Separate PlayerIDs from SessionIDs and simplify protocol accordingly

This commit is contained in:
Tissevert 2019-11-12 23:25:00 +01:00
parent 50b24a0db6
commit bfb4837352
8 changed files with 151 additions and 142 deletions

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@ -41,6 +41,7 @@ executable hanafudapi
, http-types
, aeson
, mtl
, random
, saltine
, text
, vector

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@ -2,20 +2,16 @@
module App (
T
, Context(..)
, connection
, debug
, get
, current
, exec
, server
, try
, session
, update
, update_
) where
import Control.Concurrent (MVar, modifyMVar, putMVar, readMVar, takeMVar)
import Control.Concurrent (MVar, modifyMVar, readMVar)
import Control.Monad.Reader (ReaderT(..), ask, asks, lift)
import Data.Map ((!))
import Network.WebSockets (Connection)
import qualified Server (T(..))
import qualified Session (ID, T(..))
@ -29,35 +25,25 @@ type T a = ReaderT Context IO a
server :: T Server.T
server = asks mServer >>= lift . readMVar
get :: Session.ID -> T Session.T
get sessionID =
(! sessionID) . Server.sessions <$> server
get :: (Server.T -> a) -> T a
get projector =
projector <$> server
current :: T Session.T
current = do
asks sessionID >>= get
connection :: T Connection
connection = Session.connection <$> current
session :: T Session.T
session = do
Context {sessionID} <- ask
get $ (! sessionID) . Server.sessions
debug :: String -> T ()
debug message =
show <$> asks sessionID
>>= 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
exec :: (Server.T -> IO (Server.T, a)) -> T a
exec f = do
Context {mServer} <- ask
lift $ modifyMVar mServer (return . f)
lift $ modifyMVar mServer f
update_ :: (Server.T -> Server.T) -> T ()
update_ f = update $ (\x -> (x, ())) . f
update :: (Server.T -> Server.T) -> T ()
update f = exec $ (\x -> return (x, ())) . f

