LambdaHack-0.8.3.0: GameDefinition/Implementation/MonadServerImplementation.hs
{-# LANGUAGE GeneralizedNewtypeDeriving #-}
-- | The implementation of our custom game server monads. Just as any other
-- component of the library, this implementation can be substituted.
module Implementation.MonadServerImplementation
( executorSer
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, SerState(..), SerImplementation(..)
#endif
) where
import Prelude ()
import Game.LambdaHack.Common.Prelude
import Control.Concurrent
import qualified Control.Exception as Ex
import qualified Control.Monad.IO.Class as IO
import Control.Monad.Trans.State.Strict hiding (State)
import qualified Data.EnumMap.Strict as EM
import qualified Data.Text.IO as T
import Options.Applicative (defaultPrefs, execParserPure,
handleParseResult)
import System.Exit (ExitCode (ExitSuccess))
import System.FilePath
import System.IO (hFlush, stdout)
import Game.LambdaHack.Atomic
import Game.LambdaHack.Client
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.Server
import Game.LambdaHack.Server.BroadcastAtomic
import Game.LambdaHack.Server.HandleAtomicM
import Game.LambdaHack.Server.MonadServer
import Game.LambdaHack.Server.ProtocolM
import Game.LambdaHack.Server.ServerOptions
import Game.LambdaHack.Server.State
import Implementation.MonadClientImplementation (executorCli)
data SerState = SerState
{ serState :: State -- ^ current global state
, serServer :: StateServer -- ^ current server state
, serDict :: ConnServerDict -- ^ client-server connection information
, serToSave :: Save.ChanSave (State, StateServer)
-- ^ connection to the save thread
}
-- | Server state transformation monad.
newtype SerImplementation a =
SerImplementation {runSerImplementation :: StateT SerState IO a}
deriving (Monad, Functor, Applicative)
instance MonadStateRead SerImplementation where
{-# INLINE getsState #-}
getsState f = SerImplementation $ gets $ f . serState
instance MonadStateWrite SerImplementation where
{-# INLINE modifyState #-}
modifyState f = SerImplementation $ state $ \serS ->
let !newSerState = f $ serState serS
in ((), serS {serState = newSerState})
instance MonadServer SerImplementation where
{-# INLINE getsServer #-}
getsServer f = SerImplementation $ gets $ f . serServer
{-# INLINE modifyServer #-}
modifyServer f = SerImplementation $ state $ \serS ->
let !newSerServer = f $ serServer serS
in ((), serS {serServer = newSerServer})
chanSaveServer = SerImplementation $ gets serToSave
liftIO = SerImplementation . IO.liftIO
instance MonadServerComm SerImplementation where
{-# INLINE getsDict #-}
getsDict f = SerImplementation $ gets $ f . serDict
{-# INLINE modifyDict #-}
modifyDict f = SerImplementation $ state $ \serS ->
let !newSerDict = f $ serDict serS
in ((), serS {serDict = newSerDict})
liftIO = SerImplementation . IO.liftIO
instance MonadServerAtomic SerImplementation where
execUpdAtomic cmd = do
oldState <- getState
(ps, atomicBroken, executedOnServer) <- handleCmdAtomicServer cmd
when executedOnServer $ cmdAtomicSemSer oldState cmd
handleAndBroadcast ps atomicBroken (UpdAtomic cmd)
execUpdAtomicSer cmd = SerImplementation $ StateT $ \cliS -> do
cliSNewOrE <- Ex.try
$ execStateT (runSerImplementation $ handleUpdAtomic cmd)
cliS
case cliSNewOrE of
Left AtomicFail{} -> return (False, cliS)
Right cliSNew ->
-- We know @cliSNew@ differs only in @serState@.
return (True, cliSNew)
execUpdAtomicFid fid cmd = SerImplementation $ StateT $ \cliS -> do
-- Don't catch anything; assume exceptions impossible.
let sFid = sclientStates (serServer cliS) EM.! fid
cliSNew <- execStateT (runSerImplementation $ handleUpdAtomic cmd)
cliS {serState = sFid}
-- We know @cliSNew@ differs only in @serState@.
