server/src/Automaton.hs

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{-# LANGUAGE NamedFieldPuns #-}
module Automaton (
start
) where
import Control.Monad.Except (runExceptT)
import Control.Monad.Reader (asks, lift)
import Control.Monad.Writer (runWriterT)
import qualified Data (RW(..))
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import Data.Map (Map, (!?))
import qualified Game (Key, T, new, play)
import qualified Hanafuda.KoiKoi as KoiKoi (Game(..), Step(..))
import qualified Session (Status(..), T(..), Update)
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import qualified Server (endGame, get, logIn, logOut, update, register)
import qualified App (Context(..), T, current, debug, get, server, try, update, update_)
import qualified Message (FromClient(..), T(..), broadcast, get, notifyPlayers, relay, send, sendTo, update)
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receive :: Session.Status -> Message.FromClient -> App.T ()
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receive (Session.LoggedIn False) logIn@(Message.LogIn login) =
asks App.key >>= App.try . (Server.logIn login)
>>= maybe
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(Message.relay logIn Message.broadcast >> setSessionStatus (Session.LoggedIn True))
sendError
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receive (Session.LoggedIn True) logOut@Message.LogOut = do
Message.relay logOut Message.broadcast
asks App.key >>= App.update_ . Server.logOut
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setSessionStatus (Session.LoggedIn False)
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receive (Session.LoggedIn True) invitation@(Message.Invitation {Message.to}) = do
session <- App.get to
case Session.status session of
Session.LoggedIn True -> do
key <- asks App.key
App.update_ (Server.update to (Data.set $ Session.Answering key :: Session.Update))
Message.broadcast $ Message.update {Message.paired = [key, to]}
(Message.relay invitation $ Message.sendTo [to])
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setSessionStatus (Session.Waiting to)
_ -> sendError "They just left"
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receive (Session.Answering to) message@(Message.Answer {Message.accept}) = do
session <- App.get to
key <- asks App.key
case Session.status session of
Session.Waiting for | for == key -> do
Message.relay message $ Message.sendTo [to]
newStatus <-
if accept
then do
gameKey <- Server.register <$> (lift $ Game.new for to) >>= App.update
game <- Server.get gameKey <$> App.server
Message.notifyPlayers game []
return $ Session.Playing gameKey
else do
Message.broadcast $ Message.update {Message.alone = [key, to]}
return $ Session.LoggedIn True
App.update_ $ Server.update to (Data.set newStatus :: Session.Update)
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setSessionStatus newStatus
_ -> sendError "They're not waiting for your answer"
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receive (Session.Playing gameKey) played@(Message.Play {}) = do
key <- asks App.key
game <- Server.get gameKey <$> App.server
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(result, logs) <- lift . runWriterT . runExceptT $ Game.play key (Message.move played) game
case result of
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Left message -> sendError message
Right newGame -> do
Message.notifyPlayers newGame logs
case KoiKoi.step newGame of
KoiKoi.Over -> do
App.debug $ "Game " ++ show gameKey ++ " ended"
App.update_ $ Server.endGame gameKey
_ -> App.update_ $ Server.update gameKey (const newGame)
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receive (Session.Playing gameKey) Message.Quit = do
games <- (Data.get <$> App.server :: App.T (Map Game.Key Game.T))
case games !? gameKey of
Nothing -> do
key <- asks App.key
Message.broadcast $ Message.update {Message.alone = [key]}
setSessionStatus (Session.LoggedIn True)
_ -> sendError "Game is still running"
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receive state _ = sendError $ "Invalid message in state " ++ show state
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sendError :: String -> App.T ()
sendError = Message.send . Message.Error
setSessionStatus :: Session.Status -> App.T ()
setSessionStatus newStatus = do
key <- asks App.key
App.update_ $ Server.update key $ (Data.set newStatus :: Session.Update)
App.debug $ show newStatus
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loop :: App.T ()
loop = do
message <- Message.get
status <- Session.status <$> App.current
status `receive` message
loop
start :: App.T ()
start = do
App.debug "Initial state"
Message.Welcome <$> App.server <*> asks App.key >>= Message.send
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loop