gameServer/ServerState.hs
author nemo
Sun, 14 Aug 2011 23:52:45 -0400
changeset 5569 8313952b2811
parent 4989 4771fed9272e
child 6541 08ed346ed341
permissions -rw-r--r--
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).

module ServerState
    (
    module RoomsAndClients,
    clientRoomA,
    ServerState(..),
    client's,
    allClientsS,
    roomClientsS,
    io
    ) where

import Control.Monad.State.Strict
import Data.Set as Set
----------------------
import RoomsAndClients
import CoreTypes

data ServerState = ServerState {
        clientIndex :: !(Maybe ClientIndex),
        serverInfo :: !ServerInfo,
        removedClients :: !(Set.Set ClientIndex),
        roomsClients :: !MRnC
    }


clientRoomA :: StateT ServerState IO RoomIndex
clientRoomA = do
    (Just ci) <- gets clientIndex
    rnc <- gets roomsClients
    io $ clientRoomM rnc ci

client's :: (ClientInfo -> a) -> StateT ServerState IO a
client's f = do
    (Just ci) <- gets clientIndex
    rnc <- gets roomsClients
    io $ client'sM rnc f ci

allClientsS :: StateT ServerState IO [ClientInfo]
allClientsS = gets roomsClients >>= liftIO . clientsM

roomClientsS :: RoomIndex -> StateT ServerState IO [ClientInfo]
roomClientsS ri = do
    rnc <- gets roomsClients
    io $ roomClientsM rnc ri

io :: IO a -> StateT ServerState IO a
io = liftIO