Engine:
* Fixed/removed lots of compiler notes/hints (unused units, 64 bit results, unused parameters, possible overflows, ...)
* Fixed visible water tinting the whole screen and/or gears and parts of the ui
CMake:
* No longer force FPC to write its compilation log to disk
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]
| AnswerSameClan [String]
| AnswerLobby [String]
| SendServerMessage
| SendServerVars
| RoomAddThisClient Int -- roomID
| RoomRemoveThisClient String
| 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)
| ModifyClient2 Int (ClientInfo -> ClientInfo)
| ModifyRoom (RoomInfo -> RoomInfo)
| ModifyServerInfo (ServerInfo -> ServerInfo)
| AddRoom String String
| CheckRegistered
| ClearAccountsCache
| ProcessAccountInfo AccountInfo
| Dump
| AddClient ClientInfo
| PingAll
| StatsAction
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) (AnswerSameClan msg) = do
mapM_ (\cl -> writeChan (sendChan cl) msg) sameClanOrSpec
return (clID, serverInfo, clients, rooms)
where
otherRoomClients = Prelude.map ((!) clients) $ IntSet.elems $ clID `IntSet.delete` (playersIDs room)
sameClanOrSpec = if teamsInGame client > 0 then sameClanClients else spectators
spectators = Prelude.filter (\cl -> teamsInGame cl == 0) otherRoomClients
sameClanClients = Prelude.filter (\cl -> teamsInGame cl > 0 && clientClan cl == thisClan) otherRoomClients
thisClan = clientClan client
room = rooms ! rID
rID = roomID client
client = clients ! clID
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 si = if clientProto client < latestReleaseVersion si then
serverMessageForOldVersions si
else
serverMessage si
processAction (clID, serverInfo, clients, rooms) SendServerVars = do
writeChan (sendChan $ clients ! clID) ("SERVER_VARS" : vars)
return (clID, serverInfo, clients, rooms)
where
client = clients ! clID
vars = [
"MOTD_NEW", serverMessage serverInfo,
"MOTD_OLD", serverMessageForOldVersions serverInfo,
"LATEST_PROTO", show $ latestReleaseVersion serverInfo
]
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
infoM "Clients" (show (clientUID client) ++ " quits: " ++ msg)
(_, _, newClients, newRooms) <-
if roomID client /= 0 then
processAction (clID, serverInfo, clients, rooms) $ RoomRemoveThisClient "quit"
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) =
return (clID, serverInfo, adjust func clID clients, rooms)
processAction (clID, serverInfo, clients, rooms) (ModifyClient2 cl2ID func) =
return (clID, serverInfo, adjust func cl2ID clients, rooms)
processAction (clID, serverInfo, clients, rooms) (ModifyRoom func) =
return (clID, serverInfo, clients, adjust func rID rooms)
where
rID = roomID $ clients ! clID
processAction (clID, serverInfo, clients, rooms) (ModifyServerInfo func) =
return (clID, func serverInfo, clients, rooms)
processAction (clID, serverInfo, clients, rooms) (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, clients, rooms) (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, clients, rooms) RemoveRoom
else -- not master
foldM
processAction
(clID, serverInfo, clients, rooms)
[AnswerOthersInRoom ["LEFT", nick client, msg],
RemoveClientTeams clID]
else -- in lobby
return (clID, serverInfo, clients, rooms)
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, clients, rooms) $ 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, clients, rooms) (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, 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, 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, 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 (clientUID client) (nick client) (host client)
return (clID, serverInfo, clients, rooms)
where
client = clients ! clID
processAction (clID, serverInfo, clients, rooms) (ClearAccountsCache) = do
writeChan (dbQueries serverInfo) ClearCache
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) =
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) =
foldM processAction (clID, serverInfo, clients, rooms) $
(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, clients, rooms) (KickClient kickID) =
liftM2 replaceID (return clID) (processAction (kickID, serverInfo, clients, rooms) $ ByeClient "Kicked")
processAction (clID, serverInfo, clients, rooms) (BanClient banNick) =
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 "kicked")
processAction (clID, serverInfo, clients, rooms) (RemoveClientTeams teamsClID) =
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)
processAction (clID, serverInfo, clients, rooms) (StatsAction) = do
writeChan (dbQueries serverInfo) $ SendStats (size clients) (size rooms - 1)
return (clID, serverInfo, clients, rooms)