Source code for mud_server.core.engine

"""
Main game engine with game logic.

This module contains the GameEngine class which implements all core game
mechanics and business logic for the MUD server. It acts as the interface
between the API routes and the underlying world/database systems.

The engine handles:
- Player authentication and sessions
- Movement between rooms
- Inventory management (pickup/drop items)
- Chat systems (say, yell, whisper)
- Room observation and interaction
- Player presence and status

Design Pattern:
    The GameEngine uses the Facade pattern, providing a simplified interface
    to the complex subsystems (World, Database). API routes call engine methods
    which coordinate between the world data and database operations.

Architecture:
    API Routes → GameEngine → World + Database

    - Routes validate sessions and call engine methods
    - Engine implements game logic and coordinates subsystems
    - World provides static game data (rooms, items)
    - Database provides persistent player state
"""

import html

from mud_server.core.bus import MudBus
from mud_server.core.events import Events
from mud_server.core.world_registry import WorldRegistry
from mud_server.db import database


def _get_bus() -> MudBus:
    """
    Get the current event bus singleton.

    This function exists because of Python's module import system. If we imported
    `bus` at module level, tests that call `reset_for_testing()` would orphan that
    reference - the engine would emit to the old bus while tests check the new one.

    By calling `MudBus()` at runtime, we always get the current singleton, even
    after test resets.

    Returns:
        The current MudBus singleton instance
    """
    return MudBus()


