;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
(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)
((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 to-client data)
- (nm-send-to-client-id actor to-client data)))))
+ ((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!"
(define %maximum-backlog-conns 128) ; same as SOMAXCONN on Linux 2.X,
; says the intarwebs
-(define-method (nm-install-socket (nm <network-manager>) server port)
+(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
;; TODO: set up periodic close of idle connections?
))
-(define-method (nm-new-client (nm <network-manager>) s)
+(define (nm-new-client nm s)
"Handle new client coming in to socket S"
(let* ((client-connection (accept s))
(client-details (cdr client-connection))
(hash-set! (nm-clients nm) client-id client)
(8sync-port client #:read (nm-make-client-receive nm client-id)))))
-(define-method (nm-make-client-receive (nm <network-manager>) client-id)
+(define (nm-make-client-receive nm client-id)
"Make a method to receive client data"
(let ((buffer '()))
(define (reset-buffer)
(nm-handle-port-eof nm client client-id))))
receive-handler))
-(define-method (nm-handle-port-closed (nm <network-manager>) client client-id)
+(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 <network-manager>) client 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 <network-manager>) client client-id line)
+(define-method (nm-handle-line nm client client-id line)
"Handle an incoming line of input from a client"
- (format #t "~x got line: ~s\n" client-id line)
- (nm-send-to-client-id nm client-id "Thank, you, processed.\n" ))
+ (<- nm (nm-send-input-to nm) 'client-input
+ #:data line
+ #:client client-id))
-(define-method (nm-send-to-client-id (nm <network-manager>) client-id 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-method (nm-close-port (nm <network-manager>)))
-(define-generic gm-init-world)
+\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-value #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
+
+ ;; Init basic rooms / structure
+ ;; TODO
+
+ ;; Restore database-based actors
+ ;; TODO
+
+ ;; Set up the network
+ (gm-setup-network gm))
+
+(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-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-method (gm-setup-database (gm <game-master>))
+ 'TODO)
+
+(define-method (gm-setup-rooms-etc (gm <game-master>))
+ 'TODO)
+
+\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)
+ (description #:accessor exit-description
+ #:init-keyword #:address)
+
+ ;; *Note*: These two methods have an extra layer of indirection, but
+ ;; it's for a good reason.
+ (visible-check #:init-keyword (const #t))
+ ;; By default all exits can be traversed
+ (traverse-check #:init-keyword (const #t)))
+
+(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> (<actor>)
+ (name #:init-keyword #:name)
+ (description #:init-value ""
+ #:init-keyword #:description)
+ ;; 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
+ (gm #:init-keyword #:gm
+ #:getter room-gm)
+
(message-handler
+ #:allocation #:each-subclass
#:init-value
(make-action-dispatch
- ;; init-world
- )))
+ (get-description
+ (simple-slot-getter 'description))
+ (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! actor message)
+ (wrap-apply room-wire-exits!)))))
+
+(define (room-wire-exits! room message)
+ (for-each
+ (lambda (exit)
+ (define new-exit
+ (<-wait room (room-gm room) 'lookup-room
+ #:symbol (exit-to-symbol exit)))
+
+ (set! (exit-to-address exit) new-exit))
+
+ (room-exits room)))
+
+
+\f
+;;; Players
+;;; =======
+
+;; Debugging stuff
+(define %test-gm #f)
+(define (run-demo . args)
+ (define hive (make-hive))
+ (define gm
+ (hive-create-actor-gimmie* hive <game-master> "gm"))
+ (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))))