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# main.py - FastAPI application for Pokemon Livestream
import asyncio
import os
import random
import time
import traceback
import logging
from typing import List, Dict, Optional, Set
import html # --- ADDED FOR /last_action --- (HTML escaping)
from fastapi import FastAPI, WebSocket, WebSocketDisconnect
from fastapi.responses import HTMLResponse
from fastapi.staticfiles import StaticFiles
# --- Imports for poke_env and agents ---
from poke_env.player import Player
from poke_env import AccountConfiguration, ServerConfiguration
from poke_env.environment.battle import Battle
# Import the actual agent classes
from agents import OpenAIAgent, GeminiAgent, MistralAgent
# --- Configuration ---
CUSTOM_SERVER_URL = "wss://jofthomas.com/showdown/websocket"
CUSTOM_ACTION_URL = 'https://play.pokemonshowdown.com/action.php?'
CUSTOM_BATTLE_VIEW_URL_TEMPLATE = "https://jofthomas.com/play.pokemonshowdown.com/testclient.html#{battle_id}"
custom_config = ServerConfiguration(CUSTOM_SERVER_URL, CUSTOM_ACTION_URL)
DEFAULT_BATTLE_FORMAT = "gen9randombattle"
LAST_ACTION_FILE = "last_action.txt" # --- ADDED FOR /last_action --- (Filename)
# Define available agents with their corresponding classes
AGENT_CONFIGS = {
"OpenAIAgent": {"class": OpenAIAgent, "password_env_var": "OPENAI_AGENT_PASSWORD"},
"GeminiAgent": {"class": GeminiAgent, "password_env_var": "GEMINI_AGENT_PASSWORD"},
"MistralAgent": {"class": MistralAgent, "password_env_var": "MISTRAL_AGENT_PASSWORD"},
}
# Filter out agents with missing passwords
AVAILABLE_AGENT_NAMES = [
name for name, cfg in AGENT_CONFIGS.items()
if os.environ.get(cfg.get("password_env_var", ""))
]
if not AVAILABLE_AGENT_NAMES:
print("FATAL ERROR: No agent configurations have their required password environment variables set. Exiting.")
exit(1)
# --- Global State Variables ---
active_agent_name: Optional[str] = None
active_agent_instance: Optional[Player] = None
active_agent_task: Optional[asyncio.Task] = None
current_battle_instance: Optional[Battle] = None
background_task_handle: Optional[asyncio.Task] = None
# --- Create FastAPI app ---
app = FastAPI(title="Pokemon Battle Livestream")
# --- Helper Functions ---
def get_active_battle(agent: Player) -> Optional[Battle]:
"""Returns the first non-finished battle for an agent."""
if agent and agent._battles:
active_battles = [b for b in agent._battles.values() if not b.finished]
if active_battles:
# Ensure the battle object has a battle_tag before returning
if hasattr(active_battles[0], 'battle_tag') and active_battles[0].battle_tag:
# Check if the battle_tag has the expected format (starts with 'battle-')
if active_battles[0].battle_tag.startswith("battle-"):
return active_battles[0]
else:
# This handles cases where the battle object might exist but tag isn't ready
# print(f"DEBUG: Found active battle for {agent.username} but tag '{active_battles[0].battle_tag}' not ready.")
return None
else:
# print(f"DEBUG: Found active battle for {agent.username} but it has no battle_tag attribute yet.")
return None
return None
def create_battle_iframe(battle_id: str) -> str:
"""Creates JUST the HTML for the battle iframe tag."""
print("Creating iframe content for battle ID: ", battle_id)
# Use the official client URL unless you specifically need the test client
# battle_url = f"https://play.pokemonshowdown.com/{battle_id}"
battle_url = f"https://jofthomas.com/play.pokemonshowdown.com/testclient.html#{battle_id}" # Using your custom URL
# Return ONLY the iframe tag with a class for styling
return f"""
<iframe
id="battle-iframe"
class="battle-iframe"
src="{battle_url}"
allowfullscreen
></iframe>
"""
def create_idle_html(status_message: str, instruction: str) -> str:
"""Creates a visually appealing idle screen HTML fragment."""
# Returns ONLY the content div, not the full HTML page
return f"""
<div class="content-container idle-container">
<div class="message-box">
<p class="status">{status_message}</p>
<p class="instruction">{instruction}</p>
</div>
</div>
"""
def create_error_html(error_msg: str) -> str:
"""Creates HTML fragment to display an error message."""
# Returns ONLY the content div, not the full HTML page
return f"""
<div class="content-container error-container">
<div class="message-box">
<p class="status">π¨ Error π¨</p>
<p class="instruction">{error_msg}</p>
</div>
</div>
"""
async def update_display_html(new_html_fragment: str) -> None:
"""Updates the current display HTML fragment and broadcasts to all clients."""
