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synced 2026-03-22 15:56:30 +01:00
Fixed a bug in @debug (resolves issue107). Also moved @debug command to commands/default/tests.py instead.
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parent
af89dd1ef7
commit
27b7570aab
4 changed files with 73 additions and 71 deletions
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@ -74,7 +74,6 @@ class DefaultCmdSet(CmdSet):
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self.add(objmanip.CmdDestroy())
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self.add(objmanip.CmdExamine())
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self.add(objmanip.CmdTypeclass())
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self.add(objmanip.CmdDebug())
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# Comm commands
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self.add(comms.CmdAddCom())
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@ -95,4 +94,4 @@ class DefaultCmdSet(CmdSet):
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self.add(tests.CmdTestState())
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self.add(tests.CmdTestPerms())
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self.add(tests.TestCom())
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self.add(tests.CmdDebug())
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@ -6,8 +6,6 @@ from src.permissions.permissions import has_perm, has_perm_string
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from src.objects.models import ObjectDB, ObjAttribute
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from game.gamesrc.commands.default.muxcommand import MuxCommand
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from src.utils import create
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from src.utils import utils
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from src.utils import debug
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class ObjManipCommand(MuxCommand):
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"""
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@ -1637,64 +1635,3 @@ class CmdTypeclass(MuxCommand):
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string += "same-named attributes on the existing object."
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caller.msg(string)
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class CmdDebug(MuxCommand):
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"""
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Debug game entities
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Usage:
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@debug[/switch] <path to code>
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Switches:
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obj - debug an object
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script - debug a script
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Examples:
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@debug/script game.gamesrc.scripts.myscript.MyScript
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@debug/script myscript.MyScript
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@debug/obj examples.red_button.RedButton
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This command helps when debugging the codes of objects and scripts.
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It creates the given object and runs tests on its hooks. You can
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supply both full paths (starting from the evennia base directory),
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otherwise the system will start from the defined root directory
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for scripts and objects respectively (defined in settings file).
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"""
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key = "@debug"
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permissions = "cmd:debug"
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help_category = "Building"
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def func(self):
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"Running the debug"
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if not self.args or not self.switches:
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self.caller.msg("Usage: @debug[/obj][/script] <path>")
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return
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path = self.args
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if 'obj' in self.switches or 'object' in self.switches:
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# analyze path. If it starts at the evennia basedir,
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# (i.e. starts with game or src) we let it be, otherwise we
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# add a base path as defined in settings
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if path and not (path.startswith('src.') or
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path.startswith('game.')):
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path = "%s.%s" % (settings.BASE_TYPECLASS_PATH,
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path)
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# create and debug the object
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self.caller.msg(debug.debug_object(path, self.caller))
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self.caller.msg(debug.debug_object_scripts(path, self.caller))
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elif 'script' in self.switches:
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# analyze path. If it starts at the evennia basedir,
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# (i.e. starts with game or src) we let it be, otherwise we
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# add a base path as defined in settings
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if path and not (path.startswith('src.') or
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path.startswith('game.')):
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path = "%s.%s" % (settings.BASE_SCRIPT_PATH,
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path)
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self.caller.msg(debug.debug_syntax_script(path))
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@ -1,14 +1,16 @@
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"""
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This defines some test commands for use while testing the MUD.
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Just remove these commands from the default state when they
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are not needed anymore.
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This defines some test commands for use while testing the MUD and its components.
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"""
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from django.conf import settings
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from django.db import IntegrityError
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from src.comms.models import Msg
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from game.gamesrc.commands.default.muxcommand import MuxCommand
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from src.permissions import permissions
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from src.utils import create
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from src.utils import debug
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from game.gamesrc.commands.default.muxcommand import MuxCommand
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# Test permissions
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@ -188,3 +190,66 @@ class TestCom(MuxCommand):
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caller.msg(string)
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return
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caller.msg("Usage: @testcom/create channel")
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#TODO: make @debug more clever with arbitrary hooks?
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class CmdDebug(MuxCommand):
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"""
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Debug game entities
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Usage:
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@debug[/switch] <path to code>
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Switches:
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obj - debug an object
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script - debug a script
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Examples:
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@debug/script game.gamesrc.scripts.myscript.MyScript
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@debug/script myscript.MyScript
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@debug/obj examples.red_button.RedButton
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This command helps when debugging the codes of objects and scripts.
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It creates the given object and runs tests on its hooks. You can
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supply both full paths (starting from the evennia base directory),
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otherwise the system will start from the defined root directory
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for scripts and objects respectively (defined in settings file).
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"""
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key = "@debug"
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permissions = "cmd:debug"
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help_category = "Building"
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def func(self):
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"Running the debug"
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if not self.args or not self.switches:
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self.caller.msg("Usage: @debug[/obj][/script] <path>")
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return
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path = self.args
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if 'obj' in self.switches or 'object' in self.switches:
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# analyze path. If it starts at the evennia basedir,
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# (i.e. starts with game or src) we let it be, otherwise we
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# add a base path as defined in settings
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if path and not (path.startswith('src.') or
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path.startswith('game.')):
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path = "%s.%s" % (settings.BASE_TYPECLASS_PATH,
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path)
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# create and debug the object
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self.caller.msg(debug.debug_object(path, self.caller))
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self.caller.msg(debug.debug_object_scripts(path, self.caller))
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elif 'script' in self.switches:
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# analyze path. If it starts at the evennia basedir,
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# (i.e. starts with game or src) we let it be, otherwise we
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# add a base path as defined in settings
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if path and not (path.startswith('src.') or
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path.startswith('game.')):
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path = "%s.%s" % (settings.BASE_SCRIPT_PATH,
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path)
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self.caller.msg(debug.debug_syntax_script(path))
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@ -31,7 +31,7 @@ def trace():
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def debug_script(script_path, obj=None, auto_delete=True):
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"""
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This function takes a script database object (ScriptDB) tests
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This function takes a script database object (ScriptDB) and tests
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all its hooks for syntax errors. Note that no run-time errors
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will be caught, only weird python syntax.
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@ -226,7 +226,8 @@ def debug_object_scripts(obj_path, caller):
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try:
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string = "\n Testing scripts on {w%s{n ... " % obj_path
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obj = create.create_object(obj_path)
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obj.location = caller.location
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obj.location = caller.location
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obj = obj.dbobj
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string += "{gOk{n."
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except Exception:
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string += trace()
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