Compare commits

...
113 Commits
Author SHA1 Message Date
Alexander Bentkamp afae75e41f some stuff 2024-02-01 21:52:36 +01:00
Alexander Bentkamp c9f97b3285 remove watchdog 2023-12-15 22:17:09 +01:00
Jon Eugster 614b762b6c rename LemmaDoc into TheoremDoc and so on 2023-12-15 16:05:49 +01:00
Jon Eugster 5a78118bb6 improve display of buttons on mobile 2023-12-14 23:04:18 +01:00
Jon Eugster a6775d5495 move 'show more help'-button on mobile #143 2023-12-14 22:13:44 +01:00
Jon Eugster 03a370464b fix altTitle for backwards compatibility 2023-12-14 22:06:53 +01:00
Jon Eugster eaa214ec37 improve world tree on mobile #101 2023-12-14 21:59:47 +01:00
Jon Eugster d7f1f70d41 Merge pull request #168 from Wzixiao/mobile-option
Mobile option (template)
2023-12-14 21:53:08 +01:00
Jon Eugster 2d0f69d337 fix: prevent multiple NewTactic per level #125 2023-12-14 21:44:36 +01:00
Jon Eugster 1ab50710f5 fix: update rules slider on erasing progress #157 2023-12-14 21:24:08 +01:00
Jon Eugster e76e287763 fix: persistent lemma tab #144 2023-12-14 21:14:42 +01:00
Jon Eugster 5fd49abb90 improve hover text for inventory items #144 2023-12-14 21:05:37 +01:00
Jon Eugster 4b7d540a80 update fortawesome packages to matching versions 2023-12-14 20:49:38 +01:00
Jon Eugster aec196deff add button to copy inventory item name to clipboard #144 2023-12-14 20:26:31 +01:00
Jon Eugster ae636a03ed fix: hide hidden inventory items in overview #169 2023-12-14 19:01:11 +01:00
Jon Eugster deec431620 Merge branch 'dev' into mobile-option 2023-12-13 15:20:24 +01:00
ran 9f692ccf61 Add basic preference framework and mobile options and Add missing files 2023-12-13 00:37:50 +08:00
ran 47d7f606c6 Add basic preference framework and mobile options 2023-12-13 00:34:38 +08:00
Jon Eugster 5aa0764844 add comment 2023-12-12 14:42:02 +01:00
Jon Eugster 93c55dc9f7 Merge pull request #167 from Wzixiao/home-button-margin
Adjust the margin of the home button.
2023-12-12 13:43:21 +01:00
Jon Eugster aab7441323 Merge pull request #166 from Wzixiao/app-bar-align-center
Adjust the top navigation bar to center both the Home button and some divs on the right.
2023-12-12 13:42:00 +01:00
ran 2ba36b91d5 Adjust the margin of the home button 2023-12-12 19:51:20 +08:00
ran a2726ae287 Adjust the top navigation bar so that it is centered above and below 2023-12-12 19:29:21 +08:00
ran 7515561883 Add a button to toggle mobile 2023-12-12 19:17:55 +08:00
joneugster 8c39fb6664 cleanup; including using doc comment syntax for documentation like TacticDoc 2023-12-11 19:38:58 +01:00
Jon Eugster 527f58e3a4 separate lean server from socket server 2023-12-09 22:42:40 +01:00
Jon Eugster b239a5d3dc Merge branch 'main' into dev 2023-12-09 22:09:58 +01:00
Jon Eugster 63cf5e8b72 update docs 2023-12-09 22:09:05 +01:00
Jon Eugster 25f166f57f do not filter hidden hints #142 2023-12-09 22:06:12 +01:00
Jon Eugster c89e2e4020 remove consequtive identical hints #142 2023-12-09 13:27:03 +01:00
Jon Eugster f6738faf46 golf 2023-12-09 11:14:55 +01:00
Jon Eugster cb7224934c fix cwd for gameserver 2023-12-08 21:06:31 +01:00
Jon Eugster 13d54ff0ff fix gameserver path 2023-12-08 20:38:35 +01:00
Jon Eugster 72e4011c62 update vite 2023-12-08 18:35:29 +01:00
Jon Eugster 4f5256fa88 fix bubblewrap script 2023-12-08 18:32:45 +01:00
Jon Eugster c2b9175fe5 use the gameserver of each game individually 2023-12-08 18:14:35 +01:00
Jon Eugster a1a6862b5a add tmp option to test images 2023-12-08 10:18:00 +01:00
Jon Eugster 0a057913be update landing page 2023-12-08 03:16:26 +01:00
Jon Eugster bedb2ad5ec Update README.md 2023-12-08 02:22:10 +01:00
Jon Eugster e02e73c1c0 Update DOCUMENTATION.md 2023-12-08 02:17:30 +01:00
Jon Eugster c82a88867f Update create_game.md 2023-12-08 02:12:09 +01:00
Jon Eugster 8b43aed596 Update publish_game.md 2023-12-08 01:57:47 +01:00
Jon Eugster 8c84d3fae7 Merge branch 'dev' 2023-12-08 01:54:02 +01:00
Jon Eugster d5697d052e images folder might not exist 2023-12-08 00:58:17 +01:00
Jon Eugster 0e652256f8 Revert "update lean4web dependency"
This reverts commit 6bced7575b.
