Basic client dialogs to login and start a new game

This commit is contained in:
Sasha 2018-05-11 12:31:53 +02:00
parent a405c3d8ea
commit 2cf5d48419
22 changed files with 709 additions and 389 deletions

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@ -1,5 +1,9 @@
# Revision history for hanafudapi # Revision history for hanafudapi
## 0.1.1.0 -- 2018-05-11
* Basic client dialogs to login and start a new game
## 0.1.0.0 -- 2018-03-17 ## 0.1.0.0 -- 2018-03-17
* First version. Released on an unsuspecting world. * First version. Released on an unsuspecting world.

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@ -2,8 +2,8 @@
-- documentation, see http://haskell.org/cabal/users-guide/ -- documentation, see http://haskell.org/cabal/users-guide/
name: hanafudapi name: hanafudapi
version: 0.1.0.0 version: 0.1.1.0
synopsis: An API for the Haskell hanafuda library synopsis: A webapp for the Haskell hanafuda library
-- description: -- description:
homepage: https://framagit.org/hanafuda homepage: https://framagit.org/hanafuda
license: BSD3 license: BSD3
@ -21,7 +21,8 @@ source-repository head
executable hanafudapi executable hanafudapi
main-is: Main.hs main-is: Main.hs
other-modules: Automaton other-modules: App
, Automaton
, Config , Config
, Message , Message
, Game , Game

64
src/App.hs Normal file
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@ -0,0 +1,64 @@
{-# LANGUAGE NamedFieldPuns #-}
module App (
T
, Context(..)
, connection
, debug
, get
, current
, server
, try
, update
, update_
) where
import Data.Map ((!))
import Control.Concurrent (MVar, modifyMVar, putMVar, readMVar, takeMVar)
import Control.Monad.Reader (ReaderT(..), ask, asks, lift)
import Network.WebSockets (Connection)
import qualified Player (Key)
import qualified Session (T(..))
import qualified Server (T(..))
data Context = Context {
mServer :: MVar Server.T
, key :: Player.Key
}
type T a = ReaderT Context IO a
server :: T Server.T
server = asks mServer >>= lift . readMVar
get :: Player.Key -> T Session.T
get key =
(! key) . Server.sessions <$> server
current :: T Session.T
current = do
asks key >>= get
connection :: T Connection
connection = Session.connection <$> current
debug :: String -> T ()
debug message =
show <$> asks key
>>= lift . putStrLn . (++ ' ':message)
try :: (Server.T -> Either String Server.T) -> T (Maybe String)
try f = do
Context {mServer} <- ask
currentValue <- lift $ takeMVar mServer
lift $ case f currentValue of
Left message -> putMVar mServer currentValue >> return (Just message)
Right updated -> putMVar mServer updated >> return Nothing
{- Not using the previous to minimize the duration mServer gets locked -}
update :: (Server.T -> (Server.T, a)) -> T a
update f = do
Context {mServer} <- ask
lift $ modifyMVar mServer (return . f)
update_ :: (Server.T -> Server.T) -> T ()
update_ f = update $ (\x -> (x, ())) . f

