In AI survival mode, have the AI score when it kills humans, instead of its own team, clear poison on an AI kill, and reset AI health using InitialHealth instead of 100.
{-# LANGUAGE OverloadedStrings #-}
module Actions where
import Control.Concurrent
import Control.Concurrent.Chan
import qualified Data.IntSet as IntSet
import qualified Data.Set as Set
import qualified Data.Sequence as Seq
import System.Log.Logger
import Control.Monad
import Data.Time
import Data.Maybe
import Control.Monad.Reader
import Control.Monad.State.Strict
import qualified Data.ByteString.Char8 as B
-----------------------------
import CoreTypes
import Utils
import ClientIO
import ServerState
data Action =
AnswerClients ![ClientChan] ![B.ByteString]
| SendServerMessage
| SendServerVars
| MoveToRoom RoomIndex
| MoveToLobby B.ByteString
| RemoveTeam B.ByteString
| RemoveRoom
| UnreadyRoomClients
| JoinLobby
| ProtocolError B.ByteString
| Warning B.ByteString
| ByeClient B.ByteString
| KickClient ClientIndex
| KickRoomClient ClientIndex
| BanClient B.ByteString -- nick
| RemoveClientTeams ClientIndex
| ModifyClient (ClientInfo -> ClientInfo)
| ModifyClient2 ClientIndex (ClientInfo -> ClientInfo)
| ModifyRoom (RoomInfo -> RoomInfo)
| ModifyServerInfo (ServerInfo -> ServerInfo)
| AddRoom B.ByteString B.ByteString
| CheckRegistered
| ClearAccountsCache
| ProcessAccountInfo AccountInfo
| Dump
| AddClient ClientInfo
| DeleteClient ClientIndex
| PingAll
| StatsAction
type CmdHandler = [B.ByteString] -> Reader (ClientIndex, IRnC) [Action]
processAction :: Action -> StateT ServerState IO ()
processAction (AnswerClients chans msg) = do
liftIO $ map (flip seq ()) chans `seq` map (flip seq ()) msg `seq` mapM_ (flip writeChan msg) chans
processAction SendServerMessage = do
chan <- client's sendChan
protonum <- client's clientProto
si <- liftM serverInfo get
let message = if protonum < latestReleaseVersion si then
serverMessageForOldVersions si
else
serverMessage si
processAction $ AnswerClients [chan] ["SERVER_MESSAGE", message]
{-
processAction (clID, serverInfo, rnc) SendServerVars = do
writeChan (sendChan $ clients ! clID) ("SERVER_VARS" : vars)
return (clID, serverInfo, rnc)
where
client = clients ! clID
vars = [
"MOTD_NEW", serverMessage serverInfo,
"MOTD_OLD", serverMessageForOldVersions serverInfo,
"LATEST_PROTO", show $ latestReleaseVersion serverInfo
]
-}
processAction (ProtocolError msg) = do
chan <- client's sendChan
processAction $ AnswerClients [chan] ["ERROR", msg]
processAction (Warning msg) = do
chan <- client's sendChan
processAction $ AnswerClients [chan] ["WARNING", msg]
processAction (ByeClient msg) = do
(Just ci) <- gets clientIndex
rnc <- gets roomsClients
ri <- clientRoomA
chan <- client's sendChan
ready <- client's isReady
when (ri /= lobbyId) $ do
processAction $ MoveToLobby ("quit: " `B.append` msg)
liftIO $ modifyRoom rnc (\r -> r{
--playersIDs = IntSet.delete ci (playersIDs r)
playersIn = (playersIn r) - 1,
readyPlayers = if ready then readyPlayers r - 1 else readyPlayers r
}) ri
return ()
liftIO $ do
infoM "Clients" (show ci ++ " quits: " ++ (B.unpack msg))
--mapM_ (processAction (ci, serverInfo, rnc)) $ answerOthersQuit ++ answerInformRoom
