197 lines
6 KiB
Haskell
197 lines
6 KiB
Haskell
{-# LANGUAGE RecordWildCards #-}
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module Server.Communication.Send 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.Exception
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import Control.Monad
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import Control.Monad.Reader
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import Control.Monad.State
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import qualified Data.Aeson as A
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import qualified Data.Matrix as M
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import Data.Maybe
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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.Time
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import qualified Data.Vector.Storable as VS
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import Data.List
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import Data.UUID
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import Data.UUID.V4
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import Linear
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import Network.Socket
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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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-- | Sends a specified message through given socket to the client
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queueMessage
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:: ServerMessage
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-> UUID
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-> [ClientQueue]
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-> IO ()
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queueMessage msg uuid queueList = do
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putStrLn $ "queueing message \"" <> show msg <> "\" for client " <> show uuid <> " …"
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let mQueue = cqQueue <$> find (\client -> cqUUID client == Just uuid) queueList
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maybe
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(putStrLn $ "no queue found for client: " <> show uuid)
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(\queue ->
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STM.atomically $ STM.writeTQueue queue msg
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)
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mQueue
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putStrLn "message queued!"
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sendMessageQueue
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:: STM.TMVar Socket
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-> STM.TQueue ServerMessage
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-> IO ()
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sendMessageQueue sockContainer queue = do
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randTime <- randomRIO (1, 1000)
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threadDelay randTime
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msgs <- STM.atomically $ STM.flushTQueue queue
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mapM_
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(\msg -> do
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sock <- STM.atomically $ STM.readTMVar sockContainer
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putStrLn "read socket container for sending"
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putStrLn $ "sending message: " <> show msg
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let msgJson = A.encode msg
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msgVector = VS.fromList $ B.unpack $ B.toStrict ('<' `B8.cons` (msgJson `B8.snoc` '>'))
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VS.unsafeWith
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msgVector
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(\ptr -> do
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eResult <- try $ void $ sendBuf sock ptr (VS.length msgVector)
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case eResult of
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Left (e :: IOException) ->
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putStrLn $ "can't reach client after " <> show e
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Right _ ->
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pure ()
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)
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)
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msgs
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sendPings :: Game ()
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sendPings = do
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now <- liftIO getCurrentTime
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maxTimeout <- asks rcClientMaxTimeout
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framesPerPing <- asks rcFramesPerPing
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fps <- asks rcFPS
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stateContainer <- get
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players <- liftIO $ STM.atomically $ STM.readTMVar (scPlayers stateContainer)
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-- sockets <- liftIO $ STM.atomically $ STM.readTMVar (scClientSockets stateContainer)
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mapM_
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(\player@(Player plId (Wizard {}) readiness (lastPongTime, _)) -> do
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let timeDiff = realToFrac $ diffUTCTime now lastPongTime :: Float
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when (readiness && timeDiff > (fromIntegral framesPerPing * recip (fromIntegral fps))) $ do
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-- let clientSock = ccSocket <$> find (\c -> ccUUID c == Just plId) sockets
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-- when (isJust clientSock) $
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-- if timeDiff > realToFrac maxTimeout
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-- then do
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-- liftIO $ do
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-- putStrLn $ "dropping client because of timeout: " <> show plId
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-- dropClient (scClientSockets stateContainer) (fromJust clientSock)
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-- put stateContainer
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-- else do
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random <- liftIO nextRandom
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let newPong = (now, random)
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liftIO $ do
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queues <- STM.atomically $ STM.readTMVar (scClientQueues stateContainer)
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queueMessage
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( Ping random
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)
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plId
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queues
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let newPlayer = player
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{ playerLastPong = newPong
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}
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otherPlayers = filter (\a -> playerId a /= plId) players
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liftIO $ do
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void $ STM.atomically $
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STM.swapTMVar (scPlayers stateContainer) (newPlayer : otherPlayers)
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putStrLn "ping!"
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)
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players
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put stateContainer
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-- | Drops the client from internal management and closes its socket, if still present.
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dropClient
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:: STM.TMVar [ClientSocket]
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-> Socket
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-> IO ()
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dropClient clientList sock = do
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mClient <- STM.atomically $ do
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clients <- STM.readTMVar clientList
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let mclient = find (\client -> csSocket client == sock) clients
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let reducedClients = filter (\client -> csSocket client /= sock) clients
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void $ STM.swapTMVar clientList reducedClients
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pure mclient
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maybe
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(putStrLn $ "closing unknown socket: " <> show sock)
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(\client -> do
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putStrLn $ "dropping client because of closed socket: " <> show (fromJust $ csUUID client)
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killThread (csSender client)
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killThread (csReceiver client)
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)
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mClient
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close sock
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sendUpdate
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:: StateContainer
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-> ServerMap
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-> Player
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-> IO ()
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sendUpdate stateContainer tileMap player = do
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let slice = buildSlice player
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sendSlice slice player
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where
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buildSlice :: Player -> MapSlice
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buildSlice (Player _ (Wizard {..}) _ _) =
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let V2 wr wc = wizardPos
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subCoords = (,) <$> [floor wr - 4 .. floor wr + 4] <*> [floor wc - 4 .. floor wc + 4]
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leftBound = wizardRot + (pi / 4)
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rightBound = wizardRot - (pi / 4)
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leftLine row = cos leftBound * row
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rightLine row = sin rightBound * row
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correctionLeft = if wizardRot < pi / 2 || wizardRot > 2 * pi
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then ceiling
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else floor
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correctionRight = if wizardRot < pi / 2 || wizardRot > 2 * pi
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then ceiling
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else floor
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initViewMatrix = M.fromList 9 9 $ map
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(\(qr, qc) ->
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if qc - floor wc <= correctionLeft (leftLine (wr - fromIntegral qr))
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&& qc - floor wc >= correctionRight (rightLine (wr - fromIntegral qr))
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then
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M.safeGet qr qc tileMap
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else
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Nothing
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)
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subCoords
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in
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MapSlice initViewMatrix []
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sendSlice :: MapSlice -> Player -> IO ()
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sendSlice slice (Player playerId wizard _ _) = do
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let msg = TickUpdate slice wizard
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-- print slice
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liftIO $ do
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queues <- STM.atomically $ STM.readTMVar $ scClientQueues stateContainer
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queueMessage msg playerId queues
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