Make it a lot harder to cheat with typical random crates. This also means that crates will vary even if map has the same seed (hog positions of course will be unchanged).
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