gameServer/Actions.hs
author unc0rr
Fri, 27 Mar 2009 18:50:18 +0000
changeset 1926 cb46fbdcaa41
parent 1925 ec923e56c444
child 1927 e2031906a347
permissions -rw-r--r--
Add simple DoS protection mechanism (although better than previous server had)

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]
	| AnswerLobby [String]
	| SendServerMessage
	| RoomAddThisClient Int -- roomID
	| RoomRemoveThisClient
	| 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)
	| ModifyRoom (RoomInfo -> RoomInfo)
	| ModifyServerInfo (ServerInfo -> ServerInfo)
	| AddRoom String String
	| CheckRegistered
	| ProcessAccountInfo AccountInfo
	| Dump
	| AddClient ClientInfo

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_ (\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 (\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) SendServerMessage = do
	writeChan (sendChan $ clients ! clID) $ ["SERVER_MESSAGE", serverMessage serverInfo]
	return (clID, serverInfo, clients, rooms)


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", msg]
	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 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) = 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) (ModifyServerInfo func) = do
	return (clID, func serverInfo, clients, rooms)


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, isReady = 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,
		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 client
	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) = do
	processAction (clID, serverInfo, clients, rooms) SendServerMessage
	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) = do
	foldM processAction (clID, serverInfo, clients, rooms) $
		(RoomAddThisClient 0)
		: answerLobbyNicks
		-- ++ (answerServerMessage client clients)
	where
		lobbyNicks = Prelude.map nick $ Prelude.filter logonPassed $ elems clients
		answerLobbyNicks = if not $ Prelude.null lobbyNicks then
					[AnswerThisClient (["LOBBY:JOINED"] ++ lobbyNicks)]
				else
					[]


processAction (clID, serverInfo, clients, rooms) (KickClient kickID) = do
	liftM2 replaceID (return clID) (processAction (kickID, serverInfo, clients, rooms) $ ByeClient "Kicked")


processAction (clID, serverInfo, clients, rooms) (BanClient banNick) = do
	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)


processAction (clID, serverInfo, clients, rooms) (RemoveClientTeams teamsClID) = do
	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 <= 20) $ 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)