-- | The server definitions for the server-client communication protocol. module Game.LambdaHack.Server.ProtocolM ( -- * The communication channels CliSerQueue, ConnServerDict, ChanServer(..) -- * The server-client communication monad , MonadServerReadRequest ( getsDict -- exposed only to be implemented, not used , modifyDict -- exposed only to be implemented, not used , liftIO -- exposed only to be implemented, not used ) -- * Protocol , putDict, sendUpdate, sendUpdateCheck, sendUpdNoState , sendSfx, sendQueryAI, sendQueryUI -- * Assorted , killAllClients, childrenServer, updateConn, tryRestore #ifdef EXPOSE_INTERNAL -- * Internal operations , writeQueue, readQueueAI, readQueueUI, newQueue #endif ) where import Prelude () import Game.LambdaHack.Common.Prelude import Control.Concurrent import Control.Concurrent.Async import qualified Data.EnumMap.Strict as EM import Data.Key (mapWithKeyM, mapWithKeyM_) import System.FilePath import System.IO.Unsafe (unsafePerformIO) import Game.LambdaHack.Atomic import Game.LambdaHack.Client import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.File import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.MonadStateRead import qualified Game.LambdaHack.Common.Save as Save import Game.LambdaHack.Common.State import Game.LambdaHack.Common.Thread import Game.LambdaHack.Content.ModeKind import Game.LambdaHack.Content.RuleKind import Game.LambdaHack.Server.DebugM import Game.LambdaHack.Server.MonadServer hiding (liftIO) import Game.LambdaHack.Server.ServerOptions import Game.LambdaHack.Server.State writeQueue :: MonadServerReadRequest m => Response -> CliSerQueue Response -> m () {-# INLINE writeQueue #-} writeQueue cmd responseS = liftIO $ putMVar responseS cmd readQueueAI :: MonadServerReadRequest m => CliSerQueue RequestAI -> m RequestAI {-# INLINE readQueueAI #-} readQueueAI requestS = liftIO $ takeMVar requestS readQueueUI :: MonadServerReadRequest m => CliSerQueue RequestUI -> m RequestUI {-# INLINE readQueueUI #-} readQueueUI requestS = liftIO $ takeMVar requestS newQueue :: IO (CliSerQueue a) newQueue = newEmptyMVar type CliSerQueue = MVar -- | Connection information for all factions, indexed by faction identifier. type ConnServerDict = EM.EnumMap FactionId ChanServer -- | Connection channel between the server and a single client. data ChanServer = ChanServer { responseS :: CliSerQueue Response , requestAIS :: CliSerQueue RequestAI , requestUIS :: Maybe (CliSerQueue RequestUI) } -- | The server monad with the ability to communicate with clients. class MonadServer m => MonadServerReadRequest m where getsDict :: (ConnServerDict -> a) -> m a modifyDict :: (ConnServerDict -> ConnServerDict) -> m () liftIO :: IO a -> m a getDict :: MonadServerReadRequest m => m ConnServerDict getDict = getsDict id putDict :: MonadServerReadRequest m => ConnServerDict -> m () putDict s = modifyDict (const s) -- | If the @AtomicFail@ conditions hold, send a command to client, -- otherwise do nothing. sendUpdate :: (MonadServerAtomic m, MonadServerReadRequest m) => FactionId -> UpdAtomic -> m () sendUpdate !fid !cmd = do succeeded <- execUpdAtomicFidCatch fid cmd when succeeded $ sendUpd fid cmd -- | Send a command to client, crashing if the @AtomicFail@ conditions -- don't hold when executed on the client's state. sendUpdateCheck :: (MonadServerAtomic m, MonadServerReadRequest m) => FactionId -> UpdAtomic -> m () sendUpdateCheck !fid !cmd = do execUpdAtomicFid fid cmd sendUpd fid cmd sendUpd :: MonadServerReadRequest m => FactionId -> UpdAtomic -> m () sendUpd !fid !cmd = do chan <- getsDict (EM.! fid) s <- getsServer $ (EM.! fid) . sclientStates let resp = RespUpdAtomic s cmd debug <- getsServer $ sniff . soptions when debug $ debugResponse fid resp writeQueue resp $ responseS chan sendUpdNoState :: MonadServerReadRequest