X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;ds=sidebyside;f=mudsync%2Fgame-master.scm;h=7b93a3bf25d40ece239fe4bd6de35b3313779fbc;hb=9efc11b393ef6d51d6aacc87d58617c1822e6a06;hp=f839931002fe663cabe8c62c2458be623407a4f7;hpb=c3e788ae7726f7e52a62ffeb30254bfa0f0da7cb;p=mudsync.git
diff --git a/mudsync/game-master.scm b/mudsync/game-master.scm
index f839931..7b93a3b 100644
--- a/mudsync/game-master.scm
+++ b/mudsync/game-master.scm
@@ -17,12 +17,12 @@
;;; along with Mudsync. If not, see .
(define-module (mudsync game-master)
- #:use-module (mudsync room)
#:use-module (mudsync networking)
- #:use-module (8sync systems actors)
+ #:use-module (8sync actors)
#:use-module (8sync agenda)
#:use-module (oop goops)
#:use-module (ice-9 match)
+ #:use-module (srfi srfi-26)
#:export (
make-default-room-conn-handler))
@@ -34,10 +34,6 @@
(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
@@ -46,31 +42,34 @@
#:getter gm-reverse-client-dir)
;; Network manager
- (network-manager #:accessor gm-network-manager
+ (network-manager #:getter gm-network-manager
#:init-value #f)
;; How we get a new connection acclimated to the system
- (new-conn-handler #:accessor gm-new-conn-handler
+ (new-conn-handler #:getter 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)))))
+ (actions
+ #:allocation #:each-subclass
+ #:init-thunk
+ (build-actions
+ (init-world gm-init-world)
+ (client-input gm-handle-client-input)
+ (lookup-special gm-lookup-special)
+ (new-client gm-new-client)
+ (write-home gm-write-home)
+ (client-closed gm-client-closed)
+ (inject-special! gm-inject-special!))))
;;; .. begin world init stuff ..
-(define (gm-init-world gm message)
+(define* (gm-init-world gm message #:key game-spec)
;; Load database
;; TODO
;; Init basic rooms / structure
- (gm-init-rooms gm (message-ref message 'room-spec))
+ (gm-init-game-spec gm game-spec)
;; Restore database-based actors
;; TODO
@@ -78,94 +77,134 @@
;; 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
- #:name name
- #:to-symbol to-symbol
- #:desc desc))))
-
- (define rooms
+
+;; @@: If you change this code, update gm-inject-special! if appropriate.
+(define (gm-init-game-spec gm game-spec)
+ "Initialize the prebuilt special objects"
+ (define set-locs '())
+ (define specials
(map
(match-lambda
- ((room-symbol room-class
- room-args ...
- (room-exits ...))
- ;; initialize the room
- (let ((room
- (apply create-actor* gm room-class "room"
+ ((symbol class loc args ...)
+ ;; initialize the special object
+ (let ((special-obj
+ (apply create-actor* gm class
+ ;; set cookie to be the object's symbol
+ (symbol->string symbol)
#: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)
+ args)))
+ ;; register the object
+ (hash-set! (gm-special-dir gm) symbol special-obj)
+ ;; Give ourselves an instruction to set the location
+ (set! set-locs (cons (cons special-obj loc) set-locs))
;; pass it back to the map
- room)))
- rooms-spec))
+ special-obj)))
+ game-spec))
- ;; now wire up all the exits
+ ;; Set all initial locations
+ (for-each
+ (match-lambda
+ ((special-obj . loc)
+ (if loc
+ (<-wait special-obj 'set-loc!
+ #:loc (hash-ref (gm-special-dir gm) loc)))))
+ set-locs)
+
+ ;; now init all the objects
(for-each
- (lambda (room)
- (format #t "Wiring up ~s...\n" (address->string room))
- (<-wait gm room 'wire-exits!))
- rooms))
+ (lambda (special-obj)
+ (format #t "Initializing ~s...\n" (address->string special-obj))
+ (<-wait special-obj 'init))
+ specials))
(define (gm-setup-network gm)
;; Create a default network manager if none available
- (set! (gm-network-manager gm)
- (create-actor* gm "netman"
+ (slot-set! gm 'network-manager
+ (create-actor* gm "netman"
#:send-input-to (actor-id gm)))
;; TODO: Add host and port options
- (<-wait gm (gm-network-manager gm) 'start-listening))
+ (<-wait (gm-network-manager gm) 'start-listening))
(define (gm-setup-database gm)
'TODO)
;;; .. end world init stuff ...
