Development Artifact Cleanup: ✅ BROTHER_NODE REORGANIZATION: Moved development test node to appropriate location - dev/test-nodes/brother_node/: Moved from root directory for better organization - Contains development configuration, test logs, and test chain data - No impact on production systems - purely development/testing artifact ✅ DEVELOPMENT ARTIFACTS IDENTIFIED: - Chain ID: aitbc-brother-chain (test/development chain) - Ports: 8010 (P2P) and 8011 (RPC) - different from production - Environment: .env file with test configuration - Logs: rpc.log and node.log from development testing session (March 15, 2026) ✅ ROOT DIRECTORY CLEANUP: Removed development clutter from production directory - brother_node/ moved to dev/test-nodes/brother_node/ - Root directory now contains only production-ready components - Development artifacts properly organized in dev/ subdirectory DIRECTORY STRUCTURE IMPROVEMENT: 📁 dev/test-nodes/: Development and testing node configurations 🏗️ Root Directory: Clean production structure with only essential components 🧪 Development Isolation: Test environments separated from production BENEFITS: ✅ Clean Production Directory: No development artifacts in root ✅ Better Organization: Development nodes grouped in dev/ subdirectory ✅ Clear Separation: Production vs development environments clearly distinguished ✅ Maintainability: Easier to identify and manage development components RESULT: Successfully moved brother_node development artifact to dev/test-nodes/ subdirectory, cleaning up the root directory while preserving development testing environment for future use.
443 lines
14 KiB
Python
Executable File
443 lines
14 KiB
Python
Executable File
from abc import ABC, abstractmethod
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from itertools import islice
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from operator import itemgetter
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from threading import RLock
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from typing import (
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TYPE_CHECKING,
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Dict,
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Iterable,
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List,
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NamedTuple,
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Optional,
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Sequence,
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Tuple,
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Union,
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)
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from ._ratio import ratio_resolve
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from .align import Align
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from .console import Console, ConsoleOptions, RenderableType, RenderResult
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from .highlighter import ReprHighlighter
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from .panel import Panel
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from .pretty import Pretty
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from .region import Region
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from .repr import Result, rich_repr
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from .segment import Segment
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from .style import StyleType
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if TYPE_CHECKING:
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from rich.tree import Tree
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class LayoutRender(NamedTuple):
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"""An individual layout render."""
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region: Region
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render: List[List[Segment]]
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RegionMap = Dict["Layout", Region]
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RenderMap = Dict["Layout", LayoutRender]
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class LayoutError(Exception):
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"""Layout related error."""
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class NoSplitter(LayoutError):
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"""Requested splitter does not exist."""
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class _Placeholder:
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"""An internal renderable used as a Layout placeholder."""
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highlighter = ReprHighlighter()
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def __init__(self, layout: "Layout", style: StyleType = "") -> None:
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self.layout = layout
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self.style = style
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def __rich_console__(
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self, console: Console, options: ConsoleOptions
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) -> RenderResult:
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width = options.max_width
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height = options.height or options.size.height
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layout = self.layout
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title = (
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f"{layout.name!r} ({width} x {height})"
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if layout.name
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else f"({width} x {height})"
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)
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yield Panel(
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Align.center(Pretty(layout), vertical="middle"),
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style=self.style,
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title=self.highlighter(title),
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border_style="blue",
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height=height,
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)
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class Splitter(ABC):
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"""Base class for a splitter."""
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name: str = ""
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@abstractmethod
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def get_tree_icon(self) -> str:
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"""Get the icon (emoji) used in layout.tree"""
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@abstractmethod
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def divide(
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self, children: Sequence["Layout"], region: Region
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) -> Iterable[Tuple["Layout", Region]]:
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"""Divide a region amongst several child layouts.
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Args:
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children (Sequence(Layout)): A number of child layouts.
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region (Region): A rectangular region to divide.
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"""
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class RowSplitter(Splitter):
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"""Split a layout region in to rows."""
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name = "row"
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def get_tree_icon(self) -> str:
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return "[layout.tree.row]⬌"
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def divide(
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self, children: Sequence["Layout"], region: Region
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) -> Iterable[Tuple["Layout", Region]]:
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x, y, width, height = region
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render_widths = ratio_resolve(width, children)
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offset = 0
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_Region = Region
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for child, child_width in zip(children, render_widths):
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yield child, _Region(x + offset, y, child_width, height)
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offset += child_width
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class ColumnSplitter(Splitter):
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"""Split a layout region in to columns."""
