231 lines
6.4 KiB
Haskell
231 lines
6.4 KiB
Haskell
{-# LANGUAGE OverloadedStrings #-}
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module Server.Communication where
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import Control.Concurrent
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import qualified Control.Concurrent.STM as STM
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import Control.Monad
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import Control.Monad.IO.Class
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import Control.Monad.RWS.Strict
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import qualified Data.Aeson as A
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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
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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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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
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-- subsequently creates a socket in said location.
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bindSocket
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:: FilePath -- ^ File Path for socket to be created (e.g.: "/tmp/wizard.sock")
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-> IO Socket -- ^ resulting Socket
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bindSocket path = do
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let sockAddr = SockAddrUnix path
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unless (isSupportedSockAddr sockAddr)
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(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
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-- | Function that installs a handler on SIGINT to terminate game
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terminateGameOnSigint
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:: Game ()
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terminateGameOnSigint = do
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sock <- asks rcMainSocket
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clients <- liftIO . STM.atomically . STM.readTMVar =<< gets scClientSockets
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serverState <- gets scServerState
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void $ liftIO $ installHandler
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keyboardSignal
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(CatchOnce $ do
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void $ STM.atomically $ STM.swapTMVar serverState (ServerState False True)
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disconnectClients clients
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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
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)
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Nothing
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where
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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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)
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-- | Process incoming connection requests
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processRequests :: Game ()
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processRequests = do
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mainSocket <- asks rcMainSocket
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socketList <- gets scClientSockets
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void $ liftIO $ forkIO $ acceptConnection mainSocket socketList
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where
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acceptConnection mainSocket socketList = do
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putStrLn "accepting new connections…"
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(clientSock, _) <- accept mainSocket
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liftIO $ STM.atomically $ do
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list <- STM.takeTMVar socketList
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STM.putTMVar socketList ((Nothing, clientSock) : list)
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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
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sendMessage
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:: ServerMessage
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-> Socket
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-> IO ()
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sendMessage msg sock = do
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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
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msgVector
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(\ptr -> void $ sendBuf sock ptr (VS.length msgVector))
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-- | receive incoming messages from clients
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receiveMessages :: Game ()
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receiveMessages = do
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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_
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(\(_, clientSocket) -> do
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receiveMessage clientSocket queue
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)
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clients
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-- | handle received messages
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handleMessages :: Game ()
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handleMessages = do
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queue <- gets scMessageQueue
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serverState <- get
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readerContainer <- ask
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msgs <- liftIO $ STM.atomically $ STM.flushTQueue queue
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void $ liftIO $ do
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mapM_
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(handleMessage serverState readerContainer)
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msgs
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-- | receive a 'ClientMessage'
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receiveMessage
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:: Socket
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-> STM.TQueue ClientMessage
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-> IO ()
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receiveMessage sock queue = do
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let maxBufferLength = 4096
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mmsg <- do
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ptr <- mallocArray maxBufferLength
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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
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then
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pure mJsonMsg
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else
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pure Nothing
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maybe
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(pure ())
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(\msg -> do
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liftIO $ STM.atomically $ STM.writeTQueue queue msg
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when (msg == IdRequest) (threadDelay $ 10 ^ 3)
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)
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mmsg
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-- | function for translating 'ClientMessage's into server actions
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handleMessage
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:: StateContainer
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-> ReaderContainer
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-> ClientMessage
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-> IO ()
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handleMessage stateContainer readerContainer msg = do
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let clientList = scClientSockets stateContainer
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clients <- liftIO $ STM.atomically $ STM.readTMVar clientList
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putStrLn $ "Handling following: " <> show msg
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case msg of
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IdRequest -> do
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clientId <- nextRandom
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let clientIdx = findIndex (\a -> fst a == Nothing) clients
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let clientSock = snd $ clients !! fromJust clientIdx
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let newClients = map
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(\old@(muuid, oldClientSock) ->
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if oldClientSock == clientSock && muuid == Nothing
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then
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(Just clientId, clientSock)
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else
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old
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)
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clients
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void $ liftIO $ STM.atomically $ STM.swapTMVar clientList newClients
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putStrLn $ "Accepted Client with UUID " <> show clientId
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sendMessage (AcceptClient clientId) clientSock
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ClientMessage clientId payload ->
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case payload of
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ClientQuit -> do
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putStrLn $ "removing client " <> show clientId
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let newClients = filter (\a -> fst a /= Just clientId) clients
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void $ liftIO $ STM.atomically $ STM.swapTMVar clientList newClients
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ClientRequestWizard -> do
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putStrLn "initializing new wizard"
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let arena = rcMap readerContainer
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initPos <- rollInitPosition arena
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let clientSock = fromJust $ lookup (Just clientId) clients
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sendMessage (ProvideInitialWizard (newWizard initPos)) clientSock
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_ -> pure ()
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newWizard
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:: Position
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-> Wizard
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newWizard pos =
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Wizard
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{ wizardWands = []
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, wizardRot = 0
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, wizardPos = pos
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, wizardMana = 100
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, wizardHealth = 100
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, wizardEffects = []
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}
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rollInitPosition
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:: ServerMap
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-> IO Position
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rollInitPosition arena = do
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r <- randomRIO (1, M.nrows arena)
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c <- randomRIO (1, M.ncols arena)
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if arena M.! (r, c) == Air
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then
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pure $ (fromIntegral <$> V2 r c) + V2 0.5 0.5
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else
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rollInitPosition arena
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