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 -> 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 -> 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 | |
|