gameServer/Actions.hs
author unc0rr
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permissions -rw-r--r--
Add options for database access
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module Actions where
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import Control.Concurrent.STM
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import Control.Concurrent.Chan
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import Data.IntMap
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import qualified Data.IntSet as IntSet
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import qualified Data.Sequence as Seq
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import Monad
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-----------------------------
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import CoreTypes
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import Utils
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data Action =
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	AnswerThisClient [String]
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	| AnswerAll [String]
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	| AnswerAllOthers [String]
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	| AnswerThisRoom [String]
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	| AnswerOthersInRoom [String]
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	| AnswerLobby [String]
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	| RoomAddThisClient Int -- roomID
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	| RoomRemoveThisClient
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	| RemoveTeam String
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	| RemoveRoom
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	| UnreadyRoomClients
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	| ProtocolError String
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	| Warning String
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	| ByeClient String
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	| ModifyClient (ClientInfo -> ClientInfo)
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	| ModifyRoom (RoomInfo -> RoomInfo)
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	| AddRoom String String
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	| Dump
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type CmdHandler = Int -> Clients -> Rooms -> [String] -> [Action]
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processAction :: (Int, ServerInfo, Clients, Rooms) -> Action -> IO (Int, ServerInfo, Clients, Rooms)
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processAction (clID, serverInfo, clients, rooms) (AnswerThisClient msg) = do
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	writeChan (sendChan $ clients ! clID) msg
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	return (clID, serverInfo, clients, rooms)
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processAction (clID, serverInfo, clients, rooms) (AnswerAll msg) = do
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	mapM_ (\id -> writeChan (sendChan $ clients ! id) msg) (keys clients)
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	return (clID, serverInfo, clients, rooms)
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processAction (clID, serverInfo, clients, rooms) (AnswerAllOthers msg) = do
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	mapM_ (\id -> writeChan (sendChan $ clients ! id) msg) $ Prelude.filter (/= clID) (keys clients)
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	return (clID, serverInfo, clients, rooms)
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processAction (clID, serverInfo, clients, rooms) (AnswerThisRoom msg) = do
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	mapM_ (\id -> writeChan (sendChan $ clients ! id) msg) roomClients
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	return (clID, serverInfo, clients, rooms)
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	where
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		roomClients = IntSet.elems $ playersIDs room
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		room = rooms ! rID
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		rID = roomID client
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		client = clients ! clID
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processAction (clID, serverInfo, clients, rooms) (AnswerOthersInRoom msg) = do
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	mapM_ (\id -> writeChan (sendChan $ clients ! id) msg) $ Prelude.filter (/= clID) roomClients
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	return (clID, serverInfo, clients, rooms)
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	where
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		roomClients = IntSet.elems $ playersIDs room
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		room = rooms ! rID
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		rID = roomID client
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		client = clients ! clID
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processAction (clID, serverInfo, clients, rooms) (AnswerLobby msg) = do
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	mapM_ (\id -> writeChan (sendChan $ clients ! id) msg) roomClients
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	return (clID, serverInfo, clients, rooms)
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	where
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		roomClients = IntSet.elems $ playersIDs room
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		room = rooms ! 0
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processAction (clID, serverInfo, clients, rooms) (ProtocolError msg) = do
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	writeChan (sendChan $ clients ! clID) ["ERROR", msg]
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	return (clID, serverInfo, clients, rooms)
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processAction (clID, serverInfo, clients, rooms) (Warning msg) = do
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	writeChan (sendChan $ clients ! clID) ["WARNING", msg]
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	return (clID, serverInfo, clients, rooms)
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processAction (clID, serverInfo, clients, rooms) (ByeClient msg) = do
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	mapM_ (processAction (clID, serverInfo, clients, rooms)) $ answerOthersQuit ++ answerInformRoom
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	writeChan (sendChan $ clients ! clID) ["BYE"]
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	return (
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			0,
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			serverInfo,
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			delete clID clients,
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			adjust (\r -> r{
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					playersIDs = IntSet.delete clID (playersIDs r),
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					playersIn = (playersIn r) - 1,
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					readyPlayers = if isReady client then readyPlayers r - 1 else readyPlayers r
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					}) rID rooms
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			)
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	where
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		client = clients ! clID
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		rID = roomID client
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		clientNick = nick client
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		answerInformRoom =
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			if roomID client /= 0 then
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				if not $ Prelude.null msg then
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					[AnswerThisRoom ["LEFT", clientNick, msg]]
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				else
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					[AnswerThisRoom ["LEFT", clientNick]]
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			else
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				[]
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		answerOthersQuit =
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			if not $ Prelude.null clientNick then
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				if not $ Prelude.null msg then
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					[AnswerAll ["LOBBY:LEFT", clientNick, msg]]
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				else
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					[AnswerAll ["LOBBY:LEFT", clientNick]]
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			else
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				[]
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processAction (clID, serverInfo, clients, rooms) (ModifyClient func) = do
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	return (clID, serverInfo, adjust func clID clients, rooms)
