import { Server } from 'socket.io'; import express from 'express'; import http from 'http'; import path from 'path'; import { fileURLToPath } from 'url'; // Module-level variables let io; let server; const registeredAgents = new Set(); const inGameAgents = {}; const agentManagers = {}; // socket for main process that registers/controls agents // Initialize the server export function createMindServer(port = 8080) { const app = express(); server = http.createServer(app); io = new Server(server); // Serve static files const __dirname = path.dirname(fileURLToPath(import.meta.url)); app.use(express.static(path.join(__dirname, 'public'))); // Socket.io connection handling io.on('connection', (socket) => { let curAgentName = null; console.log('Client connected'); agentsUpdate(socket); socket.on('register-agents', (agentNames) => { console.log(`Registering agents: ${agentNames}`); agentNames.forEach(name => registeredAgents.add(name)); for (let name of agentNames) { agentManagers[name] = socket; } socket.emit('register-agents-success'); agentsUpdate(); }); socket.on('login-agent', (agentName) => { if (curAgentName && curAgentName !== agentName) { console.warn(`Agent ${agentName} already logged in as ${curAgentName}`); return; } if (registeredAgents.has(agentName)) { curAgentName = agentName; inGameAgents[agentName] = socket; agentsUpdate(); } else { console.warn(`Agent ${agentName} not registered`); } }); socket.on('logout-agent', (agentName) => { if (inGameAgents[agentName]) { delete inGameAgents[agentName]; agentsUpdate(); } }); socket.on('disconnect', () => { console.log('Client disconnected'); if (inGameAgents[curAgentName]) { delete inGameAgents[curAgentName]; agentsUpdate(); } }); socket.on('chat-message', (agentName, json) => { if (!inGameAgents[agentName]) { console.warn(`Agent ${agentName} tried to send a message but is not logged in`); return; } console.log(`${curAgentName} sending message to ${agentName}: ${json.message}`); inGameAgents[agentName].emit('chat-message', curAgentName, json); }); socket.on('restart-agent', (agentName) => { console.log(`Restarting agent: ${agentName}`); inGameAgents[agentName].emit('restart-agent'); }); socket.on('stop-agent', (agentName) => { let manager = agentManagers[agentName]; if (manager) { manager.emit('stop-agent', agentName); } else { console.warn(`Stopping unregisterd agent ${agentName}`); } }); socket.on('start-agent', (agentName) => { let manager = agentManagers[agentName]; if (manager) { manager.emit('start-agent', agentName); } else { console.warn(`Starting unregisterd agent ${agentName}`); } }); socket.on('stop-all-agents', () => { console.log('Killing all agents'); stopAllAgents(); }); socket.on('shutdown', () => { console.log('Shutting down'); for (let manager of Object.values(agentManagers)) { manager.emit('shutdown'); } setTimeout(() => { process.exit(0); }, 2000); }); socket.on('send-message', (agentName, message) => { if (!inGameAgents[agentName]) { console.warn(`Agent ${agentName} not logged in, cannot send message via MindServer.`); return } try { console.log(`Sending message to agent ${agentName}: ${message}`); inGameAgents[agentName].emit('send-message', agentName, message) } catch (error) { console.error('Error: ', error); } }); socket.on('response-message', (agentName, message) => { io.emit('response-message', {agentName, message}); }); }); server.listen(port, 'localhost', () => { console.log(`MindServer running on port ${port}`); }); return server; } function agentsUpdate(socket) { if (!socket) { socket = io; } let agents = []; registeredAgents.forEach(name => { agents.push({name, in_game: !!inGameAgents[name]}); }); socket.emit('agents-update', agents); } function stopAllAgents() { for (const agentName in inGameAgents) { let manager = agentManagers[agentName]; if (manager) { manager.emit('stop-agent', agentName); } } } // Optional: export these if you need access to them from other files export const getIO = () => io; export const getServer = () => server; export const getConnectedAgents = () => connectedAgents;