Finally can connect and get a room description!
authorChristopher Allan Webber <cwebber@dustycloud.org>
Sat, 30 Apr 2016 22:09:24 +0000 (17:09 -0500)
committerChristopher Allan Webber <cwebber@dustycloud.org>
Sat, 30 Apr 2016 22:09:24 +0000 (17:09 -0500)
So much work just to get to that point....

mudsync.scm

index eee888dd5a69d9adc43ae0b0170ae84980ca8a58..cdc03fd3d408f7dc1dc2e164adbba1e46b50fea2 100644 (file)
 
     (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"
 
 (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)))
 
   (special-dir #:init-thunk make-hash-table
                #:getter gm-special-dir)
 
-  ;; Room directory.  Room symbols to 
+  ;; 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))
-    (lookup-room (wrap-apply gm-lookup-room)))))
+    (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 (exit-from-spec exit-spec)
     "Take room exits syntax from the spec, turn it into exits"
     (match exit-spec
-      ((name to-symbol description)
+      ((name to-symbol desc)
        (make <exit>
          #:name name
          #:to-symbol to-symbol
-         #:description description))))
+         #:desc desc))))
 
   (define rooms
     (map
        ((room-symbol room-class
                      room-args ...
                      (room-exits ...))
-        
         ;; initialize the room
-        (apply create-actor* gm room-class "room"
-               #:gm (actor-id gm)
-               #:exits (map exit-from-spec room-exits)
-               room-args)))
+        (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
   ;; 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."
     (slot-ref (gm-room-dir actor) symbol))
   (<-reply actor message room-id))
 
-(define-method (gm-setup-database (gm <game-master>))
-  'TODO)
+(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> "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
+;;; ==========
 
-(define-method (gm-setup-rooms-etc (gm <game-master>))
-  'TODO)
+;;; *all* game components that talk to players should somehow
+;;; derive from this class.
+;;; And all of them need a GM!
+
+(define-class <game-actor> (<actor>)
+  (gm #:init-keyword #:gm
+      #:getter game-actor-gm))
 
 
 \f
   ;; Name of the room (@@: Should this be names?)
   (name #:accessor exit-name
         #:init-keyword #:name)
-  (description #:accessor exit-description
-               #:init-keyword #:description)
+  (desc #:accessor exit-desc
+               #:init-keyword #:desc)
 
   ;; *Note*: These two methods have an extra layer of indirection, but
   ;;   it's for a good reason.
                    #:val (slot-ref actor slot))))
 
 
-(define-class <room> (<actor>)
+(define-class <room> (<game-actor>)
   (name #:init-keyword #:name)
-  (description #:init-value ""
-               #:init-keyword #:description)
+  (desc #:init-value ""
+               #:init-keyword #:desc)
   ;; Uses a hash table like a set (values ignored)
   (occupants #:init-thunk make-hash-table)
   ;; A list of <exit>
          #: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
-    (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)
     (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 (game-actor-gm room) 'lookup-room
                #:symbol (exit-to-symbol exit)))
 
      (set! (exit-to-address exit) new-exit))
 ;;; Players
 ;;; =======
 
+(define-class <player> (<game-actor>)
+  (username #:init-keyword #:username
+            #:accessor player-username)
+  ;; location id
+  (loc #:init-value #f
+       #:accessor player-loc)
+  ;; Connection id
+  (client #:accessor player-client)
+
+  (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"
+          id (actor-id-actor player))
+  (set! (player-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 (player-loc player) 'get-name)
+     'val))
+  (define room-desc
+    (message-ref
+     (<-wait player (player-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))
+
+\f
+;;; Debugging stuff
+;;; ===============
 
-;; Debugging stuff
 (define %test-gm #f)
 
-(define (run-demo db-path room-spec)
+(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 <game-master> "gm"))
+    (hive-create-actor-gimmie* hive <game-master> "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