make more sync
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d2062b2cbe
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ce69da9e43
1 changed files with 40 additions and 26 deletions
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@ -19,8 +19,6 @@ 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 hiding (null)
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@ -32,8 +30,6 @@ import qualified Data.Vector.Storable as VS
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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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@ -66,13 +62,14 @@ terminateGameOnSigint
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-> Game ()
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terminateGameOnSigint path = do
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sock <- asks rcMainSocket
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clients <- liftIO . STM.atomically . STM.readTMVar =<< gets scClientSockets
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clientList <- gets scClientSockets
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clients <- liftIO $ STM.atomically $ STM.readTMVar clientList
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serverState <- gets scServerState
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void $ liftIO $ installHandler
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sigINT
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(CatchOnce $ do
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putStrLn "SIGINT caught, terminating…"
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disconnectClients clients
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disconnectClients clientList clients
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close sock
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removeIfExists path
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void $ STM.atomically $ STM.swapTMVar serverState (ServerState False True)
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@ -82,19 +79,25 @@ terminateGameOnSigint path = do
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Nothing
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disconnectClients
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:: [(Maybe UUID, Socket)]
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:: STM.TMVar [(Maybe UUID, Socket)]
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-> [(Maybe UUID, Socket)]
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-> IO ()
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disconnectClients = mapM_
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(\(_, clientSocket) -> do
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disconnectClients clientList = mapM_
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(\client@(_, clientSocket) -> do
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sendMessage ServerQuit clientSocket
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close clientSocket
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dropClient clientList client
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)
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dropClient
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:: (Maybe UUID, Socket)
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:: STM.TMVar [(Maybe UUID, Socket)]
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-> (Maybe UUID, Socket)
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-> IO ()
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dropClient =
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close . snd
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dropClient clientList (uuid, clientSocket) = do
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STM.atomically $ do
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clients <- STM.readTMVar clientList
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let reducedClients = filter ((/= uuid) . fst) clients
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void $ STM.swapTMVar clientList reducedClients
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close clientSocket
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-- | Process incoming connection requests
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processRequests :: Game ()
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@ -236,12 +239,22 @@ handleMessage stateContainer readerContainer msg = do
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void $ STM.swapTMVar (scPlayers stateContainer) $
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(head thisPlayers) {playerReady = True} : otherPlayers
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Pong uuid -> do
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let client = fromJust $ (lookup (Just clientId) clients)
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let client = fromJust (lookup (Just clientId) clients)
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player <- STM.atomically $ do
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players <- STM.readTMVar (scPlayers stateContainer)
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pure $ head $ filter (\p -> playerId p == clientId) players
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when (snd (playerLastPong player) /= uuid) $
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dropClient (Just clientId, client)
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if snd (playerLastPong player) /= uuid
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then
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dropClient clientList (Just clientId, client)
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else do
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now <- getCurrentTime
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STM.atomically$ do
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players <- STM.readTMVar (scPlayers stateContainer)
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let otherPlayers = filter (/= player) players
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modPlayer = player
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{ playerLastPong = (now, uuid)
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}
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void $ STM.swapTMVar (scPlayers stateContainer) (modPlayer : otherPlayers)
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_ -> pure ()
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sendPings :: Game ()
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@ -257,15 +270,16 @@ sendPings = do
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(\(Player playerId (Wizard {}) readiness (lastPongTime, _)) -> do
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let timeDiff = realToFrac $ diffUTCTime now lastPongTime
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when (readiness && timeDiff > (fromIntegral framesPerPing * recip (fromIntegral fps))) $ do
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let clientSock = fromJust (lookup (Just playerId) sockets)
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if timeDiff > realToFrac maxTimeout
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then
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liftIO $ dropClient (Just playerId, clientSock)
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else do
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random <- liftIO nextRandom
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liftIO $ sendMessage
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( Ping random
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)
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clientSock
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let clientSock = lookup (Just playerId) sockets
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when (isJust clientSock) $
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if timeDiff > realToFrac maxTimeout
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then
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liftIO $ dropClient (scClientSockets stateContainer) (Just playerId, fromJust clientSock)
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else do
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random <- liftIO nextRandom
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liftIO $ sendMessage
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( Ping random
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)
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(fromJust clientSock)
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)
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players
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