gameServer/ClientIO.hs
author Xeli
Sat, 04 Feb 2012 16:22:46 +0100
changeset 6622 01889d5bc79b
parent 5989 23407ecb1826
child 7252 74a92f39703b
permissions -rw-r--r--
Rewrote the Ammomenu: Added landscape ammomenu At the moment MOBILE indicates landscape, but we could just as easily make a variable out of it Draw to texture once uVariables.AmmoMenuInvalidated indicates a new ammo menu needs to be drawn, see uTeams and uAmmos Slot/Cellsize is dependent on uConsts.AMSlotSize this should make it easier to scale the ammo menu on smaller screens AmmoRect AmmoRect indicates where and how big the ammo menu is, this makes positioning a bit easier imo, because you only need to change the position at one single point needs testing on the iphone (and other systems as well ofcourse..)

{-# LANGUAGE ScopedTypeVariables, OverloadedStrings, Rank2Types #-}
module ClientIO where

import qualified Control.Exception as Exception
import Control.Monad.State
import Control.Concurrent.Chan
import Control.Concurrent
import Network
import Network.Socket.ByteString
import qualified Data.ByteString.Char8 as B
----------------
import CoreTypes
import RoomsAndClients


pDelim :: B.ByteString
pDelim = "\n\n"

bs2Packets :: B.ByteString -> ([[B.ByteString]], B.ByteString)
bs2Packets = runState takePacks

takePacks :: State B.ByteString [[B.ByteString]]
takePacks
  = do modify (until (not . B.isPrefixOf pDelim) (B.drop 2))
       packet <- state $ B.breakSubstring pDelim
       buf <- get
       if B.null buf then put packet >> return [] else
        if B.null packet then  return [] else
         do packets <- takePacks
            return (B.splitWith (== '\n') packet : packets)

listenLoop :: Socket -> Chan CoreMessage -> ClientIndex -> IO ()
listenLoop sock chan ci = recieveWithBufferLoop B.empty
    where
        recieveWithBufferLoop recvBuf = do
            recvBS <- recv sock 4096
            unless (B.null recvBS) $ do
                let (packets, newrecvBuf) = bs2Packets $ B.append recvBuf recvBS
                forM_ packets sendPacket
                recieveWithBufferLoop newrecvBuf

        sendPacket packet = writeChan chan $ ClientMessage (ci, packet)

clientRecvLoop :: Socket -> Chan CoreMessage -> Chan [B.ByteString] -> ClientIndex -> (forall a. IO a -> IO a) -> IO ()
clientRecvLoop s chan clChan ci restore =
    myThreadId >>=
    \t -> (restore $ forkIO (clientSendLoop s t clChan ci) >>
        listenLoop s chan ci >> return "Connection closed")
        `Exception.catch` (\(e :: Exception.IOException) -> return . B.pack . show $ e)
        `Exception.catch` (\(e :: ShutdownThreadException) -> return . B.pack . show $ e)
        >>= clientOff >> remove
    where
        clientOff msg = writeChan chan $ ClientMessage (ci, ["QUIT", msg])
        remove = writeChan chan $ Remove ci



clientSendLoop :: Socket -> ThreadId -> Chan [B.ByteString] -> ClientIndex -> IO ()
clientSendLoop s tId chan ci = do
    answer <- readChan chan

    when (isQuit answer) $
        killReciever . B.unpack $ quitMessage answer

    Exception.handle
        (\(e :: Exception.IOException) -> unless (isQuit answer) . killReciever $ show e) $
            sendAll s $ B.unlines answer `B.snoc` '\n'

    if isQuit answer then
        do
        Exception.handle (\(_ :: Exception.IOException) -> putStrLn "error on sClose") $ sClose s
        else
        clientSendLoop s tId chan ci

    where
        killReciever = Exception.throwTo tId . ShutdownThreadException
        quitMessage ["BYE"] = "bye"
        quitMessage ("BYE":msg:_) = msg
        quitMessage _ = error "quitMessage"
        isQuit ("BYE":_) = True
        isQuit _ = False