2023-12-08 00:51:28 +01:00
Jon Eugster 9492c1011a Revert "use pre-cleanup commit of lean4web"
This reverts commit 3f8b180b04.
2023-12-08 00:51:17 +01:00
Jon Eugster 54bab2a016 add support for images 2023-12-08 00:39:45 +01:00
Alexander Bentkamp 3f8b180b04 use pre-cleanup commit of lean4web 2023-12-07 21:38:51 +01:00
Jon Eugster 23b1074aa2 cleanup tmp files after import 2023-12-07 18:09:12 +01:00
Jon Eugster 0964a06f2f Merge pull request #159 from Wzixiao/cache-typewriter-mode
Add the function of caching typewriterMode
2023-12-07 16:00:19 +01:00
ran b17c8fc4cb remove \n in progress.ts 211 line 2023-12-07 21:45:47 +08:00
ran 0c4ae92856 Optimize the typewriterMode code logic about the game 2023-12-07 21:43:50 +08:00
ran 088711b5d1 Use 'progress' to construct the processing flow of typewriterMode 2023-12-07 21:38:15 +08:00
Jon Eugster 4c93b3a091 Update running_locally.md 2023-12-07 14:10:03 +01:00
ran aa00e359c4 Add the function of caching typewriterMode 2023-12-07 15:06:58 +08:00
joneugster f6a2632d80 fix error message on importing non-existing game tile 2023-12-07 02:29:56 +01:00
joneugster f2190d648f fix manual dependencies being added twice to svg 2023-12-07 02:28:57 +01:00
joneugster d7fd8709cb fix inventory sorting #158 2023-12-07 02:27:24 +01:00
joneugster 7a03c4fe0d move landing page tiles to the games 2023-12-06 18:21:37 +01:00
Jon Eugster 333c9498f1 Update update_game.md 2023-12-01 14:50:27 +01:00
joneugster 121b36b542 bump to v4.3.0 2023-12-01 12:19:58 +01:00
Alexander Bentkamp 6bced7575b update lean4web dependency 2023-12-01 11:32:17 +01:00
Alexander Bentkamp d18b48db2f make json files directly accessible 2023-11-30 20:55:03 +01:00
Alexander Bentkamp 97dc648452 use goal lctx for hints
Closes  #135
2023-11-30 20:38:25 +01:00
joneugster 472e2c66df remove old-nng tile 2023-11-30 20:29:47 +01:00
Jon Eugster 622e9d3897 Update update_game.md 2023-11-30 19:32:38 +01:00
joneugster 7f91ae7da8 Merge branch 'dev' 2023-11-30 19:29:18 +01:00
joneugster 28a7c65db2 update doc, including #148 2023-11-30 19:26:42 +01:00
joneugster 56525c6234 update doc 2023-11-30 17:39:29 +01:00
joneugster 44f7b6703e Revert "fix variables in hints"
This reverts commit 8851cd8b1f.
2023-11-30 12:16:06 +01:00
joneugster 8851cd8b1f fix variables in hints 2023-11-30 11:18:56 +01:00
Alexander Bentkamp bae360874c json api 2023-11-30 10:51:03 +01:00
joneugster 07b6525c58 fix local setup 2023-11-30 09:20:16 +01:00
joneugster 8e8026aa38 more fixing 2023-11-29 15:17:16 +01:00
joneugster a3a421f504 fix bubblewrap script 2023-11-29 15:14:00 +01:00
joneugster 084e25c0dc wip on imports 2023-11-29 14:43:33 +01:00
Alexander Bentkamp 6580afb622 fix names in hints
Fixes #135
2023-11-28 20:51:44 +01:00
joneugster 0c0a7ab400 bubblewrap test 2023-11-28 16:32:19 +01:00
joneugster dfb2f10219 correct std version 2023-11-28 16:27:20 +01:00
Alexander Bentkamp a57a5af111 also display loading of constants 2023-11-28 14:53:05 +01:00
joneugster 946a7fa673 update gitignore 2023-11-28 14:26:41 +01:00
Alexander Bentkamp 244c373192 model.dispose() 2023-11-28 14:05:15 +01:00
Alexander Bentkamp 374afa318a fix gameserver path 2023-11-28 13:55:24 +01:00
joneugster d0636b1d85 update workflow 2023-11-28 13:45:13 +01:00
joneugster 2e121363b3 update workflow 2023-11-28 13:45:13 +01:00
Alexander Bentkamp 590d68ccfb gitignore .lake 2023-11-28 11:43:55 +01:00
Alexander Bentkamp f6727e5c9f loading progress 2023-11-28 11:43:32 +01:00
joneugster 241ef4b67a bump to v4.3.0-rc2 2023-11-28 11:29:40 +01:00
joneugster ea4250f38d modify message of import script 2023-11-28 11:26:07 +01:00
joneugster 1d2420331d make URL case insensitive 2023-11-28 11:05:50 +01:00
joneugster 2213862998 disable bad try catch 2023-11-27 22:48:46 +01:00
joneugster 81073b24b8 fix bubblewrap script 2023-11-27 22:42:31 +01:00
joneugster 33068f1183 improve error message 2023-11-27 22:10:15 +01:00
joneugster 8ab37d4344 disable queue 2023-11-27 22:06:16 +01:00
joneugster 9d9902cce1 edit pm2 config 2023-11-27 21:29:22 +01:00
joneugster f53316c591 fix paths 2023-11-27 20:57:18 +01:00
joneugster 427ce43e95 fix import mechanism 2023-11-27 17:22:02 +01:00
joneugster 15d79244d4 update workflow 2023-11-27 16:50:45 +01:00
joneugster f13027f75c update workflow 2023-11-27 16:47:35 +01:00
joneugster 5fcdee4f71 import seems to be working 2023-11-27 16:40:38 +01:00
joneugster 7ad23dab24 work on importing 2023-11-22 15:54:45 +01:00
joneugster 89e19cc019 update lean4web and npm packages 2023-11-22 13:14:18 +01:00