[docs] def sanitize_chat_message(message: str) -> str: """ Sanitize a chat message to prevent XSS attacks. Escapes HTML special characters to prevent injection of malicious scripts through chat messages. This is critical for security when messages are displayed in web interfaces. Args: message: Raw message text from user input Returns: Sanitized message with HTML entities escaped Example: >>> sanitize_chat_message("Hello <script>alert('xss')</script>") "Hello &lt;script&gt;alert('xss')&lt;/script&gt;" """ return html.escape(message)
[docs] class GameEngine: """ Main game engine managing all game logic and mechanics. This class is instantiated once at server startup and handles all game operations. It coordinates between the World (static game data) and the Database (dynamic player state) to implement game mechanics. Attributes: world_registry: WorldRegistry instance for loading worlds on demand Responsibilities: - Player login/logout with authentication - Movement validation and execution - Inventory operations (pickup, drop, view) - Chat message handling (say, yell, whisper) - Room descriptions and observation - Player status and presence queries Design Notes: - All methods return (success: bool, message: str) tuples for API responses - Database operations are called directly (no repository pattern) - Broadcasting to other players is stubbed (not yet implemented) - All game state is persisted to database immediately """ def __init__(self): """ Initialize the game engine. Loads the world data from JSON and initializes the database schema. This is called once when the server starts. Side Effects: - Loads world_data.json into memory - Creates database tables if they don't exist - Creates default superuser if no players exist """ # Load world registry (worlds are lazy-loaded per request) self.world_registry = WorldRegistry() # Initialize database schema (creates tables, default admin) database.init_database() def _get_world(self, world_id: str | None): """ Resolve a world_id to a loaded World instance. Raises: ValueError: If world_id is missing or invalid. """ if not world_id: raise ValueError("world_id is required for game operations") return self.world_registry.get_world(world_id)
[docs] def login( self, username: str, password: str, session_id: str, client_type: str = "unknown" ) -> tuple[bool, str, str | None]: """ Handle account login with authentication and session creation. This method validates the account and creates a session, but does not select a character. Character selection happens separately. """ if not database.verify_password_for_user(username, password): return False, "Invalid username or password.", None if not database.is_user_active(username): return ( False, "This account has been deactivated. Please contact an administrator.", None, ) role = database.get_user_role(username) if not role: return False, "Failed to retrieve account information.", None user_id = database.get_user_id(username) if not user_id: return False, "Failed to retrieve account information.", None if not database.create_session(user_id, session_id, client_type=client_type): return False, "Failed to create session.", None message = "Login successful. Select a character to enter the world." return True, message, role
[docs] def logout(self, username: str) -> bool: """ Handle player logout by removing their session. Removes the player's sessions from the database, effectively logging them out on all devices. Args: username: Username of the player logging out Returns: True if session removed successfully, False otherwise Side Effects: - Removes session record from database sessions table - Player will no longer appear in active players list Note: This removes all sessions for the user. If you want to remove a single session (multi-device support), use database.remove_session_by_id(). """ user_id = database.get_user_id(username) if not user_id: return False return database.remove_sessions_for_user(user_id)
[docs] def move( self, username: str, direction: str, *, world_id: str | None = None ) -> tuple[bool, str]: """ Handle player movement between rooms. Validates the move, updates player location in database, and generates appropriate response messages. Also broadcasts movement notifications to other players in the affected rooms (currently stubbed). Movement Process: 1. Get player's current room from database 2. Check if move is valid (exit exists, destination valid) 3. Update player's room in database 4. Emit PLAYER_MOVED event (the move is now a fact) 5. Generate room description for new location 6. Broadcast departure message to old room 7. Broadcast arrival message to new room Args: username: Player attempting to move direction: Direction to move ("north", "south", "east", "west") Returns: Tuple of (success, message) - success: True if move succeeded, False otherwise - message: New room description OR error message Failure Cases: - Player not in a valid room - No exit in that direction - Database update failed Events Emitted: - PLAYER_MOVED: When movement succeeds - PLAYER_MOVE_FAILED: When movement fails Example: >>> engine.move("player1", "north") (True, "You move north.\\n=== Enchanted Forest ===...") >>> engine.move("player1", "west") (False, "You cannot move west from here.") """ current_room = database.get_character_room(username, world_id=world_id) world = self._get_world(world_id) if not current_room: # Emit failure event - player has no valid room _get_bus().emit( Events.PLAYER_MOVE_FAILED, { "username": username, "room": None, "direction": direction, "reason": "Player not in a valid room", }, ) return False, "You are not in a valid room." world = self._get_world(world_id) # Check if current room exists in the world if not world.get_room(current_room): # Emit failure event - room doesn't exist in world data _get_bus().emit( Events.PLAYER_MOVE_FAILED, { "username": username, "room": current_room, "direction": direction, "reason": "Room not in world data", }, ) return False, "You are not in a valid room." can_move, destination = world.can_move(current_room, direction) if not can_move or destination is None: # Emit failure event - no exit in that direction _get_bus().emit( Events.PLAYER_MOVE_FAILED, { "username": username, "room": current_room, "direction": direction, "reason": f"No exit {direction}", }, ) return False, f"You cannot move {direction} from here." # Update player room in database if not database.set_character_room(username, destination, world_id=world_id): # Emit failure event - database update failed _get_bus().emit( Events.PLAYER_MOVE_FAILED, { "username": username, "room": current_room, "direction": direction, "reason": "Database update failed", }, ) return False, "Failed to move." # ===================================================================== # MOVEMENT SUCCEEDED - Emit the event # ===================================================================== # This is the point of no return. The player has moved. # The event records this fact for any listeners. _get_bus().emit( Events.PLAYER_MOVED, { "username": username, "from_room": current_room, "to_room": destination, "direction": direction, }, ) # Get room description room_desc = world.get_room_description(destination, username, world_id=world_id) message = f"You move {direction}.\n{room_desc}" # Notify other players (legacy broadcast - will eventually be event-driven) self._broadcast_to_room(current_room, f"{username} leaves {direction}.", exclude=username) self._broadcast_to_room( destination, f"{username} arrives from {self._opposite_direction(direction)}.", exclude=username, ) return True, message
[docs] def recall(self, username: str, *, world_id: str | None = None) -> tuple[bool, str]: """ Recall player to their current zone's spawn point. This is the "hearthstone" equivalent - a way for players to return to a known safe location. The destination is the spawn_room defined in the player's current zone. If the player is not in a known zone, they are sent to the world's default spawn point instead. Args: username: Player recalling Returns: Tuple of (success, message) - success: True if recall succeeded - message: Description of new location Side Effects: - Updates player's current_room in database - Broadcasts departure/arrival messages (when implemented) """ current_room = database.get_character_room(username, world_id=world_id) world = self._get_world(world_id) # Find which zone the player is in current_zone = None for _zone_id, zone in world.zones.items(): if current_room in zone.rooms: current_zone = zone break # Determine destination if current_zone: destination = current_zone.spawn_room zone_name = current_zone.name else: # Not in a known zone - use world default _zone_id, destination = world.default_spawn zone_name = "the world" # Check if already at spawn if current_room == destination: return True, "You are already at the spawn point." # Update player location if not database.set_character_room(username, destination, world_id=world_id): return False, "Failed to recall." # Broadcast departure (when implemented) if current_room: self._broadcast_to_room( current_room, f"{username} vanishes in a puff of smoke.", exclude=username ) # Broadcast arrival self._broadcast_to_room( destination, f"{username} appears in a puff of smoke.", exclude=username ) # Generate response room_desc = world.get_room_description(destination, username, world_id=world_id) message = f"You recall to {zone_name}'s spawn point.\n{room_desc}" return True, message
[docs] def chat(self, username: str, message: str, *, world_id: str | None = None) -> tuple[bool, str]: """ Handle player chat messages within their current room. Sends a chat message to all players in the same room. The message is stored in the database and can be retrieved by other players in the room. Args: username: Player sending the message message: Chat message text Returns: Tuple of (success, message) - success: True if message sent, False otherwise - message: Confirmation message OR error message Failure Cases: - Player not in a valid room - Database insert failed Side Effects: - Adds message to chat_messages table with room association - Message will appear in other players' chat history Example: >>> engine.chat("player1", "Hello everyone!") (True, "You say: Hello everyone!") Security Note: Messages are sanitized to prevent XSS attacks before storage. """ room = database.get_character_room(username, world_id=world_id) if not room: return False, "You are not in a valid room." # Sanitize message to prevent XSS attacks safe_message = sanitize_chat_message(message) if not database.add_chat_message(username, safe_message, room, world_id=world_id): return False, "Failed to send message." return True, f"You say: {safe_message}"
[docs] def yell(self, username: str, message: str, *, world_id: str | None = None) -> tuple[bool, str]: """ Yell a message to current room and all adjoining rooms. Unlike regular chat which only reaches the current room, yell sends the message to: 1. The player's current room 2. All rooms directly connected via exits The message is prefixed with [YELL] to distinguish it from normal chat. Args: username: Player yelling the message message: Message text to yell Returns: Tuple of (success, message) - success: True if yell sent, False otherwise - message: Confirmation message OR error message Failure Cases: - Player not in a valid room - Room data invalid - Database insert failed Side Effects: - Adds [YELL] message to current room's chat - Adds [YELL] message to all adjoining rooms' chat - Players in multiple affected rooms will see the message Example: If player in "spawn" with exits to "forest" and "desert": >>> engine.yell("player1", "Can anyone hear me?") (True, "You yell: Can anyone hear me?") # Message appears in spawn, forest, and desert rooms Security Note: Messages are sanitized to prevent XSS attacks before storage. """ current_room_id = database.get_character_room(username, world_id=world_id) if not current_room_id: return False, "You are not in a valid room." world = self._get_world(world_id) # Get current room to find adjoining rooms current_room = world.get_room(current_room_id) if not current_room: return False, "Invalid room." # Sanitize message to prevent XSS attacks safe_message = sanitize_chat_message(message) # Add [YELL] prefix to sanitized message yell_message = f"[YELL] {safe_message}" # Send to current room if not database.add_chat_message( username, yell_message, current_room_id, world_id=world_id ): return False, "Failed to send message." # Send to all adjoining rooms for _direction, room_id in current_room.exits.items(): database.add_chat_message(username, yell_message, room_id, world_id=world_id) return True, f"You yell: {safe_message}"
