gameServer/Actions.hs
author unc0rr
Sat, 21 Feb 2009 19:59:03 +0000
changeset 1823 1938ef375350
parent 1813 cfe1481e0247
child 1827 3bb5e22b7f9a
permissions -rw-r--r--
Fix ready players accounting

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,
					readyPlayers = if isReady client then readyPlayers r - 1 else readyPlayers r
					}) 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,
				readyPlayers = if isReady client then readyPlayers r - 1 else readyPlayers r
				}) 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)