This prevents girders from erasing landbacktex (square windows in tunnels and such), at the cost of requiring lfBasic and lfObject to be treated the same apart from graphically
module EngineInteraction where
import qualified Data.Set as Set
import qualified Data.List as List
import Control.Monad
import qualified Codec.Binary.Base64 as Base64
import qualified Data.ByteString.Char8 as B
import qualified Data.ByteString as BW
-------------
import CoreTypes
toEngineMsg :: B.ByteString -> B.ByteString
toEngineMsg msg = B.pack $ Base64.encode (fromIntegral (BW.length msg) : BW.unpack msg)
fromEngineMsg :: B.ByteString -> Maybe B.ByteString
fromEngineMsg msg = liftM BW.pack (Base64.decode (B.unpack msg) >>= removeLength)
where
removeLength (x:xs) = if length xs == fromIntegral x then Just xs else Nothing
removeLength _ = Nothing
checkNetCmd :: B.ByteString -> (Bool, Bool)
checkNetCmd msg = check decoded
where
decoded = fromEngineMsg msg
check Nothing = (False, False)
check (Just ms) | B.length ms > 0 = let m = B.head ms in (m `Set.member` legalMessages, m == '+')
| otherwise = (False, False)
legalMessages = Set.fromList $ "M#+LlRrUuDdZzAaSjJ,sFNpPwtghbc12345" ++ slotMessages
slotMessages = "\128\129\130\131\132\133\134\135\136\137\138"
gameInfo2Replay :: GameInfo -> B.ByteString
gameInfo2Replay GameInfo{roundMsgs = rm,
teamsAtStart = teams,
giMapParams = params1,
giParams = params2} = undefined