.toString
|
||||
content := content.getString })
|
||||
content := doc })
|
||||
|
||||
/-- Documentation entry of a lemma. Example:
|
||||
/-- Documentation entry of a theorem. Example:
|
||||
|
||||
```
|
||||
LemmaDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc."
|
||||
TheoremDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc."
|
||||
```
|
||||
|
||||
* The first identifier is used in the commands `[New/Only/Disabled]Lemma`.
|
||||
It is preferably the true name of the lemma. However, this is not required.
|
||||
* The first identifier is used in the commands `[New/Only/Disabled]Theorem`.
|
||||
It is preferably the true name of the theorem. However, this is not required.
|
||||
* The string following `as` is the displayed name (in the Inventory).
|
||||
* The identifier after `in` is the category to group lemmas by (in the Inventory).
|
||||
* The identifier after `in` is the category to group theorems by (in the Inventory).
|
||||
* The description is a string supporting Markdown.
|
||||
|
||||
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires
|
||||
The lemma/definition to have the same fully qualified name as in mathlib.
|
||||
The theorem/definition to have the same fully qualified name as in mathlib.
|
||||
-/
|
||||
elab "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str : command =>
|
||||
elab doc:docComment ? "TheoremDoc" name:ident "as" displayName:str "in" category:str content:str ? :
|
||||
command => do
|
||||
let doc ← parseDocCommentLegacy doc content
|
||||
modifyEnv (inventoryTemplateExt.addEntry · {
|
||||
type := .Lemma
|
||||
name := name.getId
|
||||
category := category.getString
|
||||
displayName := displayName.getString
|
||||
content := content.getString })
|
||||
content := doc })
|
||||
-- TODO: Catch the following behaviour.
|
||||
-- 1. if `LemmaDoc` appears in the same file as `Statement`, it will silently use
|
||||
-- 1. if `TheoremDoc` appears in the same file as `Statement`, it will silently use
|
||||
-- it but display the info that it wasn't found in `Statement`
|
||||
-- 2. if it appears in a later file, however, it will silently not do anything and keep
|
||||
-- the first one.
|
||||
@@ -244,37 +190,25 @@ DefinitionDoc Function.Bijective as "Bijective" "defined as `Injective f ∧ Sur
|
||||
* The description is a string supporting Markdown.
|
||||
|
||||
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires
|
||||
The lemma/definition to have the same fully qualified name as in mathlib.
|
||||
The theorem/definition to have the same fully qualified name as in mathlib.
|
||||
-/
|
||||
elab "DefinitionDoc" name:ident "as" displayName:str template:str : command =>
|
||||
elab doc:docComment ? "DefinitionDoc" name:ident "as" displayName:str template:str ? : command => do
|
||||
let doc ← parseDocCommentLegacy doc template
|
||||
modifyEnv (inventoryTemplateExt.addEntry · {
|
||||
type := .Definition
|
||||
name := name.getId,
|
||||
displayName := displayName.getString,
|
||||
content := template.getString })
|
||||
content := doc })
|
||||
|
||||
/-! ## Add inventory items -/
|
||||
|
||||
def getStatement (name : Name) : CommandElabM MessageData := do
|
||||
return ← addMessageContextPartial (.ofPPFormat { pp := fun
|
||||
| some ctx => ctx.runMetaM <| PrettyPrinter.ppSignature name
|
||||
| none => return "that's a bug." })
|
||||
|
||||
-- Note: We use `String` because we can't send `MessageData` as json, but
|
||||
-- `MessageData` might be better for interactive highlighting.
|
||||
/-- Get a string of the form `my_lemma (n : ℕ) : n + n = 2 * n`.
|
||||
|
||||
Note: A statement like `theorem abc : ∀ x : Nat, x ≥ 0` would be turned into
|
||||
`theorem abc (x : Nat) : x ≥ 0` by `PrettyPrinter.ppSignature`. -/
|
||||
def getStatementString (name : Name) : CommandElabM String := do
|
||||
try
|
||||
return ← (← getStatement name).toString
|
||||
catch
|
||||
| _ => throwError m!"Could not find {name} in context."
|
||||
-- TODO: I think it would be nicer to unresolve Namespaces as much as possible.
|
||||
def checkCommandNotDuplicated (items : Array Name) (cmd := "Command") : CommandElabM Unit := do
|
||||
if ¬ items.isEmpty then
|
||||
logWarning s!"You should only use one `{cmd}` per level, but it takes multiple arguments: `{cmd} obj₁ obj₂ obj₃`!"
|
||||
|
||||
/-- Declare tactics that are introduced by this level. -/
|
||||
elab "NewTactic" args:ident* : command => do
|
||||
checkCommandNotDuplicated ((←getCurLevel).tactics.new) "NewTactic"
|
||||
for name in ↑args do
|
||||
checkInventoryDoc .Tactic name -- TODO: Add (template := "[docstring]")
|
||||
modifyCurLevel fun level => pure {level with
|
||||
@@ -282,14 +216,16 @@ elab "NewTactic" args:ident* : command => do
|
||||
|
||||
/-- Declare tactics that are introduced by this level but do not show up in inventory. -/
|
||||
elab "NewHiddenTactic" args:ident* : command => do
|
||||
checkCommandNotDuplicated ((←getCurLevel).tactics.hidden) "NewHiddenTactic"
|
||||
for name in ↑args do
|
||||
checkInventoryDoc .Tactic name (template := "")
|
||||
modifyCurLevel fun level => pure {level with
|
||||
tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId),
|
||||
hidden := level.tactics.hidden ++ args.map (·.getId)}}
|
||||
|
||||
/-- Declare lemmas that are introduced by this level. -/
|
||||
elab "NewLemma" args:ident* : command => do
|
||||
/-- Declare theorems that are introduced by this level. -/
|
||||
elab "NewTheorem" args:ident* : command => do
|
||||
checkCommandNotDuplicated ((←getCurLevel).lemmas.new) "NewTheorem"
|
||||
for name in ↑args do
|
||||
try let _decl ← getConstInfo name.getId catch
|
||||
| _ => logErrorAt name m!"unknown identifier '{name}'."
|
||||
@@ -299,6 +235,7 @@ elab "NewLemma" args:ident* : command => do
|
||||
|
||||
/-- Declare definitions that are introduced by this level. -/
|
||||
elab "NewDefinition" args:ident* : command => do
|
||||
checkCommandNotDuplicated ((←getCurLevel).definitions.new) "NewDefinition"
|
||||
for name in ↑args do checkInventoryDoc .Definition name -- TODO: Add (template := "[mathlib]")
|
||||
modifyCurLevel fun level => pure {level with
|
||||
definitions := {level.definitions with new := args.map (·.getId)}}
|
||||
@@ -306,31 +243,36 @@ elab "NewDefinition" args:ident* : command => do
|
||||
/-- Declare tactics that are temporarily disabled in this level.
|
||||
This is ignored if `OnlyTactic` is set. -/
|
||||
elab "DisabledTactic" args:ident* : command => do
|
||||
checkCommandNotDuplicated ((←getCurLevel).tactics.disabled) "DisabledTactic"
|
||||
for name in ↑args do checkInventoryDoc .Tactic name
|
||||
modifyCurLevel fun level => pure {level with
|
||||
tactics := {level.tactics with disabled := args.map (·.getId)}}
|
||||
|
||||
/-- Declare lemmas that are temporarily disabled in this level.
|
||||
This is ignored if `OnlyLemma` is set. -/
|
||||
elab "DisabledLemma" args:ident* : command => do
|
||||
/-- Declare theorems that are temporarily disabled in this level.
|
||||
This is ignored if `OnlyTheorem` is set. -/
|
||||
elab "DisabledTheorem" args:ident* : command => do
|
||||
checkCommandNotDuplicated ((←getCurLevel).lemmas.disabled) "DisabledTheorem"
|
||||
for name in ↑args do checkInventoryDoc .Lemma name
|
||||
modifyCurLevel fun level => pure {level with
|
||||
lemmas := {level.lemmas with disabled := args.map (·.getId)}}
|
||||
|
||||
/-- Declare definitions that are temporarily disabled in this level -/
|
||||
elab "DisabledDefinition" args:ident* : command => do
|
||||
checkCommandNotDuplicated ((←getCurLevel).definitions.disabled) "DisabledDefinition"
|
||||
for name in ↑args do checkInventoryDoc .Definition name
|
||||
modifyCurLevel fun level => pure {level with
|
||||
definitions := {level.definitions with disabled := args.map (·.getId)}}
|
||||
|
||||
/-- Temporarily disable all tactics except the ones declared here -/
|
||||
elab "OnlyTactic" args:ident* : command => do
|
||||
checkCommandNotDuplicated ((←getCurLevel).tactics.only) "OnlyTactic"
|
||||
for name in ↑args do checkInventoryDoc .Tactic name
|
||||
modifyCurLevel fun level => pure {level with
|
||||
tactics := {level.tactics with only := args.map (·.getId)}}
|
||||
|
||||
/-- Temporarily disable all lemmas except the ones declared here -/
|
||||
elab "OnlyLemma" args:ident* : command => do
|
||||
/-- Temporarily disable all theorems except the ones declared here -/
|
||||
elab "OnlyTheorem" args:ident* : command => do
|
||||
checkCommandNotDuplicated ((←getCurLevel).lemmas.only) "OnlyTheorem"
|
||||
for name in ↑args do checkInventoryDoc .Lemma name
|
||||
modifyCurLevel fun level => pure {level with
|
||||
lemmas := {level.lemmas with only := args.map (·.getId)}}
|
||||
@@ -338,65 +280,66 @@ elab "OnlyLemma" args:ident* : command => do
|
||||
/-- Temporarily disable all definitions except the ones declared here.
|
||||
This is ignored if `OnlyDefinition` is set. -/
|
||||
elab "OnlyDefinition" args:ident* : command => do
|
||||
checkCommandNotDuplicated ((←getCurLevel).definitions.only) "OnlyDefinition"
|
||||
for name in ↑args do checkInventoryDoc .Definition name
|
||||
modifyCurLevel fun level => pure {level with
|
||||
definitions := {level.definitions with only := args.map (·.getId)}}
|
||||
|
||||
/-- Define which tab of Lemmas is opened by default. Usage: `LemmaTab "Nat"`.
|
||||
/-- Define which tab of Lemmas is opened by default. Usage: `TheoremTab "Nat"`.
|
||||
If omitted, the current tab will remain open. -/
|
||||
elab "LemmaTab" category:str : command =>
|
||||
elab "TheoremTab" category:str : command =>
|
||||
modifyCurLevel fun level => pure {level with lemmaTab := category.getString}
|
||||
|
||||
|
||||
/-! DEPRECATED -/
|
||||
|
||||
elab doc:docComment ? "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str ? :
|
||||
command => do
|
||||
logWarning "Deprecated. Has been renamed to `TheoremDoc`"
|
||||
let doc ← parseDocCommentLegacy doc content
|
||||
modifyEnv (inventoryTemplateExt.addEntry · {
|
||||
type := .Lemma
|
||||
name := name.getId
|
||||
category := category.getString
|
||||
displayName := displayName.getString
|
||||
content := doc })
|
||||
|
||||
elab "NewLemma" args:ident* : command => do
|
||||
logWarning "Deprecated. Has been renamed to `NewTheorem`"
|
||||
checkCommandNotDuplicated ((←getCurLevel).lemmas.new) "NewLemma"
|
||||
for name in ↑args do
|
||||
try let _decl ← getConstInfo name.getId catch
|
||||
| _ => logErrorAt name m!"unknown identifier '{name}'."
|
||||
checkInventoryDoc .Lemma name -- TODO: Add (template := "[mathlib]")
|
||||
modifyCurLevel fun level => pure {level with
|
||||
lemmas := {level.lemmas with new := args.map (·.getId)}}
|
||||
|
||||
elab "DisabledLemma" args:ident* : command => do
|
||||
logWarning "Deprecated. Has been renamed to `DisabledTheorem`"
|
||||
checkCommandNotDuplicated ((←getCurLevel).lemmas.disabled) "DisabledLemma"
|
||||
for name in ↑args do checkInventoryDoc .Lemma name
|
||||
modifyCurLevel fun level => pure {level with
|
||||
lemmas := {level.lemmas with disabled := args.map (·.getId)}}
|
||||
|
||||
elab "OnlyLemma" args:ident* : command => do
|
||||
logWarning "Deprecated. Has been renamed to `OnlyTheorem`"
|
||||
checkCommandNotDuplicated ((←getCurLevel).lemmas.only) "OnlyLemma"
|
||||
for name in ↑args do checkInventoryDoc .Lemma name
|
||||
modifyCurLevel fun level => pure {level with
|
||||
lemmas := {level.lemmas with only := args.map (·.getId)}}
|
||||
|
||||
elab "LemmaTab" category:str : command => do
|
||||
logWarning "Deprecated. Has been renamed to `TheoremTab`"
|
||||
modifyCurLevel fun level => pure {level with lemmaTab := category.getString}
|
||||
|
||||
/-! # Exercise Statement -/
|
||||
|
||||
/-- A `attr := ...` option for `Statement`. Add attributes to the defined theorem. -/
|
||||
syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")"
|
||||
-- TODO
|
||||
|
||||
-- TODO: Reuse the following code for checking available tactics in user code:
|
||||
structure UsedInventory where
|
||||
(tactics : HashSet Name := {})
|
||||
(definitions : HashSet Name := {})
|
||||
(lemmas : HashSet Name := {})
|
||||
|
||||
partial def collectUsedInventory (stx : Syntax) (acc : UsedInventory := {}) : CommandElabM UsedInventory := do
|
||||
match stx with
|
||||
| .missing => return acc
|
||||
| .node _info kind args =>
|
||||
if kind == `GameServer.Tactic.Hint || kind == `GameServer.Tactic.Branch then return acc
|
||||
return ← args.foldlM (fun acc arg => collectUsedInventory arg acc) acc
|
||||
| .atom _info val =>
|
||||
-- ignore syntax elements that do not start with a letter
|
||||
-- and ignore some standard keywords
|
||||
let allowed := ["with", "fun", "at", "only", "by"]
|
||||
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
|
||||
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
|
||||
return {acc with tactics := acc.tactics.insert val}
|
||||
else
|
||||
return acc
|
||||
| .ident _info _rawVal val _preresolved =>
|
||||
let ns ←
|
||||
try resolveGlobalConst (mkIdent val)
|
||||
catch | _ => pure [] -- catch "unknown constant" error
|
||||
return ← ns.foldlM (fun acc n => do
|
||||
if let some (.thmInfo ..) := (← getEnv).find? n then
|
||||
return {acc with lemmas := acc.lemmas.insertMany ns}
|
||||
else
|
||||
return {acc with definitions := acc.definitions.insertMany ns}
|
||||
) acc
|
||||
|
||||
-- #check expandOptDocComment?