[docs] def whisper( self, username: str, target: str, message: str, *, world_id: str | None = None ) -> tuple[bool, str]: """ Send a private whisper to a specific player in the same room. Whispers are private messages that only the sender and recipient can see. They are filtered by recipient when retrieving room chat messages. Validation Checks: 1. Sender must be in a valid room 2. Target player must exist in database 3. Target must be online (have an active session) 4. Target must be in the same room as sender The message is prefixed with [WHISPER: sender → target] to clearly indicate it's a private message and show the direction. Args: username: Player sending the whisper target: Username of player to whisper to (case-sensitive!) message: Private message text Returns: Tuple of (success, message) - success: True if whisper sent, False otherwise - message: Confirmation message OR error message explaining failure Failure Cases: - Sender not in a valid room - Target player doesn't exist - Target player is not online - Target player is in a different room - Database insert failed Side Effects: - Adds message to chat_messages with recipient field set - Only sender and target can see this message in their chat - Extensive logging for debugging whisper issues Security Note: Target username is case-sensitive. Command parser preserves case for arguments to ensure usernames like "Mendit" work correctly. Example: >>> engine.whisper("player1", "Admin", "Help me please") (True, "You whisper to Admin: Help me please") # Only player1 and Admin see: [WHISPER: player1 → Admin] Help me please >>> engine.whisper("player1", "Player2", "Hi") (False, "Player 'Player2' is not in this room.") """ import logging logger = logging.getLogger(__name__) resolved_sender = database.resolve_character_name(username, world_id=world_id) sender_name = resolved_sender or username sender_room = database.get_character_room(sender_name, world_id=world_id) logger.info(f"Whisper: {username} in room {sender_room} attempting to whisper to {target}") if not sender_room: logger.warning(f"Whisper failed: {username} not in valid room") return False, "You are not in a valid room." resolved_target = database.resolve_character_name(target, world_id=world_id) # Check if target player exists if not resolved_target or not database.character_exists(resolved_target): logger.warning(f"Whisper failed: target {target} does not exist") return False, f"Player '{target}' does not exist." # Check if target is online (has an active session) active_players = database.get_active_characters(world_id=world_id) logger.info(f"Active players: {active_players}") if resolved_target not in active_players: logger.warning(f"Whisper failed: target {target} not online") return False, f"Player '{target}' is not online." # Check if target is in the same room target_room = database.get_character_room(resolved_target, world_id=world_id) logger.info(f"Target {target} is in room {target_room}") if target_room != sender_room: logger.warning(f"Whisper failed: {target} in {target_room}, sender in {sender_room}") return False, f"Player '{target}' is not in this room." # Sanitize message to prevent XSS attacks safe_message = sanitize_chat_message(message) # Add whisper message with recipient (include both sender and target for clarity) whisper_message = f"[WHISPER: {sender_name}{target}] {safe_message}" result = database.add_chat_message( sender_name, whisper_message, sender_room, recipient=resolved_target, world_id=world_id, ) logger.info(f"Whisper message save result: {result}") if not result: logger.error("Failed to save whisper to database") return False, "Failed to send whisper." logger.info(f"Whisper successful: {username} -> {target}: {safe_message}") return True, f"You whisper to {target}: {safe_message}"
[docs] def get_room_chat(self, username: str, limit: int = 20, *, world_id: str | None = None) -> str: """ Get recent chat messages from the player's current room. Retrieves and formats chat messages, including regular chat, yells, and whispers. Whispers are filtered so each player only sees: - Public messages (no recipient) - Whispers sent by them - Whispers sent to them Args: username: Player requesting chat history limit: Maximum number of messages to retrieve (default 20) Returns: Formatted string with recent messages Format: "[Recent messages]:\nusername: message\n..." Returns "[No messages in this room yet]" if empty Returns "No messages." if player not in valid room Example: >>> engine.get_room_chat("player1", limit=5) '''[Recent messages]: player2: Hello! player1: [WHISPER: player1 → player2] Hi there player3: [YELL] Can anyone help? ''' """ room = database.get_character_room(username, world_id=world_id) if not room: return "No messages." messages = database.get_room_messages( room, limit=limit, username=username, world_id=world_id ) if not messages: return "[No messages in this room yet]" chat_text = "[Recent messages]:\n" for msg in messages: chat_text += f"{msg['username']}: {msg['message']}\n" return chat_text
[docs] def get_inventory(self, username: str, *, world_id: str | None = None) -> str: """ Get formatted player inventory listing. Retrieves the player's inventory from the database and formats it as a readable list with item names. Args: username: Player whose inventory to retrieve Returns: Formatted inventory string - "Your inventory:\n - Item1\n - Item2..." if items present - "Your inventory is empty." if no items Example: >>> engine.get_inventory("player1") "Your inventory:\n - Torch\n - Rope\n" >>> engine.get_inventory("new_player") "Your inventory is empty." """ inventory = database.get_character_inventory(username) if not inventory: return "Your inventory is empty." world = self._get_world(world_id) inv_text = "Your inventory:\n" for item_id in inventory: item = world.get_item(item_id) if item: inv_text += f" - {item.name}\n" return inv_text