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@ -1,86 +1,74 @@
{-# LANGUAGE NamedFieldPuns #-}
module Automaton (
start
loop
) where
import qualified App (Context(..), T, current, debug, get, server, try, update_)
import qualified App (Context(..), T, exec, server, session, update)
import Control.Monad.Reader (asks)
import qualified Game (new, play)
import qualified Hanafuda.Message as Message (FromClient(..), T(..))
import qualified Messaging (
broadcast, get, notifyPlayers, relay, send, sendTo
)
import qualified RW (RW(..))
import qualified Server (logIn, logOut, update, players)
import qualified Session (Status(..), T(..), Update)
import qualified Player (T(..))
import qualified Server (logIn, logOut, register, room, update)
import qualified Session (Status, T(..), setPlayer)
receive :: Message.FromClient -> Bool -> App.T ()
receive :: Message.FromClient -> Session.Status -> App.T ()
receive logIn@(Message.LogIn login) False =
asks App.playerID >>= App.try . (Server.logIn login)
>>= maybe
(Messaging.relay logIn Messaging.broadcast >> setSessionStatus (Session.Status True))
sendError
receive (Message.Hello {Message.name}) Nothing = do
sessionID <- asks App.sessionID
playerID <- App.exec (Server.register sessionID)
room <- Server.room <$> App.server
App.update (Server.update sessionID $ Session.setPlayer playerID name)
Messaging.send $ Message.Welcome room playerID
receive logOut@Message.LogOut True = do
receive (Message.Hello {Message.name}) (Just player) = do
sessionID <- asks App.sessionID
App.update (Server.update sessionID setName)
where
setName session = session {Session.player = Just $ player {Player.name}}
receive (Message.Tadaima {Message.myID, Message.name}) Nothing = do
sessionID <- asks App.sessionID
App.update $ Server.logIn name myID sessionID
Message.Okaeri . Server.room <$> App.server >>= Messaging.send
receive (Message.Tadaima {}) (Just _) = sendError "You're already logged in"
receive logOut@Message.LogOut (Just _) = do
asks App.sessionID >>= App.update . Server.logOut
Messaging.relay logOut Messaging.broadcast
asks App.playerID >>= App.update_ . Server.logOut
setSessionStatus (Session.Status False)
receive invitation@(Message.Invitation {Message.to}) True = do
session <- App.get to
if Session.loggedIn $ Session.status session
receive invitation@(Message.Invitation {Message.to}) (Just _) =
Messaging.relay invitation (Messaging.sendTo [to])
receive answer@(Message.Answer {Message.accept, Message.to}) (Just player) =
if accept
then do
from <- asks App.playerID
App.update_ (Server.update to (RW.set $ Session.Answering from :: Session.Update))
else sendError "They just left"
game <- Game.new (Player.playerID player, to)
Messaging.notifyPlayers game []
else Messaging.relay answer (Messaging.sendTo [to])
receive (Session.LoggedIn True) message@(Message.Answer {Message.accept}) = do
session <- App.get to
playerID <- asks App.playerID
case Session.status session of
Session.Waiting for | for == playerID -> do
Messaging.relay message $ Messaging.sendTo [to]
newStatus <-
if accept
then do
game <- Game.new (for, to)
Messaging.notifyPlayers game []
return Session.Playing
else do
return $ Session.LoggedIn True
App.update_ $ Server.update to (RW.set newStatus :: Session.Update)
setSessionStatus newStatus
_ -> sendError "They're not waiting for your answer"
receive Session.Playing (Message.Play {Message.move, Message.onGame}) = do
playerID <- asks App.playerID
result <- Game.play playerID move onGame
receive (Message.Play {Message.move, Message.onGame}) (Just player) = do
result <- Game.play (Player.playerID player) move onGame
case result of
Left message -> sendError message
Right (newGame, logs) -> Messaging.notifyPlayers newGame logs
receive Session.Playing Message.Quit = setSessionStatus (Session.LoggedIn True)
receive state _ = sendError $ "Invalid message in state " ++ show state
receive message state =
sendError $ "Invalid message " ++ show message ++ " in " ++ showState
where
showState =
case state of
Nothing -> "disconnected state"
Just _ -> "connected state"
sendError :: String -> App.T ()
sendError = Messaging.send . Message.Error
setSessionStatus :: Session.Status -> App.T ()
setSessionStatus newStatus = do
playerID <- asks App.playerID
App.update_ $ Server.update playerID $ (RW.set newStatus :: Session.Update)
App.debug $ show newStatus
loop :: App.T ()
loop = do
message <- Messaging.get
receive message (Status.loggedIn . Session.status <$> App.current)
loop
start :: App.T ()
start = do
App.debug "Initial state"
Message.Welcome . Server.players <$> App.server <*> asks App.playerID >>= Messaging.send
(receive message . Session.player) =<< App.session
loop

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@ -2,8 +2,8 @@
{-# LANGUAGE NamedFieldPuns #-}
module Main where
import qualified App (Context(..), T, update_)
import qualified Automaton (start)
import qualified App (Context(..), T, update)
import qualified Automaton (loop)
import qualified Config (listenPort)
import Control.Concurrent (newMVar, modifyMVar)
import Control.Exception (finally)
@ -16,21 +16,21 @@ import Network.Wai (responseLBS)
import Network.Wai.Handler.Warp (run)
import Network.Wai.Handler.WebSockets (websocketsOr)
import Network.WebSockets (ServerApp, acceptRequest, defaultConnectionOptions)
import qualified Server (disconnect, new, register)
import qualified Server (logOut, new, register)
import qualified Session (open)
exit :: App.T ()
exit = do
asks App.playerID >>= App.update_ . Server.disconnect
relay Message.LogOut broadcast
asks App.sessionID >>= App.update . Server.logOut
Messaging.relay Message.LogOut broadcast
serverApp :: App.T () -> App.T () -> IO ServerApp
serverApp onEnter onExit = do
mServer <- newMVar =<< Server.new
return $ \pending -> do
session <- Session.open <$> acceptRequest pending
playerID <- modifyMVar mServer (return . Server.register session)
let app = App.Context {App.mServer, App.playerID}
sessionID <- modifyMVar mServer (Server.register session)
let app = App.Context {App.mServer, App.sessionID}
finally
(runReaderT onEnter app)
(runReaderT onExit app)
@ -38,7 +38,7 @@ serverApp onEnter onExit = do
main :: IO ()
main = do
sodiumInit
app <- serverApp Automaton.start exit
app <- serverApp Automaton.loop exit
run Config.listenPort $ websocketsOr defaultConnectionOptions app blockNonWS
where
blockNonWS _ = ( $ responseLBS badRequest400 [] "Use a websocket")

