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Update app.py
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app.py
CHANGED
@@ -1,440 +1,133 @@
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# app.py
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import streamlit as st
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# --- Must be the first Streamlit command ---
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st.set_page_config(page_title="Infinite World Builder", layout="wide")
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import streamlit.components.v1 as components
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import os
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import json
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import pandas as pd
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import uuid
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import math
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import time
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from datetime import datetime
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#
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# --- Constants ---
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SAVE_DIR = "saved_worlds"
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GLOBAL_SAVES_DIR = "global_saves" # Folder for global game saves
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PLOT_WIDTH = 50.0 # Width of each plot in 3D space
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PLOT_DEPTH = 50.0 # Depth of each plot
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CSV_COLUMNS = ['obj_id', 'type', 'pos_x', 'pos_y', 'pos_z', 'rot_x', 'rot_y', 'rot_z', 'rot_order']
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# --- Ensure Required Directories Exist ---
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os.makedirs(SAVE_DIR, exist_ok=True)
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os.makedirs(GLOBAL_SAVES_DIR, exist_ok=True)
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# --- Helper Functions for Global Save Management ---
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def load_latest_global_save():
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"""
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Load the JSON file with the most recent timestamp from GLOBAL_SAVES_DIR.
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Returns None if no global save exists.
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"""
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json_files = [f for f in os.listdir(GLOBAL_SAVES_DIR) if f.endswith(".json")]
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if not json_files:
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return None
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json_files.sort(reverse=True)
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latest_file = json_files[0]
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with open(os.path.join(GLOBAL_SAVES_DIR, latest_file), "r", encoding="utf-8") as f:
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return json.load(f)
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def consolidate_global_saves():
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"""
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Merge all JSON files in GLOBAL_SAVES_DIR into one consolidated file and delete older ones.
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The union of game objects (using unique 'obj_id's) is computed.
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Returns the consolidated state.
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"""
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json_files = [f for f in os.listdir(GLOBAL_SAVES_DIR) if f.endswith(".json")]
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if not json_files:
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return None
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merged_state = {"timestamp": "", "game_state": [], "player_position": {"x": 0, "y": 0, "z": 0}}
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obj_dict = {}
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latest_timestamp = None
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latest_player_position = {"x": 0, "y": 0, "z": 0}
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for f in json_files:
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with open(os.path.join(GLOBAL_SAVES_DIR, f), "r", encoding="utf-8") as file:
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data = json.load(file)
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for obj in data.get("game_state", []):
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obj_id = obj.get("obj_id")
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if obj_id:
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obj_dict[obj_id] = obj
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file_timestamp = data.get("timestamp")
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if not latest_timestamp or file_timestamp > latest_timestamp:
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latest_timestamp = file_timestamp
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latest_player_position = data.get("player_position", {"x": 0, "y": 0, "z": 0})
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merged_state["timestamp"] = latest_timestamp if latest_timestamp else time.strftime("%Y-%m-%d %H:%M:%S")
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merged_state["game_state"] = list(obj_dict.values())
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merged_state["player_position"] = latest_player_position
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consolidated_filename = f"consolidated_{datetime.now().strftime('%Y%m%d_%H%M%S')}.json"
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consolidated_path = os.path.join(GLOBAL_SAVES_DIR, consolidated_filename)
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with open(consolidated_path, "w", encoding="utf-8") as f:
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json.dump(merged_state, f, indent=2)
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# Delete all old JSON files except the newly consolidated one.
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for f in json_files:
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try:
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os.remove(os.path.join(GLOBAL_SAVES_DIR, f))
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except Exception as e:
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st.error(f"Error deleting old global save {f}: {e}")
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return merged_state
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"timestamp": time.strftime("%Y-%m-%d %H:%M:%S"),
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"game_state": game_state.get_state(),
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"player_position": st.session_state.get("player_position", {"x": 0, "y": 0, "z": 0})
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}
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with open(save_file_path, "w", encoding="utf-8") as f:
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json.dump(global_save_data, f, indent=2)
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# Consolidate all global saves into one file and update session state.
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consolidated_state = consolidate_global_saves()
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if consolidated_state is not None:
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st.session_state.loaded_global_state = consolidated_state
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def
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"""
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Reload all global save files, consolidate them, and update the game state.
