revert attempts to block switching weapon while targetting in infinite attack mode. just getting too messy.
probably best to allow any weapon to be targetted, and store the target in the gear and draw it there instead of uworld, but I'm leaving this alone
{-# LANGUAGE CPP, ScopedTypeVariables #-}
module Main where
import Network
import Control.Concurrent.STM
import Control.Concurrent.Chan
import qualified Control.Exception as Exception
import System.Log.Logger
-----------------------------------
import Opts
import CoreTypes
import ServerCore
#if !defined(mingw32_HOST_OS)
import System.Posix
#endif
setupLoggers :: IO ()
setupLoggers =
updateGlobalLogger "Clients"
(setLevel INFO)
main :: IO ()
main = withSocketsDo $ do
#if !defined(mingw32_HOST_OS)
installHandler sigPIPE Ignore Nothing;
installHandler sigCHLD Ignore Nothing;
#endif
setupLoggers
stats' <- atomically $ newTMVar (StatisticsInfo 0 0)
dbQueriesChan <- newChan
coreChan' <- newChan
serverInfo' <- getOpts $ newServerInfo stats' coreChan' dbQueriesChan
#if defined(OFFICIAL_SERVER)
dbHost' <- askFromConsole "DB host: "
dbLogin' <- askFromConsole "login: "
dbPassword' <- askFromConsole "password: "
let serverInfo = serverInfo'{dbHost = dbHost', dbLogin = dbLogin', dbPassword = dbPassword'}
#else
let serverInfo = serverInfo'
#endif
Exception.bracket
(Network.listenOn $ Network.PortNumber $ listenPort serverInfo)
sClose
(startServer serverInfo)