bugfix: fixing sticky mines calling AddGearCI when they shouldn't (allows jumping on them in midair)
thanks to CheezeMonkey for discovering this bug
also: fix confusing indentation
notice: this does NOT fix the hovering-mine-cluster-bug
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 Control.Monad
import Data.Time
import Data.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)