;; (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>)
+ ;; 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)
+ ;; A mapping of client ids to in-game actors
+ (client-to-actor #:init-thunk make-hash-table)
+ ;; Network manager
+ (network-manager #:accessor gm-network-manager
+ #:init-val #f)
+
+ (message-handler
+ #:init-value
+ (make-action-dispatch
+ (init-world (wrap-apply gm-init-world))
+ (client-input (wrap-apply gm-handle-client-input)))))
+
+
(define (gm-init-world gm message)
;; Load database
;; TODO
#:client client-id
#:data "Thanks, we got it!\n"))
-(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)
- ;; A mapping of client ids to in-game actors
- (client-to-actor #:init-thunk make-hash-table)
- ;; Network manager
- (network-manager #:accessor gm-network-manager
- #:init-val #f)
-
- (message-handler
- #:init-value
- (make-action-dispatch
- (init-world gm-init-world)
- (client-input gm-handle-client-input))))
-
-
(define-method (gm-setup-database (gm <game-master>))
'TODO)