|
||||
|
||||
/-- Define the statement of the current level. -/
|
||||
elab doc:docComment ? attrs:Parser.Term.attributes ?
|
||||
"Statement" statementName:ident ? sig:declSig val:declVal : command => do
|
||||
let lvlIdx ← getCurLevelIdx
|
||||
|
||||
let docContent : Option String := match doc with
|
||||
| none => none
|
||||
| some s => match s.raw[1] with
|
||||
| .atom _ val => val.dropRight 2 |>.trim -- some (val.extract 0 (val.endPos - ⟨2⟩))
|
||||
| _ => none --panic "not implemented error message" --throwErrorAt s "unexpected doc string{indentD s.raw[1]}"
|
||||
let docContent ← parseDocComment doc
|
||||
|
||||
-- Save the messages before evaluation of the proof.
|
||||
let initMsgs ← modifyGet fun st => (st.messages, { st with messages := {} })
|
||||
@@ -497,23 +440,6 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
|
||||
|
||||
/-! # Hints -/
|
||||
|
||||
syntax hintArg := atomic(" (" (&"strict" <|> &"hidden") " := " withoutPosition(term) ")")
|
||||
|
||||
/-- Remove any spaces at the beginning of a new line -/
|
||||
partial def removeIndentation (s : String) : String :=
|
||||
let rec loop (i : String.Pos) (acc : String) (removeSpaces := false) : String :=
|
||||
let c := s.get i
|
||||
let i := s.next i
|
||||
if s.atEnd i then
|
||||
acc.push c
|
||||
else if removeSpaces && c == ' ' then
|
||||
loop i acc (removeSpaces := true)
|
||||
else if c == '\n' then
|
||||
loop i (acc.push c) (removeSpaces := true)
|
||||
else
|
||||
loop i (acc.push c)
|
||||
loop ⟨0⟩ ""
|
||||
|
||||
/-- A tactic that can be used inside `Statement`s to indicate in which proof states players should
|
||||
see hints. The tactic does not affect the goal state.
|
||||
-/
|
||||
@@ -626,6 +552,7 @@ elab "Template" tacs:tacticSeq : tactic => do
|
||||
modifyLevel (←getCurLevelId) fun level => do
|
||||
return {level with template := s!"{template}"}
|
||||
|
||||
|
||||
-- TODO: Notes for testing if a declaration has the simp attribute
|
||||
|
||||
-- -- Test: From zulip
|
||||
@@ -644,98 +571,6 @@ elab "Template" tacs:tacticSeq : tactic => do
|
||||
|
||||
/-! # Make Game -/
|
||||
|
||||
def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo
|
||||
| .Tactic => level.tactics
|
||||
| .Definition => level.definitions
|
||||
| .Lemma => level.lemmas
|
||||
|
||||
def GameLevel.setComputedInventory (level : GameLevel) :
|
||||
InventoryType → Array InventoryTile → GameLevel
|
||||
| .Tactic, v => {level with tactics := {level.tactics with tiles := v}}
|
||||
| .Definition, v => {level with definitions := {level.definitions with tiles := v}}
|
||||
| .Lemma, v => {level with lemmas := {level.lemmas with tiles := v}}
|
||||
|
||||
partial def removeTransitiveAux (id : Name) (arrows : HashMap Name (HashSet Name))
|
||||
(newArrows : HashMap Name (HashSet Name)) (decendants : HashMap Name (HashSet Name)) :
|
||||
HashMap Name (HashSet Name) × HashMap Name (HashSet Name) := Id.run do
|
||||
match (newArrows.find? id, decendants.find? id) with
|
||||
| (some _, some _) => return (newArrows, decendants)
|
||||
| _ =>
|
||||
let mut newArr := newArrows
|
||||
let mut desc := decendants
|
||||
desc := desc.insert id {} -- mark as worked in case of loops
|
||||
newArr := newArr.insert id {} -- mark as worked in case of loops
|
||||
let children := arrows.findD id {}
|
||||
let mut trimmedChildren := children
|
||||
let mut theseDescs := children
|
||||
for child in children do
|
||||
(newArr, desc) := removeTransitiveAux child arrows newArr desc
|
||||
let childDescs := desc.findD child {}
|
||||
theseDescs := theseDescs.insertMany childDescs
|
||||
for d in childDescs do
|
||||
trimmedChildren := trimmedChildren.erase d
|
||||
desc := desc.insert id theseDescs
|
||||
newArr := newArr.insert id trimmedChildren
|
||||
return (newArr, desc)
|
||||
|
||||
def removeTransitive (arrows : HashMap Name (HashSet Name)) : CommandElabM (HashMap Name (HashSet Name)) := do
|
||||
let mut newArr := {}
|
||||
let mut desc := {}
|
||||
for id in arrows.toArray.map Prod.fst do
|
||||
(newArr, desc) := removeTransitiveAux id arrows newArr desc
|
||||
if (desc.findD id {}).contains id then
|
||||
logError <| m!"Loop at {id}. " ++
|
||||
m!"This should not happen and probably means that `findLoops` has a bug."
|
||||
-- DEBUG:
|
||||
-- for ⟨x, hx⟩ in desc.toList do
|
||||
-- m := m ++ m!"{x}: {hx.toList}\n"
|
||||
-- logError m
|
||||
|
||||
return newArr
|
||||
|
||||
/-- The recursive part of `findLoops`. Finds loops that appear as successors of `node`.
|
||||
|
||||
For performance reason it returns a HashSet of visited
|
||||
nodes as well. This is filled with all nodes ever looked at as they cannot be
|
||||
part of a loop anymore. -/
|
||||
partial def findLoopsAux (arrows : HashMap Name (HashSet Name)) (node : Name)
|
||||
(path : Array Name := #[]) (visited : HashSet Name := {}) :
|
||||
Array Name × HashSet Name := Id.run do
|
||||
let mut visited := visited
|
||||
match path.getIdx? node with
|
||||
| some i =>
|
||||
-- Found a loop: `node` is already the iᵗʰ element of the path
|
||||
return (path.extract i path.size, visited.insert node)
|
||||
| none =>
|
||||
for successor in arrows.findD node {} do
|
||||
-- If we already visited the successor, it cannot be part of a loop anymore
|
||||
if visited.contains successor then
|
||||
continue
|
||||
-- Find any loop involving `successor`
|
||||
let (loop, _) := findLoopsAux arrows successor (path.push node) visited
|
||||
visited := visited.insert successor
|
||||
-- No loop found in the dependants of `successor`
|
||||
if loop.isEmpty then
|
||||
continue
|
||||
-- Found a loop, return it
|
||||
return (loop, visited)
|
||||
return (#[], visited.insert node)
|
||||
|
||||
/-- Find a loop in the graph and return it. Returns `[]` if there are no loops. -/
|
||||
partial def findLoops (arrows : HashMap Name (HashSet Name)) : List Name := Id.run do
|
||||
let mut visited : HashSet Name := {}
|
||||
for node in arrows.toArray.map (·.1) do
|
||||
-- Skip a node if it was already visited
|
||||
if visited.contains node then
|
||||
continue
|
||||
-- `findLoopsAux` returns a loop or `[]` together with a set of nodes it visited on its
|
||||
-- search starting from `node`
|
||||
let (loop, moreVisited) := (findLoopsAux arrows node (visited := visited))
|
||||
visited := moreVisited
|
||||
if !loop.isEmpty then
|
||||
return loop.toList
|
||||
return []
|
||||
|
||||
/-- The worlds of a game are joint by dependencies. These are
|
||||
automatically computed but can also be defined with the syntax
|
||||
`Dependency World₁ → World₂ → World₃`. -/
|
||||
@@ -810,8 +645,12 @@ elab "MakeGame" : command => do
|
||||
-- Items that should not be displayed in inventory
|
||||
let mut hiddenItems : HashSet Name := {}
|
||||
|
||||
let allWorlds := game.worlds.nodes.toArray
|
||||
let nrWorlds := allWorlds.size
|
||||
let mut nrLevels := 0
|
||||
|
||||
-- Calculate which "items" are used/new in which world
|
||||
for (worldId, world) in game.worlds.nodes.toArray do
|
||||
for (worldId, world) in allWorlds do
|
||||
let mut usedItems : HashSet Name := {}
|
||||
let mut newItems : HashSet Name := {}
|
||||
for inventoryType in #[.Tactic, .Definition, .Lemma] do
|
||||
@@ -850,9 +689,12 @@ elab "MakeGame" : command => do
|
||||
-- logInfo m!"{worldId} uses: {usedItems.toList}"
|
||||
-- logInfo m!"{worldId} introduces: {newItems.toList}"
|
||||
|
||||
-- Moreover, count the number of levels in the game
|
||||
nrLevels := nrLevels + world.levels.toArray.size
|
||||
|
||||
/- for each "item" this is a HashSet of `worldId`s that introduce this item -/
|
||||
let mut worldsWithNewItem : HashMap Name (HashSet Name) := {}
|
||||
for (worldId, _world) in game.worlds.nodes.toArray do
|
||||
for (worldId, _world) in allWorlds do
|
||||
for newItem in newItemsInWorld.findD worldId {} do
|
||||
worldsWithNewItem := worldsWithNewItem.insert newItem $
|
||||
(worldsWithNewItem.findD newItem {}).insert worldId
|
||||
@@ -864,7 +706,7 @@ elab "MakeGame" : command => do
|
||||
let mut dependencyReasons : HashMap (Name × Name) (HashSet Name) := {}
|
||||
|
||||
-- Calculate world dependency graph `game.worlds`
|
||||
for (dependentWorldId, _dependentWorld) in game.worlds.nodes.toArray do
|
||||
for (dependentWorldId, _dependentWorld) in allWorlds do
|
||||
let mut dependsOnWorlds : HashSet Name := {}
|
||||
-- Adding manual dependencies that were specified via the `Dependency` command.
|
||||
for (sourceId, targetId) in game.worlds.edges do
|
||||
@@ -915,14 +757,25 @@ elab "MakeGame" : command => do
|
||||
logError m!"{w1} depends on {w2} because of {items.toList}."
|
||||
else
|
||||
worldDependsOnWorlds ← removeTransitive worldDependsOnWorlds
|
||||
|
||||
-- need to delete all existing edges as they are already present in `worldDependsOnWorlds`.
|
||||
modifyCurGame fun game =>
|
||||
pure {game with worlds := {game.worlds with edges := Array.empty}}
|
||||
|
||||
for (dependentWorldId, worldIds) in worldDependsOnWorlds.toArray do
|
||||
modifyCurGame fun game =>
|
||||
pure {game with worlds := {game.worlds with
|
||||
edges := game.worlds.edges.append (worldIds.toArray.map fun wid => (wid, dependentWorldId))}}
|
||||
|
||||
-- Add the number of levels and worlds to the tile for the landing page
|
||||
modifyCurGame fun game => pure {game with tile := {game.tile with
|
||||
levels := nrLevels
|
||||
worlds := nrWorlds }}
|
||||
|
||||
-- Apparently we need to reload `game` to get the changes to `game.worlds` we just made
|
||||
let game ← getCurGame
|
||||
|
||||
let mut allItemsByType : HashMap InventoryType (HashSet Name) := {}
|
||||
-- Compute which inventory items are available in which level:
|
||||
for inventoryType in #[.Tactic, .Definition, .Lemma] do
|
||||
|
||||
@@ -984,6 +837,7 @@ elab "MakeGame" : command => do
|
||||
name := item
|
||||
displayName := data.displayName
|
||||
category := data.category
|
||||
altTitle := data.statement
|
||||
hidden := hiddenItems.contains item })
|
||||
|
||||
|
||||
@@ -1003,6 +857,7 @@ elab "MakeGame" : command => do
|
||||
displayName := data.displayName
|
||||
category := data.category
|
||||
locked := false
|
||||
altTitle := data.statement
|
||||
hidden := hiddenItems.contains item }
|
||||
itemsInWorld := itemsInWorld.insert worldId items
|
||||
|
||||
@@ -1022,7 +877,8 @@ elab "MakeGame" : command => do
|
||||
displayName := data.displayName
|
||||
category := data.category
|
||||
locked := false
|
||||
hidden := levelInfo.hidden.contains item }
|
||||
altTitle := data.statement
|
||||
hidden := hiddenItems.contains item }
|
||||
|
||||
-- add the exercise statement from the previous level
|
||||
-- if it was named
|
||||
@@ -1035,6 +891,7 @@ elab "MakeGame" : command => do
|
||||
name := name
|
||||
displayName := data.displayName
|
||||
category := data.category
|
||||
altTitle := data.statement
|
||||
locked := false }
|
||||
|
||||
-- add marks for `disabled` and `new` lemmas here, so that they only apply to
|
||||
@@ -1052,17 +909,18 @@ elab "MakeGame" : command => do
|
||||
|
||||
modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do
|
||||
return level.setComputedInventory inventoryType itemsArray
|
||||
allItemsByType := allItemsByType.insert inventoryType allItems
|
||||
|
||||
/-! # Debugging tools -/
|
||||
let getTiles (type : InventoryType) : CommandElabM (Array InventoryTile) := do
|
||||
(allItemsByType.findD type {}).toArray.mapM (fun name => do
|
||||
let some item ← getInventoryItem? name type
|
||||
| throwError "Expected item to exist: {name}"
|
||||
return item.toTile)
|
||||
let inventory : InventoryOverview := {
|
||||
lemmas := (← getTiles .Lemma).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
|
||||
tactics := (← getTiles .Tactic).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
|
||||
definitions := (← getTiles .Definition).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
|
||||
lemmaTab := none
|
||||
}
|
||||
|
||||
-- /-- Print current game for debugging purposes. -/
|
||||
-- elab "PrintCurGame" : command => do
|
||||
-- logInfo (toJson (← getCurGame))
|
||||
|
||||
/-- Print current level for debugging purposes. -/
|
||||
elab "PrintCurLevel" : command => do
|
||||
logInfo (repr (← getCurLevel))
|
||||
|
||||
/-- Print levels for debugging purposes. -/
|
||||
elab "PrintLevels" : command => do
|
||||
logInfo $ repr $ (← getCurWorld).levels.toArray
|
||||
saveGameData allItemsByType inventory
|
||||
|
||||
@@ -106,8 +106,16 @@ structure InventoryTile where
|
||||
new := false
|
||||
/-- hide the item in the inventory display -/
|
||||
hidden := false
|
||||
/-- hover text -/
|
||||
altTitle : String := default
|
||||
deriving ToJson, FromJson, Repr, Inhabited
|
||||
|
||||
def InventoryItem.toTile (item : InventoryItem) : InventoryTile := {
|
||||
name := item.name,
|
||||
displayName := item.displayName
|
||||
category := item.category
|
||||
}
|
||||
|
||||
/-- The extension that stores the doc templates. Note that you can only add, but never modify
|
||||
entries! -/
|
||||
initialize inventoryTemplateExt :
|
||||
@@ -135,7 +143,18 @@ def getInventoryItem? [Monad m] [MonadEnv m] (n : Name) (type : InventoryType) :
|
||||
m (Option InventoryItem) := do
|
||||
return (inventoryExt.getState (← getEnv)).find? (fun x => x.name == n && x.type == type)
|
||||
|
||||
structure InventoryOverview where
|
||||
tactics : Array InventoryTile
|
||||
lemmas : Array InventoryTile
|
||||
definitions : Array InventoryTile
|
||||
lemmaTab : Option String
|
||||
deriving ToJson, FromJson
|
||||
|
||||
-- TODO: Reuse the following code for checking available tactics in user code:
|
||||
structure UsedInventory where
|
||||
(tactics : HashSet Name := {})
|
||||
(definitions : HashSet Name := {})
|
||||
(lemmas : HashSet Name := {})
|
||||
|
||||
/-! ## Environment extensions for game specification -/
|
||||
|
||||
@@ -254,8 +273,63 @@ structure GameLevel where
|
||||
lemmas: InventoryInfo := default
|
||||
/-- A proof template that is printed in an empty editor. -/
|
||||
template: Option String := none
|
||||
deriving Inhabited, Repr
|
||||
/-- The image for this level. -/
|
||||
image : String := default
|
||||
deriving Inhabited, Repr
|
||||
|
||||
/-- Json-encodable version of `GameLevel`
|
||||
Fields:
|
||||
- description: Lemma in mathematical language.