let serServerNew = (serServer cliS)
{sclientStates = EM.insert fid (serState cliSNew)
$ sclientStates $ serServer cliS}
return $! ((), cliS {serServer = serServerNew})
execUpdAtomicFidCatch fid cmd = SerImplementation $ StateT $ \cliS -> do
let sFid = sclientStates (serServer cliS) EM.! fid
cliSNewOrE <- Ex.try
$ execStateT (runSerImplementation $ handleUpdAtomic cmd)
cliS {serState = sFid}
case cliSNewOrE of
Left AtomicFail{} -> return (False, cliS)
Right cliSNew -> do
-- We know @cliSNew@ differs only in @serState@.
let serServerNew = (serServer cliS)
{sclientStates = EM.insert fid (serState cliSNew)
$ sclientStates $ serServer cliS}
return $! (True, cliS {serServer = serServerNew})
execSfxAtomic sfx = do
ps <- posSfxAtomic sfx
handleAndBroadcast ps [] (SfxAtomic sfx)
execSendPer = sendPer
-- Don't inline this, to keep GHC hard work inside the library
-- for easy access of code analysis tools.
-- | Run the main server loop, with the given arguments and empty
-- initial states, in the @IO@ monad.
executorSer :: COps -> KeyKind -> ServerOptions -> IO ()
executorSer cops copsClient soptionsNxtCmdline = do
-- Parse UI client configuration file.
-- It is reparsed at each start of the game executable.
let benchmark = sbenchmark $ sclientOptions soptionsNxtCmdline
-- Fail here, not inside client code, so that savefiles are not removed,
-- because they are not the source of the failure.
sUIOptions <- mkUIOptions cops benchmark
soptionsNxt <- case uCmdline sUIOptions of
[] -> return soptionsNxtCmdline
args -> handleParseResult $ execParserPure defaultPrefs serverOptionsPI args
-- Options for the clients modified with the configuration file.
-- The client debug inside server debug only holds the client commandline
-- options and is never updated with config options, etc.
let clientOptions = applyUIOptions cops sUIOptions
$ sclientOptions soptionsNxt
-- Partially applied main loop of the clients.
executorClient = executorCli copsClient sUIOptions clientOptions cops
-- Wire together game content, the main loop of game clients
-- and the game server loop.
let stateToFileName (_, ser) =
ssavePrefixSer (soptions ser) <> Save.saveNameSer cops
totalState serToSave = SerState
{ serState = updateCOpsAndCachedData (const cops) emptyState
-- state is empty, so the cached data is left empty and untouched
, serServer = emptyStateServer
, serDict = EM.empty
, serToSave
}
m = loopSer soptionsNxt executorClient
exe = evalStateT (runSerImplementation m) . totalState
exeWithSaves = Save.wrapInSaves cops stateToFileName exe
defPrefix = ssavePrefixSer defServerOptions
bkpOneSave name = do
dataDir <- appDataDir
let path bkp = dataDir </> "saves" </> bkp <> name
b <- doesFileExist (path "")
when b $ renameFile (path "") (path "bkp.")
bkpAllSaves = if benchmark then return () else do
T.hPutStrLn stdout "The game crashed, so savefiles are moved aside."
bkpOneSave $ defPrefix <> Save.saveNameSer cops
forM_ [-99..99] $ \n ->
bkpOneSave $ defPrefix <> Save.saveNameCli cops (toEnum n)
-- Wait for clients to exit even in case of server crash
-- (or server and client crash), which gives them time to save
-- and report their own inconsistencies, if any.
Ex.handle (\ex -> case Ex.fromException ex of
Just ExitSuccess ->
-- User-forced shutdown, not crash, so the intention is
-- to keep old saves and also clients may be not ready to save.
Ex.throwIO ex
_ -> do
Ex.uninterruptibleMask_ $ threadDelay 1000000
-- let clients report their errors and save
when (ssavePrefixSer soptionsNxt == defPrefix) bkpAllSaves
hFlush stdout
Ex.throwIO ex -- crash eventually, which kills clients
)
exeWithSaves
-- T.hPutStrLn stdout "Server exiting, waiting for clients."
-- hFlush stdout
waitForChildren childrenServer -- no crash, wait for clients indefinitely
-- T.hPutStrLn stdout "Server exiting now."
-- hFlush stdout