module Actions where
import Control.Concurrent.STM
import Control.Concurrent.Chan
import Data.IntMap
import qualified Data.IntSet as IntSet
import qualified Data.Sequence as Seq
import System.Log.Logger
import Monad
import Data.Time
import Maybe
-----------------------------
import CoreTypes
import Utils
data Action =
AnswerThisClient [String]
| AnswerAll [String]
| AnswerAllOthers [String]
| AnswerThisRoom [String]
| AnswerOthersInRoom [String]
| AnswerLobby [String]
| SendServerMessage
| RoomAddThisClient Int -- roomID
| RoomRemoveThisClient
| RemoveTeam String
| RemoveRoom
| UnreadyRoomClients
| MoveToLobby
| ProtocolError String
| Warning String
| ByeClient String
| KickClient Int -- clID
| KickRoomClient Int -- clID
| BanClient String -- nick
| RemoveClientTeams Int -- clID
| ModifyClient (ClientInfo -> ClientInfo)
| ModifyRoom (RoomInfo -> RoomInfo)
| ModifyServerInfo (ServerInfo -> ServerInfo)
| AddRoom String String
| CheckRegistered
| ProcessAccountInfo AccountInfo
| Dump
| AddClient ClientInfo
| PingAll
type CmdHandler = Int -> Clients -> Rooms -> [String] -> [Action]
replaceID a (b, c, d, e) = (a, c, d, e)
processAction :: (Int, ServerInfo, Clients, Rooms) -> Action -> IO (Int, ServerInfo, Clients, Rooms)
processAction (clID, serverInfo, clients, rooms) (AnswerThisClient msg) = do
writeChan (sendChan $ clients ! clID) msg
return (clID, serverInfo, clients, rooms)
processAction (clID, serverInfo, clients, rooms) (AnswerAll msg) = do
mapM_ (\cl -> writeChan (sendChan cl) msg) (elems clients)
return (clID, serverInfo, clients, rooms)
processAction (clID, serverInfo, clients, rooms) (AnswerAllOthers msg) = do
mapM_ (\id -> writeChan (sendChan $ clients ! id) msg) $
Prelude.filter (\id' -> (id' /= clID) && (logonPassed $ clients ! id')) (keys clients)
return (clID, serverInfo, clients, rooms)
processAction (clID, serverInfo, clients, rooms) (AnswerThisRoom msg) = do
mapM_ (\id -> writeChan (sendChan $ clients ! id) msg) roomClients
return (clID, serverInfo, clients, rooms)
where
roomClients = IntSet.elems $ playersIDs room
room = rooms ! rID
rID = roomID client
client = clients ! clID
processAction (clID, serverInfo, clients, rooms) (AnswerOthersInRoom msg) = do
mapM_ (\id -> writeChan (sendChan $ clients ! id) msg) $ Prelude.filter (/= clID) roomClients
return (clID, serverInfo, clients, rooms)
where
roomClients = IntSet.elems $ playersIDs room
room = rooms ! rID
rID = roomID client
client = clients ! clID
processAction (clID, serverInfo, clients, rooms) (AnswerLobby msg) = do
mapM_ (\id -> writeChan (sendChan $ clients ! id) msg) roomClients
return (clID, serverInfo, clients, rooms)
where
roomClients = IntSet.elems $ playersIDs room
room = rooms ! 0
processAction (clID, serverInfo, clients, rooms) SendServerMessage = do
writeChan (sendChan $ clients ! clID) $ ["SERVER_MESSAGE", message serverInfo]
return (clID, serverInfo, clients, rooms)
where
client = clients ! clID
message = if clientProto client < 25 then
serverMessageForOldVersions
else
serverMessageForOldVersions
processAction (clID, serverInfo, clients, rooms) (ProtocolError msg) = do
writeChan (sendChan $ clients ! clID) ["ERROR", msg]
return (clID, serverInfo, clients, rooms)
processAction (clID, serverInfo, clients, rooms) (Warning msg) = do
writeChan (sendChan $ clients ! clID) ["WARNING", msg]
return (clID, serverInfo, clients, rooms)
processAction (clID, serverInfo, clients, rooms) (ByeClient msg) = do
(_, _, newClients, newRooms) <-
if roomID client /= 0 then
processAction (clID, serverInfo, clients, rooms)
(if isMaster client then RemoveRoom else RemoveClientTeams clID)
else
return (clID, serverInfo, clients, rooms)
mapM_ (processAction (clID, serverInfo, newClients, newRooms)) $ answerOthersQuit ++ answerInformRoom
writeChan (sendChan $ clients ! clID) ["BYE", msg]
return (
0,
serverInfo,
delete clID newClients,
adjust (\r -> r{
playersIDs = IntSet.delete clID (playersIDs r),
playersIn = (playersIn r) - 1,
readyPlayers = if isReady client then readyPlayers r - 1 else readyPlayers r
}) (roomID $ newClients ! clID) newRooms
)
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 (clID, serverInfo, clients, rooms) (ModifyClient func) = do
return (clID, serverInfo, adjust func clID clients, rooms)
processAction (clID, serverInfo, clients, rooms) (ModifyRoom func) = do
return (clID, serverInfo, clients, adjust func rID rooms)
where
rID = roomID $ clients ! clID
processAction (clID, serverInfo, clients, rooms) (ModifyServerInfo func) = do
return (clID, func serverInfo, clients, rooms)
processAction (clID, serverInfo, clients, rooms) (RoomAddThisClient rID) = do
processAction (
clID,
serverInfo,
adjust (\cl -> cl{roomID = rID}) 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, clients, rooms) (RoomRemoveThisClient) = do
(_, _, newClients, newRooms) <-
if roomID client /= 0 then
foldM
processAction
(clID, serverInfo, clients, rooms)
[AnswerOthersInRoom ["LEFT", nick client, "part"],
RemoveClientTeams clID]
else