|
||||
- descriptionGoal: Lemma printed as Lean-Code.
|
||||
-/
|
||||
structure LevelInfo where
|
||||
index : Nat
|
||||
title : String
|
||||
tactics : Array InventoryTile
|
||||
lemmas : Array InventoryTile
|
||||
definitions : Array InventoryTile
|
||||
introduction : String
|
||||
conclusion : String
|
||||
descrText : Option String := none
|
||||
descrFormat : String := ""
|
||||
lemmaTab : Option String
|
||||
module : Name
|
||||
displayName : Option String
|
||||
statementName : Option String
|
||||
template : Option String
|
||||
image: Option String
|
||||
deriving ToJson, FromJson
|
||||
|
||||
def GameLevel.toInfo (lvl : GameLevel) (env : Environment) : LevelInfo :=
|
||||
{ index := lvl.index,
|
||||
title := lvl.title,
|
||||
tactics := lvl.tactics.tiles,
|
||||
lemmas := lvl.lemmas.tiles,
|
||||
definitions := lvl.definitions.tiles,
|
||||
descrText := lvl.descrText,
|
||||
descrFormat := lvl.descrFormat --toExpr <| format (lvl.goal.raw) --toString <| Syntax.formatStx (lvl.goal.raw) --Syntax.formatStx (lvl.goal.raw) , -- TODO
|
||||
introduction := lvl.introduction
|
||||
conclusion := lvl.conclusion
|
||||
lemmaTab := match lvl.lemmaTab with
|
||||
| some tab => tab
|
||||
| none =>
|
||||
-- Try to set the lemma tab to the category of the first added lemma
|
||||
match lvl.lemmas.tiles.find? (·.new) with
|
||||
| some tile => tile.category
|
||||
| none => none
|
||||
statementName := lvl.statementName.toString
|
||||
module := lvl.module
|
||||
displayName := match lvl.statementName with
|
||||
| .anonymous => none
|
||||
| name => match (inventoryExt.getState env).find?
|
||||
(fun x => x.name == name && x.type == .Lemma) with
|
||||
| some n => n.displayName
|
||||
| none => name.toString
|
||||
-- Note: we could call `.find!` because we check in `Statement` that the
|
||||
-- lemma doc must exist.
|
||||
template := lvl.template
|
||||
image := lvl.image
|
||||
}
|
||||
|
||||
/-! ## World -/
|
||||
|
||||
@@ -271,17 +345,46 @@ structure World where
|
||||
conclusion : String := default
|
||||
/-- The levels of the world. -/
|
||||
levels: HashMap Nat GameLevel := default
|
||||
/-- The introduction image of the world. -/
|
||||
image: String := default
|
||||
deriving Inhabited
|
||||
|
||||
instance : ToJson World := ⟨
|
||||
fun world => Json.mkObj [
|
||||
("name", toJson world.name),
|
||||
("title", world.title),
|
||||
("introduction", world.introduction)]
|
||||
("introduction", world.introduction),
|
||||
("image", world.image)]
|
||||
⟩
|
||||
|
||||
/-! ## Game -/
|
||||
|
||||
/-- A tile as they are displayed on the servers landing page. -/
|
||||
structure GameTile where
|
||||
/-- The title of the game -/
|
||||
title: String
|
||||
/-- One catch phrase about the game -/
|
||||
short: String := default
|
||||
/-- One paragraph description what the game is about -/
|
||||
long: String := default
|
||||
/-- List of languages the game supports
|
||||
|
||||
TODO: What's the expectected format
|
||||
TODO: Must be a list with a single language currently
|
||||
-/
|
||||
languages: List String := default
|
||||
/-- A list of games which this one builds upon -/
|
||||
prerequisites: List String := default
|
||||
/-- Number of worlds in the game -/
|
||||
worlds: Nat := default
|
||||
/-- Number of levels in the game -/
|
||||
levels: Nat := default
|
||||
/-- A cover image of the game
|
||||
|
||||
TODO: What's the format? -/
|
||||
image: String := default
|
||||
deriving Inhabited, ToJson, FromJson
|
||||
|
||||
structure Game where
|
||||
/-- Internal name of the game. -/
|
||||
name : Name
|
||||
@@ -296,7 +399,18 @@ structure Game where
|
||||
/-- TODO: currently unused. -/
|
||||
authors : List String := default
|
||||
worlds : Graph Name World := default
|
||||
deriving Inhabited, ToJson
|
||||
/-- The tile displayed on the server's landing page. -/
|
||||
tile : GameTile := default
|
||||
/-- The path to the background image of the world. -/
|
||||
image : String := default
|
||||
deriving Inhabited, ToJson, FromJson
|
||||
|
||||
def getGameJson (game : «Game») : Json := Id.run do
|
||||
let gameJson : Json := toJson game
|
||||
-- Add world sizes to Json object
|
||||
let worldSize := game.worlds.nodes.toList.map (fun (n, w) => (n.toString, w.levels.size))
|
||||
let gameJson := gameJson.mergeObj (Json.mkObj [("worldSize", Json.mkObj worldSize)])
|
||||
return gameJson
|
||||
|
||||
/-! ## Game environment extension -/
|
||||
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
/- This file is mostly copied from `Lean/Server/FileWorker.lean`. -/
|
||||
/- This file is adapted from `Lean/Server/FileWorker.lean`. -/
|
||||
import Lean.Server.FileWorker
|
||||
import GameServer.Game
|
||||
import GameServer.ImportModules
|
||||
import GameServer.SaveData
|
||||
|
||||
namespace MyModule
|
||||
open Lean
|
||||
@@ -16,7 +18,7 @@ private def mkEOI (pos : String.Pos) : Syntax :=
|
||||
mkNode ``Command.eoi #[atom]
|
||||
|
||||
partial def parseTactic (inputCtx : InputContext) (pmctx : ParserModuleContext)
|
||||
(mps : ModuleParserState) (messages : MessageLog) (couldBeEndSnap : Bool) :
|
||||
(mps : ModuleParserState) (messages : MessageLog) :
|
||||
Syntax × ModuleParserState × MessageLog × String.Pos := Id.run do
|
||||
let mut pos := mps.pos
|
||||
let mut recovering := mps.recovering
|
||||
@@ -55,6 +57,20 @@ open IO
|
||||
open Snapshots
|
||||
open JsonRpc
|
||||
|
||||
structure GameWorkerState :=
|
||||
inventory : Array String
|
||||
/--
|
||||
Check for tactics/theorems that are not unlocked.
|
||||
0: no check
|
||||
1: give warnings
|
||||
2: give errors
|
||||
-/
|
||||
difficulty : Nat
|
||||
levelInfo : LevelInfo
|
||||
deriving ToJson, FromJson
|
||||
|
||||
abbrev GameWorkerM := StateT GameWorkerState Server.FileWorker.WorkerM
|
||||
|
||||
section Elab
|
||||
|
||||
def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : MessageData) :
|
||||
@@ -72,29 +88,30 @@ def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : Me
|
||||
/-- Find all tactics in syntax object that are forbidden according to a
|
||||
set `allowed` of allowed tactics. -/
|
||||
partial def findForbiddenTactics (inputCtx : Parser.InputContext)
|
||||
(levelParams : Game.DidOpenLevelParams) (stx : Syntax) :
|
||||
(gameWorkerState : GameWorkerState) (stx : Syntax) :
|
||||
Elab.Command.CommandElabM Unit := do
|
||||
let levelInfo := gameWorkerState.levelInfo
|
||||
match stx with
|
||||
| .missing => return ()
|
||||
| .node _info _kind args =>
|
||||
for arg in args do
|
||||
findForbiddenTactics inputCtx levelParams arg
|
||||
findForbiddenTactics inputCtx gameWorkerState arg
|
||||
| .atom info val =>
|
||||
-- ignore syntax elements that do not start with a letter
|
||||
-- and ignore "with" keyword
|
||||
let allowed := ["with", "fun", "at", "only", "by", "to"]
|
||||
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
|
||||
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
|
||||
match levelParams.tactics.find? (·.name.toString == val) with
|
||||
match levelInfo.tactics.find? (·.name.toString == val) with
|
||||
| none =>
|
||||
-- Note: This case means that the tactic will never be introduced in the game.
|
||||
match levelParams.inventory.find? (· == val) with
|
||||
match gameWorkerState.inventory.find? (· == val) with
|
||||
| none =>
|
||||
addWarningMessage info s!"You have not unlocked the tactic '{val}' yet!"
|
||||
| some _ => pure () -- tactic is in the inventory, allow it.
|
||||
| some tac =>
|
||||
if tac.locked then
|
||||
match levelParams.inventory.find? (· == val) with
|
||||
match gameWorkerState.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.
|
||||
@@ -108,10 +125,10 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
|
||||
let some (.thmInfo ..) := (← getEnv).find? n
|
||||
| return () -- not a theorem -> ignore
|
||||
-- Forbid the theorem we are proving currently
|
||||
if n = levelParams.statementName then
|
||||
if some n = levelInfo.statementName then
|
||||
addErrorMessage info inputCtx s!"Structural recursion: you can't use '{n}' to proof itself!"
|
||||
|
||||
let lemmasAndDefs := levelParams.lemmas ++ levelParams.definitions
|
||||
let lemmasAndDefs := levelInfo.lemmas ++ levelInfo.definitions
|
||||
match lemmasAndDefs.find? (fun l => l.name == n) with
|
||||
| none => addWarningMessage info s!"You have not unlocked the lemma/definition '{n}' yet!"
|
||||
| some lem =>
|
||||
@@ -120,7 +137,7 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
|
||||
else if lem.disabled then
|
||||
addWarningMessage info s!"The lemma/definition '{n}' is disabled in this level!"
|
||||
where addWarningMessage (info : SourceInfo) (s : MessageData) :=
|
||||
let difficulty := levelParams.difficulty
|
||||
let difficulty := gameWorkerState.difficulty
|
||||
if difficulty > 0 then
|
||||
modify fun st => { st with
|
||||
messages := st.messages.add {
|
||||
@@ -136,7 +153,7 @@ where addWarningMessage (info : SourceInfo) (s : MessageData) :=
|
||||
|
||||
open Elab Meta Expr in
|
||||
def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets : Bool)
|
||||
(couldBeEndSnap : Bool) (levelParams : Game.DidOpenLevelParams)
|
||||
(couldBeEndSnap : Bool) (gameWorkerState : GameWorkerState)
|
||||
(initParams : Lsp.InitializeParams) : IO Snapshot := do
|
||||
-- Recognize end snap
|
||||
if inputCtx.input.atEnd snap.mpState.pos ∧ couldBeEndSnap then
|
||||
@@ -167,7 +184,7 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
|
||||
Elab.Command.catchExceptions
|
||||
(getResetInfoTrees *> do
|
||||
let some level ← GameServer.getLevelByFileName? initParams inputCtx.fileName
|
||||
| throwError "Level not found: {inputCtx.fileName}"
|
||||
| panic! s!"Level not found: {inputCtx.fileName} / {GameServer.levelIdFromFileName? initParams inputCtx.fileName}"
|
||||
let scope := level.scope
|
||||
|
||||
-- use open namespaces and options as in the level file
|
||||
@@ -185,12 +202,12 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
|
||||
currNamespace := scope.currNamespace,
|
||||
openDecls := scope.openDecls }
|
||||
let (tacticStx, cmdParserState, msgLog, endOfWhitespace) :=
|
||||
MyModule.parseTactic inputCtx pmctx snap.mpState snap.msgLog couldBeEndSnap
|
||||
MyModule.parseTactic inputCtx pmctx snap.mpState snap.msgLog
|
||||
modify (fun s => { s with messages := msgLog })
|
||||
parseResultRef.set (tacticStx, cmdParserState)
|
||||
|
||||
-- Check for forbidden tactics
|
||||
findForbiddenTactics inputCtx levelParams tacticStx
|
||||
findForbiddenTactics inputCtx gameWorkerState tacticStx
|
||||
|
||||
-- Insert invisible `skip` command to make sure we always display the initial goal
|
||||
let skip := Syntax.node (.original default 0 default endOfWhitespace) ``Lean.Parser.Tactic.skip #[]
|
||||
@@ -218,6 +235,7 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
|
||||
}
|
||||
|
||||
let (tacticStx, cmdParserState) ← parseResultRef.get
|
||||
if tacticStx.isMissing then throwServerError "Tactic execution went wrong. No stx found."