joneugster 4db5260ed8 shrink nng image 2023-11-20 12:31:37 +01:00
joneugster d19046aebd fix dist path 2023-11-20 12:27:23 +01:00
joneugster 6e0fcb1d50 fixes for vite 2023-11-20 11:19:25 +01:00
joneugster 04c70ba522 fix for STG on landing page 2023-11-18 12:12:19 +01:00
joneugster 1b3993ad3e fix 2023-11-17 22:45:02 +01:00
joneugster 45a95bbdc4 update landing page 2023-11-17 22:27:29 +01:00
joneugster 7c9f3d7a0a remove token 2023-11-17 16:43:42 +01:00
joneugster 823000d5d4 partial implementation of loading mechanism 2023-11-17 13:10:07 +01:00
joneugster c706b66af1 update doc to use -K option for local setup 2023-11-14 21:52:23 +01:00
Jon Eugster 933394bb6f Update running_locally.md 2023-11-10 11:16:25 +01:00
Jon Eugster e09c016c4c Update update_game.md 2023-11-10 11:15:53 +01:00
69 changed files with 3052 additions and 1941 deletions
-1
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@@ -1 +0,0 @@
LEAN4GAME_SINGLE_GAME=false
+11 -1
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@@ -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
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@@ -1,6 +1,5 @@
node_modules
client/dist
server/build
server/lakefile.olean
**/lake-packages/
games/
server/.lake
**/.DS_Store
+17 -11
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@@ -8,21 +8,27 @@ 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 written yet
## Contributing
@@ -36,5 +42,5 @@ Providing the use access to a Lean instance running on the server is a severe se
The project 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.
by Kevin Buzzard and Mohammad Pedramfar.
The project is based on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
+93
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@@ -0,0 +1,93 @@
var stderrBuffer = ""
var messageBuffer = []
var initialized = false;
var flushing = false;
var headerMode = true;
var header="";
var re = /Content-Length: (\d+)\r\n/i;
var contentLength = 0;
var content = []
var utf8decoder = new TextDecoder();
function flushMessageBuffer(){
if (initialized && !flushing) {
while(messageBuffer.length > 0) {
flushing = true;
var msg = messageBuffer.shift();
console.log(`Send message: ${msg}`);
Module.ccall('send_message', 'void', ['string'], [msg]);
console.log(`Message done: ${msg}`);
}
flushing = false;
}
}
var Module = {
"arguments": ["--worker"],
"preRun": [function() {
function stdin() {
return null;
}
function stdout(asciiCode) {
if (headerMode) {
header += String.fromCharCode(asciiCode)
if (header.endsWith('\r\n\r\n')) {
const found = header.match(re)
if (found == null) { console.error(`Invalid header: ${header}`) }
contentLength = parseInt(found[1])
content = []
headerMode = false
}
} else {
content.push(asciiCode)
if (content.length == contentLength) {
const message = utf8decoder.decode(new Uint8Array(content))
console.log(`Server: ${message}`)
postMessage(message);
headerMode = true
header = ''
}
}
}
function stderr(asciiCode) {
stderrBuffer += String.fromCharCode(asciiCode)
}
FS.init(stdin, stdout, stderr);
}],
"noInitialRun": true,
"onRuntimeInitialized": () => {
Module.ccall('main', 'void', [], []);
initialized = true;
if (stderrBuffer !== "") {
console.log(stderrBuffer);
stderrBuffer = ""
}
flushMessageBuffer();
}
};
importScripts("server.js")
onmessage = (ev) => {
console.log(`Client: ${ev.data}`)
messageBuffer.push(ev.data);
flushMessageBuffer();
}
setInterval(() => {
if (stderrBuffer !== "") {
console.log(stderrBuffer);
stderrBuffer = ""
}
}, 1000)
setTimeout(() =>{
},2000)
+21 -4
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@@ -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>
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+10 -6
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@@ -5,7 +5,7 @@ import * as React from 'react'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome,
faArrowRight, faArrowLeft, faXmark, faBars, faCode,
faCircleInfo, faTerminal } 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} />&nbsp;<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} />&nbsp;Impressum
</Button>
<Button title="Preferences" inverted="true" to="" onClick={() => {togglePreferencesPopup(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faGear} />&nbsp;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: ${worldTitle}`}</span>
</div>
+22
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@@ -1,6 +1,7 @@
import { GameHint } from "./infoview/rpc_api";
import * as React from 'react';
import Markdown from './markdown';
import { ProofStep } from "./infoview/context";
