gameServer/Actions.hs
author unc0rr
Sun, 06 Jun 2010 15:29:33 +0000
changeset 3500 af8390d807d6
parent 3458 11cd56019f00
child 3501 a3159a410e5c
permissions -rw-r--r--
Use sockets instead of handles, use bytestrings instead of strings

{-# LANGUAGE OverloadedStrings #-}
module Actions where

import Control.Concurrent
import Control.Concurrent.Chan
import qualified Data.IntSet as IntSet
import qualified Data.Sequence as Seq
import System.Log.Logger
import Monad
import Data.Time
import Maybe
import Control.Monad.Reader
import Control.Monad.State
import Data.ByteString.Char8 as B
-----------------------------
import CoreTypes
import Utils
import ClientIO
import ServerState

data Action =
    AnswerClients [ClientChan] [ByteString]
    | SendServerMessage
    | SendServerVars
    | RoomAddThisClient RoomIndex -- roomID
    | RoomRemoveThisClient ByteString
    | RemoveTeam ByteString
    | RemoveRoom
    | UnreadyRoomClients
    | MoveToLobby
    | ProtocolError ByteString
    | Warning ByteString
    | ByeClient ByteString
    | KickClient ClientIndex -- clID
    | KickRoomClient ClientIndex -- clID
    | BanClient ByteString -- nick
    | RemoveClientTeams ClientIndex -- clID
    | ModifyClient (ClientInfo -> ClientInfo)
    | ModifyClient2 ClientIndex (ClientInfo -> ClientInfo)
    | ModifyRoom (RoomInfo -> RoomInfo)
    | ModifyServerInfo (ServerInfo -> ServerInfo)
    | AddRoom ByteString ByteString
    | CheckRegistered
    | ClearAccountsCache
    | ProcessAccountInfo AccountInfo
    | Dump
    | AddClient ClientInfo
    | PingAll
    | StatsAction

type CmdHandler = [ByteString] -> Reader (ClientIndex, IRnC) [Action]


processAction :: Action -> StateT ServerState IO ()


processAction (AnswerClients chans msg) = 
    liftIO $ mapM_ (flip writeChan msg) chans


{-
processAction (clID, serverInfo, rnc) SendServerMessage = do
    writeChan (sendChan $ clients ! clID) ["SERVER_MESSAGE", message serverInfo]
    return (clID, serverInfo, rnc)
    where
        client = clients ! clID
        message si = if clientProto client < latestReleaseVersion si then
            serverMessageForOldVersions si
            else
            serverMessage si

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 (clID, serverInfo, rnc) (ProtocolError msg) = do
    writeChan (sendChan $ clients ! clID) ["ERROR", msg]
    return (clID, serverInfo, rnc)


processAction (clID, serverInfo, rnc) (Warning msg) = do
    writeChan (sendChan $ clients ! clID) ["WARNING", msg]
    return (clID, serverInfo, rnc)
-}

processAction (ByeClient msg) = do
    (Just ci) <- gets clientIndex
    rnc <- gets roomsClients
    ri <- clientRoomA
    when (ri /= lobbyId) $ do
        processAction $ RoomRemoveThisClient ("quit: " `B.append` msg)
        return ()

    chan <- clients sendChan

    liftIO $ do
        infoM "Clients" (show ci ++ " quits: " ++ (B.unpack msg))

        
        --mapM_ (processAction (ci, serverInfo, rnc)) $ answerOthersQuit ++ answerInformRoom
        writeChan chan ["BYE", msg]
        modifyRoom rnc (\r -> r{
                        --playersIDs = IntSet.delete ci (playersIDs r)
                        playersIn = (playersIn r) - 1
                        --readyPlayers = if isReady client then readyPlayers r - 1 else readyPlayers r
                        }) ri
    
{-
    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 (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 (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) (RoomRemoveThisClient msg) = do
    (_, _, newClients, newRooms) <-
        if roomID client /= 0 then
            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]
        else -- in lobby
            return (clID, serverInfo, rnc)

    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 (clID, serverInfo, rnc) (AddRoom roomName roomPassword) = do
    let newServerInfo = serverInfo {nextRoomID = newID}
    let room = newRoom{
            roomUID = newID,
            masterID = clID,
            name = roomName,
            password = roomPassword,
            roomProto = (clientProto client)
            }

    processAction (clID, serverInfo, rnc) $ AnswerLobby ["ROOM", "ADD", roomName]

    processAction (
        clID,
        newServerInfo,
        adjust (\cl -> cl{isMaster = True}) clID clients,
        insert newID room rooms
        ) $ RoomAddThisClient newID
    where
        newID = (nextRoomID serverInfo) - 1
        client = clients ! clID


