It seems that at the current state it is necessary to protect sending stats/ending game from multiple execution,
as that can happen if you e.g. fail a mission more than once in the same tick (e.g. destroying two essential crates at the same time)
Otherwise you can get a blank / stuck frontend (e.g. when using deagle to shoot the two last crates at the same time)!
the best approach might be to never call the function that sends stats and ends game from any event handler directly, but instead have a flag 'isFailed' that is set to true when any of the possible fails happen and to check that flag every tick to send stats and end game if true
{-# LANGUAGE CPP #-}
module Opts
(
getOpts,
) where
import System.Environment
import System.Console.GetOpt
import Data.Maybe ( fromMaybe )
-------------------
import CoreTypes
import Utils
options :: [OptDescr (ServerInfo -> ServerInfo)]
options = [
Option "p" ["port"] (ReqArg readListenPort "PORT") "listen on PORT",
Option "d" ["dedicated"] (ReqArg readDedicated "BOOL") "start as dedicated (True or False)"
]
readListenPort
, readDedicated
:: String -> ServerInfo -> ServerInfo
readListenPort str opts = opts{listenPort = readPort}
where
readPort = fromInteger $ fromMaybe 46631 (maybeRead str :: Maybe Integer)
readDedicated str opts = opts{isDedicated = readDed}
where
readDed = fromMaybe True (maybeRead str :: Maybe Bool)
getOpts :: ServerInfo -> IO ServerInfo
getOpts opts = do
args <- getArgs
case getOpt Permute options args of
(o, [], []) -> return $ foldr ($) opts{runArgs = args} o
(_,_,errs) -> ioError (userError (concat errs ++ usageInfo header options))
where header = "Usage: hedgewars-server [OPTION...]"