gameServer/Actions.hs
author koda
Fri, 16 Apr 2010 16:04:21 +0000
changeset 3349 5571592f10a8
parent 3283 18ee933a5864
child 3425 ead2ed20dfd4
permissions -rw-r--r--
update ifrontend to latest ammostore protocol update sdl 1.3 bindings

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]
    | 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)