Hedgehog drops a grave on "/newgrave" command. Patch by nemo
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 Monad
-----------------------------
import CoreTypes
import Utils
data Action =
AnswerThisClient [String]
| AnswerAll [String]
| AnswerAllOthers [String]
| AnswerThisRoom [String]
| AnswerOthersInRoom [String]
| AnswerLobby [String]
| RoomAddThisClient Int -- roomID
| RoomRemoveThisClient
| RemoveTeam String
| RemoveRoom
| UnreadyRoomClients
| ProtocolError String
| Warning String
| ByeClient String
| ModifyClient (ClientInfo -> ClientInfo)
| ModifyRoom (RoomInfo -> RoomInfo)
| AddRoom String String
| Dump
type CmdHandler = Int -> Clients -> Rooms -> [String] -> [Action]
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_ (\id -> writeChan (sendChan $ clients ! id) msg) (keys clients)
return (clID, serverInfo, clients, rooms)
processAction (clID, serverInfo, clients, rooms) (AnswerAllOthers msg) = do
mapM_ (\id -> writeChan (sendChan $ clients ! id) msg) $ Prelude.filter (/= clID) (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) (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
mapM_ (processAction (clID, serverInfo, clients, rooms)) $ answerOthersQuit ++ answerInformRoom
writeChan (sendChan $ clients ! clID) ["BYE"]
return (
0,
serverInfo,
delete clID clients,
adjust (\r -> r{playersIDs = IntSet.delete clID (playersIDs r), playersIn = (playersIn r) - 1}) rID rooms
)
where
client = clients ! clID
rID = roomID client
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 not $ Prelude.null clientNick 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) (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
when (rID /= 0) $ (processAction (clID, serverInfo, clients, rooms) $ AnswerOthersInRoom ["LEFT", nick client, "part"]) >> return ()
return (
clID,
serverInfo,
adjust (\cl -> cl{roomID = 0}) clID clients,
adjust (\r -> r{playersIDs = IntSet.delete clID (playersIDs r), playersIn = (playersIn r) - 1}) rID $
adjust (\r -> r{playersIDs = IntSet.insert clID (playersIDs r)}) 0 rooms
)
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} 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,
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 ["GAMEMSG", 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) (Dump) = do
writeChan (sendChan $ clients ! clID) ["DUMP", show serverInfo, showTree clients, showTree rooms]
return (clID, serverInfo, clients, rooms)