codingame_tools.language.base¶
base
¶
CgLanguage: the abstract interface every per-language plugin implements, and the only
interface outside code should use to access language-specific behavior--see the package
docstring (codingame_tools.language) for the discovery/registry mechanism that produces
instances of this.
TOOLCHAIN_SUBDIR_NAME
module-attribute
¶
TOOLCHAIN_SUBDIR_NAME = 'docker'
Name of the per-user global toolchain directory under the cg data dir--see
CgLanguageContext.toolchain_dir.
DEFAULT_RUN_TIMEOUT_SECONDS
module-attribute
¶
DEFAULT_RUN_TIMEOUT_SECONDS = 10.0
Default wall-clock timeout for a single local run--a solution under active development can easily infinite-loop; this keeps a bad run from hanging indefinitely rather than reporting it as a (timed-out) failure.
DEFAULT_BUILD_TIMEOUT_SECONDS
module-attribute
¶
DEFAULT_BUILD_TIMEOUT_SECONDS = 120.0
Default wall-clock timeout for CgLanguage.build--deliberately far more generous than
DEFAULT_RUN_TIMEOUT_SECONDS, because a cold build can involve pulling/building a container
image and compiling from scratch. Keeping the two separate is the whole reason building is its
own step: a slow first compile must never be reported as a test case timing out.
DEFAULT_TOOLCHAIN_BUILD_TIMEOUT_SECONDS
module-attribute
¶
DEFAULT_TOOLCHAIN_BUILD_TIMEOUT_SECONDS = 3600.0
Default wall-clock timeout for an explicit cg docker toolchain build, as opposed to the
incidental image build DEFAULT_BUILD_TIMEOUT_SECONDS covers.
An order of magnitude more generous because the work is different in kind: composing every supported language downloads a JDK, a .NET SDK and a Node tarball, and pip-builds scientific Python wheels, on a link whose speed cg cannot guess. The run path's 120s is right for "make sure the image is current before this test case"; it would be wrong for "build me the whole thing".
CgBuildProfile
module-attribute
¶
CgBuildProfile = Literal['run', 'debug']
Which flavor of build to produce. "run" is for normal local test execution; "debug" is built
for debuggability instead of speed (no optimization, full symbols) and may compile from a
different source path so a debugger's recorded paths map back to the file the user actually has
open. Interpreted languages ignore this entirely.
CgRunEvent
module-attribute
¶
CgRunEvent = CgRunOutputChunk | CgRunFinished
What CgLanguage.run_streaming() yields: zero or more CgRunOutputChunks as they're produced,
followed by exactly one CgRunFinished.
CgLanguageContext
dataclass
¶
CgLanguageContext(root, solution_file, meta_dir, mount_root, toolchain_dir, toolchain_languages=None, toolchain_image=None)
Everything a CgLanguage needs to know about where a solution lives, independent of any
particular run.
Deliberately infallible and identity-free: constructing one must never require a working
directory to have been imported (no reading puzzle.json/contribution.json, no network, no
failure modes). A manager can hand one out for a directory holding nothing but a solution
file. input_text/timeout are deliberately not here--those are per-call, not per-context,
and folding them in would defeat the "build once, run many" split.
root
instance-attribute
¶
root
The puzzle/contribution working directory root (resolved absolute)--the directory holding
data/ and .meta/. Not data/, because .meta/ sits beside it and matters to a build.
solution_file
instance-attribute
¶
solution_file
<root>/data/solution.<ext>--the one real, editable, submittable file, carrying its
language's own extension.
There is exactly one path here, and that is the point. cg used to keep a fixed
data/solution.src with a solution.<ext> symlink beside it, and a debug build had to
choose between them: compiling the link recorded a path the debugger then realpath'd back
to the real file, so the editor navigated away from the file the breakpoints were set in,
and the mapping that fixed navigation broke binding instead. One real file with the right
extension removes the choice.
meta_dir
instance-attribute
¶
meta_dir
The working directory's .meta/ (always <root>/.meta)--gitignored scratch space. Used for
per-root toolchain overrides and generated editor files.
mount_root
instance-attribute
¶
mount_root
The directory a containerized language bind-mounts, at its own path inside the container
(see codingame_tools.language._docker). Normally the VS Code workspace root containing
root, so that in-container paths and host paths are the same string--which is what lets a
generated debug configuration drop sourceFileMap entirely, and lets one container serve
every working directory in the workspace.