export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
return <div className={`message information step-${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))
}
})
}
+8 -2
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@@ -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>>,
}>({
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<{
+25 -11
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@@ -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) &&
}
<GoalsTabs proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/>
{mobile && i == proof.length - 1 &&
hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button className="btn btn-help" to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
</>
}
<GoalsTabs proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/>
{/* 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} />&nbsp;Leave World
@@ -521,7 +535,7 @@ export function TypewriterInterface({props}) {
}
</div>
}
</> : <CircularProgress />
</> : <CircularProgress variant="determinate" value={loadingProgress} />
}
</div>
</div>
+43 -20
View File
@@ -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,
}) {
@@ -31,18 +34,19 @@ 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,
tab?: any,
setTab?: any,
level?: LevelInfo|InventoryOverview,
enableAll?: boolean,
}) {
@@ -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">
@@ -86,9 +81,10 @@ 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} />
@@ -98,12 +94,16 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
</>
}
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>
}
+90 -66
View File
@@ -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='&ndash;', // 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
View File
@@ -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() }
}, [])
const {leanClient, leanClientStarted} = useLeanClient(gameId)
const uriStr = `file:///${worldId}/${levelId}`
const uri = monaco.Uri.parse(uriStr)
// 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}})
}
}
}, [editor, levelId, connection, leanClientStarted])
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 taskGutter = new LeanTaskGutter(infoProvider.client, editor)
const abbrevRewriter = new AbbreviationRewriter(new AbbreviationProvider(), model, editor)
// TODO:
// setRestart(() => restart)
return () => { abbrevRewriter.dispose(); taskGutter.dispose(); }
return () => {
editor.dispose();
model.dispose();
abbrevRewriter.dispose();
taskgutter.dispose();
infoProvider.dispose();
client.dispose();
}
}, [gameId, worldId, levelId])
const showRestartMessage = () => {
// setRestartMessage(true)
console.log("TODO: SHOW RESTART MESSAGE")
}
}, [editor, connection, leanClientStarted])
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>
}
+9 -2
View File
@@ -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}
</>
}
+5 -3
View File
@@ -11,7 +11,7 @@ import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faXmark, faCircleQuestion } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from '../app'
import { useAppDispatch } 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${mobile ? '' : ' desktop'}`}>
<div className="slider-wrap">
<span className="difficulty-label">Rules
<FontAwesomeIcon icon={rulesHelp ? faXmark : faCircleQuestion} className='helpButton' onClick={() => (setRulesHelp(!rulesHelp))}/>
@@ -213,7 +215,7 @@ export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
title="Game Rules"
min={0} max={2}
aria-label="Game Rules"
defaultValue={difficulty}
value={difficulty}
marks={[
{value: 0, label: label(0)},
{value: 1, label: label(1)},
-68
View File
@@ -1,68 +0,0 @@
/**
* @fileOverview todo
*/
import * as React from 'react';
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { LeanClient } from 'lean4web/client/src/editor/leanclient';
export class Connection {
private game: string = undefined // We only keep a connection to a single game at a time
private leanClient: LeanClient = null
getLeanClient(game): LeanClient {
if (this.game !== game) {
if (this.leanClient) {
this.leanClient.stop() // Stop previous Lean client
}
this.game = game
// Start a new Lean client for the new `gameId`.
const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/' + game
const uri = monaco.Uri.parse('file:///')
this.leanClient = new LeanClient(socketUrl, undefined, uri, () => {})
}
return this.leanClient
}
/** If not already started, starts the Lean client. resolves the returned promise as soon as a
* Lean client is running.
