2024-05-04 04:18:21 +00:00
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import asyncio
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2024-05-04 20:35:42 +00:00
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from collections import deque
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2024-05-05 14:14:54 +00:00
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from json import dumps, loads
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2024-05-04 04:18:21 +00:00
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from logging import getLogger
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from threading import Thread
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2024-05-11 10:17:03 +00:00
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from typing import Dict, Literal
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2024-05-05 18:54:39 +00:00
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from uuid import uuid4
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2024-05-04 04:18:21 +00:00
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import websockets
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2024-05-10 04:45:10 +00:00
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from pydantic import RootModel
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2024-05-04 04:18:21 +00:00
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2024-05-10 04:45:10 +00:00
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from adventure.context import broadcast, get_actor_agent_for_name, set_actor_agent
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from adventure.models.entity import Actor, Item, Room, World
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from adventure.models.event import GameEvent, PlayerEvent, PromptEvent
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2024-05-08 01:42:10 +00:00
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from adventure.player import (
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RemotePlayer,
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get_player,
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has_player,
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list_players,
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remove_player,
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set_player,
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)
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2024-05-04 04:18:21 +00:00
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from adventure.state import snapshot_world, world_json
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logger = getLogger(__name__)
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connected = set()
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recent_events = deque(maxlen=100)
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last_snapshot = None
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player_names: Dict[str, str] = {}
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def get_player_name(client_id: str) -> str:
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return player_names.get(client_id, client_id)
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async def handler(websocket):
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id = uuid4().hex
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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:
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await websocket.send(
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dumps(
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{
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"type": "prompt",
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"client": id,
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"character": character,
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"prompt": prompt,
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"actions": [],
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}
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),
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)
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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:
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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:
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await websocket.send(dumps({"type": "id", "id": id}))
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if last_snapshot:
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await websocket.send(last_snapshot)
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for message in recent_events:
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await websocket.send(message)
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except Exception:
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logger.exception("Failed to send recent messages to new client")
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while True:
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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()
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player_name = get_player_name(id)
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logger.info(f"Received message for {player_name}: {message}")
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try:
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data = loads(message)
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message_type = data.get("type", None)
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if message_type == "player":
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if "name" in data:
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new_player_name = data["name"]
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existing_id = next(
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(
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k
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for k, v in player_names.items()
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if v == new_player_name
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),
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None,
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)
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if existing_id is not None:
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logger.error(
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f"Name {new_player_name} is already in use by {existing_id}"
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)
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continue
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logger.info(
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f"changing player name for {id} to {new_player_name}"
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)
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player_names[id] = new_player_name
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elif "become" in data:
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character_name = data["become"]
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if has_player(character_name):
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logger.error(
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f"Character {character_name} is already in use"
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)
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continue
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# TODO: should this always remove?
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remove_player(id)
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actor, llm_agent = get_actor_agent_for_name(character_name)
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if not actor:
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logger.error(f"Failed to find actor {character_name}")
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continue
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# prevent any recursive fallback bugs
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if isinstance(llm_agent, RemotePlayer):
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logger.warning(
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"patching recursive fallback for %s", character_name
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)
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llm_agent = llm_agent.fallback_agent
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player = RemotePlayer(
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actor.name,
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actor.backstory,
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sync_turn,
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fallback_agent=llm_agent,
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)
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set_player(id, player)
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logger.info(
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f"Client {player_name} is now character {character_name}"
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)
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# swap out the LLM agent
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set_actor_agent(actor.name, actor, player)
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# notify all clients that this character is now active
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player_event(character_name, player_name, "join")
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player_list()
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elif message_type == "input":
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player = get_player(id)
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if player and isinstance(player, RemotePlayer):
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logger.info(
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"queueing input for player %s: %s", player.name, data
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)
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player.input_queue.put(data["input"])
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except Exception:
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logger.exception("Failed to parse message")
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except websockets.ConnectionClosedOK:
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break
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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)
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if player and isinstance(player, RemotePlayer):
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remove_player(id)
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player_name = get_player_name(id)
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logger.info("Disconnecting player %s from %s", player_name, player.name)
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player_event(player.name, player_name, "leave")
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player_list()
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actor, _ = get_actor_agent_for_name(player.name)
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if actor and player.fallback_agent:
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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", player_name)
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socket_thread = None
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static_thread = None
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def server_json(obj):
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if isinstance(obj, (Actor, Item, Room)):
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return obj.name
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return world_json(obj)
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def send_and_append(message):
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json_message = dumps(message, default=server_json)
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recent_events.append(json_message)
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websockets.broadcast(connected, json_message)
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return json_message
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def launch_server():
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global socket_thread, static_thread
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def run_sockets():
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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():
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async with websockets.serve(handler, "", 8001):
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logger.info("Server started")
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await asyncio.Future() # run forever
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def server_system(world: World, step: int):
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global last_snapshot
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json_state = {
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**snapshot_world(world, step),
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"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):
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json_event = RootModel[event.__class__](event).model_dump()
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json_event["type"] = event.type
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send_and_append(json_event)
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def player_event(character: str, client: str, status: Literal["join", "leave"]):
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event = PlayerEvent(status=status, character=character, client=client)
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broadcast(event)
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def player_list():
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json_broadcast = {
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"type": "players",
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"players": list_players(),
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}
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# TODO: broadcast this
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send_and_append(json_broadcast)
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