hermeticum/server/cmd/main.go

416 lines
11 KiB
Go

package main
import (
"context"
"errors"
"flag"
"fmt"
"io"
"log"
"net"
"sync"
"github.com/vilmibm/hermeticum/proto"
"github.com/vilmibm/hermeticum/server/db"
"github.com/vilmibm/hermeticum/server/witch"
"google.golang.org/grpc"
)
var (
tls = flag.Bool("tls", false, "Connection uses TLS if true, else plain TCP")
certFile = flag.String("cert_file", "", "The TLS cert file")
keyFile = flag.String("key_file", "", "The TLS key file")
port = flag.Int("port", 6666, "The server port")
)
/*
I'm going to take a much simpler approach to scripts than I did in tildemush: objects just get one text column with no revision tracking. to avoid re-parsing scripts per verb check (as every overheard verb has to be checked against an object's script every verb utterance) i want an in-memory cache of lua states. i'm not actually sure if the goroutine unsafety is a problem for that. if it is, i can put goroutines in memory and send them verbs over channels. annoying, but should work if i have to. going to start with a naive map of object ids to scripts, re-parsing them if they get edited and updating the cache.
The cache will grow without bound as users enter rooms with objects. they ought to be garbage collected. i can do that in a goroutine though (check DB for objects in rooms with no players). One complication will be when I have "cron" support for objects. they will need to be "live" (ie, their scripts executable) in order to do their periodic tasks.
An idea I just had for a cron system: respond to a "tick" verb. at server start, once all in-world objects get parsed, start emitting "tick" events from a for loop in a goroutine in rooms with objects. this can be optimized for having a way to flag periodic-able objects so they don't get the verb if they wouldn't respond.
*/
func _main() (err error) {
l, err := net.Listen("tcp", fmt.Sprintf(":%d", *port))
if err != nil {
return err
}
fmt.Printf("DBG %#v\n", l)
var opts []grpc.ServerOption
if *tls {
log.Fatal("tls unsupported")
/*
// TODO base some stuff on the data package in the examples to get tls working
if *certFile == "" {
*certFile = data.Path("x509/server_cert.pem")
}
if *keyFile == "" {
*keyFile = data.Path("x509/server_key.pem")
}
creds, err := credentials.NewServerTLSFromFile(*certFile, *keyFile)
if err != nil {
log.Fatalf("Failed to generate credentials %v", err)
}
opts = []grpc.ServerOption{grpc.Creds(creds)}
*/
}
grpcServer := grpc.NewServer(opts...)
srv, err := newServer()
if err != nil {
return err
}
proto.RegisterGameWorldServer(grpcServer, srv)
grpcServer.Serve(l)
return nil
}
type gameWorldServer struct {
proto.UnimplementedGameWorldServer
db db.DB
msgRouterMutex sync.Mutex
msgRouter map[string]func(*proto.ClientMessage) error
scripts map[int]*witch.ScriptContext
scriptsMutex sync.RWMutex
}
func newServer() (*gameWorldServer, error) {
// TODO read from env or whatever
db, err := db.NewDB("postgres://vilmibm:vilmibm@localhost:5432/hermeticum")
if err != nil {
return nil, err
}
if err = db.Ensure(); err != nil {
return nil, fmt.Errorf("failed to ensure default entities: %w", err)
}
if err = db.ClearSessions(); err != nil {
return nil, fmt.Errorf("could not clear sessions: %w", err)
}
s := &gameWorldServer{
msgRouter: make(map[string]func(*proto.ClientMessage) error),
db: db,
scripts: make(map[int]*witch.ScriptContext),
scriptsMutex: sync.RWMutex{},
}
return s, nil
}
func (s *gameWorldServer) verbHandler(verb, rest string, sender, target db.Object) error {
// I think i should rethink this. sc should maybe be permanent and then they re-create LStates
s.scriptsMutex.RLock()
sc, ok := s.scripts[target.ID]
s.scriptsMutex.RUnlock()
var err error
if !ok {
sc, err = witch.NewScriptContext()
if err != nil {
return err
}
s.scriptsMutex.Lock()
s.scripts[target.ID] = sc
s.scriptsMutex.Unlock()
}
vc := witch.VerbContext{
Verb: verb,
Rest: rest,
Sender: sender,
Target: target,
}
sc.Handle(vc)
return nil
}
func (s *gameWorldServer) HandleCmd(verb, rest string, sender *db.Object) {
// TODO
}
/*
what's the flow for when i'm at a computer and type /say hi ?
