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

126 lines
3.6 KiB
Haskell

{-# LANGUAGE OverloadedStrings #-}
module Server.Communication
( module Server.Communication
, module S
) where
import Control.Concurrent
import qualified Control.Concurrent.STM as STM
import Control.Exception
import Control.Monad
import Control.Monad.IO.Class
import Control.Monad.RWS.Strict
import Network.Socket as Net
import System.Posix.Signals
-- internal imports
import Library.Types
import Server.Communication.Handler as S
import Server.Communication.Receive as S
import Server.Communication.Send as S
import Server.Types
-- | 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)
-- removeIfExists path
sock <- socket AF_UNIX Stream 0
bind sock sockAddr
Net.listen sock 5
pure sock
-- | Function that installs a handler on SIGINT to terminate game
terminateGameOnSigint
:: Game ()
terminateGameOnSigint = do
sock <- asks rcMainSocket
serverState <- gets scServerState
clientList <- gets scClientSockets
void $ liftIO $ installHandler
sigINT
(CatchOnce $ do
putStrLn "SIGINT caught, terminating…"
clients <- liftIO $ STM.atomically $ STM.readTMVar clientList
disconnectClients clientList clients
close sock
st <- STM.atomically $ STM.readTMVar serverState
void $ STM.atomically $ STM.swapTMVar serverState $ st
{ serverStop = True
}
)
Nothing
-- | Disconnect all connected clients gracefully by announcing the server quitting
disconnectClients
:: STM.TMVar [ClientComms]
-> [ClientComms]
-> IO ()
disconnectClients clientList clients = do
putStrLn "server shutting down. Notifying all clients…"
mapM_
(\client -> do
maybe
(pure ())
(\uuid -> do
queueMessage ServerQuit uuid clientList
dropClient clientList (ccSocket client)
)
(ccUUID client)
)
clients
-- | Process incoming connection requests
processRequests :: Game ()
processRequests = do
mainSocket <- asks rcMainSocket
queue <- gets scMessageQueue
socketList <- gets scClientSockets
st <- gets scServerState
void $ liftIO $ forkIO $ acceptConnection mainSocket socketList queue st
where
acceptConnection mainSocket socketList queue st = do
putStrLn "Ready for new connection requests…"
eSock <- try $ accept mainSocket
case eSock of
Left (_ :: SomeException) ->
putStrLn "Main socket vanished!"
Right (clientSock, _) -> do
messageQueue <- STM.newTQueueIO
sockCOntainer <- STM.newTMVarIO clientSock
clientWriteThreadId <- liftIO $ forkIO $ forever $ do
receiveMessage sockCOntainer queue socketList
clientListenThreadId <- liftIO $ forkIO $ forever $ do
sendMessageQueue sockCOntainer messageQueue
print clientSock
liftIO $ STM.atomically $ do
list <- STM.takeTMVar socketList
STM.putTMVar
socketList
(ClientComms
Nothing
clientSock
messageQueue
clientWriteThreadId
clientListenThreadId
: list
)
putStrLn "accepted new connection"
abortCondition <- serverStop <$> STM.atomically (STM.readTMVar st)
unless abortCondition $
acceptConnection mainSocket socketList queue st