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https://github.com/evennia/evennia.git
synced 2026-03-24 16:56:32 +01:00
After the rework of the many-char mode, mode 0 now works stably and auto-logins correctly it seems.
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parent
26ced2cb90
commit
1e07b8ca34
8 changed files with 29 additions and 171 deletions
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@ -464,7 +464,7 @@ class CmdWho(MuxCommand):
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delta_cmd = time.time() - session.cmd_last_visible
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delta_conn = time.time() - session.conn_time
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plr_pobject = session.get_character()
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plr_pobject = session.get_puppet()
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if not plr_pobject:
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plr_pobject = session.get_player()
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show_session_data = False
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@ -562,7 +562,7 @@ class CmdSessions(MuxCommand):
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table = [["sessid"], ["host"], ["character"], ["location"]]
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for sess in sorted(sessions, key=lambda x:x.sessid):
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sessid = sess.sessid
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char = player.get_character(sessid)
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char = player.get_puppet(sessid)
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table[0].append(str(sess.sessid))
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table[1].append(str(sess.address[0]))
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table[2].append(char and str(char) or "None")
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@ -750,7 +750,7 @@ class CmdColorTest(MuxCommand):
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string = "ANSI colors:"
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for row in table:
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string += "\n" + "".join(row)
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print string
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#print string
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self.caller.msg(string)
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self.caller.msg("{{X and %%cx are black-on-black)")
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elif self.args == "xterm256":
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@ -939,7 +939,7 @@ class CmdIC(MuxCommandOOC):
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def func(self):
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"""
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Simple puppet method
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Main puppet method
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"""
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player = self.caller
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sessid = self.sessid
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@ -977,7 +977,7 @@ class CmdIC(MuxCommandOOC):
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return
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if player.puppet_object(sessid, new_character):
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self.msg("\n{gYou become {c%s{n.\n" % new_character.name)
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player.db._last_puppet = old_character
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player.db._last_puppet = new_character
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if not new_character.location:
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# this might be due to being hidden away at logout; check
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loc = new_character.db.prelogout_location
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@ -198,6 +198,8 @@ class CmdUnconnectedCreate(MuxCommand):
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# If no description is set, set a default description
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if not new_character.db.desc:
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new_character.db.desc = "This is a Player."
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# We need to set this to have @ic auto-connect to this character
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new_player.db._last_puppet = new_character
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# tell the caller everything went well.
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string = "A new account '%s' was created. Welcome!"
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@ -817,8 +817,6 @@ class Character(Object):
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"""
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This recovers the character again after having been "stoved away" at the unpuppet
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"""
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print "object at_pre_puppet", self, player
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if self.db.prelogout_location:
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# try to recover
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self.location = self.db.prelogout_location
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@ -831,18 +829,11 @@ class Character(Object):
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self.location.msg_contents("%s has entered the game." % self.name, exclude=[self])
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self.location.at_object_receive(self, self.location)
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def at_post_puppet(self):
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"Once puppeting is complete, make sure to view the location."
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# call look
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print "object at_post_puppet", self
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self.execute_cmd("look")
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def at_post_unpuppet(self, player):
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"""
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We stove away the character when the player goes ooc/logs off, otherwise the character object will
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remain in the room also after the player logged off ("headless", so to say).
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"""
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print "at_post_unpuppet", player
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if self.location: # have to check, in case of multiple connections closing
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self.location.msg_contents("%s has left the game." % self.name, exclude=[self])
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self.db.prelogout_location = self.location
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@ -384,7 +384,7 @@ class PlayerDB(TypedObject):
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(connection happens automatically in the sessionhandler)
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"""
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# this should only be one value, loop just to make sure to clean everything
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sessions = (session for session in self.get_all_sessions(sessid) if session.sessid == sessid)
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sessions = (session for session in self.get_all_sessions() if session.sessid == sessid)
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for session in sessions:
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# this will also trigger unpuppeting
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session.sessionhandler.disconnect(session)
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@ -486,148 +486,8 @@ class PlayerDB(TypedObject):
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return puppets
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return [puppet.typeclass for puppet in puppets]
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def has_puppet(self, obj):
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"""
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Checks of this player currently puppets this object or not
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"""
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return obj in self.get_all_puppets()
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# def connect_session_to_character(self, sessid, character, force=False, call_hooks=True):
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# """
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# Connect the given session to a character through this player.
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# Note that this assumes the character has previously been
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# linked to the player using self.connect_character().
