suggestion of mikade's - delete old mines if the collision array shows signs of filling up. This is kind of an edge case, esp now that array is up to 1024, but should prevent (easiest) way to crash by collision array overflow (endless mines/minestrikes).
{-# LANGUAGE ScopedTypeVariables, OverloadedStrings #-}
module NetRoutines where
import Network.Socket
import Control.Concurrent.Chan
import qualified Control.Exception as Exception
import Data.Time
import Control.Monad
import Data.Unique
-----------------------------
import CoreTypes
import Utils
import RoomsAndClients
acceptLoop :: Socket -> Chan CoreMessage -> IO ()
acceptLoop servSock chan = forever $
do
(sock, sockAddr) <- Network.Socket.accept servSock
clientHost <- sockAddr2String sockAddr
currentTime <- getCurrentTime
sendChan' <- newChan
uid <- newUnique
let newClient =
(ClientInfo
uid
sendChan'
sock
clientHost
currentTime
""
""
False
0
lobbyId
0
False
False
False
Nothing
0
)
writeChan chan $ Accept newClient
return ()