# Pass the fragment directly
await manager.update_all(new_html_fragment)
print("HTML Display FRAGMENT UPDATED and broadcasted.")
# --- Agent Lifecycle Management ---
async def select_and_activate_new_agent():
"""Selects a random available agent, instantiates it, and starts its listening task."""
global active_agent_name, active_agent_instance, active_agent_task
if not AVAILABLE_AGENT_NAMES:
print("Lifecycle: No available agents with passwords set.")
await update_display_html(create_error_html("No agents available. Check server logs/environment variables."))
return False
selected_name = random.choice(AVAILABLE_AGENT_NAMES)
config = AGENT_CONFIGS[selected_name]
AgentClass = config["class"]
password_env_var = config["password_env_var"]
agent_password = os.environ.get(password_env_var)
print(f"Lifecycle: Activating agent '{selected_name}'...")
# Use HTML tags for slight emphasis if desired
await update_display_html(create_idle_html("Selecting Next Agent...", f"Preparing <strong>{selected_name}</strong>..."))
try:
account_config = AccountConfiguration(selected_name, agent_password)
agent = AgentClass(
account_configuration=account_config,
server_configuration=custom_config,
battle_format=DEFAULT_BATTLE_FORMAT,
log_level=logging.INFO,
max_concurrent_battles=1
)
# Start the task to accept exactly one battle challenge
# Setting name for easier debugging
task = asyncio.create_task(agent.accept_challenges(None, 1), name=f"AcceptChallenge_{selected_name}")
task.add_done_callback(log_task_exception) # Add callback for errors
# Update global state
active_agent_name = selected_name
active_agent_instance = agent
active_agent_task = task
print(f"Lifecycle: Agent '{selected_name}' is active and listening for 1 challenge.")
# Use HTML tags for slight emphasis
await update_display_html(create_idle_html(f"Agent Ready: <strong>{selected_name}</strong>",
f"Please challenge <strong>{selected_name}</strong> to a <strong>{DEFAULT_BATTLE_FORMAT}</strong> battle."))
return True
except Exception as e:
error_msg = f"Failed to activate agent '{selected_name}': {e}"
print(error_msg)
traceback.print_exc()
await update_display_html(create_error_html(f"Error activating {selected_name}. Please wait or check logs."))
# Clear state if activation failed
active_agent_name = None
active_agent_instance = None
active_agent_task = None
return False
async def check_for_new_battle():
"""Checks if the active agent has started a battle with a valid tag."""
# --- FIX: Declare intention to use/modify global variables ---
global active_agent_instance, current_battle_instance, active_agent_name, active_agent_task
# -------------------------------------------------------------
if active_agent_instance:
battle = get_active_battle(active_agent_instance)
# Check if battle exists AND has a valid battle_tag
if battle and battle.battle_tag:
# This line MODIFIES the global variable
current_battle_instance = battle
print(f"Lifecycle: Agent '{active_agent_name}' started battle: {battle.battle_tag}")
# Stop the agent from listening for more challenges once a battle starts
if active_agent_task and not active_agent_task.done():
print(f"Lifecycle: Cancelling accept_challenges task for {active_agent_name} as battle started.")
active_agent_task.cancel()
# Optional: Wait briefly for cancellation confirmation, but don't block excessively
# try:
# await asyncio.wait_for(active_agent_task, timeout=0.5)
# except (asyncio.CancelledError, asyncio.TimeoutError):
# pass # Expected outcomes
# else:
# print(f"DEBUG: get_active_battle returned None or battle without tag.")
async def deactivate_current_agent(reason: str = "cycle"):
"""Cleans up the currently active agent and resets state."""
global active_agent_name, active_agent_instance, active_agent_task, current_battle_instance
agent_name_to_deactivate = active_agent_name # Store before clearing
print(f"Lifecycle: Deactivating agent '{agent_name_to_deactivate}' (Reason: {reason})...")
# Display appropriate intermediate message
if reason == "battle_end":
await update_display_html(create_idle_html("Battle Finished!", f"Agent <strong>{agent_name_to_deactivate}</strong> completed the match."))
elif reason == "cycle":
await update_display_html(create_idle_html("Cycling Agents", f"Switching from <strong>{agent_name_to_deactivate}</strong>..."))
elif reason == "forfeited_private_battle":
await update_display_html(create_idle_html("Switching Agent", f"Agent <strong>{agent_name_to_deactivate}</strong> forfeited a private battle."))
else: # Generic reason or error
await update_display_html(create_idle_html(f"Resetting Agent ({reason})", f"Cleaning up <strong>{agent_name_to_deactivate}</strong>..."))