|
||||
|
||||
let postCmdSnap : Snapshot := {
|
||||
beginPos := tacticStx.getPos?.getD 0
|
||||
@@ -269,7 +287,7 @@ where
|
||||
|
||||
/-- Elaborates the next command after `parentSnap` and emits diagnostics into `hOut`. -/
|
||||
private def nextSnap (ctx : WorkerContext) (m : DocumentMeta) (cancelTk : CancelToken)
|
||||
(levelParams : Game.DidOpenLevelParams) (initParams : Lsp.InitializeParams)
|
||||
(gameWorkerState : GameWorkerState) (initParams : Lsp.InitializeParams)
|
||||
: AsyncElabM (Option Snapshot) := do
|
||||
cancelTk.check
|
||||
let s ← get
|
||||
@@ -287,7 +305,7 @@ where
|
||||
-- we can see the current goal even on an empty document
|
||||
let couldBeEndSnap := s.snaps.size > 1
|
||||
let snap ← compileProof m.mkInputContext lastSnap ctx.clientHasWidgets couldBeEndSnap
|
||||
levelParams initParams
|
||||
gameWorkerState initParams
|
||||
set { s with snaps := s.snaps.push snap }
|
||||
-- TODO(MH): check for interrupt with increased precision
|
||||
cancelTk.check
|
||||
@@ -309,7 +327,7 @@ where
|
||||
|
||||
/-- Elaborates all commands after the last snap (at least the header snap is assumed to exist), emitting the diagnostics into `hOut`. -/
|
||||
def unfoldSnaps (m : DocumentMeta) (snaps : Array Snapshot) (cancelTk : CancelToken)
|
||||
(startAfterMs : UInt32) (levelParams : Game.DidOpenLevelParams)
|
||||
(startAfterMs : UInt32) (gameWorkerState : GameWorkerState)
|
||||
: ReaderT WorkerContext IO (AsyncList ElabTaskError Snapshot) := do
|
||||
let ctx ← read
|
||||
let some headerSnap := snaps[0]? | panic! "empty snapshots"
|
||||
@@ -325,21 +343,15 @@ where
|
||||
publishIleanInfoUpdate m ctx.hOut snaps
|
||||
return AsyncList.ofList snaps.toList ++ AsyncList.delayed (← EIO.asTask (ε := ElabTaskError) (prio := .dedicated) do
|
||||
IO.sleep startAfterMs
|
||||
AsyncList.unfoldAsync (nextSnap ctx m cancelTk levelParams ctx.initParams) { snaps })
|
||||
AsyncList.unfoldAsync (nextSnap ctx m cancelTk gameWorkerState ctx.initParams) { snaps })
|
||||
|
||||
end Elab
|
||||
|
||||
structure GameWorkerState :=
|
||||
(levelParams : Game.DidOpenLevelParams)
|
||||
|
||||
abbrev GameWorkerM := StateT GameWorkerState Server.FileWorker.WorkerM
|
||||
|
||||
section Updates
|
||||
|
||||
/-- Given the new document, updates editable doc state. -/
|
||||
def updateDocument (newMeta : DocumentMeta) : GameWorkerM Unit := do
|
||||
let s ← get
|
||||
let levelParams := s.levelParams
|
||||
let ctx ← read
|
||||
let oldDoc := (← StateT.lift get).doc
|
||||
oldDoc.cancelTk.set
|
||||
@@ -381,7 +393,7 @@ section Updates
|
||||
validSnaps := validSnaps.dropLast
|
||||
-- wait for a bit, giving the initial `cancelTk.check` in `nextCmdSnap` time to trigger
|
||||
-- before kicking off any expensive elaboration (TODO: make expensive elaboration cancelable)
|
||||
unfoldSnaps newMeta validSnaps.toArray cancelTk levelParams ctx
|
||||
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 }}
|
||||
@@ -396,24 +408,23 @@ section Initialization
|
||||
fileMap := default
|
||||
|
||||
def compileHeader (m : DocumentMeta) (hOut : FS.Stream) (opts : Options) (hasWidgets : Bool)
|
||||
(levelParams : Game.DidOpenLevelParams) (initParams : InitializeParams) :
|
||||
(gameDir : String) (module : Name):
|
||||
IO (Syntax × Task (Except Error (Snapshot × SearchPath))) := do
|
||||
-- Determine search paths of the game project by running `lake env printenv LEAN_PATH`.
|
||||
let out ← IO.Process.output
|
||||
{ cwd := levelParams.gameDir, cmd := "lake", args := #["env","printenv","LEAN_PATH"] }
|
||||
{ cwd := gameDir, cmd := "lake", args := #["env","printenv","LEAN_PATH"] }
|
||||
if out.exitCode != 0 then
|
||||
throwServerError s!"Error while running Lake: {out.stderr}"
|
||||
|
||||
-- Make the paths relative to the current directory
|
||||
let paths : List System.FilePath := System.SearchPath.parse out.stdout.trim
|
||||
let currentDir ← IO.currentDir
|
||||
let paths := paths.map fun p => currentDir / (levelParams.gameDir : System.FilePath) / p
|
||||
let paths := paths.map fun p => currentDir / (gameDir : System.FilePath) / p
|
||||
|
||||
-- Set the search path
|
||||
Lean.searchPathRef.set paths
|
||||
|
||||
let env ← importModules #[{ module := `Init : Import }, { module := levelParams.levelModule : Import }] {} 0
|
||||
-- return (env, paths)
|
||||
let env ← importModules' #[{ module := `Init : Import }, { module := module : Import }]
|
||||
|
||||
-- use empty header
|
||||
let (headerStx, headerParserState, msgLog) ← Parser.parseHeader
|
||||
@@ -457,10 +468,11 @@ section Initialization
|
||||
return (headerSnap, srcSearchPath)
|
||||
|
||||
def initializeWorker (meta : DocumentMeta) (i o e : FS.Stream) (initParams : InitializeParams) (opts : Options)
|
||||
(levelParams : Game.DidOpenLevelParams) : IO (WorkerContext × WorkerState) := do
|
||||
(gameDir : String) (gameWorkerState : GameWorkerState) : IO (WorkerContext × WorkerState) := do
|
||||
let clientHasWidgets := initParams.initializationOptions?.bind (·.hasWidgets?) |>.getD false
|
||||
|
||||
let (headerStx, headerTask) ← compileHeader meta o opts (hasWidgets := clientHasWidgets)
|
||||
levelParams initParams
|
||||
gameDir gameWorkerState.levelInfo.module
|
||||
let cancelTk ← CancelToken.new
|
||||
let ctx :=
|
||||
{ hIn := i
|
||||
@@ -471,12 +483,14 @@ section Initialization
|
||||
clientHasWidgets
|
||||
}
|
||||
let cmdSnaps ← EIO.mapTask (t := headerTask) (match · with
|
||||
| Except.ok (s, _) => unfoldSnaps meta #[s] cancelTk levelParams ctx (startAfterMs := 0)
|
||||
| Except.ok (s, _) => unfoldSnaps meta #[s] cancelTk gameWorkerState ctx (startAfterMs := 0)
|
||||
| Except.error e => throw (e : ElabTaskError))
|
||||
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
|
||||
})
|
||||
@@ -508,6 +522,7 @@ section MessageHandling
|
||||
match method with
|
||||
| "textDocument/didChange" => handle DidChangeTextDocumentParams (handleDidChange)
|
||||
| "$/cancelRequest" => handle CancelParams (handleCancelRequest ·)
|
||||
| "$/setTrace" => pure ()
|
||||
| "$/lean/rpc/release" => handle RpcReleaseParams (handleRpcRelease ·)
|
||||
| "$/lean/rpc/keepAlive" => handle RpcKeepAliveParams (handleRpcKeepAlive ·)
|
||||
| _ => throwServerError s!"Got unsupported notification method: {method}"
|
||||
@@ -546,26 +561,32 @@ section MainLoop
|
||||
let doc := st.doc
|
||||
doc.cancelTk.set
|
||||
return ()
|
||||
| Message.notification "$/game/setInventory" params =>
|
||||
let p := (← parseParams Game.SetInventoryParams (toJson params))
|
||||
let s ← get
|
||||
|
||||
set {s with levelParams := {s.levelParams with
|
||||
inventory := p.inventory,
|
||||
difficulty := p.difficulty}}
|
||||
| Message.request id "shutdown" none =>
|
||||
ctx.hOut.writeLspResponse ⟨id, Json.null⟩
|
||||
mainLoop
|
||||
| Message.notification method (some params) =>
|
||||
handleNotification method (toJson params)
|
||||
mainLoop
|
||||
| _ => throwServerError "Got invalid JSON-RPC message"
|
||||
| _ => throwServerError s!"Got invalid JSON-RPC message: {toJson msg}"
|
||||
end MainLoop
|
||||
|
||||
def initAndRunWorker (i o e : FS.Stream) (opts : Options) : IO UInt32 := do
|
||||
def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : IO UInt32 := do
|
||||
let i ← maybeTee "fwIn.txt" false i
|
||||
let o ← maybeTee "fwOut.txt" true o
|
||||
let initParams ← i.readLspRequestAs "initialize" InitializeParams
|
||||
let initRequest ← i.readLspRequestAs "initialize" Game.InitializeParams
|
||||
o.writeLspResponse {
|
||||
id := initRequest.id
|
||||
result := {
|
||||
capabilities := Watchdog.mkLeanServerCapabilities
|
||||
serverInfo? := some {
|
||||
name := "Lean 4 Game Server"
|
||||
version? := "0.1.1"
|
||||
}
|
||||
: InitializeResult
|
||||
}
|
||||
}
|
||||
discard $ i.readLspNotificationAs "initialized" InitializedParams
|
||||
let ⟨_, param⟩ ← i.readLspNotificationAs "textDocument/didOpen" DidOpenTextDocumentParams
|
||||
let ⟨_, levelParams⟩ ← i.readLspNotificationAs "$/game/didOpenLevel" Game.DidOpenLevelParams
|
||||
|
||||
let doc := param.textDocument
|
||||
/- NOTE(WN): `toFileMap` marks line beginnings as immediately following
|
||||
@@ -577,9 +598,24 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) : IO UInt32 := do
|
||||
let e := e.withPrefix s!"[{param.textDocument.uri}] "
|
||||
let _ ← IO.setStderr e
|
||||
try
|
||||
let (ctx, st) ← initializeWorker meta i o e initParams.param opts levelParams
|
||||
let game ← loadGameData gameDir
|
||||
-- TODO: We misuse the `rootUri` field to the gameName
|
||||
let rootUri? : Option String := some (toString game.name)
|
||||
let initParams := {initRequest.param.toLeanInternal with rootUri?}
|
||||
let some (levelId : LevelId) := GameServer.levelIdFromFileName?
|
||||
initParams meta.mkInputContext.fileName
|
||||
| throwServerError s!"Could not determine level ID: {meta.mkInputContext.fileName}"
|
||||
let levelInfo ← loadLevelData gameDir levelId.world levelId.level
|
||||
let some initializationOptions := initRequest.param.initializationOptions?
|
||||
| throwServerError "no initialization options found"
|
||||
let gameWorkerState : GameWorkerState:= {
|
||||
inventory := initializationOptions.inventory
|
||||
difficulty := initializationOptions.difficulty
|
||||
levelInfo
|
||||
}
|
||||
let (ctx, st) ← initializeWorker meta i o e initParams opts gameDir gameWorkerState
|
||||
let _ ← StateRefT'.run (s := st) <| ReaderT.run (r := ctx) <|
|
||||
StateT.run (s := {levelParams := levelParams}) <| (mainLoop)
|
||||
StateT.run (s := gameWorkerState) <| (mainLoop)
|
||||
return (0 : UInt32)
|
||||
catch e =>
|
||||
IO.eprintln e
|
||||
@@ -589,12 +625,13 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) : IO UInt32 := do
|
||||
message := e.toString }] o
|
||||
return (1 : UInt32)
|
||||
|
||||
def workerMain (opts : Options) : IO UInt32 := do
|
||||
def workerMain (opts : Options) (args : List String): IO UInt32 := do
|
||||
let i ← IO.getStdin
|
||||
let o ← IO.getStdout
|
||||
let e ← IO.getStderr
|
||||
try
|
||||
let exitCode ← initAndRunWorker i o e opts
|
||||
let some gameDir := args[1]? | throwServerError "Expected second argument: gameDir"
|
||||
let exitCode ← initAndRunWorker i o e opts gameDir
|
||||
-- HACK: all `Task`s are currently "foreground", i.e. we join on them on main thread exit, but we definitely don't
|
||||
-- want to do that in the case of the worker processes, which can produce non-terminating tasks evaluating user code
|
||||
o.flush
|
||||
|
||||
+45
-216
@@ -25,227 +25,56 @@ open Lsp
|
||||
open JsonRpc
|
||||
open IO
|
||||
|
||||
def getGame (game : Name): GameServerM Json := do
|
||||
let some game ← getGame? game
|
||||
| throwServerError "Game not found"
|
||||
let gameJson : Json := toJson game
|
||||
-- Add world sizes to Json object
|
||||
let worldSize := game.worlds.nodes.toList.map (fun (n, w) => (n.toString, w.levels.size))
|
||||
let gameJson := gameJson.mergeObj (Json.mkObj [("worldSize", Json.mkObj worldSize)])
|
||||
return gameJson
|
||||
/- Game-specific version of `InitializeParams` that allows for extra options: -/
|
||||
|
||||
/--
|
||||
Fields:
|
||||
- description: Lemma in mathematical language.
|
||||
- descriptionGoal: Lemma printed as Lean-Code.
|
||||
-/
|
||||
structure LevelInfo where
|
||||
index : Nat
|
||||
title : String
|
||||
tactics : Array InventoryTile
|
||||
lemmas : Array InventoryTile
|
||||
definitions : Array InventoryTile
|
||||
introduction : String
|
||||
conclusion : String
|
||||
descrText : Option String := none
|
||||
descrFormat : String := ""
|
||||
lemmaTab : Option String
|
||||
displayName : Option String
|
||||
statementName : Option String
|
||||
template : Option String
|
||||
deriving ToJson, FromJson
|
||||
|
||||
structure InventoryOverview where
|
||||
tactics : Array InventoryTile
|
||||
lemmas : Array InventoryTile
|
||||
definitions : Array InventoryTile
|
||||
lemmaTab : Option String
|
||||
deriving ToJson, FromJson
|
||||
|
||||
structure LoadLevelParams where
|
||||
world : Name
|
||||
level : Nat
|
||||
structure InitializationOptions extends Lean.Lsp.InitializationOptions :=
|
||||
difficulty : Nat
|
||||
inventory : Array String
|
||||
deriving ToJson, FromJson
|
||||
|
||||
-- structure LoadTemplateParams where
|
||||
-- world : Name
|
||||
-- level : Nat
|
||||
-- deriving ToJson, FromJson
|
||||
structure InitializeParams where
|
||||
processId? : Option Int := none
|
||||
clientInfo? : Option ClientInfo := none
|
||||
/- We don't support the deprecated rootPath
|
||||
(rootPath? : Option String) -/
|
||||
rootUri? : Option String := none
|
||||
initializationOptions? : Option InitializationOptions := none
|
||||
capabilities : ClientCapabilities
|
||||
/-- If omitted, we default to off. -/
|
||||
trace : Trace := Trace.off
|
||||
workspaceFolders? : Option (Array WorkspaceFolder) := none
|
||||
deriving ToJson
|
||||
|
||||
structure DidOpenLevelParams where
|
||||
uri : String
|
||||
gameDir : String
|
||||
levelModule : Name
|
||||
tactics : Array InventoryTile
|
||||
lemmas : Array InventoryTile
|
||||
definitions : Array InventoryTile
|
||||
inventory : Array String
|
||||
/--
|
||||
Check for tactics/theorems that are not unlocked.
