-- | Saving and restoring server game state. module Game.LambdaHack.Common.Save ( ChanSave, saveToChan, wrapInSaves, restoreGame, saveNameCli, saveNameSer #ifdef EXPOSE_INTERNAL -- * Internal operations , loopSave #endif ) where import Prelude () import Game.LambdaHack.Common.Prelude -- Cabal import qualified Paths_LambdaHack as Self (version) import Control.Concurrent import Control.Concurrent.Async import qualified Control.Exception as Ex hiding (handle) import Data.Binary import Data.Text (Text) import qualified Data.Text as T import qualified Data.Text.IO as T import Data.Version import System.FilePath import System.IO (hFlush, stdout) import qualified System.Random as R import Game.LambdaHack.Common.File import qualified Game.LambdaHack.Common.Kind as Kind import Game.LambdaHack.Common.Misc (FactionId, appDataDir) import Game.LambdaHack.Content.RuleKind type ChanSave a = MVar (Maybe a) saveToChan :: ChanSave a -> a -> IO () saveToChan toSave s = do -- Wipe out previous candidates for saving. void $ tryTakeMVar toSave putMVar toSave $ Just s -- | Repeatedly save a simple serialized version of the current state. loopSave :: Binary a => Kind.COps -> (a -> FilePath) -> ChanSave a -> IO () loopSave cops stateToFileName toSave = loop where loop = do -- Wait until anyting to save. ms <- takeMVar toSave case ms of Just s -> do dataDir <- appDataDir tryCreateDir (dataDir "saves") let fileName = stateToFileName s encodeEOF (dataDir "saves" fileName) (vExevLib cops, s) -- Wait until the save finished. During that time, the mvar -- is continually updated to newest state values. loop Nothing -> return () -- exit wrapInSaves :: Binary a => Kind.COps -> (a -> FilePath) -> (ChanSave a -> IO ()) -> IO () {-# INLINE wrapInSaves #-} wrapInSaves cops stateToFileName exe = do -- We don't merge this with the other calls to waitForChildren, -- because, e.g., for server, we don't want to wait for clients to exit, -- if the server crashes (but we wait for the save to finish). toSave <- newEmptyMVar a <- async $ loopSave cops stateToFileName toSave link a let fin = do -- Wait until the last save (if any) starts -- and tell the save thread to end. putMVar toSave Nothing -- Wait 0.5s to flush debug and then until the save thread ends. threadDelay 500000 wait a exe toSave `Ex.finally` fin -- The creation of, e.g., the initial client state, is outside the 'finally' -- clause, but this is OK, since no saves are ordered until 'runActionCli'. -- We save often, not only in the 'finally' section, in case of -- power outages, kill -9, GHC runtime crashes, etc. For internal game -- crashes, C-c, etc., the finalizer would be enough. -- If we implement incremental saves, saving often will help -- to spread the cost, to avoid a long pause at game exit. -- | Restore a saved game, if it exists. Initialize directory structure -- and copy over data files, if needed. restoreGame :: Binary a => Kind.COps -> FilePath -> IO (Maybe a) restoreGame cops fileName = do -- Create user data directory and copy files, if not already there. dataDir <- appDataDir tryCreateDir dataDir let path bkp = dataDir "saves" bkp <> fileName saveExists <- doesFileExist (path "") -- If the savefile exists but we get IO or decoding errors, -- we show them and start a new game. If the savefile was randomly -- corrupted or made read-only, that should solve the problem. -- OTOH, serious IO problems (e.g. failure to create a user data directory) -- terminate the program with an exception. res <- Ex.try $ if saveExists then do (vExevLib2, s) <- strictDecodeEOF (path "") if vExevLib2 == vExevLib cops then return $ Just s else do let msg = "Savefile" <+> T.pack (path "") <+> "from old version" <+> showVersion2 vExevLib2 <+> "detected while trying to restore" <+> showVersion2 (vExevLib cops) <+> "game." fail $ T.unpack msg else return Nothing let handler :: Ex.SomeException -> IO (Maybe a) handler e = do let msg = "Restore failed. The old file moved aside. The error message is:" <+> (T.unwords . T.lines) (tshow e) delayPrint msg renameFile (path "") (path "bkp.") return Nothing either handler return res vExevLib :: Kind.COps -> (Version, Version) vExevLib cops = let exeVersion = rexeVersion $ Kind.stdRuleset $ Kind.corule cops libVersion = Self.version in (exeVersion, libVersion) showVersion2 :: (Version, Version) -> Text showVersion2 (exeVersion, libVersion) = T.pack $ showVersion exeVersion <> "-" <> showVersion libVersion delayPrint :: Text -> IO () delayPrint t = do delay <- R.randomRIO (0, 1000000) threadDelay delay -- try not to interleave saves with other clients T.hPutStrLn stdout t hFlush stdout saveNameCli :: FactionId -> String saveNameCli side = let n = fromEnum side -- we depend on the numbering hack to number saves in (if n > 0 then "human_" ++ show n else "computer_" ++ show (-n)) ++ ".sav" saveNameSer :: String saveNameSer = "server.sav"