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 (clID, serverInfo, rnc) (UnreadyRoomClients) = do
    processAction (clID, serverInfo, rnc) $ AnswerThisRoom ("NOT_READY" : roomPlayers)
    return (clID,
        serverInfo,
        Data.IntMap.map (\cl -> if roomID cl == rID then cl{isReady = False} else cl) clients,
        adjust (\r -> r{readyPlayers = 0}) rID rooms)
    where
        room = rooms ! rID
        rID = roomID client
        client = clients ! clID
        roomPlayers = Prelude.map (nick . (clients !)) roomPlayersIDs
        roomPlayersIDs = IntSet.elems $ playersIDs room


processAction (clID, serverInfo, rnc) (RemoveTeam teamName) = do
    newRooms <- if not $ gameinprogress room then
            do
            processAction (clID, serverInfo, rnc) $ AnswerOthersInRoom ["REMOVE_TEAM", teamName]
            return $
                adjust (\r -> r{teams = Prelude.filter (\t -> teamName /= teamname t) $ teams r}) rID rooms
        else
            do
            processAction (clID, serverInfo, rnc) $ AnswerOthersInRoom ["EM", rmTeamMsg]
            return $
                adjust (\r -> r{
                teams = Prelude.filter (\t -> teamName /= teamname t) $ teams r,
                leftTeams = teamName : leftTeams r,
                roundMsgs = roundMsgs r Seq.|> rmTeamMsg
                }) rID rooms
    return (clID, serverInfo, clients, newRooms)
    where
        room = rooms ! rID
        rID = roomID client
        client = clients ! clID
        rmTeamMsg = toEngineMsg $ 'F' : teamName
-}

processAction CheckRegistered = do
    (Just ci) <- gets clientIndex
    n <- clients nick
    h <- clients 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 (clID, serverInfo, rnc) (ProcessAccountInfo info) =
    case info of
        HasAccount passwd isAdmin -> do
            infoM "Clients" $ show clID ++ " has account"
            writeChan (sendChan $ clients ! clID) ["ASKPASSWORD"]
            return (clID, serverInfo, adjust (\cl -> cl{webPassword = passwd, isAdministrator = isAdmin}) clID rnc)
        Guest -> do
            infoM "Clients" $ show clID ++ " is guest"
            processAction (clID, serverInfo, adjust (\cl -> cl{logonPassed = True}) clID rnc) MoveToLobby
        Admin -> do
            infoM "Clients" $ show clID ++ " is admin"
            foldM processAction (clID, serverInfo, adjust (\cl -> cl{logonPassed = True, isAdministrator = True}) clID rnc) [MoveToLobby, AnswerThisClient ["ADMIN_ACCESS"]]


processAction (clID, serverInfo, rnc) (MoveToLobby) =
    foldM processAction (clID, serverInfo, rnc) $
        (RoomAddThisClient 0)
        : answerLobbyNicks
        ++ [SendServerMessage]

        -- ++ (answerServerMessage client clients)
    where
        lobbyNicks = Prelude.map nick $ Prelude.filter logonPassed $ elems clients
        answerLobbyNicks = [AnswerThisClient ("LOBBY:JOINED": lobbyNicks) | not $ Prelude.null lobbyNicks]


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) (coreChan si) (sendChan client) ci

        infoM "Clients" (show ci ++ ": New client. Time: " ++ show (connectTime client))
        writeChan (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 (clID, serverInfo, rnc) PingAll = do
    (_, _, newClients, newRooms) <- foldM kickTimeouted (clID, serverInfo, rnc) $ elems clients
    processAction (clID,
        serverInfo,
        Data.IntMap.map (\cl -> cl{pingsQueue = pingsQueue cl + 1}) newClients,
        newRooms) $ AnswerAll ["PING"]
    where
        kickTimeouted (clID, serverInfo, rnc) client =
            if pingsQueue client > 0 then
                processAction (clientUID client, serverInfo, rnc) $ ByeClient "Ping timeout"
                else
                return (clID, serverInfo, rnc)


processAction (clID, serverInfo, rnc) (StatsAction) = do
    writeChan (dbQueries serverInfo) $ SendStats (size clients) (size rooms - 1)
    return (clID, serverInfo, rnc)

-}