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)
53 #:allocation #:each-subclass
56 (init-world gm-init-world)
57 (client-input gm-handle-client-input)
58 (lookup-special gm-lookup-special)
59 (new-client gm-new-client)
60 (write-home gm-write-home)
61 (client-closed gm-client-closed)
62 (inject-special! gm-inject-special!))))
65 ;;; .. begin world init stuff ..
67 (define* (gm-init-world gm message #:key game-spec)
71 ;; Init basic rooms / structure
72 (gm-init-game-spec gm game-spec)
74 ;; Restore database-based actors
78 (gm-setup-network gm))
81 ;; @@: If you change this code, update gm-inject-special! if appropriate.
82 (define (gm-init-game-spec gm game-spec)
83 "Initialize the prebuilt special objects"
88 ((symbol class loc args ...)
89 ;; initialize the special object
91 (apply create-actor* gm class
92 ;; set cookie to be the object's symbol
93 (symbol->string symbol)
96 ;; register the object
97 (hash-set! (gm-special-dir gm) symbol special-obj)
98 ;; Give ourselves an instruction to set the location
99 (set! set-locs (cons (cons special-obj loc) set-locs))
100 ;; pass it back to the map
104 ;; Set all initial locations
109 (<-wait gm special-obj 'set-loc!
110 #:loc (hash-ref (gm-special-dir gm) loc)))))
113 ;; now init all the objects
115 (lambda (special-obj)
116 (format #t "Initializing ~s...\n" (address->string special-obj))
117 (<-wait gm special-obj 'init))
121 (define (gm-setup-network gm)
122 ;; Create a default network manager if none available
123 (slot-set! gm 'network-manager
124 (create-actor* gm <network-manager> "netman"
125 #:send-input-to (actor-id gm)))
127 ;; TODO: Add host and port options
128 (<-wait gm (gm-network-manager gm) 'start-listening))
130 (define (gm-setup-database gm)
133 ;;; .. end world init stuff ...
135 (define* (gm-new-client actor message #:key client)
136 ;; @@: Maybe more indirection than needed for this
137 ((gm-new-conn-handler actor) actor client))
140 (define* (gm-handle-client-input actor message
142 "Handle input from a client."
144 (define player (hash-ref (gm-client-dir actor) client))
147 (format #t "DEBUG: From ~s: ~s\n" client data)
149 (<- actor player 'handle-input
152 (define* (gm-lookup-special actor message #:key symbol)
153 (<-reply actor message (hash-ref (slot-ref actor 'special-dir) symbol)))
155 (define* (gm-write-home actor message #:key text)
156 (define client-id (hash-ref (gm-reverse-client-dir actor)
157 (message-from message)))
158 (<- actor (gm-network-manager actor) 'send-to-client
162 (define* (gm-client-closed gm message #:key client)
163 ;; Do we have this client registered to an actor? Get the id if so.
164 (define actor-id (hash-ref (gm-client-dir gm) client))
166 ;; Have the actor appropriately disappear / be removed from its
167 ;; room, if we have one.
168 ;; (In some games, if the user never connected)
170 (<-wait gm actor-id 'disconnect-self-destruct)
171 ;; Unregister from the client directories.
172 (gm-unregister-client! gm client)))
175 (define* (gm-inject-special! gm message
176 #:key special-symbol gameobj-spec)
177 "Inject, possiibly replacing the original, special symbol
178 using the gameobj-spec."
180 (hash-ref (slot-ref gm 'special-dir) special-symbol))
182 ;; There's a lot of overlap here with gm-init-game-spec.
183 ;; We could try to union them? It seemed hard last time I looked,
184 ;; because things need to run in a different order.
186 (((? (cut eq? <> special-symbol) symbol) class loc args ...)
187 ;; initialize the special object
189 (apply create-actor* gm class
190 ;; set cookie to be the object's symbol
191 (symbol->string symbol)
195 (<-wait gm special-obj 'set-loc!
196 #:loc (hash-ref (gm-special-dir gm) loc))
197 ;; Initialize the object, and depending on if an object
198 ;; already exists with this info, ask it to coordinate
199 ;; replacing with the existing object.
201 (<-wait gm special-obj 'init #:replace existing-obj)
202 (<-wait gm special-obj 'init))
203 ;; Register the object
204 (hash-set! (gm-special-dir gm) symbol special-obj)
205 ;; Destroy the original, if it exists.
207 (<- gm existing-obj 'self-destruct #:why 'replaced))))))
211 (define (gm-register-client! gm client-id player)
212 (hash-set! (gm-client-dir gm) client-id player)
213 (hash-set! (gm-reverse-client-dir gm) player client-id))
215 (define* (gm-unregister-client! gm client-id #:optional destroy-player)
216 "Remove a connection/player combo and ask them to self destruct"
217 (match (hash-remove! (gm-client-dir gm) client-id) ; Remove from our client dir
219 ;; Remove from reverse table too
220 (hash-remove! (gm-reverse-client-dir gm) client-id)
223 (<- gm player-id 'self-destruct)))
224 (#f (throw 'no-client-to-unregister
225 "Can't unregister a client that doesn't exist?"
230 (define (make-default-room-conn-handler default-room)
231 "Make a handler for a GM that dumps people in a default room
232 with an anonymous persona"
234 (lambda (gm client-id)
235 (set! count (+ count 1))
236 (let* ((guest-name (string-append "Guest-"
237 (number->string count)))
239 (hash-ref (gm-special-dir gm) default-room))
240 ;; create and register the player
242 (create-actor* gm (@@ (mudsync player) <player>) "player"
245 #:client client-id)))
246 ;; Register the player in our database of players -> connections
247 (gm-register-client! gm client-id player)
248 ;; Dump the player into the default room
249 (<-wait gm player 'set-loc! #:loc room-id)
250 ;; Initialize the player
251 (<-wait gm player 'init)
252 (<- gm room-id 'tell-room
253 #:text (format #f "You see ~a materialize out of thin air!\n"
255 #:exclude player)))))