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processAction (clID, serverInfo, clients, rooms) (ModifyRoom func) = do
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	return (clID, serverInfo, clients, adjust func rID rooms)
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	where
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		rID = roomID $ clients ! clID
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processAction (clID, serverInfo, clients, rooms) (RoomAddThisClient rID) = do
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	processAction (
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		clID,
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		serverInfo,
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		adjust (\cl -> cl{roomID = rID}) clID clients,
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		adjust (\r -> r{playersIDs = IntSet.insert clID (playersIDs r), playersIn = (playersIn r) + 1}) rID $
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			adjust (\r -> r{playersIDs = IntSet.delete clID (playersIDs r)}) 0 rooms
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		) joinMsg
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	where
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		client = clients ! clID
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		joinMsg = if rID == 0 then
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				AnswerAllOthers ["LOBBY:JOINED", nick client]
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			else
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				AnswerThisRoom ["JOINED", nick client]
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processAction (clID, serverInfo, clients, rooms) (RoomRemoveThisClient) = do
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	when (rID /= 0) $ (processAction (clID, serverInfo, clients, rooms) $ AnswerOthersInRoom ["LEFT", nick client, "part"]) >> return ()
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	return (
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		clID,
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		serverInfo,
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		adjust (\cl -> cl{roomID = 0}) clID clients,
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		adjust (\r -> r{
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				playersIDs = IntSet.delete clID (playersIDs r),
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				playersIn = (playersIn r) - 1,
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				readyPlayers = if isReady client then (readyPlayers r) - 1 else readyPlayers r
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				}) rID $
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			adjust (\r -> r{playersIDs = IntSet.insert clID (playersIDs r)}) 0 rooms
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		)
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	where
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		rID = roomID client
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		client = clients ! clID
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processAction (clID, serverInfo, clients, rooms) (AddRoom roomName roomPassword) = do
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	let newServerInfo = serverInfo {nextRoomID = newID}
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	let room = newRoom{
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			roomUID = newID,
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			name = roomName,
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			password = roomPassword,
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			roomProto = (clientProto client)
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			}
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	processAction (clID, serverInfo, clients, rooms) $ AnswerLobby ["ROOM", "ADD", roomName]
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	processAction (
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		clID,
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		newServerInfo,
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		adjust (\cl -> cl{isMaster = True}) clID clients,
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		insert newID room rooms
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		) $ RoomAddThisClient newID
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	where
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		newID = (nextRoomID serverInfo) - 1
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		client = clients ! clID
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processAction (clID, serverInfo, clients, rooms) (RemoveRoom) = do
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	processAction (clID, serverInfo, clients, rooms) $ AnswerLobby ["ROOM", "DEL", name room]
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	processAction (clID, serverInfo, clients, rooms) $ AnswerOthersInRoom ["ROOMABANDONED", name room]
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	return (clID,
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		serverInfo,
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		Data.IntMap.map (\cl -> if roomID cl == rID then cl{roomID = 0, isMaster = False, isReady = False} else cl) clients,
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		delete rID $ adjust (\r -> r{playersIDs = IntSet.union (playersIDs room) (playersIDs r)}) 0 rooms
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		)
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	where
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		room = rooms ! rID
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		rID = roomID client
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		client = clients ! clID
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processAction (clID, serverInfo, clients, rooms) (UnreadyRoomClients) = do
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	processAction (clID, serverInfo, clients, rooms) $ AnswerThisRoom ("NOT_READY" : roomPlayers)
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	return (clID,
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		serverInfo,
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		Data.IntMap.map (\cl -> if roomID cl == rID then cl{isReady = False} else cl) clients,
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		adjust (\r -> r{readyPlayers = 0}) rID rooms)
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	where
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		room = rooms ! rID
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		rID = roomID client
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		client = clients ! clID
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		roomPlayers = Prelude.map (nick . (clients !)) roomPlayersIDs
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		roomPlayersIDs = IntSet.elems $ playersIDs room
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processAction (clID, serverInfo, clients, rooms) (RemoveTeam teamName) = do
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	newRooms <-	if not $ gameinprogress room then
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			do
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			processAction (clID, serverInfo, clients, rooms) $ AnswerOthersInRoom ["REMOVE_TEAM", teamName]
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			return $
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				adjust (\r -> r{teams = Prelude.filter (\t -> teamName /= teamname t) $ teams r}) rID rooms
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		else
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			do
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			processAction (clID, serverInfo, clients, rooms) $ AnswerOthersInRoom ["GAMEMSG", rmTeamMsg]
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			return $
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				adjust (\r -> r{
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				teams = Prelude.filter (\t -> teamName /= teamname t) $ teams r,
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				leftTeams = teamName : leftTeams r,
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				roundMsgs = roundMsgs r Seq.|> rmTeamMsg
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				}) rID rooms
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	return (clID, serverInfo, clients, newRooms)
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	where
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		room = rooms ! rID
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		rID = roomID client
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		client = clients ! clID
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		rmTeamMsg = toEngineMsg $ 'F' : teamName
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processAction (clID, serverInfo, clients, rooms) (Dump) = do
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	writeChan (sendChan $ clients ! clID) ["DUMP", show serverInfo, showTree clients, showTree rooms]
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	return (clID, serverInfo, clients, rooms)
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