I have finally taken the time to extract all the hardcoded private keys and
place them in a persistent library, meaning I am able to make LunaMech FOSS.
LunaMech has been running on the
scyldings.com
Matrix server for close to a year now and has been under constant active
development. It will remain under constant active development into the future as
well. As of the time of writing this entry the bot will not build from source
because I wrote a new macro called 'defmodule' to wrap up the process of
defining new modules, but this does not play nicely with the compiler by default
which I have to fix at some point, I may even change the abstraction to a
metaclass... I am not sure yet.
Right now there is only an outdated way to generate a functioning config file,
obviously this code base has been in active development so I have been using a
config file that was generated many moons ago and I have slowly adapted it to
work with any incremental changes, but this does mean that the config generator
is out of date. The documentation in the README is also out of date, regardless
it does provide a general overview of the default features of the bot, that
being said the fundamental design idea of communities is almost outdated now
that Matrix Spaces are making solid progress.
There was some more up to date documentation that was hosted on a taiga
instance, however this instance is gone and I no longer have the documentation
so I will have to go through and make some new documentation.
Let me briefly explain Luna's functionality right now:
The core idea of Luna are 'communities' these are mappings of room ids
to room names which maintain a list of all of the members within them and their
administrators. Commands like 'ban' will ban a user from all of the
rooms listed in the community, ofcourse this is becoming less relevant as Spaces
progresses, however this is still in heavy use on our Homeserver, the same goes
for invite. Invite is especially useful if you want invite only communities.
Luna maintains a list of communities with a file called
'communities.lisp' in a directory called config/, all persistent files
for modules is also stored in this directory. The file communities.lisp is
backed up roughly every 5 minutes, because Luna is effectively a naturally
evolving program that was both the prototype and the product I still think that
use the filesystem for persistence of the main file is a decent solution,
although I could swap to Bknr.
Luna grabs messages for every 'listening-room' listed in each
community and processes those messages, messages that start with '.' are
assumed to be commands, however a completed command is something like
'.<community-name>|<module name> <command-name>
<args>', commands for modules are also invoked from within a community
listening room. Once the prefix is checked the correct command is found within
the global *commands* and invoked with the the arguments provided by the user.
If the command is missing then its passed off to the default missing command
generic which will decide whether to tell the user or not depending on their
privilege.
After processing all of the messages for all of the communities and executing
the functions as it should, Luna maps through all of the registered modules and
hands the instance of the bot and the current sync object (I say object but its
actually a list) off onto a method called 'on-sync' which every module
is able to specialize, this is where much of the automatic functionality of Luna
is found, because each module is able to perform actions based on the
information in the sync object.
After doing this a few thousand times methods like 'on-save' are
invoked so that modules can save themselves to whatever their persistent storage
mechanism is, communities.lisp is also backed up.
Modules can be loaded and unloaded from Luna on the fly, loading invoked
on-load-up, unloading on-module-unload. This is done either within your
connected Sly session or using Lunas command invocation system.
This basic model is how all of the current functionality of Luna is
implemented. Ofcourse this may change.
Anyway, hopefully I will get the time to write some developer docs and update
the readme, I will host them on LunaMechs website.
Updates regarding Luna will be posted here for the foreseeable future.