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https://github.com/swarm-game/swarm
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Refactor App using standalone functions (#2130)
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* Make `appMain` fit on the screen. * Replace state `s1` and `s2` versions with `modifyIORef`.
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@ -9,19 +9,27 @@
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-- Description: Application entry point
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--
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-- Main entry point for the Swarm application.
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module Swarm.App where
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module Swarm.App (
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app,
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appMain,
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EventHandler,
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-- * Demo web
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demoWeb,
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) where
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import Brick
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import Brick.BChan
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import Control.Carrier.Lift (runM)
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import Control.Carrier.Throw.Either (runThrow)
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import Control.Concurrent (forkIO, threadDelay)
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import Control.Lens (view, (%~), (&), (?~))
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import Control.Lens (view, (%~), (?~))
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import Control.Monad (forever, void, when)
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import Control.Monad.IO.Class (liftIO)
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import Data.IORef (newIORef, readIORef, writeIORef)
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import Data.IORef (IORef, modifyIORef, newIORef, readIORef, writeIORef)
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import Data.Text qualified as T
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import Data.Text.IO qualified as T
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import GitHash (GitInfo)
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import Graphics.Vty qualified as V
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import Graphics.Vty.CrossPlatform qualified as V
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import Swarm.Game.Failure (SystemFailure)
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@ -35,6 +43,7 @@ import Swarm.TUI.Model.UI (uiAttrMap)
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import Swarm.TUI.View
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import Swarm.Version (getNewerReleaseVersion)
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import Swarm.Web
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import System.Exit
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import System.IO (stderr)
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type EventHandler = BrickEvent Name AppEvent -> EventM Name AppState ()
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@ -47,7 +56,7 @@ app eventHandler =
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{ appDraw = drawUI
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, appChooseCursor = chooseCursor
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, appHandleEvent = eventHandler
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, appStartEvent = enablePasteMode
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, appStartEvent = pure ()
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, appAttrMap = view $ uiState . uiAttrMap
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}
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@ -57,69 +66,37 @@ appMain :: AppOpts -> IO ()
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appMain opts = do
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res <- runM . runThrow $ initAppState opts
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case res of
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Left err -> T.hPutStrLn stderr (prettyText @SystemFailure err)
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Left err -> do
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T.hPutStrLn stderr (prettyText @SystemFailure err)
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exitFailure
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Right s -> do
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-- Send Frame events as at a reasonable rate for 30 fps. The
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-- game is responsible for figuring out how many steps to take
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-- each frame to achieve the desired speed, regardless of the
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-- frame rate. Note that if the game cannot keep up with 30
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-- fps, it's not a problem: the channel will fill up and this
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-- thread will block. So the force of the threadDelay is just
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-- to set a *maximum* possible frame rate.
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--
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-- 5 is the size of the bounded channel; when it gets that big,
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-- any writes to it will block. Probably 1 would work fine,
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-- though it seems like it could be good to have a bit of buffer
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-- just so the app never has to wait for the thread to wake up
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-- and do another write.
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chan <- newBChan 5
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_ <- forkIO $
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forever $ do
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writeBChan chan Frame
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threadDelay 33_333 -- cap maximum framerate at 30 FPS
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_ <- forkIO $ do
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upRel <- getNewerReleaseVersion (repoGitInfo opts)
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writeBChan chan (UpstreamVersion upRel)
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-- Start the web service with a reference to the game state.
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-- NOTE: This reference should be considered read-only by
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-- the web service; the game alone shall host the canonical state.
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-- NOTE: The state reference is read-only by the web service;
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-- the brick app has the real state and updates the reference.
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appStateRef <- newIORef s
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chan <- createChannel
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sendFrameEvents chan
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sendUpstreamVersion chan (repoGitInfo opts)
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-- Start web service
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eport <-
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Swarm.Web.startWebThread
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(userWebPort opts)
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(readIORef appStateRef)
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(writeBChan chan)
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let logP p = logEvent SystemLog Info "Web API" ("started on :" <> T.pack (show p))
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let logE e = logEvent SystemLog Error "Web API" (T.pack e)
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let s1 =
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s
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& runtimeState
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%~ case eport of
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Right p -> (webPort ?~ p) . (eventLog %~ logP p)
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Left e -> eventLog %~ logE e
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-- Update the reference for every event
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let eventHandler e = do
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curSt <- get
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liftIO $ writeIORef appStateRef curSt
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handleEvent e
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modifyIORef appStateRef $ logWebPort eport
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-- Setup virtual terminal
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let buildVty = V.mkVty V.defaultConfig {V.configPreferredColorMode = colorMode opts}
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vty <- buildVty
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V.setMode (V.outputIface vty) V.Mouse True
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let cm = V.outputColorMode $ V.outputIface vty
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let s2 =
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s1
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& runtimeState . eventLog %~ logEvent SystemLog Info "Graphics" ("Color mode: " <> T.pack (show cm))
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vty <- buildVty $ colorMode opts
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modifyIORef appStateRef $ logColorMode vty
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-- Run the app.