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name = "column"
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def get_tree_icon(self) -> str:
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return "[layout.tree.column]⬍"
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def divide(
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self, children: Sequence["Layout"], region: Region
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) -> Iterable[Tuple["Layout", Region]]:
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x, y, width, height = region
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render_heights = ratio_resolve(height, children)
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offset = 0
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_Region = Region
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for child, child_height in zip(children, render_heights):
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yield child, _Region(x, y + offset, width, child_height)
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offset += child_height
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@rich_repr
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class Layout:
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"""A renderable to divide a fixed height in to rows or columns.
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Args:
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renderable (RenderableType, optional): Renderable content, or None for placeholder. Defaults to None.
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name (str, optional): Optional identifier for Layout. Defaults to None.
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size (int, optional): Optional fixed size of layout. Defaults to None.
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minimum_size (int, optional): Minimum size of layout. Defaults to 1.
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ratio (int, optional): Optional ratio for flexible layout. Defaults to 1.
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visible (bool, optional): Visibility of layout. Defaults to True.
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"""
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splitters = {"row": RowSplitter, "column": ColumnSplitter}
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def __init__(
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self,
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renderable: Optional[RenderableType] = None,
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*,
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name: Optional[str] = None,
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size: Optional[int] = None,
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minimum_size: int = 1,
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ratio: int = 1,
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visible: bool = True,
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) -> None:
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self._renderable = renderable or _Placeholder(self)
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self.size = size
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self.minimum_size = minimum_size
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self.ratio = ratio
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self.name = name
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self.visible = visible
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self.splitter: Splitter = self.splitters["column"]()
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self._children: List[Layout] = []
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self._render_map: RenderMap = {}
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self._lock = RLock()
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def __rich_repr__(self) -> Result:
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yield "name", self.name, None
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yield "size", self.size, None
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yield "minimum_size", self.minimum_size, 1
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yield "ratio", self.ratio, 1
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@property
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def renderable(self) -> RenderableType:
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"""Layout renderable."""
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return self if self._children else self._renderable
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@property
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def children(self) -> List["Layout"]:
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"""Gets (visible) layout children."""
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return [child for child in self._children if child.visible]
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@property
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def map(self) -> RenderMap:
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"""Get a map of the last render."""
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return self._render_map
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def get(self, name: str) -> Optional["Layout"]:
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"""Get a named layout, or None if it doesn't exist.
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Args:
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name (str): Name of layout.
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Returns:
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Optional[Layout]: Layout instance or None if no layout was found.
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"""
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if self.name == name:
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return self
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else:
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for child in self._children:
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named_layout = child.get(name)
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if named_layout is not None:
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return named_layout
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return None
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def __getitem__(self, name: str) -> "Layout":
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layout = self.get(name)
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if layout is None:
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raise KeyError(f"No layout with name {name!r}")
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return layout
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@property
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def tree(self) -> "Tree":
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"""Get a tree renderable to show layout structure."""
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from rich.styled import Styled
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from rich.table import Table
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from rich.tree import Tree
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def summary(layout: "Layout") -> Table:
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icon = layout.splitter.get_tree_icon()
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table = Table.grid(padding=(0, 1, 0, 0))
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text: RenderableType = (
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Pretty(layout) if layout.visible else Styled(Pretty(layout), "dim")
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)
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table.add_row(icon, text)
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_summary = table
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return _summary
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layout = self
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tree = Tree(
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summary(layout),
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guide_style=f"layout.tree.{layout.splitter.name}",
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highlight=True,
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)
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def recurse(tree: "Tree", layout: "Layout") -> None:
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for child in layout._children:
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recurse(
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tree.add(
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summary(child),
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guide_style=f"layout.tree.{child.splitter.name}",
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),
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child,
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)
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recurse(tree, self)
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return tree
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def split(
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self,
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*layouts: Union["Layout", RenderableType],
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splitter: Union[Splitter, str] = "column",
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) -> None:
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"""Split the layout in to multiple sub-layouts.
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Args:
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*layouts (Layout): Positional arguments should be (sub) Layout instances.
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splitter (Union[Splitter, str]): Splitter instance or name of splitter.
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"""
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_layouts = [
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layout if isinstance(layout, Layout) else Layout(layout)
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for layout in layouts
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]
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try:
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self.splitter = (
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splitter
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if isinstance(splitter, Splitter)
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else self.splitters[splitter]()
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)
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except KeyError:
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raise NoSplitter(f"No splitter called {splitter!r}")
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self._children[:] = _layouts
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def add_split(self, *layouts: Union["Layout", RenderableType]) -> None:
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"""Add a new layout(s) to existing split.