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@ -3,66 +3,78 @@ module Automaton (
start start
) where ) where
import Control.Monad.Reader (asks) import Control.Monad.Reader (asks, lift)
import qualified Player (Session(..), Status(..)) import qualified Game (export, new)
import qualified Server (logIn, logOut, setStatus) import qualified Session (Status(..), T(..))
import qualified Session (App, T(..), current, debug, get, server, try, update) import qualified Server (get, logIn, logOut, setStatus, register)
import qualified Message (FromClient(..), T(..), broadcast, get, relay, send, sendTo) import qualified App (Context(..), T, current, debug, get, server, try, update, update_)
import qualified Message (FromClient(..), T(..), broadcast, get, relay, send, sendTo, update)
type Vertex = Player.Status type Vertex = Session.Status
edges :: Vertex -> Message.FromClient -> Session.App Vertex edges :: Vertex -> Message.FromClient -> App.T Vertex
edges (Player.LoggedIn False) logIn@(Message.LogIn login) = edges (Session.LoggedIn False) logIn@(Message.LogIn login) =
asks Session.key >>= Session.try . (Server.logIn login) asks App.key >>= App.try . (Server.logIn login)
>>= maybe >>= maybe
(Message.relay logIn Message.broadcast >> return (Player.LoggedIn True)) (Message.relay logIn Message.broadcast >> return (Session.LoggedIn True))
(withError $ Player.LoggedIn False) (withError $ Session.LoggedIn False)
edges (Player.LoggedIn True) logOut@Message.LogOut = do edges (Session.LoggedIn True) logOut@Message.LogOut = do
Message.relay logOut Message.broadcast Message.relay logOut Message.broadcast
asks Session.key >>= Session.update . Server.logOut asks App.key >>= App.update_ . Server.logOut
return (Player.LoggedIn False) return (Session.LoggedIn False)
edges (Player.LoggedIn True) invitation@(Message.Invitation {Message.to}) = do edges (Session.LoggedIn True) invitation@(Message.Invitation {Message.to}) = do
session <- Session.get to session <- App.get to
case Player.status session of case Session.status session of
Player.LoggedIn True -> do Session.LoggedIn True -> do
key <- asks Session.key key <- asks App.key
Session.update (Server.setStatus (Player.Answering key) to) App.update_ (Server.setStatus (Session.Answering key) to)
(Message.relay invitation $ Message.sendTo (to, session)) Message.broadcast $ Message.update {Message.paired = [key, to]}
return (Player.Waiting to) (Message.relay invitation $ Message.sendTo [(to, session)])
_ -> Player.LoggedIn True `withError` "They just left" return (Session.Waiting to)
_ -> Session.LoggedIn True `withError` "They just left"
edges (Player.Answering to) message@(Message.Answer {Message.accept}) = do edges (Session.Answering to) message@(Message.Answer {Message.accept}) = do
session <- Session.get to session <- App.get to
key <- asks Session.key key <- asks App.key
case Player.status session of case Session.status session of
Player.Waiting for | for == key -> do Session.Waiting for | for == key -> do
Message.relay message $ Message.sendTo (to, session) Message.relay message $ Message.sendTo [(to, session)]
newStatus <-
if accept if accept
then Session.debug "Yeah ! Let's start a game" >> return (Player.LoggedIn True) then do
else Session.debug "Oh, they said no" >> return (Player.LoggedIn True) gameKey <- Server.register <$> (lift $ Game.new for to) >>= App.update
_ -> (Player.LoggedIn True) `withError` "They're not waiting for your answer" game <- Server.get gameKey <$> App.server
current <- App.current
Message.sendTo [(to, session), (key, current)] $ Message.NewGame $ Game.export game
return $ Session.Playing gameKey
else do
Message.broadcast $ Message.update {Message.alone = [key, to]}
return $ Session.LoggedIn True
App.update_ $ Server.setStatus newStatus for
return newStatus
_ -> (Session.LoggedIn True) `withError` "They're not waiting for your answer"
edges state _ = edges state _ =
state `withError` ("Invalid message in state " ++ show state) state `withError` ("Invalid message in state " ++ show state)
withError :: Vertex -> String -> Session.App Vertex withError :: Vertex -> String -> App.T Vertex
withError vertex message = withError vertex message =
(Message.send $ Message.Error message) >> return vertex (Message.send $ Message.Error message) >> return vertex
run :: Session.App () run :: App.T ()
run = do run = do
message <- Message.get message <- Message.get
status <- Player.status <$> Session.current status <- Session.status <$> App.current
newStatus <- edges status message newStatus <- edges status message
Server.setStatus newStatus <$> asks Session.key >>= Session.update asks App.key >>= App.update_ . Server.setStatus newStatus
Session.debug $ show newStatus App.debug $ show newStatus
run run
start :: Session.App () start :: App.T ()
start = do start = do
Session.debug "Initial state" App.debug "Initial state"
Message.Welcome <$> Session.server <*> asks Session.key >>= Message.send Message.Welcome <$> App.server <*> asks App.key >>= Message.send
run run

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@ -1,9 +1,30 @@
{-# LANGUAGE MultiParamTypeClasses #-} {-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE GeneralizedNewtypeDeriving #-}
{-# LANGUAGE DeriveGeneric #-}
module Data ( module Data (
RW(..) Key(..)
, RW(..)
) where ) where
import Data.Aeson (FromJSON(..), ToJSON(..), ToJSONKey(..), genericToEncoding)
import Data.Aeson.Types (toJSONKeyText)
import Data.Text (pack)
import GHC.Generics
import qualified JSON (defaultOptions)
class RW a b where class RW a b where
update :: (a -> a) -> b -> b get :: b -> a
set :: a -> b -> b set :: a -> b -> b
set = update . const update :: (a -> a) -> b -> b
update f v =
set (f (get v)) v
newtype Key a = Key Int deriving (Eq, Ord, Enum, Read, Show, Generic)
instance FromJSON (Key a)
instance ToJSON (Key a) where
toEncoding = genericToEncoding JSON.defaultOptions
instance ToJSONKey (Key a) where
toJSONKey = toJSONKeyText (pack . \(Key n) -> show n)

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@ -1,19 +1,62 @@
{-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE StandaloneDeriving #-} {-# LANGUAGE StandaloneDeriving #-}
{-# LANGUAGE DeriveGeneric #-} {-# LANGUAGE DeriveGeneric #-}
module Game where {-# LANGUAGE GeneralizedNewtypeDeriving #-}
module Game (
Key
, State(..)
, T(..)
, export
, new
) where
import Hanafuda (Card(..)) import Data.Map (Map, (!), fromList, mapKeys)
import Hanafuda.KoiKoi (Move(..))
import Data.Aeson (FromJSON(..), ToJSON(..), genericToEncoding) import Data.Aeson (FromJSON(..), ToJSON(..), genericToEncoding)
import qualified JSON (singleLCField) import qualified JSON (singleLCField)
import qualified Data (Key)
import qualified Player (Key)
import qualified Hanafuda (Card(..), cardsOfPack)
import qualified Hanafuda.Player (Player(..), Seat(..))
import qualified Hanafuda.KoiKoi (Mode(..), Move(..), On(..), new)
import GHC.Generics import GHC.Generics
deriving instance Generic Card deriving instance Generic Hanafuda.Card
deriving instance Generic Move deriving instance Generic Hanafuda.KoiKoi.Move
instance FromJSON Card instance FromJSON Hanafuda.Card
instance ToJSON Card instance ToJSON Hanafuda.Card
instance FromJSON Move instance FromJSON Hanafuda.KoiKoi.Move
instance ToJSON Move where instance ToJSON Hanafuda.KoiKoi.Move where
toEncoding = genericToEncoding JSON.singleLCField toEncoding = genericToEncoding JSON.singleLCField
data T = T {
seats :: Map Hanafuda.Player.Seat Player.Key
, state :: Hanafuda.KoiKoi.On
}
type Key = Data.Key T
data State = State {
river :: [Hanafuda.Card]
, yakus :: Map Player.Key [Hanafuda.Card]
} deriving (Generic)
instance ToJSON State where
toEncoding = genericToEncoding JSON.singleLCField
new :: Player.Key -> Player.Key -> IO T
new p1 p2 = do
state <- Hanafuda.KoiKoi.new Hanafuda.KoiKoi.WholeYear
return $ T {
seats = fromList [(Hanafuda.Player.Player1, p1), (Hanafuda.Player.Player2, p2)]
, state
}
export :: T -> State
export (T {seats, state}) = State {
river = Hanafuda.cardsOfPack $ Hanafuda.KoiKoi.river state
, yakus = fmap extractYakus players
}
where
extractYakus = Hanafuda.cardsOfPack . Hanafuda.Player.meld
players = mapKeys (seats !) $ Hanafuda.KoiKoi.players state