# Give users a moment to see the intermediate message
await asyncio.sleep(3) # Adjust duration as needed
# Show the "preparing next agent" message before lengthy cleanup
await update_display_html(create_idle_html("Preparing Next Agent...", "Please wait..."))
agent = active_agent_instance
task = active_agent_task
# Store a local copy of the battle instance before clearing it
# last_battle_instance = current_battle_instance # Not strictly needed now
# --- Crucial: Clear global state variables FIRST ---
# This prevents race conditions where the lifecycle loop might try to
# access the agent while it's being deactivated.
active_agent_name = None
active_agent_instance = None
active_agent_task = None
current_battle_instance = None
print(f"Lifecycle: Global state cleared for '{agent_name_to_deactivate}'.")
# --- Now perform cleanup actions ---
# Cancel the accept_challenges task if it's still running (it might already be done/cancelled)
if task and not task.done():
print(f"Lifecycle: Ensuring task cancellation for {agent_name_to_deactivate} ({task.get_name()})...")
task.cancel()
try:
# Wait briefly for the task to acknowledge cancellation
await asyncio.wait_for(task, timeout=2.0)
print(f"Lifecycle: Task cancellation confirmed for {agent_name_to_deactivate}.")
except asyncio.CancelledError:
print(f"Lifecycle: Task cancellation confirmation (CancelledError) for {agent_name_to_deactivate}.")
except asyncio.TimeoutError:
print(f"Lifecycle: Task did not confirm cancellation within timeout for {agent_name_to_deactivate}.")
except Exception as e:
# Catch other potential errors during task cleanup
print(f"Lifecycle: Error during task cancellation wait for {agent_name_to_deactivate}: {e}")
# Disconnect the player (ensure agent object exists)
if agent:
print(f"Lifecycle: Disconnecting player {agent.username}...")
try:
# Check websocket state before attempting disconnection
if hasattr(agent, '_websocket') and agent._websocket and agent._websocket.open:
await agent.disconnect()
print(f"Lifecycle: Player {agent.username} disconnected successfully.")
else:
print(f"Lifecycle: Player {agent.username} already disconnected or websocket not available.")
except Exception as e:
# Log errors during disconnection but don't halt the process
print(f"ERROR during agent disconnect ({agent.username}): {e}")
traceback.print_exc() # Log full traceback for debugging
# Add a brief delay AFTER deactivation before the loop potentially selects a new agent
await asyncio.sleep(2) # Reduced from 3, adjust as needed
print(f"Lifecycle: Agent '{agent_name_to_deactivate}' deactivation complete.")
async def manage_agent_lifecycle():
"""Runs the main loop selecting, running, and cleaning up agents sequentially."""
# --- FIX: Declare intention to use global variables ---
global active_agent_name, active_agent_instance, active_agent_task, current_battle_instance
# ------------------------------------------------------
print("Background lifecycle manager started.")
REFRESH_INTERVAL_SECONDS = 3 # How often to check state when idle/in battle
LOOP_COOLDOWN_SECONDS = 1 # Small delay at end of loop if no other waits occurred
ERROR_RETRY_DELAY_SECONDS = 10 # Longer delay after errors
POST_BATTLE_DELAY_SECONDS = 5 # Delay after a battle finishes before selecting next agent
loop_counter = 0
while True:
loop_counter += 1
loop_start_time = time.monotonic()
print(f"\n--- Lifecycle Check #{loop_counter} [{time.strftime('%H:%M:%S')}] ---")
try:
# ==================================
# State 1: No agent active
# ==================================
# Now Python knows active_agent_instance refers to the global one
if active_agent_instance is None:
print(f"[{loop_counter}] State 1: No active agent. Selecting...")
activated = await select_and_activate_new_agent()
if not activated:
print(f"[{loop_counter}] State 1: Activation failed. Waiting {ERROR_RETRY_DELAY_SECONDS}s before retry.")
await asyncio.sleep(ERROR_RETRY_DELAY_SECONDS)
else:
# Now Python knows active_agent_name refers to the global one set by select_and_activate_new_agent
print(f"[{loop_counter}] State 1: Agent '{active_agent_name}' activated successfully.")
# No sleep here, proceed to next check immediately if needed
# ==================================
# State 2: Agent is active
# ==================================
else:
# Now Python knows active_agent_name refers to the global one
agent_name = active_agent_name # Cache for logging
print(f"[{loop_counter}] State 2: Agent '{agent_name}' is active.")
# --- Sub-state: Check for new battle if none is tracked ---
# Now Python knows current_battle_instance refers to the global one
if current_battle_instance is None:
print(f"[{loop_counter}] State 2a: Checking for new battle for '{agent_name}'...")
await check_for_new_battle() # This updates global current_battle_instance if found
# Now Python knows current_battle_instance refers to the global one
if current_battle_instance:
battle_tag = current_battle_instance.battle_tag
print(f"[{loop_counter}] State 2a: *** NEW BATTLE DETECTED: {battle_tag} for '{agent_name}' ***")
# Check for non-public/suffixed format (heuristic: more than 3 parts, 3rd part is number)
parts = battle_tag.split('-')
is_suffixed_format = len(parts) > 3 and parts[2].isdigit()
if is_suffixed_format:
# Forfeit immediately if it looks like a private/suffixed battle ID
print(f"[{loop_counter}] Detected potentially non-public battle format ({battle_tag}). Forfeiting.")