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"""
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consolidated_state = consolidate_global_saves()
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if consolidated_state is not None:
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with game_state.lock:
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game_state.world_state = consolidated_state.get("game_state", [])
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st.session_state.player_position = consolidated_state.get("player_position", {"x": 0, "y": 0, "z": 0})
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st.session_state.loaded_global_state = consolidated_state
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st.success("Global state reloaded!")
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else:
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st.warning("No global save found to reload.")
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@st.cache_data(ttl=3600)
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def load_plot_metadata():
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"""Scans SAVE_DIR for plot files and returns metadata."""
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plots = []
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try:
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st.error(f"Save directory '{SAVE_DIR}' not found.")
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return []
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except Exception as e:
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st.error(f"Error
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return []
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for filename in plot_files:
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try:
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parts = filename[:-4].split('_')
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grid_x = int(parts[1][1:])
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grid_z = int(parts[2][1:])
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plot_name = " ".join(parts[3:]) if len(parts) > 3 else f"Plot ({grid_x},{grid_z})"
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parsed_plots.append({
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'id': filename[:-4],
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'filename': filename,
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'grid_x': grid_x,
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'grid_z': grid_z,
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'name': plot_name,
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'x_offset': grid_x * PLOT_WIDTH,
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'z_offset': grid_z * PLOT_DEPTH
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})
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except (IndexError, ValueError):
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st.warning(f"Could not parse grid coordinates from filename: {filename}. Skipping.")
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continue
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parsed_plots.sort(key=lambda p: (p['grid_x'], p['grid_z']))
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return parsed_plots
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def load_plot_objects(filename, x_offset, z_offset):
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"""Loads objects from a CSV file and applies world offsets."""
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file_path = os.path.join(SAVE_DIR, filename)
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objects = []
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try:
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st.warning(f"CSV '{filename}' missing essential columns. Skipping.")
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return []
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df['obj_id'] = df.get('obj_id', pd.Series([str(uuid.uuid4()) for _ in range(len(df))]))
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for col, default in [('rot_x', 0.0), ('rot_y', 0.0), ('rot_z', 0.0), ('rot_order', 'XYZ')]:
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if col not in df.columns:
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df[col] = default
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for _, row in df.iterrows():
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obj_data = row.to_dict()
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obj_data['pos_x'] += x_offset
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obj_data['pos_z'] += z_offset
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objects.append(obj_data)
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return objects
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except FileNotFoundError:
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st.error(f"File not found during object load: {filename}")
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return []
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except pd.errors.EmptyDataError:
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return []
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except Exception as e:
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st.error(f"Error
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return []
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relative_objects = []
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if not isinstance(objects_data_list, list):
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st.error("Invalid data format received for saving (expected a list).")
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return False
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relative_objects.append(relative_obj)
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try:
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df = pd.DataFrame(relative_objects, columns=CSV_COLUMNS)
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df.to_csv(file_path, index=False)
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st.success(f"Saved {len(relative_objects)} objects to {filename}")
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return True
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except Exception as e:
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st.error(f"Failed to save plot data to {filename}: {e}")
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return False
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# --- Initialize GameState Singleton ---
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@st.cache_resource
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def get_game_state():
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return GameState(save_dir=SAVE_DIR, csv_filename="world_state.csv")
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game_state = get_game_state()
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# --- Session State Initialization ---
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if 'selected_object' not in st.session_state:
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st.session_state.selected_object = 'None'
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if 'new_plot_name' not in st.session_state:
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st.session_state.new_plot_name = ""
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if 'js_save_data_result' not in st.session_state:
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st.session_state.js_save_data_result = None
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if 'player_position' not in st.session_state:
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st.session_state.player_position = {"x": 0, "y": 0, "z": 0}
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if 'loaded_global_state' not in st.session_state:
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st.session_state.loaded_global_state = None
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# --- On Client Start: Load Latest Global Save if Available ---
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latest_global_save = load_latest_global_save()
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if latest_global_save is not None:
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with game_state.lock:
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game_state.world_state = latest_global_save.get("game_state", [])
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st.session_state.player_position = latest_global_save.get("player_position", {"x": 0, "y": 0, "z": 0})
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st.session_state.loaded_global_state = latest_global_save
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plots_metadata = load_plot_metadata()
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all_initial_objects = []
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for plot in plots_metadata:
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all_initial_objects.extend(load_plot_objects(plot['filename'], plot['x_offset'], plot['z_offset']))
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# If GameState is empty, update it with initial objects.