processAction $ AnswerClients [chan] ["BYE", msg]
s <- get
put $! s{removedClients = ci `Set.insert` removedClients s}
processAction (DeleteClient ci) = do
rnc <- gets roomsClients
liftIO $ removeClient rnc ci
s <- get
put $! s{removedClients = ci `Set.delete` removedClients s}
{-
where
client = clients ! clID
clientNick = nick client
answerInformRoom =
if roomID client /= 0 then
if not $ Prelude.null msg then
[AnswerThisRoom ["LEFT", clientNick, msg]]
else
[AnswerThisRoom ["LEFT", clientNick]]
else
[]
answerOthersQuit =
if logonPassed client then
if not $ Prelude.null msg then
[AnswerAll ["LOBBY:LEFT", clientNick, msg]]
else
[AnswerAll ["LOBBY:LEFT", clientNick]]
else
[]
-}
processAction (ModifyClient f) = do
(Just ci) <- gets clientIndex
rnc <- gets roomsClients
liftIO $ modifyClient rnc f ci
return ()
processAction (ModifyClient2 ci f) = do
rnc <- gets roomsClients
liftIO $ modifyClient rnc f ci
return ()
processAction (ModifyRoom f) = do
rnc <- gets roomsClients
ri <- clientRoomA
liftIO $ modifyRoom rnc f ri
return ()
{-
processAction (clID, serverInfo, rnc) (ModifyServerInfo func) =
return (clID, func serverInfo, rnc)
-}
processAction (MoveToRoom ri) = do
(Just ci) <- gets clientIndex
rnc <- gets roomsClients
liftIO $ do
modifyClient rnc (\cl -> cl{teamsInGame = 0}) ci
modifyRoom rnc (\r -> r{playersIn = (playersIn r) + 1}) ri
liftIO $ moveClientToRoom rnc ri ci
chans <- liftM (map sendChan) $ roomClientsS ri
clNick <- client's nick
processAction $ AnswerClients chans ["JOINED", clNick]
processAction (MoveToLobby msg) = do
(Just ci) <- gets clientIndex
--ri <- clientRoomA
rnc <- gets roomsClients
liftIO $ moveClientToLobby rnc ci
{-
(_, _, newClients, newRooms) <-
if isMaster client then
if (gameinprogress room) && (playersIn room > 1) then
(changeMaster >>= (\state -> foldM processAction state
[AnswerOthersInRoom ["LEFT", nick client, msg],
AnswerOthersInRoom ["WARNING", "Admin left the room"],
RemoveClientTeams clID]))
else -- not in game
processAction (clID, serverInfo, rnc) RemoveRoom
else -- not master
foldM
processAction
(clID, serverInfo, rnc)
[AnswerOthersInRoom ["LEFT", nick client, msg],
RemoveClientTeams clID]
return (
clID,
serverInfo,
adjust resetClientFlags clID newClients,
adjust removeClientFromRoom rID $ adjust insertClientToRoom 0 newRooms
)
where
rID = roomID client
client = clients ! clID
room = rooms ! rID
resetClientFlags cl = cl{roomID = 0, isMaster = False, isReady = False, teamsInGame = undefined}
removeClientFromRoom r = r{
playersIDs = otherPlayersSet,
playersIn = (playersIn r) - 1,
readyPlayers = if isReady client then (readyPlayers r) - 1 else readyPlayers r
}
insertClientToRoom r = r{playersIDs = IntSet.insert clID (playersIDs r)}
changeMaster = do
processAction (newMasterId, serverInfo, rnc) $ AnswerThisClient ["ROOM_CONTROL_ACCESS", "1"]
return (
clID,
serverInfo,
adjust (\cl -> cl{isMaster = True}) newMasterId clients,
adjust (\r -> r{masterID = newMasterId, name = newRoomName}) rID rooms
)
newRoomName = nick newMasterClient
otherPlayersSet = IntSet.delete clID (playersIDs room)
newMasterId = IntSet.findMin otherPlayersSet
newMasterClient = clients ! newMasterId
-}
processAction (AddRoom roomName roomPassword) = do