*/
startLeanClient = (game) => {
return new Promise<LeanClient>((resolve) => {
const leanClient = this.getLeanClient(game)
if (leanClient.isRunning()) {
resolve(leanClient)
} else {
if (!leanClient.isStarted()) {
leanClient.start()
}
leanClient.restarted(() => {
// This keep alive message is not recognized by the server,
// but it makes sure that the websocket connection does not
// time out after 60 seconds.
setInterval(() => {leanClient.sendNotification('$/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}
}
+7
View File
@@ -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;
+23 -1
View File
@@ -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;
}
+1
View File
@@ -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;
+29 -5
View File
@@ -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;
}
+4 -1
View File
@@ -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;
+24
View File
@@ -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,
};
};
+5 -15
View File
@@ -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>
</Provider>
</React.StrictMode>
);
+23 -26
View File
@@ -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`,
}),
}),
})
+21
View File
@@ -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
}
}
+37
View File
@@ -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;
+15 -2
View File
@@ -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
+5 -6
View File
@@ -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)
);
+339
View File
@@ -0,0 +1,339 @@
import { DataCallback, AbstractMessageReader, MessageReader } from 'vscode-jsonrpc/lib/common/messageReader.js';
import { Message } from 'vscode-jsonrpc/lib/common/messages.js';
import { AbstractMessageWriter, MessageWriter } from 'vscode-jsonrpc/lib/common/messageWriter.js';
import { Emitter } from 'vscode-jsonrpc/lib/common/events.js';
import { Disposable, IWebSocket } from 'vscode-ws-jsonrpc/.';
declare var IO: any;
export class WasmWriter implements MessageWriter {
protected errorCount = 0;
errorEmitter
closeEmitter
constructor(private worker: Worker) {
this.errorEmitter = new Emitter()
this.closeEmitter = new Emitter()
}
dispose() {
this.errorEmitter.dispose();
this.closeEmitter.dispose();
}
get onError() {
return this.errorEmitter.event;
}
fireError(error, message, count) {
this.errorEmitter.fire([this.asError(error), message, count]);
}
get onClose() {
return this.closeEmitter.event;
}
fireClose() {
this.closeEmitter.fire(undefined);
}
asError(error) {
if (error instanceof Error) {
return error;
}
else {
return new Error(`Writer received error. Reason: ${error.message}`);
}
}
end(): void {
}
async write(msg: Message): Promise<void> {
try {
const content = JSON.stringify(msg);
this.worker.postMessage(content)
} catch (e) {
this.errorCount++;
this.fireError(e, msg, this.errorCount);
}
}
}
export class WasmReader implements MessageReader {
protected state: 'initial' | 'listening' | 'closed' = 'initial';
protected callback: DataCallback | undefined;
protected readonly events: { message?: any, error?: any }[] = [];
constructor(private worker: Worker) {
this.worker.onmessage = (ev) => {
this.readMessage(ev.data)
}
// this.socket.onMessage(message =>
// this.readMessage(message)
// );
// this.socket.onError(error =>
// this.fireError(error)
// );
// this.socket.onClose((code, reason) => {
// if (code !== 1000) {
// const error: Error = {
// name: '' + code,
// message: `Error during socket reconnect: code = ${code}, reason = ${reason}`
// };
// this.fireError(error);
// }
// this.fireClose();
// });
this.errorEmitter = new Emitter()
this.closeEmitter = new Emitter()
this.partialMessageEmitter = new Emitter()
}
protected errorCount = 0;
errorEmitter
closeEmitter
partialMessageEmitter
dispose() {
this.errorEmitter.dispose();
this.closeEmitter.dispose();
}
get onError() {
return this.errorEmitter.event;
}
get onClose() {
return this.closeEmitter.event;
}
get onPartialMessage() {
return this.partialMessageEmitter.event;
}
firePartialMessage(info) {
this.partialMessageEmitter.fire(info);
}
asError(error) {
if (error instanceof Error) {
return error;
}
else {
return new Error(`Reader received error. Reason: ${error.message ? error.message : 'unknown'}`);
}
}
listen(callback: DataCallback): Disposable {
if (this.state === 'initial') {
this.state = 'listening';
this.callback = callback;
while (this.events.length !== 0) {
const event = this.events.pop()!;
if (event.message) {
this.readMessage(event.message);
} else if (event.error) {
this.fireError(event.error);
} else {
this.fireClose();
}
}
}
return {
dispose: () => {
if (this.callback === callback) {
this.callback = undefined;
}
}
};
}
protected readMessage(message: any): void {
if (this.state === 'initial') {
this.events.splice(0, 0, { message });
