Reworked batchprocessor to correctly handle paths. Started looking at changing loation of some other folders.

This commit is contained in:
Griatch 2015-02-09 22:18:52 +01:00
parent 4045e0ec16
commit 0115db3805
9 changed files with 96 additions and 18 deletions

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@ -305,6 +305,6 @@ class TestComms(CommandTest):
class TestBatchProcess(CommandTest):
def test_batch_commands(self):
# cannot test batchcode here, it must run inside the server process
self.call(batchprocess.CmdBatchCommands(), "batch_cmds", "Running Batchcommand processor Automatic mode for batch_cmds")
self.call(batchprocess.CmdBatchCommands(), "example_batch_cmds", "Running Batchcommand processor Automatic mode for example_batch_cmds")
#self.call(batchprocess.CmdBatchCode(), "examples.batch_code", "")

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@ -0,0 +1,85 @@
#
# Batchcode script
#
#
# The Batch-code processor accepts full python modules (e.g. "batch.py") that
# looks identical to normal Python files with a few exceptions that allows them
# to the executed in blocks. This way of working assures a sequential execution
# of the file and allows for features like stepping from block to block
# (without executing those coming before), as well as automatic deletion
# of created objects etc. You can however also run a batch-code python file
# directly using Python (and can also be de).
# Code blocks are separated by python comments starting with special code words.
# #HEADER - this denotes commands global to the entire file, such as
# import statements and global variables. They will
# automatically be made available for each block. Observe
# that changes to these variables made in one block is not
# preserved between blocks!)
# #CODE (infotext) [objname, objname, ...] - This designates a code block that
# will be executed like a stand-alone piece of code together with
# any #HEADER defined.
# infotext is a describing text about what goes in in this block.
# It will be shown by the batchprocessing command.
# <objname>s mark the (variable-)names of objects created in
# the code, and which may be auto-deleted by the processor if
# desired (such as when debugging the script). E.g., if the code
# contains the command myobj = create.create_object(...), you could
# put 'myobj' in the #CODE header regardless of what the created
# object is actually called in-game.
# #INSERT filename - this includes another code batch file. The named file will
# be loaded and run at this point. Note that code from the inserted
# file will NOT share #HEADERs with the importing file, but will
# only use the headers in the importing file. Make sure to not
# create a cyclic import here!
# The following variable is automatically made available for the script:
# caller - the object executing the script
#
#HEADER
# everything in this block will be appended to the beginning of
# all other #CODE blocks when they are executed.
from evennia import create_object, search_object
from evennia.contrib.tutorial_examples import red_button
from evennia import DefaultObject
limbo = search_object('Limbo')[0]
#CODE (create red button)
# This is the first code block. Within each block, python
# code works as normal. Note how we make use if imports and
# 'limbo' defined in the #HEADER block. This block's header
# offers no information about red_button variable, so it
# won't be able to be deleted in debug mode.
# create a red button in limbo
red_button = create_object(red_button.RedButton, key="Red button",
location=limbo, aliases=["button"])
# we take a look at what we created
caller.msg("A %s was created." % red_button.key)
#CODE (create table and chair) table, chair
# this code block has 'table' and 'chair' set as deletable
# objects. This means that when the batchcode processor runs in
# testing mode, objects created in these variables will be deleted
# again (so as to avoid duplicate objects when testing the script many
# times).
# the python variables we assign to must match the ones given in the
# header for the system to be able to delete them afterwards during a
# debugging run.
table = create_object(DefaultObject, key="Table", location=limbo)
chair = create_object(DefaultObject, key="Chair", location=limbo)
string = "A %s and %s were created. If debug was active, they were deleted again."
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!
"""
import random
from evennia import DefaultObject
from contrib.tutorial_examples import red_button_scripts as scriptexamples
from contrib.tutorial_examples import cmdset_red_button as cmdsetexamples
from evennia.contrib.tutorial_examples import red_button_scripts as scriptexamples
from evennia.contrib.tutorial_examples import cmdset_red_button as cmdsetexamples
#
# Definition of the object itself

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@ -7,7 +7,7 @@ on uses of scripts are included.
"""
from evennia import DefaultScript
from contrib.tutorial_examples import cmdset_red_button as cmdsetexamples
from evennia.contrib.tutorial_examples import cmdset_red_button as cmdsetexamples
#
# Scripts as state-managers

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@ -68,7 +68,7 @@ def suite():
tsuite.addTest(unittest.defaultTestLoader.loadTestsFromModule(utiltests))
# load tests from the evennia/tests central location
for path in glob.glob(os.path.join(settings.EVENNIA_DIR, "tests", "*.py")):
for path in glob.glob(os.path.join(settings.EVENNIA_DIR, "tests", "test_*.py")):
testmod = mod_import(path)
tsuite.addTest(unittest.defaultTestLoader.loadTestsFromModule(testmod))

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@ -104,19 +104,16 @@ WEBSOCKET_INTERFACES = ['0.0.0.0']
# standard Django admin is used.
EVENNIA_ADMIN = True
# The path to the root directory
if test:
# Tests must be run within a migrated initialized game.
ROOT_DIR = os.getcwd()
else:
ROOT_DIR = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
ROOT_DIR = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
# Path to the lib directory containing the bulk of the codebase's code.
EVENNIA_DIR = os.path.join(ROOT_DIR, 'evennia')
# Path to the game directory (containing the database file if using sqlite).
if test:
GAME_DIR = ROOT_DIR
GAME_DIR = os.getcwd()
else:
GAME_DIR = os.path.join(ROOT_DIR, 'game_template')
# Fallback location
GAME_DIR = os.path.join(EVENNIA_DIR, 'game_template')
# Place to put log files
LOG_DIR = os.path.join(GAME_DIR, 'server', 'logs')
@ -336,7 +333,7 @@ TYPECLASS_AGGRESSIVE_CACHE = True
# Python path to a directory to be searched for batch scripts
# for the batch processors (.ev and/or .py files).
BASE_BATCHPROCESS_PATHS = ['world', 'evennia.contrib']
BASE_BATCHPROCESS_PATHS = ['world', 'evennia.contrib', 'evennia.contrib.tutorial_examples']
######################################################################
# Game Time setup

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@ -3,7 +3,7 @@ from django.utils.unittest import TestCase
from evennia.scripts.models import ScriptDB, ObjectDoesNotExist
from evennia.utils.create import create_script
from evennia.scripts import DoNothing
from evennia.scripts.scripts import DoNothing
import unittest
from django.conf import settings

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@ -325,9 +325,6 @@ def pypath_to_realpath(python_path, file_ending='.py'):
existence before being returned, so this may be an empty list.
"""
print "settings.EVENNIA_DIR:", settings.EVENNIA_DIR
print "settings.GAME_DIR:", settings.GAME_DIR
print python_path
pathsplit = python_path.strip().split('.')
paths = [os.path.join(settings.EVENNIA_DIR, *pathsplit),
os.path.join(settings.GAME_DIR, *pathsplit)]
@ -337,7 +334,6 @@ def pypath_to_realpath(python_path, file_ending='.py'):
paths = ["%s%s" % (p, file_ending) if not p.endswith(file_ending) else p
for p in paths]
# check so the paths actually exists before returning
print "py to path:", paths
return [p for p in paths if os.path.isfile(p)]