gameServer/Actions.hs
author unc0rr
Sun, 30 Jan 2011 20:43:18 +0300
branchserver_refactor
changeset 4620 6122a43d3424
parent 4610 9541b2a76067
child 4622 8bdc879ee6b2
permissions -rw-r--r--
Reimplement a bunch of administrator commands

{-# LANGUAGE OverloadedStrings #-}
module Actions where

import Control.Concurrent
import Control.Concurrent.Chan
import qualified Data.IntSet as IntSet
import qualified Data.Set as Set
import qualified Data.Sequence as Seq
import System.Log.Logger
import Control.Monad
import Data.Time
import Data.Maybe
import Control.Monad.Reader
import Control.Monad.State.Strict
import qualified Data.ByteString.Char8 as B
import Control.DeepSeq
-----------------------------
import CoreTypes
import Utils
import ClientIO
import ServerState

data Action =
    AnswerClients ![ClientChan] ![B.ByteString]
    | SendServerMessage
    | SendServerVars
    | MoveToRoom RoomIndex
    | MoveToLobby B.ByteString
    | RemoveTeam B.ByteString
    | RemoveRoom
    | UnreadyRoomClients
    | JoinLobby
    | ProtocolError B.ByteString
    | Warning B.ByteString
    | NoticeMessage Notice
    | ByeClient B.ByteString
    | KickClient ClientIndex
    | KickRoomClient ClientIndex
    | BanClient B.ByteString -- nick
    | RemoveClientTeams ClientIndex
    | ModifyClient (ClientInfo -> ClientInfo)
    | ModifyClient2 ClientIndex (ClientInfo -> ClientInfo)
    | ModifyRoom (RoomInfo -> RoomInfo)
    | ModifyServerInfo (ServerInfo -> ServerInfo)
    | AddRoom B.ByteString B.ByteString
    | CheckRegistered
    | ClearAccountsCache
    | ProcessAccountInfo AccountInfo
    | AddClient ClientInfo
    | DeleteClient ClientIndex
    | PingAll
    | StatsAction

type CmdHandler = [B.ByteString] -> Reader (ClientIndex, IRnC) [Action]

instance NFData Action where
    rnf (AnswerClients chans msg) = chans `deepseq` msg `deepseq` ()
    rnf a = a `seq` ()

instance NFData B.ByteString
instance NFData (Chan a)

othersChans = do
    cl <- client's id
    ri <- clientRoomA
    liftM (map sendChan . filter (/= cl)) $ roomClientsS ri

processAction :: Action -> StateT ServerState IO ()


processAction (AnswerClients chans msg) = do
    io $ mapM_ (flip writeChan (msg `deepseq` msg)) (chans `deepseq` chans)


processAction SendServerMessage = do
    chan <- client's sendChan
    protonum <- client's clientProto
    si <- liftM serverInfo get
    let message = if protonum < latestReleaseVersion si then
            serverMessageForOldVersions si
            else
            serverMessage si
    processAction $ AnswerClients [chan] ["SERVER_MESSAGE", message]


processAction SendServerVars = do
    chan <- client's sendChan
    si <- gets serverInfo
    io $ writeChan chan ("SERVER_VARS" : vars si)
    where
        vars si = [
            "MOTD_NEW", serverMessage si,
            "MOTD_OLD", serverMessageForOldVersions si,
            "LATEST_PROTO", B.pack . show $ latestReleaseVersion si
            ]


processAction (ProtocolError msg) = do
    chan <- client's sendChan
    processAction $ AnswerClients [chan] ["ERROR", msg]


processAction (Warning msg) = do
    chan <- client's sendChan
    processAction $ AnswerClients [chan] ["WARNING", msg]

processAction (NoticeMessage n) = do
    chan <- client's sendChan
    processAction $ AnswerClients [chan] ["NOTICE", B.pack . show . fromEnum $ n]

processAction (ByeClient msg) = do
    (Just ci) <- gets clientIndex
    rnc <- gets roomsClients
    ri <- clientRoomA

    chan <- client's sendChan
    clNick <- client's nick

    when (ri /= lobbyId) $ do
        processAction $ MoveToLobby ("quit: " `B.append` msg)
        return ()

    clientsChans <- liftM (Prelude.map sendChan . Prelude.filter logonPassed) $! allClientsS
    io $ do
        infoM "Clients" (show ci ++ " quits: " ++ (B.unpack msg))

    processAction $ AnswerClients [chan] ["BYE", msg]
    processAction $ AnswerClients clientsChans ["LOBBY:LEFT", clNick, msg]

    s <- get
    put $! s{removedClients = ci `Set.insert` removedClients s}

processAction (DeleteClient ci) = do
    rnc <- gets roomsClients
    io $ removeClient rnc ci