# Don't update display yet, do it before deactivation
try:
# Now Python knows active_agent_instance refers to the global one
if active_agent_instance: # Ensure agent still exists
await active_agent_instance.forfeit(battle_tag)
# await active_agent_instance.send_message("/forfeit", battle_tag) # Alternative
print(f"[{loop_counter}] Sent forfeit command for {battle_tag}.")
await asyncio.sleep(1.5) # Give forfeit time to register
except Exception as forfeit_err:
print(f"[{loop_counter}] ERROR sending forfeit for {battle_tag}: {forfeit_err}")
# Deactivate agent after forfeit attempt
await deactivate_current_agent(reason="forfeited_private_battle")
continue # Skip rest of the loop for this iteration
else:
# Public battle format - display the iframe
print(f"[{loop_counter}] Public battle format detected. Displaying battle {battle_tag}.")
await update_display_html(create_battle_iframe(battle_tag))
# Now fall through to monitor this battle in the next section
else:
# No new battle found, agent remains idle
print(f"[{loop_counter}] State 2a: No new battle found. Agent '{agent_name}' remains idle, waiting for challenge.")
# Periodically refresh idle screen to ensure consistency
idle_html = create_idle_html(f"Agent Ready: <strong>{agent_name}</strong>",
f"Please challenge <strong>{agent_name}</strong> to a <strong>{DEFAULT_BATTLE_FORMAT}</strong> battle.")
await update_display_html(idle_html)
await asyncio.sleep(REFRESH_INTERVAL_SECONDS) # Wait before next check if idle
# --- Sub-state: Monitor ongoing battle ---
# Now Python knows current_battle_instance refers to the global one
if current_battle_instance is not None:
battle_tag = current_battle_instance.battle_tag
print(f"[{loop_counter}] State 2b: Monitoring battle {battle_tag} for '{agent_name}'")
# Ensure agent instance still exists before accessing its battles
# Now Python knows active_agent_instance refers to the global one
if not active_agent_instance:
print(f"[{loop_counter}] WARNING: Agent instance for '{agent_name}' disappeared while monitoring battle {battle_tag}! Deactivating.")
await deactivate_current_agent(reason="agent_disappeared_mid_battle")
continue
# Get potentially updated battle object directly from agent's state
# Use .get() for safety
# Now Python knows active_agent_instance refers to the global one
battle_obj = active_agent_instance._battles.get(battle_tag)
if battle_obj and battle_obj.finished:
print(f"[{loop_counter}] Battle {battle_tag} is FINISHED. Deactivating agent '{agent_name}'.")
await deactivate_current_agent(reason="battle_end")
print(f"[{loop_counter}] Waiting {POST_BATTLE_DELAY_SECONDS}s post-battle before selecting next agent.")
await asyncio.sleep(POST_BATTLE_DELAY_SECONDS)
continue # Start next loop iteration to select new agent
elif not battle_obj:
# This can happen briefly during transitions or if battle ends unexpectedly
print(f"[{loop_counter}] WARNING: Battle object for {battle_tag} not found in agent's list for '{agent_name}'. Battle might have ended abruptly. Deactivating.")
await deactivate_current_agent(reason="battle_object_missing")
continue
else:
# Battle is ongoing, battle object exists, iframe should be displayed
print(f"[{loop_counter}] Battle {battle_tag} ongoing for '{agent_name}'.")
# Optionally: Could re-send iframe HTML periodically if needed, but usually not necessary
# await update_display_html(create_battle_iframe(battle_tag))
await asyncio.sleep(REFRESH_INTERVAL_SECONDS) # Wait before next check
# --- Global Exception Handling for the main loop ---
except asyncio.CancelledError:
print("Lifecycle manager task cancelled.")
raise # Re-raise to ensure proper shutdown
except Exception as e:
print(f"!!! ERROR in main lifecycle loop #{loop_counter}: {e} !!!")
traceback.print_exc()
# Now Python knows active_agent_name refers to the global one
current_agent_name = active_agent_name # Cache name before deactivation attempts
# Now Python knows active_agent_instance refers to the global one
if active_agent_instance:
print(f"Attempting to deactivate agent '{current_agent_name}' due to loop error...")
try:
await deactivate_current_agent(reason="main_loop_error")
except Exception as deactivation_err:
print(f"Error during error-handling deactivation: {deactivation_err}")
# Ensure state is cleared even if deactivation fails partially
active_agent_name = None
active_agent_instance = None
active_agent_task = None
current_battle_instance = None
else:
# Error happened potentially before agent activation or after clean deactivation
print("No active agent instance during loop error.")
