gameServer/ServerState.hs
author unc0rr
Fri, 10 Jan 2014 00:57:15 +0400
branchgl2
changeset 7387 f8a79052fe97
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child 8371 0551b5c3de9a
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Filter sprSDFlake too, so engine could pass initialization
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module ServerState
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    (
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    module RoomsAndClients,
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    clientRoomA,
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    ServerState(..),
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    client's,
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    allClientsS,
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    roomClientsS,
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    sameProtoClientsS,
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    io
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    ) where
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import Control.Monad.State.Strict
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import Data.Set as Set(Set)
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import Data.Word
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----------------------
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import RoomsAndClients
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import CoreTypes
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data ServerState = ServerState {
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        clientIndex :: !(Maybe ClientIndex),
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        serverInfo :: !ServerInfo,
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        removedClients :: !(Set.Set ClientIndex),
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        roomsClients :: !MRnC
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    }
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clientRoomA :: StateT ServerState IO RoomIndex
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clientRoomA = do
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    (Just ci) <- gets clientIndex
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    rnc <- gets roomsClients
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    io $ clientRoomM rnc ci
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client's :: (ClientInfo -> a) -> StateT ServerState IO a
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client's f = do
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    (Just ci) <- gets clientIndex
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    rnc <- gets roomsClients
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    io $ client'sM rnc f ci
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allClientsS :: StateT ServerState IO [ClientInfo]
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allClientsS = gets roomsClients >>= liftIO . clientsM
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roomClientsS :: RoomIndex -> StateT ServerState IO [ClientInfo]
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roomClientsS ri = do
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    rnc <- gets roomsClients
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    io $ roomClientsM rnc ri
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sameProtoClientsS :: Word16 -> StateT ServerState IO [ClientInfo]
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sameProtoClientsS p = liftM f allClientsS
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    where
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        f = filter (\c -> clientProto c == p)
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io :: IO a -> StateT ServerState IO a
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io = liftIO