LambdaHack-0.6.0.0: Game/LambdaHack/Server/LoopM.hs
{-# 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