(let ((client-id (big-random-number)))
(hash-set! (nm-clients nm) client-id client)
- (8sync-port client #:read (nm-make-client-receive nm client-id)))))
+ ;; @@: Do we need an 8sync-port-wait here?
+ ;; Is such a thing even possible? :\
+ (8sync-port client #:read (nm-make-client-receive nm client-id))
+ (<- nm (nm-send-input-to nm) 'new-client #:client client-id))))
(define (nm-make-client-receive nm client-id)
"Make a method to receive client data"
(define-method (nm-send-to-client-id nm client-id data)
"Send DATA to TO-CLIENT id"
- (display data
- (hash-ref (nm-clients nm) client-id)))
+ (define client-obj (hash-ref (nm-clients nm) client-id))
+ (if (not client-obj)
+ (throw 'no-such-client
+ "Asked to send data to client but that client doesn't exist"
+ #:client-id client-id
+ #:data data))
+ (display data client-obj))
; (ez-run-hive hive (list (bootstrap-message hive (actor-id nm) 'start-listening)))
;; I kinda like calling it a GM though.
(define-class <game-master> (<actor>)
- ;; The directory is a "namespaced" directory of all "special" content
- ;; in the game, identifiable by some special key.
- ;; (The namespace is simply a cons of (namespace . special-symbol))
- (directory #:init-thunk make-hash-table)
+ ;; Directory of "special" objects.
+ (special-dir #:init-thunk make-hash-table
+ #:getter gm-special-dir)
+
+ ;; Room directory. Room symbols to locations.
+ (room-dir #:init-thunk make-hash-table
+ #:getter gm-room-dir)
+
;; A mapping of client ids to in-game actors
- (client-to-actor #:init-thunk make-hash-table)
+ ;; and a reverse ;p
+ (client-dir #:init-thunk make-hash-table
+ #:getter gm-client-dir)
+ (reverse-client-dir #:init-thunk make-hash-table
+ #:getter gm-reverse-client-dir)
+
;; Network manager
(network-manager #:accessor gm-network-manager
#:init-value #f)
+ ;; How we get a new connection acclimated to the system
+ (new-conn-handler #:accessor gm-new-conn-handler
+ #:init-keyword #:new-conn-handler)
+
(message-handler
#:init-value
(make-action-dispatch
(init-world (wrap-apply gm-init-world))
- (client-input (wrap-apply gm-handle-client-input)))))
+ (client-input (wrap-apply gm-handle-client-input))
+ (lookup-room (wrap-apply gm-lookup-room))
+ (new-client (wrap-apply gm-new-client))
+ (write-home (wrap-apply gm-write-home)))))
+
+;;; .. begin world init stuff ..
(define (gm-init-world gm message)
;; Load database
;; TODO
;; Init basic rooms / structure
- ;; TODO
+ (gm-init-rooms gm (message-ref message 'room-spec))
;; Restore database-based actors
;; TODO
;; Set up the network
(gm-setup-network gm))
+(define (gm-init-rooms gm rooms-spec)
+ "Initialize the prebuilt rooms"
+ ;; @@: Would it be nicer to just allow passing in
+ ;; #:exits to the room spec itself?
+ (define (exit-from-spec exit-spec)
+ "Take room exits syntax from the spec, turn it into exits"
+ (match exit-spec
+ ((name to-symbol desc)
+ (make <exit>
+ #:name name
+ #:to-symbol to-symbol
+ #:desc desc))))
+
+ (define rooms
+ (map
+ (match-lambda
+ ((room-symbol room-class
+ room-args ...
+ (room-exits ...))
+ ;; initialize the room
+ (let ((room
+ (apply create-actor* gm room-class "room"
+ #:gm (actor-id gm)
+ #:exits (map exit-from-spec room-exits)
+ room-args)))
+ ;; register the room
+ (hash-set! (gm-room-dir gm) room-symbol room)
+ ;; pass it back to the map
+ room)))
+ rooms-spec))
+
+ ;; now wire up all the exits
+ (for-each
+ (lambda (room)
+ (format #t "Wiring up ~s...\n" (address->string room))
+ (<-wait gm room 'wire-exits!))
