úÎe|      Safe-Inferred Safe-Inferred     NoneMain entry point for server 3Create a thread which will accept new connections. H Connections and disconnections will be announced to the event channel. @Accept a connection and create a thread to manage incoming data  from that connection. ;Read incoming packets, decode them, and pass them along to  the event channel. *Send a command to a collection of clients 4Send a command to a single client identified by id. Ignore all exceptions /Thread which periodically enqueues tick events  !"#callbacks and settings initial state value channel to report connects to listening socket next available connection id Handles to send to Message to send Current set of handles Index of handle to send to Message to send "game settings and callbacks "outgoing tick queue $"game settings and callbacks "incoming event queue "handles to current connections "initial state "time previous tick was processed   #"! $%       !"#$%networked-game-0.1.0.0NetworkedGame.PacketNetworkedGame.HandlesNetworkedGame.ServerPacketmkPacket hPutPacket hGetPacketed ConnectionIdHandles emptyHandles addHandle removeHandle lookupHandle nullHandles forHandles_ NetworkServer serverPorteventsPerSecondonTick onConnect onDisconnect onCommand serverMainannounce announceOne startNetwork acceptClientclientSocketLoopignoreExceptions tickThread ServerEvent ClientEventDisconnectEvent JoinEvent TickEvent eventLoop