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Run Migrate. Implemented a full separation between Player and Character - Players (OOC entities) can now also hold cmdsets and execute commands. This means that "disconnecting" from a Character becomes possible, putting the Player in an "OOC" state outside the game. This overall makes the game much more stable since there used to be issues if the character was destroyed. Having an OOC set also avoids the previous problem of @puppeting into an object that didn't have any cmdset of its own - you couldn't get back out! A new default OOC-Cmdset handles commands available to a player while OOC. Commands in this set are applied with a low priority, allowing "IC" mode to give precedence if desired.
This change meant several changes to the lock and permission functionality, since it becomes important if permissions are assigned on the Player or on their Character (lock functions pperm() and pid() etc check on Player rather than Character). This has the boon of allowing Admins to switch and play/test the game as a "Low access" character as they like. Plenty of bug fixes and adjustments. Migrations should make sure to move over all data properly.
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37 changed files with 1622 additions and 555 deletions
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@ -294,6 +294,87 @@ class Attribute(SharedMemoryModel):
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return self.locks.check(accessing_obj, access_type=access_type, default=default)
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#------------------------------------------------------------
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#
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# Nicks
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#
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#------------------------------------------------------------
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class TypeNick(SharedMemoryModel):
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"""
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This model holds whichever alternate names this object
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has for OTHER objects, but also for arbitrary strings,
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channels, players etc. Setting a nick does not affect
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the nicknamed object at all (as opposed to Aliases above),
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and only this object will be able to refer to the nicknamed
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object by the given nick.
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The default nick types used by Evennia are:
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inputline (default) - match against all input
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player - match against player searches
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obj - match against object searches
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channel - used to store own names for channels
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"""
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db_nick = models.CharField(max_length=255, db_index=True) # the nick
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db_real = models.TextField() # the aliased string
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db_type = models.CharField(default="inputline", max_length=16, null=True, blank=True) # the type of nick
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db_obj = None #models.ForeignKey("ObjectDB")
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class Meta:
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"Define Django meta options"
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abstract = True
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verbose_name = "Nickname"
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verbose_name_plural = "Nicknames"
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unique_together = ("db_nick", "db_type", "db_obj")
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class TypeNickHandler(object):
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"""
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Handles nick access and setting. Accessed through ObjectDB.nicks
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"""
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NickClass = TypeNick
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def __init__(self, obj):
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"Setup"
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self.obj = obj
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def add(self, nick, realname, nick_type="inputline"):
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"We want to assign a new nick"
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if not nick or not nick.strip():
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return
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nick = nick.strip()
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real = realname.strip()
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query = self.NickClass.objects.filter(db_obj=self.obj, db_nick__iexact=nick, db_type__iexact=nick_type)
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if query.count():
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old_nick = query[0]
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old_nick.db_real = real
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old_nick.save()
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else:
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new_nick = self.NickClass(db_nick=nick, db_real=real, db_type=nick_type, db_obj=self.obj)
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new_nick.save()
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def delete(self, nick, nick_type="inputline"):
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"Removes a nick"
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nick = nick.strip()
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query = self.NickClass.objects.filter(db_obj=self.obj, db_nick__iexact=nick, db_type__iexact=nick_type)
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if query.count():
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# remove the found nick(s)
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query.delete()
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def get(self, nick=None, nick_type="inputline"):
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if nick:
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query = self.NickClass.objects.filter(db_obj=self.obj, db_nick__iexact=nick, db_type__iexact=nick_type)
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query = query.values_list("db_real", flat=True)
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if query.count():
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return query[0]
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else:
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return nick
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else:
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return self.NickClass.objects.filter(db_obj=self.obj)
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def has(self, nick, nick_type="inputline"):
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"Returns true/false if this nick is defined or not"
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return self.NickClass.objects.filter(db_obj=self.obj, db_nick__iexact=nick, db_type__iexact=nick_type).count()
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#------------------------------------------------------------
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#
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# Typed Objects
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@ -992,9 +1073,12 @@ class TypedObject(SharedMemoryModel):
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def check_permstring(self, permstring):
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"""
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This explicitly checks for we hold particular permission without involving
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This explicitly checks if we hold particular permission without involving
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any locks.
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"""
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if self.player and self.player.is_superuser:
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return True
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if not permstring:
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return False
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perm = permstring.lower()
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