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OBS: You'll need to resync/rebuild your database!
- This implements an updated, clearer and more robust access system. The policy is now to lock that which is not explicitly left open. - Permission strings -> Lock strings. Separating permissions and locks makes more sense security-wise - No more permissiongroup table; permissions instead use a simple tuple PERMISSIONS_HIERARCHY to define an access hierarchy - Cleaner lock-definition syntax, all based on function calls. - New objects/players/channels get a default security policy during creation (set through typeclass) As part of rebuilding and testing the new lock/permission system I got into testing and debugging several other systems, fixing some outstanding issues: - @reload now fully updates the database asynchronously. No need to reboot server when changing cmdsets - Dozens of new test suites added for about 30 commands so far - Help for channels made more clever and informative.
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49 changed files with 1714 additions and 1877 deletions
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@ -91,7 +91,7 @@ class Object(BaseObject):
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"""
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pass
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class Character(BaseCharacter):
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"""
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This is the default object created for a new user connecting - the
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@ -103,7 +103,6 @@ class Character(BaseCharacter):
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def at_object_creation(self):
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# This adds the default cmdset to the player every time they log
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# in. Don't change this unless you really know what you are doing.
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#self.scripts.add(scripts.AddDefaultCmdSet)
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super(Character, self).at_object_creation()
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# expand with whatever customizations you want below...
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@ -147,6 +146,7 @@ class Exit(BaseExit):
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clean up a bit after themselves though, easiest accomplished
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by letting by_object_delete() call the object's parent.
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"""
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def at_object_delete(self):
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"""
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The game needs to do some cache cleanups when deleting an exit,
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@ -158,7 +158,6 @@ class Exit(BaseExit):
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# custom modifications below.
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# ...
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class Player(BasePlayer):
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"""
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This class describes the actual OOC player (i.e. the user connecting
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