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void $ customMain vty buildVty (Just chan) (app eventHandler) s2
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void $
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readIORef appStateRef
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>>= customMain
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vty
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(buildVty $ colorMode opts)
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(Just chan)
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(app $ handleEventAndUpdateWeb appStateRef)
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-- | A demo program to run the web service directly, without the terminal application.
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-- This is useful to live update the code using @ghcid -W --test "Swarm.App.demoWeb"@.
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@ -131,21 +108,79 @@ demoWeb = do
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case res of
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Left err -> T.putStrLn (prettyText @SystemFailure err)
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Right s -> do
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appStateRef <- newIORef s
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chan <- newBChan 5
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chan <- createChannel
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webMain
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Nothing
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demoPort
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(readIORef appStateRef)
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(pure s)
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(writeBChan chan)
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where
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demoScenario = Just "./data/scenarios/Testing/475-wait-one.yaml"
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-- | If available for the terminal emulator, enable bracketed paste mode.
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enablePasteMode :: EventM n s ()
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enablePasteMode = do
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vty <- getVtyHandle
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-- | Create a channel for app events.
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--
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-- 5 is the size of the bounded channel; when it gets that big,
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-- any writes to it will block. Probably 1 would work fine,
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-- though it seems like it could be good to have a bit of buffer
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-- just so the app never has to wait for the thread to wake up
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-- and do another write.
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--
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-- Note that there are occasionally other events (web, version)
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-- so this buffer is big enough for them too.
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createChannel :: IO (BChan AppEvent)
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createChannel = newBChan 5
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-- | Send Frame events as at a reasonable rate for 30 fps.
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--
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-- The game is responsible for figuring out how many steps to take
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-- each frame to achieve the desired speed, regardless of the
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-- frame rate. Note that if the game cannot keep up with 30
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-- fps, it's not a problem: the channel will fill up and this
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-- thread will block. So the force of the threadDelay is just
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-- to set a *maximum* possible frame rate.
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sendFrameEvents :: BChan AppEvent -> IO ()
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sendFrameEvents chan = void . forkIO . forever $ do
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writeBChan chan Frame
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threadDelay 33_333 -- cap maximum framerate at 30 FPS
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-- | Get newer upstream version and send event to channel.
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sendUpstreamVersion :: BChan AppEvent -> Maybe GitInfo -> IO ()
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sendUpstreamVersion chan gitInfo = void . forkIO $ do
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upRel <- getNewerReleaseVersion gitInfo
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writeBChan chan (UpstreamVersion upRel)
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-- | Log and save the web port or log web startup failure.
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logWebPort :: Either String Int -> AppState -> AppState
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logWebPort eport =
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runtimeState %~ case eport of
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Right p -> (webPort ?~ p) . (eventLog %~ logP p)
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Left e -> eventLog %~ logE e
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where
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logP p = logEvent SystemLog Info "Web API" ("started on :" <> T.pack (show p))
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logE e = logEvent SystemLog Error "Web API" (T.pack e)
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-- | Build VTY with preffered color mode and bracketed paste mode if available.
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--
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-- Note that this will also run whenever the event loop needs to reinitialize
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-- the terminal, e.g. on resume after suspension. See 'customMain'.
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buildVty :: Maybe ColorMode -> IO V.Vty
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buildVty cm = do
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vty <- V.mkVty V.defaultConfig {V.configPreferredColorMode = cm}
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let output = V.outputIface vty
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V.setMode output V.Mouse True
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when (V.supportsMode output V.BracketedPaste) $
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liftIO $
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V.setMode output V.BracketedPaste True
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V.setMode output V.BracketedPaste True
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return vty
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-- | Log the VTY color mode to system log.
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logColorMode :: V.Vty -> AppState -> AppState
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logColorMode vty = runtimeState . eventLog %~ logEvent SystemLog Info "Graphics" ("Color mode: " <> T.pack (show cm))
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where
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cm = V.outputColorMode $ V.outputIface vty
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-- | Update the reference after every event.
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handleEventAndUpdateWeb :: IORef AppState -> BrickEvent Name AppEvent -> EventM Name AppState ()
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handleEventAndUpdateWeb appStateRef e = do
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handleEvent e
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curSt <- get
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liftIO $ writeIORef appStateRef curSt
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