gameServer/ServerState.hs
author nemo
Thu, 24 Nov 2011 16:40:17 -0500
changeset 6419 6a464d0a5c13
parent 4989 4771fed9272e
child 6541 08ed346ed341
permissions -rw-r--r--
Tidy up flake land generation, to avoid ragged holes in landbacktex. Remove of one odd Land[] change forces a PROTO bump. Well, had to happen eventually.
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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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    io
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    ) where
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import Control.Monad.State.Strict
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import Data.Set as Set
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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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io :: IO a -> StateT ServerState IO a
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io = liftIO