    s <- get
    put $! s{removedClients = ci `Set.delete` removedClients s}

processAction (ModifyClient f) = do
    (Just ci) <- gets clientIndex
    rnc <- gets roomsClients
    io $ modifyClient rnc f ci
    return ()

processAction (ModifyClient2 ci f) = do
    rnc <- gets roomsClients
    io $ modifyClient rnc f ci
    return ()


processAction (ModifyRoom f) = do
    rnc <- gets roomsClients
    ri <- clientRoomA
    io $ modifyRoom rnc f ri
    return ()


processAction (ModifyServerInfo f) =
    modify (\s -> s{serverInfo = f $ serverInfo s})


processAction (MoveToRoom ri) = do
    (Just ci) <- gets clientIndex
    rnc <- gets roomsClients

    io $ do
        modifyClient rnc (\cl -> cl{teamsInGame = 0, isReady = False, isMaster = False}) ci
        modifyRoom rnc (\r -> r{playersIn = (playersIn r) + 1}) ri
        moveClientToRoom rnc ri ci

    chans <- liftM (map sendChan) $ roomClientsS ri
    clNick <- client's nick

    processAction $ AnswerClients chans ["JOINED", clNick]


processAction (MoveToLobby msg) = do
    (Just ci) <- gets clientIndex
    ri <- clientRoomA
    rnc <- gets roomsClients
    room <- clientRoomA
    ready <- client's isReady
    master <- client's isMaster
    client <- client's id

    if master then
        processAction RemoveRoom
        else
        do
        clNick <- client's nick
        clChan <- client's sendChan
        chans <- othersChans
        mapM_ processAction [AnswerClients chans ["LEFT", clNick, msg], RemoveClientTeams ci]

    io $ do
            modifyRoom rnc (\r -> r{
                    playersIn = (playersIn r) - 1,
                    readyPlayers = if ready then readyPlayers r - 1 else readyPlayers r
                    }) ri
            moveClientToLobby rnc ci

{-
    (_, _, newClients, newRooms) <-
            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, rnc) RemoveRoom
            else -- not master
                foldM
                    processAction
                        (clID, serverInfo, rnc)
                        [AnswerOthersInRoom ["LEFT", nick client, msg],
                        RemoveClientTeams clID]


    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, rnc) $ 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 (AddRoom roomName roomPassword) = do
    Just clId <- gets clientIndex
    rnc <- gets roomsClients
    proto <- io $ client'sM rnc clientProto clId

    let room = newRoom{
            masterID = clId,
            name = roomName,
            password = roomPassword,
            roomProto = proto
            }

    rId <- io $ addRoom rnc room

    processAction $ MoveToRoom rId

    chans <- liftM (map sendChan) $! roomClientsS lobbyId

    mapM_ processAction [
        AnswerClients chans ["ROOM", "ADD", roomName]
        , ModifyClient (\cl -> cl{isMaster = True})
        ]


processAction RemoveRoom = do
    Just clId <- gets clientIndex
    rnc <- gets roomsClients
    ri <- io $ clientRoomM rnc clId
    roomName <- io $ room'sM rnc name ri
    others <- othersChans
    lobbyChans <- liftM (map sendChan) $! roomClientsS lobbyId

    mapM_ processAction [
            AnswerClients lobbyChans ["ROOM", "DEL", roomName],
            AnswerClients others ["ROOMABANDONED", roomName]
        ]

    io $ removeRoom rnc ri


processAction (UnreadyRoomClients) = do
    rnc <- gets roomsClients
    ri <- clientRoomA
    roomPlayers <- roomClientsS ri
    roomClIDs <- io $ roomClientsIndicesM rnc ri
    processAction $ AnswerClients (map sendChan roomPlayers) ("NOT_READY" : map nick roomPlayers)
    io $ mapM_ (modifyClient rnc (\cl -> cl{isReady = False})) roomClIDs
    processAction $ ModifyRoom (\r -> r{readyPlayers = 0})


processAction (RemoveTeam teamName) = do
    rnc <- gets roomsClients
    cl <- client's id
    ri <- clientRoomA
    inGame <- io $ room'sM rnc gameinprogress ri
    chans <- othersChans
    if inGame then
            mapM_ processAction [
                AnswerClients chans ["REMOVE_TEAM", teamName],
                ModifyRoom (\r -> r{teams = Prelude.filter (\t -> teamName /= teamname t) $ teams r})
                ]
        else
            mapM_ processAction [
                AnswerClients chans ["EM", rmTeamMsg],
                ModifyRoom (\r -> r{
                    teams = Prelude.filter (\t -> teamName /= teamname t) $ teams r,
                    leftTeams = teamName : leftTeams r,
                    roundMsgs = roundMsgs r Seq.|> rmTeamMsg
                    })
                ]
    where
        rmTeamMsg = toEngineMsg $ (B.singleton 'F') `B.append` teamName


