gameServer/ClientIO.hs
author unc0rr
Tue, 10 Mar 2009 17:55:44 +0000
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child 2001 d909152bdc21
permissions -rw-r--r--
Stub for ammo schemes model
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{-# LANGUAGE PatternSignatures #-}
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module ClientIO where
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import qualified Control.Exception
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import Control.Concurrent.Chan
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import Control.Monad
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import System.IO
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----------------
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import CoreTypes
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listenLoop :: Handle -> [String] -> Chan CoreMessage -> Int -> IO ()
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listenLoop handle buf chan clientID = do
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	str <- hGetLine handle
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	if str == "" then do
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		writeChan chan $ ClientMessage (clientID, buf)
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		listenLoop handle [] chan clientID
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		else
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		listenLoop handle (buf ++ [str]) chan clientID
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clientRecvLoop :: Handle -> Chan CoreMessage -> Int -> IO ()
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clientRecvLoop handle chan clientID =
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	listenLoop handle [] chan clientID
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		`catch` (\e -> (clientOff $ show e) >> return ())
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	where clientOff msg = writeChan chan $ ClientMessage (clientID, ["QUIT", msg]) -- if the client disconnects, we perform as if it sent QUIT message
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clientSendLoop :: Handle -> Chan CoreMessage -> Chan [String] -> Int -> IO()
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clientSendLoop handle coreChan chan clientID = do
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	answer <- readChan chan
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	doClose <- Control.Exception.handle
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		(\(e :: Control.Exception.Exception) -> if isQuit answer then return True else sendQuit e >> return False) $ do
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		forM_ answer (\str -> hPutStrLn handle str)
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		hPutStrLn handle ""
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		hFlush handle
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		return $ isQuit answer
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	if doClose then
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		Control.Exception.handle (\(_ :: Control.Exception.Exception) -> putStrLn "error on hClose") $ hClose handle
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		else
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		clientSendLoop handle coreChan chan clientID
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	where
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		sendQuit e = writeChan coreChan $ ClientMessage (clientID, ["QUIT", show e])
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		isQuit answer = head answer == "BYE"