} else if (this.state === 'listening') {
try {
const data = JSON.parse(message);
this.callback!(data);
} catch (err) {
const error: Error = {
name: '' + 400,
message: `Error during message parsing, reason = ${typeof err === 'object' ? (err as any).message : 'unknown'}`
};
this.fireError(error);
}
}
}
protected fireError(error: any): void {
if (this.state === 'initial') {
this.events.splice(0, 0, { error });
} else if (this.state === 'listening') {
this.errorEmitter.fire(this.asError(error));
}
}
protected fireClose(): void {
if (this.state === 'initial') {
this.events.splice(0, 0, {});
} else if (this.state === 'listening') {
this.closeEmitter.fire(undefined);
}
this.state = 'closed';
}
}
export class WebSocketMessageWriter implements MessageWriter {
protected errorCount = 0;
errorEmitter
closeEmitter
constructor(protected readonly socket: IWebSocket) {
this.errorEmitter = new Emitter();
this.closeEmitter = new Emitter();
}
dispose() {
this.errorEmitter.dispose();
this.closeEmitter.dispose();
}
get onError() {
return this.errorEmitter.event;
}
fireError(error, message, count) {
this.errorEmitter.fire([this.asError(error), message, count]);
}
get onClose() {
return this.closeEmitter.event;
}
fireClose() {
this.closeEmitter.fire(undefined);
}
asError(error) {
if (error instanceof Error) {
return error;
}
else {
return new Error(`Writer received error. Reason: ${(error.message) ? error.message : 'unknown'}`);
}
}
end(): void {
}
async write(msg: Message): Promise<void> {
console.log("WRITE",msg)
try {
const content = JSON.stringify(msg);
this.socket.send(content);
} catch (e) {
this.errorCount++;
this.fireError(e, msg, this.errorCount);
}
}
}
export class WebSocketMessageReader implements MessageReader {
protected state: 'initial' | 'listening' | 'closed' = 'initial';
protected callback: DataCallback | undefined;
protected readonly events: { message?: any, error?: any }[] = [];
errorEmitter
closeEmitter
partialMessageEmitter
constructor(protected readonly socket: IWebSocket) {
this.errorEmitter = new Emitter();
this.closeEmitter = new Emitter();
this.partialMessageEmitter = new Emitter();
this.socket.onMessage(message =>{
console.log("READ", message)
this.readMessage(message)
});
this.socket.onError(error =>
this.fireError(error)
);
this.socket.onClose((code, reason) => {
if (code !== 1000) {
const error: Error = {
name: '' + code,
message: `Error during socket reconnect: code = ${code}, reason = ${reason}`
};
this.fireError(error);
}
this.fireClose();
});
}
dispose() {
this.errorEmitter.dispose();
this.closeEmitter.dispose();
}
get onError() {
return this.errorEmitter.event;
}
get onClose() {
return this.closeEmitter.event;
}
get onPartialMessage() {
return this.partialMessageEmitter.event;
}
firePartialMessage(info) {
this.partialMessageEmitter.fire(info);
}
asError(error) {
if (error instanceof Error) {
return error;
}
else {
return new Error(`Reader received error. Reason: ${(error.message) ? error.message : 'unknown'}`);
}
}
listen(callback: DataCallback): Disposable {
if (this.state === 'initial') {
this.state = 'listening';
this.callback = callback;
while (this.events.length !== 0) {
const event = this.events.pop()!;
if (event.message) {
this.readMessage(event.message);
} else if (event.error) {
this.fireError(event.error);
} else {
this.fireClose();
}
}
}
return {
dispose: () => {
if (this.callback === callback) {
this.callback = undefined;
}
}
};
}
protected readMessage(message: any): void {
if (this.state === 'initial') {
this.events.splice(0, 0, { message });
} else if (this.state === 'listening') {
try {
const data = JSON.parse(message);
this.callback!(data);
} catch (err) {
const error: Error = {
name: '' + 400,
message: `Error during message parsing, reason = ${typeof err === 'object' ? (err as any).message : 'unknown'}`
};
this.fireError(error);
}
}
}
protected fireError(error: any): void {
if (this.state === 'initial') {
this.events.splice(0, 0, { error });
} else if (this.state === 'listening') {
this.errorEmitter.fire(this.asError(error));
}
}
protected fireClose(): void {
if (this.state === 'initial') {
this.events.splice(0, 0, {});
} else if (this.state === 'listening') {
this.closeEmitter.fire(undefined);
}
this.state = 'closed';
}
}
-21
View File
@@ -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
}
+5 -2
View File
@@ -1,6 +1,8 @@
**NOTE! This document is deprecated! The current documentation is [How To Create A Game](create_game.md)**
# Creating a game.
Ideally one takes the [NNG template](https://github.com/hhu-adam/NNG4) to create a new game.
Ideally one takes the [GameSkeleton template](https://github.com/hhu-adam/GameSkeleton) to create a new game.
## Game Structure
@@ -295,8 +297,9 @@ cd lean4game
npm install
```
TODO: This is outdated!
