gameServer/ClientIO.hs
author unc0rr
Sat, 21 Nov 2009 17:28:05 +0000
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Run "optipng -o5 -np -nc -nb" on all sprites in Data folder
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{-# LANGUAGE ScopedTypeVariables #-}
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module ClientIO where
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import qualified Control.Exception as Exception
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import Control.Concurrent.Chan
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import Control.Monad
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import System.IO
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----------------
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import CoreTypes
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listenLoop :: Handle -> Int -> [String] -> Chan CoreMessage -> Int -> IO ()
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listenLoop handle linesNumber buf chan clientID = do
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	str <- hGetLine handle
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	if (linesNumber > 50) || (length str > 450) then
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		writeChan chan $ ClientMessage (clientID, ["QUIT", "Protocol violation"])
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		else
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		if str == "" then do
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			writeChan chan $ ClientMessage (clientID, buf)
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			listenLoop handle 0 [] chan clientID
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			else
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			listenLoop handle (linesNumber + 1) (buf ++ [str]) chan clientID
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clientRecvLoop :: Handle -> Chan CoreMessage -> Int -> IO ()
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clientRecvLoop handle chan clientID =
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	listenLoop handle 0 [] chan clientID
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		`catch` (\e -> clientOff (show e) >> return ())
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	where clientOff msg = writeChan chan $ ClientMessage (clientID, ["QUIT", msg]) -- if the client disconnects, we perform as if it sent QUIT message
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clientSendLoop :: Handle -> Chan CoreMessage -> Chan [String] -> Int -> IO()
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clientSendLoop handle coreChan chan clientID = do
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	answer <- readChan chan
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	doClose <- Exception.handle
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		(\(e :: Exception.IOException) -> if isQuit answer then return True else sendQuit e >> return False) $ do
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		forM_ answer (hPutStrLn handle)
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		hPutStrLn handle ""
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		hFlush handle
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		return $ isQuit answer
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	if doClose then
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		Exception.handle (\(_ :: Exception.IOException) -> putStrLn "error on hClose") $ hClose handle
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		else
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		clientSendLoop handle coreChan chan clientID
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	where
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		sendQuit e = writeChan coreChan $ ClientMessage (clientID, ["QUIT", show e])
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		isQuit ("BYE":xs) = True
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		isQuit _ = False