New game server:
- Incomplete implementation
- More robust, no memory leaks, better architecture for easy features addition
- Incompatible with current client
{-# LANGUAGE CPP, ScopedTypeVariables, PatternSignatures #-}
module Main where
import Network.Socket
import qualified Network
import Control.Concurrent.STM
import Control.Concurrent.Chan
import Control.Exception
import System.Log.Logger
-----------------------------------
import Opts
import CoreTypes
import OfficialServer.DBInteraction
import ServerCore
#if !defined(mingw32_HOST_OS)
import System.Posix
#endif
{-data Messages =
Accept ClientInfo
| ClientMessage ([String], ClientInfo)
| CoreMessage [String]
| TimerTick
messagesLoop :: TChan String -> IO()
messagesLoop messagesChan = forever $ do
threadDelay (25 * 10^6) -- 25 seconds
atomically $ writeTChan messagesChan "PING"
timerLoop :: TChan String -> IO()
timerLoop messagesChan = forever $ do
threadDelay (60 * 10^6) -- 60 seconds
atomically $ writeTChan messagesChan "MINUTELY"-}
setupLoggers =
updateGlobalLogger "Clients"
(setLevel DEBUG)
main = withSocketsDo $ do
#if !defined(mingw32_HOST_OS)
installHandler sigPIPE Ignore Nothing;
#endif
setupLoggers
stats <- atomically $ newTMVar (StatisticsInfo 0 0)
--dbQueriesChan <- atomically newTChan
coreChan <- newChan
serverInfo <- getOpts $ newServerInfo stats -- dbQueriesChan
bracket
(Network.listenOn $ Network.PortNumber $ listenPort serverInfo)
(sClose)
(startServer serverInfo coreChan)