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if not game_state.get_state():
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game_state.update_state(all_initial_objects)
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# --- Sidebar ---
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with st.sidebar:
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st.title("🏗️ World Controls")
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st.caption("Click to teleport player to a plot.")
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max_cols = 2
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cols = st.columns(max_cols)
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col_idx = 0
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sorted_plots_for_nav = sorted(plots_metadata, key=lambda p: (p['grid_x'], p['grid_z']))
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for plot in sorted_plots_for_nav:
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button_label = f"➡️ {plot.get('name', plot['id'])} ({plot['grid_x']},{plot['grid_z']})"
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if cols[col_idx].button(button_label, key=f"nav_{plot['id']}"):
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target_x = plot['x_offset']
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target_z = plot['z_offset']
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try:
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from streamlit_js_eval import streamlit_js_eval
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js_code = f"teleportPlayer({target_x + PLOT_WIDTH/2}, {target_z + PLOT_DEPTH/2});"
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streamlit_js_eval(js_code=js_code, key=f"teleport_{plot['id']}")
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except Exception as e:
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st.error(f"Failed to send teleport command: {e}")
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col_idx = (col_idx + 1) % max_cols
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st.markdown("---")
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st.header("Place Objects")
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object_types = ["None", "Simple House", "Tree", "Rock", "Fence Post"]
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current_object_index = object_types.index(st.session_state.selected_object) if st.session_state.selected_object in object_types else 0
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selected_object_type_widget = st.selectbox("Select Object:", options=object_types, index=current_object_index, key="selected_object_widget")
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if selected_object_type_widget != st.session_state.selected_object:
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st.session_state.selected_object = selected_object_type_widget
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st.markdown("---")
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st.header("Save Work (Per Plot)")
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st.caption("Saves newly placed objects to the current plot.")
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if st.button("💾 Save Current Work", key="save_button"):
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from streamlit_js_eval import streamlit_js_eval
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js_get_data_code = "getSaveDataAndPosition();"
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streamlit_js_eval(js_code=js_get_data_code, key="js_save_processor")
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st.rerun()
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st.markdown("---")
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st.header("Global Save & Load")
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if st.button("💾 Global Save"):
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global_save_data = {
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"timestamp": time.strftime("%Y-%m-%d %H:%M:%S"),
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"game_state": game_state.get_state(),
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"player_position": st.session_state.get("player_position", {"x": 0, "y": 0, "z": 0})
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}
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default_save_name = f"save_{time.strftime('%Y%m%d_%H%M%S')}.json"
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save_file_path = os.path.join(GLOBAL_SAVES_DIR, default_save_name)
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with open(save_file_path, "w", encoding="utf-8") as f:
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json.dump(global_save_data, f, indent=2)
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st.success(f"Global state saved to {default_save_name}")
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st.session_state.loaded_global_state = global_save_data
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perform_global_save()
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if st.button("🔄 Reload Global State"):
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st.session_state.loaded_global_state = loaded_save
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st.success(f"Global state loaded from {file}")
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st.markdown("---")
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st.header("Download Global Save as Markdown")
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current_save = {"timestamp": "N/A", "game_state": [], "player_position": {"x": 0, "y": 0, "z": 0}}
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default_md_name = current_save.get("timestamp", "save").replace(":", "").replace(" ", "_") + ".md"
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download_name = st.text_input("Override File Name", value=default_md_name)
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- 🧭 **Player Position:** {current_save.get("player_position", {"x": 0, "y": 0, "z": 0})}
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## Game Objects:
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"""
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# --- Process Save Data from
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save_processed_successfully = False
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try:
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payload = json.loads(save_data_from_js) if isinstance(save_data_from_js, str) else save_data_from_js
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if isinstance(payload, dict) and
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player_pos = payload[
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target_plot_x_offset = target_grid_x * PLOT_WIDTH
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target_plot_z_offset = target_grid_z * PLOT_DEPTH
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st.write(f"Attempting to save plot: {target_filename} (Player at: x={player_pos.get('x', 0):.1f}, z={player_pos.get('z', 0):.1f})")
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is_new_plot_file = not os.path.exists(os.path.join(SAVE_DIR, target_filename))
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save_ok = save_plot_data(target_filename, objects_to_save, target_plot_x_offset, target_plot_z_offset)
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if save_ok:
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load_plot_metadata.clear() # Clear cache so metadata reloads
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try:
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from streamlit_js_eval import streamlit_js_eval
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streamlit_js_eval(js_code="resetNewlyPlacedObjects();", key="reset_js_state")
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except Exception as js_e:
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st.warning(f"Could not reset JS state after save: {js_e}")
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if is_new_plot_file:
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st.success(f"New plot created and saved: {target_filename}")
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else:
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st.success(f"Updated existing plot: {target_filename}")
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game_state.update_state(objects_to_save)
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save_processed_successfully = True
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perform_global_save()
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else:
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st.error(f"Failed to save plot data to file: {target_filename}")
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else:
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st.error("Invalid 'objectsToSave' format received (expected list).")
