1 ;;; Mudsync --- Live hackable MUD
2 ;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
4 ;;; This file is part of Mudsync.
6 ;;; Mudsync is free software; you can redistribute it and/or modify it
7 ;;; under the terms of the GNU General Public License as published by
8 ;;; the Free Software Foundation; either version 3 of the License, or
9 ;;; (at your option) any later version.
11 ;;; Mudsync is distributed in the hope that it will be useful, but
12 ;;; WITHOUT ANY WARRANTY; without even the implied warranty of
13 ;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 ;;; General Public License for more details.
16 ;;; You should have received a copy of the GNU General Public License
17 ;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
19 (define-module (mudsync game-master)
20 #:use-module (mudsync networking)
21 #:use-module (8sync systems actors)
22 #:use-module (8sync agenda)
23 #:use-module (oop goops)
24 #:use-module (ice-9 match)
25 #:use-module (srfi srfi-26)
26 #:export (<game-master>
27 make-default-room-conn-handler))
29 ;;; The game master! Runs the world.
30 ;;; =================================
32 (define-class <game-master> (<actor>)
33 ;; Directory of "special" objects.
34 (special-dir #:init-thunk make-hash-table
35 #:getter gm-special-dir)
37 ;; A mapping of client ids to in-game actors
39 (client-dir #:init-thunk make-hash-table
40 #:getter gm-client-dir)
41 (reverse-client-dir #:init-thunk make-hash-table
42 #:getter gm-reverse-client-dir)
45 (network-manager #:getter gm-network-manager
48 ;; How we get a new connection acclimated to the system
49 (new-conn-handler #:getter gm-new-conn-handler
50 #:init-keyword #:new-conn-handler)
55 (init-world (wrap-apply gm-init-world))
56 (client-input (wrap-apply gm-handle-client-input))
57 (lookup-special (wrap-apply gm-lookup-special))
58 (new-client (wrap-apply gm-new-client))
59 (write-home (wrap-apply gm-write-home))
60 (client-closed (wrap-apply gm-client-closed))
61 (inject-special! (wrap-apply gm-inject-special!)))))
64 ;;; .. begin world init stuff ..
66 (define (gm-init-world gm message)
70 ;; Init basic rooms / structure
71 (gm-init-game-spec gm (message-ref message 'game-spec))
73 ;; Restore database-based actors
77 (gm-setup-network gm))
80 ;; @@: If you change this code, update gm-inject-special! if appropriate.
81 (define (gm-init-game-spec gm game-spec)
82 "Initialize the prebuilt special objects"
87 ((symbol class loc args ...)
88 ;; initialize the special object
90 (apply create-actor* gm class
91 ;; set cookie to be the object's symbol
92 (symbol->string symbol)
95 ;; register the object
96 (hash-set! (gm-special-dir gm) symbol special-obj)
97 ;; Give ourselves an instruction to set the location
98 (set! set-locs (cons (cons special-obj loc) set-locs))
99 ;; pass it back to the map
103 ;; Set all initial locations
108 (<-wait gm special-obj 'set-loc!
109 #:loc (hash-ref (gm-special-dir gm) loc)))))
112 ;; now init all the objects
114 (lambda (special-obj)
115 (format #t "Initializing ~s...\n" (address->string special-obj))
116 (<-wait gm special-obj 'init))
120 (define (gm-setup-network gm)
121 ;; Create a default network manager if none available
122 (slot-set! gm 'network-manager
123 (create-actor* gm <network-manager> "netman"
124 #:send-input-to (actor-id gm)))
126 ;; TODO: Add host and port options
127 (<-wait gm (gm-network-manager gm) 'start-listening))
129 (define (gm-setup-database gm)
132 ;;; .. end world init stuff ...
134 (define-mhandler (gm-new-client actor message client)
135 ;; @@: Maybe more indirection than needed for this
136 ((gm-new-conn-handler actor) actor client))
139 (define (gm-handle-client-input actor message)
140 "Handle input from a client."
