- Fix a bug in map widget
- New way of passing game parameters. Less code, and code is in one class. (mostly works, but not finished yet)
{-# LANGUAGE PatternSignatures #-}
module NetRoutines where
import Network
import Network.Socket
import System.IO
import Control.Concurrent
import Control.Concurrent.Chan
import Control.Concurrent.STM
import Control.Exception
import Data.Time
-----------------------------
import CoreTypes
import ClientIO
sockAddr2String :: SockAddr -> IO String
sockAddr2String (SockAddrInet _ hostAddr) = inet_ntoa hostAddr
sockAddr2String (SockAddrInet6 _ _ (a, b, c, d) _) = return (foldr1 (\a b -> a ++ ":" ++ b) [show a, show b, show c, show d])
acceptLoop :: Socket -> Chan CoreMessage -> Int -> IO ()
acceptLoop servSock coreChan clientCounter = do
Control.Exception.handle
(\(_ :: Exception) -> putStrLn "exception on connect") $
do
(socket, sockAddr) <- Network.Socket.accept servSock
cHandle <- socketToHandle socket ReadWriteMode
hSetBuffering cHandle LineBuffering
clientHost <- sockAddr2String sockAddr
currentTime <- getCurrentTime
--putStrLn $ (show currentTime) ++ " new client id: " ++ (show nextID)
sendChan <- newChan
let newClient =
(ClientInfo
nextID
sendChan
cHandle
clientHost
--currentTime
""
""
False
0
0
False
False
False
False
False
)
writeChan coreChan $ Accept newClient
forkIO $ clientRecvLoop cHandle coreChan nextID
forkIO $ clientSendLoop cHandle coreChan sendChan nextID
return ()
yield -- hm?
acceptLoop servSock coreChan nextID
where
nextID = clientCounter + 1