+ rooms))
+
+
(define (gm-setup-network gm)
;; Create a default network manager if none available
(set! (gm-network-manager gm)
;; TODO: Add host and port options
(<-wait gm (gm-network-manager gm) 'start-listening))
+(define (gm-setup-database gm)
+ 'TODO)
+
+;;; .. end world init stuff ...
+
+(define-mhandler (gm-new-client actor message client)
+ ;; @@: Maybe more indirection than needed for this
+ ((gm-new-conn-handler actor) actor client))
+
+
(define (gm-handle-client-input actor message)
"Handle input from a client."
(define client-id (message-ref message 'client))
#:client client-id
#:data "Thanks, we got it!\n"))
-(define-method (gm-setup-database (gm <game-master>))
- 'TODO)
+(define-mhandler (gm-lookup-room actor message symbol)
+ (define room-id
+ (slot-ref (gm-room-dir actor) symbol))
+ (<-reply actor message room-id))
+
+(define-mhandler (gm-write-home actor message text)
+ (define client-id (hash-ref (gm-reverse-client-dir actor)
+ (message-from message)))
+ (<- actor (gm-network-manager actor) 'send-to-client
+ #:client client-id
+ #:data text))
+
+
+;;; GM utilities
+
+(define (gm-register-client! gm client-id player)
+ (hash-set! (gm-client-dir gm) client-id player)
+ (hash-set! (gm-reverse-client-dir gm) player client-id))
+
+(define (gm-unregister-client! gm client-id)
+ "Remove a connection/player combo and ask them to self destruct"
+ (match (hash-remove! (gm-client-dir gm) client-id) ; Remove from our client dir
+ ((_ . player-id)
+ ;; Remove from reverse table too
+ (hash-remove! (gm-reverse-client-dir gm) client-id)
+ ;; Destroy player
+ (<- gm player-id 'destroy-self))
+ (#f (throw 'no-client-to-unregister
+ "Can't unregister a client that doesn't exist?"
+ client-id))))
+
+;;; An easy default
+
+(define (make-default-room-conn-handler default-room)
+ "Make a handler for a GM that dumps people in a default room
+with an anonymous persona"
+ (let ((count 0))
+ (lambda (gm client-id)
+ (define guest-name (string-append "Guest-"
+ (number->string count)))
+ (define room-id
+ (hash-ref (gm-room-dir gm) default-room))
+ ;; create and register the player
+ (define player
+ (create-actor* gm <player> "player"
+ #:username guest-name
+ #:gm (actor-id gm)
+ #:client client-id))
+
+ ;; Register the player in our database of players -> connections
+ (gm-register-client! gm client-id player)
+ ;; Dump the player into the default room
+ (<-wait gm player 'set-loc! #:id room-id)
+ ;; Initialize the player
+ (<- gm player 'init))))
+
+
+;;; Game actor
+;;; ==========
+
+;;; *all* game components that talk to players should somehow
+;;; derive from this class.
+;;; And all of them need a GM!
+
+(define-class <gameobj> (<actor>)
+ ;; location id
+ (loc #:init-value #f
+ #:accessor gameobj-loc)
+ ;; game master id
+ (gm #:init-keyword #:gm
+ #:getter gameobj-gm)
+ ;; a name to be known by
+ (name #:init-keyword #:name
+ #:accessor gameobj-name)
+
+ ;; how to print our name
+ (name-f #:init-keyword #:name-f
+ #:getter gameobj-name-f
+ #:init-value gameobj-simple-name-f)
+
+ ;; Name aliases
+ (aliases #:init-keyword #:aliases
+ #:init-value '())
+
+ ;; Commands we can handle
+ (commands #:init-value #f)
+ ;; Commands we can handle by being something's container
+ (contain-commands #:init-value #f))
+
+
+(define (gameobj-simple-name-f gameobj)
+ "Simplest version: return ourselves for our name."
+ (gameobj-name gameobj))
-(define-method (gm-setup-rooms-etc (gm <game-master>))
- 'TODO)
\f
;;; Rooms
;; Name of the room (@@: Should this be names?)
(name #:accessor exit-name
#:init-keyword #:name)
- (description #:accessor exit-description
- #:init-keyword #:address)
+ (desc #:accessor exit-desc
+ #:init-keyword #:desc)
;; *Note*: These two methods have an extra layer of indirection, but
;; it's for a good reason.