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@ -12,48 +12,59 @@ module Messaging (
, sendTo
) where
import qualified App (Context(..), T, connection, debug, server)
import Control.Monad.Reader (asks, lift)
import qualified App (T, debug, server, session)
import Control.Monad.Reader (lift)
import Data.Aeson (eitherDecode', encode)
import Data.ByteString.Lazy.Char8 (unpack)
import Data.Foldable (forM_)
import Data.List (intercalate)
import Data.Map (keys)
import Data.Map (elems, keys)
import Data.Maybe (maybeToList)
import qualified Data.Set as Set (fromList, member)
import qualified Game (exportGame)
import qualified Hanafuda.KoiKoi as KoiKoi (Action, Game(..), PlayerID)
import Hanafuda.Message (FromClient(..), T(..))
import qualified Hanafuda.Message as Message (T)
import Network.WebSockets (receiveData, sendTextData)
import qualified Game (exportGame)
import qualified Server (T(..), get)
import Player (playerID, showDebug)
import qualified Server (T(..), sessionsWhere)
import qualified Session (T(..))
sendToSessions :: [Session.T] -> Message.T -> App.T ()
sendToSessions sessions obj = do
App.debug $ '(' : intercalate ", " recipients ++ ") <" ++ (unpack encoded)
lift . mapM_ (flip sendTextData encoded) $ Session.connection <$> sessions
where
encoded = encode $ obj
recipients = fmap showDebug . maybeToList . Session.player =<< sessions
sendTo :: [KoiKoi.PlayerID] -> Message.T -> App.T ()
sendTo playerIDs obj = do
sessions <- getSessions <$> App.server
App.debug $ '(' : intercalate ", " recipients ++ ") <" ++ (unpack encoded)
lift $ forM_ (Session.connection <$> sessions) $ flip sendTextData encoded
sessions <- Server.sessionsWhere selectedPlayer <$> App.server
sendToSessions (elems sessions) obj
where
encoded = encode $ obj
getSessions server = (\playerID -> Server.get playerID server) <$> playerIDs
recipients = show <$> playerIDs
selectedPlayer playerID _ = Set.member playerID $ Set.fromList playerIDs
send :: Message.T -> App.T ()
send obj = do
sessionID <- asks App.sessionID
sendTo [sessionID] obj
currentSession <- App.session
sendToSessions [currentSession] obj
broadcast :: Message.T -> App.T ()
broadcast obj =
App.server >>= flip sendTo obj . keys . Server.sessions
(elems . Server.sessions) <$> App.server >>= flip sendToSessions obj
relay :: FromClient -> (Message.T -> App.T ()) -> App.T ()
relay message f = do
App.debug "Relaying"
(\from -> f $ Relay {from, message}) =<< asks App.sessionID
maybe bounce doRelay . Session.player =<< App.session
where
doRelay player = f $ Relay {from = playerID player, message}
bounce = send (Error "Unidentified client can't relay messages")
receive :: App.T FromClient
receive = do
received <- ((lift . receiveData) =<< App.connection)
received <- ((lift . receiveData . Session.connection) =<< App.session)
App.debug $ '>':(unpack received)
case eitherDecode' received of
Left errorMessage -> send (Error errorMessage) >> receive

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@ -1,11 +1,18 @@
{-# LANGUAGE NamedFieldPuns #-}
module Player (
T(..)
T(..)
, showDebug
) where
import Data.Text (Text)
import Hanafuda.ID (ID(..))
import Hanafuda.KoiKoi (PlayerID)
import Text.Printf (printf)
data T = T {
playerID :: PlayerID
, name :: Text
} deriving (Show)
showDebug :: T -> String
showDebug (T {playerID, name}) = printf "%s (%d)" name (getID playerID)