- server gets "SAY hi" from vilmibm
- server gets all objects in earshot (including vilmibm's avatar)
- for each object:
- call whatever handler it has for "hears"
and then that's it, right? over in witch land:
- hears handler for an avatar has:
tellMe(sender.get("name") + " says " + msg)
- tellMe somehow calls a method on the gameWorldServer that can look up a
session ID and thus use the msgRouter to send a message. I'm going to sleep
on this so I can think about the right way to structure those dependencies.
*/
func (s *gameWorldServer) Commands(stream proto.GameWorld_CommandsServer) error {
var sid string
for {
cmd, err := stream.Recv()
if err == io.EOF {
// TODO this doesn't really do anything. if a client
// disconnects without warning there's no EOF.
return s.db.EndSession(sid)
}
if err != nil {
return err
}
sid = cmd.SessionInfo.SessionID
log.Printf("verb %s in session %s", cmd.Verb, sid)
if cmd.Verb == "quit" || cmd.Verb == "q" {
s.msgRouter[sid] = nil
log.Printf("ending session %s", sid)
return s.db.EndSession(sid)
}
send := s.msgRouter[sid]
// TODO what is the implication of returning an error from this function?
avatar, err := s.db.AvatarBySessionID(sid)
if err != nil {
return s.HandleError(send, err)
}
log.Printf("found avatar %#v", avatar)
affected, err := s.db.Earshot(*avatar)
for _, o := range affected {
err = s.verbHandler(cmd.Verb, cmd.Rest, *avatar, o)
}
//s.HandleCmd(cmd.Verb, cmd.Rest, avatar)
/*
switch cmd.Verb {
case "say":
if err = s.HandleSay(avatar, cmd.Rest); err != nil {
s.HandleError(func(_ *proto.ClientMessage) error { return nil }, err)
}
default:
msg := &proto.ClientMessage{
Type: proto.ClientMessage_WHISPER,
Text: fmt.Sprintf("unknown verb: %s", cmd.Verb),
}
if err = send(msg); err != nil {
s.HandleError(send, err)
}
}
*/
/*
msg := &proto.ClientMessage{
Type: proto.ClientMessage_OVERHEARD,
Text: fmt.Sprintf("%s sent command %s with args %s",
sid, cmd.Verb, cmd.Rest),
}
speaker := "ECHO"
msg.Speaker = &speaker
err = send(msg)
if err != nil {
log.Printf("failed to send %v to %s: %s", msg, sid, err)
}
*/
}
}
func (s *gameWorldServer) Ping(ctx context.Context, _ *proto.SessionInfo) (*proto.Pong, error) {
pong := &proto.Pong{
When: "TODO",
}
return pong, nil
}
func (s *gameWorldServer) Messages(si *proto.SessionInfo, stream proto.GameWorld_MessagesServer) error {
s.msgRouterMutex.Lock()
s.msgRouter[si.SessionID] = stream.Send
s.msgRouterMutex.Unlock()
// TODO this is clearly bad but it works. I should refactor this so that messages are received on a channel.