|
||||
0: no check
|
||||
1: give warnings
|
||||
2: give errors
|
||||
-/
|
||||
difficulty : Nat
|
||||
/-- The name of the theorem to be proven in this level. -/
|
||||
statementName : Name
|
||||
deriving ToJson, FromJson
|
||||
instance : FromJson InitializeParams where
|
||||
fromJson? j := do
|
||||
let processId? := j.getObjValAs? Int "processId"
|
||||
let clientInfo? := j.getObjValAs? ClientInfo "clientInfo"
|
||||
let rootUri? := j.getObjValAs? String "rootUri"
|
||||
let initializationOptions? := j.getObjValAs? InitializationOptions "initializationOptions"
|
||||
let capabilities ← j.getObjValAs? ClientCapabilities "capabilities"
|
||||
let trace := (j.getObjValAs? Trace "trace").toOption.getD Trace.off
|
||||
let workspaceFolders? := j.getObjValAs? (Array WorkspaceFolder) "workspaceFolders"
|
||||
return ⟨
|
||||
processId?.toOption,
|
||||
clientInfo?.toOption,
|
||||
rootUri?.toOption,
|
||||
initializationOptions?.toOption,
|
||||
capabilities,
|
||||
trace,
|
||||
workspaceFolders?.toOption⟩
|
||||
|
||||
structure LoadDocParams where
|
||||
name : Name
|
||||
type : InventoryType
|
||||
deriving ToJson, FromJson
|
||||
|
||||
structure SetInventoryParams where
|
||||
inventory : Array String
|
||||
difficulty : Nat
|
||||
deriving ToJson, FromJson
|
||||
|
||||
def handleDidOpenLevel (params : Json) : GameServerM Unit := do
|
||||
let p ← parseParams _ params
|
||||
let m := p.textDocument
|
||||
-- Execute the regular handling of the `didOpen` event
|
||||
handleDidOpen p
|
||||
let fw ← findFileWorker! m.uri
|
||||
-- let s ← get
|
||||
let c ← read
|
||||
let some lvl ← GameServer.getLevelByFileName? c.initParams ((System.Uri.fileUriToPath? m.uri).getD m.uri |>.toString)
|
||||
| do
|
||||
c.hLog.putStr s!"Level not found: {m.uri} {c.initParams.rootUri?}"
|
||||
c.hLog.flush
|
||||
-- Send an extra notification to the file worker to inform it about the level data
|
||||
let s ← get
|
||||
fw.stdin.writeLspNotification {
|
||||
method := "$/game/didOpenLevel"
|
||||
param := {
|
||||
uri := m.uri
|
||||
gameDir := s.gameDir
|
||||
levelModule := lvl.module
|
||||
tactics := lvl.tactics.tiles
|
||||
lemmas := lvl.lemmas.tiles
|
||||
definitions := lvl.definitions.tiles
|
||||
inventory := s.inventory
|
||||
difficulty := s.difficulty
|
||||
statementName := lvl.statementName
|
||||
: DidOpenLevelParams
|
||||
}
|
||||
def InitializeParams.toLeanInternal (p : InitializeParams) : Lean.Lsp.InitializeParams :=
|
||||
{
|
||||
processId? := p.processId?
|
||||
clientInfo? := p.clientInfo?
|
||||
rootUri? := p.rootUri?
|
||||
initializationOptions? := p.initializationOptions?.map fun o => {
|
||||
editDelay? := o.editDelay?
|
||||
hasWidgets? := o.hasWidgets?
|
||||
}
|
||||
|
||||
|
||||
partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
|
||||
match ev with
|
||||
| ServerEvent.clientMsg msg =>
|
||||
match msg with
|
||||
| Message.request id "info" _ =>
|
||||
let s ← get
|
||||
let c ← read
|
||||
c.hOut.writeLspResponse ⟨id, (← getGame s.game)⟩
|
||||
return true
|
||||
| Message.request id "loadLevel" params =>
|
||||
let p ← parseParams LoadLevelParams (toJson params)
|
||||
let s ← get
|
||||
let c ← read
|
||||
let some lvl ← getLevel? {game := s.game, world := p.world, level := p.level}
|
||||
| do
|
||||
c.hOut.writeLspResponseError ⟨id, .invalidParams, s!"Level not found: world {p.world}, level {p.level}", none⟩
|
||||
return true
|
||||
|
||||
let env ← getEnv
|
||||
|
||||
let levelInfo : LevelInfo :=
|
||||
{ index := lvl.index,
|
||||
title := lvl.title,
|
||||
tactics := lvl.tactics.tiles,
|
||||
lemmas := lvl.lemmas.tiles,
|
||||
definitions := lvl.definitions.tiles,
|
||||
descrText := lvl.descrText,
|
||||
descrFormat := lvl.descrFormat --toExpr <| format (lvl.goal.raw) --toString <| Syntax.formatStx (lvl.goal.raw) --Syntax.formatStx (lvl.goal.raw) , -- TODO
|
||||
introduction := lvl.introduction
|
||||
conclusion := lvl.conclusion
|
||||
lemmaTab := match lvl.lemmaTab with
|
||||
| some tab => tab
|
||||
| none =>
|
||||
-- Try to set the lemma tab to the category of the first added lemma
|
||||
match lvl.lemmas.tiles.find? (·.new) with
|
||||
| some tile => tile.category
|
||||
| none => none
|
||||
statementName := lvl.statementName.toString
|
||||
displayName := match lvl.statementName with
|
||||
| .anonymous => none
|
||||
| name => match (inventoryExt.getState env).find?
|
||||
(fun x => x.name == name && x.type == .Lemma) with
|
||||
| some n => n.displayName
|
||||
| none => name.toString
|
||||
-- Note: we could call `.find!` because we check in `Statement` that the
|
||||
-- lemma doc must exist.
|
||||
template := lvl.template
|
||||
}
|
||||
c.hOut.writeLspResponse ⟨id, ToJson.toJson levelInfo⟩
|
||||
return true
|
||||
-- | Message.request id "loadTemplate" params =>
|
||||
-- let p ← parseParams LoadTemplateParams (toJson params)
|
||||
-- let s ← get
|
||||
-- let c ← read
|
||||
|
||||
-- let some game ← getGame? s.game
|
||||
-- | throwServerError "Game not found"
|
||||
-- let some world := game.worlds.nodes.find? p.world
|
||||
-- | throwServerError "World not found"
|
||||
|
||||
-- let mut templates : Array <| Option String := #[]
|
||||
-- for (_, level) in world.levels.toArray do
|
||||
-- templates := templates.push level.template
|
||||
-- c.hOut.writeLspResponse ⟨id, ToJson.toJson templates⟩
|
||||
-- return true
|
||||
| Message.request id "loadDoc" params =>
|
||||
let p ← parseParams LoadDocParams (toJson params)
|
||||
let c ← read
|
||||
let some doc ← getInventoryItem? p.name p.type
|
||||
| do
|
||||
c.hOut.writeLspResponseError ⟨id, .invalidParams,
|
||||
s!"Documentation not found: {p.name}", none⟩
|
||||
return true
|
||||
-- TODO: not necessary at all?
|
||||
-- Here we only need to convert the fields that were not `String` in the `InventoryDocEntry`
|
||||
-- let doc : InventoryItem := { doc with
|
||||
-- name := doc.name.toString }
|
||||
c.hOut.writeLspResponse ⟨id, ToJson.toJson doc⟩
|
||||
return true
|
||||
| Message.notification "$/game/setInventory" params =>
|
||||
let p := (← parseParams SetInventoryParams (toJson params))
|
||||
let s ← get
|
||||
set {s with inventory := p.inventory, difficulty := p.difficulty}
|
||||
let st ← read
|
||||
let workers ← st.fileWorkersRef.get
|
||||
for (_, fw) in workers do
|
||||
fw.stdin.writeLspMessage msg
|
||||
|
||||
return true
|
||||
| Message.request id "loadInventoryOverview" _ =>
|
||||
let s ← get
|
||||
let some game ← getGame? s.game
|
||||
| return false
|
||||
-- All Levels have the same tiles, so we just load them from level 1 of an arbitrary world
|
||||
-- and reset `new`, `disabled` and `unlocked`.
|
||||
-- Note: as we allow worlds without any levels (for developing), we might need
|
||||
-- to try until we find the first world with levels.
|
||||
for ⟨worldId, _⟩ in game.worlds.nodes.toList do
|
||||
let some lvl ← getLevel? {game := s.game, world := worldId, level := 1}
|
||||
| do continue
|
||||
let inventory : InventoryOverview := {
|
||||
tactics := lvl.tactics.tiles.map
|
||||
({ · with locked := true, disabled := false, new := false }),
|
||||
lemmas := lvl.lemmas.tiles.map
|
||||
({ · with locked := true, disabled := false, new := false }),
|
||||
definitions := lvl.definitions.tiles.map
|
||||
({ · with locked := true, disabled := false, new := false }),
|
||||
lemmaTab := none
|
||||
}
|
||||
let c ← read
|
||||
c.hOut.writeLspResponse ⟨id, ToJson.toJson inventory⟩
|
||||
return true
|
||||
return false
|
||||
| _ => return false
|
||||
| _ => return false
|
||||
capabilities := p.capabilities
|
||||
trace := p.trace
|
||||
workspaceFolders? := p.workspaceFolders?
|
||||
}
|
||||
|
||||
end Game
|
||||
|
||||
@@ -18,6 +18,14 @@ instance [ToJson β] : ToJson (Graph Name β) := {
|
||||
]
|
||||
}
|
||||
|
||||
-- Just a dummy implementation for now:
|
||||
instance : FromJson (Graph Name β) := {
|
||||
fromJson? := fun _ => .ok {
|
||||
nodes := {}
|
||||
edges := {}
|
||||
}
|
||||
}
|
||||
|
||||
instance : EmptyCollection (Graph α β) := ⟨default⟩
|
||||
|
||||
def Graph.insertNode (g : Graph α β) (a : α) (b : β) :=
|
||||
|
||||
@@ -0,0 +1,190 @@
|
||||
import Lean
|
||||
|
||||
/-! This document contains various things which cluttered `Commands.lean`. -/
|
||||
|
||||
open Lean Meta Elab Command
|
||||
|
||||
syntax hintArg := atomic(" (" (&"strict" <|> &"hidden") " := " withoutPosition(term) ")")
|
||||
|
||||
/-! ## Doc Comment Parsing -/
|
||||
|
||||
/-- Read a doc comment and get its content. Return `""` if no doc comment available. -/
|
||||
def parseDocComment! (doc: Option (TSyntax `Lean.Parser.Command.docComment)) :
|
||||
CommandElabM String := do
|
||||
match doc with
|
||||
| none =>
|
||||
logWarning "Add a text to this command with `/-- yada yada -/ MyCommand`!"
|
||||
pure ""
|
||||
| some s => match s.raw[1] with
|
||||
| .atom _ val => pure <| val.dropRight 2 |>.trim -- some (val.extract 0 (val.endPos - ⟨2⟩))
|
||||
| _ => pure "" --panic "not implemented error message" --throwErrorAt s "unexpected doc string{indentD s.raw[1]}"
|
||||
|
||||
/-- Read a doc comment and get its content. Return `none` if no doc comment available. -/
|
||||
def parseDocComment (doc: Option (TSyntax `Lean.Parser.Command.docComment)) :
|
||||
CommandElabM <| Option String := do
|
||||
match doc with
|
||||
| none => pure none
|
||||
| some _ => parseDocComment! doc
|
||||
|
||||
|
||||
/-- TODO: This is only used to provide some backwards compatibility and you can
|
||||
replace `parseDocCommentLegacy` with `parseDocComment` in the future. -/
|
||||
def parseDocCommentLegacy (doc: Option (TSyntax `Lean.Parser.Command.docComment))
|
||||
(t : Option (TSyntax `str)) : CommandElabM <| String := do
|
||||
match doc with
|
||||
| none =>
|
||||
match t with
|
||||
| none =>
|
||||
pure <| ← parseDocComment! doc
|
||||
| some t =>
|
||||
logWarningAt t "You should use the new Syntax:
|
||||
|
||||
/-- yada yada -/
|
||||
YourCommand
|
||||
|
||||
instead of
|
||||
|
||||
YourCommand \"yada yada\"
|
||||
"
|
||||
pure t.getString
|
||||
| some _ =>
|
||||
match t with
|
||||
| none =>
|
||||
pure <| ← parseDocComment! doc
|
||||
| some t =>
|
||||
logErrorAt t "You must not provide both, a docstring and a string following the command!
|
||||
Only use
|
||||
|
||||
/-- yada yada -/
|
||||
YourCommand
|
||||
|
||||
and remove the string following it!"
|
||||
pure <| ← parseDocComment! doc
|
||||
|
||||
/-! ## Statement string -/
|
||||
|
||||
def getStatement (name : Name) : CommandElabM MessageData := do
|
||||
return ← addMessageContextPartial (.ofPPFormat { pp := fun
|
||||
| some ctx => ctx.runMetaM <| PrettyPrinter.ppSignature name
|
||||
| none => return "that's a bug." })
|
||||
|
||||
-- Note: We use `String` because we can't send `MessageData` as json, but
|
||||
-- `MessageData` might be better for interactive highlighting.
|
||||
/-- Get a string of the form `my_lemma (n : ℕ) : n + n = 2 * n`.
|
||||
|
||||
Note: A statement like `theorem abc : ∀ x : Nat, x ≥ 0` would be turned into
|
||||
`theorem abc (x : Nat) : x ≥ 0` by `PrettyPrinter.ppSignature`. -/
|
||||
def getStatementString (name : Name) : CommandElabM String := do
|
||||
try
|
||||
return ← (← getStatement name).toString
|
||||
catch
|
||||
| _ => throwError m!"Could not find {name} in context."
