Nomyx-Core-0.7.0: src/Nomyx/Core/Session.hs
{-# LANGUAGE ScopedTypeVariables #-}
{-# LANGUAGE DoAndIfThenElse #-}
-- | This module manages multi-player commands.
module Nomyx.Core.Session where
import Language.Haskell.Interpreter.Server (ServerHandle)
import Language.Haskell.Interpreter (InterpreterError)
import Debug.Trace.Helpers
import Data.Lens
import Data.Time as T
import Data.List
import qualified Data.Acid.Advanced as A (update', query')
import Control.Category hiding ((.))
import Control.Monad.State
import Control.Concurrent.STM
import System.IO.PlafCompat
import Language.Nomyx
import Nomyx.Core.Types
import Nomyx.Core.Utils
import Nomyx.Core.Multi
import Nomyx.Core.Profile
import Nomyx.Core.Interpret
import Nomyx.Core.Serialize
import Nomyx.Core.Engine as G
-- | add a new player
newPlayer :: PlayerNumber -> PlayerSettings -> StateT Session IO ()
newPlayer uid ms = do
s <- get
void $ A.update' (acidProfileData $ _profiles s) (NewProfileData uid ms)
-- | starts a new game
newGame :: GameName -> GameDesc -> PlayerNumber -> Bool -> StateT Session IO ()
newGame name desc pn isPublic = do
sh <- access sh
focus multi $ newGame' name desc pn isPublic sh
newGame' :: GameName -> GameDesc -> PlayerNumber -> Bool -> ServerHandle -> StateT Multi IO ()
newGame' name desc pn isPublic sh = do
gs <- access gameInfos
if not $ any ((== name) . getL gameNameLens) gs then do
tracePN pn $ "Creating a new game of name: " ++ name
t <- lift T.getCurrentTime
-- create a game with zero players
lg <- lift $ initialGameInfo name desc isPublic (Just pn) t sh
void $ gameInfos %= (lg : )
else tracePN pn "this name is already used"
-- | view a game.
viewGamePlayer :: GameName -> PlayerNumber -> StateT Session IO ()
viewGamePlayer gn pn = do
mg <- focus multi $ getGameByName gn
case mg of
Nothing -> tracePN pn "No game by that name"
Just _ -> modifyProfile pn (pViewingGame ^= Just gn)
-- | unview a game.
unviewGamePlayer :: PlayerNumber -> StateT Session IO ()
unviewGamePlayer pn = modifyProfile pn (pViewingGame ^= Nothing)
-- | join a game (also view it for conveniency)
joinGame :: GameName -> PlayerNumber -> StateT Session IO ()
joinGame gn pn = do
s <- get
name <- lift $ Nomyx.Core.Profile.getPlayerName pn s
inGameDo gn $ G.execGameEvent $ JoinGame pn name
viewGamePlayer gn pn
-- | delete a game.
delGame :: GameName -> StateT Session IO ()
delGame name = focus multi $ void $ gameInfos %= filter ((/= name) . getL gameNameLens)
-- | leave a game.
leaveGame :: GameName -> PlayerNumber -> StateT Session IO ()
leaveGame game pn = inGameDo game $ G.execGameEvent $ LeaveGame pn
-- | insert a rule in pending rules.
submitRule :: SubmitRule -> PlayerNumber -> GameName -> ServerHandle -> StateT Session IO ()
submitRule sr@(SubmitRule _ _ code) pn gn sh = do
tracePN pn $ "proposed " ++ show sr
mrr <- liftIO $ interpretRule code sh
case mrr of
Right _ -> do
tracePN pn "proposed rule compiled OK "
inGameDo gn $ G.execGameEvent' (Just $ getRuleFunc sh) (ProposeRuleEv pn sr)
modifyProfile pn (pLastRule ^= Just (sr, "Rule submitted OK!"))
Left e -> submitRuleError sr pn gn e
adminSubmitRule :: SubmitRule -> PlayerNumber -> GameName -> ServerHandle -> StateT Session IO ()
adminSubmitRule sr@(SubmitRule _ _ code) pn gn sh = do
tracePN pn $ "admin proposed " ++ show sr
mrr <- liftIO $ interpretRule code sh
case mrr of
Right _ -> do
tracePN pn "proposed rule compiled OK "
inGameDo gn $ execGameEvent' (Just $ getRuleFunc sh) (SystemAddRule sr)
modifyProfile pn (pLastRule ^= Just (sr, "Admin rule submitted OK!"))
Left e -> submitRuleError sr pn gn e
submitRuleError :: SubmitRule -> PlayerNumber -> GameName -> InterpreterError -> StateT Session IO ()
submitRuleError sr pn gn e = do
let errorMsg = showInterpreterError e
inGameDo gn $ execGameEvent $ GLog (Just pn) ("Error in submitted rule: " ++ errorMsg)
tracePN pn ("Error in submitted rule: " ++ errorMsg)
modifyProfile pn (pLastRule ^= Just (sr, errorMsg))
checkRule :: SubmitRule -> PlayerNumber -> ServerHandle -> StateT Session IO ()
checkRule sr@(SubmitRule _ _ code) pn sh = do
tracePN pn $ "check rule " ++ show sr
mrr <- liftIO $ interpretRule code sh
case mrr of
Right _ -> do
tracePN pn "proposed rule compiled OK"
modifyProfile pn (pLastRule ^= Just (sr, "Rule compiled OK. Now you can submit it!"))