processAction (RemoveClientTeams clId) = do
    rnc <- gets roomsClients

    removeTeamActions <- io $ do
        clNick <- client'sM rnc nick clId
        rId <- clientRoomM rnc clId
        roomTeams <- room'sM rnc teams rId
        return . Prelude.map (RemoveTeam . teamname) . Prelude.filter (\t -> teamowner t == clNick) $ roomTeams

    mapM_ processAction removeTeamActions



processAction CheckRegistered = do
    (Just ci) <- gets clientIndex
    n <- client's nick
    h <- client's host
    db <- gets (dbQueries . serverInfo)
    io $ writeChan db $ CheckAccount ci n h
    return ()


processAction ClearAccountsCache = do
    dbq <- gets (dbQueries . serverInfo)
    io $ writeChan dbq ClearCache
    return ()


processAction (ProcessAccountInfo info) =
    case info of
        HasAccount passwd isAdmin -> do
            chan <- client's sendChan
            processAction $ AnswerClients [chan] ["ASKPASSWORD"]
        Guest -> do
            processAction JoinLobby
        Admin -> do
            mapM processAction [ModifyClient (\cl -> cl{isAdministrator = True}), JoinLobby]
            chan <- client's sendChan
            processAction $ AnswerClients [chan] ["ADMIN_ACCESS"]


processAction JoinLobby = do
    chan <- client's sendChan
    clientNick <- client's nick
    (lobbyNicks, clientsChans) <- liftM (unzip . Prelude.map (\c -> (nick c, sendChan c)) . Prelude.filter logonPassed) $! allClientsS
    mapM_ processAction $
        (AnswerClients clientsChans ["LOBBY:JOINED", clientNick])
        : [AnswerClients [chan] ("LOBBY:JOINED" : clientNick : lobbyNicks)]
        ++ [ModifyClient (\cl -> cl{logonPassed = True}), SendServerMessage]

{-
processAction (clID, serverInfo, rnc) (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, rnc) (KickClient kickID) =
    liftM2 replaceID (return clID) (processAction (kickID, serverInfo, rnc) $ ByeClient "Kicked")


processAction (clID, serverInfo, rnc) (BanClient banNick) =
    return (clID, serverInfo, rnc)


processAction (clID, serverInfo, rnc) (KickRoomClient kickID) = do
    writeChan (sendChan $ clients ! kickID) ["KICKED"]
    liftM2 replaceID (return clID) (processAction (kickID, serverInfo, rnc) $ RoomRemoveThisClient "kicked")

-}

processAction (AddClient client) = do
    rnc <- gets roomsClients
    si <- gets serverInfo
    io $ do
        ci <- addClient rnc client
        t <- forkIO $ clientRecvLoop (clientSocket client) (coreChan si) ci
        forkIO $ clientSendLoop (clientSocket client) t (coreChan si) (sendChan client) ci

        infoM "Clients" (show ci ++ ": New client. Time: " ++ show (connectTime client))

    processAction $ AnswerClients [sendChan client] ["CONNECTED", "Hedgewars server http://www.hedgewars.org/"]
{-        let newLogins = takeWhile (\(_ , time) -> (connectTime client) `diffUTCTime` time <= 11) $ lastLogins serverInfo

        if False && (isJust $ host client `Prelude.lookup` newLogins) then
            processAction (ci, serverInfo{lastLogins = newLogins}, rnc) $ ByeClient "Reconnected too fast"
            else
            return (ci, serverInfo)
-}



processAction PingAll = do
    rnc <- gets roomsClients
    io (allClientsM rnc) >>= mapM_ (kickTimeouted rnc)
    cis <- io $ allClientsM rnc
    chans <- io $ mapM (client'sM rnc sendChan) cis
    io $ mapM_ (modifyClient rnc (\cl -> cl{pingsQueue = pingsQueue cl + 1})) cis
    processAction $ AnswerClients chans ["PING"]
    where
        kickTimeouted rnc ci = do
            pq <- io $ client'sM rnc pingsQueue ci
            when (pq > 0) $
                withStateT (\as -> as{clientIndex = Just ci}) $
                    processAction (ByeClient "Ping timeout")


processAction (StatsAction) = do
    rnc <- gets roomsClients
    si <- gets serverInfo
    (roomsNum, clientsNum) <- io $ withRoomsAndClients rnc stats
    io $ writeChan (dbQueries si) $ SendStats clientsNum (roomsNum - 1)
    where
          stats irnc = (length $ allRooms irnc, length $ allClients irnc)