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#
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# force - drop existing connection to other character
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# call_hooks - call puppet/unpuppet hooks. This is not wanted e.g. if
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# server is reloading
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#
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# Returns True if connection was successful, False otherwise
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# """
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# # first check if we already have a character tied to this session
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# char = _GA(self, "get_character")(sessid=sessid, return_dbobj=True)
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# if char:
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# if force and char != character:
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# _GA(self, "disconnect_session_from_character")(sessid)
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# else:
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# return
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# # pre-puppet hook
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# if call_hooks:
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# # if e.g. server reloads we don't want to call any hooks anew
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# _GA(character.typeclass, "at_pre_puppet")(self.typeclass)
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# # do the connection
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# character.sessid = sessid
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# # update cache
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# cache = get_prop_cache(self, "_characters") or {}
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# cache[sessid] = character
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# set_prop_cache(self, "_characters", cache)
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# # start/validate (persistent) scripts on this object
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# ScriptDB.objects.validate(obj=character)
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# # post-puppet hook
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# if call_hooks:
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# _GA(character.typeclass, "at_post_puppet")()
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# return True
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#
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# def disconnect_session_from_character(self, sessid):
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# """
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# Disconnect a session from the characterm (still keeping the
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# connection to the Player)
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# returns the newly disconnected character, if it existed
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# """
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# print "player disconnect_session_from_character", sessid
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# if not sessid:
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# return
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# char = _GA(self, "get_character")(sessid=sessid, return_dbobj=True)
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# print char
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# if char:
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# # call hook before disconnecting
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# _GA(char.typeclass, "at_pre_unpuppet")()
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# del char.sessid
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# # update cache
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# cache = get_prop_cache(self, "_characters") or {}
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# if sessid in cache:
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# del cache[sessid]
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# set_prop_cache(self, "_characters", cache)
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# # call post-unpuppet hook
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# _GA(char.typeclass, "at_post_unpuppet")(self.typeclass)
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# print "... leaving player disconnect_session_from_character", sessid
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# return char
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#
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# def server_reconnect_session_to_character(self, sessid):
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# """
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# Auto-re-connect a session to a character. This is called by the sessionhandler
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# during a server reload. It goes through the characters stored in this player's
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# db_objs many2many fields and checks if any of those has the given sessid
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# stored on themselves - if so they connect them. This should ONLY be called
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# automatically by sessionhandler after a reload - after a portal shutdown
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# the portal sessids will be out of sync with whatever is stored on character
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# objects which could lead to a session being linked to the wrong character.
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# """
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# char = _GA(self, "get_character")(sessid=sessid, return_dbobj=True)
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# if not char:
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# return
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# _GA(self, "connect_session_to_character")(sessid, char, force=True, call_hooks=False)
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# def get_all_characters(self):
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# """
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# Readability-wrapper for getting all characters
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# """
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# return _GA(self, "get_character")(sessid=None, character=None)
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#
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# def get_all_connected_characters(self):
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# """
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# Return all characters with an active session connected
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# to them through this player
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# """
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# chars = make_iter(_GA(self, "get_character")(sessid=None, character=None))
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# sessids = [sess.sessid for sess in _GA(self, "get_all_sessions")()]
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# return [char for char in chars if char.sessid in sessids]
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# def connect_character(self, character, sessid=None):
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# """
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# Use the Player to connect a Character to the Player. Note that
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# we don't do any access checks at this point. If the
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# game was fully restarted (including the Portal), this must be
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# used, since sessids will have changed as players reconnect.
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#
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# if sessid is given, also connect the sessid to the character directly.
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# """
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# # first disconnect any other character from this session
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# char = character.dbobj
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# _GA(self, "disconnect_character")(char)
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# char.player = self
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# _GA(self, "db_objs").add(char)
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# _GA(self, "save")()
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# if sessid:
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# return _GA(self, "connect_session_to_character")(sessid=sessid, character=char)
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# return True
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#
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# def disconnect_character(self, character):
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# """
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# Disconnect a character from this player, either based
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# on sessid or by giving the character object directly
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#
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# Returns newly disconnected character.
