gameServer/NetRoutines.hs
author unc0rr
Thu, 26 Jun 2014 21:43:36 +0400
changeset 10342 16122539d2ea
parent 10093 ada172d33988
child 10460 8dcea9087d75
permissions -rw-r--r--
Fix build, and also make protocol a bit more consistent and flexible (only in docs though, to be implemented)
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{-# LANGUAGE ScopedTypeVariables, OverloadedStrings #-}
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module NetRoutines where
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import Network.Socket
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import Control.Concurrent.Chan
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import Data.Time
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import Control.Monad
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import Data.Unique
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import qualified Codec.Binary.Base64 as Base64
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import qualified Data.ByteString as BW
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import qualified Data.ByteString.Char8 as B
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import qualified Control.Exception as E
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import System.Entropy
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-----------------------------
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import CoreTypes
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import Utils
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acceptLoop :: Socket -> Chan CoreMessage -> IO ()
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acceptLoop servSock chan = E.bracket openHandle closeHandle f
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    where
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    f ch = forever $
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        do
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        (sock, sockAddr) <- Network.Socket.accept servSock
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        clientHost <- sockAddr2String sockAddr
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        currentTime <- getCurrentTime
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        sendChan' <- newChan
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        uid <- newUnique
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        salt <- liftM (B.pack . Base64.encode . BW.unpack) $ hGetEntropy ch 18
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        let newClient =
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                (ClientInfo
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                    uid
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                    sendChan'
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                    sock
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                    clientHost
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                    currentTime
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                    ""
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                    ""
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                    salt
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                    False
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                    False
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                    0
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                    0
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                    False
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                    False
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                    False
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                    False
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                    False
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                    False
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                    False
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                    False
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                    Nothing
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                    Nothing
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                    newEventsInfo
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                    newEventsInfo
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                    newEventsInfo
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                    0
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                    )
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        writeChan chan $ Accept newClient
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        return ()