Always contains root. Falls back to root itself when there is no enclosing workspace, in
which case a containerized language behaves exactly as it did when it mounted the working
directory.
toolchain_dir
instance-attribute
¶
toolchain_dir
The per-user global toolchain directory (<cg data dir>/docker), holding the shared,
user-tweakable per-language image definitions. Global rather than per-root so that tweaking a
language's toolchain once applies to every puzzle and contribution using that language.
toolchain_languages
class-attribute
instance-attribute
¶
toolchain_languages = None
Languages the container toolchain should carry, or None for every language cg supports.
Defaulted because most callers don't care: the default is the right answer, and a context is constructible without knowing anything about images.
toolchain_image
class-attribute
instance-attribute
¶
toolchain_image = None
A prebuilt toolchain image tag to use instead of composing and building one locally. Skips the Dockerfile entirely -- the point of a published image being a pull rather than a build.
CgDebugSession
dataclass
¶
CgDebugSession(ok, output, details=dict())
A running, ready-to-attach debug target--see CgLanguage.start_debug_session.
ok
instance-attribute
¶
ok
Whether the target actually came up. A result rather than an exception for the same reason
CgBuildResult is: this is driven by an editor's preLaunchTask, where a failed build is a
routine outcome that needs displaying, not a crash.
output
instance-attribute
¶
output
What to show the user--build diagnostics when startup failed, otherwise usually empty.
details
class-attribute
instance-attribute
¶
details = field(default_factory=dict)
Language-specific facts the editor's launch configuration needs, e.g. the container name and
the address gdbserver is listening on. Deliberately untyped: what a debug adapter needs
varies enough per language that a fixed schema would be wrong for the second one.
CgBuildResult
dataclass
¶
CgBuildResult(ok, output, up_to_date)
The outcome of CgLanguage.build.
A result, never an exception, even on failure: a compile error is an expected, routine
outcome that callers need to display (not a crash), and raising would make
cg puzzle play--which does not wrap its loop in a try/except--traceback on a typo.
ok
instance-attribute
¶
ok
Whether a usable artifact now exists. Always True for languages that need no build.
output
instance-attribute
¶
output
Compiler/build diagnostics (warnings even on success, errors on failure). Empty when there was nothing to do. Never contains program output--build is a separate subprocess from run precisely so that build noise can never contaminate a solution's stdout.
up_to_date
instance-attribute
¶
up_to_date
True when nothing had to be rebuilt because the source was unchanged since the last successful build. Lets a caller stay quiet on the common no-op path.
CgRunOutputChunk
dataclass
¶
CgRunOutputChunk(stream, text)
A piece of output produced by a running solution, as soon as it's available.
stdout and stderr are two independent, separately-buffered OS pipes--stream says which
one this chunk came from, but the order two chunks from different streams are yielded in
is only the order this reader happened to receive them, not a guarantee about the target
process's true relative write order between the two streams. Treat the two streams as
separate; don't rely on cross-stream ordering.
CgRunResult
dataclass
¶
CgRunResult(output, stderr, returncode, timed_out)
The outcome of running a solution file against one input, once it's finished.
stderr
instance-attribute
¶
stderr
Everything the solution wrote to stderr--not treated as failure by itself (a solution may legitimately write debug output there), but surfaced for inspection when a run does fail.
returncode
instance-attribute
¶
returncode
The subprocess's exit code (0 conventionally means "ran without crashing"). Meaningless
(always -1) when timed_out is True.
timed_out
instance-attribute
¶
timed_out
Whether the run was killed for exceeding its timeout (see DEFAULT_RUN_TIMEOUT_SECONDS).
output/stderr hold whatever was captured before the kill.
CgRunFinished
dataclass
¶
CgRunFinished(result)
The final event yielded by CgLanguage.run_streaming()--every run ends with exactly one
of these, carrying the same aggregated result CgLanguage.run() returns.