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@ -11,28 +11,27 @@ import Control.Monad.Reader (ReaderT(..), asks)
import Control.Concurrent (newMVar, modifyMVar) import Control.Concurrent (newMVar, modifyMVar)
import Control.Exception (finally) import Control.Exception (finally)
import qualified Config (listenPort) import qualified Config (listenPort)
import qualified Player (openSession) import qualified Session (open)
import qualified Server (disconnect, join, new) import qualified Server (disconnect, new, register)
import qualified Session (App, T(..), update) import qualified App (Context(..), T, update_)
import qualified Message (FromClient(..), broadcast, relay) import qualified Message (FromClient(..), broadcast, relay)
import qualified Automaton (start) import qualified Automaton (start)
exit :: Session.App () exit :: App.T ()
exit = do exit = do
asks Session.key >>= Session.update . Server.disconnect asks App.key >>= App.update_ . Server.disconnect
Message.relay Message.LogOut Message.broadcast Message.relay Message.LogOut Message.broadcast
serverApp :: Session.App () -> Session.App () -> IO ServerApp serverApp :: App.T () -> App.T () -> IO ServerApp
serverApp onEnter onExit = do serverApp onEnter onExit = do
mServer <- newMVar Server.new mServer <- newMVar Server.new
return $ \pending -> do return $ \pending -> do
key <- acceptRequest pending session <- Session.open <$> acceptRequest pending
>>= return . Player.openSession key <- modifyMVar mServer (return . Server.register session)
>>= modifyMVar mServer . Server.join let app = App.Context {App.mServer, App.key}
let session = Session.T {Session.mServer, Session.key}
finally finally
(runReaderT onEnter session) (runReaderT onEnter app)
(runReaderT onExit session) (runReaderT onExit app)
main :: IO () main :: IO ()
main = do main = do

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@ -9,25 +9,29 @@ module Message (
, relay , relay
, send , send
, sendTo , sendTo
, update
) where ) where
import Data.List (intercalate)
import Data.Foldable (forM_)
import Data.Map (toList) import Data.Map (toList)
import Data.Aeson (FromJSON(..), ToJSON(..), eitherDecode', encode, genericParseJSON, genericToEncoding, defaultOptions) import Data.Aeson (FromJSON(..), ToJSON(..), eitherDecode', encode, genericParseJSON, genericToEncoding, defaultOptions)
import Network.WebSockets (receiveData, sendTextData) import Network.WebSockets (receiveData, sendTextData)
import Data.ByteString.Lazy.Char8 (unpack) import Data.ByteString.Lazy.Char8 (unpack)
import Control.Monad (mapM_) import Data.Text (Text)
import Control.Monad.Reader (asks, lift) import Control.Monad.Reader (asks, lift)
import qualified Player (Key, Name, Session(..)) import qualified Player (Key)
import qualified Game (State)
import qualified Session (T(..))
import qualified Server (T(..)) import qualified Server (T(..))
import qualified Session (App, T(..), connection, current, debug, server) import qualified App (Context(..), T, connection, current, debug, server)
import qualified Hanafuda.KoiKoi as KoiKoi (Move(..)) import qualified Hanafuda.KoiKoi as KoiKoi (Move(..))
import GHC.Generics (Generic) import GHC.Generics (Generic)
import Game ()
data FromClient = data FromClient =
Answer {accept :: Bool} Answer {accept :: Bool}
| Invitation {to :: Player.Key} | Invitation {to :: Player.Key}
| LogIn {name :: Player.Name} | LogIn {name :: Text}
| LogOut | LogOut
| Game {move :: KoiKoi.Move} | Game {move :: KoiKoi.Move}
| Ping | Ping
@ -41,6 +45,8 @@ instance FromJSON FromClient where
data T = data T =
Relay {from :: Player.Key, message :: FromClient} Relay {from :: Player.Key, message :: FromClient}
| Welcome {room :: Server.T, key :: Player.Key} | Welcome {room :: Server.T, key :: Player.Key}
| Update {alone :: [Player.Key], paired :: [Player.Key]}
| NewGame Game.State
| Pong | Pong
| Error {error :: String} | Error {error :: String}
deriving (Generic) deriving (Generic)
@ -48,40 +54,45 @@ data T =
instance ToJSON T where instance ToJSON T where
toEncoding = genericToEncoding defaultOptions toEncoding = genericToEncoding defaultOptions
sendTo :: (Player.Key, Player.Session) -> T -> Session.App () sendTo :: [(Player.Key, Session.T)] -> T -> App.T ()
sendTo (key, session) obj = do sendTo sessions obj = do
Session.debug $ '(' : show key ++ ") <" ++ (unpack encoded) App.debug $ '(' : intercalate ", " recipients ++ ") <" ++ (unpack encoded)
lift $ sendTextData (Player.connection session) $ encoded lift $ forM_ connections $ flip sendTextData encoded
where where
encoded = encode $ obj encoded = encode $ obj
(recipients, connections) = unzip [
(show key, Session.connection session) | (key, session) <- sessions
]
send :: T -> Session.App () send :: T -> App.T ()
send obj = do send obj = do
key <- asks Session.key key <- asks App.key
session <- Session.current session <- App.current
sendTo (key, session) obj sendTo [(key, session)] obj
broadcast :: T -> Session.App () broadcast :: T -> App.T ()
broadcast obj = broadcast obj =
(toList . Server.sessions) <$> Session.server App.server >>= flip sendTo obj . toList . Server.sessions
>>= mapM_ (flip sendTo obj)
relay :: FromClient -> (T -> Session.App ()) -> Session.App () relay :: FromClient -> (T -> App.T ()) -> App.T ()
relay message f = do relay message f = do
Session.debug "Relaying" App.debug "Relaying"
(\from -> f $ Relay {from, message}) =<< asks Session.key (\from -> f $ Relay {from, message}) =<< asks App.key
receive :: Session.App FromClient receive :: App.T FromClient
receive = do receive = do
received <- ((lift . receiveData) =<< Session.connection) received <- ((lift . receiveData) =<< App.connection)
Session.debug $ '>':(unpack received) App.debug $ '>':(unpack received)
case eitherDecode' received of case eitherDecode' received of
Left errorMessage -> send (Message.Error errorMessage) >> receive Left errorMessage -> send (Message.Error errorMessage) >> receive
Right clientMessage -> return clientMessage Right clientMessage -> return clientMessage
get :: Session.App Message.FromClient get :: App.T Message.FromClient
get = get =
receive >>= pong receive >>= pong
where where
pong Ping = send Pong >> get pong Ping = send Pong >> get
pong m = return m pong m = return m
update :: T
update = Update {alone = [], paired = []}