|
||||
-- TODO: I think it would be nicer to unresolve Namespaces as much as possible.
|
||||
|
||||
/-- A `attr := ...` option for `Statement`. Add attributes to the defined theorem. -/
|
||||
syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")"
|
||||
-- TODO
|
||||
|
||||
|
||||
/-- Remove any spaces at the beginning of a new line -/
|
||||
partial def removeIndentation (s : String) : String :=
|
||||
let rec loop (i : String.Pos) (acc : String) (removeSpaces := false) : String :=
|
||||
let c := s.get i
|
||||
let i := s.next i
|
||||
if s.atEnd i then
|
||||
acc.push c
|
||||
else if removeSpaces && c == ' ' then
|
||||
loop i acc (removeSpaces := true)
|
||||
else if c == '\n' then
|
||||
loop i (acc.push c) (removeSpaces := true)
|
||||
else
|
||||
loop i (acc.push c)
|
||||
loop ⟨0⟩ ""
|
||||
|
||||
|
||||
/-! ## Loops in Graph-like construct
|
||||
|
||||
TODO: Why are we not using graphs here but our own construct `HashMap Name (HashSet Name)`?
|
||||
-/
|
||||
|
||||
partial def removeTransitiveAux (id : Name) (arrows : HashMap Name (HashSet Name))
|
||||
(newArrows : HashMap Name (HashSet Name)) (decendants : HashMap Name (HashSet Name)) :
|
||||
HashMap Name (HashSet Name) × HashMap Name (HashSet Name) := Id.run do
|
||||
match (newArrows.find? id, decendants.find? id) with
|
||||
| (some _, some _) => return (newArrows, decendants)
|
||||
| _ =>
|
||||
let mut newArr := newArrows
|
||||
let mut desc := decendants
|
||||
desc := desc.insert id {} -- mark as worked in case of loops
|
||||
newArr := newArr.insert id {} -- mark as worked in case of loops
|
||||
let children := arrows.findD id {}
|
||||
let mut trimmedChildren := children
|
||||
let mut theseDescs := children
|
||||
for child in children do
|
||||
(newArr, desc) := removeTransitiveAux child arrows newArr desc
|
||||
let childDescs := desc.findD child {}
|
||||
theseDescs := theseDescs.insertMany childDescs
|
||||
for d in childDescs do
|
||||
trimmedChildren := trimmedChildren.erase d
|
||||
desc := desc.insert id theseDescs
|
||||
newArr := newArr.insert id trimmedChildren
|
||||
return (newArr, desc)
|
||||
|
||||
|
||||
def removeTransitive (arrows : HashMap Name (HashSet Name)) : CommandElabM (HashMap Name (HashSet Name)) := do
|
||||
let mut newArr := {}
|
||||
let mut desc := {}
|
||||
for id in arrows.toArray.map Prod.fst do
|
||||
(newArr, desc) := removeTransitiveAux id arrows newArr desc
|
||||
if (desc.findD id {}).contains id then
|
||||
logError <| m!"Loop at {id}. " ++
|
||||
m!"This should not happen and probably means that `findLoops` has a bug."
|
||||
-- DEBUG:
|
||||
-- for ⟨x, hx⟩ in desc.toList do
|
||||
-- m := m ++ m!"{x}: {hx.toList}\n"
|
||||
-- logError m
|
||||
|
||||
return newArr
|
||||
|
||||
/-- The recursive part of `findLoops`. Finds loops that appear as successors of `node`.
|
||||
|
||||
For performance reason it returns a HashSet of visited
|
||||
nodes as well. This is filled with all nodes ever looked at as they cannot be
|
||||
part of a loop anymore. -/
|
||||
partial def findLoopsAux (arrows : HashMap Name (HashSet Name)) (node : Name)
|
||||
(path : Array Name := #[]) (visited : HashSet Name := {}) :
|
||||
Array Name × HashSet Name := Id.run do
|
||||
let mut visited := visited
|
||||
match path.getIdx? node with
|
||||
| some i =>
|
||||
-- Found a loop: `node` is already the iᵗʰ element of the path
|
||||
return (path.extract i path.size, visited.insert node)
|
||||
| none =>
|
||||
for successor in arrows.findD node {} do
|
||||
-- If we already visited the successor, it cannot be part of a loop anymore
|
||||
if visited.contains successor then
|
||||
continue
|
||||
-- Find any loop involving `successor`
|
||||
let (loop, _) := findLoopsAux arrows successor (path.push node) visited
|
||||
visited := visited.insert successor
|
||||
-- No loop found in the dependants of `successor`
|
||||
if loop.isEmpty then
|
||||
continue
|
||||
-- Found a loop, return it
|
||||
return (loop, visited)
|
||||
return (#[], visited.insert node)
|
||||
|
||||
/-- Find a loop in the graph and return it. Returns `[]` if there are no loops. -/
|
||||
partial def findLoops (arrows : HashMap Name (HashSet Name)) : List Name := Id.run do
|
||||
let mut visited : HashSet Name := {}
|
||||
for node in arrows.toArray.map (·.1) do
|
||||
-- Skip a node if it was already visited
|
||||
if visited.contains node then
|
||||
continue
|
||||
-- `findLoopsAux` returns a loop or `[]` together with a set of nodes it visited on its
|
||||
-- search starting from `node`
|
||||
let (loop, moreVisited) := (findLoopsAux arrows node (visited := visited))
|
||||
visited := moreVisited
|
||||
if !loop.isEmpty then
|
||||
return loop.toList
|
||||
return []
|
||||
@@ -0,0 +1,108 @@
|
||||
import Lean.Environment
|
||||
import Std.Tactic.OpenPrivate
|
||||
import Lean.Data.Lsp.Communication
|
||||
|
||||
open Lean
|
||||
|
||||
inductive LoadingKind := | finalizeExtensions | loadConstants
|
||||
deriving ToJson
|
||||
|
||||
structure LoadingParams : Type where
|
||||
counter : Nat
|
||||
kind : LoadingKind
|
||||
deriving ToJson
|
||||
|
||||
-- Code adapted from `Lean/Environment.lean`
|
||||
|
||||
partial def importModulesCore' (imports : Array Import) : ImportStateM Unit := do
|
||||
for i in imports do
|
||||
if i.runtimeOnly || (← get).moduleNameSet.contains i.module then
|
||||
continue
|
||||
modify fun s => { s with moduleNameSet := s.moduleNameSet.insert i.module }
|
||||
let mFile ← findOLean i.module
|
||||
unless (← mFile.pathExists) do
|
||||
throw <| IO.userError s!"object file '{mFile}' of module {i.module} does not exist"
|
||||
let (mod, region) ← readModuleData mFile
|
||||
importModulesCore' mod.imports
|
||||
modify fun s => { s with
|
||||
moduleData := s.moduleData.push mod
|
||||
regions := s.regions.push region
|
||||
moduleNames := s.moduleNames.push i.module
|
||||
}
|
||||
|
||||
open private mkInitialExtensionStates Environment.mk setImportedEntries finalizePersistentExtensions
|
||||
ensureExtensionsArraySize from Lean.Environment
|
||||
|
||||
private partial def finalizePersistentExtensions' (env : Environment) (mods : Array ModuleData) (opts : Options) : IO Environment := do
|
||||
loop 0 env
|
||||
where
|
||||
loop (i : Nat) (env : Environment) : IO Environment := do
|
||||
(← IO.getStdout).writeLspNotification {
|
||||
method := "$/game/loading",
|
||||
param := {counter := i, kind := .finalizeExtensions : LoadingParams} }
|
||||
-- Recall that the size of the array stored `persistentEnvExtensionRef` may increase when we import user-defined environment extensions.
|
||||
let pExtDescrs ← persistentEnvExtensionsRef.get
|
||||
if i < pExtDescrs.size then
|
||||
let extDescr := pExtDescrs[i]!
|
||||
let s := extDescr.toEnvExtension.getState env
|
||||
let prevSize := (← persistentEnvExtensionsRef.get).size
|
||||
let prevAttrSize ← getNumBuiltinAttributes
|
||||
let newState ← extDescr.addImportedFn s.importedEntries { env := env, opts := opts }
|
||||
let mut env := extDescr.toEnvExtension.setState env { s with state := newState }
|
||||
env ← ensureExtensionsArraySize env
|
||||
if (← persistentEnvExtensionsRef.get).size > prevSize || (← getNumBuiltinAttributes) > prevAttrSize then
|
||||
-- This branch is executed when `pExtDescrs[i]` is the extension associated with the `init` attribute, and
|
||||
-- a user-defined persistent extension is imported.
|
||||
-- Thus, we invoke `setImportedEntries` to update the array `importedEntries` with the entries for the new extensions.
|
||||
env ← setImportedEntries env mods prevSize
|
||||
-- See comment at `updateEnvAttributesRef`
|
||||
env ← updateEnvAttributes env
|
||||
loop (i + 1) env
|
||||
else
|
||||
return env
|
||||
|
||||
def finalizeImport' (s : ImportState) (imports : Array Import) (opts : Options) (trustLevel : UInt32 := 0) : IO Environment := do
|
||||
let numConsts := s.moduleData.foldl (init := 0) fun numConsts mod =>
|
||||
numConsts + mod.constants.size + mod.extraConstNames.size
|
||||
let mut const2ModIdx : HashMap Name ModuleIdx := mkHashMap (capacity := numConsts)
|
||||
let mut constantMap : HashMap Name ConstantInfo := mkHashMap (capacity := numConsts)
|
||||
for h:modIdx in [0:s.moduleData.size] do
|
||||
if modIdx % 100 = 0 then
|
||||
let percentage := modIdx * 100 / s.moduleData.size
|
||||
(← IO.getStdout).writeLspNotification {
|
||||
method := "$/game/loading",
|
||||
param := {counter := percentage, kind := .loadConstants : LoadingParams} }
|
||||
let mod := s.moduleData[modIdx]'h.upper
|
||||
for cname in mod.constNames, cinfo in mod.constants do
|
||||
match constantMap.insert' cname cinfo with
|
||||
| (constantMap', replaced) =>
|
||||
constantMap := constantMap'
|
||||
if replaced then
|
||||
throwAlreadyImported s const2ModIdx modIdx cname
|
||||
const2ModIdx := const2ModIdx.insert cname modIdx
|
||||
for cname in mod.extraConstNames do
|
||||
const2ModIdx := const2ModIdx.insert cname modIdx
|
||||
let constants : ConstMap := SMap.fromHashMap constantMap false
|
||||
let exts ← mkInitialExtensionStates
|
||||
let env : Environment := Environment.mk
|
||||
(const2ModIdx := const2ModIdx)
|
||||
(constants := constants)
|
||||
(extraConstNames := {})
|
||||
(extensions := exts)
|
||||
(header := {
|
||||
quotInit := !imports.isEmpty -- We assume `core.lean` initializes quotient module
|
||||
trustLevel := trustLevel
|
||||
imports := imports
|
||||
regions := s.regions
|
||||
moduleNames := s.moduleNames
|
||||
moduleData := s.moduleData
|
||||
})
|
||||
|
||||
let env ← setImportedEntries env s.moduleData
|
||||
finalizePersistentExtensions' env s.moduleData opts
|
||||
|
||||
def importModules' (imports : Array Import) : IO Environment := do
|
||||
withImporting do
|
||||
let (_, s) ← importModulesCore' imports |>.run
|
||||
let env ← finalizeImport' s imports {} 0
|
||||
return env
|
||||
@@ -0,0 +1,152 @@
|
||||
import Lean
|
||||
import GameServer.EnvExtensions
|
||||
|
||||
open Lean Elab Command
|
||||
|
||||
/-- Copied from `Mathlib.Tactic.HelpCmd`.
|
||||
|
||||
Gets the initial string token in a parser description. For example, for a declaration like
|
||||
`syntax "bla" "baz" term : tactic`, it returns `some "bla"`. Returns `none` for syntax declarations
|
||||
that don't start with a string constant. -/
|
||||
partial def getHeadTk (e : Expr) : Option String :=
|
||||
match (Expr.withApp e λ e a => (e.constName?.getD Name.anonymous, a)) with
|
||||
| (``ParserDescr.node, #[_, _, p]) => getHeadTk p
|
||||
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "withPosition")), p]) => getHeadTk p
|
||||
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "atomic")), p]) => getHeadTk p
|
||||
| (``ParserDescr.binary, #[.app _ (.lit (.strVal "andthen")), p, _]) => getHeadTk p
|
||||
| (``ParserDescr.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
|
||||
| (``ParserDescr.symbol, #[.lit (.strVal tk)]) => some tk
|
||||
| (``Parser.withAntiquot, #[_, p]) => getHeadTk p
|
||||
| (``Parser.leadingNode, #[_, _, p]) => getHeadTk p
|
||||
| (``HAndThen.hAndThen, #[_, _, _, _, p, _]) => getHeadTk p
|
||||
| (``Parser.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
|
||||
| (``Parser.symbol, #[.lit (.strVal tk)]) => some tk
|
||||
| _ => none
|
||||
|
||||
/-! ## Doc entries -/
|
||||
|
||||
/-- Modified from `#help` in `Mathlib.Tactic.HelpCmd` -/
|
||||
def getTacticDocstring (env : Environment) (name: Name) : CommandElabM (Option String) := do
|
||||
let name := name.toString (escape := false)
|
||||
let mut decls : Lean.RBMap String (Array SyntaxNodeKind) compare := {}
|
||||
|
||||
let catName : Name := `tactic
|
||||
let catStx : Ident := mkIdent catName -- TODO
|
||||
let some cat := (Parser.parserExtension.getState env).categories.find? catName
|
||||
| throwErrorAt catStx "{catStx} is not a syntax category"
|
||||
liftTermElabM <| Term.addCategoryInfo catStx catName
|
||||
for (k, _) in cat.kinds do
|
||||
let mut used := false
|
||||
if let some tk := do getHeadTk (← (← env.find? k).value?) then
|
||||
let tk := tk.trim
|
||||
if name ≠ tk then -- was `!name.isPrefixOf tk`
|
||||
continue
|
||||
used := true
|
||||
decls := decls.insert tk ((decls.findD tk #[]).push k)
|
||||
for (_name, ks) in decls do
|
||||
for k in ks do
|
||||
if let some doc ← findDocString? env k then
|
||||
return doc
|
||||
|
||||
logWarning <| m!"Could not find a docstring for tactic {name}, consider adding one " ++
|
||||
m!"using `TacticDoc {name} \"some doc\"`"
|
||||
return none
|
||||
|
||||
/-- Retrieve the docstring associated to an inventory item. For Tactics, this
|
||||
is not guaranteed to work. -/
|
||||
def getDocstring (env : Environment) (name : Name) (type : InventoryType) :
|
||||
CommandElabM (Option String) :=
|
||||
match type with
|
||||
-- for tactics it's a lookup following mathlib's `#help`. not guaranteed to be the correct one.
