{-# LANGUAGE GADTs #-} -- | The main loop of the server, processing human and computer player -- moves turn by turn. module Game.LambdaHack.Server.LoopM ( loopSer #ifdef EXPOSE_INTERNAL -- * Internal operations , factionArena, arenasForLoop, handleFidUpd, loopUpd, endClip , applyPeriodicLevel , handleTrajectories, hTrajectories, handleActors, hActors , gameExit, restartGame, writeSaveAll, setTrajectory #endif ) where import Prelude () import Game.LambdaHack.Common.Prelude import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import qualified Data.Ord as Ord import Game.LambdaHack.Atomic import Game.LambdaHack.Client.UI (Config, SessionUI) import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState import Game.LambdaHack.Common.ClientOptions import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.Item import Game.LambdaHack.Common.ItemStrongest import qualified Game.LambdaHack.Common.Kind as Kind import Game.LambdaHack.Common.Level import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.MonadStateRead import Game.LambdaHack.Common.Request import Game.LambdaHack.Common.Response import Game.LambdaHack.Common.State import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Vector import qualified Game.LambdaHack.Content.ItemKind as IK import Game.LambdaHack.Content.ModeKind import Game.LambdaHack.Content.RuleKind import Game.LambdaHack.Server.EndM import Game.LambdaHack.Server.Fov import Game.LambdaHack.Server.HandleEffectM import Game.LambdaHack.Server.HandleRequestM import Game.LambdaHack.Server.ItemM import Game.LambdaHack.Server.MonadServer import Game.LambdaHack.Server.PeriodicM import Game.LambdaHack.Server.ProtocolM import Game.LambdaHack.Server.StartM import Game.LambdaHack.Server.State -- | Start a game session, including the clients, and then loop, -- communicating with the clients. loopSer :: (MonadAtomic m, MonadServerReadRequest m) => DebugModeSer -- ^ server debug parameters -> Config -> (Maybe SessionUI -> Kind.COps -> FactionId -> ChanServer -> IO ()) -- ^ the code to run for UI clients -> m () loopSer sdebug sconfig executorClient = do -- Recover states and launch clients. cops <- getsState scops let updConn = updateConn cops sconfig executorClient restored <- tryRestore cops sdebug case restored of Just (sRaw, ser) | not $ snewGameSer sdebug -> do -- a restored game execUpdAtomic $ UpdResumeServer $ updateCOps (const cops) sRaw putServer ser modifyServer $ \ser2 -> ser2 {sdebugNxt = sdebug} applyDebug updConn initPer pers <- getsServer sperFid factionD <- getsState sfactionD mapM_ (\fid -> sendUpdate fid $ UpdResume fid (pers EM.! fid)) (EM.keys factionD) -- We dump RNG seeds here, in case the game wasn't run -- with --dumpInitRngs previously and we need the seeds. rngs <- getsServer srngs when (sdumpInitRngs sdebug) $ dumpRngs rngs _ -> do -- starting new game for this savefile (--newGame or fresh save) s <- gameReset cops sdebug Nothing Nothing -- get RNG from item boost -- Set up commandline debug mode. let debugBarRngs = sdebug {sdungeonRng = Nothing, smainRng = Nothing} modifyServer $ \ser -> ser { sdebugNxt = debugBarRngs , sdebugSer = debugBarRngs } execUpdAtomic $ UpdRestartServer s updConn initPer reinitGame writeSaveAll False loopUpd updConn factionArena :: MonadStateRead m => Faction -> m (Maybe LevelId) factionArena fact = case _gleader fact of -- Even spawners need an active arena for their leader, -- or they start clogging stairs. Just leader -> do b <- getsState $ getActorBody leader return $ Just $ blid b Nothing -> if fleaderMode (gplayer fact) == LeaderNull || EM.null (gvictims fact) -- not in-between spawns then return Nothing else Just <$> getEntryArena fact arenasForLoop :: MonadStateRead m => m [LevelId] {-# INLINE arenasForLoop #-} arenasForLoop = do factionD <- getsState sfactionD marenas <- mapM factionArena $ EM.elems factionD let arenas = ES.toList $ ES.fromList $ catMaybes marenas !