If you are developing a game other than `Robo` or `NNG4`, adapt the
code at the beginning of `lean4game/server/index.mjs`:
code at the beginning of `lean4game/relay/index.mjs`:
```typescript
const games = {
"g/hhu-adam/robo": {
+27 -16
View File
@@ -223,29 +223,40 @@ 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
+87
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@@ -0,0 +1,87 @@
# 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"
...
```
## 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.
+32
View File
@@ -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).
+6 -7
View File
@@ -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.
+28
View File
@@ -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.
+24 -9
View File
@@ -10,28 +10,43 @@ 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.)
* Local Setup: in your game's folder run the following:
```
lake update -R
lake build
```
* 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 `lean4game` and `mathlib` in your project to the new lean version.
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.)
+3 -1
View File
@@ -2,8 +2,10 @@
module.exports = {
apps : [{
name : "lean4game",
script : "server/index.mjs",
script : "relay/index.mjs",
env: {
LEAN4GAME_GITHUB_USER: "",
LEAN4GAME_GITHUB_TOKEN: "",
NODE_ENV: "production",
PORT: 8002
},
+1
View File
@@ -33,6 +33,7 @@
</p>
</div>
</noscript>
<script src="coi-serviceworker.js"></script>
<script type="module" src="/client/src/index.tsx"></script>
</body>
+497 -529
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File diff suppressed because it is too large Load Diff
+12 -4
View File
@@ -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",
@@ -16,6 +21,7 @@
"@types/cytoscape": "^3.19.9",
"@types/react-router-dom": "^5.3.3",
"@vitejs/plugin-react-swc": "^3.4.0",
"coi-serviceworker": "^0.1.7",
"cross-env": "^7.0.3",
"cytoscape": "^3.23.0",
"cytoscape-elk": "^2.1.0",
@@ -23,7 +29,7 @@
"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 +42,7 @@
"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 +59,7 @@
"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 +68,13 @@
},
"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": [
+10 -5
View File
@@ -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
)
+30 -19
View File
@@ -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
})
@@ -41,7 +42,8 @@ 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
}
@@ -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) => {
+85 -55
View File
@@ -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)]
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, "./build/bin/") })
{ 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) {
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())
})
+30
View File
@@ -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
-3
View File
@@ -1,3 +0,0 @@
build
adam
nng
+3 -8
View File
@@ -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
View File
@@ -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
+116 -2
View File
@@ -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
/-- 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 -/
+83 -48
View File
@@ -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
@@ -471,7 +483,7 @@ 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,
@@ -508,6 +520,7 @@ 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 +559,32 @@ 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 +596,24 @@ 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 +623,13 @@ 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
+44 -215
View File
@@ -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
deriving ToJson, FromJson
-- structure LoadTemplateParams where
-- world : Name
-- level : Nat
-- deriving ToJson, FromJson
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
-/
structure InitializationOptions extends Lean.Lsp.InitializationOptions :=
difficulty : Nat
/-- The name of the theorem to be proven in this level. -/
statementName : Name
deriving ToJson, FromJson
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
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
instance : FromJson InitializeParams where
fromJson? j := do
let processId? := j.getObjValAs? Int "processId"
let clientInfo? := j.getObjValAs? ClientInfo "clientInfo"
let rootUri? := j.getObjValAs? String "rootUri"
let initializationOptions? := j.getObjValAs? InitializationOptions "initializationOptions"
let capabilities ← j.getObjValAs? ClientCapabilities "capabilities"
let trace := (j.getObjValAs? Trace "trace").toOption.getD Trace.off
let workspaceFolders? := j.getObjValAs? (Array WorkspaceFolder) "workspaceFolders"
return ⟨
processId?.toOption,
clientInfo?.toOption,
rootUri?.toOption,
initializationOptions?.toOption,
capabilities,
trace,
workspaceFolders?.toOption⟩
def InitializeParams.toLeanInternal (p : InitializeParams) : Lean.Lsp.InitializeParams :=
{
processId? := p.processId?
clientInfo? := p.clientInfo?
rootUri? := p.rootUri?
initializationOptions? := p.initializationOptions?.map fun o => {
editDelay? := o.editDelay?
hasWidgets? := o.hasWidgets?
}
capabilities := p.capabilities
trace := p.trace
workspaceFolders? := p.workspaceFolders?
}
partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
match ev with
| ServerEvent.clientMsg msg =>
match msg with
| Message.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
end Game
+8
View File
@@ -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) :=
+190
View File
@@ -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 []
+108
View File
@@ -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
+152
View File
@@ -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}}
+17
View File
@@ -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."