|
||||
| .Tactic => getTacticDocstring env name
|
||||
| .Lemma => findDocString? env name
|
||||
-- TODO: for definitions not implemented yet, does it work?
|
||||
| .Definition => findDocString? env name
|
||||
|
||||
/-- Checks if `inventoryTemplateExt` contains an entry with `(type, name)` and yields
|
||||
a warning otherwise. If `template` is provided, it will add such an entry instead of yielding a
|
||||
warning.
|
||||
|
||||
`ref` is the syntax piece. If `name` is not provided, it will use `ident.getId`.
|
||||
I used this workaround, because I needed a new name (with correct namespace etc)
|
||||
to be used, and I don't know how to create a new ident with same position but different name.
|
||||
-/
|
||||
def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.getId)
|
||||
(template : Option String := none) : CommandElabM Unit := do
|
||||
-- note: `name` is an `Ident` (instead of `Name`) for the log messages.
|
||||
let env ← getEnv
|
||||
let n := name
|
||||
-- Find a key with matching `(type, name)`.
|
||||
match (inventoryTemplateExt.getState env).findIdx?
|
||||
(fun x => x.name == n && x.type == type) with
|
||||
-- Nothing to do if the entry exists
|
||||
| some _ => pure ()
|
||||
| none =>
|
||||
match template with
|
||||
-- Warn about missing documentation
|
||||
| none =>
|
||||
let docstring ← match (← getDocstring env name type) with
|
||||
| some ds =>
|
||||
logInfoAt ref (m!"Missing {type} Documentation. Using existing docstring. " ++
|
||||
m!"Add {name}\nAdd `{type}Doc {name}` somewhere above this statement.")
|
||||
pure s!"*(lean docstring)*\\\n{ds}"
|
||||
| none =>
|
||||
logWarningAt ref (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++
|
||||
m!"somewhere above this statement.")
|
||||
pure "(missing)"
|
||||
|
||||
-- We just add a dummy entry
|
||||
modifyEnv (inventoryTemplateExt.addEntry · {
|
||||
type := type
|
||||
name := name
|
||||
category := if type == .Lemma then s!"{n.getPrefix}" else ""
|
||||
content := docstring})
|
||||
-- Add the default documentation
|
||||
| some s =>
|
||||
modifyEnv (inventoryTemplateExt.addEntry · {
|
||||
type := type
|
||||
name := name
|
||||
category := if type == .Lemma then s!"{n.getPrefix}" else ""
|
||||
content := s })
|
||||
logInfoAt ref (m!"Missing {type} Documentation: {name}, used default (e.g. provided " ++
|
||||
m!"docstring) instead. If you want to write a different description, add " ++
|
||||
m!"`{type}Doc {name}` somewhere above this statement.")
|
||||
|
||||
partial def collectUsedInventory (stx : Syntax) (acc : UsedInventory := {}) : CommandElabM UsedInventory := do
|
||||
match stx with
|
||||
| .missing => return acc
|
||||
| .node _info kind args =>
|
||||
if kind == `GameServer.Tactic.Hint || kind == `GameServer.Tactic.Branch then return acc
|
||||
return ← args.foldlM (fun acc arg => collectUsedInventory arg acc) acc
|
||||
| .atom _info val =>
|
||||
-- ignore syntax elements that do not start with a letter
|
||||
-- and ignore some standard keywords
|
||||
let allowed := ["with", "fun", "at", "only", "by"]
|
||||
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
|
||||
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
|
||||
return {acc with tactics := acc.tactics.insert val}
|
||||
else
|
||||
return acc
|
||||
| .ident _info _rawVal val _preresolved =>
|
||||
let ns ←
|
||||
try resolveGlobalConst (mkIdent val)
|
||||
catch | _ => pure [] -- catch "unknown constant" error
|
||||
return ← ns.foldlM (fun acc n => do
|
||||
if let some (.thmInfo ..) := (← getEnv).find? n then
|
||||
return {acc with lemmas := acc.lemmas.insertMany ns}
|
||||
else
|
||||
return {acc with definitions := acc.definitions.insertMany ns}
|
||||
) acc
|
||||
|
||||
-- #check expandOptDocComment?
|
||||
|
||||
def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo
|
||||
| .Tactic => level.tactics
|
||||
| .Definition => level.definitions
|
||||
| .Lemma => level.lemmas
|
||||
|
||||
def GameLevel.setComputedInventory (level : GameLevel) :
|
||||
InventoryType → Array InventoryTile → GameLevel
|
||||
| .Tactic, v => {level with tactics := {level.tactics with tiles := v}}
|
||||
| .Definition, v => {level with definitions := {level.definitions with tiles := v}}
|
||||
| .Lemma, v => {level with lemmas := {level.lemmas with tiles := v}}
|
||||
@@ -0,0 +1,17 @@
|
||||
import Lean
|
||||
|
||||
/-! This document contains custom options available in the game. -/
|
||||
|
||||
/-- Let `MakeGame` print the reasons why the worlds depend on each other. -/
|
||||
register_option lean4game.showDependencyReasons : Bool := {
|
||||
defValue := false
|
||||
descr := "show reasons for calculated world dependencies."
|
||||
}
|
||||
|
||||
/-- Let `MakeGame` print the reasons why the worlds depend on each other.
|
||||
|
||||
Note: currently unused in favour of setting `set_option trace.debug true`. -/
|
||||
register_option lean4game.verbose : Bool := {
|
||||
defValue := false
|
||||
descr := "display more info messages to help developing the game."
|
||||
}
|
||||
@@ -46,8 +46,8 @@ partial def matchExpr (pattern : Expr) (e : Expr) (bij : FVarBijection := {}) :
|
||||
| .bvar i1, .bvar i2 => if i1 == i2 then bij else none
|
||||
| .fvar i1, .fvar i2 => bij.insert? i1 i2
|
||||
| .mvar _, .mvar _ => bij
|
||||
| .sort u1, .sort u2 => bij -- TODO?
|
||||
| .const n1 ls1, .const n2 ls2 =>
|
||||
| .sort _u1, .sort _u2 => bij -- TODO?
|
||||
| .const n1 _ls1, .const n2 _ls2 =>
|
||||
if n1 == n2 then bij else none -- && (← (ls1.zip ls2).allM fun (l1, l2) => Meta.isLevelDefEq l1 l2)
|
||||
| .app f1 a1, .app f2 a2 =>
|
||||
some bij
|
||||
@@ -78,7 +78,7 @@ partial def matchExpr (pattern : Expr) (e : Expr) (bij : FVarBijection := {}) :
|
||||
| _, _ => none
|
||||
|
||||
/-- Check if each fvar in `patterns` has a matching fvar in `fvars` -/
|
||||
def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (initBij : FVarBijection := {}) : MetaM Bool := do
|
||||
def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (initBij : FVarBijection := {}) : MetaM (Option FVarBijection) := do
|
||||
-- We iterate through the array backwards hoping that this will find us faster results
|
||||
-- TODO: implement backtracking
|
||||
let mut bij := initBij
|
||||
@@ -97,11 +97,11 @@ def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (in
|
||||
-- usedFvars := usedFvars.set! (fvars.size - j - 1) true
|
||||
bij := bij'.insert pattern.fvarId! fvar.fvarId!
|
||||
break
|
||||
if ! bij.forward.contains pattern.fvarId! then return false
|
||||
if ! bij.forward.contains pattern.fvarId! then return none
|
||||
|
||||
if strict then
|
||||
return fvars.all (fun fvar => bij.backward.contains fvar.fvarId!)
|
||||
return true
|
||||
if !strict || fvars.all (fun fvar => bij.backward.contains fvar.fvarId!)
|
||||
then return some bij
|
||||
else return none
|
||||
|
||||
unsafe def evalHintMessageUnsafe : Expr → MetaM (Array Expr → MessageData) :=
|
||||
evalExpr (Array Expr → MessageData)
|
||||
@@ -122,10 +122,11 @@ def findHints (goal : MVarId) (doc : FileWorker.EditableDocument) (initParams :
|
||||
if let some fvarBij := matchExpr (← instantiateMVars $ hintGoal) (← instantiateMVars $ ← inferType $ mkMVar goal)
|
||||
then
|
||||
let lctx := (← goal.getDecl).lctx
|
||||
if ← matchDecls hintFVars lctx.getFVars (strict := hint.strict) (initBij := fvarBij)
|
||||
if let some bij ← matchDecls hintFVars lctx.getFVars (strict := hint.strict) (initBij := fvarBij)
|
||||
then
|
||||
let text := (← evalHintMessage hint.text) hintFVars
|
||||
let ctx := {env := ← getEnv, mctx := ← getMCtx, lctx := ← getLCtx, opts := {}}
|
||||
let userFVars := hintFVars.map fun v => bij.forward.findD v.fvarId! v.fvarId!
|
||||
let text := (← evalHintMessage hint.text) (userFVars.map Expr.fvar)
|
||||
let ctx := {env := ← getEnv, mctx := ← getMCtx, lctx := lctx, opts := {}}
|
||||
let text ← (MessageData.withContext ctx text).toString
|
||||
return some { text := text, hidden := hint.hidden }
|
||||
else return none
|
||||
|
||||
@@ -0,0 +1,78 @@
|
||||
import GameServer.EnvExtensions
|
||||
|
||||
open Lean Meta Elab Command
|
||||
|
||||
|
||||
/-! ## Copy images -/
|
||||
|
||||
open IO.FS System FilePath in
|
||||
/-- Copies the folder `images/` to `.lake/gamedata/images/` -/
|
||||
def copyImages : IO Unit := do
|
||||
let target : FilePath := ".lake" / "gamedata"
|
||||
if ← FilePath.pathExists "images" then
|
||||
for file in ← walkDir "images" do
|
||||
let outFile := target.join file
|
||||
-- create the directories
|
||||
if ← file.isDir then
|
||||
createDirAll outFile
|
||||
else
|
||||
if let some parent := outFile.parent then
|
||||
createDirAll parent
|
||||
-- copy file
|
||||
let content ← readBinFile file
|
||||
writeBinFile outFile content
|
||||
|
||||
namespace GameData
|
||||
def gameDataPath : System.FilePath := ".lake" / "gamedata"
|
||||
def gameFileName := s!"game.json"
|
||||
def docFileName := fun (inventoryType : InventoryType) (name : Name) => s!"doc__{inventoryType}__{name}.json"
|
||||
def levelFileName := fun (worldId : Name) (levelId : Nat) => s!"level__{worldId}__{levelId}.json"
|
||||
def inventoryFileName := s!"inventory.json"
|
||||
end GameData
|
||||
|
||||
open GameData in
|
||||
-- TODO: register all of this as ToJson instance?
|
||||
def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name))
|
||||
(inventory : InventoryOverview): CommandElabM Unit := do
|
||||
let game ← getCurGame
|
||||
let env ← getEnv
|
||||
let path := (← IO.currentDir) / gameDataPath
|
||||
|
||||
if ← path.isDir then
|
||||
IO.FS.removeDirAll path
|
||||
IO.FS.createDirAll path
|
||||
|
||||
-- copy the images folder
|
||||
copyImages
|
||||
|
||||
for (worldId, world) in game.worlds.nodes.toArray do
|
||||
for (levelId, level) in world.levels.toArray do
|
||||
IO.FS.writeFile (path / levelFileName worldId levelId) (toString (toJson (level.toInfo env)))
|
||||
|
||||
IO.FS.writeFile (path / gameFileName) (toString (getGameJson game))
|
||||
|
||||
for inventoryType in [InventoryType.Lemma, .Tactic, .Definition] do
|
||||
for name in allItemsByType.findD inventoryType {} do
|
||||
let some item ← getInventoryItem? name inventoryType
|
||||
| throwError "Expected item to exist: {name}"
|
||||
IO.FS.writeFile (path / docFileName inventoryType name) (toString (toJson item))
|
||||
|
||||
IO.FS.writeFile (path / inventoryFileName) (toString (toJson inventory))
|
||||
|
||||
open GameData
|
||||
|
||||
def loadData (f : System.FilePath) (α : Type) [FromJson α] : IO α := do
|
||||
let str ← IO.FS.readFile f
|
||||
let json ← match Json.parse str with
|
||||
| .ok v => pure v
|
||||
| .error e => throw (IO.userError e)
|
||||
let data ← match fromJson? json with
|
||||
| .ok v => pure v
|
||||
| .error e => throw (IO.userError e)
|
||||
return data
|
||||
|
||||
def loadGameData (gameDir : System.FilePath) : IO Game :=
|
||||
loadData (gameDir / gameDataPath / gameFileName) Game
|
||||
|
||||
def loadLevelData (gameDir : System.FilePath) (worldId : Name) (levelId : Nat) : IO LevelInfo :=
|
||||
loadData (gameDir / gameDataPath / levelFileName worldId levelId) LevelInfo
|
||||
@@ -1,158 +0,0 @@
|
||||
/- This file is mostly copied from `Lean/Server/Watchdog.lean`. -/
|
||||
import Lean.Server.Watchdog
|
||||
import GameServer.Game
|
||||
|
||||
namespace MyServer.Watchdog
|
||||
open Lean
|
||||
open Server
|
||||
open Watchdog
|
||||
open IO
|
||||
open Lsp
|
||||
open JsonRpc
|
||||
open System.Uri
|
||||
|
||||
partial def mainLoop (clientTask : Task ServerEvent) : GameServerM Unit := do
|
||||
let st ← read
|
||||
let workers ← st.fileWorkersRef.get
|
||||
let mut workerTasks := #[]
|
||||
for (_, fw) in workers do
|
||||
if let WorkerState.running := fw.state then
|
||||
workerTasks := workerTasks.push <| fw.commTask.map (ServerEvent.workerEvent fw)
|
||||
|
||||
let ev ← IO.waitAny (clientTask :: workerTasks.toList)
|
||||
|
||||
if ← Game.handleServerEvent ev then -- handle Game requests
|
||||
mainLoop (←runClientTask)
|
||||
else
|
||||
match ev with
|
||||
| ServerEvent.clientMsg msg =>
|
||||
match msg with
|
||||
| Message.request id "shutdown" _ =>
|
||||
shutdown
|
||||
st.hOut.writeLspResponse ⟨id, Json.null⟩
|
||||
| Message.request id method (some params) =>
|
||||
handleRequest id method (toJson params)
|
||||
mainLoop (←runClientTask)
|
||||
| Message.response .. =>
|
||||
-- TODO: handle client responses
|
||||
mainLoop (←runClientTask)
|
||||
| Message.responseError _ _ e .. =>
|
||||
throwServerError s!"Unhandled response error: {e}"
|
||||
| Message.notification method (some params) =>
|
||||
if method == "textDocument/didOpen" then
|
||||
-- for lean4game, we need to pass in extra information when a level is opened:
|
||||
Game.handleDidOpenLevel (← parseParams _ (toJson params))
|
||||
else
|
||||
handleNotification method (toJson params)
|
||||
mainLoop (←runClientTask)
|
||||
| _ => throwServerError "Got invalid JSON-RPC message"
|
||||
| ServerEvent.clientError e => throw e
|
||||
| ServerEvent.workerEvent fw ev =>
|
||||
match ev with
|
||||
| WorkerEvent.ioError e =>
|
||||
throwServerError s!"IO error while processing events for {fw.doc.uri}: {e}"
|
||||
| WorkerEvent.crashed _ =>
|
||||
handleCrash fw.doc.uri #[]
|
||||
mainLoop clientTask
|
||||
| WorkerEvent.terminated =>
|
||||
throwServerError "Internal server error: got termination event for worker that should have been removed"
|
||||
| .importsChanged =>
|
||||
startFileWorker fw.doc
|
||||
mainLoop clientTask
|
||||
|
||||
def initAndRunWatchdogAux : GameServerM Unit := do
|
||||
let st ← read
|
||||
try
|
||||
discard $ st.hIn.readLspNotificationAs "initialized" InitializedParams
|
||||
let clientTask ← runClientTask
|
||||
mainLoop clientTask
|
||||
catch err =>
|
||||
shutdown
|
||||
throw err
|
||||
/- NOTE(WN): It looks like instead of sending the `exit` notification,
|
||||
VSCode just closes the stream. In that case, pretend we got an `exit`. -/
|
||||
let Message.notification "exit" none ←
|
||||
try st.hIn.readLspMessage
|
||||
catch _ => pure (Message.notification "exit" none)
|
||||
| throwServerError "Got `shutdown` request, expected an `exit` notification"
|
||||
|
||||
def createEnv (gameDir : String) (module : String) : IO Environment := do
|
||||
-- Determine search paths of the game project by running `lake env printenv LEAN_PATH`.