_A = assert (not (null arenas) `blame` "game over not caught earlier" `twith` factionD) () return $! arenas handleFidUpd :: (MonadAtomic m, MonadServerReadRequest m) => Bool -> (FactionId -> m ()) -> FactionId -> Faction -> m Bool {-# INLINE handleFidUpd #-} handleFidUpd True _ _ _ = return True handleFidUpd False updatePerFid fid fact = do -- Update perception on all levels at once, -- in case a leader is changed to actor on another -- (possibly not even currently active) level. updatePerFid fid fa <- factionArena fact arenas <- getsServer sarenas -- Move a single actor, starting on arena with leader, if available. -- The boolean result says if turn was aborted (due to save, restart, etc.). -- If the turn was aborted, we have the guarantee game state was not -- changed and so we can save without risk of affecting gameplay. let handle [] = return False handle (lid : rest) = do nonWaitMove <- handleActors lid fid swriteSave <- getsServer swriteSave if | nonWaitMove -> return False | swriteSave -> return True | otherwise -> handle rest myArenas = case fa of Just myArena -> myArena : delete myArena arenas Nothing -> arenas handle myArenas -- | Handle a clip (a part of a turn for which one or more frames -- will be generated). Run the leader and other actors moves. -- Eventually advance the time and repeat. loopUpd :: forall m. (MonadAtomic m, MonadServerReadRequest m) => m () -> m () loopUpd updConn = do let updatePerFid :: FactionId -> m () {-# NOINLINE updatePerFid #-} updatePerFid fid = do -- {-# SCC updatePerFid #-} do perValid <- getsServer $ (EM.! fid) . sperValidFid mapM_ (\(lid, valid) -> unless valid $ updatePer fid lid) (EM.assocs perValid) handleFid :: Bool -> (FactionId, Faction) -> m Bool {-# NOINLINE handleFid #-} handleFid aborted (fid, fact) = handleFidUpd aborted updatePerFid fid fact loopUpdConn = do factionD <- getsState sfactionD -- Start handling with the single UI faction, to safely save&exit. -- Note that this hack fails if there are many UI factions -- (when we reenable multiplayer). Then players will request -- save&exit and others will vote on it and it will happen -- after the turn has ended, not at the start. aborted <- foldM handleFid False (EM.toDescList factionD) unless aborted $ do -- Projectiles are processed last, so that the UI leader -- can save&exit before the state is changed and the turn -- needs to be carried through. arenas <- getsServer sarenas mapM_ (\fid -> mapM_ (`handleTrajectories` fid) arenas) (EM.keys factionD) endClip updatePerFid -- must be last, in case performs a bkp save quit <- getsServer squit if quit then do modifyServer $ \ser -> ser {squit = False} endOrLoop loopUpdConn (restartGame updConn loopUpdConn) gameExit (writeSaveAll True) else loopUpdConn loopUpdConn -- | Handle the end of every clip. Do whatever has to be done -- every fixed number of time units, e.g., monster generation. -- Advance time. Perform periodic saves, if applicable. endClip :: forall m. (MonadAtomic m, MonadServer m) => (FactionId -> m ()) -> m () {-# INLINE endClip #-} endClip updatePerFid = do Kind.COps{corule} <- getsState scops let RuleKind{rwriteSaveClips, rleadLevelClips} = Kind.stdRuleset corule time <- getsState stime let clipN = time `timeFit` timeClip clipInTurn = let r = timeTurn `timeFit` timeClip in assert (r >= 5) r validArenas <- getsServer svalidArenas unless validArenas $ do sarenas <- arenasForLoop modifyServer $ \ser -> ser {sarenas, svalidArenas = True} arenas <- getsServer sarenas -- I need to send time updates, because I can't add time to each command, -- because I'd need to send also all arenas, which should be updated, -- and this is too expensive data for each, e.g., projectile move. -- I send even if nothing changes so that UI time display can progress. quit <- getsServer squit unless quit $ do execUpdAtomic $ UpdAgeGame arenas -- Perform periodic dungeon maintenance. when (clipN `mod` rleadLevelClips == 0) leadLevelSwitch case clipN `mod` clipInTurn of 2 -> -- Periodic activation only once per turn, for speed, -- but on all active