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@ -1,25 +1,22 @@
{-# LANGUAGE NamedFieldPuns #-} {-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE DeriveGeneric #-} {-# LANGUAGE DeriveGeneric #-}
{-# LANGUAGE MultiParamTypeClasses #-} {-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE GeneralizedNewtypeDeriving #-}
module Player ( module Player (
Key(..) Key
, Name , T(..)
, Session(..)
, Status(..)
, openSession
) where ) where
import Data.Text (Text, pack) import Data.Text (Text)
import Data.Aeson (FromJSON(..), ToJSON(..), ToJSONKey(..), genericToEncoding) import qualified Data (Key)
import Data.Aeson.Types (toJSONKeyText)
import qualified JSON (defaultOptions)
import qualified Data (RW(..))
import Network.WebSockets (Connection)
import GHC.Generics import GHC.Generics
newtype Key = Key Int deriving (Eq, Ord, Read, Show, Generic) data T = T {
newtype Name = Name Text deriving (Eq, Ord, Generic) name :: Text
} deriving (Eq, Ord, Generic)
type Key = Data.Key T
{-
instance FromJSON Key instance FromJSON Key
instance ToJSON Key where instance ToJSON Key where
toEncoding = genericToEncoding JSON.defaultOptions toEncoding = genericToEncoding JSON.defaultOptions
@ -30,23 +27,4 @@ instance ToJSONKey Key where
instance FromJSON Name instance FromJSON Name
instance ToJSON Name where instance ToJSON Name where
toEncoding = genericToEncoding JSON.defaultOptions toEncoding = genericToEncoding JSON.defaultOptions
-}
data Status =
LoggedIn Bool
| Answering Key
| Waiting Key
deriving (Show, Generic)
data Session = Session {
connection :: Connection
, status :: Status
}
instance Data.RW Status Session where
update f session@(Session {status}) = session {status = f status}
openSession :: Connection -> Session
openSession connection = Session {
connection
, status = LoggedIn False
}