Just clId <- gets clientIndex
rnc <- gets roomsClients
proto <- liftIO $ client'sM rnc clientProto clId
let room = newRoom{
masterID = clId,
name = roomName,
password = roomPassword,
roomProto = proto
}
rId <- liftIO $ addRoom rnc room
processAction $ MoveToRoom rId
chans <- liftM (map sendChan) $! roomClientsS lobbyId
mapM_ processAction [
AnswerClients chans ["ROOM", "ADD", roomName]
, ModifyClient (\cl -> cl{isMaster = True})
]
{-
processAction (clID, serverInfo, rnc) (RemoveRoom) = do
processAction (clID, serverInfo, rnc) $ AnswerLobby ["ROOM", "DEL", name room]
processAction (clID, serverInfo, rnc) $ AnswerOthersInRoom ["ROOMABANDONED", name room]
return (clID,
serverInfo,
Data.IntMap.map (\cl -> if roomID cl == rID then cl{roomID = 0, isMaster = False, isReady = False, teamsInGame = undefined} else cl) clients,
delete rID $ adjust (\r -> r{playersIDs = IntSet.union (playersIDs room) (playersIDs r)}) 0 rooms
)
where
room = rooms ! rID
rID = roomID client
client = clients ! clID
-}
processAction (UnreadyRoomClients) = do
rnc <- gets roomsClients
ri <- clientRoomA
roomPlayers <- roomClientsS ri
roomClIDs <- liftIO $ roomClientsIndicesM rnc ri
processAction $ AnswerClients (map sendChan roomPlayers) ("NOT_READY" : map nick roomPlayers)
liftIO $ mapM_ (modifyClient rnc (\cl -> cl{isReady = False})) roomClIDs
processAction $ ModifyRoom (\r -> r{readyPlayers = 0})
processAction (RemoveTeam teamName) = do
rnc <- gets roomsClients
cl <- client's id
ri <- clientRoomA
inGame <- liftIO $ room'sM rnc gameinprogress ri
chans <- liftM (map sendChan . filter (/= cl)) $ roomClientsS ri
if inGame then
mapM_ processAction [
AnswerClients chans ["REMOVE_TEAM", teamName],
ModifyRoom (\r -> r{teams = Prelude.filter (\t -> teamName /= teamname t) $ teams r})
]
else
mapM_ processAction [
AnswerClients chans ["EM", rmTeamMsg],
ModifyRoom (\r -> r{
teams = Prelude.filter (\t -> teamName /= teamname t) $ teams r,
leftTeams = teamName : leftTeams r,
roundMsgs = roundMsgs r Seq.|> rmTeamMsg
})
]
where
rmTeamMsg = toEngineMsg $ (B.singleton 'F') `B.append` teamName
processAction CheckRegistered = do
(Just ci) <- gets clientIndex
n <- client's nick
h <- client's host
db <- gets (dbQueries . serverInfo)
liftIO $ writeChan db $ CheckAccount ci n h
return ()
{-
processAction (clID, serverInfo, rnc) (ClearAccountsCache) = do
writeChan (dbQueries serverInfo) ClearCache
return (clID, serverInfo, rnc)
where
client = clients ! clID
processAction (clID, serverInfo, rnc) (Dump) = do
writeChan (sendChan $ clients ! clID) ["DUMP", show serverInfo, showTree clients, showTree rooms]
return (clID, serverInfo, rnc)
-}
processAction (ProcessAccountInfo info) =
case info of
HasAccount passwd isAdmin -> do
chan <- client's sendChan
processAction $ AnswerClients [chan] ["ASKPASSWORD"]
Guest -> do
processAction JoinLobby
Admin -> do
mapM processAction [ModifyClient (\cl -> cl{isAdministrator = True}), JoinLobby]
chan <- client's sendChan
processAction $ AnswerClients [chan] ["ADMIN_ACCESS"]
processAction JoinLobby = do
chan <- client's sendChan
clientNick <- client's nick
(lobbyNicks, clientsChans) <- liftM (unzip . Prelude.map (\c -> (nick c, sendChan c)) . Prelude.filter logonPassed) $! allClientsS
