import asyncio from collections import deque from json import dumps, loads from logging import getLogger from threading import Thread from typing import Literal from uuid import uuid4 import websockets from adventure.context import get_actor_agent_for_name, set_actor_agent from adventure.models.entity import Actor, Room, World from adventure.models.event import ( ActionEvent, GameEvent, GenerateEvent, PromptEvent, ReplyEvent, ResultEvent, StatusEvent, ) from adventure.player import ( RemotePlayer, get_player, has_player, list_players, remove_player, set_player, ) from adventure.state import snapshot_world, world_json logger = getLogger(__name__) connected = set() recent_events = deque(maxlen=100) last_snapshot = None async def handler(websocket): id = uuid4().hex logger.info("Client connected, given id: %s", id) connected.add(websocket) async def next_turn(character: str, prompt: str) -> None: await websocket.send( dumps( { "type": "prompt", "id": id, "character": character, "prompt": prompt, "actions": [], } ), ) def sync_turn(event: PromptEvent) -> bool: player = get_player(id) if player and player.name == event.actor.name: asyncio.run(next_turn(event.actor.name, event.prompt)) return True return False try: await websocket.send(dumps({"type": "id", "id": id})) if last_snapshot: await websocket.send(last_snapshot) for message in recent_events: 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() logger.info(f"Received message for {id}: {message}") try: data = loads(message) message_type = data.get("type", None) if message_type == "player": character_name = data["become"] if has_player(character_name): logger.error(f"Character {character_name} is already in use") continue # TODO: should this always remove? remove_player(id) actor, llm_agent = get_actor_agent_for_name(character_name) if not actor: logger.error(f"Failed to find actor {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_name = data["player"] player = RemotePlayer( actor.name, actor.backstory, sync_turn, fallback_agent=llm_agent ) set_player(id, player) logger.info(f"Client {id} is now character {character_name}") # swap out the LLM agent set_actor_agent(actor.name, actor, player) # notify all clients that this character is now active player_event(character_name, id, "join") 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"]) except Exception: logger.exception("Failed to parse message") except websockets.ConnectionClosedOK: break connected.remove(websocket) # swap out the character for the original agent when they disconnect 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) set_actor_agent(player.name, actor, player.fallback_agent) logger.info("Client disconnected: %s", id) socket_thread = None static_thread = None 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 def launch_server(): global socket_thread, static_thread def run_sockets(): asyncio.run(server_main()) socket_thread = Thread(target=run_sockets, daemon=True) socket_thread.start() return [socket_thread] 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): global last_snapshot json_state = { **snapshot_world(world, step), "type": "world", } last_snapshot = send_and_append(json_state) def server_result(room: Room, actor: Actor, action: str): json_action = { "actor": actor, "result": action, "room": room, "type": "result", } send_and_append(json_action) def server_action(room: Room, actor: Actor, message: str): json_input = { "actor": actor, "input": message, "room": room, "type": "action", } send_and_append(json_input) def server_generate(event: GenerateEvent): json_broadcast = { "name": event.name, "type": "generate", } send_and_append(json_broadcast) def server_event(event: GameEvent): if isinstance(event, GenerateEvent): return server_generate(event) elif isinstance(event, ActionEvent): return server_action(event.room, event.actor, event.action) elif isinstance(event, ReplyEvent): return server_action(event.room, event.actor, event.text) elif isinstance(event, ResultEvent): return server_result(event.room, event.actor, event.result) elif isinstance(event, StatusEvent): pass else: logger.warning("Unknown event type: %s", event) def player_event(character: str, id: str, event: Literal["join", "leave"]): json_broadcast = { "type": "player", "character": character, "id": id, "event": event, } send_and_append(json_broadcast) def player_list(): players = {value: key for key, value in list_players()} json_broadcast = { "type": "players", "players": players, } send_and_append(json_broadcast)