portal: make shot 2 times faster, add hog movement speed to shot speed (only the part in shot direction, so that aiming is not messed up)
{-# LANGUAGE OverloadedStrings #-}
module Actions where
import Control.Concurrent
import Control.Concurrent.Chan
import qualified Data.IntSet as IntSet
import qualified Data.Sequence as Seq
import System.Log.Logger
import Monad
import Data.Time
import Maybe
import Control.Monad.Reader
import Control.Monad.State
import qualified Data.ByteString.Char8 as B
-----------------------------
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
| 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
| Dump
| AddClient ClientInfo
| PingAll
| StatsAction
type CmdHandler = [B.ByteString] -> Reader (ClientIndex, IRnC) [Action]
processAction :: Action -> StateT ServerState IO ()
processAction (AnswerClients chans msg) =
liftIO $ mapM_ (flip writeChan msg) 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
liftIO $ writeChan chan ["SERVER_MESSAGE", message]
{-
processAction (clID, serverInfo, rnc) SendServerVars = do
writeChan (sendChan $ clients ! clID) ("SERVER_VARS" : vars)
return (clID, serverInfo, rnc)
where
client = clients ! clID
vars = [
"MOTD_NEW", serverMessage serverInfo,
"MOTD_OLD", serverMessageForOldVersions serverInfo,
"LATEST_PROTO", show $ latestReleaseVersion serverInfo
]
-}
processAction (ProtocolError msg) = do
chan <- client's sendChan
liftIO $ writeChan chan ["ERROR", msg]
processAction (Warning msg) = do
chan <- client's sendChan
liftIO $ writeChan chan ["WARNING", msg]
processAction (ByeClient msg) = do
(Just ci) <- gets clientIndex
rnc <- gets roomsClients
ri <- clientRoomA
when (ri /= lobbyId) $ do
processAction $ MoveToLobby ("quit: " `B.append` msg)
return ()
chan <- client's sendChan
liftIO $ do
infoM "Clients" (show ci ++ " quits: " ++ (B.unpack msg))
--mapM_ (processAction (ci, serverInfo, rnc)) $ answerOthersQuit ++ answerInformRoom
writeChan chan ["BYE", msg]
modifyRoom rnc (\r -> r{
--playersIDs = IntSet.delete ci (playersIDs r)
playersIn = (playersIn r) - 1
--readyPlayers = if isReady client then readyPlayers r - 1 else readyPlayers r
}) ri
{-
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 (ModifyClient f) = do
(Just ci) <- gets clientIndex
rnc <- gets roomsClients
liftIO $ modifyClient rnc f ci
return ()
processAction (ModifyRoom f) = do
rnc <- gets roomsClients
ri <- clientRoomA
liftIO $ modifyRoom rnc f ri
return ()
{-
processAction (clID, serverInfo, rnc) (ModifyServerInfo func) =
return (clID, func serverInfo, rnc)
-}
processAction (MoveToRoom ri) = do
(Just ci) <- gets clientIndex
rnc <- gets roomsClients
liftIO $ do
modifyClient rnc (\cl -> cl{teamsInGame = 0}) ci
modifyRoom rnc (\r -> r{playersIn = (playersIn r) + 1}) ri
liftIO $ 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
liftIO $ 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
(ServerState (Just clId) _ rnc) <- get
proto <- liftIO $ client'sM rnc clientProto clId
let room = newRoom{
masterID = clId,
name = roomName,
password = roomPassword,
roomProto = proto
}
rId <- liftIO $ addRoom rnc room
chans <- liftM (map sendChan) $ roomClientsS lobbyId
mapM_ processAction [
AnswerClients chans ["ROOM", "ADD", roomName]
, ModifyClient (\cl -> cl{isMaster = True})
, MoveToRoom rId]
{-
processAction (clID, serverInfo, rnc) (RemoveRoom) = do
processAction (clID, serverInfo, rnc) $ AnswerLobby ["ROOM", "DEL", name room]
processAction (clID, serverInfo, rnc) $ 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, rnc) (UnreadyRoomClients) = do
processAction (clID, serverInfo, rnc) $ 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, rnc) (RemoveTeam teamName) = do
newRooms <- if not $ gameinprogress room then
do
processAction (clID, serverInfo, rnc) $ AnswerOthersInRoom ["REMOVE_TEAM", teamName]
return $
adjust (\r -> r{teams = Prelude.filter (\t -> teamName /= teamname t) $ teams r}) rID rooms
else
do
processAction (clID, serverInfo, rnc) $ 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 CheckRegistered = do
(Just ci) <- gets clientIndex
n <- client's nick
h <- client's host
db <- gets (dbQueries . serverInfo)
liftIO $ writeChan db $ CheckAccount ci n h
return ()
{-
processAction (clID, serverInfo, rnc) (ClearAccountsCache) = do
writeChan (dbQueries serverInfo) ClearCache
return (clID, serverInfo, rnc)
where
client = clients ! clID
processAction (clID, serverInfo, rnc) (Dump) = do
writeChan (sendChan $ clients ! clID) ["DUMP", show serverInfo, showTree clients, showTree rooms]
return (clID, serverInfo, rnc)
-}
processAction (ProcessAccountInfo info) =
case info of
HasAccount passwd isAdmin -> do
chan <- client's sendChan
liftIO $ writeChan chan ["ASKPASSWORD"]
Guest -> do
processAction JoinLobby
Admin -> do
mapM processAction [ModifyClient (\cl -> cl{isAdministrator = True}), JoinLobby]
chan <- client's sendChan
liftIO $ writeChan 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" : lobbyNicks) | not $ Prelude.null 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 (clID, serverInfo, rnc) (RemoveClientTeams teamsClID) =
liftM2 replaceID (return clID) $
foldM processAction (teamsClID, serverInfo, rnc) 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 (AddClient client) = do
rnc <- gets roomsClients
si <- gets serverInfo
liftIO $ do
ci <- addClient rnc client
forkIO $ clientRecvLoop (clientSocket client) (coreChan si) ci
forkIO $ clientSendLoop (clientSocket client) (coreChan si) (sendChan client) ci
infoM "Clients" (show ci ++ ": 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 False && (isJust $ host client `Prelude.lookup` newLogins) then
processAction (ci, serverInfo{lastLogins = newLogins}, rnc) $ ByeClient "Reconnected too fast"
else
return (ci, serverInfo)
-}
{-
processAction (clID, serverInfo, rnc) PingAll = do
(_, _, newClients, newRooms) <- foldM kickTimeouted (clID, serverInfo, rnc) $ elems clients
processAction (clID,
serverInfo,
Data.IntMap.map (\cl -> cl{pingsQueue = pingsQueue cl + 1}) newClients,
newRooms) $ AnswerAll ["PING"]
where
kickTimeouted (clID, serverInfo, rnc) client =
if pingsQueue client > 0 then
processAction (clientUID client, serverInfo, rnc) $ ByeClient "Ping timeout"
else
return (clID, serverInfo, rnc)
processAction (clID, serverInfo, rnc) (StatsAction) = do
writeChan (dbQueries serverInfo) $ SendStats (size clients) (size rooms - 1)
return (clID, serverInfo, rnc)
-}