arenas. Calm updates and domination -- happen there as well. applyPeriodicLevel 4 -> -- Add monsters each turn, not each clip. spawnMonster _ -> return () -- Update all perception for visual feedback and to make sure -- saving a game doesn't affect gameplay (by updating perception). factionD <- getsState sfactionD mapM_ updatePerFid (EM.keys factionD) -- Save needs to be at the end, so that restore can start at the beginning. when (clipN `mod` rwriteSaveClips == 0) $ writeSaveAll False -- | Check if the given actor is dominated and update his calm. manageCalmAndDomination :: (MonadAtomic m, MonadServer m) => ActorId -> Actor -> m () manageCalmAndDomination aid b = do Kind.COps{coitem=Kind.Ops{okind}} <- getsState scops fact <- getsState $ (EM.! bfid b) . sfactionD getItem <- getsState $ flip getItemBody discoKind <- getsServer sdiscoKind let isImpression iid = case EM.lookup (jkindIx $ getItem iid) discoKind of Just KindMean{kmKind} -> maybe False (> 0) (lookup "impressed" $ IK.ifreq $ okind kmKind) Nothing -> assert `failure` iid impressions = EM.filterWithKey (\iid _ -> isImpression iid) $ borgan b dominated <- if bcalm b == 0 && not (null impressions) && fleaderMode (gplayer fact) /= LeaderNull -- animals/robots never Calm-dominated then let f (_, (k, _)) = k maxImpression = maximumBy (Ord.comparing f) $ EM.assocs impressions in case jfid $ getItem $ fst maxImpression of Nothing -> assert `failure` impressions Just fid1 -> assert (fid1 /= bfid b) $ dominateFidSfx fid1 aid else return False unless dominated $ do actorAspect <- getsServer sactorAspect let ar = actorAspect EM.! aid newCalmDelta <- getsState $ regenCalmDelta b ar unless (newCalmDelta == 0) $ -- Update delta for the current player turn. udpateCalm aid newCalmDelta -- | Trigger periodic items for all actors on the given level. applyPeriodicLevel :: (MonadAtomic m, MonadServer m) => m () applyPeriodicLevel = do arenas <- getsServer sarenas let arenasSet = ES.fromDistinctAscList arenas applyPeriodicItem _ _ _ (_, (_, [])) = return () -- periodic items always have at least one timer applyPeriodicItem aid cstore getStore (iid, _) = do -- Check if the item is still in the bag (previous items act!). bag <- getsState $ getStore . getActorBody aid case iid `EM.lookup` bag of Nothing -> return () -- item dropped Just kit -> do itemToF <- itemToFullServer let itemFull = itemToF iid kit case itemDisco itemFull of Just ItemDisco {itemKind=IK.ItemKind{IK.ieffects}} -> when (IK.Periodic `elem` ieffects) $ -- In periodic activation, consider *only* recharging effects. -- Activate even if effects null, to possibly destroy item. effectAndDestroy False aid aid iid (CActor aid cstore) True (filterRecharging ieffects) itemFull _ -> assert `failure` (aid, cstore, iid) applyPeriodicActor (aid, b) = when (not (bproj b) && blid b `ES.member` arenasSet) $ do mapM_ (applyPeriodicItem aid COrgan borgan) $ EM.assocs $ borgan b mapM_ (applyPeriodicItem aid CEqp beqp) $ EM.assocs $ beqp b -- While we are at it, also update their calm. manageCalmAndDomination aid b allActors <- getsState sactorD mapM_ applyPeriodicActor $ EM.assocs allActors handleTrajectories :: (MonadAtomic m, MonadServer m) => LevelId -> FactionId -> m () handleTrajectories lid fid = do localTime <- getsState $ getLocalTime lid levelTime <- getsServer $ (EM.! lid) . (EM.! fid) . sactorTime s <- getState let l = sortBy (Ord.comparing fst) $ filter (\(_, (_, b)) -> isJust (btrajectory b) || bhp b <= 0) $ map (\(a, atime) -> (atime, (a, getActorBody a s))) $ filter (\(_, atime) -> atime <= localTime) $ EM.assocs levelTime mapM_ (hTrajectories . snd) l unless (null l) $ handleTrajectories lid fid -- for speeds > tile/clip -- The body @b@ may be outdated by this time -- (due to other actors following their trajectories) -- but we decide death inspecting it --- last moment rescue -- from projectiles or pushed actors doesn't work; too late. -- Even if the actor got teleported to another level by this point, -- we don't care, we