[docs] def pickup_item( self, username: str, item_name: str, *, world_id: str | None = None ) -> tuple[bool, str]: """ Pick up an item from the current room and add to inventory. Searches for an item with matching name (case-insensitive) in the current room. If found, adds it to the player's inventory. Design Note: Items are NOT removed from the room when picked up. This allows multiple players to pick up the same item. This is intentional for the current proof-of-concept design. Args: username: Player picking up the item item_name: Name of item to pick up (case-insensitive match) Returns: Tuple of (success, message) - success: True if item picked up, False otherwise - message: Success confirmation OR error message Failure Cases: - Player not in a valid room - Room doesn't exist in world data - No item with that name in the room Example: >>> engine.pickup_item("player1", "torch") (True, "You picked up the Torch.") >>> engine.pickup_item("player1", "sword") (False, "There is no 'sword' here.") """ room_id = database.get_character_room(username, world_id=world_id) if not room_id: return False, "You are not in a valid room." world = self._get_world(world_id) room = world.get_room(room_id) if not room: return False, "Invalid room." # Find matching item matching_item = None for item_id in room.items: item = world.get_item(item_id) if item and item.name.lower() == item_name.lower(): matching_item = item_id break if not matching_item: return False, f"There is no '{item_name}' here." # Add to inventory inventory = database.get_character_inventory(username) if matching_item not in inventory: inventory.append(matching_item) database.set_character_inventory(username, inventory) item = world.get_item(matching_item) item_name_display = item.name if item else matching_item return True, f"You picked up the {item_name_display}."
[docs] def drop_item( self, username: str, item_name: str, *, world_id: str | None = None ) -> tuple[bool, str]: """ Drop an item from player's inventory. Searches inventory for an item with matching name (case-insensitive) and removes it from the player's inventory. Design Note: Dropped items are NOT added back to the room. They simply disappear from the player's inventory. This is intentional for the current proof-of-concept design. Args: username: Player dropping the item item_name: Name of item to drop (case-insensitive match) Returns: Tuple of (success, message) - success: True if item dropped, False otherwise - message: Success confirmation OR error message Failure Cases: - Player doesn't have an item with that name Example: >>> engine.drop_item("player1", "torch") (True, "You dropped the Torch.") >>> engine.drop_item("player1", "sword") (False, "You don't have a 'sword'.") """ inventory = database.get_character_inventory(username) world = self._get_world(world_id) # Find matching item in inventory matching_item = None for item_id in inventory: item = world.get_item(item_id) if item and item.name.lower() == item_name.lower(): matching_item = item_id break if not matching_item: return False, f"You don't have a '{item_name}'." # Remove from inventory inventory.remove(matching_item) database.set_character_inventory(username, inventory) item = world.get_item(matching_item) item_name_display = item.name if item else matching_item return True, f"You dropped the {item_name_display}."
[docs] def look(self, username: str, *, world_id: str | None = None) -> str: """ Look around the current room to get a full description. Generates a detailed description of the player's current room including room name, description, items, other players, and available exits. Args: username: Player looking around Returns: Formatted room description string Returns "You are not in a valid room." if player location invalid Example: >>> engine.look("player1") ''' === Spawn Zone === You stand in a peaceful plaza... [Items here]: - Torch - Rope [Players here]: - player2 [Exits]: - north: Enchanted Forest - south: Golden Desert ''' """ room_id = database.get_character_room(username, world_id=world_id) if not room_id: return "You are not in a valid room." # Check if room exists in the world world = self._get_world(world_id) if not world.get_room(room_id): return "You are not in a valid room." return world.get_room_description(room_id, username, world_id=world_id)
[docs] def get_active_players(self, *, world_id: str | None = None) -> list[str]: """ Get list of all currently active (logged in) characters. Queries the database sessions table to get all characters with active sessions. These are characters currently logged into the server. Returns: List of character names for all active players Example: >>> engine.get_active_players() ['player1', 'Admin', 'Mendit'] """ return database.get_active_characters(world_id=world_id)
def _broadcast_to_room(self, room_id: str, message: str, exclude: str | None = None): """ Broadcast a message to all players in a room. This method is currently a stub and doesn't actually send messages. Real implementation would require: - WebSocket connections or message queue system - Per-player message buffers - Push notification mechanism When implemented, this would be called by move() to notify other players when someone enters or leaves a room. Args: room_id: Room to broadcast to message: Message to send exclude: Optional username to exclude from broadcast (usually sender) Current Status: Not implemented - movement notifications not sent to other players """ # This would be handled by the server's message queue # TODO: Implement real-time message broadcasting pass @staticmethod def _opposite_direction(direction: str) -> str: """ Get the opposite direction for movement notifications. Used when broadcasting arrival messages. If a player moves north, players in the destination room see them arrive from the south. Args: direction: Direction of movement (north, south, east, west) Returns: Opposite direction string Returns "somewhere" for unrecognized directions Example: >>> engine._opposite_direction("north") "south" >>> engine._opposite_direction("east") "west" >>> engine._opposite_direction("up") "down" """ opposites = { "north": "south", "south": "north", "east": "west", "west": "east", "up": "down", "down": "up", } return opposites.get(direction.lower(), "somewhere")