CgLanguage
¶
CgLanguage(cg_id)
Bases: ABC
A single CodinGame-supported programming language's behavior: how to run a solution locally, its file extension, its single-line-comment syntax, and a starter stub for a freshly-created contribution.
Deliberately has no @abstractmethods: "not supported by this language yet" is the
expected, common state (true for every language but Python3 today, and will stay true
incrementally as languages are added one capability at a time), so every capability below
has a graceful base-class default (raise, for the one genuinely load-bearing operation;
None, for everything else) rather than forcing every new minimal language plugin to
write boilerplate "not implemented" overrides. ABC here is used in the structural/
documentation sense--don't construct this directly; use a language plugin's own singleton
or codingame_tools.language.get_language()/get_language_by_extension().
Source code in codingame_tools/language/base.py
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cg_id
property
¶
cg_id
CodinGame's own canonical identifier for this language, e.g. "Python3", "Java",
"C++"--the exact string used in TestSession/play/TestSession/submit's
programmingLanguageId, and a contribution's solutionLanguage
(createContribution/updateContribution).
extension
property
¶
extension
The file extension (no leading dot, e.g. "py") conventionally used for this
language's solution source, or None if not known. Base implementation: None.
comment_prefix
property
¶
comment_prefix
The single-line-comment prefix for this language's source syntax (e.g. "#" for
Python3), or None if not known. Base implementation: None. See format_comment.
toolchain_fragment
property
¶
toolchain_fragment
This language's contribution to a composed toolchain image, or None if it has no
container support.
Usually a fragment that installs nothing and merely depends on a subsystem plus
supplies its own activation script -- C and C++ both resolve to one gcc and differ only in
whether they export CG_CC or CG_CXX. Installing a toolchain directly here is the
exception, reserved for a language nothing else shares.
Base implementation: None, so a language that is only a name today contributes nothing
to any image rather than silently inflating one.
supports_vscode
property
¶
supports_vscode
Whether build_vscode_provisioning returns anything for this language.
Exists so a caller can tell "already up to date" from "nothing to generate", which are both an empty result. Answering that by calling the builder would need a working directory to build a request from, which a caller reporting an error may not have.
format_comment
¶
format_comment(text)
Format text as a single-line comment in this language's syntax, or None if
comment_prefix isn't known for this language--callers must treat None as "no safe
placeholder text can be generated," not substitute a guessed comment syntax.
Source code in codingame_tools/language/base.py
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build_contribution_create_stub_source
async
¶
build_contribution_create_stub_source()
Build a starter data/solution.src for cg contribution create, or None if this
language has no suitable one.
The bar here is "a real, working solution", not "a placeholder", and None is a
correct answer rather than a gap to fill. Contribution/updateContribution validates
server-side: a non-null solutionSource must actually pass every provided test case,
and a contribution must provide at least one local and one validator case. cg
contribution create therefore seeds a trivial pair (input "1" -> output "1"), and
any stub returned here must genuinely satisfy them--Python3's echoes its input for
exactly that reason.
A null solutionSource is explicitly allowed and makes the server skip solution
validation entirely, so returning None keeps push() working: the contribution manager
writes an empty solution.src for it, and sends a blank file as null. Returning a
comment-only placeholder would be strictly worse than None: non-null, failing
validation, and blocking the push. Do not add one here to "fix" a language that returns
None--write a real working solution or leave it.
Contrast format_comment, whose comment-only placeholder is fine for a puzzle: nothing
validates a puzzle's local solution file.
Async so a plugin is free to do real work to produce this (render a template, consult
a language service) rather than only ever returning a fixed string. Base
implementation: None.
Source code in codingame_tools/language/base.py
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start_debug_session
async
¶
start_debug_session(ctx, stdin_text, *, timeout=DEFAULT_BUILD_TIMEOUT_SECONDS)
Get the solution ready to be attached to by a debugger, with stdin_text as its stdin,
and return how to reach it.