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else:
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st.error("Invalid save payload structure received from client.")
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389 |
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except json.JSONDecodeError:
|
390 |
-
st.error("Failed to decode save data from client.")
|
391 |
except Exception as e:
|
392 |
-
st.error(f"Error processing save: {e}")
|
393 |
-
|
394 |
-
if save_processed_successfully:
|
395 |
-
st.rerun()
|
396 |
-
|
397 |
-
# --- Main Area ---
|
398 |
-
st.header("Infinite Shared 3D World")
|
399 |
-
st.caption("Move to empty areas to expand the world. Use the sidebar 'Save' controls to store your work.")
|
400 |
|
401 |
-
# Inject
|
402 |
injected_state = {
|
403 |
-
"
|
404 |
-
"PLOTS_METADATA": plots_metadata,
|
405 |
-
"SELECTED_OBJECT_TYPE": st.session_state.selected_object,
|
406 |
-
"PLOT_WIDTH": PLOT_WIDTH,
|
407 |
-
"PLOT_DEPTH": PLOT_DEPTH,
|
408 |
-
"GAME_STATE": game_state.get_state()
|
409 |
}
|
410 |
-
|
411 |
-
html_file_path = 'index.html'
|
412 |
-
html_content_with_state = None
|
413 |
-
|
414 |
try:
|
415 |
-
with open(html_file_path,
|
416 |
html_template = f.read()
|
417 |
js_injection_script = f"""
|
418 |
<script>
|
419 |
-
|
420 |
-
window.
|
421 |
-
|
422 |
-
window.PLOT_WIDTH = {json.dumps(injected_state["PLOT_WIDTH"])};
|
423 |
-
window.PLOT_DEPTH = {json.dumps(injected_state["PLOT_DEPTH"])};
|
424 |
-
window.GAME_STATE = {json.dumps(injected_state["GAME_STATE"])};
|
425 |
-
console.log("Streamlit State Injected:", {{
|
426 |
-
selectedObject: window.SELECTED_OBJECT_TYPE,
|
427 |
-
initialObjectsCount: window.ALL_INITIAL_OBJECTS ? window.ALL_INITIAL_OBJECTS.length : 0,
|
428 |
-
plotCount: window.PLOTS_METADATA ? window.PLOTS_METADATA.length : 0,
|
429 |
-
gameStateObjects: window.GAME_STATE ? window.GAME_STATE.length : 0
|
430 |
-
}});
|
431 |
</script>
|
432 |
"""
|
433 |
-
|
434 |
-
components.html(
|
435 |
-
except FileNotFoundError:
|
436 |
-
st.error(f"CRITICAL ERROR: Could not find the file '{html_file_path}'.")
|
437 |
-
st.warning(f"Make sure `{html_file_path}` is in the same directory as `app.py` and `{SAVE_DIR}` exists.")