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Args:
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*layouts (Union[Layout, RenderableType]): Positional arguments should be renderables or (sub) Layout instances.
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"""
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_layouts = (
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layout if isinstance(layout, Layout) else Layout(layout)
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for layout in layouts
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)
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self._children.extend(_layouts)
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def split_row(self, *layouts: Union["Layout", RenderableType]) -> None:
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"""Split the layout in to a row (layouts side by side).
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Args:
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*layouts (Layout): Positional arguments should be (sub) Layout instances.
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"""
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self.split(*layouts, splitter="row")
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def split_column(self, *layouts: Union["Layout", RenderableType]) -> None:
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"""Split the layout in to a column (layouts stacked on top of each other).
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Args:
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*layouts (Layout): Positional arguments should be (sub) Layout instances.
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"""
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self.split(*layouts, splitter="column")
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def unsplit(self) -> None:
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"""Reset splits to initial state."""
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del self._children[:]
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def update(self, renderable: RenderableType) -> None:
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"""Update renderable.
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Args:
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renderable (RenderableType): New renderable object.
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"""
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with self._lock:
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self._renderable = renderable
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def refresh_screen(self, console: "Console", layout_name: str) -> None:
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"""Refresh a sub-layout.
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Args:
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console (Console): Console instance where Layout is to be rendered.
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layout_name (str): Name of layout.
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"""
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with self._lock:
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layout = self[layout_name]
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region, _lines = self._render_map[layout]
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(x, y, width, height) = region
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lines = console.render_lines(
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layout, console.options.update_dimensions(width, height)
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)
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self._render_map[layout] = LayoutRender(region, lines)
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console.update_screen_lines(lines, x, y)
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def _make_region_map(self, width: int, height: int) -> RegionMap:
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"""Create a dict that maps layout on to Region."""
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stack: List[Tuple[Layout, Region]] = [(self, Region(0, 0, width, height))]
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push = stack.append
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pop = stack.pop
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layout_regions: List[Tuple[Layout, Region]] = []
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append_layout_region = layout_regions.append
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while stack:
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append_layout_region(pop())
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layout, region = layout_regions[-1]
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children = layout.children
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if children:
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for child_and_region in layout.splitter.divide(children, region):
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push(child_and_region)
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region_map = {
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layout: region
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for layout, region in sorted(layout_regions, key=itemgetter(1))
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}
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return region_map
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def render(self, console: Console, options: ConsoleOptions) -> RenderMap:
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"""Render the sub_layouts.
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Args:
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console (Console): Console instance.
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options (ConsoleOptions): Console options.
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Returns:
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RenderMap: A dict that maps Layout on to a tuple of Region, lines
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"""
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render_width = options.max_width
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render_height = options.height or console.height
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region_map = self._make_region_map(render_width, render_height)
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layout_regions = [
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(layout, region)
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for layout, region in region_map.items()
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if not layout.children
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]
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render_map: Dict["Layout", "LayoutRender"] = {}
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render_lines = console.render_lines
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update_dimensions = options.update_dimensions
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for layout, region in layout_regions:
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lines = render_lines(
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layout.renderable, update_dimensions(region.width, region.height)
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)
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render_map[layout] = LayoutRender(region, lines)
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return render_map
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def __rich_console__(
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self, console: Console, options: ConsoleOptions
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) -> RenderResult:
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with self._lock:
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width = options.max_width or console.width
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height = options.height or console.height
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render_map = self.render(console, options.update_dimensions(width, height))
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self._render_map = render_map
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layout_lines: List[List[Segment]] = [[] for _ in range(height)]
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_islice = islice
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for region, lines in render_map.values():
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_x, y, _layout_width, layout_height = region
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for row, line in zip(
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_islice(layout_lines, y, y + layout_height), lines
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):
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row.extend(line)
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new_line = Segment.line()
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for layout_row in layout_lines:
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yield from layout_row
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yield new_line
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if __name__ == "__main__":
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from rich.console import Console
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console = Console()
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layout = Layout()
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layout.split_column(
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Layout(name="header", size=3),
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Layout(ratio=1, name="main"),
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Layout(size=10, name="footer"),
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)
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layout["main"].split_row(Layout(name="side"), Layout(name="body", ratio=2))
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layout["body"].split_row(Layout(name="content", ratio=2), Layout(name="s2"))
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layout["s2"].split_column(
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Layout(name="top"), Layout(name="middle"), Layout(name="bottom")
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)
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layout["side"].split_column(Layout(layout.tree, name="left1"), Layout(name="left2"))
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layout["content"].update("foo")
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console.print(layout)
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