For a compiled, containerized language this builds the debug profile and starts a stopped
gdbserver; the editor then attaches. Languages whose debugger launches the program
itself (Python3, via debugpy running codingame_tools.puzzle_manager.debug) don't need
this at all and leave it unimplemented.
Redirecting stdin from a file is the whole reason this exists as a separate step: it
lets the redirection happen in a command we control, rather than relying on a debug
adapter's own stdin handling. But the file has to be one the implementation materializes
from stdin_text, not the test case's own file on disk.
That distinction is the entire reason this parameter is text rather than a Path. A
contribution's test-case file carries a final newline this client added (see
common.text_files), so redirecting from it directly would feed the solution one byte
more than cg contribution play does, and one byte more than CodinGame does--verified
2026-08-03 that the server appends nothing. A puzzle's test-case file has no such
addition. Taking text makes the caller resolve that, which it is already positioned to
do, and leaves implementations with one unambiguous job: put exactly these bytes on stdin.
Raises:
-
CgLanguageOperationNotSupportedError–base implementation always raises.
Source code in codingame_tools/language/base.py
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stop_debug_session
async
¶
stop_debug_session(ctx)
Tear down whatever start_debug_session started. Idempotent, and safe to call when
nothing is running--it's wired to a postDebugTask, which fires even if the session
never really began. Base implementation: no-op, so a language that needs no teardown
inherits correct behavior.
Source code in codingame_tools/language/base.py
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build_vscode_provisioning
async
¶
build_vscode_provisioning(request)
Describe the VS Code run/debug configuration this language wants for the working
directory in request, or None if it has no editor integration yet.
Returns a description; it does not write anything. Where the files go and how they merge
with the user's existing config is codingame_tools.language.vscode's job--a plugin
deliberately has no say in (and no knowledge of) workspace-root resolution.
Base implementation: None.
Source code in codingame_tools/language/base.py
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build
async
¶
build(ctx, *, profile='run', timeout=DEFAULT_BUILD_TIMEOUT_SECONDS)
Produce whatever artifact run_streaming() needs, if this language needs one at all.
A separate, explicit step rather than something run_streaming() does implicitly, so
that a caller can display build diagnostics separately from program output, report a
compile error once instead of once per test case, and give building its own (much more
generous) timeout. It must be cheap to call repeatedly: a language that compiles is
expected to detect that the source is unchanged since the last successful build and
return up_to_date=True having done nothing.
Base implementation: an immediate no-op success, which is correct for every interpreted language.
Returns:
-
CgBuildResult–A
CgBuildResult. Never raises on a build failure (a compile error is a routine -
CgBuildResult–outcome, not a crash)--check
.ok.
Source code in codingame_tools/language/base.py
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run_streaming
¶
run_streaming(ctx, input_text, *, timeout=DEFAULT_RUN_TIMEOUT_SECONDS)
Run the solution described by ctx, feeding input_text to stdin, yielding
CgRunOutputChunks tagged by stream as they're produced and ending with exactly one
CgRunFinished carrying the aggregated CgRunResult. See CgRunOutputChunk for the
stdout/stderr ordering caveat.
Does not build. A language that needs a build artifact expects build() to have been
called first and should fail cleanly if it hasn't.
Raises:
-
CgLanguageOperationNotSupportedError–the base implementation always raises this, immediately (not lazily on iteration); only a language that actually supports local execution overrides it.
Source code in codingame_tools/language/base.py
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run
async
¶
run(ctx, input_text, *, timeout=DEFAULT_RUN_TIMEOUT_SECONDS)
Convenience wrapper for a caller that doesn't need progressive output: drains
run_streaming() and returns its final CgRunResult. Not overridden by any language
plugin--every plugin gets this for free once it implements run_streaming().
Raises:
-
CgLanguageOperationNotSupportedError–see
run_streaming().
Source code in codingame_tools/language/base.py
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CgLanguageOperationNotSupportedError
¶
CgLanguageOperationNotSupportedError(language, operation)
Bases: Exception
Raised by a CgLanguage method whose base-class default means "not implemented for this
language yet" (currently only run_streaming/run). Callers are expected to catch and
handle this directly--there's no manager-specific translation wrapper.
Source code in codingame_tools/language/base.py
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