-(use-modules (8sync systems actors)
- (8sync systems actors debug)
- (8sync agenda)
- (ice-9 format)
- (ice-9 match)
- (gdbm)
- (oop goops))
-
-
-\f
-;;; Networking
-;;; ==========
-
-(define %default-server #f)
-(define %default-port 8889)
-
-(define-class <network-manager> (<actor>)
- (server-socket #:accessor nm-server-socket)
- ;; mapping of client -> client-id
- (clients #:accessor nm-clients
- #:init-thunk make-hash-table)
- ;; send input to this actor
- (send-input-to #:getter nm-send-input-to
- #:init-keyword #:send-input-to)
- (message-handler
- #:init-value
- (make-action-dispatch
- ((start-listening actor message)
- (nm-install-socket actor (message-ref message 'server %default-server)
- (message-ref message 'port %default-port)))
- ((send-to-client actor message client data)
- (nm-send-to-client-id actor client data)))))
-
-(define-method (nm-close-everything (nm <network-manager>) remove-from-agenda)
- "Shut it down!"
- ;; close all clients
- (hash-for-each
- (lambda (_ client)
- (close client)
- (if remove-from-agenda
- (8sync-port-remove client)))
- (nm-clients nm))
- ;; reset the clients list
- (set! (nm-clients) (make-hash-table))
- ;; close the server
- (close (nm-server-socket nm))
- (if remove-from-agenda
- (8sync-port-remove (nm-server-socket nm))))
-
-;; Maximum number of backlogged connections when we listen
-(define %maximum-backlog-conns 128) ; same as SOMAXCONN on Linux 2.X,
- ; says the intarwebs
-
-(define (nm-install-socket nm server port)
- "Install socket on SERVER with PORT"
- (let ((s (socket PF_INET ; ipv4
- SOCK_STREAM ; two-way connection-based byte stream
- 0))
- (addr (if server
- (inet-pton AF_INET server)
- INADDR_LOOPBACK)))
- ;; Totally mimed from the Guile manual. Not sure if we need this, but:
- ;; http://www.unixguide.net/network/socketfaq/4.5.shtml
- (setsockopt s SOL_SOCKET SO_REUSEADDR 1) ; reuse port even if port is busy
- ;; Connecting to a non-specific address:
- ;; (bind s AF_INET INADDR_ANY port)
- ;; Should this be an option? Guess I don't know why we'd need it
- ;; @@: If we wanted to support listening on a particular hostname,
- ;; could see 8sync's irc.scm...
- (bind s AF_INET addr port)
- ;; Listen to connections
- (listen s %maximum-backlog-conns)
-
- ;; Throw a system-error rather than block on an (accept)
- ;; that has nothing to do
- (fcntl s F_SETFL
- (logior O_NONBLOCK
- (fcntl s F_GETFL)))
-
- ;; @@: This is used in Guile's http server under the commit:
- ;; * module/web/server/http.scm (http-open): Ignore SIGPIPE. Keeps the
- ;; server from dying in some circumstances.
- ;; (sigaction SIGPIPE SIG_IGN)
- ;; Will this break other things that use pipes for us though?
-
- (set! (nm-server-socket nm) s)
-
- (format #t "Listening for clients in pid: ~s\n" (getpid))
- (8sync-port s #:read (lambda (s) (nm-new-client nm s)))
- ;; TODO: set up periodic close of idle connections?
- ))
-
-(define (nm-new-client nm s)
- "Handle new client coming in to socket S"
- (let* ((client-connection (accept s))
- (client-details (cdr client-connection))
- (client (car client-connection)))
- (format #t "New client: ~s\n" client-details)
- (format #t "Client address: ~s\n"
- (gethostbyaddr
- (sockaddr:addr client-details)))
-
- (let ((client-id (big-random-number)))
- (hash-set! (nm-clients nm) client-id client)
- ;; @@: 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"
- (let ((buffer '()))
- (define (reset-buffer)
- (set! buffer '()))
- (define (should-read-char client)
- (and (not (port-closed? client))
- (char-ready? client)
- (not (eof-object? (peek-char client)))))
- (define (receive-handler client)
- (while (should-read-char client)
- (set! buffer (cons (read-char client) buffer))
- (match buffer
- (;; @@: Do we need the "char?"
- (#\newline #\return (? char? line-chars) ...)
