X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync.scm;h=7219c37e947883daa75f9baa711b6395affc5394;hp=36781f4993df1ce1f6d8c97599355a4bad37eb58;hb=f30bd11e2979247edc97671357d1f02d2fa72775;hpb=306aa6a09fd37f7ee6b06d99e203f19ddf6e85b7 diff --git a/mudsync.scm b/mudsync.scm index 36781f4..7219c37 100644 --- a/mudsync.scm +++ b/mudsync.scm @@ -120,7 +120,10 @@ (let ((client-id (big-random-number))) (hash-set! (nm-clients nm) client-id client) - (8sync-port client #:read (nm-make-client-receive nm client-id))))) + ;; @@: 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" @@ -173,8 +176,13 @@ (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 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))) @@ -190,29 +198,47 @@ ;; I kinda like calling it a GM though. (define-class () - ;; 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) + ;; 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 - (client-to-actor #:init-thunk make-hash-table) + ;; 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))))) + (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 - ;; TODO + (gm-init-rooms gm (message-ref message 'room-spec)) ;; Restore database-based actors ;; TODO @@ -220,6 +246,45 @@ ;; 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 + (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) @@ -229,6 +294,16 @@ ;; 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)) @@ -238,11 +313,100 @@ #:client client-id #:data "Thanks, we got it!\n")) -(define-method (gm-setup-database (gm )) - 'TODO) +(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" + #: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 () + ;; location id + (loc #:init-value #f + #:accessor gameobj-loc) + ;; game master id + (gm #:init-keyword #: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 gameobj-simple-name-f) + + ;; Name aliases + (aliases #:init-keyword #:aliases + #:init-value '()) + + ;; Commands we can handle + (commands #:init-value #f) + ;; 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)) -(define-method (gm-setup-rooms-etc (gm )) - 'TODO) ;;; Rooms @@ -261,14 +425,16 @@ ;; Name of the room (@@: Should this be names?) (name #:accessor exit-name #:init-keyword #:name) - (description #:accessor exit-description - #:init-keyword #:address) + (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-keyword (const #t)) + (visible-check #:init-value (const #t) + #:init-keyword #:visible-check) ;; By default all exits can be traversed - (traverse-check #:init-keyword (const #t))) + (traverse-check #:init-value (const #t) + #:init-keyword #:traverse-check)) (define* (exit-can-traverse? exit actor #:optional (target-actor (actor-id actor))) @@ -286,10 +452,9 @@ #:val (slot-ref actor slot)))) -(define-class () - (name #:init-keyword #:name) - (description #:init-value "" - #:init-keyword #:description) +(define-class () + (desc #:init-value "" + #:init-keyword #:desc) ;; Uses a hash table like a set (values ignored) (occupants #:init-thunk make-hash-table) ;; A list of @@ -297,15 +462,14 @@ #:getter room-exits) ;; @@: Maybe eventually 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 - (get-description - (simple-slot-getter 'description)) + ;; desc == description + (get-desc + (simple-slot-getter 'desc)) (get-name (simple-slot-getter 'name)) ((register-occupant! actor message who) @@ -314,14 +478,15 @@ ((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!))))) + (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 (room-gm room) 'lookup-room + (<-wait room (gameobj-gm room) 'lookup-room #:symbol (exit-to-symbol exit))) (set! (exit-to-address exit) new-exit)) @@ -333,16 +498,64 @@ ;;; Players ;;; ======= +(define-class () + (username #:init-keyword #:username + #:accessor player-username) + ;; Connection id + (client #:accessor player-client) + + (self-commands + #:init-value #f ; TODO: Set me to a reasonable default + #:accessor player-self-commands) + + (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\n" + id (actor-id-actor player)) + (set! (gameobj-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 (gameobj-loc player) 'get-name) + 'val)) + (define room-desc + (message-ref + (<-wait player (gameobj-loc player) 'get-desc) + 'val)) + (define message-text + (format #f "**~a**\n~a\n" room-name room-desc)) + + (<- player (gameobj-gm player) 'write-home #:text message-text)) + + +;;; Debugging stuff +;;; =============== -;; Debugging stuff (define %test-gm #f) -(define (run-demo . args) +(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 "gm")) + (hive-create-actor-gimmie* hive "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)))) + (list (bootstrap-message hive (actor-id gm) 'init-world + #:room-spec room-spec))))