import asyncio from base64 import b64encode from collections import deque from io import BytesIO from json import dumps, loads from logging import getLogger from threading import Thread from typing import Any, Dict, Literal, MutableSequence from uuid import uuid4 import websockets from PIL import Image from taleweave.context import ( broadcast, get_character_agent_for_name, get_current_world, get_game_config, set_character_agent, subscribe, ) from taleweave.models.base import dump_model from taleweave.models.config import WebsocketServerConfig from taleweave.models.entity import World, WorldEntity from taleweave.models.event import ( GameEvent, PlayerEvent, PlayerListEvent, PromptEvent, RenderEvent, ) from taleweave.player import ( RemotePlayer, get_player, has_player, list_players, remove_player, set_player, ) from taleweave.render.comfy import render_entity, render_event from taleweave.state import snapshot_world, world_json from taleweave.utils.search import find_character, find_item, find_portal, find_room logger = getLogger(__name__) connected = set() last_snapshot: str | None = None player_names: Dict[str, str] = {} recent_events: MutableSequence[GameEvent] = deque(maxlen=100) recent_json: MutableSequence[str] = deque(maxlen=100) def get_player_name(client_id: str) -> str: return player_names.get(client_id, client_id) async def handler(websocket): id = uuid4().hex logger.info("client connected, given id: %s", id) connected.add(websocket) async def next_turn(event: PromptEvent) -> None: await websocket.send( dumps( { "id": event.id, "type": event.type, "client": id, # TODO: should this be a field in the PromptEvent? "character": event.character, "prompt": event.prompt, "actions": event.actions, }, default=server_json, ), ) def sync_turn(event: PromptEvent) -> bool: # TODO: nothing about this is good player = get_player(id) if player and player.name == event.character.name: asyncio.run(next_turn(event)) return True return False try: await websocket.send(dumps({"type": "id", "client": id})) # only send the snapshot once if last_snapshot and last_snapshot not in recent_json: await websocket.send(last_snapshot) for message in recent_json: await websocket.send(message) except Exception: logger.exception("failed to send recent messages to new client") while True: try: # if this socket is attached to a character and that character's turn is active, wait for input message = await websocket.recv() player_name = get_player_name(id) logger.info(f"received message for {player_name}: {message}") try: data = loads(message) message_type = data.get("type", None) if message_type == "player": if "name" in data: new_player_name = data["name"] existing_id = next( ( k for k, v in player_names.items() if v == new_player_name ), None, ) if existing_id is not None: logger.error( f"name {new_player_name} is already in use by {existing_id}" ) continue logger.info( f"changing player name for {id} to {new_player_name}" ) player_names[id] = new_player_name elif "become" in data: character_name = data["become"] if character_name is not None and has_player(character_name): logger.error( f"character {character_name} is already in use" ) continue player = get_player(id) if player and isinstance(player, RemotePlayer): remove_player(id) # TODO: deduplicate this leaving block if character_name is None: player_name = get_player_name(id) logger.info( "disconnecting player %s from %s", player_name, player.name, ) broadcast_player_event( player.name, player_name, "leave" ) broadcast_player_list() character, _ = get_character_agent_for_name(player.name) if character and player.fallback_agent: logger.info( "restoring LLM agent for %s", player.name ) set_character_agent( player.name, character, player.fallback_agent ) continue character, llm_agent = get_character_agent_for_name( character_name ) if not character: logger.error(f"Failed to find character {character_name}") continue # 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 = RemotePlayer( character.name, character.backstory, sync_turn, fallback_agent=llm_agent, ) set_player(id, player) logger.info( f"client {player_name} is now character {character_name}" ) # swap out the LLM agent set_character_agent(character.name, character, player) # notify all clients that this character is now active broadcast_player_event(character_name, player_name, "join") broadcast_player_list() 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"]) elif message_type == "render": render_input(data) except