- (let ((ready-line (list->string (reverse line-chars))))
- ;; reset buffer
- (set! buffer '())
- ;; run it
- (nm-handle-line nm client client-id ready-line)))
- (_ #f)))
- ;; Shut things down on closed port or EOF object
- (cond
- ((port-closed? client)
- (nm-handle-port-closed nm client client-id))
- ((and (char-ready? client)
- (eof-object? (peek-char client)))
- (nm-handle-port-eof nm client client-id))))
- receive-handler))
-
-(define (nm-handle-port-closed nm client client-id)
- "Handle a closed port"
- (format #t "DEBUG: handled closed port ~x\n" client-id)
- (8sync-port-remove client)
- (hash-remove! (nm-clients nm) client-id))
-
-(define-method (nm-handle-port-eof nm client client-id)
- "Handle seeing an EOF on port"
- (format #t "DEBUG: handled eof-object on port ~x\n" client-id)
- (close client)
- (8sync-port-remove client)
- (hash-remove! (nm-clients nm) client-id))
-
-(define-method (nm-handle-line nm client client-id line)
- "Handle an incoming line of input from a client"
- (<- nm (nm-send-input-to nm) 'client-input
- #:data line
- #:client client-id))
-
-(define-method (nm-send-to-client-id nm client-id data)
- "Send DATA to TO-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)))
-
-
-;; (define-method (nm-close-port (nm <network-manager>)))
-
-
-\f
-;;; The game master! Runs the world.
-;;; =================================
-
-;; @@: We could call this a "world builder" instead...
-;; I kinda like calling it a GM though.
-
-(define-class <game-master> (<actor>)
- ;; 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
- ;; 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))
- (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
- (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)
- (create-actor* gm <network-manager> "netman"
- #:send-input-to (actor-id 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))
- (define input (message-ref message 'data))
- (format #t "From ~s: ~s\n" client-id input)
- (<- actor (gm-network-manager actor) 'send-to-client
- #:client client-id
- #:data "Thanks, we got it!\n"))
-
-(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 <game-actor> (<actor>)
- (gm #:init-keyword #:gm
- #:getter game-actor-gm))
-
-
-\f
-;;; Rooms
-;;; =====
-
-;; @@: Maybe make this into a record type when this congeals a bit?
-;; I dunno?
-
-(define-class <exit> ()
- ;; Used for wiring
- (to-symbol #:accessor exit-to-symbol
- #:init-keyword #:to-symbol)
- ;; The actual address we use
- (to-address #:accessor exit-to-address
- #:init-keyword #:address)
- ;; Name of the room (@@: Should this be names?)
- (name #:accessor exit-name
- #:init-keyword #:name)
- (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-value (const #t)
- #:init-keyword #:visible-check)
- ;; By default all exits can be traversed
- (traverse-check #:init-value (const #t)
- #:init-keyword #:traverse-check))
-
-(define* (exit-can-traverse? exit actor
- #:optional (target-actor (actor-id actor)))
- ((slot-ref exit 'traverse-check) exit actor target-actor))
-
-(define* (exit-is-visible? exit actor
- #:optional (target-actor (actor-id actor)))
- ((slot-ref exit 'traverse-check) exit actor target-actor))
-
-
-;; Kind of a useful utility, maybe?
-(define (simple-slot-getter slot)
- (lambda (actor message)
- (reply-message actor message
- #:val (slot-ref actor slot))))
-
-
-(define-class <room> (<game-actor>)
- (name #:init-keyword #:name)
- (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>
- (exits #:init-value '()
- #:getter room-exits)
- ;; @@: Maybe eventually <room> will inherit from some more general
- ;; game object class
-
- (message-handler
- #:allocation #:each-subclass
- #:init-value
- (make-action-dispatch
- ;; desc == description
- (get-desc
- (simple-slot-getter 'desc))
- (get-name
- (simple-slot-getter 'name))
- ((register-occupant! actor message who)
- "Register an actor as being a occupant of this room"
- (hash-set! (slot-ref actor 'occupants) who #t))
- ((evict-occupant! actor message who)
- "De-register an occupant removed from the room"
- (hash-remove! (slot-ref actor 'occupants) who))
- (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 (game-actor-gm room) 'lookup-room
- #:symbol (exit-to-symbol exit)))
-
- (set! (exit-to-address exit) new-exit))
-
- (room-exits room)))
-
-
-\f
-;;; Players
-;;; =======
-
-(define-class <player> (<game-actor>)
- (username #:init-keyword #:username
- #:accessor player-username)
- ;; location id
- (loc #:init-value #f
- #:accessor player-loc)
- ;; Connection id
- (client #:accessor player-client)
-
- (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"
- id (actor-id-actor player))
- (set! (player-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 (player-loc player) 'get-name)
- 'val))
- (define room-desc
- (message-ref
- (<-wait player (player-loc player) 'get-desc)
- 'val))
- (define message-text
- (format #f "**~a**\n~a\n" room-name room-desc))
-
- (<- player (game-actor-gm player) 'write-home #:text message-text))
-
-\f
-;;; Debugging stuff
-;;; ===============
-
-(define %test-gm #f)
-
-(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"
- #: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
- #:room-spec room-spec))))