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- ;;; Mudsync --- Live hackable MUD
- ;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
- ;;;
- ;;; This file is part of Mudsync.
- ;;;
- ;;; Mudsync is free software; you can redistribute it and/or modify it
- ;;; under the terms of the GNU General Public License as published by
- ;;; the Free Software Foundation; either version 3 of the License, or
- ;;; (at your option) any later version.
- ;;;
- ;;; Mudsync is distributed in the hope that it will be useful, but
- ;;; WITHOUT ANY WARRANTY; without even the implied warranty of
- ;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- ;;; General Public License for more details.
- ;;;
- ;;; You should have received a copy of the GNU General Public License
- ;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
- (define-module (mudsync game-master)
- #:use-module (mudsync networking)
- #:use-module (8sync actors)
- #:use-module (8sync agenda)
- #:use-module (oop goops)
- #:use-module (ice-9 match)
- #:use-module (srfi srfi-26)
- #:export (<game-master>
- make-default-room-conn-handler))
- ;;; The game master! Runs the world.
- ;;; =================================
- (define-class <game-master> (<actor>)
- ;; Directory of "special" objects.
- (special-dir #:init-thunk make-hash-table
- #:getter gm-special-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 #:getter gm-network-manager
- #:init-value #f)
- ;; How we get a new connection acclimated to the system
- (new-conn-handler #:getter gm-new-conn-handler
- #:init-keyword #:new-conn-handler)
- (actions
- #:allocation #:each-subclass
- #:init-thunk
- (build-actions
- (init-world gm-init-world)
- (client-input gm-handle-client-input)
- (lookup-special gm-lookup-special)
- (new-client gm-new-client)
- (write-home gm-write-home)
- (client-closed gm-client-closed)
- (inject-special! gm-inject-special!))))
- ;;; .. begin world init stuff ..
- (define* (gm-init-world gm message #:key game-spec)
- ;; Load database
- ;; TODO
- ;; Init basic rooms / structure
- (gm-init-game-spec gm game-spec)
- ;; Restore database-based actors
- ;; TODO
- ;; Set up the network
- (gm-setup-network gm))
- ;; @@: If you change this code, update gm-inject-special! if appropriate.
- (define (gm-init-game-spec gm game-spec)
- "Initialize the prebuilt special objects"
- (define set-locs '())
- (define specials
- (map
- (match-lambda
- ((symbol class loc args ...)
- ;; initialize the special object
- (let ((special-obj
- (apply create-actor* gm class
- ;; set cookie to be the object's symbol
- (symbol->string symbol)
- #:gm (actor-id gm)
- args)))
- ;; register the object
- (hash-set! (gm-special-dir gm) symbol special-obj)
- ;; Give ourselves an instruction to set the location
- (set! set-locs (cons (cons special-obj loc) set-locs))
- ;; pass it back to the map
- special-obj)))
- game-spec))
- ;; Set all initial locations
- (for-each
- (match-lambda
- ((special-obj . loc)
- (if loc
- (<-wait special-obj 'set-loc!
- #:loc (hash-ref (gm-special-dir gm) loc)))))
- set-locs)
- ;; now init all the objects
- (for-each
- (lambda (special-obj)
- (format #t "Initializing ~s...\n" (address->string special-obj))
- (<-wait special-obj 'init))
- specials))
- (define (gm-setup-network gm)
- ;; Create a default network manager if none available
- (slot-set! gm 'network-manager
- (create-actor* gm <network-manager> "netman"
- #:send-input-to (actor-id gm)))
- ;; TODO: Add host and port options
- (<-wait (gm-network-manager gm) 'start-listening))
- (define (gm-setup-database gm)
- 'TODO)
- ;;; .. end world init stuff ...
- (define* (gm-new-client actor message #:key client)
- ;; @@: Maybe more indirection than needed for this
- ((gm-new-conn-handler actor) actor client))
- (define* (gm-handle-client-input actor message
- #:key client data)
- "Handle input from a client."
- ;; Look up player
- (define player (hash-ref (gm-client-dir actor) client))
- ;; debugging
- (format #t "DEBUG: From ~s: ~s\n" client data)
- (<- player 'handle-input
- #:input data))
- (define* (gm-lookup-special actor message #:key symbol)
- (<-reply message (hash-ref (slot-ref actor 'special-dir) symbol)))
- (define* (gm-write-home actor message #:key text)
- (define client-id (hash-ref (gm-reverse-client-dir actor)
- (message-from message)))
- (<- (gm-network-manager actor) 'send-to-client
- #:client client-id
- #:data text))
- (define* (gm-client-closed gm message #:key client)
- ;; Do we have this client registered to an actor? Get the id if so.
- (define actor-id (hash-ref (gm-client-dir gm) client))
- ;; Have the actor appropriately disappear / be removed from its
- ;; room, if we have one.
- ;; (In some games, if the user never connected)
- (when actor-id
- (<-wait actor-id 'disconnect-self-destruct)
- ;; Unregister from the client directories.
- (gm-unregister-client! gm client)))
- (define* (gm-inject-special! gm message
- #:key special-symbol gameobj-spec)
- "Inject, possiibly replacing the original, special symbol
- using the gameobj-spec."
- (define existing-obj
- (hash-ref (slot-ref gm 'special-dir) special-symbol))
- ;; There's a lot of overlap here with gm-init-game-spec.
- ;; We could try to union them? It seemed hard last time I looked,
- ;; because things need to run in a different order.
- (match gameobj-spec
- (((? (cut eq? <> special-symbol) symbol) class loc args ...)
- ;; initialize the special object
- (let ((special-obj
- (apply create-actor* gm class
- ;; set cookie to be the object's symbol
- (symbol->string symbol)
- #:gm (actor-id gm)
- args)))
- ;; Set the location
- (<-wait special-obj 'set-loc!
- #:loc (hash-ref (gm-special-dir gm) loc))
- ;; Initialize the object, and depending on if an object
- ;; already exists with this info, ask it to coordinate
- ;; replacing with the existing object.
- (if existing-obj
- (<-wait special-obj 'init #:replace existing-obj)
- (<-wait special-obj 'init))
- ;; Register the object
- (hash-set! (gm-special-dir gm) symbol special-obj)
- ;; Destroy the original, if it exists.
- (if existing-obj
- (<- existing-obj 'self-destruct #:why 'replaced))))))
- ;;; 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 #:optional destroy-player)
- "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
- (if destroy-player
- (<- player-id 'self-destruct)))
- (#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)
- (set! count (+ count 1))
- (let* ((guest-name (string-append "Guest-"
- (number->string count)))
- (room-id
- (hash-ref (gm-special-dir gm) default-room))
- ;; create and register the player
- (player
- (create-actor* gm (@@ (mudsync player) <player>) "player"
- #:name 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 player 'set-loc! #:loc room-id)
- ;; Initialize the player
- (<-wait player 'init)
- (<- room-id 'tell-room
- #:text (format #f "You see ~a materialize out of thin air!\n"
- guest-name)
- #:exclude player)))))
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