mapM_ processAction $
(AnswerClients clientsChans ["LOBBY:JOINED", clientNick])
: [AnswerClients [chan] ("LOBBY:JOINED" : clientNick : lobbyNicks)]
++ [ModifyClient (\cl -> cl{logonPassed = True}), SendServerMessage]
{-
processAction (clID, serverInfo, rnc) (RoomAddThisClient rID) =
processAction (
clID,
serverInfo,
adjust (\cl -> cl{roomID = rID, teamsInGame = if rID == 0 then teamsInGame cl else 0}) clID clients,
adjust (\r -> r{playersIDs = IntSet.insert clID (playersIDs r), playersIn = (playersIn r) + 1}) rID $
adjust (\r -> r{playersIDs = IntSet.delete clID (playersIDs r)}) 0 rooms
) joinMsg
where
client = clients ! clID
joinMsg = if rID == 0 then
AnswerAllOthers ["LOBBY:JOINED", nick client]
else
AnswerThisRoom ["JOINED", nick client]
processAction (clID, serverInfo, rnc) (KickClient kickID) =
liftM2 replaceID (return clID) (processAction (kickID, serverInfo, rnc) $ ByeClient "Kicked")
processAction (clID, serverInfo, rnc) (BanClient banNick) =
return (clID, serverInfo, rnc)
processAction (clID, serverInfo, rnc) (KickRoomClient kickID) = do
writeChan (sendChan $ clients ! kickID) ["KICKED"]
liftM2 replaceID (return clID) (processAction (kickID, serverInfo, rnc) $ RoomRemoveThisClient "kicked")
processAction (clID, serverInfo, rnc) (RemoveClientTeams teamsClID) =
liftM2 replaceID (return clID) $
foldM processAction (teamsClID, serverInfo, rnc) removeTeamsActions
where
client = clients ! teamsClID
room = rooms ! (roomID client)
teamsToRemove = Prelude.filter (\t -> teamowner t == nick client) $ teams room
removeTeamsActions = Prelude.map (RemoveTeam . teamname) teamsToRemove
-}
processAction (AddClient client) = do
rnc <- gets roomsClients
si <- gets serverInfo
liftIO $ do
ci <- addClient rnc client
forkIO $ clientRecvLoop (clientSocket client) (coreChan si) ci
forkIO $ clientSendLoop (clientSocket client) (sendChan client) ci
infoM "Clients" (show ci ++ ": New client. Time: " ++ show (connectTime client))
processAction $ AnswerClients [sendChan client] ["CONNECTED", "Hedgewars server http://www.hedgewars.org/"]
{- let newLogins = takeWhile (\(_ , time) -> (connectTime client) `diffUTCTime` time <= 11) $ lastLogins serverInfo
if False && (isJust $ host client `Prelude.lookup` newLogins) then
processAction (ci, serverInfo{lastLogins = newLogins}, rnc) $ ByeClient "Reconnected too fast"
else
return (ci, serverInfo)
-}
processAction PingAll = do
rnc <- gets roomsClients
liftIO (allClientsM rnc) >>= mapM_ (kickTimeouted rnc)
cis <- liftIO $ allClientsM rnc
chans <- liftIO $ mapM (client'sM rnc sendChan) cis
liftIO $ mapM_ (modifyClient rnc (\cl -> cl{pingsQueue = pingsQueue cl + 1})) cis
processAction $ AnswerClients chans ["PING"]
where
kickTimeouted rnc ci = do
pq <- liftIO $ client'sM rnc pingsQueue ci
when (pq > 0) $
withStateT (\as -> as{clientIndex = Just ci}) $
processAction (ByeClient "Ping timeout")
processAction (StatsAction) = do
rnc <- gets roomsClients
si <- gets serverInfo
(roomsNum, clientsNum) <- liftIO $ withRoomsAndClients rnc stats
liftIO $ writeChan (dbQueries si) $ SendStats clientsNum (roomsNum - 1)
where
stats irnc = (length $ allRooms irnc, length $ allClients irnc)