sam-coder-cli 1.0.23 → 1.0.25

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -272,49 +272,78 @@ class MultiplayerClient extends EventEmitter {
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  }
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  async connect() {
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- try {
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- // Ensure server is running
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- this.serverUrl = await ensureServerRunning(this.port);
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-
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- this.ws = new WebSocket(this.serverUrl);
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-
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- this.ws.on('open', () => {
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- this.connected = true;
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- this.emit('connected');
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- console.log(chalk.green('✅ Connected to multiplayer server'));
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-
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- // Send client info immediately after connection
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- this.updateClientInfo({
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- name: this.name,
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- role: this.role,
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- model: this.model
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- });
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- });
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-
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- this.ws.on('message', (data) => {
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+ return new Promise((resolve, reject) => {
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+ const connectWithRetry = async () => {
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  try {
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- const message = JSON.parse(data);
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- this.handleMessage(message);
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+ // If no server URL is provided, try to start a local server
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+ if (this.serverUrl === 'ws://localhost:8080') {
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+ try {
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+ this.serverUrl = await ensureServerRunning(8080);
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+ } catch (error) {
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+ console.error(chalk.red('Failed to start local server:'), error.message);
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+ reject(error);
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+ return;
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+ }
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+ }
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+
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+ console.log(chalk.blue(`Connecting to ${this.serverUrl}...`));
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+ this.ws = new WebSocket(this.serverUrl);
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+
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+ const connectionTimeout = setTimeout(() => {
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+ this.ws.terminate();
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+ reject(new Error('Connection timeout'));
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+ }, 10000); // 10 seconds timeout
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+
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+ this.ws.on('open', () => {
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+ clearTimeout(connectionTimeout);
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+ this.connected = true;
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+ console.log(chalk.green('✅ Connected to multiplayer server'));
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+
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+ // Send client info
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+ this.send({
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+ type: 'client_info',
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+ clientId: this.clientId,
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+ name: this.name,
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+ role: this.role,
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+ model: this.model
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+ });
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+
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+ this.emit('connected');
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+ resolve();
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+ });
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+
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+ this.ws.on('message', (data) => {
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+ try {
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+ const message = JSON.parse(data);
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+ this.handleMessage(message);
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+ } catch (error) {
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+ console.error('Error parsing message:', error);
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+ }
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+ });
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+
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+ this.ws.on('close', () => {
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+ this.connected = false;
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+ this.emit('disconnected');
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+ console.log(chalk.yellow('\n🔌 Disconnected from multiplayer server'));
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+ });
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+
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+ this.ws.on('error', (error) => {
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+ clearTimeout(connectionTimeout);
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+ console.error('WebSocket error:', error.message);
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+ if (!this.connected) {
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+ reject(error);
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+ }
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+ this.emit('error', error);
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+ });
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+
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  } catch (error) {
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- console.error('Error parsing message:', error);
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+ console.error('Connection error:', error.message);
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+ reject(error);
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  }
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- });
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-
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- this.ws.on('close', () => {
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- this.connected = false;
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- this.emit('disconnected');
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- console.log(chalk.yellow('\n🔌 Disconnected from multiplayer server'));
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- });
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-
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- this.ws.on('error', (error) => {
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- console.error('WebSocket error:', error);
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- this.emit('error', error);
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- });
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+ };
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- } catch (error) {
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- console.error('Failed to connect to server:', error);
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- this.emit('error', error);
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- }
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+ connectWithRetry();
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+ });
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  }
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  handleMessage(message) {
@@ -675,38 +704,91 @@ class MultiplayerClient extends EventEmitter {
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  return client ? (client.name || client.clientInfo?.name || 'Unknown') : 'Unknown';
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  }
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- createSession() {
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- if (!this.ws || this.ws.readyState !== WebSocket.OPEN) {
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- throw new Error('Not connected to server');
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- }
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- this.sessionId = uuidv4();
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- this.isHost = true;
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- this.send({
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- type: 'create_session',
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- sessionId: this.sessionId,
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- clientInfo: {
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- name: this.name,
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- role: this.role,
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- model: this.model
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+ async createSession() {
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+ if (!this.connected) {
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+ try {
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+ await this.connect();
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+ } catch (error) {
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+ throw new Error(`Failed to connect to server: ${error.message}`);
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  }
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+ }
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+
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+ return new Promise((resolve, reject) => {
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+ this.sessionId = uuidv4();
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+ this.isHost = true;
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+
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+ const onSessionCreated = (data) => {
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+ if (data.sessionId === this.sessionId) {
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+ this.off('session_created', onSessionCreated);
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+ this.off('error', onError);
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+ resolve(this.sessionId);
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+ }
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+ };
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+
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+ const onError = (error) => {
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+ this.off('session_created', onSessionCreated);
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+ this.off('error', onError);
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+ reject(error);
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+ };
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+
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+ this.once('session_created', onSessionCreated);
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+ this.once('error', onError);
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+
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+ this.send({
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+ type: 'create_session',
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+ sessionId: this.sessionId,
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+ clientInfo: {
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+ name: this.name,
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+ role: this.role,
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+ model: this.model
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+ }
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+ });
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  });
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- return this.sessionId;
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  }
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- joinSession(sessionId) {
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- if (!this.ws || this.ws.readyState !== WebSocket.OPEN) {
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- throw new Error('Not connected to server');
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+ async joinSession(sessionId) {
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+ if (!sessionId) {
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+ throw new Error('Session ID is required');
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  }
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- this.sessionId = sessionId;
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- this.isHost = false;
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- this.send({
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- type: 'join_session',
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- sessionId: this.sessionId,
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- clientInfo: {
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- name: this.name,
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- role: this.role,
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- model: this.model
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+
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+ if (!this.connected) {
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+ try {
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+ await this.connect();
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+ } catch (error) {
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+ throw new Error(`Failed to connect to server: ${error.message}`);
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  }
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+ }
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+
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+ return new Promise((resolve, reject) => {
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+ this.sessionId = sessionId;
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+ this.isHost = false;
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+
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+ const onSessionJoined = (data) => {
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+ if (data.sessionId === this.sessionId) {
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+ this.off('session_joined', onSessionJoined);
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+ this.off('error', onError);
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+ resolve();
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+ }
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+ };
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+
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+ const onError = (error) => {
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+ this.off('session_joined', onSessionJoined);
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+ this.off('error', onError);
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+ reject(error);
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+ };
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+
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+ this.once('session_joined', onSessionJoined);
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+ this.once('error', onError);
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+
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+ this.send({
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+ type: 'join_session',
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+ sessionId: this.sessionId,
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+ clientInfo: {
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+ name: this.name,
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+ role: this.role,
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+ model: this.model
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+ }
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+ });
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  });
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  }
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  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "sam-coder-cli",
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- "version": "1.0.23",
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+ "version": "1.0.25",
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  "description": "SAM-CODER: An animated command-line AI assistant with agency capabilities.",
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  "main": "bin/agi-cli.js",
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  "bin": {