gameServer/Store.hs
author Xeli
Sat, 04 Feb 2012 16:22:46 +0100
changeset 6622 01889d5bc79b
parent 5119 f475e10c4081
child 6805 097289be7200
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..)

module Store(
    ElemIndex(),
    MStore(),
    IStore(),
    newStore,
    addElem,
    removeElem,
    readElem,
    writeElem,
    modifyElem,
    elemExists,
    firstIndex,
    indicesM,
    withIStore,
    withIStore2,
    (!),
    indices
    ) where

import qualified Data.Array.IArray as IA
import qualified Data.Array.IO as IOA
import qualified Data.IntSet as IntSet
import Data.IORef
import Control.Monad


newtype ElemIndex = ElemIndex Int
    deriving (Eq, Show, Read, Ord)
newtype MStore e = MStore (IORef (IntSet.IntSet, IntSet.IntSet, IOA.IOArray Int e))
newtype IStore e = IStore (IntSet.IntSet, IA.Array Int e)


firstIndex :: ElemIndex
firstIndex = ElemIndex 0

-- MStore code
initialSize :: Int
initialSize = 16


growFunc :: Int -> Int
growFunc a = a * 3 `div` 2

truncFunc :: Int -> Int
truncFunc a | a > growFunc initialSize = (a `div` 2)
            | otherwise = a


newStore :: IO (MStore e)
newStore = do
    newar <- IOA.newArray_ (0, initialSize - 1)
    new <- newIORef (IntSet.empty, IntSet.fromAscList [0..initialSize - 1], newar)
    return (MStore new)


growStore :: MStore e -> IO ()
growStore (MStore ref) = do
    (busyElems, freeElems, arr) <- readIORef ref
    (_, m') <- IOA.getBounds arr
    let newM' = growFunc (m' + 1) - 1
    newArr <- IOA.newArray_ (0, newM')
    sequence_ [IOA.readArray arr i >>= IOA.writeArray newArr i | i <- [0..m']]
    writeIORef ref (busyElems, freeElems `IntSet.union` IntSet.fromAscList [m'+1..newM'], newArr)


growIfNeeded :: MStore e -> IO ()
growIfNeeded m@(MStore ref) = do
    (_, freeElems, _) <- readIORef ref
    when (IntSet.null freeElems) $ growStore m


truncateIfNeeded :: MStore e -> IO ()
truncateIfNeeded (MStore ref) = do
    (busyElems, _, arr) <- readIORef ref
    (_, m') <- IOA.getBounds arr
    let newM' = truncFunc (m' + 1) - 1
    when (newM' < m' && (not $ IntSet.null busyElems) && IntSet.findMax busyElems <= newM') $ do
        newArr <- IOA.newArray_ (0, newM')
        sequence_ [IOA.readArray arr i >>= IOA.writeArray newArr i | i <- IntSet.toList busyElems]
        writeIORef ref (busyElems, IntSet.fromAscList [0..newM'] `IntSet.difference` busyElems, newArr)


addElem :: MStore e -> e -> IO ElemIndex
addElem m@(MStore ref) element = do
    growIfNeeded m
    (busyElems, freeElems, arr) <- readIORef ref
    let (n, freeElems') = IntSet.deleteFindMin freeElems
    IOA.writeArray arr n element
    writeIORef ref (IntSet.insert n busyElems, freeElems', arr)
    return $ ElemIndex n


removeElem :: MStore e -> ElemIndex -> IO ()
removeElem m@(MStore ref) (ElemIndex n) = do
    (busyElems, freeElems, arr) <- readIORef ref
    IOA.writeArray arr n (error $ "Store: no element " ++ show n)
    writeIORef ref (IntSet.delete n busyElems, IntSet.insert n freeElems, arr)
    truncateIfNeeded m


readElem :: MStore e -> ElemIndex -> IO e
readElem (MStore ref) (ElemIndex n) = readIORef ref >>= \(_, _, arr) -> IOA.readArray arr n


writeElem :: MStore e -> ElemIndex -> e -> IO ()
writeElem (MStore ref) (ElemIndex n) el = readIORef ref >>= \(_, _, arr) -> IOA.writeArray arr n el


modifyElem :: MStore e -> (e -> e) -> ElemIndex -> IO ()
modifyElem (MStore ref) f (ElemIndex n) = do
    (_, _, arr) <- readIORef ref
    IOA.readArray arr n >>= IOA.writeArray arr n . f

elemExists :: MStore e -> ElemIndex -> IO Bool
elemExists (MStore ref) (ElemIndex n) = do
    (_, free, _) <- readIORef ref
    return $ n `IntSet.notMember` free

indicesM :: MStore e -> IO [ElemIndex]
indicesM (MStore ref) = do
    (busy, _, _) <- readIORef ref
    return $ map ElemIndex $ IntSet.toList busy


-- A way to see MStore elements in pure code via IStore
m2i :: MStore e -> IO (IStore e)
m2i (MStore ref) = do
    (a, _, c') <- readIORef ref
    c <- IOA.unsafeFreeze c'
    return $ IStore (a, c)

i2m :: MStore e -> IStore e -> IO ()
i2m (MStore ref) (IStore (_, arr)) = do
    (b, e, _) <- readIORef ref
    a <- IOA.unsafeThaw arr
    writeIORef ref (b, e, a)

withIStore :: MStore e -> (IStore e -> a) -> IO a
withIStore m f = do
    i <- m2i m
    let res = f i
    res `seq` i2m m i
    return res


withIStore2 :: MStore e1 -> MStore e2 -> (IStore e1 -> IStore e2 -> a) -> IO a
withIStore2 m1 m2 f = do
    i1 <- m2i m1
    i2 <- m2i m2
    let res = f i1 i2
    res `seq` i2m m1 i1
    i2m m2 i2
    return res


-- IStore code
(!) :: IStore e -> ElemIndex -> e
(!) (IStore (_, arr)) (ElemIndex i) = (IA.!) arr i

indices :: IStore e -> [ElemIndex]
indices (IStore (busy, _)) = map ElemIndex $ IntSet.toList busy