# 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 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" # 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""" """ 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"""

{status_message}

{instruction}

""" 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"""

🚨 Error 🚨

{error_msg}

""" 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 {selected_name}...")) 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: {selected_name}", f"Please challenge {selected_name} to a {DEFAULT_BATTLE_FORMAT} 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 {agent_name_to_deactivate} completed the match.")) elif reason == "cycle": await update_display_html(create_idle_html("Cycling Agents", f"Switching from {agent_name_to_deactivate}...")) elif reason == "forfeited_private_battle": await update_display_html(create_idle_html("Switching Agent", f"Agent {agent_name_to_deactivate} forfeited a private battle.")) else: # Generic reason or error await update_display_html(create_idle_html(f"Resetting Agent ({reason})", f"Cleaning up {agent_name_to_deactivate}...")) # 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: {agent_name}", f"Please challenge {agent_name} to a {DEFAULT_BATTLE_FORMAT} 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 return """ Pokemon Battle Livestream
""" @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'") print("πŸš€ 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("βœ… 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("\nπŸ”Œ 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("βœ… 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("β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆ FATAL ERROR β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆ") 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("✨ 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("="*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 )