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Reworked batchprocessor to correctly handle paths. Started looking at changing loation of some other folders.
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parent
4045e0ec16
commit
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9 changed files with 96 additions and 18 deletions
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@ -305,6 +305,6 @@ class TestComms(CommandTest):
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class TestBatchProcess(CommandTest):
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def test_batch_commands(self):
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# cannot test batchcode here, it must run inside the server process
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self.call(batchprocess.CmdBatchCommands(), "batch_cmds", "Running Batchcommand processor Automatic mode for batch_cmds")
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self.call(batchprocess.CmdBatchCommands(), "example_batch_cmds", "Running Batchcommand processor Automatic mode for example_batch_cmds")
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#self.call(batchprocess.CmdBatchCode(), "examples.batch_code", "")
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85
evennia/contrib/tutorial_examples/example_batch_code.py
Normal file
85
evennia/contrib/tutorial_examples/example_batch_code.py
Normal file
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@ -0,0 +1,85 @@
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#
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# Batchcode script
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#
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#
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# The Batch-code processor accepts full python modules (e.g. "batch.py") that
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# looks identical to normal Python files with a few exceptions that allows them
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# to the executed in blocks. This way of working assures a sequential execution
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# of the file and allows for features like stepping from block to block
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# (without executing those coming before), as well as automatic deletion
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# of created objects etc. You can however also run a batch-code python file
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# directly using Python (and can also be de).
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# Code blocks are separated by python comments starting with special code words.
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# #HEADER - this denotes commands global to the entire file, such as
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# import statements and global variables. They will
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# automatically be made available for each block. Observe
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# that changes to these variables made in one block is not
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# preserved between blocks!)
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# #CODE (infotext) [objname, objname, ...] - This designates a code block that
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# will be executed like a stand-alone piece of code together with
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# any #HEADER defined.
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# infotext is a describing text about what goes in in this block.
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# It will be shown by the batchprocessing command.
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# <objname>s mark the (variable-)names of objects created in
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# the code, and which may be auto-deleted by the processor if
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# desired (such as when debugging the script). E.g., if the code
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# contains the command myobj = create.create_object(...), you could
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# put 'myobj' in the #CODE header regardless of what the created
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# object is actually called in-game.
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# #INSERT filename - this includes another code batch file. The named file will
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# be loaded and run at this point. Note that code from the inserted
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# file will NOT share #HEADERs with the importing file, but will
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# only use the headers in the importing file. Make sure to not
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# create a cyclic import here!
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# The following variable is automatically made available for the script:
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# caller - the object executing the script
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#
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#HEADER
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# everything in this block will be appended to the beginning of
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# all other #CODE blocks when they are executed.
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from evennia import create_object, search_object
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from evennia.contrib.tutorial_examples import red_button
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from evennia import DefaultObject
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limbo = search_object('Limbo')[0]
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#CODE (create red button)
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# This is the first code block. Within each block, python
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# code works as normal. Note how we make use if imports and
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# 'limbo' defined in the #HEADER block. This block's header
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# offers no information about red_button variable, so it
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# won't be able to be deleted in debug mode.
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# create a red button in limbo
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red_button = create_object(red_button.RedButton, key="Red button",
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location=limbo, aliases=["button"])
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# we take a look at what we created
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caller.msg("A %s was created." % red_button.key)
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#CODE (create table and chair) table, chair
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# this code block has 'table' and 'chair' set as deletable
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# objects. This means that when the batchcode processor runs in
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# testing mode, objects created in these variables will be deleted
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# again (so as to avoid duplicate objects when testing the script many
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# times).
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# the python variables we assign to must match the ones given in the
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# header for the system to be able to delete them afterwards during a
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# debugging run.
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table = create_object(DefaultObject, key="Table", location=limbo)
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chair = create_object(DefaultObject, key="Chair", location=limbo)
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string = "A %s and %s were created. If debug was active, they were deleted again."