set the trajectory, check death, etc. hTrajectories :: (MonadAtomic m, MonadServer m) => (ActorId, Actor) -> m () {-# INLINE hTrajectories #-} hTrajectories (aid, b) = do b2 <- if actorDying b then return b else do setTrajectory aid getsState $ getActorBody aid -- @setTrajectory@ might have affected @actorDying@, so we check again ASAP -- to make sure the body of the projectile (or pushed actor) -- doesn't block movement of other actors, but vanishes promptly. -- Bodies of actors that die in place remain on the battlefied until -- their natural next turn, to give them a chance of rescue. -- Note that domination of pushed actors is not checked -- nor is their calm updated. They are helpless wrt movement, -- but also invulnerable in this repsect. if actorDying b2 then dieSer aid b2 else advanceTime aid 100 -- if @actorDying@ due to @bhp b <= 0@: -- If @b@ is a projectile, it means hits an actor or is hit by actor. -- Then the carried item is destroyed and that's all. -- If @b@ is not projectile, it dies, his items drop to the ground -- and possibly a new leader is elected. -- -- if @actorDying@ due to @btrajectory@ null: -- A projectile drops to the ground due to obstacles or range. -- The carried item is not destroyed, unless it's fragile, -- but drops to the ground. -- | Manage trajectory of a projectile. -- -- Colliding with a wall or actor doesn't take time, because -- the projectile does not move (the move is blocked). -- Not advancing time forces dead projectiles to be destroyed ASAP. -- Otherwise, with some timings, it can stay on the game map dead, -- blocking path of human-controlled actors and alarming the hapless human. setTrajectory :: (MonadAtomic m, MonadServer m) => ActorId -> m () {-# INLINE setTrajectory #-} setTrajectory aid = do Kind.COps{coTileSpeedup} <- getsState scops b <- getsState $ getActorBody aid lvl <- getLevel $ blid b case btrajectory b of Just (d : lv, speed) -> if Tile.isWalkable coTileSpeedup $ lvl `at` (bpos b `shift` d) then do -- Hit clears trajectory of non-projectiles in reqMelee so no need here. -- Non-projectiles displace, to make pushing in crowds less lethal -- and chaotic and to avoid hitting harpoons when pulled by them. let tpos = bpos b `shift` d -- target position case posToAidsLvl tpos lvl of [target] | not (bproj b) -> reqDisplace aid target _ -> reqMove aid d b2 <- getsState $ getActorBody aid unless ((fst <$> btrajectory b2) == Just []) $ -- set in reqMelee execUpdAtomic $ UpdTrajectory aid (btrajectory b2) (Just (lv, speed)) else do -- Nothing from non-empty trajectories signifies obstacle hit. execUpdAtomic $ UpdTrajectory aid (btrajectory b) Nothing -- Lose HP due to flying into an obstacle. execUpdAtomic $ UpdRefillHP aid minusM Just ([], _) -> -- Non-projectile actor stops flying. assert (not $ bproj b) $ execUpdAtomic $ UpdTrajectory aid (btrajectory b) Nothing _ -> assert `failure` "Nothing trajectory" `twith` (aid, b) handleActors :: (MonadAtomic m, MonadServerReadRequest m) => LevelId -> FactionId -> m Bool handleActors lid fid = do localTime <- getsState $ getLocalTime lid levelTime <- getsServer $ (EM.! lid) . (EM.! fid) . sactorTime factionD <- getsState sfactionD s <- getState -- Leader acts first, so that UI leader can save&exit before state changes. let notLeader (aid, b) = Just aid /= _gleader (factionD EM.! bfid b) l = sortBy (Ord.comparing notLeader) $ filter (\(_, b) -> isNothing (btrajectory b) && bhp b > 0) $ map (\(a, _) -> (a, getActorBody a s)) $ filter (\(_, atime) -> atime <= localTime) $ EM.assocs levelTime hActors fid l hActors :: forall m. (MonadAtomic m, MonadServerReadRequest m) => FactionId -> [(ActorId, Actor)] -> m Bool hActors _ [] = return False hActors _fid as@((aid, body) : rest) = do let side = bfid body !