|
438 |
except Exception as e:
|
439 |
-
st.error(f"
|
440 |
-
st.exception(e)
|
|
|
1 |
# app.py
|
2 |
import streamlit as st
|
3 |
+
# st.set_page_config MUST be the first Streamlit command
|
|
|
4 |
st.set_page_config(page_title="Infinite World Builder", layout="wide")
|
5 |
|
6 |
import streamlit.components.v1 as components
|
7 |
+
import os, json, time, uuid, math
|
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|
|
8 |
from datetime import datetime
|
9 |
|
10 |
+
# --- Global State File ---
|
11 |
+
GLOBAL_STATE_FILE = "global_state.json"
|
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|
12 |
|
13 |
+
# If the global state file does not exist, create it with an empty state.
|
14 |
+
if not os.path.exists(GLOBAL_STATE_FILE):
|
15 |
+
empty_state = {
|
16 |
+
"timestamp": time.strftime("%Y-%m-%d %H:%M:%S"),
|
17 |
+
"game_state": [], # List of object records
|
18 |
+
"player_position": {"x": 0, "y": 0, "z": 0}
|
|
|
|
|
|
|
19 |
}
|
20 |
+
with open(GLOBAL_STATE_FILE, "w", encoding="utf-8") as f:
|
21 |
+
json.dump(empty_state, f, indent=2)
|
|
|
|
|
|
|
|
|
|
|
|
|
22 |
|
23 |
+
def load_global_state():
|
|
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|
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|
|
|
|
|
|
|
24 |
try:
|
25 |
+
with open(GLOBAL_STATE_FILE, "r", encoding="utf-8") as f:
|
26 |
+
return json.load(f)
|
|
|
|
|
27 |
except Exception as e:
|
28 |
+
st.error(f"Error loading global state: {e}")
|
29 |
+
return {"timestamp": time.strftime("%Y-%m-%d %H:%M:%S"), "game_state": [], "player_position": {"x":0, "y":0, "z":0}}
|
30 |
|
31 |
+
def save_global_state(state):
|
|
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|
|
|
32 |
try:
|
33 |
+
with open(GLOBAL_STATE_FILE, "w", encoding="utf-8") as f:
|
34 |
+
json.dump(state, f, indent=2)
|
|
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|
|
|
35 |
except Exception as e:
|
36 |
+
st.error(f"Error saving global state: {e}")
|
|
|
37 |
|
38 |
+
# --- Initialize global state in session_state ---
|
39 |
+
if "global_state" not in st.session_state:
|
40 |
+
st.session_state["global_state"] = load_global_state()
|
|
|
|
|
|
|
|
|
41 |
|
42 |
+
# --- Utility: Update Global State with New Objects ---
|
43 |
+
def add_objects_to_global(new_objects, player_position):
|
44 |
+
"""
|
45 |
+
Merge new object records into the global state.
|
46 |
+
Each object is expected to have a unique 'obj_id'. If not, one is generated.
|
47 |
+
"""
|
48 |
+
state = st.session_state["global_state"]
|
49 |
+
# Create dictionary of existing objects by obj_id
|
50 |
+
existing = {obj["obj_id"]: obj for obj in state.get("game_state", []) if "obj_id" in obj}
|
51 |
+
for obj in new_objects:
|
52 |
+
obj_id = obj.get("obj_id", str(uuid.uuid4()))
|
53 |
+
obj["obj_id"] = obj_id
|
54 |
+
existing[obj_id] = obj
|
55 |
+
state["game_state"] = list(existing.values())
|
56 |
+
# Update player position and timestamp (for simplicity, overwrite with latest)
|
57 |
+
state["player_position"] = player_position
|
58 |
+
state["timestamp"] = time.strftime("%Y-%m-%d %H:%M:%S")
|
59 |
+
st.session_state["global_state"] = state
|
60 |
+
save_global_state(state)
|
61 |
+
|
62 |
+
# --- Sidebar Controls ---
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
63 |
with st.sidebar:
|
64 |
st.title("🏗️ World Controls")
|
65 |
+
# Button to force reload global state from file.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
66 |
if st.button("🔄 Reload Global State"):
|
67 |
+
st.session_state["global_state"] = load_global_state()
|
68 |
+
st.success("Global state reloaded.")