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@ -1,78 +1,115 @@
{-# LANGUAGE NamedFieldPuns #-} {-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE FlexibleInstances #-} {-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE MultiParamTypeClasses #-} {-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE ScopedTypeVariables #-}
module Server ( module Server (
T(..) T(..)
, disconnect , disconnect
, join , get
, logIn , logIn
, logOut , logOut
, new , new
, register
, setStatus , setStatus
) where ) where
import Data.Map ((!?), Map, adjust, delete, insert, lookupMax) import Data.Aeson (ToJSON(..), (.=), object, pairs)
import Data.Map (Map, (!), (!?), adjust, delete, insert, lookupMax, mapWithKey)
import qualified Data.Map as Map (empty) import qualified Data.Map as Map (empty)
import Data.Aeson (ToJSON(..)) import Data.Monoid ((<>))
import Data.Set (Set, member)
import qualified Data.Set as Set (delete, empty, insert)
import Data.Text (Text)
import qualified Data (RW(..)) import qualified Data (RW(..))
import qualified Player (Key(..), Name, Session(..), Status(..)) import qualified Game (Key, T(..))
import qualified Player (Key, T(..))
import qualified Session (Status(..), T(..))
type Keys = Map Player.Name Player.Key type Names = Set Text
type Names = Map Player.Key Player.Name type Players = Map Player.Key Player.T
type Sessions = Map Player.Key Player.Session type Sessions = Map Player.Key Session.T
type Games = Map Game.Key Game.T
data T = T { data T = T {
keys :: Keys names :: Names
, names :: Names , players :: Players
, sessions :: Sessions , sessions :: Sessions
, games :: Games
} }
instance Data.RW Keys T where
update f server@(T {keys}) = server {keys = f keys}
instance Data.RW Names T where instance Data.RW Names T where
update f server@(T {names}) = server {names = f names} get = names
set names server = server {names}
instance Data.RW Players T where
get = players
set players server = server {players}
instance Data.RW Sessions T where instance Data.RW Sessions T where
update f server@(T {sessions}) = server {sessions = f sessions} get = sessions
set sessions server = server {sessions}
instance Data.RW Games T where
get = games
set games server = server {games}
newtype Player = Player (Text, Bool)
instance ToJSON Player where
toJSON (Player (name, alone)) = object ["name" .= name, "alone" .= alone]
toEncoding (Player (name, alone)) = pairs ("name" .= name <> "alone" .= alone)
export :: Sessions -> Player.Key -> Player.T -> Player
export sessions key player = Player (Player.name player, alone)
where
alone =
case Session.status (sessions ! key) of
Session.LoggedIn True -> True
_ -> False
instance ToJSON T where instance ToJSON T where
toJSON = toJSON . names toJSON (T {players, sessions}) = toJSON $ mapWithKey (export sessions) players
toEncoding = toEncoding . names toEncoding (T {players, sessions}) = toEncoding $ mapWithKey (export sessions) players
new :: T new :: T
new = T { new = T {
keys = Map.empty names = Set.empty
, names = Map.empty , players = Map.empty
, sessions = Map.empty , sessions = Map.empty
, games = Map.empty
} }
join :: Player.Session -> T -> IO (T, Player.Key) register :: forall a b. (Enum a, Ord a, Data.RW (Map a b) T) => b -> T -> (T, a)
join session server@(T {sessions}) = register x server =
return (Data.update (insert key session) server, key) let key = maybe (toEnum 0) (\(n, _) -> succ n) $ lookupMax $ (Data.get server :: Map a b) in
where (Data.update (insert key x) server, key)
key = Player.Key $ maybe 0 (\(Player.Key n, _) -> n+1) $ lookupMax sessions
get :: forall a b. (Ord a, Data.RW (Map a b) T) => a -> T -> b
get key server = (Data.get server :: Map a b) ! key
disconnect :: Player.Key -> T -> T disconnect :: Player.Key -> T -> T
disconnect key = disconnect key =
Data.update (delete key :: Sessions -> Sessions) . logOut key Data.update (delete key :: Sessions -> Sessions) . logOut key
logIn :: Player.Name -> Player.Key -> T -> Either String T logIn :: Text -> Player.Key -> T -> Either String T
logIn name key server = logIn name key server =
Data.update (insert name key) . Data.update (Set.insert name) .
Data.update (insert key name) . Data.update (insert key $ Player.T {Player.name}) .
setStatus (Player.LoggedIn True) key <$> setStatus (Session.LoggedIn True) key <$>
maybe (Right server) (\_-> Left "This name is already registered") (keys server !? name) if name `member` names server
then Left "This name is already registered"
else Right server
logOut :: Player.Key -> T -> T logOut :: Player.Key -> T -> T
logOut key server = logOut key server =
maybe maybe
server server
(\name -> (\player ->
Data.update (delete key :: Names -> Names) $ Data.update (delete key :: Players -> Players) $
setStatus (Player.LoggedIn False) key $ setStatus (Session.LoggedIn False) key $
Data.update (delete name :: Keys -> Keys) server) Data.update (Set.delete $ Player.name player :: Names -> Names) server)
(names server !? key) (players server !? key)
setStatus :: Player.Status -> Player.Key -> T -> T setStatus :: Session.Status -> Player.Key -> T -> T
setStatus status key = setStatus status key =
Data.update (adjust (Data.set status) key :: Sessions -> Sessions) Data.update (adjust (Data.set status) key :: Sessions -> Sessions)

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@ -1,59 +1,41 @@
{-# LANGUAGE NamedFieldPuns #-} {-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE DeriveGeneric #-}
module Session ( module Session (
App Status(..)
, T(..) , T(..)
, connection , open
, debug
, get
, current
, server
, try
, update
) where ) where
import Data.Map ((!))
import Control.Concurrent (MVar, modifyMVar_, putMVar, readMVar, takeMVar)
import Control.Monad.Reader (ReaderT(..), ask, asks, lift)
import Network.WebSockets (Connection) import Network.WebSockets (Connection)
import qualified Player (Key, Session(..)) import Data.Aeson (ToJSON(..), genericToEncoding)
import qualified Server (T(..)) import GHC.Generics (Generic)
import qualified JSON (singleLCField)
import qualified Data (RW(..))
import qualified Player (Key)
import qualified Game (Key)
data Status =
LoggedIn Bool
| Answering Player.Key
| Waiting Player.Key
| Playing Game.Key
deriving (Show, Generic)
instance ToJSON Status where
toEncoding = genericToEncoding JSON.singleLCField
data T = T { data T = T {
mServer :: MVar Server.T connection :: Connection
, key :: Player.Key , status :: Status
} }
type App a = ReaderT T IO a instance Data.RW Status T where
get = status
set status session = session {status}
server :: App Server.T open :: Connection -> T
server = asks mServer >>= lift . readMVar open connection = T {
connection
get :: Player.Key -> App Player.Session , status = LoggedIn False
get key = }
(! key) . Server.sessions <$> server
current :: App Player.Session
current = do
asks key >>= get
connection :: App Connection
connection = Player.connection <$> current
debug :: String -> App ()
debug message =
show <$> asks key
>>= lift . putStrLn . (++ ' ':message)
try :: (Server.T -> Either String Server.T) -> App (Maybe String)
try f = do
T {mServer} <- ask
currentValue <- lift $ takeMVar mServer
lift $ case f currentValue of
Left message -> putMVar mServer currentValue >> return (Just message)
Right updated -> putMVar mServer updated >> return Nothing
{- Not using the previous to minimize the duration mServer gets locked -}
update :: (Server.T -> Server.T) -> App ()
update f = do
T {mServer} <- ask
lift $ modifyMVar_ mServer (return . f)

