author | unc0rr |
Sun, 28 Sep 2014 21:33:14 +0400 | |
branch | qmlfrontend |
changeset 10432 | b0abef0ee78c |
parent 10093 | ada172d33988 |
child 10460 | 8dcea9087d75 |
permissions | -rw-r--r-- |
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{-# LANGUAGE ScopedTypeVariables, OverloadedStrings #-} |
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module NetRoutines where |
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import Network.Socket |
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import Control.Concurrent.Chan |
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import Data.Time |
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import Control.Monad |
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Add Unique field to Client structure, and use it to check for matching recieved account status with client
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import Data.Unique |
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import qualified Codec.Binary.Base64 as Base64 |
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import qualified Data.ByteString as BW |
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import qualified Data.ByteString.Char8 as B |
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import qualified Control.Exception as E |
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import System.Entropy |
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----------------------------- |
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import CoreTypes |
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import Utils |
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acceptLoop :: Socket -> Chan CoreMessage -> IO () |
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acceptLoop servSock chan = E.bracket openHandle closeHandle f |
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where |
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f ch = forever $ |
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do |
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(sock, sockAddr) <- Network.Socket.accept servSock |
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clientHost <- sockAddr2String sockAddr |
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currentTime <- getCurrentTime |
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sendChan' <- newChan |
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uid <- newUnique |
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salt <- liftM (B.pack . Base64.encode . BW.unpack) $ hGetEntropy ch 18 |
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let newClient = |
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(ClientInfo |
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uid |
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sendChan' |
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sock |
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clientHost |
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currentTime |
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"" |
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"" |
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salt |
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False |
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Logon procedure for checkers, introduce invisible clients
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False |
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0 |
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0 |
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False |
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False |
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False |
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Don't accept ROUNDFINISHED message twice. Fixes game hangs when half of teams quit game.
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False |
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False |
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False |
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- Fix issue 521 by resending FULLMAPCONFIG on game finish to those who joined mid-game. Semitested.
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False |
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False |
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Use Maybe for storing client's clan, allows less error-prone spectator checks
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Nothing |
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Nothing |
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newEventsInfo |
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newEventsInfo |
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newEventsInfo |
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Use 'undefined' less (replace with default values and 'error')
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0 |
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) |
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writeChan chan $ Accept newClient |
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return () |