gameServer/NetRoutines.hs
author nemo
Thu, 01 Jul 2010 23:41:10 -0400
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permissions -rw-r--r--
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
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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 System.IO
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import Control.Concurrent.Chan
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import qualified Control.Exception as Exception
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import Data.Time
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import Control.Monad
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-----------------------------
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import CoreTypes
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import Utils
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import RoomsAndClients
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acceptLoop :: Socket -> Chan CoreMessage -> IO ()
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acceptLoop servSock chan = forever $ do
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    Exception.handle
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        (\(_ :: Exception.IOException) -> putStrLn "exception on connect") $
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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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        let newClient =
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                (ClientInfo
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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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                    False
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                    0
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                    lobbyId
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                    0
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                    False
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                    False
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                    False
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                    undefined
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                    undefined
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                    )
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        writeChan chan $ Accept newClient
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        return ()