wizard-wipeout/src-server/Server/Communication.hs

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{-# LANGUAGE OverloadedStrings #-}
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module Server.Communication where
import Control.Concurrent
import qualified Control.Concurrent.STM as STM
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import Control.Monad
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import Control.Monad.IO.Class
import Control.Monad.RWS.Strict
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import qualified Data.Aeson as A
import qualified Data.ByteString as B
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import qualified Data.ByteString.Lazy.Char8 as B8
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import Data.List
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import qualified Data.Matrix as M
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import Data.Maybe
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import Data.UUID.V4
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import qualified Data.Vector.Storable as VS
import Foreign hiding (void)
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import Linear
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import Network.Socket as Net
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import System.Posix.Signals
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import System.Random (randomRIO)
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-- internal imports
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import Library.Types
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import Server.Types
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import Server.Util
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-- | Function which determines whether the given filePath is a supported socket path and
-- subsequently creates a socket in said location.
bindSocket
:: FilePath -- ^ File Path for socket to be created (e.g.: "/tmp/wizard.sock")
-> IO Socket -- ^ resulting Socket
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bindSocket path = do
let sockAddr = SockAddrUnix path
unless (isSupportedSockAddr sockAddr)
(error $ "invalid socket path " <> path)
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-- aremoveIfExists path
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sock <- socket AF_UNIX Stream defaultProtocol
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bind sock sockAddr
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Net.listen sock 5
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pure sock
-- | Function that installs a handler on SIGINT to terminate game
terminateGameOnSigint
:: Game ()
terminateGameOnSigint = do
sock <- asks rcMainSocket
clients <- liftIO . STM.atomically . STM.readTMVar =<< gets scClientSockets
serverState <- gets scServerState
void $ liftIO $ installHandler
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keyboardSignal
(CatchOnce $ do
void $ STM.atomically $ STM.swapTMVar serverState (ServerState False True)
disconnectClients clients
threadDelay (10 ^ 6)
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(SockAddrUnix path) <- getSocketName sock
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close sock
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removeIfExists path
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-- Raise SIGINT again so it does not get blocked
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raiseSignal keyboardSignal
)
Nothing
where
disconnectClients = mapM_
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(\(_, clientSocket) -> do
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sendMessage ServerQuit clientSocket
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close clientSocket
)
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-- | Process incoming connection requests
processRequests :: Game ()
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processRequests = do
mainSocket <- asks rcMainSocket
socketList <- gets scClientSockets
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void $ liftIO $ forkIO $ acceptConnection mainSocket socketList
where
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acceptConnection mainSocket socketList = do
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putStrLn "accepting new connections…"
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(clientSock, _) <- accept mainSocket
liftIO $ STM.atomically $ do
list <- STM.takeTMVar socketList
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STM.putTMVar socketList ((Nothing, clientSock) : list)
putStrLn "accepted new connection"
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acceptConnection mainSocket socketList
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-- | Sends a specified message through given socket to the client
sendMessage
:: ServerMessage
-> Socket
-> IO ()
sendMessage msg sock = do
let msgJson = A.encode msg
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msgVector = VS.fromList $ B.unpack $ B.toStrict msgJson
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putStrLn $ "sending: " <> B8.unpack msgJson
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VS.unsafeWith
msgVector
(\ptr -> void $ sendBuf sock ptr (VS.length msgVector))
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-- | receive incoming messages from clients
receiveMessages :: Game ()
receiveMessages = do
clientsVar <- gets scClientSockets
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clients <- liftIO $ STM.atomically $ STM.readTMVar clientsVar
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queue <- gets scMessageQueue
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void $ liftIO $ forkIO $ mapM_
(\(_, clientSocket) -> do
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receiveMessage clientSocket queue
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)
clients
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-- | handle received messages
handleMessages :: Game ()
handleMessages = do
queue <- gets scMessageQueue
serverState <- get
readerContainer <- ask
msgs <- liftIO $ STM.atomically $ STM.flushTQueue queue
void $ liftIO $ do
mapM_
(handleMessage serverState readerContainer)
msgs
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-- | receive a 'ClientMessage'
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receiveMessage
:: Socket
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-> STM.TQueue ClientMessage
-> IO ()
receiveMessage sock queue = do
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let maxBufferLength = 4096
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mmsg <- do
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ptr <- mallocArray maxBufferLength
bufferLength <- recvBuf sock ptr maxBufferLength
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msg <- B.pack <$> peekArray bufferLength ptr
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let mJsonMsg = A.decode' $ B8.fromStrict msg :: Maybe ClientMessage
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free ptr
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if bufferLength > 0
then
pure mJsonMsg
else
pure Nothing
maybe
(pure ())
(\msg -> do
liftIO $ STM.atomically $ STM.writeTQueue queue msg
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when (msg == IdRequest) (threadDelay $ 10 ^ 3)
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)
mmsg
-- | function for translating 'ClientMessage's into server actions
handleMessage
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:: StateContainer
-> ReaderContainer
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-> ClientMessage
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-> IO ()
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handleMessage stateContainer readerContainer msg = do
let clientList = scClientSockets stateContainer
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clients <- liftIO $ STM.atomically $ STM.readTMVar clientList
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putStrLn $ "Handling following: " <> show msg
case msg of
IdRequest -> do
clientId <- nextRandom
let clientIdx = findIndex (\a -> fst a == Nothing) clients
let clientSock = snd $ clients !! fromJust clientIdx
let newClients = map
(\old@(muuid, oldClientSock) ->
if oldClientSock == clientSock && muuid == Nothing
then
(Just clientId, clientSock)
else
old
)
clients
void $ liftIO $ STM.atomically $ STM.swapTMVar clientList newClients
putStrLn $ "Accepted Client with UUID " <> show clientId
sendMessage (AcceptClient clientId) clientSock
ClientMessage clientId payload ->
case payload of
ClientQuit -> do
putStrLn $ "removing client " <> show clientId
let newClients = filter (\a -> fst a /= Just clientId) clients
void $ liftIO $ STM.atomically $ STM.swapTMVar clientList newClients
ClientRequestWizard -> do
putStrLn "initializing new wizard"
let arena = rcMap readerContainer
initPos <- rollInitPosition arena
let clientSock = fromJust $ lookup (Just clientId) clients
sendMessage (ProvideInitialWizard (newWizard initPos)) clientSock
_ -> pure ()
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newWizard
:: Position
-> Wizard
newWizard pos =
Wizard
{ wizardWands = []
, wizardRot = 0
, wizardPos = pos
, wizardMana = 100
, wizardHealth = 100
, wizardEffects = []
}
rollInitPosition
:: ServerMap
-> IO Position
rollInitPosition arena = do
r <- randomRIO (1, M.nrows arena)
c <- randomRIO (1, M.ncols arena)
if arena M.! (r, c) == Air
then
pure $ (fromIntegral <$> V2 r c) + V2 0.5 0.5
else
rollInitPosition arena