-(define-mhandler (gm-new-client actor message client)
+(define* (gm-new-client actor message #:key client)
;; @@: Maybe more indirection than needed for this
((gm-new-conn-handler actor) actor client))
-(define (gm-handle-client-input actor message)
+(define* (gm-handle-client-input actor message
+ #:key client data)
"Handle input from a client."
- (define client-id (message-ref message 'client))
- (define input (message-ref message 'data))
;; Look up player
- (define player (hash-ref (gm-client-dir actor) client-id))
+ (define player (hash-ref (gm-client-dir actor) client))
;; debugging
- (format #t "DEBUG: From ~s: ~s\n" client-id input)
+ (format #t "DEBUG: From ~s: ~s\n" client data)
- (<- actor player 'handle-input
- #:input input)
+ (<- player 'handle-input
+ #:input data))
- ;; TODO: Remove this shortly
- (<- 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* (gm-lookup-special actor message #:key symbol)
+ (<-reply message (hash-ref (slot-ref actor 'special-dir) symbol)))
-(define-mhandler (gm-write-home actor message text)
+(define* (gm-write-home actor message #:key text)
(define client-id (hash-ref (gm-reverse-client-dir actor)
(message-from message)))
- (<- actor (gm-network-manager actor) 'send-to-client
+ (<- (gm-network-manager actor) 'send-to-client
#:client client-id
#:data text))
+(define* (gm-client-closed gm message #:key client)
+ ;; Do we have this client registered to an actor? Get the id if so.
+ (define actor-id (hash-ref (gm-client-dir gm) client))
+
+ ;; Have the actor appropriately disappear / be removed from its
+ ;; room, if we have one.
+ ;; (In some games, if the user never connected)
+ (when actor-id
+ (<-wait actor-id 'disconnect-self-destruct)
+ ;; Unregister from the client directories.
+ (gm-unregister-client! gm client)))
+
+
+(define* (gm-inject-special! gm message
+ #:key special-symbol gameobj-spec)
+ "Inject, possiibly replacing the original, special symbol
+using the gameobj-spec."
+ (define existing-obj
+ (hash-ref (slot-ref gm 'special-dir) special-symbol))
+
+ ;; There's a lot of overlap here with gm-init-game-spec.
+ ;; We could try to union them? It seemed hard last time I looked,
+ ;; because things need to run in a different order.
+ (match gameobj-spec
+ (((? (cut eq? <> special-symbol) symbol) class loc args ...)
+ ;; initialize the special object
+ (let ((special-obj
+ (apply create-actor* gm class
+ ;; set cookie to be the object's symbol
+ (symbol->string symbol)
+ #:gm (actor-id gm)
+ args)))
+ ;; Set the location
+ (<-wait special-obj 'set-loc!
+ #:loc (hash-ref (gm-special-dir gm) loc))
+ ;; Initialize the object, and depending on if an object
+ ;; already exists with this info, ask it to coordinate
+ ;; replacing with the existing object.
+ (if existing-obj
+ (<-wait special-obj 'init #:replace existing-obj)
+ (<-wait special-obj 'init))
+ ;; Register the object
+ (hash-set! (gm-special-dir gm) symbol special-obj)
+ ;; Destroy the original, if it exists.
+ (if existing-obj
+ (<- existing-obj 'self-destruct #:why 'replaced))))))
;;; GM utilities
@@ -173,14 +212,15 @@
(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)
+(define* (gm-unregister-client! gm client-id #:optional destroy-player)
"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))
+ (if destroy-player
+ (<- player-id 'self-destruct)))
(#f (throw 'no-client-to-unregister
"Can't unregister a client that doesn't exist?"
client-id))))
@@ -196,17 +236,20 @@ with an anonymous persona"
(let* ((guest-name (string-append "Guest-"
(number->string count)))
(room-id
- (hash-ref (gm-room-dir gm) default-room))
+ (hash-ref (gm-special-dir gm) default-room))
;; create and register the player
(player
(create-actor* gm (@@ (mudsync player) ) "player"
- #:username guest-name
+ #:name 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)
+ (<-wait player 'set-loc! #:loc room-id)
;; Initialize the player
- (<- gm player 'init)))))
-
+ (<-wait player 'init)
+ (<- room-id 'tell-room
+ #:text (format #f "You see ~a materialize out of thin air!\n"
+ guest-name)
+ #:exclude player)))))