Left e -> do
let errorMsg = showInterpreterError e
tracePN pn ("Error in submitted rule: " ++ errorMsg)
modifyProfile pn (pLastRule ^= Just (sr, errorMsg))
inputResult :: PlayerNumber -> EventNumber -> FieldAddress -> InputData -> GameName -> StateT Session IO ()
inputResult pn en fa ir gn = inGameDo gn $ execGameEvent $ InputResult pn en fa ir
-- | upload a rule file, given a player number, the full path of the file, the file name and the server handle
inputUpload :: PlayerNumber -> FilePath -> FilePath -> ServerHandle -> StateT Session IO Bool
inputUpload pn temp mod sh = do
saveDir <- access (multi >>> mSettings >>> saveDir)
m <- liftIO $ loadModule temp mod sh saveDir
tracePN pn $ " uploaded " ++ show mod
case m of
Nothing -> do
inPlayersGameDo pn $ execGameEvent $ GLog (Just pn) ("File loaded: " ++ show temp ++ ", as " ++ show mod ++"\n")
tracePN pn "upload success"
modifyProfile pn (pLastUpload ^= UploadSuccess)
return True
Just e -> do
let errorMsg = showInterpreterError e
inPlayersGameDo pn $ execGameEvent $ GLog (Just pn) ("Error in file: " ++ show e ++ "\n")
tracePN pn $ "upload failed: \n" ++ show e
modifyProfile pn (pLastUpload ^= UploadFailure (temp, errorMsg))
return False
-- | update player settings
playerSettings :: PlayerSettings -> PlayerNumber -> StateT Session IO ()
playerSettings playerSettings pn = modifyProfile pn (pPlayerSettings ^= playerSettings)
playAs :: Maybe PlayerNumber -> PlayerNumber -> GameName -> StateT Session IO ()
playAs playAs pn g = inGameDo g $ do
pls <- access (game >>> players)
case find ((== pn) . getL playerNumber) pls of
Nothing -> tracePN pn "player not in game"
Just pi -> void $ (game >>> players) ~= replaceWith ((== pn) . getL playerNumber) (pi {_playAs = playAs}) pls
adminPass :: String -> PlayerNumber -> StateT Session IO ()
adminPass pass pn = do
s <- get
if pass == (_adminPassword $ _mSettings $ _multi s) then do
tracePN pn "getting admin rights"
modifyProfile pn $ pIsAdmin ^= True
else do
tracePN pn "submitted wrong admin password"
modifyProfile pn $ pIsAdmin ^= False
globalSettings :: Bool -> StateT Session IO ()
globalSettings mails = void $ (multi >>> mSettings >>> sendMails) ~= mails
-- | Utility functions
getNewPlayerNumber :: StateT Session IO PlayerNumber
getNewPlayerNumber = do
s <- get
pfd <- A.query' (acidProfileData $ _profiles s) AskProfileDataNumber
return $ pfd + 1
forkGame :: GameName -> PlayerNumber -> StateT Session IO ()
forkGame gn pn = focus multi $ do
gms <- access gameInfos
case filter ((== gn) . getL gameNameLens) gms of
gi:[] -> do
tracePN pn $ "Forking game: " ++ gn
time <- liftIO T.getCurrentTime
let gi' = GameInfo {
_loggedGame = (game >>> gameName) `setL` ("Forked " ++ gn) $ _loggedGame gi,
_ownedBy = Just pn,
_forkedFromGame = Just gn,
_isPublic = False,
_startedAt = time}
void $ gameInfos %= (gi' : )
_ -> tracePN pn $ "Creating a simulation game: no game by that name: " ++ gn
-- | this function apply the given game actions to the game the player is in.
inPlayersGameDo :: PlayerNumber -> StateT LoggedGame IO a -> StateT Session IO (Maybe a)
inPlayersGameDo pn action = do
s <- get
t <- lift T.getCurrentTime
mg <- lift $ getPlayersGame pn s
case mg of
Nothing -> tracePN pn "You must be in a game" >> return Nothing
Just gi -> do
(a, mylg) <- lift $ runStateT action (setL (game >>> currentTime) t (_loggedGame gi))
focus multi $ modifyGame (gi {_loggedGame = mylg})
return (Just a)
inGameDo :: GameName -> StateT LoggedGame IO () -> StateT Session IO ()
inGameDo gn action = focus multi $ do
(gs :: [GameInfo]) <- access gameInfos
case find ((==gn) . getL gameNameLens) gs of
Nothing -> traceM "No game by that name"
Just (gi::GameInfo) -> do
t <- lift $ T.getCurrentTime
mylg <- lift $ execWithGame' t action (_loggedGame gi)
modifyGame (gi {_loggedGame = mylg})
-- update a session by executing a command.
-- we set a watchdog in case the evaluation would not finish
updateSession :: TVar Session -> StateT Session IO () -> IO ()
updateSession ts sm = do
s <- atomically $ readTVar ts
ms <- evalWithWatchdog s (evalSession sm)
case ms of
Just s -> do
atomically $ writeTVar ts s
save $ _multi s
Nothing -> putStrLn "thread timed out, session discarded"
evalSession :: StateT Session IO () -> Session -> IO Session
evalSession sm s = do
s' <- execStateT sm s
writeFile nullFileName $ show $ _multi s' --dirty hack to force deep evaluation --deepseq (_multi s') (return ())
return s'