Exception: logger.exception("failed to parse message") except websockets.ConnectionClosedOK: break connected.remove(websocket) if id in player_names: del player_names[id] # swap out the character for the original agent when they disconnect player = get_player(id) if player and isinstance(player, RemotePlayer): remove_player(id) player_name = get_player_name(id) logger.info("disconnecting player %s from %s", player_name, player.name) broadcast_player_event(player.name, player_name, "leave") broadcast_player_list() character, _ = get_character_agent_for_name(player.name) if character and player.fallback_agent: logger.info("restoring LLM agent for %s", player.name) set_character_agent(player.name, character, player.fallback_agent) logger.info("client disconnected: %s", id) def find_recent_event(event_id: str) -> GameEvent | None: return next((e for e in recent_events if e.id == event_id), None) def render_input(data): world = get_current_world() if not world: logger.error("no world available") return if "event" in data: event_id = data["event"] event = find_recent_event(event_id) if event: render_event(event) else: logger.error(f"failed to find event {event_id}") elif "character" in data: character_name = data["character"] character = find_character(world, character_name) if character: render_entity(character) else: logger.error(f"failed to find character {character_name}") elif "item" in data: item_name = data["item"] item = find_item( world, item_name, include_character_inventory=True, include_item_inventory=True, ) if item: render_entity(item) else: logger.error(f"failed to find item {item_name}") elif "portal" in data: portal_name = data["portal"] portal = find_portal(world, portal_name) if portal: render_entity(portal) else: logger.error(f"failed to find portal {portal_name}") elif "room" in data: room_name = data["room"] room = find_room(world, room_name) if room: render_entity(room) else: logger.error(f"failed to find room {room_name}") else: logger.error(f"failed to find entity in {data}") socket_thread = None def server_json(obj): if isinstance(obj, WorldEntity): return { "id": obj.id, "name": obj.name, "type": obj.type, } return world_json(obj) def send_and_append(id: str, message: Dict): json_message = dumps(message, default=server_json) recent_json.append(json_message) websockets.broadcast(connected, json_message) return json_message def launch_server(config: WebsocketServerConfig): global socket_thread def run_sockets(): asyncio.run(server_main()) logger.info("launching websocket server") socket_thread = Thread(target=run_sockets, daemon=True) socket_thread.start() subscribe(GameEvent, server_event) return [socket_thread] async def server_main(): config = get_game_config() ssl_context = None if config.server.websocket.ssl: from ssl import PROTOCOL_TLS_SERVER, SSLContext ssl_context = SSLContext(PROTOCOL_TLS_SERVER) ssl_context.load_cert_chain( config.server.websocket.ssl.cert, keyfile=config.server.websocket.ssl.key, password=config.server.websocket.ssl.password, ) async with websockets.serve( handler, config.server.websocket.host, config.server.websocket.port, ssl=ssl_context, ): logger.info("websocket server started") await asyncio.Future() # run forever def server_system(world: World, turn: int, data: Any | None = None): """ TODO: this should be replaced with a snapshot event listener """ global last_snapshot id = uuid4().hex # TODO: should a server be allowed to generate event IDs? json_state = { **snapshot_world(world, turn), "id": id, "type": "snapshot", } last_snapshot = send_and_append(id, json_state) def server_event(event: GameEvent): json_event: Dict[str, Any] = dump_model(event.__class__, event) json_event.update( { "id": event.id, "type": event.type, } ) if isinstance(event, RenderEvent): # load and encode the images image_paths = event.paths image_data = {} for path in image_paths: with Image.open(path, "r") as image: buffered = BytesIO() image.save( buffered, format="JPEG", quality=80, optimize=True, progressive=True ) image_str = b64encode(buffered.getvalue()) image_data[path] = image_str.decode("utf-8") json_event["images"] = image_data recent_events.append(event) send_and_append(event.id, json_event) def broadcast_player_event( character: str, client: str, status: Literal["join", "leave"] ): event = PlayerEvent(status=status, character=character, client=client) broadcast(event) def broadcast_player_list(): event = PlayerListEvent(players=list_players()) broadcast(event)