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.
This commit is contained in:
Griatch 2011-03-15 16:08:32 +00:00
parent c2030c2c0c
commit 08b3de9e5e
49 changed files with 1714 additions and 1877 deletions

View file

@ -5,7 +5,7 @@ All commands in Evennia inherit from the 'Command' class in this module.
"""
from src.permissions import permissions
from src.locks.lockhandler import LockHandler
from src.utils.utils import is_iter
class CommandMeta(type):
@ -17,18 +17,26 @@ class CommandMeta(type):
"""
Simply make sure all data are stored as lowercase and
do checking on all properties that should be in list form.
Sets up locks to be more forgiving.
"""
mcs.key = mcs.key.lower()
if mcs.aliases and not is_iter(mcs.aliases):
mcs.aliases = mcs.aliases.split(',')
mcs.aliases = [str(alias).strip().lower() for alias in mcs.aliases]
if mcs.permissions and not is_iter(mcs.permissions) :
mcs.permissions = mcs.permissions.split(',')
mcs.permissions = [str(perm).strip().lower() for perm in mcs.permissions]
# pre-process locks as defined in class definition
temp = []
if hasattr(mcs, 'permissions'):
mcs.locks = mcs.permissions
for lockstring in mcs.locks.split(';'):
if lockstring and not ':' in lockstring:
lockstring = "cmd:%s" % lockstring
temp.append(lockstring)
mcs.lock_storage = ";".join(temp)
mcs.help_category = mcs.help_category.lower()
super(CommandMeta, mcs).__init__(*args, **kwargs)
# The Command class is the basic unit of an Evennia command; when
# defining new commands, the admin subclass this class and
# define their own parser method to handle the input. The
@ -69,15 +77,17 @@ class Command(object):
key = "command"
# alternative ways to call the command (e.g. 'l', 'glance', 'examine')
aliases = []
# a list of permission strings or comma-separated string limiting
# access to this command.
permissions = []
# a list of lock definitions on the form cmd:[NOT] func(args) [ AND|OR][ NOT] func2(args)
locks = ""
# used by the help system to group commands in lists.
help_category = "general"
# There is also the property 'obj'. This gets set by the system
# on the fly to tie this particular command to a certain in-game entity.
# self.obj should NOT be defined here since it will not be overwritten
# if it already exists.
def __init__(self):
self.lockhandler = LockHandler(self)
def __str__(self):
"Print the command"
@ -115,15 +125,15 @@ class Command(object):
"""
return (cmdname == self.key) or (cmdname in self.aliases)
def has_perm(self, srcobj):
def access(self, srcobj, access_type="cmd", default=False):
"""
This hook is called by the cmdhandler to determine if srcobj
is allowed to execute this command. It should return a boolean
value and is not normally something that need to be changed since
it's using the Evennia permission system directly.
"""
return permissions.has_perm(srcobj, self, 'cmd')
return self.lockhandler.check(srcobj, access_type, default=default)
# Common Command hooks
def at_pre_cmd(self):