141 (define client-id (message-ref message 'client))
142 (define input (message-ref message 'data))
144 (define player (hash-ref (gm-client-dir actor) client-id))
147 (format #t "DEBUG: From ~s: ~s\n" client-id input)
149 (<- actor player 'handle-input
152 (define-mhandler (gm-lookup-special actor message symbol)
153 (<-reply actor message
154 #:val (hash-ref (slot-ref actor 'special-dir) symbol)))
156 (define-mhandler (gm-write-home actor message text)
157 (define client-id (hash-ref (gm-reverse-client-dir actor)
158 (message-from message)))
159 (<- actor (gm-network-manager actor) 'send-to-client
163 (define-mhandler (gm-client-closed gm message client)
164 ;; Do we have this client registered to an actor? Get the id if so.
165 (define actor-id (hash-ref (gm-client-dir gm) client))
167 ;; Have the actor appropriately disappear / be removed from its
168 ;; room, if we have one.
169 ;; (In some games, if the user never connected)
171 (<-wait gm actor-id 'disconnect-self-destruct)
172 ;; Unregister from the client directories.
173 (gm-unregister-client! gm client)))
176 (define-mhandler (gm-inject-special! gm message
177 special-symbol gameobj-spec)
178 "Inject, possiibly replacing the original, special symbol
179 using the gameobj-spec."
181 (hash-ref (slot-ref gm 'special-dir) special-symbol))
183 ;; There's a lot of overlap here with gm-init-game-spec.
184 ;; We could try to union them? It seemed hard last time I looked,
185 ;; because things need to run in a different order.
187 (((? (cut eq? <> special-symbol) symbol) class loc args ...)
188 ;; initialize the special object
190 (apply create-actor* gm class
191 ;; set cookie to be the object's symbol
192 (symbol->string symbol)
196 (<-wait gm special-obj 'set-loc!
197 #:loc (hash-ref (gm-special-dir gm) loc))
198 ;; Initialize the object, and depending on if an object
199 ;; already exists with this info, ask it to coordinate
200 ;; replacing with the existing object.
202 (<-wait gm special-obj 'init #:replace existing-obj)
203 (<-wait gm special-obj 'init))
204 ;; Register the object
205 (hash-set! (gm-special-dir gm) symbol special-obj)
206 ;; Destroy the original, if it exists.
208 (<- gm existing-obj 'self-destruct #:why 'replaced))))))
212 (define (gm-register-client! gm client-id player)
213 (hash-set! (gm-client-dir gm) client-id player)
214 (hash-set! (gm-reverse-client-dir gm) player client-id))
216 (define* (gm-unregister-client! gm client-id #:optional destroy-player)
217 "Remove a connection/player combo and ask them to self destruct"
218 (match (hash-remove! (gm-client-dir gm) client-id) ; Remove from our client dir
220 ;; Remove from reverse table too
221 (hash-remove! (gm-reverse-client-dir gm) client-id)
224 (<- gm player-id 'self-destruct)))
225 (#f (throw 'no-client-to-unregister
226 "Can't unregister a client that doesn't exist?"
231 (define (make-default-room-conn-handler default-room)
232 "Make a handler for a GM that dumps people in a default room
233 with an anonymous persona"
235 (lambda (gm client-id)
236 (set! count (+ count 1))
237 (let* ((guest-name (string-append "Guest-"
238 (number->string count)))
240 (hash-ref (gm-special-dir gm) default-room))
241 ;; create and register the player
243 (create-actor* gm (@@ (mudsync player) <player>) "player"
246 #:client client-id)))
247 ;; Register the player in our database of players -> connections
248 (gm-register-client! gm client-id player)
249 ;; Dump the player into the default room
250 (<-wait gm player 'set-loc! #:loc room-id)
251 ;; Initialize the player
252 (<-wait gm player 'init)
253 (<- gm room-id 'tell-room
254 #:text (format #f "You see ~a materialize out of thin air!\n"
256 #:exclude player)))))