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taleweave-ai/adventure/server.py

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import asyncio
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from collections import deque
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from json import dumps, loads
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from logging import getLogger
from threading import Thread
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from typing import Literal
from uuid import uuid4
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import websockets
from pydantic import RootModel
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from adventure.context import broadcast, get_actor_agent_for_name, set_actor_agent
from adventure.models.entity import Actor, Item, Room, World
from adventure.models.event import GameEvent, PlayerEvent, PromptEvent
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from adventure.player import (
RemotePlayer,
get_player,
has_player,
list_players,
remove_player,
set_player,
)
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from adventure.state import snapshot_world, world_json
logger = getLogger(__name__)
connected = set()
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recent_events = deque(maxlen=100)
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last_snapshot = None
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async def handler(websocket):
id = uuid4().hex
logger.info("Client connected, given id: %s", id)
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connected.add(websocket)
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async def next_turn(character: str, prompt: str) -> None:
await websocket.send(
dumps(
{
"type": "prompt",
"client": id,
"character": character,
"prompt": prompt,
"actions": [],
}
),
)
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def sync_turn(event: PromptEvent) -> bool:
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player = get_player(id)
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if player and player.name == event.actor.name:
asyncio.run(next_turn(event.actor.name, event.prompt))
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return True
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return False
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try:
await websocket.send(dumps({"type": "id", "id": id}))
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if last_snapshot:
await websocket.send(last_snapshot)
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for message in recent_events:
await websocket.send(message)
except Exception:
logger.exception("Failed to send recent messages to new client")
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while True:
try:
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# if this socket is attached to a character and that character's turn is active, wait for input
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message = await websocket.recv()
logger.info(f"Received message for {id}: {message}")
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try:
data = loads(message)
message_type = data.get("type", None)
if message_type == "player":
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character_name = data["become"]
if has_player(character_name):
logger.error(f"Character {character_name} is already in use")
continue
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# TODO: should this always remove?
remove_player(id)
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actor, llm_agent = get_actor_agent_for_name(character_name)
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if not actor:
logger.error(f"Failed to find actor {character_name}")
continue
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# prevent any recursive fallback bugs
if isinstance(llm_agent, RemotePlayer):
logger.warning(
"patching recursive fallback for %s", character_name
)
llm_agent = llm_agent.fallback_agent
# player_name = data["player"]
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player = RemotePlayer(
actor.name, actor.backstory, sync_turn, fallback_agent=llm_agent
)
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set_player(id, player)
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logger.info(f"Client {id} is now character {character_name}")
# swap out the LLM agent
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set_actor_agent(actor.name, actor, player)
# notify all clients that this character is now active
player_event(character_name, id, "join")
player_list()
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elif message_type == "input":
player = get_player(id)
if player and isinstance(player, RemotePlayer):
logger.info(
"queueing input for player %s: %s", player.name, data
)
player.input_queue.put(data["input"])
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except Exception:
logger.exception("Failed to parse message")
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except websockets.ConnectionClosedOK:
break
connected.remove(websocket)
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# swap out the character for the original agent when they disconnect
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player = get_player(id)
if player and isinstance(player, RemotePlayer):
remove_player(id)
logger.info("Disconnecting player for %s", player.name)
player_event(player.name, id, "leave")
player_list()
actor, _ = get_actor_agent_for_name(player.name)
if actor and player.fallback_agent:
logger.info("Restoring LLM agent for %s", player.name)
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set_actor_agent(player.name, actor, player.fallback_agent)
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logger.info("Client disconnected: %s", id)
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socket_thread = None
static_thread = None
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def server_json(obj):
if isinstance(obj, (Actor, Item, Room)):
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return obj.name
return world_json(obj)
def send_and_append(message):
json_message = dumps(message, default=server_json)
recent_events.append(json_message)
websockets.broadcast(connected, json_message)
return json_message
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def launch_server():
global socket_thread, static_thread
def run_sockets():
asyncio.run(server_main())
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socket_thread = Thread(target=run_sockets, daemon=True)
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socket_thread.start()
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return [socket_thread]
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async def server_main():
async with websockets.serve(handler, "", 8001):
logger.info("Server started")
await asyncio.Future() # run forever
def server_system(world: World, step: int):
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global last_snapshot
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json_state = {
**snapshot_world(world, step),
"type": "snapshot",
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}
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last_snapshot = send_and_append(json_state)
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def server_event(event: GameEvent):
json_event = RootModel[event.__class__](event).model_dump()
json_event["type"] = event.type
send_and_append(json_event)
def player_event(character: str, client: str, status: Literal["join", "leave"]):
event = PlayerEvent(status=status, character=character, client=client)
broadcast(event)
def player_list():
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json_broadcast = {
"type": "players",
"players": list_players(),
}
# TODO: broadcast this
send_and_append(json_broadcast)