gameServer/NetRoutines.hs
author unc0rr
Mon, 02 Mar 2009 21:13:07 +0000
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laser beam by nemo reworked a bit by me
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{-# LANGUAGE PatternSignatures #-}
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module NetRoutines where
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import Network
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import Network.Socket
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import System.IO
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import Control.Concurrent
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import Control.Concurrent.Chan
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import Control.Concurrent.STM
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import Control.Exception
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import Data.Time
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-----------------------------
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import CoreTypes
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import ClientIO
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sockAddr2String :: SockAddr -> IO String
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sockAddr2String (SockAddrInet _ hostAddr) = inet_ntoa hostAddr
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sockAddr2String (SockAddrInet6 _ _ (a, b, c, d) _) = return (foldr1 (\a b -> a ++ ":" ++ b) [show a, show b, show c, show d])
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acceptLoop :: Socket -> Chan CoreMessage -> Int -> IO ()
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acceptLoop servSock coreChan clientCounter = do
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	Control.Exception.handle
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		(\(_ :: Exception) -> putStrLn "exception on connect") $
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		do
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		(socket, sockAddr) <- Network.Socket.accept servSock
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		cHandle <- socketToHandle socket ReadWriteMode
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		hSetBuffering cHandle LineBuffering
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		clientHost <- sockAddr2String sockAddr
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		currentTime <- getCurrentTime
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		--putStrLn $ (show currentTime) ++ " new client id: " ++ (show nextID)
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		sendChan <- newChan
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		let newClient =
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				(ClientInfo
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					nextID
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					sendChan
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					cHandle
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					clientHost
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					--currentTime
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					""
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					""
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					False
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					0
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					0
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					False
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					False
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					False
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					False
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					False
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					)
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		writeChan coreChan $ Accept newClient
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		forkIO $ clientRecvLoop cHandle coreChan nextID
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		forkIO $ clientSendLoop cHandle coreChan sendChan nextID
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		return ()
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	yield -- hm?
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	acceptLoop servSock coreChan nextID
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	where
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		nextID = clientCounter + 1