View file

@ -1,56 +0,0 @@
window.addEventListener('load', function() {
var ws = new WebSocket('ws://' + window.location.hostname + '/play/');
var sessionKey = null;
var lib = Lib(ws);
var room = Room(document.getElementById('room'), lib);
var login = Login(document.getElementById('login'), lib);
var debug = document.getElementById('debug');
setTimeout(ping, 20000);
ws.addEventListener('message', function(event) {
var o = JSON.parse(event.data);
switch(o.tag) {
case "Welcome":
sessionKey = o.key;
room.populate(o.room, sessionKey);
break;
case "Pong":
setTimeout(ping, 10000);
break;
case "Relay":
relayedMessage(o)
break;
default:
debug.textContent = event.data;
}
});
function relayedMessage(o) {
switch(o.message.tag) {
case "LogIn":
room.enter(o.from, o.message.name);
if(o.from == sessionKey) {
login.on(o.from);
}
break;
case "LogOut":
room.leave(o.from);
if(o.from == sessionKey) {
login.off(o.from);
}
break;
case "Invitation":
var name = room.name(o.from);
var accept = false;
// invitations should come only from known players, in doubt say «no»
if(name) {
accept = confirm(name + " has invited you to a game");
}
lib.send({tag: "Answer", accept: accept});
}
}
function ping() {
lib.send({tag: "Ping"});
}
});

11
www/dom.js Normal file
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@ -0,0 +1,11 @@
function Dom() {
return {
clear: clear
}
function clear(elem) {
while(elem.firstChild) {
elem.removeChild(elem.firstChild);
}
}
}

View file

@ -2,28 +2,39 @@
<html> <html>
<head> <head>
<title>KoiKoi</title> <title>KoiKoi</title>
<script src="lib.js"></script> <script src="dom.js"></script>
<script src="sort.js"></script>
<script src="session.js"></script>
<script src="login.js"></script> <script src="login.js"></script>
<script src="room.js"></script> <script src="room.js"></script>
<script src="connect.js"></script> <script src="screen.js"></script>
<script src="messaging.js"></script>
<script src="main.js"></script>
<link rel="stylesheet" href="skin.css" type="text/css"/> <link rel="stylesheet" href="skin.css" type="text/css"/>
</head> </head>
<body> <body>
<p>Hanafuda</p> <div id="reception" class="on">
<h1>Hanafuda</h1>
<form id="login"> <form id="login">
<p id="join"> <input type="submit" name="submitButton" hidden disabled/>
<label for="name">Name</label><input type="text" name="name"/> <p id="join" class="on">
<input type="submit" name="join" value="Join"/> <label for="you">Pick a name you like</label><input type="text" name="you"/>
<input type="submit" name="join" value="Join" disabled/>
</p> </p>
<p id="invite">
<label for="them">Start a game with</label><input type="text" name="them"/>
<input type="submit" name="invite" value="Invite" disabled/>
</p>
<ul class="players"></ul>
<p id="leave"> <p id="leave">
<input type="button" name="leave" value="Leave"/> <input type="button" name="leave" value="Leave"/>
</p> </p>
</form> </form>
<form id="room" class="off"> </div>
<ul class="players"> <div id="game">
</ul> <ul id="river"></ul>
<input type="submit" name="invite" value="Invite to a game" disabled/> <ul id="hand"></ul>
</form> </div>
<p id="debug"></p> <p id="debug"></p>
</body> </body>
</html> </html>