return (clID, serverInfo, clients, rooms)
return (
clID,
serverInfo,
adjust (\cl -> cl{roomID = 0, isMaster = False, isReady = False}) clID newClients,
adjust (\r -> r{
playersIDs = IntSet.delete clID (playersIDs r),
playersIn = (playersIn r) - 1,
readyPlayers = if isReady client then (readyPlayers r) - 1 else readyPlayers r
}) rID $
adjust (\r -> r{playersIDs = IntSet.insert clID (playersIDs r)}) 0 newRooms
)
where
rID = roomID client
client = clients ! clID
processAction (clID, serverInfo, clients, rooms) (AddRoom roomName roomPassword) = do
let newServerInfo = serverInfo {nextRoomID = newID}
let room = newRoom{
roomUID = newID,
name = roomName,
password = roomPassword,
roomProto = (clientProto client)
}
processAction (clID, serverInfo, clients, rooms) $ 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, clients, rooms) (RemoveRoom) = do
processAction (clID, serverInfo, clients, rooms) $ AnswerLobby ["ROOM", "DEL", name room]
processAction (clID, serverInfo, clients, rooms) $ AnswerOthersInRoom ["ROOMABANDONED", name room]
return (clID,
serverInfo,
Data.IntMap.map (\cl -> if roomID cl == rID then cl{roomID = 0, isMaster = False, isReady = False} 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, clients, rooms) (UnreadyRoomClients) = do
processAction (clID, serverInfo, clients, rooms) $ 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, clients, rooms) (RemoveTeam teamName) = do
newRooms <- if not $ gameinprogress room then
do
processAction (clID, serverInfo, clients, rooms) $ AnswerOthersInRoom ["REMOVE_TEAM", teamName]
return $
adjust (\r -> r{teams = Prelude.filter (\t -> teamName /= teamname t) $ teams r}) rID rooms
else
do
processAction (clID, serverInfo, clients, rooms) $ 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 (clID, serverInfo, clients, rooms) (CheckRegistered) = do
writeChan (dbQueries serverInfo) $ CheckAccount client
return (clID, serverInfo, clients, rooms)
where
client = clients ! clID
processAction (clID, serverInfo, clients, rooms) (Dump) = do
writeChan (sendChan $ clients ! clID) ["DUMP", show serverInfo, showTree clients, showTree rooms]
return (clID, serverInfo, clients, rooms)
processAction (clID, serverInfo, clients, rooms) (ProcessAccountInfo info) = do
processAction (clID, serverInfo, clients, rooms) SendServerMessage
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 clients, rooms)
Guest -> do
infoM "Clients" $ show clID ++ " is guest"
processAction (clID, serverInfo, adjust (\cl -> cl{logonPassed = True}) clID clients, rooms) MoveToLobby
Admin -> do
infoM "Clients" $ show clID ++ " is admin"
foldM processAction (clID, serverInfo, adjust (\cl -> cl{logonPassed = True, isAdministrator = True}) clID clients, rooms) [MoveToLobby, AnswerThisClient ["ADMIN_ACCESS"]]
processAction (clID, serverInfo, clients, rooms) (MoveToLobby) = do
foldM processAction (clID, serverInfo, clients, rooms) $
(RoomAddThisClient 0)
: answerLobbyNicks
-- ++ (answerServerMessage client clients)
where
lobbyNicks = Prelude.map nick $ Prelude.filter logonPassed $ elems clients
answerLobbyNicks = if not $ Prelude.null lobbyNicks then
[AnswerThisClient (["LOBBY:JOINED"] ++ lobbyNicks)]
else
[]
processAction (clID, serverInfo, clients, rooms) (KickClient kickID) = do
liftM2 replaceID (return clID) (processAction (kickID, serverInfo, clients, rooms) $ ByeClient "Kicked")
processAction (clID, serverInfo, clients, rooms) (BanClient banNick) = do
return (clID, serverInfo, clients, rooms)
processAction (clID, serverInfo, clients, rooms) (KickRoomClient kickID) = do
writeChan (sendChan $ clients ! kickID) ["KICKED"]
liftM2 replaceID (return clID) (processAction (kickID, serverInfo, clients, rooms) $ RoomRemoveThisClient)
processAction (clID, serverInfo, clients, rooms) (RemoveClientTeams teamsClID) = do
liftM2 replaceID (return clID) $
foldM processAction (teamsClID, serverInfo, clients, rooms) $ 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 (clID, serverInfo, clients, rooms) (AddClient client) = do
let updatedClients = insert (clientUID client) client clients
infoM "Clients" ((show $ clientUID client) ++ ": 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 isJust $ host client `Prelude.lookup` newLogins then
processAction (clID, serverInfo{lastLogins = newLogins}, updatedClients, rooms) $ ByeClient "Reconnected too fast"
else
return (clID, serverInfo{lastLogins = (host client, connectTime client) : newLogins}, updatedClients, rooms)
processAction (clID, serverInfo, clients, rooms) PingAll = do
(_, _, newClients, newRooms) <- foldM kickTimeouted (clID, serverInfo, clients, rooms) $ elems clients
processAction (clID,
serverInfo,
Data.IntMap.map (\cl -> cl{pingsQueue = pingsQueue cl + 1}) newClients,
newRooms) $ AnswerAll ["PING"]
where
kickTimeouted (clID, serverInfo, clients, rooms) client =
if pingsQueue client > 0 then
processAction (clientUID client, serverInfo, clients, rooms) $ ByeClient "Ping timeout"
else
return (clID, serverInfo, clients, rooms)