# Show a generic error on the frontend
await update_display_html(create_error_html(f"A server error occurred in the lifecycle manager. Please wait. ({e})"))
# Wait longer after a major error before trying again
print(f"Waiting {ERROR_RETRY_DELAY_SECONDS}s after loop error.")
await asyncio.sleep(ERROR_RETRY_DELAY_SECONDS)
continue # Go to next loop iteration after error handling
# --- Delay at end of loop if no other significant waits happened ---
elapsed_time = time.monotonic() - loop_start_time
if elapsed_time < LOOP_COOLDOWN_SECONDS:
await asyncio.sleep(LOOP_COOLDOWN_SECONDS - elapsed_time)
def log_task_exception(task: asyncio.Task):
"""Callback to log exceptions from background tasks (like accept_challenges)."""
try:
if task.cancelled():
# Don't log cancellation as an error, it's often expected
print(f"Task '{task.get_name()}' was cancelled.")
return
# Accessing result will raise exception if task failed
task.result()
print(f"Task '{task.get_name()}' completed successfully.")
except asyncio.CancelledError:
print(f"Task '{task.get_name()}' confirmed cancelled (exception caught).")
pass # Expected
except Exception as e:
# Log actual errors
print(f"!!! Exception in background task '{task.get_name()}': {e} !!!")
traceback.print_exc()
# Optionally: Trigger some recovery or notification here if needed
# --- WebSocket connection manager ---
class ConnectionManager:
def __init__(self):
self.active_connections: Set[WebSocket] = set()
# Initialize with the idle HTML fragment
self.current_html_fragment: str = create_idle_html("Initializing...", "Setting up PokΓ©mon Battle Stream")
async def connect(self, websocket: WebSocket):
await websocket.accept()
self.active_connections.add(websocket)
print(f"Client connected. Sending current state. Total clients: {len(self.active_connections)}")
# Send current state (HTML fragment) to newly connected client
try:
await websocket.send_text(self.current_html_fragment)
except Exception as e:
print(f"Error sending initial state to new client: {e}")
# Consider removing the connection if initial send fails
await self.disconnect(websocket)
async def disconnect(self, websocket: WebSocket):
# Use discard() to safely remove even if not present
self.active_connections.discard(websocket)
print(f"Client disconnected. Total clients: {len(self.active_connections)}")
async def update_all(self, html_fragment: str):
"""Update the current HTML fragment and broadcast to all clients."""
if self.current_html_fragment == html_fragment:
# print("Skipping broadcast, HTML fragment unchanged.")
return # Avoid unnecessary updates if content is identical
self.current_html_fragment = html_fragment
if not self.active_connections:
# print("No active connections to broadcast update to.")
return
print(f"Broadcasting update to {len(self.active_connections)} clients...")
# Create a list of tasks to send updates concurrently
# Make a copy of the set for safe iteration during potential disconnects
send_tasks = [
connection.send_text(html_fragment)
for connection in list(self.active_connections) # Iterate over a copy
]
# Use asyncio.gather to send to all clients, collecting results/exceptions
results = await asyncio.gather(*send_tasks, return_exceptions=True)
# Handle potential errors during broadcast (e.g., client disconnected abruptly)
# Iterate over connections again, checking results
connections_to_remove = set()
for i, result in enumerate(results):
connection = list(self.active_connections)[i] # Assumes order is maintained
if isinstance(result, Exception):
print(f"Error sending update to client: {result}. Marking for removal.")
connections_to_remove.add(connection)
# Disconnect clients that failed
for connection in connections_to_remove:
await self.disconnect(connection)
manager = ConnectionManager()
# --- API Routes ---
@app.get("/", response_class=HTMLResponse)
async def get_homepage():
"""Serves the main HTML page with WebSocket connection and improved styling."""