for {
}
}
// TODO make sure the Foyer is created as part of initial setup / migration
func (s *gameWorldServer) Register(ctx context.Context, auth *proto.AuthInfo) (si *proto.SessionInfo, err error) {
var account *db.Account
account, err = s.db.CreateAccount(auth.Username, auth.Password)
if err != nil {
return
}
var sessionID string
sessionID, err = s.db.StartSession(*account)
if err != nil {
return nil, fmt.Errorf("failed to start session for %d: %w", account.ID, err)
}
log.Printf("started session for %s", account.Name)
av, err := s.db.AvatarBySessionID(sessionID)
if err != nil {
return nil, fmt.Errorf("failed to find avatar for %s: %w", sessionID, err)
}
/*
bedroom, err := s.db.BedroomBySessionID(sessionID)
if err != nil {
return nil, fmt.Errorf("failed to find bedroom for %s: %w", sessionID, err)
}
err = s.db.MoveInto(*av, *bedroom)
if err != nil {
return nil, fmt.Errorf("failed to move %d into %d: %w", av.ID, bedroom.ID, err)
}
*/
foyer, err := s.db.GetObject("system", "foyer")
if err != nil {
return nil, fmt.Errorf("failed to find foyer: %w", err)
}
if err = s.db.MoveInto(*av, *foyer); err != nil {
return nil, fmt.Errorf("failed to move %d into %d: %w", av.ID, foyer.ID, err)
}
// TODO send room info, avatar info to client (need to figure this out and update proto)
si = &proto.SessionInfo{SessionID: sessionID}
return
}
func (s *gameWorldServer) Login(ctx context.Context, auth *proto.AuthInfo) (si *proto.SessionInfo, err error) {
var a *db.Account
a, err = s.db.ValidateCredentials(auth.Username, auth.Password)
if err != nil {
return
}
var sessionID string
sessionID, err = s.db.StartSession(*a)
if err != nil {
return
}
av, err := s.db.AvatarBySessionID(sessionID)
if err != nil {
return nil, fmt.Errorf("failed to find avatar for %s: %w", sessionID, err)
}
bedroom, err := s.db.BedroomBySessionID(sessionID)
if err != nil {
return nil, fmt.Errorf("failed to find bedroom for %s: %w", sessionID, err)
}
err = s.db.MoveInto(*av, *bedroom)
if err != nil {
return nil, fmt.Errorf("failed to move %d into %d: %w", av.ID, bedroom.ID, err)
}
si = &proto.SessionInfo{SessionID: sessionID}
return
}
func (s *gameWorldServer) HandleSay(sender *db.Object, msg string) error {
name := sender.Data["name"]
if name == "" {
// TODO determine this based on a hash or something
name = "a mysterious figure"
}
heard, err := s.db.Earshot(*sender)
if err != nil {
log.Println(err.Error())
return err
}
log.Printf("found %#v in earshot of %#v\n", heard, sender)
as, err := s.db.ActiveSessions()
if err != nil {
return err
}
sendErrs := []error{}
// TODO figure out pointer shit
for _, h := range heard {
s.verbHandler("hears", msg, *sender, h)
// TODO once we have a script engine, deliver the HEARS event
for _, sess := range as {
if sess.AccountID == h.OwnerID {
cm := proto.ClientMessage{
Type: proto.ClientMessage_OVERHEARD,
Text: msg,
Speaker: &name,
}
err = s.msgRouter[sess.ID](&cm)
if err != nil {
sendErrs = append(sendErrs, err)
}
}
}
}
if len(sendErrs) > 0 {
errMsg := "send errors: "
for i, err := range sendErrs {
errMsg += err.Error()
if i < len(sendErrs)-1 {
errMsg += ", "
}
}
return errors.New(errMsg)
}
return nil
}
func (s *gameWorldServer) HandleError(send func(*proto.ClientMessage) error, err error) error {
log.Printf("error: %s", err.Error())
msg := &proto.ClientMessage{
Type: proto.ClientMessage_WHISPER,
Text: "server error :(",
}
err = send(msg)
if err != nil {
log.Printf("error sending to client: %s", err.Error())
}
return err
}
// TODO other server functions
func main() {
// TODO at some point during startup clear out sessions
err := _main()
if err != nil {
log.Fatal(err.Error())
}
}