- (visible-check #:init-keyword (const #t))
+ (visible-check #:init-value (const #t)
+ #:init-keyword #:visible-check)
;; By default all exits can be traversed
- (traverse-check #:init-keyword (const #t)))
+ (traverse-check #:init-value (const #t)
+ #:init-keyword #:traverse-check))
(define* (exit-can-traverse? exit actor
#:optional (target-actor (actor-id actor)))
#:val (slot-ref actor slot))))
-(define-class <room> (<actor>)
- (name #:init-keyword #:name)
- (description #:init-value ""
- #:init-keyword #:description)
+(define-class <room> (<gameobj>)
+ (desc #:init-value ""
+ #:init-keyword #:desc)
;; Uses a hash table like a set (values ignored)
(occupants #:init-thunk make-hash-table)
;; A list of <exit>
#:getter room-exits)
;; @@: Maybe eventually <room> will inherit from some more general
;; game object class
- (gm #:init-keyword #:gm
- #:getter room-gm)
(message-handler
#:allocation #:each-subclass
#:init-value
(make-action-dispatch
- (get-description
- (simple-slot-getter 'description))
+ ;; desc == description
+ (get-desc
+ (simple-slot-getter 'desc))
(get-name
(simple-slot-getter 'name))
((register-occupant! actor message who)
((evict-occupant! actor message who)
"De-register an occupant removed from the room"
(hash-remove! (slot-ref actor 'occupants) who))
- ((wire-exits! actor message)
- (wrap-apply room-wire-exits!)))))
+ (wire-exits! (wrap-apply room-wire-exits!)))))
(define (room-wire-exits! room message)
+ "Actually hook up the rooms' exit addresses to the rooms they
+claim to point to."
(for-each
(lambda (exit)
(define new-exit
- (<-wait room (room-gm room) 'lookup-room
+ (<-wait room (gameobj-gm room) 'lookup-room
#:symbol (exit-to-symbol exit)))
(set! (exit-to-address exit) new-exit))
;;; Players
;;; =======
+(define-class <player> (<gameobj>)
+ (username #:init-keyword #:username
+ #:accessor player-username)
+ ;; Connection id
+ (client #:accessor player-client)
+
+ (self-commands
+ #:init-value #f ; TODO: Set me to a reasonable default
+ #:accessor player-self-commands)
+
+ (message-handler
+ #:init-value
+ (make-action-dispatch
+ (set-loc! (wrap-apply player-set-loc!))
+ (init (wrap-apply player-init!)))))
+
+;;; player message handlers
+
+(define-mhandler (player-set-loc! player message id)
+ (format #t "DEBUG: Location set to ~s for player ~s\n"
+ id (actor-id-actor player))
+ (set! (gameobj-loc player) id))
+
+(define-mhandler (player-init! player message)
+ (player-look-around player))
+
+;;; player methods
+
+(define (player-look-around player)
+ (define room-name
+ (message-ref
+ (<-wait player (gameobj-loc player) 'get-name)
+ 'val))
+ (define room-desc
+ (message-ref
+ (<-wait player (gameobj-loc player) 'get-desc)
+ 'val))
+ (define message-text
+ (format #f "**~a**\n~a\n" room-name room-desc))
+
+ (<- player (gameobj-gm player) 'write-home #:text message-text))
+
+\f
+;;; Debugging stuff
+;;; ===============
-;; Debugging stuff
(define %test-gm #f)
-(define (run-demo . args)
+(define (run-demo db-path room-spec default-room)
(define hive (make-hive))
+ (define new-conn-handler
+ (make-default-room-conn-handler default-room))
(define gm
- (hive-create-actor-gimmie* hive <game-master> "gm"))
+ (hive-create-actor-gimmie* hive <game-master> "gm"
+ #:new-conn-handler new-conn-handler))
(set! %test-gm gm)
;; @@: Boy, wouldn't it be nice if the agenda could do things
;; on interrupt :P
(ez-run-hive hive
- (list (bootstrap-message hive (actor-id gm) 'init-world))))
+ (list (bootstrap-message hive (actor-id gm) 'init-world
+ #:room-spec room-spec))))