# NOTE: Ensure the static path '/static/pokemon_huggingface.png' is correct
# and the image exists in a 'static' folder next to your main.py
# (Existing HTML content remains unchanged)
return """
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Pokemon Battle Livestream</title>
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Poppins:wght@400;700&family=Press+Start+2P&display=swap" rel="stylesheet">
<style>
/* Basic Reset */
* {
box-sizing: border-box;
}
html, body {
margin: 0;
padding: 0;
height: 100%;
width: 100%;
overflow: hidden; /* Prevent scrollbars on body */
font-family: 'Poppins', sans-serif; /* Default font */
color: #ffffff; /* Default text color */
background-color: #1a1a1a; /* Dark background */
}
/* Container for dynamic content */
#stream-container {
position: fixed; /* Use fixed to ensure it covers viewport */
top: 0;
left: 0;
width: 100%;
height: 100%;
display: flex; /* Use flexbox for centering content */
justify-content: center;
align-items: center;
}
/* Iframe Styling */
.battle-iframe {
width: 100%;
height: 100%;
border: none; /* Remove default border */
display: block; /* Prevents potential extra space below iframe */
}
/* Base Content Container Styling (used by idle/error) */
.content-container {
width: 100%;
height: 100%;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
padding: 20px;
text-align: center;
}
/* Idle Screen Specific Styling */
.idle-container {
/* Ensure the background covers the entire container */
background-image: url('/static/pokemon_huggingface.png');
background-size: cover;
background-position: center;
background-repeat: no-repeat;
}
/* Error Screen Specific Styling */
.error-container {
background: linear-gradient(135deg, #4d0000, #1a0000); /* Dark red gradient */
}
/* Message Box Styling (shared by idle/error) */
.message-box {
background-color: rgba(0, 0, 0, 0.75); /* Darker, more opaque */
padding: 40px 50px; /* More padding */
border-radius: 20px; /* More rounded */
max-width: 70%; /* Max width */
box-shadow: 0 8px 25px rgba(0, 0, 0, 0.5); /* Softer shadow */
border: 1px solid rgba(255, 255, 255, 0.1); /* Subtle border */
}
.status {
font-family: 'Press Start 2P', cursive; /* Pixel font for status */
font-size: clamp(1.5em, 4vw, 2.5em); /* Responsive font size */
margin-bottom: 25px;
color: #ffcb05; /* Pokemon Yellow */
text-shadow: 3px 3px 0px #3b4cca; /* Pokemon Blue shadow */
/* Subtle pulse animation for idle status */
animation: pulse 2s infinite ease-in-out;
}
.instruction {
font-size: clamp(1em, 2.5vw, 1.4em); /* Responsive font size */
color: #f0f0f0; /* Light grey for readability */
line-height: 1.6;
text-shadow: 1px 1px 3px rgba(0, 0, 0, 0.7);
}
.instruction strong {
color: #ff7f0f; /* A contrasting color like orange */
font-weight: 700; /* Ensure Poppins bold is used */
}
/* Error Screen Specific Text Styling */
.error-container .status {
color: #ff4d4d; /* Bright Red for error status */
text-shadow: 2px 2px 0px #800000; /* Darker red shadow */
animation: none; /* No pulse on error */
}
.error-container .instruction {
color: #ffdddd; /* Lighter red for error details */
}
/* Pulse Animation */
@keyframes pulse {
0% { transform: scale(1); }
50% { transform: scale(1.03); }
100% { transform: scale(1); }
}
</style>
</head>
<body>
<div id="stream-container">
</div>
<script>
const streamContainer = document.getElementById('stream-container');
let ws = null; // WebSocket instance
function connectWebSocket() {
// Use wss:// for https:// and ws:// for http://
const wsProtocol = location.protocol === 'https:' ? 'wss' : 'ws';
const wsUrl = `${wsProtocol}://${location.host}/ws`;
ws = new WebSocket(wsUrl);
console.log('Attempting to connect to WebSocket server...');
ws.onopen = (event) => {
console.log('WebSocket connection established.');
// Optional: Clear any 'connecting...' message if you have one
// streamContainer.innerHTML = ''; // Clear container only if needed
};
ws.onmessage = (event) => {
// console.log('Received update from server:', event.data);
// Directly set the innerHTML with the fragment received from the server
streamContainer.innerHTML = event.data;
};
ws.onclose = (event) => {
console.log(`WebSocket connection closed. Code: ${event.code}, Reason: ${event.reason}. Attempting to reconnect in 5 seconds...`);
ws = null; // Clear the instance
// Clear the display or show a 'disconnected' message
streamContainer.innerHTML = createReconnectMessage();
setTimeout(connectWebSocket, 5000); // Retry connection after 5 seconds
};
ws.onerror = (event) => {
console.error('WebSocket error:', event);
// The onclose event will usually fire after an error,
// so reconnection logic is handled there.
// You might want to display an error message here briefly.
streamContainer.innerHTML = createErrorMessage("WebSocket connection error. Attempting to reconnect...");
// Optionally force close to trigger reconnect logic if onclose doesn't fire
if (ws && ws.readyState !== WebSocket.CLOSED) {
ws.close();
}
};
}
// Helper function to generate reconnecting message HTML (matches error style)
function createReconnectMessage() {
return `
<div class="content-container error-container" style="background: #333;">
<div class="message-box" style="background-color: rgba(0,0,0,0.6);">
<p class="status" style="color: #ffcb05; text-shadow: none; animation: none;">π Disconnected π</p>
<p class="instruction" style="color: #eee;">Connection lost. Attempting to reconnect automatically...</p>
</div>
</div>`;
}
// Helper function to generate error message HTML
function createErrorMessage(message) {
return `
<div class="content-container error-container">
<div class="message-box">
<p class="status">π¨ Error π¨</p>
<p class="instruction">${message}</p>
</div>
</div>`;
}
// Initial connection attempt when the page loads
connectWebSocket();
</script>
</body>
</html>
"""
@app.get("/last_action", response_class=HTMLResponse)
async def get_last_action():
"""
Serves a simple HTML page displaying the content of last_action.txt,
styled for OBS integration.