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# """
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# if not character:
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# return
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# char = _GA(self, "get_character")(character=character, return_dbobj=True)
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# if char:
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# err = _GA(self, "disconnect_session_from_character")(char.sessid)
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# _GA(self, "db_objs").remove(char)
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# del char.player
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# self.save()
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# # clear cache
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# cache = get_prop_cache(self, "_characters") or {}
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# [cache.pop(sessid) for sessid,stored_char in cache.items() if stored_char==char]
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# set_prop_cache(self, "_characters", cache)
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# return char
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#
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# def disconnect_all_characters(self):
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# for char in self.db_objs.all():
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# _GA(self, "disconnect_character")(char)
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# utility methods
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def delete(self, *args, **kwargs):
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@ -651,9 +511,6 @@ class PlayerDB(TypedObject):
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except AssertionError:
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# this means deleting the user already cleared out the Player object.
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pass
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#
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# Execution/action methods
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#
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def execute_cmd(self, raw_string, sessid=None):
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"""
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@ -671,6 +528,11 @@ class PlayerDB(TypedObject):
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if nick.db_nick in raw_list:
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raw_string = raw_string.replace(nick.db_nick, nick.db_real, 1)
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break
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if not sessid and _MULTISESSION_MODE in (0, 1):
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# in this case, we should either have only one sessid, or the sessid
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# should not matter (since the return goes to all of them we can just
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# use the first one as the source)
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sessid = self.get_all_sessions()[0].sessid
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return cmdhandler.cmdhandler(self.typeclass, raw_string, sessid=sessid)
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def search(self, ostring, return_character=False, **kwargs):
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@ -292,7 +292,6 @@ class Player(TypeClass):
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Only called once, the very first
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time the user logs in.
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"""
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print "player at_first_login", self
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pass
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def at_pre_login(self):
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@ -300,7 +299,6 @@ class Player(TypeClass):
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Called every time the user logs in, just before the actual
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login-state is set.
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"""
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print "player at_pre_login", self
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pass
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def _send_to_connect_channel(self, message):
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@ -324,19 +322,21 @@ class Player(TypeClass):
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them loose. This is called before an eventual Character's
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at_post_login hook.
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"""
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print "player at_post_login", self
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self._send_to_connect_channel("{G%s connected{n" % self.key)
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if _MULTISESSION_MODE == 2:
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# Character.at_post_login also looks around. Only use
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# this as a backup when logging in without a character
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if _MULTISESSION_MODE in (0, 1):
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# in these modes we should have only one character available. We
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# try to auto-connect to it by calling the @ic command
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# (this relies on player.db._last_puppet being set)
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self.execute_cmd("@ic")
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elif _MULTISESSION_MODE == 2:
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# In this mode we by default end up at a character selection
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# screen. We execute look on the player.
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self.execute_cmd("look")
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def at_disconnect(self, reason=None):
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"""
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Called just before user is disconnected.
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"""
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print "player at_disconnect", self
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reason = reason and "(%s)" % reason or ""
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self._send_to_connect_channel("{R%s disconnected %s{n" % (self.key, reason))
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@ -61,7 +61,8 @@ def create_objects():
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god_character.save()
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god_character.set_attribute("_superuser_character", True)
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god_character.set_attribute("_first_login", True)
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god_player.set_attribute("_first_login", True)
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god_player.set_attribute("_last_puppet", god_character)
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# Limbo is the default "nowhere" starting room
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@ -43,6 +43,10 @@ class ServerSession(Session):
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through their session.
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"""
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def __init__(self):
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"Initiate to avoid AttributeErrors down the line"
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self.puppet = None
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def at_sync(self):
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"""
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This is called whenever a session has been resynced with the portal.
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@ -62,7 +66,7 @@ class ServerSession(Session):
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self.cmdset_storage = [settings.CMDSET_UNLOGGEDIN]
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self.cmdset.update(init_mode=True)
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elif self.puid:
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self.puppet = None
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# reconnect puppet (puid is only set if we are coming back from a server reload)
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obj = _ObjectDB.objects.get(id=self.puid)
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self.player.puppet_object(self.sessid, obj, normal_mode=False)
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@ -92,7 +96,6 @@ class ServerSession(Session):
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if self.logged_in:
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sessid = self.sessid
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player = self.player
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print "session at_disconnect", self
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_GA(player.dbobj, "unpuppet_object")(sessid)
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uaccount = _GA(player.dbobj, "user")
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uaccount.last_login = datetime.now()
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@ -212,7 +212,6 @@ class ServerSessionHandler(SessionHandler):
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now should know is connected to it. After this point we
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assume the session to be logged in one way or another.
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"""
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# prep the session with player/user info
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# we have to check this first before uid has been assigned
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# this session.
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