View file

@ -1,23 +1,132 @@
function Login(domElem, lib) { function Login(modules) {
domElem.addEventListener('submit', function(e) { var root = document.getElementById('login');
var players = root.getElementsByClassName('players')[0];
var join = document.getElementById("join");
var invite = document.getElementById("invite");
var submit = root.submitButton;
var them = null;
root.addEventListener('submit', function(e) {
e.preventDefault(); e.preventDefault();
lib.send({tag: "LogIn", name: domElem.name.value}) if(modules.session.loggedIn()) {
modules.messaging.send({tag: "Invitation", to: them});
} else {
modules.messaging.send({tag: "LogIn", name: root.you.value});
}
}); });
domElem.leave.addEventListener('click', function(e) {
root.leave.addEventListener('click', function(e) {
e.preventDefault(); e.preventDefault();
lib.send({tag: "LogOut"}) lib.send({tag: "LogOut"})
}); });
return { root.you.addEventListener("input", function() {refreshPlayers(false);});
on: on, root.them.addEventListener("input", function() {refreshPlayers(true);});
off: off
modules.messaging.addEventListener(["Welcome"], function() {
refreshPlayers(modules.session.loggedIn());
});
modules.messaging.addEventListener(["Update"], function(o) {
refreshPlayers(modules.session.loggedIn());
});
modules.messaging.addEventListener(["Relay", "LogIn"], function() {
playersChanged();
});
modules.messaging.addEventListener(["Relay", "LogOut"], function() {
playersChanged();
});
modules.messaging.addEventListener(["Relay", "Invitation"], function(o) {
var name = modules.room.name(o.from);
var accept = false;
// invitations should come only from known players, in doubt say «no»
if(name) {
accept = confirm(name + " has invited you to a game");
if(accept) {
modules.screen.select("game");
}
}
modules.messaging.send({tag: "Answer", accept: accept});
});
modules.messaging.addEventListener(["Relay", "Answer"], function(o) {
if(o.message.accept) {
modules.screen.select("game");
}
});
return {};
function playersChanged() {
var loggedIn = modules.session.loggedIn();
setMode(loggedIn);
refreshPlayers(loggedIn);
}
function refreshPlayers(loggedIn) {
modules.dom.clear(players);
if(loggedIn) {
refreshThem();
} else {
refreshYou();
}
}
function refreshYou() {
var nameTaken = false;
var name = root.you.value;
modules.room.filter(name).forEach(function(player) {
players.appendChild(player.dom);
nameTaken = nameTaken || name == player.name;
});
formDisable("join", name.length < 1 || nameTaken);
}
function refreshThem() {
them = null;
var name = root.them.value;
var filtered = modules.room.filter(name);
filtered.forEach(function(player) {
players.appendChild(player.dom);
});
var exact = filtered.find(exactMatch(name));
players.classList.remove("alone", "notFound");
if(exact != undefined) {
them = exact.key;
} else if(filtered.length == 1) {
them = filtered[0].key;
} else if(filtered.length == 0) {
players.classList.add(name.length > 0 ? "notFound" : "alone");
}
formDisable("invite", them == undefined);
}
function formDisable(name, disabled) {
[submit, root[name]].forEach(function(button) {
button.disabled = disabled;
});
}
function exactMatch(name) {
return function(player) {
return player.name === name;
}; };
function on(name) {
domElem.className = "on";
} }
function off() { function setMode(loggedIn) {
domElem.className = ""; root.join.disabled = loggedIn;
root.invite.disabled = !loggedIn;
if(loggedIn) {
join.className = "";
invite.className = "on";
root.them.focus();
} else {
join.className = "on";
invite.className = "";
root.you.focus();
}
} }
} }

11
www/main.js Normal file
View file

@ -0,0 +1,11 @@
window.addEventListener('load', function() {
var dom = Dom();
var sort = Sort();
var screen = Screen();
var messaging = Messaging();
var session = Session({messaging: messaging});
var room = Room({dom: dom, messaging: messaging, session: session, sort: sort});
var login = Login({dom: dom, messaging: messaging, room: room, screen: screen, session: session});
messaging.start();
});

62
www/messaging.js Normal file
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@ -0,0 +1,62 @@
function Messaging(screen) {
var ws = new WebSocket('ws://' + window.location.hostname + '/play/');
var keepAlivePeriod = 20000;
var routes = {callbacks: [], children: {}};
return {
addEventListener: addEventListener,
send: send,
start: start
}
function get(obj, path, write) {
write = write || false;
if(path.length < 1) {
return obj;
} else {
if(obj.children[path[0]] == undefined && write) {
obj.children[path[0]] = {callbacks: [], children: {}};
}
if(obj.children[path[0]] != undefined) {
return get(obj.children[path[0]], path.slice(1), write);
} else {
return null;
}
}
}
function addEventListener(path, callback) {
var route = get(routes, path, true);
route.callbacks.push(callback);
}
function messageListener(event) {
var o = JSON.parse(event.data);
var path = [];
var tmp = o;
while(tmp != undefined && tmp.tag != undefined) {
path.push(tmp.tag);
tmp = tmp.message;
}
var route = get(routes, path);
if(route != undefined && route.callbacks != undefined) {
route.callbacks.forEach(function(f) {f(o);});
} else {
debug.textContent = event.data;
}
};
function start() {
ping();
addEventListener(["Pong"], ping);
ws.addEventListener('message', messageListener);
}
function send(o) {
ws.send(JSON.stringify(o));
}
function ping() {
setTimeout(function() {send({tag: "Ping"});}, keepAlivePeriod);
}
}

