hannah/src/Automaton.hs

135 lines
4.1 KiB
Haskell

{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE NamedFieldPuns #-}
module Automaton (
start
) where
import qualified AI (move)
import Control.Concurrent (forkIO, threadDelay)
import Data.Aeson (encode, eitherDecode')
import Data.ByteString.Lazy.Char8 (ByteString, append, pack, putStrLn)
import qualified Data.ByteString.Lazy.Char8 as ByteString (concat)
import Data.Map ((!))
import qualified Data.Map as Map (delete, empty, member)
import Control.Monad.Reader (ReaderT, ask)
import Control.Monad.Trans (lift)
import Hanafuda.KoiKoi (Step(..))
import Hanafuda.Message (Coordinates(..), FromClient(..), T(..), orderCoordinates)
import qualified Hanafuda.Message as Message (
T(..), FromClient, PublicGame(..), PublicState(..)
)
import Network.WebSockets (Connection, receiveData, sendTextData)
import Prelude hiding (error, putStrLn)
import Session (State(..), initial, store)
type App a = ReaderT Connection IO a
sendIO :: Message.FromClient -> Connection -> IO ()
sendIO message connection = do
putStrLn $ ">" `append` encoded
sendTextData connection encoded
where
encoded = encode message
send :: Message.FromClient -> App ()
send message =
ask >>= lift . sendIO message
receive :: App Message.T
receive = do
received <- ask >>= lift . receiveData
debug $ "<" `append` received
case eitherDecode' received of
Left errorMessage -> debug (pack errorMessage) >> receive
Right message -> return message
debug :: ByteString -> App ()
debug message = lift $ putStrLn message
answer :: State -> Message.T -> App State
answer New (Welcome {key}) = do
lift $ Session.store key
lift $ putStrLn "Stored"
return $ Connected {playerID = key, games = Map.empty}
{-
answer (Message.Relay {Message.from, Message.message = Message.LogIn {Message.name}}) (Connected {key})
| from == key = return $ LoggedIn {key, name}
-}
answer state@(Connected {games}) (Relay {from, message = Invitation {}}) =
-- policy : one game per player only
send (Answer {accept = not $ Map.member from games, to = from})
>> return state
answer state@(Connected {playerID, games}) message@(Game {}) = do
case Message.step $ Message.public game of
Over ->
let opponentID = Message.nextPlayer (Message.public game) ! playerID in
return $ state {games = Map.delete opponentID games}
_ ->
if Message.playing (Message.public game) == playerID
then
send (Play {move = AI.move playerID game, onGame = game}) >> return state
else return state
where
game = Message.state message
answer state Pong = ping >> return state
answer state (Error {error}) = do
debug $ "Received error from server : " `append` pack error
return state
answer state@(Connected {games}) (Relay {from, message = Sync {latestKnown}})
| not $ Map.member from games =
send (Yield {onGameID = gameID latestKnown, to = from}) >> return state
| otherwise =
case orderCoordinates latestKnownHere latestKnown of
Just LT -> send $ Yield {onGameID = gameID latestKnown, to = from}
Just GT -> send $ Share {gameSave = game}
_ -> return ()
>> return state
where
game = games ! from
latestKnownHere = Message.coordinates $ Message.public game
answer state@(Connected {games}) (Relay {from, message = Yield {}}) =
send (Share {gameSave = games ! from}) >> return state
{-
- Ignore
-}
answer state@(Connected {}) (Okaeri {}) = return state
answer state (LogIn {}) = return state
answer state (LogOut {}) = return state
answer state (Relay {}) = return state
answer state message = do
debug $ ByteString.concat [
"Unexpected message : ", encode message, " in state ", pack $ show state
]
return state
ping :: App ()
ping = do
connection <- ask
setTimeout (20*s) (sendIO Ping connection)
where
setTimeout delay callback =
const () <$> (lift $ forkIO (threadDelay delay >> callback))
ms = 1000
s = 1000 * ms
start :: App ()
start = do
ping
initialState <- lift Session.initial
case initialState of
New -> send $ Hello {name = "Hannah"}
Connected {playerID} -> send $ Tadaima {myID = playerID, name = "Hannah"}
loop initialState
where
loop state = receive >>= answer state >>= loop