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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 Dict, Tuple
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import websockets
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from adventure.context import get_actor_agent_for_name
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from adventure.models import Actor, Room, World
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from adventure.player import RemotePlayer
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from adventure.state import snapshot_world, world_json
logger = getLogger(__name__)
connected = set()
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characters: Dict[str, RemotePlayer] = {}
recent_events = deque(maxlen=100)
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recent_world = None
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async def handler(websocket):
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logger.info("Client connected")
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connected.add(websocket)
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async def next_turn(character: str, prompt: str) -> None:
await websocket.send(connected, dumps({
"type": "turn",
"character": character,
"prompt": prompt,
}))
def sync_turn(character: str, prompt: str) -> bool:
if websocket not in characters:
return False
asyncio.run(next_turn(character, prompt))
return True
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try:
if recent_world:
await websocket.send(recent_world)
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()
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logger.info(f"Received message: {message}")
try:
data = loads(message)
if "become" in data:
character = characters.get(websocket)
if character:
del characters[websocket]
character_name = data["become"]
actor, _ = get_actor_agent_for_name(character_name)
if not actor:
logger.error(f"Failed to find actor {character_name}")
continue
if character_name in [player.name for player in characters.values()]:
logger.error(f"Character {character_name} is already in use")
continue
characters[websocket] = RemotePlayer(actor.name, actor.backstory, sync_turn)
logger.info(f"Client {websocket} is now character {character_name}")
elif websocket in characters:
player = characters[websocket]
player.input_queue.put(message)
except Exception:
logger.exception("Failed to parse message")
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except websockets.ConnectionClosedOK:
break
connected.remove(websocket)
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# TODO: swap out the character for the original agent
if websocket in characters:
del characters[websocket]
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logger.info("Client disconnected")
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socket_thread = None
static_thread = None
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def server_json(obj):
if isinstance(obj, Actor):
return obj.name
if isinstance(obj, Room):
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())
socket_thread = Thread(target=run_sockets)
socket_thread.start()
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 recent_world
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json_state = {
**snapshot_world(world, step),
"type": "world",
}
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recent_world = send_and_append(json_state)
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def server_result(room: Room, actor: Actor, action: str):
json_action = {
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"actor": actor,
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"result": action,
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"room": room,
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"type": "result",
}
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send_and_append(json_action)
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def server_action(room: Room, actor: Actor, message: str):
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json_input = {
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"actor": actor,
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"input": message,
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"room": room,
"type": "action",
}
send_and_append(json_input)
def server_event(message: str):
json_broadcast = {
"message": message,
"type": "event",
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}
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send_and_append(json_broadcast)