View file

@ -1,4 +1,14 @@
function Room(domElem, lib) { function Room(modules) {
function Player(key, name, alone) {
this.key = key;
this.name = name;
this.alone = alone;
this.dom = document.createElement('li');
this.dom.textContent = name;
this.position = null;
}
var players = {}; var players = {};
var sortedKeys = []; var sortedKeys = [];
var session = { var session = {
@ -6,67 +16,61 @@ function Room(domElem, lib) {
loggedIn: false, loggedIn: false,
selected: null selected: null
}; };
var playersList = domElem.getElementsByClassName('players')[0];
domElem.addEventListener('submit', function(e) { modules.messaging.addEventListener(["Welcome"], function(o) {
e.preventDefault(); for(var key in o.room) {
lib.send({tag: "Invitation", to: session.selected}) enter(parseInt(key), o.room[key]);
}
}); });
var compareKeysByLogin = lib.funMap(function(key) {return players[key].name;}, lib.defaultCompare);
modules.messaging.addEventListener(["Update"], function(o) {
o.alone.forEach(function(key) {players[key].alone = true;});
o.paired.forEach(function(key) {players[key].alone = false;});
});
modules.messaging.addEventListener(["Relay", "LogIn"], function(o) {
enter(o.from, o.message);
});
modules.messaging.addEventListener(["Relay", "LogOut"], function(o) {
leave(o.from);
});
var compareKeysByLogin = modules.sort.map(function(key) {return players[key].name;}, modules.sort.defaultCompare);
return { return {
populate: populate, filter: filter,
enter: enter, enter: enter,
leave: leave, leave: leave,
name: name name: name
}; };
function Player(key, name) { function filter(name) {
var player = { if(modules.session.loggedIn()) {
name: name, var keep = function(player) {
dom: document.createElement('li'), return player.name.match(name) && !modules.session.is(player.key) && player.alone;
position: null
}; };
player.dom.textContent = name;
if(key != session.key) {
player.dom.addEventListener('click', function(e) {
e.preventDefault();
if(session.loggedIn) {
select(key);
}
});
} else { } else {
on(); var keep = function(player) {return player.name.match(name);};
player.dom.title = "Hey ! That's you !";
} }
return player; return sortedKeys.reduce(function(accumulator, key) {
var player = players[key];
return keep(player) ? accumulator.concat(player) : accumulator;
}, []);
} }
function populate(playersHash, sessionKey) { function enter(key, obj) {
session.key = sessionKey; var name = obj.name || "anon";
lib.clearElement(playersList); var alone = obj.alone != undefined ? obj.alone : true;
for(var key in playersHash) { var player = new Player(key, name, alone);
enter(parseInt(key), playersHash[key] || "anon");
}
}
function enter(key, name) {
var player = Player(key, name);
players[key] = player; players[key] = player;
player.position = lib.insert(key, sortedKeys, compareKeysByLogin); player.position = modules.sort.insert(key, sortedKeys, compareKeysByLogin);
beforePlayer = players[sortedKeys[player.position]];
playersList.insertBefore(player.dom, beforePlayer && beforePlayer.dom);
sortedKeys.splice(player.position, 0, key); sortedKeys.splice(player.position, 0, key);
} }
function leave(key) { function leave(key) {
var player = players[key]; var player = players[key];
if(key === session.key) {
off();
} else if(key === session.selected) {
reset();
}
if(player != undefined) { if(player != undefined) {
playersList.removeChild(player.dom);
sortedKeys.splice(player.position, 1); sortedKeys.splice(player.position, 1);
delete players[key]; delete players[key];
} }
@ -76,38 +80,4 @@ function Room(domElem, lib) {
player = players[key]; player = players[key];
return player && player.name; return player && player.name;
} }
function on() {
domElem.className = "";
session.loggedIn = true;
}
function off() {
domElem.className = "off";
session.loggedIn = false;
reset();
}
function select(key) {
if(key === session.selected) {
unselect(key);
} else {
reset();
players[key].dom.className = "selected";
session.selected = key;
domElem.invite.disabled = false;
}
}
function reset() {
if(session.selected) {
unselect(session.selected);
}
}
function unselect(key) {
players[key].dom.className = "";
session.selected = null;
domElem.invite.disabled = true;
}
} }

13
www/screen.js Normal file
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@ -0,0 +1,13 @@
function Screen() {
var current = document.querySelector("body > div.on");
return {
select: select
};
function select(name) {
current.className = "";
current = document.getElementById(name);
current.className = "on";
}
}

27
www/session.js Normal file
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@ -0,0 +1,27 @@
function Session(modules) {
var key = null;
var name = null;
modules.messaging.addEventListener(["Welcome"], function(o) {
key = o.key;
});
modules.messaging.addEventListener(["Relay", "LogIn"], function(o) {
if(is(o.from)) {
name = o.message.name;
}
});
return {
is: is,
loggedIn: loggedIn
};
function is(sessionKey) {
return key == sessionKey;
}
function loggedIn() {
return name != undefined;
}
}

View file

@ -1,3 +1,19 @@
body > div {
display: none;
}
body > div.on {
display: block;
}
#join, #invite {
display: none;
}
#join.on, #invite.on {
display: block;
}
#leave { #leave {
display: none; display: none;
} }
@ -10,19 +26,24 @@
display: inline; display: inline;
} }
#room .players { #login .players {
min-height: 4em; min-height: 4em;
border: 1px solid #ccc; border: 1px solid #ccc;
list-style: none; list-style: none;
padding-left: 0; padding-left: 0;
cursor: pointer;
} }
#room.off .players li { .players:empty::before {
color: #777; display: block;
text-align: center;
margin: 1em;
color: #555;
} }
#room .players .selected { .players.alone::before {
background: #92c8f6; content: "No one to play with yet ! Wait a little";
color: #fff; }
.players.notFound::before {
content: "No one by that name is awaiting an opponent";
} }

View file

@ -1,18 +1,10 @@
function Lib(ws) { function Sort() {
return { return {
clearElement: clearElement,
defaultCompare: defaultCompare, defaultCompare: defaultCompare,
funMap: funMap, map: map,
insert: insert, insert: insert,
send: send
}; };
function clearElement(elem) {
while(elem.firstChild) {
elem.removeChild(elem.firstChild);
}
}
function insert(obj, t, compare, min, max) { function insert(obj, t, compare, min, max) {
min = min == undefined ? 0 : min; min = min == undefined ? 0 : min;
max = max == undefined ? t.length : max; max = max == undefined ? t.length : max;
@ -38,14 +30,11 @@ function Lib(ws) {
} }
} }
function funMap(projector, f) { function map(projector, f) {
return function() { return function() {
var args = Array.prototype.map.call(arguments, projector); var args = Array.prototype.map.call(arguments, projector);
return f.apply(null, args); return f.apply(null, args);
} }
} }
function send(o) {
ws.send(JSON.stringify(o));
}
} }