|
||||
let out ← IO.Process.output
|
||||
{ cwd := gameDir, cmd := "lake", args := #["env","printenv","LEAN_PATH"] }
|
||||
if out.exitCode != 0 then
|
||||
throwServerError s!"Error while running Lake: {out.stderr}"
|
||||
|
||||
-- Make the paths relative to the current directory
|
||||
let paths : List System.FilePath := System.SearchPath.parse out.stdout.trim
|
||||
let currentDir ← IO.currentDir
|
||||
let paths := paths.map fun p => currentDir / (gameDir : System.FilePath) / p
|
||||
|
||||
-- Set the search path
|
||||
Lean.searchPathRef.set paths
|
||||
|
||||
let env ← importModules #[{ module := `Init : Import }, { module := module : Import }] {} 0
|
||||
return env
|
||||
|
||||
def initAndRunWatchdog (args : List String) (i o e : FS.Stream) : IO Unit := do
|
||||
if args.length < 2 then
|
||||
throwServerError s!"Expected 1-3 command line arguments in addition to `--server`:
|
||||
game directory, the name of the main module (optional), and the name of the game (optional)."
|
||||
let gameDir := args[1]!
|
||||
let module := if args.length < 3 then defaultGameModule else args[2]!
|
||||
let gameName := if args.length < 4 then defaultGameName else args[3]!
|
||||
let workerPath := "./gameserver"
|
||||
-- TODO: Do the following commands slow us down?
|
||||
let srcSearchPath ← initSrcSearchPath (← getBuildDir)
|
||||
let references ← IO.mkRef (← loadReferences)
|
||||
let fileWorkersRef ← IO.mkRef (RBMap.empty : FileWorkerMap)
|
||||
let i ← maybeTee "wdIn.txt" false i
|
||||
let o ← maybeTee "wdOut.txt" true o
|
||||
let e ← maybeTee "wdErr.txt" true e
|
||||
let state := {
|
||||
env := ← createEnv gameDir module,
|
||||
game := gameName,
|
||||
gameDir := gameDir,
|
||||
inventory := #[]
|
||||
difficulty := 0
|
||||
}
|
||||
let initRequest ← i.readLspRequestAs "initialize" InitializeParams
|
||||
-- We misuse the `rootUri` field to the gameName
|
||||
let rootUri? := gameName
|
||||
let initRequest := {initRequest with param := {initRequest.param with rootUri?}}
|
||||
o.writeLspResponse {
|
||||
id := initRequest.id
|
||||
result := {
|
||||
capabilities := mkLeanServerCapabilities
|
||||
serverInfo? := some {
|
||||
name := "Lean 4 Game Server"
|
||||
version? := "0.1.1"
|
||||
}
|
||||
: InitializeResult
|
||||
}
|
||||
}
|
||||
let context : ServerContext := {
|
||||
hIn := i
|
||||
hOut := o
|
||||
hLog := e
|
||||
args := args
|
||||
fileWorkersRef := fileWorkersRef
|
||||
initParams := initRequest.param
|
||||
workerPath
|
||||
srcSearchPath
|
||||
references
|
||||
}
|
||||
discard $ ReaderT.run (StateT.run initAndRunWatchdogAux state) context
|
||||
|
||||
def watchdogMain (args : List String) : IO UInt32 := do
|
||||
let i ← IO.getStdin
|
||||
let o ← IO.getStdout
|
||||
let e ← IO.getStderr
|
||||
try
|
||||
initAndRunWatchdog args i o e
|
||||
return 0
|
||||
catch err =>
|
||||
e.putStrLn s!"Watchdog error: {err}"
|
||||
return 1
|
||||
|
||||
end MyServer.Watchdog
|
||||
@@ -1,4 +1,14 @@
|
||||
{"version": 6,
|
||||
"packagesDir": "lake-packages",
|
||||
"packages": [],
|
||||
"name": "GameServer"}
|
||||
{"version": 7,
|
||||
"packagesDir": ".lake/packages",
|
||||
"packages":
|
||||
[{"url": "https://github.com/leanprover/std4.git",
|
||||
"type": "git",
|
||||
"subDir": null,
|
||||
"rev": "af7f36db6e7e9e395710a70635f915e8e3a0e69b",
|
||||
"name": "std",
|
||||
"manifestFile": "lake-manifest.json",
|
||||
"inputRev": "v4.4.0",
|
||||
"inherited": false,
|
||||
"configFile": "lakefile.lean"}],
|
||||
"name": "GameServer",
|
||||
"lakeDir": ".lake"}
|
||||
|
||||
+16
-1
@@ -3,10 +3,25 @@ open Lake DSL
|
||||
|
||||
package GameServer
|
||||
|
||||
-- Using this assumes that each dependency has a tag of the form `v4.X.0`.
|
||||
def leanVersion : String := s!"v{Lean.versionString}"
|
||||
|
||||
require std from git "https://github.com/leanprover/std4.git" @ leanVersion
|
||||
|
||||
lean_lib GameServer
|
||||
|
||||
@[default_target]
|
||||
lean_exe gameserver {
|
||||
root := `Main
|
||||
root := `GameServer
|
||||
supportInterpreter := true
|
||||
}
|
||||
|
||||
/--
|
||||
When a package depending on GameServer updates its dependencies,
|
||||
build the `gameserver` executable.
|
||||
-/
|
||||
post_update pkg do
|
||||
let rootPkg ← getRootPackage
|
||||
if rootPkg.name = pkg.name then
|
||||
return -- do not run in GameServer itself
|
||||
discard <| runBuild gameserver.build >>= (·.await)
|
||||
|
||||
@@ -1 +1 @@
|
||||
leanprover/lean4:v4.2.0
|
||||
leanprover/lean4:v4.4.0
|
||||
|
||||
@@ -1,13 +0,0 @@
|
||||
#/bin/bash
|
||||
|
||||
ARTIFACT_ID=$1
|
||||
|
||||
echo "Unpacking ZIP."
|
||||
unzip -o tmp/artifact_${ARTIFACT_ID}.zip -d tmp/artifact_${ARTIFACT_ID}
|
||||
echo "Unpacking TAR."
|
||||
for f in tmp/artifact_${ARTIFACT_ID}/* #Should only be one file
|
||||
do
|
||||
echo "Unpacking $f"
|
||||
mkdir tmp/artifact_${ARTIFACT_ID}_inner
|
||||
tar -xvf $f -C tmp/artifact_${ARTIFACT_ID}_inner
|
||||
done
|
||||
+1
-1
@@ -12,5 +12,5 @@
|
||||
"experimentalDecorators": true,
|
||||
"allowSyntheticDefaultImports": true,
|
||||
},
|
||||
"exclude": ["server"]
|
||||
"exclude": ["server", "relay"]
|
||||
}
|
||||
|
||||
@@ -5,6 +5,12 @@ import svgr from "vite-plugin-svgr"
|
||||
|
||||
// https://vitejs.dev/config/
|
||||
export default defineConfig({
|
||||
//root: 'client/src',
|
||||
build: {
|
||||
// Relative to the root
|
||||
// Note: This has to match the path in `relay/index.mjs`
|
||||
outDir: 'client/dist',
|
||||
},
|
||||
plugins: [
|
||||
react(),
|
||||
svgr({
|
||||
@@ -22,6 +28,9 @@ export default defineConfig({
|
||||
})
|
||||
],
|
||||
publicDir: "client/public",
|
||||
optimizeDeps: {
|
||||
exclude: ['games']
|
||||
},
|
||||
server: {
|
||||
port: 3000,
|
||||
proxy: {
|
||||
@@ -29,6 +38,12 @@ export default defineConfig({
|
||||
target: 'ws://localhost:8080',
|
||||
ws: true
|
||||
},
|
||||
'/import': {
|
||||
target: 'http://localhost:8080',
|
||||
},
|
||||
'/data': {
|
||||
target: 'http://localhost:8080',
|
||||
},
|
||||
}
|
||||
},
|
||||
resolve: {
|
||||
|
||||
@@ -1,106 +0,0 @@
|
||||
const path = require("path");
|
||||
const webpack = require('webpack');
|
||||
const ReactRefreshWebpackPlugin = require('@pmmmwh/react-refresh-webpack-plugin');
|
||||
const WebpackShellPluginNext = require('webpack-shell-plugin-next');
|
||||
|
||||
module.exports = env => {
|
||||
|
||||
const single_game = process.env.LEAN4GAME_SINGLE_GAME
|
||||
|
||||
|
||||
const environment = process.env.NODE_ENV
|
||||
const isDevelopment = environment === 'development'
|
||||
|
||||
const babelOptions = {
|
||||
presets: ['@babel/preset-env', '@babel/preset-react', '@babel/preset-typescript'],
|
||||
plugins: [
|
||||
isDevelopment && require.resolve('react-refresh/babel'),
|
||||
].filter(Boolean),
|
||||
};
|
||||
|
||||
global.$RefreshReg$ = () => {};
|
||||
global.$RefreshSig$ = () => () => {};
|
||||
|
||||
return {
|
||||
entry: [single_game ? "./client/src/index_local.tsx" : "./client/src/index.tsx"],
|
||||
mode: isDevelopment ? 'development' : 'production',
|
||||
module: {
|
||||
rules: [
|
||||
{
|
||||
test: /\.(js|jsx)$/,
|
||||
exclude: [/server/, /node_modules/],
|
||||
use: [{
|
||||
loader: require.resolve('babel-loader'),
|
||||
options: babelOptions,
|
||||
}]
|
||||
},
|
||||
{
|
||||
test: /\.tsx?$/,
|
||||
use: [{
|
||||
loader: 'ts-loader',
|
||||
options: { allowTsInNodeModules: true }
|
||||
}],
|
||||
// exclude: /node_modules(?!\/(lean4web|lean4|lean4-infoview))/,
|
||||
// Allow .ts imports from node_modules/lean4web and node_modules/lean4
|
||||
},
|
||||
{
|
||||
test: /\.css$/,
|
||||
use: ["style-loader", "css-loader"]
|
||||
},
|
||||
{
|
||||
test: /\.(jpg|png)$/,
|
||||
use: {
|
||||
loader: 'file-loader',
|
||||
},
|
||||
},
|
||||
]
|
||||
},
|
||||
resolve: {
|
||||
extensions: ["*", ".js", ".jsx", ".tsx", ".ts"],
|
||||
fallback: {
|
||||
"http": require.resolve("stream-http") ,
|
||||
"path": require.resolve("path-browserify")
|
||||
},
|
||||
},
|
||||
output: {
|
||||
path: path.resolve(__dirname, "client/dist/"),
|
||||
filename: "bundle.js",
|
||||
},
|
||||
devServer: {
|
||||
proxy: {
|
||||
'/websocket': {
|
||||
target: 'ws://localhost:8080',
|
||||
ws: true
|
||||
},
|
||||
'/import': {
|
||||
target: 'http://localhost:3000',
|
||||
router: () => 'http://localhost:8080',
|
||||
},
|
||||
},
|
||||
static: path.join(__dirname, 'client/public/'),
|
||||
port: 3000,
|
||||
hot: true,
|
||||
},
|
||||
devtool: "source-map",
|
||||
plugins: [
|
||||
!isDevelopment && new WebpackShellPluginNext({
|
||||
onBuildEnd:{
|
||||
scripts: [
|
||||
// It's hard to set up webpack to copy the index.html correctly,
|
||||
// so we copy it explicitly after every build:
|
||||
'cp client/public/index.html client/dist/',
|
||||
// Similarly, I haven't been able to load `onigasm.wasm` properly:
|
||||
'cp client/public/onigasm.wasm client/dist/',],
|
||||
blocking: false,
|
||||
parallel: true
|
||||
}
|
||||
}),
|
||||
isDevelopment && new ReactRefreshWebpackPlugin(),
|
||||
].filter(Boolean),
|
||||
|
||||
// Webpack is not happy about the dynamically loaded widget code in the function
|
||||
// `dynamicallyLoadComponent` in `infoview/userWidget.tsx`. If we want to support
|
||||
// dynamically loaded widget code, we need to make sure that the files are available.
|
||||
ignoreWarnings: [/Critical dependency: the request of a dependency is an expression/]
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user