X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync.scm;h=a15f5b9a02ea2a1f221129e2078832c9e18f3bde;hp=8c4fb94a3416d4cbf1988fdf385e0cd3581154a5;hb=023ca5e3222fa0f53a30440c23e538b411af5195;hpb=e04b4168f2dfeffdc6bc3b49dcb21e6d43adbccf diff --git a/mudsync.scm b/mudsync.scm index 8c4fb94..a15f5b9 100644 --- a/mudsync.scm +++ b/mudsync.scm @@ -17,12 +17,18 @@ ;;; along with Mudsync. If not, see . (use-modules (8sync systems actors) + (8sync systems actors debug) (8sync agenda) (ice-9 format) (ice-9 match) + (gdbm) (oop goops)) + +;;; Networking +;;; ========== + (define %default-server #f) (define %default-port 8889) @@ -40,8 +46,8 @@ ((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 ) remove-from-agenda) "Shut it down!" @@ -63,7 +69,7 @@ (define %maximum-backlog-conns 128) ; same as SOMAXCONN on Linux 2.X, ; says the intarwebs -(define-method (nm-install-socket (nm ) 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 @@ -102,7 +108,7 @@ ;; TODO: set up periodic close of idle connections? )) -(define-method (nm-new-client (nm ) 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)) @@ -114,9 +120,12 @@ (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-method (nm-make-client-receive (nm ) client-id) +(define (nm-make-client-receive nm client-id) "Make a method to receive client data" (let ((buffer '())) (define (reset-buffer) @@ -146,28 +155,34 @@ (nm-handle-port-eof nm client client-id)))) receive-handler)) -(define-method (nm-handle-port-closed (nm ) 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 ) 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 ) 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 ) 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 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))) @@ -175,12 +190,387 @@ ;; (define-method (nm-close-port (nm ))) -(define-generic gm-init-world) + +;;; The game master! Runs the world. +;;; ================================= + +;; @@: We could call this a "world builder" instead... +;; I kinda like calling it a GM though. + (define-class () + ;; 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 + ;; 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)) + (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 + (gm-init-rooms gm (message-ref message 'room-spec)) + + ;; Restore database-based actors + ;; TODO + + ;; 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) + (create-actor* gm "netman" + #:send-input-to (actor-id gm))) + + ;; 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)) + (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-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)) + + + +;;; Rooms +;;; ===== + +;; @@: Maybe make this into a record type when this congeals a bit? +;; I dunno? + +(define-class () + ;; 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) + (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-value (const #t) + #:init-keyword #:visible-check) + ;; By default all exits can be traversed + (traverse-check #:init-value (const #t) + #:init-keyword #:traverse-check)) + +(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)))) + + +;; TODO: Subclass from container? +(define-class () + (desc #:init-value "" + #: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 + (exits #:init-value '() + #:getter room-exits) + ;; @@: Maybe eventually will inherit from some more general + ;; game object class + + (contain-commands + #:init-value %room-contain-commands) + + (message-handler + #:allocation #:each-subclass + #:init-value + (make-action-dispatch + ;; desc == description + (get-desc + (simple-slot-getter 'desc)) + (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! (wrap-apply room-wire-exits!))))) + +(define always (const #t)) + +(define %room-contain-commands + (list + (command "look" cmatch-just-verb always 'look-room) + (command "look" cmatch-direct-obj always 'look-member) + (command "go" cmathc-just-verb always 'go-where) + (command "go" cmatch-direct-obj always 'go-exit))) + + +(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 (gameobj-gm room) 'lookup-room + #:symbol (exit-to-symbol exit))) + + (set! (exit-to-address exit) new-exit)) + + (room-exits room))) + + + +;;; 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 - ;; init-world - ))) + (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 +;;; =============== +(define %test-gm #f) +(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" + #: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 + #:room-spec room-spec))))