Patch by nemo:
- Hackish way of skipping some textures load in reduced quality mode
- Clipping sprite rendering function
module Main where
import IO
import System.IO
import Control.Concurrent
import Network
import Control.Exception
import Control.Monad
import System.Random
session1 nick room = ["NICK", nick, "", "PROTO", "20", "", "CREATE", room, "", "CHAT_STRING", "Hi", ""]
session2 nick room = ["NICK", nick, "", "PROTO", "20", "", "JOIN", room, "", "CHAT_STRING", "Hello", ""]
emulateSession sock s = do
mapM_ (\x -> hPutStrLn sock x >> randomRIO (70000::Int, 120000) >>= threadDelay) s
hFlush sock
threadDelay 250000
testing = Control.Exception.handle (\e -> putStrLn $ show e) $ do
putStrLn "Start"
sock <- connectTo "127.0.0.1" (PortNumber 46631)
num1 <- randomRIO (70000::Int, 70100)
num2 <- randomRIO (70000::Int, 70100)
num3 <- randomRIO (0::Int, 7)
num4 <- randomRIO (0::Int, 7)
let nick1 = show $ num1
let nick2 = show $ num2
let room1 = show $ num3
let room2 = show $ num4
emulateSession sock $ session1 nick1 room1
emulateSession sock $ session2 nick2 room2
emulateSession sock $ session2 nick1 room1
hClose sock
putStrLn "Finish"
forks = forever $ do
delay <- randomRIO (40000::Int, 70000)
threadDelay delay
forkIO testing
main = withSocketsDo $ do
forks