}
+11 -10
View File
@@ -46,8 +46,8 @@ partial def matchExpr (pattern : Expr) (e : Expr) (bij : FVarBijection := {}) :
| .bvar i1, .bvar i2 => if i1 == i2 then bij else none
| .fvar i1, .fvar i2 => bij.insert? i1 i2
| .mvar _, .mvar _ => bij
| .sort u1, .sort u2 => bij -- TODO?
| .const n1 ls1, .const n2 ls2 =>
| .sort _u1, .sort _u2 => bij -- TODO?
| .const n1 _ls1, .const n2 _ls2 =>
if n1 == n2 then bij else none -- && (← (ls1.zip ls2).allM fun (l1, l2) => Meta.isLevelDefEq l1 l2)
| .app f1 a1, .app f2 a2 =>
some bij
@@ -78,7 +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
+78
View File
@@ -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
-158
View File
@@ -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
+14 -4
View File
@@ -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": "2e4a3586a8f16713f16b2d2b3af3d8e65f3af087",
"name": "std",
"manifestFile": "lake-manifest.json",
"inputRev": "v4.3.0",
"inherited": false,
"configFile": "lakefile.lean"}],
"name": "GameServer",
"lakeDir": ".lake"}
+16 -1
View File
@@ -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
View File
@@ -1 +1 @@
leanprover/lean4:v4.2.0
leanprover/lean4:v4.3.0
-13
View File
@@ -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
View File
@@ -12,5 +12,5 @@
"experimentalDecorators": true,
"allowSyntheticDefaultImports": true,
},
"exclude": ["server"]
"exclude": ["server", "relay"]
}
+15
View File
@@ -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: {
Executable
+37
View File
@@ -0,0 +1,37 @@
#!/bin/bash
cd server
mkdir -p .lake/toolchains
if [ ! -f .lake/toolchains/lean-4.3.0-rc2-linux_wasm32.tar.zst ]
then
wget -P .lake/toolchains https://github.com/leanprover/lean4/releases/download/v4.3.0-rc2/lean-4.3.0-rc2-linux_wasm32.tar.zst
tar --use-compress-program=unzstd -xvf .lake/toolchains/lean-4.3.0-rc2-linux_wasm32.tar.zst -C .lake/toolchains
fi
if [ ! -f .lake/toolchains/lean-4.3.0-rc2-linux_x86.tar.zst ]
then
wget -P .lake/toolchains https://github.com/leanprover/lean4/releases/download/v4.3.0-rc2/lean-4.3.0-rc2-linux_x86.tar.zst
tar --use-compress-program=unzstd -xvf .lake/toolchains/lean-4.3.0-rc2-linux_x86.tar.zst -C .lake/toolchains
fi
# Linking will fail, but that's ok. We only need the c files.
.lake/toolchains/lean-4.3.0-rc2-linux_x86/bin/lake build -f=lakefile32.lean
lake build
OUT_DIR=../client/public
LEAN_SYSROOT=.lake/toolchains/lean-4.3.0-rc2-linux_wasm32
LEAN_LIBDIR=$LEAN_SYSROOT/lib/lean
emcc -o $OUT_DIR/server.js main.c -I $LEAN_SYSROOT/include -L $LEAN_LIBDIR .lake/build/ir/GameServer/*.c -lInit -lLean -lleancpp -lleanrt \
-sFORCE_FILESYSTEM -lnodefs.js -s EXIT_RUNTIME=0 -s MAIN_MODULE=1 -s LINKABLE=1 -s EXPORT_ALL=1 -s ALLOW_MEMORY_GROWTH=1 -fwasm-exceptions -pthread -flto \
-sPTHREAD_POOL_SIZE_STRICT=2 \
--preload-file "${LEAN_SYSROOT}/lib/lean/Init"@/lib/Init \
--preload-file "${LEAN_SYSROOT}/lib/lean/Init.olean"@/lib/Init.olean \
--preload-file "${LEAN_SYSROOT}/lib/lean/Init.ilean"@/lib/Init.ilean \
--preload-file "${LEAN_SYSROOT}/lib/lean/Lean"@/lib/Lean \
--preload-file "${LEAN_SYSROOT}/lib/lean/Lean.olean"@/lib/Lean.olean \
--preload-file "${LEAN_SYSROOT}/lib/lean/Lean.ilean"@/lib/Lean.ilean \
--preload-file "./.lake/build32/lib"@/gamelib
-106
View File
@@ -1,106 +0,0 @@
const path = require("path");
const webpack = require('webpack');
const ReactRefreshWebpackPlugin = require('@pmmmwh/react-refresh-webpack-plugin');
const WebpackShellPluginNext = require('webpack-shell-plugin-next');
module.exports = env => {
const single_game = process.env.LEAN4GAME_SINGLE_GAME
const environment = process.env.NODE_ENV
const isDevelopment = environment === 'development'
const babelOptions = {
presets: ['@babel/preset-env', '@babel/preset-react', '@babel/preset-typescript'],
plugins: [
isDevelopment && require.resolve('react-refresh/babel'),
].filter(Boolean),
};
global.$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/]
};
}