"""
file_content_raw = ""
error_message = None
try:
# Read the file content fresh on each request
with open(LAST_ACTION_FILE, "r", encoding="utf-8") as f:
file_content_raw = f.read()
except FileNotFoundError:
error_message = f"Error: File '{LAST_ACTION_FILE}' not found."
print(f"WARN: {error_message}") # Log server-side
except Exception as e:
error_message = f"An unexpected error occurred while reading '{LAST_ACTION_FILE}': {e}"
print(f"ERROR: {error_message}") # Log server-side
traceback.print_exc() # Log full traceback for debugging
# Escape the raw content to prevent XSS if the file contains HTML/JS
display_content = html.escape(file_content_raw) if not error_message else error_message
# Use a class to differentiate normal content from error messages for styling
content_class = "error" if error_message else "log-content"
# Create the simple HTML response with updated styles for OBS
html_output = f"""
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Last Action Log</title>
<style>
/* Import fonts to potentially match the main stream interface */
/* You already import Poppins and Press Start 2P in the main '/' route's HTML */
/* No extra import needed here if loaded by the browser already, but safe to include */
@import url('https://fonts.googleapis.com/css2?family=Poppins:wght@400;700&family=Press+Start+2P&display=swap');
/* Basic Reset */
* {{
box-sizing: border-box;
margin: 0;
padding: 0;
}}
/* Ensure html and body take full height/width and hide overflow */
html, body {{
height: 100%;
width: 100%;
overflow: hidden; /* Crucial for OBS Browser Source */
}}
body {{
/* Use a font that matches your stream's text */
font-family: 'Poppins', sans-serif;
/* Fallback font */
/* font-family: Consolas, 'Courier New', monospace; */
line-height: 1.5; /* Adjust line spacing if needed */
padding: 15px; /* Add some padding inside the OBS box */
/* Make background transparent for seamless overlay in OBS */
background-color: transparent;
/* Set default text color to white for dark OBS backgrounds */
color: #FFFFFF;
/* Center the text block */
display: flex;
justify-content: center;
align-items: center;
text-align: center;
}}
/* Wrapper for content, useful for centering and potential future overflow */
.content-wrapper {{
max-width: 100%;
max-height: 100%;
/* Optional: Add scroll if content exceeds OBS source size */
/* overflow-y: auto; */
}}
/* Style for the main action text */
.log-content {{
/* Significantly larger font size */
font-size: 2em; /* Example: Adjust as needed */
/* Alternative responsive size based on OBS source width: */
/* font-size: calc(12px + 1.8vw); */
white-space: pre-wrap; /* Allow text wrapping */
word-wrap: break-word; /* Break long words */
color: #EAEAEA; /* Slightly off-white */
/* Optional: Add subtle shadow for better readability on complex backgrounds */
text-shadow: 1px 1px 3px rgba(0, 0, 0, 0.7);
}}
/* Style for error messages */
.error {{
font-family: 'Poppins', sans-serif; /* Keep font consistent */
font-size: 1.6em; /* Make errors large but slightly smaller than normal */
color: #FFBDBD; /* Light red text, visible on dark */
font-weight: bold;
background-color: rgba(100, 0, 0, 0.7); /* Dark red, semi-transparent */
border: 1px solid #FF8080; /* Lighter red border */
padding: 10px 15px;
border-radius: 8px;
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.8);
white-space: normal; /* Allow errors to wrap normally */
}}
</style>
</head>
<body>
<div class="content-wrapper">
<div class="{content_class}">{display_content}</div>
</div>
</body>
</html>
"""
return HTMLResponse(content=html_output)
@app.websocket("/ws")
async def websocket_endpoint(websocket: WebSocket):
await manager.connect(websocket)
try:
while True:
# Keep connection alive. Client doesn't send messages in this setup.
# FastAPI's WebSocket implementation handles ping/pong internally usually.
# If needed, you could implement explicit keepalive here.
data = await websocket.receive_text()
# We don't expect messages from the client in this design,
# but log if received for debugging.
print(f"Received unexpected message from client: {data}")
# Or simply keep listening:
# await asyncio.sleep(60) # Example keepalive interval if needed
except WebSocketDisconnect as e:
print(f"WebSocket disconnected: Code {e.code}, Reason: {getattr(e, 'reason', 'N/A')}")
await manager.disconnect(websocket) # Use await here
except Exception as e:
# Catch other potential errors on the connection
print(f"WebSocket error: {e}")
traceback.print_exc()
await manager.disconnect(websocket) # Ensure disconnect on error
@app.on_event("startup")
async def startup_event():
"""Start background tasks when the application starts."""