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@ -5,36 +5,40 @@
{-# LANGUAGE ScopedTypeVariables #-}
module Server (
T(..)
, disconnect
, get
, logIn
, logOut
, new
, register
, room
, select
, sessionsWhere
, update
) where
import Data.Map (Map, (!), (!?), adjust, delete, insert, lookupMax)
import qualified Data.Map as Map (empty)
import Data.Map (Map, (!), (!?), adjust, delete, insert)
import qualified Data.Map as Map (empty, lookup, mapMaybeWithKey)
import Data.Text (Text)
import Hanafuda.KoiKoi (PlayerID)
import Hanafuda.Message (Room)
import Keys (getKeys)
import qualified Keys (T)
import qualified Player (T(..))
import qualified RW (RW(..))
import qualified Session (ID, T(..), Update)
import qualified Session (ID, T(..), setPlayer)
import System.Random (Random(..))
type Players = Map PlayerID Session.ID
type SessionIDs = Map PlayerID Session.ID
type Sessions = Map Session.ID Session.T
data T = T {
keys :: Keys.T
, players :: Players
, sessionIDsByPlayerID :: SessionIDs
, sessions :: Sessions
}
instance RW.RW Players T where
get = players
set players server = server {players}
instance RW.RW SessionIDs T where
get = sessionIDsByPlayerID
set sessionIDsByPlayerID server = server {sessionIDsByPlayerID}
instance RW.RW Sessions T where
get = sessions
@ -43,14 +47,28 @@ instance RW.RW Sessions T where
new :: IO T
new = getKeys >>= \keys -> return $ T {
keys
, players = Map.empty
, sessionIDsByPlayerID = Map.empty
, sessions = Map.empty
}
register :: forall a b. (Enum a, Ord a, RW.RW (Map a b) T) => b -> T -> (T, a)
register x server =
let newID = maybe (toEnum 0) (\(n, _) -> succ n) $ lookupMax $ (RW.get server :: Map a b) in
(RW.update (insert newID x) server, newID)
room :: T -> Room
room = fmap Player.name . select (\_ -> Session.player)
select :: (PlayerID -> Session.T -> Maybe a) -> T -> Map PlayerID a
select selector (T {sessionIDsByPlayerID, sessions}) =
Map.mapMaybeWithKey selected sessionIDsByPlayerID where
selected playerID sessionID =
Map.lookup sessionID sessions >>= selector playerID
sessionsWhere :: (PlayerID -> Session.T -> Bool) -> T -> Map PlayerID Session.T
sessionsWhere predicate = select selectorOfPredicate where
selectorOfPredicate playerID session =
if predicate playerID session then Just session else Nothing
register :: forall a b. (Random a, Ord a, RW.RW (Map a b) T) => b -> T -> IO (T, a)
register x server = do
newID <- randomIO
return (RW.update (insert newID x) server, newID)
get :: forall a b. (Ord a, RW.RW (Map a b) T) => a -> T -> b
get keyID server = (RW.get server :: Map a b) ! keyID
@ -59,20 +77,15 @@ update :: forall a b. (Ord a, RW.RW (Map a b) T) => a -> (b -> b) -> T -> T
update keyID updator =
RW.update (adjust updator keyID :: Map a b -> Map a b)
disconnect :: Session.ID -> T -> T
disconnect sessionID =
RW.update (delete sessionID :: Sessions -> Sessions) . logOut sessionID
logIn :: Text -> PlayerID -> Session.ID -> T -> T
logIn name playerID sessionID =
RW.update (insert playerID sessionID) .
update sessionID (RW.set $ Just player :: Session.Update)
where
player = Player.T {Player.playerID, Player.name}
update sessionID (Session.setPlayer playerID name)
logOut :: Session.ID -> T -> T
logOut sessionID server =
RW.update (delete sessionID :: Sessions -> Sessions) $
case (sessions server !? sessionID) >>= Session.player of
Nothing -> server
Just player ->
RW.update (delete (Player.playerID player) :: Players -> Players) server
RW.update (delete (Player.playerID player) :: SessionIDs -> SessionIDs) server

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@ -1,28 +1,31 @@
{-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE FlexibleInstances #-}
module Session (
ID
, Status
, T(..)
, Update
, open
, setPlayer
) where
import Data.Text (Text)
import qualified Hanafuda.ID as Hanafuda (ID)
import Hanafuda.KoiKoi (PlayerID)
import Network.WebSockets (Connection)
import qualified Player (T)
import qualified RW (RW(..))
import qualified Player (T(..))
type ID = Hanafuda.ID T
type Status = Maybe Player.T
data T = T {
connection :: Connection
, player :: Maybe Player.T
, player :: Status
}
type ID = Hanafuda.ID T
type Update = T -> T
instance RW.RW (Maybe Player.T) T where
get = player
set player session = session {player}
setPlayer :: PlayerID -> Text -> Session.Update
setPlayer playerID name session = session {
player = Just $ Player.T {Player.playerID, Player.name}
}
open :: Connection -> T
open connection = T {