Allow speech bubble/small damage tags in "reduced quality"
First is needed for game context, 2nd has little impact on framerate
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
serverMessage
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)
(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)