gameServer/Store.hs
author koda
Mon, 05 Jul 2010 22:42:43 +0200
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parent 3566 772a46ef8288
child 3671 a94d1dc4a8d9
permissions -rw-r--r--
button to open ammomenu loading screen that fits launch orientation further work on weapon selection more savings for older idevices
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module Store(
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    ElemIndex(),
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    MStore(),
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    IStore(),
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    newStore,
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    addElem,
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    removeElem,
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    readElem,
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    writeElem,
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    modifyElem,
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    firstIndex,
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    indicesM,
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    withIStore,
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    withIStore2,
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    (!),
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    indices
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    ) where
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import qualified Data.Array.IArray as IA
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import qualified Data.Array.IO as IOA
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import qualified Data.IntSet as IntSet
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import Data.IORef
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import Control.Monad
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newtype ElemIndex = ElemIndex Int
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    deriving (Eq, Show, Read, Ord)
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newtype MStore e = MStore (IORef (IntSet.IntSet, IntSet.IntSet, IOA.IOArray Int e))
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newtype IStore e = IStore (IntSet.IntSet, IA.Array Int e)
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firstIndex :: ElemIndex
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firstIndex = ElemIndex 0
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-- MStore code
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initialSize :: Int
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initialSize = 10
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growFunc :: Int -> Int
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growFunc a = a * 3 `div` 2
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newStore :: IO (MStore e)
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newStore = do
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    newar <- IOA.newArray_ (0, initialSize - 1)
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    new <- newIORef (IntSet.empty, IntSet.fromAscList [0..initialSize - 1], newar)
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    return (MStore new)
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growStore :: MStore e -> IO ()
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growStore (MStore ref) = do
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    (busyElems, freeElems, arr) <- readIORef ref
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    (_, m') <- IOA.getBounds arr
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    let newM' = growFunc (m' + 1) - 1
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    newArr <- IOA.newArray_ (0, newM')
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    sequence_ [IOA.readArray arr i >>= IOA.writeArray newArr i | i <- [0..m']]
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    writeIORef ref (busyElems, freeElems `IntSet.union` (IntSet.fromAscList [m'+1..newM']), newArr)
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growIfNeeded :: MStore e -> IO ()
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growIfNeeded m@(MStore ref) = do
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    (_, freeElems, _) <- readIORef ref
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    when (IntSet.null freeElems) $ growStore m
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addElem :: MStore e -> e -> IO ElemIndex
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addElem m@(MStore ref) element = do
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    growIfNeeded m
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    (busyElems, freeElems, arr) <- readIORef ref
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    let (n, freeElems') = IntSet.deleteFindMin freeElems
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    IOA.writeArray arr n element
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    writeIORef ref (IntSet.insert n busyElems, freeElems', arr)
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    return $ ElemIndex n
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removeElem :: MStore e -> ElemIndex -> IO ()
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removeElem (MStore ref) (ElemIndex n) = do
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    (busyElems, freeElems, arr) <- readIORef ref
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    IOA.writeArray arr n undefined
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    writeIORef ref (IntSet.delete n busyElems, IntSet.insert n freeElems, arr)
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readElem :: MStore e -> ElemIndex -> IO e
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readElem (MStore ref) (ElemIndex n) = readIORef ref >>= \(_, _, arr) -> IOA.readArray arr n
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writeElem :: MStore e -> ElemIndex -> e -> IO ()
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writeElem (MStore ref) (ElemIndex n) el = readIORef ref >>= \(_, _, arr) -> IOA.writeArray arr n el
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modifyElem :: MStore e -> (e -> e) -> ElemIndex -> IO ()
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modifyElem (MStore ref) f (ElemIndex n) = do
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    (_, _, arr) <- readIORef ref
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    IOA.readArray arr n >>= (IOA.writeArray arr n) . f
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indicesM :: MStore e -> IO [ElemIndex]
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indicesM (MStore ref) = do
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    (busy, _, _) <- readIORef ref
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    return $ map ElemIndex $ IntSet.toList busy
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-- A way to use see MStore elements in pure code via IStore
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m2i :: MStore e -> IO (IStore e)
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m2i (MStore ref) = do
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    (a, _, c') <- readIORef ref 
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    c <- IOA.freeze c'
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    return $ IStore (a, c)
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withIStore :: MStore e -> (IStore e -> a) -> IO a
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withIStore m f = liftM f (m2i m)
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withIStore2 :: MStore e1 -> MStore e2 -> (IStore e1 -> IStore e2 -> a) -> IO a
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withIStore2 m1 m2 f = do
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    i1 <- m2i m1
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    i2 <- m2i m2
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    return $ f i1 i2
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-- IStore code
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(!) :: IStore e -> ElemIndex -> e
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(!) (IStore (_, arr)) (ElemIndex i) = (IA.!) arr i
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indices :: IStore e -> [ElemIndex]
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indices (IStore (busy, _)) = map ElemIndex $ IntSet.toList busy