;;; You should have received a copy of the GNU General Public License
;;; 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))
-
+(define-module (mudsync)
+ #:use-module (8sync systems actors)
+ #:use-module (8sync agenda)
+ #:use-module (ice-9 format)
+ #:use-module (ice-9 match)
+ #:use-module (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)))
;;; derive from this class.
;;; And all of them need a GM!
-(define-class <game-actor> (<actor>)
+(define-class <gameobj> (<actor>)
+ ;; location id
+ (loc #:init-value #f
+ #:accessor gameobj-loc)
+ ;; game master id
(gm #:init-keyword #:gm
- #:getter game-actor-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 (wrap gameobj-simple-name-f))
+
+ ;; Name aliases
+ (aliases #:init-keyword #:aliases
+ #:init-value '())
+
+ ;; Commands we can handle
+ (dirobj-commands #:init-value '())
+ (indirobj-commands #:init-value '())
+
+ ;; 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))
\f
(reply-message actor message
#:val (slot-ref actor slot))))
+(define always (const #t))
+
+;; TODO: remove hack
+(define full-command list)
+
+;; TODO: fill these in
+(define cmatch-just-verb #f)
+(define cmatch-direct-verb #f)
+(define cmatch-direct-obj #f)
+
+(define %room-contain-commands
+ (list
+ (full-command "look" cmatch-just-verb always 'look-room)
+ (full-command "look" cmatch-direct-obj always 'look-member)
+ (full-command "go" cmatch-just-verb always 'go-where)
+ (full-command "go" cmatch-direct-obj always 'go-exit)))
-(define-class <room> (<game-actor>)
- (name #:init-keyword #:name)
+;; TODO: Subclass from container?
+(define-class <room> (<gameobj>)
(desc #:init-value ""
- #:init-keyword #:desc)
+ #:init-keyword #:desc)
+ ;; TODO: Switch this to be loc based
;; Uses a hash table like a set (values ignored)
(occupants #:init-thunk make-hash-table)
;; A list of <exit>
;; @@: Maybe eventually <room> will inherit from some more general
;; game object class
+ (contain-commands
+ #:init-value %room-contain-commands)
+
(message-handler
#:allocation #:each-subclass
#:init-value
(for-each
(lambda (exit)
(define new-exit
- (<-wait room (game-actor-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> (<game-actor>)
+(define-class <player> (<gameobj>)
(username #:init-keyword #:username
#:accessor player-username)
- ;; location id
- (loc #:init-value #f
- #:accessor player-loc)
;; Connection id
(client #:accessor player-client)
+ (self-commands
+ #:init-value '()
+ #:accessor player-self-commands)
+
(message-handler
#:init-value
(make-action-dispatch
;;; player message handlers
(define-mhandler (player-set-loc! player message id)
- (format #t "DEBUG: Location set to ~s for player ~s"
+ (format #t "DEBUG: Location set to ~s for player ~s\n"
id (actor-id-actor player))
- (set! (player-loc player) id))
+ (set! (gameobj-loc player) id))
(define-mhandler (player-init! player message)
(player-look-around player))
(define (player-look-around player)
(define room-name
(message-ref
- (<-wait player (player-loc player) 'get-name)
+ (<-wait player (gameobj-loc player) 'get-name)
'val))
(define room-desc
(message-ref
- (<-wait player (player-loc player) 'get-desc)
+ (<-wait player (gameobj-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))
+ (<- player (gameobj-gm player) 'write-home #:text message-text))
\f
;;; Debugging stuff