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taleweave-ai/adventure/server.py

243 lines
7.7 KiB
Python

import asyncio
from collections import deque
from json import dumps, loads
from logging import getLogger
from threading import Thread
from typing import Any, Dict, Literal
from uuid import uuid4
import websockets
from pydantic import RootModel
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
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
player_names: Dict[str, str] = {}
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(character: str, prompt: str) -> None:
await websocket.send(
dumps(
{
"type": "prompt",
"client": 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()
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 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 = RemotePlayer(
actor.name,
actor.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_actor_agent(actor.name, actor, player)
# notify all clients that this character is now active
player_event(character_name, player_name, "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)
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)
player_event(player.name, player_name, "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
def server_json(obj):
if isinstance(obj, (Actor, Item, 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
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": "snapshot",
}
last_snapshot = send_and_append(json_state)
def server_event(event: GameEvent):
json_event: Dict[str, Any] = 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():
json_broadcast = {
"type": "players",
"players": list_players(),
}
# TODO: broadcast this
send_and_append(json_broadcast)