Safe Haskell | None |
---|---|
Language | Haskell2010 |
Semantics of requests that are sent to the server.
See https://github.com/LambdaHack/LambdaHack/wiki/Client-server-architecture.
- loopSer :: (MonadAtomic m, MonadServerReadRequest m) => DebugModeSer -> Config -> (Maybe SessionUI -> COps -> FactionId -> ChanServer -> IO ()) -> m ()
- debugArgs :: [String] -> DebugModeSer
- data DebugModeSer = DebugModeSer {
- sknowMap :: !Bool
- sknowEvents :: !Bool
- sknowItems :: !Bool
- sniffIn :: !Bool
- sniffOut :: !Bool
- sallClear :: !Bool
- sboostRandomItem :: !Bool
- sgameMode :: !(Maybe (GroupName ModeKind))
- sautomateAll :: !Bool
- skeepAutomated :: !Bool
- sdungeonRng :: !(Maybe StdGen)
- smainRng :: !(Maybe StdGen)
- snewGameSer :: !Bool
- scurChalSer :: !Challenge
- sdumpInitRngs :: !Bool
- ssavePrefixSer :: !String
- sdbgMsgSer :: !Bool
- sdebugCli :: !DebugModeCli
Re-exported from Game.LambdaHack.Server.LoopM
:: (MonadAtomic m, MonadServerReadRequest m) | |
=> DebugModeSer | server debug parameters |
-> Config | |
-> (Maybe SessionUI -> COps -> FactionId -> ChanServer -> IO ()) | the code to run for UI clients |
-> m () |
Start a game session, including the clients, and then loop, communicating with the clients.
Re-exported from Game.LambdaHack.Server.Commandline
debugArgs :: [String] -> DebugModeSer Source #
Parse server debug parameters from commandline arguments.
Re-exported from Game.LambdaHack.Server.State
data DebugModeSer Source #
Debug commands. See debugArgs
for the descriptions.
DebugModeSer | |
|