-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Here the knot of engine code pieces, frontend and the game-specific -- content definitions is tied, resulting in an executable game. module TieKnot ( tieKnotForAsync, tieKnot ) where import Prelude () import Game.LambdaHack.Core.Prelude import Control.Concurrent import Control.Concurrent.Async import qualified Control.Exception as Ex import qualified Data.Primitive.PrimArray as PA import GHC.Compact import qualified System.Random.SplitMix32 as SM import Game.LambdaHack.Client import qualified Game.LambdaHack.Client.UI.Content.Input as IC import qualified Game.LambdaHack.Client.UI.Content.Screen as SC import Game.LambdaHack.Client.UI.ContentClientUI import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Point (speedupHackXSize) import qualified Game.LambdaHack.Common.Tile as Tile import qualified Game.LambdaHack.Content.CaveKind as CK import qualified Game.LambdaHack.Content.FactionKind as FK import qualified Game.LambdaHack.Content.ItemKind as IK import qualified Game.LambdaHack.Content.ModeKind as MK import qualified Game.LambdaHack.Content.PlaceKind as PK import qualified Game.LambdaHack.Content.RuleKind as RK import qualified Game.LambdaHack.Content.TileKind as TK import Game.LambdaHack.Server import qualified Client.UI.Content.Input as Content.Input import qualified Client.UI.Content.Screen as Content.Screen import qualified Content.CaveKind import qualified Content.FactionKind import qualified Content.ItemKind import qualified Content.ModeKind import qualified Content.PlaceKind import qualified Content.RuleKind import qualified Content.TileKind import Implementation.MonadServerImplementation (executorSer) -- | Tie the LambdaHack engine client, server and frontend code -- with the game-specific content definitions, and run the game. -- -- The custom monad types to be used are determined by the @executorSer@ -- call, which in turn calls @executorCli@. If other functions are used -- in their place- the types are different and so the whole pattern -- of computation differs. Which of the frontends is run inside the UI client -- depends on the flags supplied when compiling the engine library. -- Similarly for the choice of native vs JS builds. tieKnotForAsync :: ServerOptions -> IO () tieKnotForAsync options@ServerOptions{ sallClear , sboostRandomItem , sdungeonRng } = do -- Set the X size of the dungeon from content ASAP, before it's used. speedupHackXSizeThawed <- PA.unsafeThawPrimArray speedupHackXSize PA.writePrimArray speedupHackXSizeThawed 0 $ RK.rWidthMax Content.RuleKind.standardRules void $ PA.unsafeFreezePrimArray speedupHackXSizeThawed -- This setup ensures the boosting option doesn't affect generating initial -- RNG for dungeon, etc., and also, that setting dungeon RNG on commandline -- equal to what was generated last time, ensures the same item boost. initialGen <- maybe SM.newSMGen return sdungeonRng let soptionsNxt = options {sdungeonRng = Just initialGen} corule = RK.makeData Content.RuleKind.standardRules boostedItems = IK.boostItemKindList initialGen Content.ItemKind.items itemContent = if sboostRandomItem then boostedItems ++ Content.ItemKind.otherItemContent else Content.ItemKind.content coitem = IK.makeData (RK.ritemSymbols corule) itemContent Content.ItemKind.groupNamesSingleton Content.ItemKind.groupNames cotile = TK.makeData Content.TileKind.content Content.TileKind.groupNamesSingleton Content.TileKind.groupNames cofact = FK.makeData Content.FactionKind.content Content.FactionKind.groupNamesSingleton Content.FactionKind.groupNames -- Common content operations, created from content definitions. -- Evaluated fully to discover errors ASAP and to free memory. -- Fail here, not inside server code, so that savefiles are not removed, -- because they are not the source of the failure. copsRaw = COps { cocave = CK.makeData corule Content.CaveKind.content Content.CaveKind.groupNamesSingleton Content.CaveKind.groupNames , cofact , coitem , comode = MK.makeData cofact Content.ModeKind.content Content.ModeKind.groupNamesSingleton Content.ModeKind.groupNames , coplace = PK.makeData cotile Content.PlaceKind.content Content.PlaceKind.groupNamesSingleton Content.PlaceKind.groupNames , corule , cotile , coItemSpeedup = speedupItem coitem , coTileSpeedup = Tile.speedupTile sallClear cotile } -- Evaluating for compact regions catches all kinds of errors in content ASAP, -- even in unused items. -- -- Not using @compactWithSharing@, because it helps with residency, -- but nothing else and costs a bit at startup. #ifdef USE_JSFILE let cops = copsRaw -- until GHCJS implements GHC.Compact #else cops <- getCompact <$> compact copsRaw #endif -- Parse UI client configuration file. -- It is reparsed at each start of the game executable. -- Fail here, not inside client code, so that savefiles are not removed, -- because they are not the source of the failure. sUIOptions <- mkUIOptions corule (sclientOptions soptionsNxt) -- Client content operations containing default keypresses -- and command descriptions. let !ccui = CCUI { coinput = IC.makeData (Just sUIOptions) Content.Input.standardKeysAndMouse , coscreen = SC.makeData corule Content.Screen.standardLayoutAndFeatures } -- Wire together game content, the main loops of game clients -- and the game server loop. executorSer cops ccui soptionsNxt sUIOptions -- | Runs tieKnotForAsync in an async and applies the main thread workaround. tieKnot :: ServerOptions -> IO () tieKnot serverOptions = do #ifdef USE_JSFILE -- Hard to tweak the config file when in the browser, so hardwire. let serverOptionsJS = serverOptions {sdumpInitRngs = True} a <- async $ tieKnotForAsync serverOptionsJS wait a #else let fillWorkaround = -- Set up void workaround if nothing specific required. void $ tryPutMVar workaroundOnMainThreadMVar $ return () -- Avoid the bound thread that would slow down the communication. a <- async $ tieKnotForAsync serverOptions `Ex.finally` fillWorkaround -- Exit on an exception without waiting for frontend to spawn. link a -- Run a (possibly void) workaround. It's needed for OSes/frontends -- that need to perform some actions on the main thread -- (not just any bound thread), e.g., newer OS X drawing with SDL2. join (takeMVar workaroundOnMainThreadMVar) -- Wait in case frontend workaround not run on the main thread -- and so we'd exit too early and end the game. wait a -- Consume the void workaround if it was spurious to make @tieKnot@ reentrant. void $ tryTakeMVar workaroundOnMainThreadMVar #endif