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caller.msg(string % (table, chair))
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@ -12,8 +12,8 @@ Note that you must drop the button before you can see its messages!
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"""
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import random
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from evennia import DefaultObject
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from contrib.tutorial_examples import red_button_scripts as scriptexamples
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from contrib.tutorial_examples import cmdset_red_button as cmdsetexamples
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from evennia.contrib.tutorial_examples import red_button_scripts as scriptexamples
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from evennia.contrib.tutorial_examples import cmdset_red_button as cmdsetexamples
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#
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# Definition of the object itself
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@ -7,7 +7,7 @@ on uses of scripts are included.
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"""
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from evennia import DefaultScript
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from contrib.tutorial_examples import cmdset_red_button as cmdsetexamples
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from evennia.contrib.tutorial_examples import cmdset_red_button as cmdsetexamples
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#
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# Scripts as state-managers
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@ -68,7 +68,7 @@ def suite():
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tsuite.addTest(unittest.defaultTestLoader.loadTestsFromModule(utiltests))
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# load tests from the evennia/tests central location
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for path in glob.glob(os.path.join(settings.EVENNIA_DIR, "tests", "*.py")):
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for path in glob.glob(os.path.join(settings.EVENNIA_DIR, "tests", "test_*.py")):
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testmod = mod_import(path)
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tsuite.addTest(unittest.defaultTestLoader.loadTestsFromModule(testmod))
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@ -104,19 +104,16 @@ WEBSOCKET_INTERFACES = ['0.0.0.0']
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# standard Django admin is used.
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EVENNIA_ADMIN = True
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# The path to the root directory
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if test:
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# Tests must be run within a migrated initialized game.
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ROOT_DIR = os.getcwd()
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else:
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ROOT_DIR = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
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ROOT_DIR = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
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# Path to the lib directory containing the bulk of the codebase's code.
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EVENNIA_DIR = os.path.join(ROOT_DIR, 'evennia')
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# Path to the game directory (containing the database file if using sqlite).
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if test:
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GAME_DIR = ROOT_DIR
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GAME_DIR = os.getcwd()
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else:
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GAME_DIR = os.path.join(ROOT_DIR, 'game_template')
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# Fallback location
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GAME_DIR = os.path.join(EVENNIA_DIR, 'game_template')
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# Place to put log files
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LOG_DIR = os.path.join(GAME_DIR, 'server', 'logs')
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@ -336,7 +333,7 @@ TYPECLASS_AGGRESSIVE_CACHE = True
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# Python path to a directory to be searched for batch scripts
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# for the batch processors (.ev and/or .py files).
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BASE_BATCHPROCESS_PATHS = ['world', 'evennia.contrib']
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BASE_BATCHPROCESS_PATHS = ['world', 'evennia.contrib', 'evennia.contrib.tutorial_examples']
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######################################################################
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# Game Time setup
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@ -3,7 +3,7 @@ from django.utils.unittest import TestCase
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from evennia.scripts.models import ScriptDB, ObjectDoesNotExist
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from evennia.utils.create import create_script
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from evennia.scripts import DoNothing
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from evennia.scripts.scripts import DoNothing
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import unittest
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from django.conf import settings
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@ -325,9 +325,6 @@ def pypath_to_realpath(python_path, file_ending='.py'):
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existence before being returned, so this may be an empty list.
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"""
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print "settings.EVENNIA_DIR:", settings.EVENNIA_DIR
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print "settings.GAME_DIR:", settings.GAME_DIR
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print python_path
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pathsplit = python_path.strip().split('.')
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paths = [os.path.join(settings.EVENNIA_DIR, *pathsplit),
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os.path.join(settings.GAME_DIR, *pathsplit)]
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@ -337,7 +334,6 @@ def pypath_to_realpath(python_path, file_ending='.py'):
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paths = ["%s%s" % (p, file_ending) if not p.endswith(file_ending) else p
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for p in paths]
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# check so the paths actually exists before returning
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print "py to path:", paths
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return [p for p in paths if os.path.isfile(p)]
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