_A = assert (side == _fid) () fact <- getsState $ (EM.! side) . sfactionD squit <- getsServer squit let mleader = _gleader fact aidIsLeader = mleader == Just aid mainUIactor = fhasUI (gplayer fact) && (aidIsLeader || fleaderMode (gplayer fact) == LeaderNull) -- Checking squit, to avoid doubly setting faction status to Camping. mainUIunderAI = mainUIactor && isAIFact fact && not squit doQueryAI = not mainUIactor || isAIFact fact when mainUIunderAI $ do cmdS <- sendQueryUI side aid case fst cmdS of ReqUINop -> return () ReqUIAutomate -> execUpdAtomic $ UpdAutoFaction side False ReqUIGameExit -> do reqGameExit aid -- This is not proper UI-forced save, but a timeout, so don't save -- and no need to abort turn. modifyServer $ \ser -> ser {swriteSave = False} _ -> assert `failure` cmdS let mswitchLeader :: Maybe ActorId -> m ActorId {-# NOINLINE mswitchLeader #-} mswitchLeader (Just aidNew) = switchLeader side aidNew >> return aidNew mswitchLeader Nothing = return aid (aidNew, mtimed) <- if doQueryAI then do (cmd, maid) <- sendQueryAI side aid aidNew <- mswitchLeader maid mtimed <- handleRequestAI cmd return (aidNew, mtimed) else do (cmd, maid) <- sendQueryUI side aid aidNew <- mswitchLeader maid mtimed <- handleRequestUI side aidNew cmd return (aidNew, mtimed) case mtimed of Just (RequestAnyAbility timed) -> do nonWaitMove <- handleRequestTimed side aidNew timed if nonWaitMove then return True else hActors side rest Nothing -> do swriteSave <- getsServer swriteSave if swriteSave then return False else hActors side as gameExit :: (MonadAtomic m, MonadServerReadRequest m) => m () gameExit = do -- Verify that the not saved caches are equal to future reconstructed. -- Otherwise, save/restore would change game state. -- debugPossiblyPrint "Verifying all perceptions." sperCacheFid <- getsServer sperCacheFid sperValidFid <- getsServer sperValidFid sactorAspect <- getsServer sactorAspect sfovLucidLid <- getsServer sfovLucidLid sfovClearLid <- getsServer sfovClearLid sfovLitLid <- getsServer sfovLitLid sperFid <- getsServer sperFid discoAspect <- getsServer sdiscoAspect ( actorAspect, fovLitLid, fovClearLid, fovLucidLid ,perValidFid, perCacheFid, perFid ) <- getsState $ perFidInDungeon discoAspect let !_A7 = assert (sfovLitLid == fovLitLid `blame` "wrong accumulated sfovLitLid" `twith` (sfovLitLid, fovLitLid)) () !_A6 = assert (sfovClearLid == fovClearLid `blame` "wrong accumulated sfovClearLid" `twith` (sfovClearLid, fovClearLid)) () !_A5 = assert (sactorAspect == actorAspect `blame` "wrong accumulated sactorAspect" `twith` (sactorAspect, actorAspect)) () !_A4 = assert (sfovLucidLid == fovLucidLid `blame` "wrong accumulated sfovLucidLid" `twith` (sfovLucidLid, fovLucidLid)) () !_A3 = assert (sperValidFid == perValidFid `blame` "wrong accumulated sperValidFid" `twith` (sperValidFid, perValidFid)) () !_A2 = assert (sperCacheFid == perCacheFid `blame` "wrong accumulated sperCacheFid" `twith` (sperCacheFid, perCacheFid)) () !_A1 = assert (sperFid == perFid `blame` "wrong accumulated perception" `twith` (sperFid, perFid)) () -- Kill all clients, including those that did not take part -- in the current game. -- Clients exit not now, but after they print all ending screens. -- debugPrint "Server kills clients" -- debugPossiblyPrint "Killing all clients." killAllClients -- debugPossiblyPrint "All clients killed." return () restartGame :: (MonadAtomic m, MonadServer m) => m () -> m () -> Maybe (GroupName ModeKind) -> m () restartGame updConn loop mgameMode = do cops <- getsState scops sdebugNxt <- getsServer sdebugNxt srandom <- getsServer srandom s <- gameReset cops sdebugNxt mgameMode (Just srandom) let debugBarRngs = sdebugNxt {sdungeonRng = Nothing, smainRng = Nothing} modifyServer $ \ser -> ser { sdebugNxt = debugBarRngs , sdebugSer = debugBarRngs } execUpdAtomic $ UpdRestartServer s updConn initPer reinitGame writeSaveAll False loop -- | Save game on server and all clients. writeSaveAll :: (MonadAtomic m, MonadServer m) => Bool -> m () writeSaveAll uiRequested = do bench <- getsServer $ sbenchmark . sdebugCli . sdebugSer noConfirmsGame <- isNoConfirmsGame when (uiRequested || not bench && not noConfirmsGame) $ do execUpdAtomic UpdWriteSave saveServer