|
69 |
+
# Button to clear the global state.
|
70 |
+
if st.button("🗑️ Clear Global State"):
|
71 |
+
empty = {
|
72 |
+
"timestamp": time.strftime("%Y-%m-%d %H:%M:%S"),
|
73 |
+
"game_state": [],
|
74 |
+
"player_position": {"x": 0, "y": 0, "z": 0}
|
75 |
+
}
|
76 |
+
st.session_state["global_state"] = empty
|
77 |
+
save_global_state(empty)
|
78 |
+
st.success("Global state cleared.")
|
|
|
|
|
79 |
|
80 |
st.markdown("---")
|
81 |
st.header("Download Global Save as Markdown")
|
82 |
+
state = st.session_state["global_state"]
|
83 |
+
default_md_name = state.get("timestamp", "save").replace(":", "").replace(" ", "_") + ".md"
|
|
|
|
|
84 |
download_name = st.text_input("Override File Name", value=default_md_name)
|
85 |
+
md_outline = f"""# Global Save: {download_name}
|
86 |
+
- ⏰ **Timestamp:** {state.get("timestamp", "N/A")}
|
87 |
+
- 🎮 **Number of Game Objects:** {len(state.get("game_state", []))}
|
88 |
+
- 🧭 **Player Position:** {state.get("player_position", {"x":0, "y":0, "z":0})}
|
|
|
89 |
|
90 |
## Game Objects:
|
91 |
"""
|
92 |
+
for i, obj in enumerate(state.get("game_state", []), start=1):
|
93 |
+
obj_type = obj.get("type", "Unknown")
|
94 |
+
pos = (obj.get("x", 0), obj.get("y", 0), obj.get("z", 0))
|
95 |
+
md_outline += f"- {i}. ✨ **{obj_type}** at {pos}\n"
|
96 |
+
st.download_button("Download Markdown Save", data=md_outline, file_name=download_name, mime="text/markdown")
|
97 |
+
|
98 |
+
# --- Process Save Data from JavaScript ---
|
99 |
+
# The JS component will set st.session_state["js_save_data"] to a JSON string when an object is placed.
|
100 |
+
save_data_from_js = st.session_state.get("js_save_data", None)
|
101 |
+
if save_data_from_js:
|
|
|
102 |
try:
|
103 |
payload = json.loads(save_data_from_js) if isinstance(save_data_from_js, str) else save_data_from_js
|
104 |
+
if isinstance(payload, dict) and "playerPosition" in payload and "objectsToSave" in payload:
|
105 |
+
player_pos = payload["playerPosition"]
|
106 |
+
objects = payload["objectsToSave"]
|
107 |
+
add_objects_to_global(objects, player_pos)
|
108 |
+
st.success("Global state updated with new objects.")
|
109 |
+
st.session_state["js_save_data"] = None
|
110 |
+
st.experimental_rerun()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
111 |
except Exception as e:
|
112 |
+
st.error(f"Error processing JS save data: {e}")
|
113 |
+
st.session_state["js_save_data"] = None
|
|
|
|
|
|
|
|
|
|
|
|
|
114 |
|
115 |
+
# --- Inject Global State into JavaScript ---
|
116 |
injected_state = {
|
117 |
+
"GLOBAL_STATE": st.session_state["global_state"]
|
|
|
|
|
|
|
|
|
|
|
118 |
}
|
119 |
+
html_file_path = "index.html"
|
|
|
|
|
|
|
120 |
try:
|
121 |
+
with open(html_file_path, "r", encoding="utf-8") as f:
|
122 |
html_template = f.read()
|
123 |
js_injection_script = f"""
|
124 |
<script>
|
125 |
+
// Inject the global state from Streamlit into the web app.
|
126 |
+
window.GLOBAL_STATE = {json.dumps(injected_state["GLOBAL_STATE"])};
|
127 |
+
console.log("Injected Global State:", window.GLOBAL_STATE);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
128 |
</script>
|
129 |
"""
|
130 |
+
html_content = html_template.replace("</head>", js_injection_script + "\n</head>", 1)
|
131 |
+
components.html(html_content, height=750, scrolling=True)
|
|
|
|
|
|
|
132 |
except Exception as e:
|
133 |
+
st.error(f"Error loading index.html: {e}")
|
|