m => FactionId -> UpdAtomic -> m () sendUpdNoState !fid !cmd = do chan <- getsDict (EM.! fid) let resp = RespUpdAtomicNoState cmd debug <- getsServer $ sniff . soptions when debug $ debugResponse fid resp writeQueue resp $ responseS chan sendSfx :: MonadServerReadRequest m => FactionId -> SfxAtomic -> m () sendSfx !fid !sfx = do let resp = RespSfxAtomic sfx debug <- getsServer $ sniff . soptions when debug $ debugResponse fid resp chan <- getsDict (EM.! fid) case chan of ChanServer{requestUIS=Just{}} -> writeQueue resp $ responseS chan _ -> return () sendQueryAI :: MonadServerReadRequest m => FactionId -> ActorId -> m RequestAI sendQueryAI fid aid = do let respAI = RespQueryAI aid debug <- getsServer $ sniff . soptions when debug $ debugResponse fid respAI chan <- getsDict (EM.! fid) req <- do writeQueue respAI $ responseS chan readQueueAI $ requestAIS chan when debug $ debugRequestAI aid return req sendQueryUI :: (MonadServerAtomic m, MonadServerReadRequest m) => FactionId -> ActorId -> m RequestUI sendQueryUI fid _aid = do let respUI = RespQueryUI debug <- getsServer $ sniff . soptions when debug $ debugResponse fid respUI chan <- getsDict (EM.! fid) req <- do writeQueue respUI $ responseS chan readQueueUI $ fromJust $ requestUIS chan when debug $ debugRequestUI _aid return req killAllClients :: (MonadServerAtomic m, MonadServerReadRequest m) => m () killAllClients = do d <- getDict let sendKill fid _ = sendUpdNoState fid $ UpdKillExit fid -- We can't interate over sfactionD, because client can be from an old game. -- For the same reason we can't look up and send client's state. mapWithKeyM_ sendKill d -- Global variable for all children threads of the server. childrenServer :: MVar [Async ()] {-# NOINLINE childrenServer #-} childrenServer = unsafePerformIO (newMVar []) -- | Update connections to the new definition of factions. -- Connect to clients in old or newly spawned threads -- that read and write directly to the channels. updateConn :: (MonadServerAtomic m, MonadServerReadRequest m) => (Bool -> FactionId -> ChanServer -> IO ()) -> m () updateConn executorClient = do -- Prepare connections based on factions. oldD <- getDict let mkChanServer :: Faction -> IO ChanServer mkChanServer fact = do responseS <- newQueue requestAIS <- newQueue requestUIS <- if fhasUI $ gplayer fact then Just <$> newQueue else return Nothing return $! ChanServer{..} addConn :: FactionId -> Faction -> IO ChanServer addConn fid fact = case EM.lookup fid oldD of Just conns -> return conns -- share old conns and threads Nothing -> mkChanServer fact factionD <- getsState sfactionD d <- liftIO $ mapWithKeyM addConn factionD let newD = d `EM.union` oldD -- never kill old clients putDict newD -- Spawn client threads. let toSpawn = newD EM.\\ oldD forkUI fid connS = forkChild childrenServer $ executorClient True fid connS forkAI fid connS = forkChild childrenServer $ executorClient False fid connS forkClient fid conn@ChanServer{requestUIS=Nothing} = -- When a connection is reused, clients are not respawned, -- even if UI usage changes, but it works OK thanks to UI faction -- clients distinguished by positive FactionId numbers. forkAI fid conn forkClient fid conn = forkUI fid conn liftIO $ mapWithKeyM_ forkClient toSpawn tryRestore :: MonadServerReadRequest m => m (Maybe (State, StateServer)) tryRestore = do cops <- getsState scops soptions <- getsServer soptions let bench = sbenchmark $ sclientOptions soptions if bench then return Nothing else do let prefix = ssavePrefixSer soptions fileName = prefix <> Save.saveNameSer cops res <- liftIO $ Save.restoreGame cops fileName let stdRuleset = getStdRuleset cops cfgUIName = rcfgUIName stdRuleset content = rcfgUIDefault stdRuleset dataDir <- liftIO appDataDir liftIO $ tryWriteFile (dataDir cfgUIName) content return $! res