wizard-wipeout/src-server/Server/Communication.hs
2023-12-23 11:38:57 +01:00

272 lines
8.6 KiB
Haskell

{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE RecordWildCards #-}
module Server.Communication where
import Control.Concurrent
import qualified Control.Concurrent.STM as STM
import Control.Monad
import Control.Monad.IO.Class
import Control.Monad.RWS.Strict
import qualified Data.Aeson as A
import qualified Data.ByteString as B
import qualified Data.ByteString.Lazy.Char8 as B8
import Data.List
import qualified Data.Matrix as M
import Data.Maybe
import Data.UUID hiding (null)
import Data.UUID.V4
import qualified Data.Vector.Storable as VS
import Foreign hiding (void)
import Linear
import Network.Socket as Net
import System.Posix.Signals
-- internal imports
import Library.Types
import Server.Types
import Server.Util
-- | 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
bindSocket path = do
let sockAddr = SockAddrUnix path
unless (isSupportedSockAddr sockAddr)
(error $ "invalid socket path " <> path)
-- aremoveIfExists path
sock <- socket AF_UNIX Stream defaultProtocol
bind sock sockAddr
Net.listen sock 5
pure sock
-- | Function that installs a handler on SIGINT to terminate game
terminateGameOnSigint
:: FilePath
-> Game ()
terminateGameOnSigint path = do
sock <- asks rcMainSocket
clients <- liftIO . STM.atomically . STM.readTMVar =<< gets scClientSockets
serverState <- gets scServerState
void $ liftIO $ installHandler
sigINT
(CatchOnce $ do
putStrLn "SIGINT caught, terminating…"
disconnectClients clients
close sock
removeIfExists path
void $ STM.atomically $ STM.swapTMVar serverState (ServerState False True)
-- Raise SIGINT again so it does not get blocked
-- raiseSignal sigINT
)
Nothing
where
disconnectClients = mapM_
(\(_, clientSocket) -> do
sendMessage ServerQuit clientSocket
close clientSocket
)
-- | Process incoming connection requests
processRequests :: Game ()
processRequests = do
mainSocket <- asks rcMainSocket
socketList <- gets scClientSockets
void $ liftIO $ forkIO $ acceptConnection mainSocket socketList
where
acceptConnection mainSocket socketList = do
putStrLn "accepting new connections…"
(clientSock, _) <- accept mainSocket
liftIO $ STM.atomically $ do
list <- STM.takeTMVar socketList
STM.putTMVar socketList ((Nothing, clientSock) : list)
putStrLn "accepted new connection"
acceptConnection mainSocket socketList
-- | Sends a specified message through given socket to the client
sendMessage
:: ServerMessage
-> Socket
-> IO ()
sendMessage msg sock = do
let msgJson = A.encode msg
msgVector = VS.fromList $ B.unpack $ B.toStrict $ ('<' `B8.cons` (msgJson `B8.snoc` '>'))
-- putStrLn $ "sending: " <> B8.unpack msgJson
VS.unsafeWith
msgVector
(\ptr -> void $ sendBuf sock ptr (VS.length msgVector))
-- | receive incoming messages from clients
receiveMessages
:: STM.TMVar [(Maybe UUID, Socket)]
-> STM.TQueue ClientMessage
-> IO ()
receiveMessages clientsVar queue = do
clients <- liftIO $ STM.atomically $ STM.readTMVar clientsVar
mapM_
(\(_, clientSocket) -> do
receiveMessage clientSocket queue
)
clients
-- | 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
-- | receive a 'ClientMessage'
receiveMessage
:: Socket
-> STM.TQueue ClientMessage
-> IO ()
receiveMessage sock queue = do
let maxBufferLength = 4096
mmsg <- do
ptr <- mallocArray maxBufferLength
bufferLength <- recvBuf sock ptr maxBufferLength
msg <- B.pack <$> peekArray bufferLength ptr
let mJsonMsg = A.decode' $ B8.fromStrict msg :: Maybe ClientMessage
free ptr
if bufferLength > 0
then
pure mJsonMsg
else
pure Nothing
maybe
(pure ())
(\msg -> do
liftIO $ STM.atomically $ STM.writeTQueue queue msg
-- when (msg == IdRequest) (threadDelay $ 10 ^ 3)
)
mmsg
-- | function for translating 'ClientMessage's into server actions
handleMessage
:: StateContainer
-> ReaderContainer
-> ClientMessage
-> IO ()
handleMessage stateContainer readerContainer msg = do
let clientList = scClientSockets stateContainer
clients <- liftIO $ STM.atomically $ STM.readTMVar clientList
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
STM.atomically $ do
currentPlayers <- STM.readTMVar (scPlayers stateContainer)
let newPlayers = filter (\p -> playerId p /= clientId) currentPlayers
void $ STM.swapTMVar (scPlayers stateContainer) newPlayers
void $ STM.swapTMVar clientList newClients
ClientRequestWizard -> do
putStrLn "initializing new wizard"
let arena = rcMap readerContainer
initPos <- rollInitPosition arena
let freshWizard = newWizard initPos
STM.atomically $ do
currentPlayers <- STM.readTMVar (scPlayers stateContainer)
void $ STM.swapTMVar (scPlayers stateContainer) $
Player clientId freshWizard False : currentPlayers
let clientSock = fromJust $ lookup (Just clientId) clients
sendMessage (ProvideInitialWizard freshWizard) clientSock
ClientReady -> do
putStrLn $ "client " <> show clientId <> " is ready!"
STM.atomically $ do
currentPlayers <- STM.readTMVar (scPlayers stateContainer)
let (thisPlayers, otherPlayers) =
partition (\p -> playerId p == clientId) currentPlayers
unless (null thisPlayers) $
void $ STM.swapTMVar (scPlayers stateContainer) $
(head thisPlayers) {playerReady = True} : otherPlayers
_ -> pure ()
sendUpdates :: Game ()
sendUpdates = do
tileMap <- asks rcMap
stateContainer <- get
players <- liftIO $ STM.atomically $ STM.readTMVar (scPlayers stateContainer)
sockets <- liftIO $ STM.atomically $ STM.readTMVar (scClientSockets stateContainer)
mapM_
(\(Player playerId wizard@(Wizard {..}) readiness) -> do
when readiness $ do
let V2 wr wc = wizardPos
subCoords = (,) <$> [floor wr - 4 .. floor wr + 4] <*> [floor wc - 4 .. floor wc + 4]
leftBound = wizardRot + (pi / 4)
rightBound = wizardRot - (pi / 4)
leftLine row = cos leftBound * row
rightLine row = sin rightBound * row
correctionLeft = if wizardRot < pi / 2 || wizardRot > 4 * pi / 2
then floor
else ceiling
correctionRight = if wizardRot < pi / 2 || wizardRot > 4 * pi / 2
then ceiling
else floor
viewMatrix = M.fromList 9 9 $ map
(\(qr, qc) ->
if qc - floor wc <= correctionLeft (leftLine (wr - fromIntegral qr))
&& qc - floor wc >= correctionRight (rightLine (wr - fromIntegral qr))
then
M.safeGet qr qc tileMap
else
Nothing
)
subCoords
clientSock = fromJust $ lookup (Just playerId) sockets
-- liftIO $ print $ leftLine . (\x -> x - wr) . fromIntegral .fst <$> subCoords
-- liftIO $ print initViewMatrix
liftIO $ sendMessage
(TickUpdate
{ tuWizard = wizard
, tuMapSlice = MapSlice
{ msViewMap = viewMatrix
, msContents = []
}
}
)
clientSock
)
players