global background_task_handle
# Mount static files directory (make sure 'static' folder exists)
# Place your 'pokemon_huggingface.png' inside this 'static' folder
static_dir = "static"
if not os.path.exists(static_dir):
os.makedirs(static_dir)
print(f"Created static directory at: {os.path.abspath(static_dir)}")
print("!!! Please add 'pokemon_huggingface.png' to this directory! !!!")
app.mount("/static", StaticFiles(directory=static_dir), name="static")
print(f"Mounted static directory '{static_dir}' at '/static'")
# --- ADDED FOR /last_action --- Check if last_action.txt exists ---
if not os.path.exists(LAST_ACTION_FILE):
print(f"WARN: '{LAST_ACTION_FILE}' not found. Creating an empty file.")
try:
with open(LAST_ACTION_FILE, "w", encoding="utf-8") as f:
f.write("No actions recorded yet.")
except Exception as e:
print(f"ERROR: Could not create '{LAST_ACTION_FILE}': {e}")
# --- END ADDED SECTION ---
print("π Starting background tasks")
# Start the main lifecycle manager task
background_task_handle = asyncio.create_task(manage_agent_lifecycle(), name="LifecycleManager")
# Add the exception logging callback
background_task_handle.add_done_callback(log_task_exception)
print("β
Background tasks started")
@app.on_event("shutdown")
async def shutdown_event():
"""Clean up tasks when shutting down."""
global background_task_handle, active_agent_instance
print("\nπ Shutting down application. Cleaning up...")
# 1. Cancel the main lifecycle manager task
if background_task_handle and not background_task_handle.done():
print("Cancelling background task...")
background_task_handle.cancel()
try:
await asyncio.wait_for(background_task_handle, timeout=5.0)
print("Background task cancelled successfully.")
except asyncio.CancelledError:
print("Background task cancellation confirmed (CancelledError).")
except asyncio.TimeoutError:
print("Background task did not finish cancelling within timeout.")
except Exception as e:
print(f"Error during background task cancellation: {e}")
# 2. Deactivate and disconnect any currently active agent
# Use a copy of the instance in case it gets cleared elsewhere during shutdown.
agent_to_disconnect = active_agent_instance
if agent_to_disconnect:
agent_name = agent_to_disconnect.username if hasattr(agent_to_disconnect, 'username') else 'Unknown Agent'
print(f"Disconnecting active agent '{agent_name}'...")
try:
# Check websocket status before disconnecting
if hasattr(agent_to_disconnect, '_websocket') and agent_to_disconnect._websocket and agent_to_disconnect._websocket.open:
await agent_to_disconnect.disconnect()
print(f"Agent '{agent_name}' disconnected.")
else:
print(f"Agent '{agent_name}' already disconnected or websocket not available.")
except Exception as e:
print(f"Error during agent disconnect on shutdown for '{agent_name}': {e}")
# 3. Close all active WebSocket connections cleanly
print(f"Closing {len(manager.active_connections)} client WebSocket connections...")
# Create tasks to close all connections concurrently
close_tasks = [
conn.close(code=1000, reason="Server shutting down") # 1000 = Normal Closure
for conn in list(manager.active_connections) # Iterate over a copy
]
if close_tasks:
await asyncio.gather(*close_tasks, return_exceptions=True) # Log potential errors during close
print("β
Cleanup complete. Application shutdown.")
# For direct script execution
if __name__ == "__main__":
import uvicorn
# Configure logging
logging.basicConfig(
level=logging.INFO,
format='%(asctime)s - %(name)s:%(lineno)d - %(levelname)s - %(message)s',
datefmt='%Y-%m-%d %H:%M:%S'
)
# Reduce noise from poke_env's default INFO logging if desired
logging.getLogger('poke_env').setLevel(logging.WARNING)
logging.getLogger('websockets.client').setLevel(logging.INFO) # Show websocket connection attempts
print("Starting Pokemon Battle Livestream Server...")
print("="*60)
if not AVAILABLE_AGENT_NAMES:
print("βββββββββββββββββββββ FATAL ERROR βββββββββββββββββββββ")
print(" No agents found with configured passwords!")
print(" Please set the required environment variables:")
for name, cfg in AGENT_CONFIGS.items():
print(f" - {cfg.get('password_env_var', 'N/A')} (for agent: {name})")
print("="*60)
exit("Exiting due to missing agent passwords.")
else:
print("β¨ Available Agents Found:")
for name in AVAILABLE_AGENT_NAMES:
print(f" - {name}")
print("="*60)
print(f"Server will run on http://0.0.0.0:7860")
print(f"Last action log available at http://0.0.0.0:7860/last_action") # --- ADDED INFO ---
print("="*60)
# Run with uvicorn
uvicorn.run(
"main:app", # Point to the FastAPI app instance
host="0.0.0.0",
port=7860,
reload=False, # Disable reload for production/stable testing
log_level="info" # Uvicorn's log level
) |