Added more session info to ooclook. Working on a bug that causes superuser to not be recognized now and then - this seems to be related to character.player returning None. This revision contains some printout debug messages since that bug is not yet fixed.

This commit is contained in:
Griatch 2013-03-11 01:32:17 +01:00
parent 406800f254
commit 29e313492f
6 changed files with 53 additions and 27 deletions

View file

@ -188,27 +188,34 @@ class Command(object):
"""
return self.lockhandler.check(srcobj, access_type, default=default)
def msg(self, msg="", data=None, from_obj=None, to_obj=None, all_sessions=False):
def msg(self, msg="", to_obj=None, from_obj=None, data=None, sessid=None, all_sessions=False):
"""
This is a shortcut instad of calling msg() directly on an object - it will
determine
detect if caller is an Object or a Player and also appends self.sessid
automatically.
msg - text string of message to send
data - optional dictionary of data
from_obj - source of message. Defaults to self.caller.
to_obj - target object of message. Defaults to self.caller
from_obj - source of message. Defaults to to_obj
data - optional dictionary of data
sessid - supply data only to a unique sessid (normally not used - this is only potentially useful if
to_obj is a Player object different from self.caller or self.caller.player)
all_sessions (bool) - default is to send only to the session connected to
the target object
"""
from_obj = from_obj or self.caller
to_obj = to_obj or from_obj
if hasattr(to_obj, "sessid"):
sessid = all_sessions and None or to_obj.sessid
else:
sessid = None
if not sessid:
if hasattr(to_obj, "sessid"):
# this is the case when to_obj is e.g. a Character
sessid = all_sessions and None or to_obj.sessid
elif to_obj == self.caller:
# this is the case if to_obj is the calling Player
sessid = all_sessions and None or self.sessid
else:
# if to_obj is a different Player, all their sessions
# will be notified unless sessid was given specifically
sessid = None
to_obj.msg(msg, from_obj=from_obj, data=data, sessid=sessid)
# Common Command hooks

View file

@ -769,6 +769,12 @@ class CmdColorTest(MuxCommand):
#------------------------------------------------------------
# OOC commands
#
# Note that in commands inheriting from MuxCommandOOC,
# self.caller is always the Player object, not the Character.
# A property self.character can be used to access the
# connecter character (this can be None if no character is
# currently controlled by the Player).
#------------------------------------------------------------
class CmdOOCLook(MuxCommandOOC, CmdLook):
@ -809,24 +815,33 @@ class CmdOOCLook(MuxCommandOOC, CmdLook):
# caller is always a player at this point.
player = self.caller
sessid = self.sessid
# get all our characters
# get all our characters and sessions
characters = player.db._playable_characters
string = "You are logged in as {g%s{n." % player.key
string += "\nUse {w@ic <character>{n to enter the game, {w@occ{n to get back here."
sessions = player.get_all_sessions()
sessidstr = sessid and "(session id %i)" % sessid or ""
string = "You are logged in as {g%s{n%s." % (player.key, sessidstr)
string += "\n\nSession(s) connected:"
for sess in sessions:
csessid = sess.sessid
string += "\n %s %s" % (sessid == csessid and "{w%i{n" % csessid or csessid, sess.address)
string += "\n\nUse {w@ic <character>{n to enter the game, {w@occ{n to get back here."
if characters:
string += "\n\nAvailable character%s:" % (len(characters) > 1 and "s" or "")
for char in characters:
csessid = char.sessid
if csessid:
# character is already puppeted
if player.get_session(csessid):
string += "\n - {G%s{n (played by you in another session)" % char.key
sess = player.get_session(csessid)
if sess:
string += "\n - {G%s{n (played by you from session with id %i)" % (char.key, sess.sessid)
else:
string += "\n - {R%s{n (played by someone else)" % char.key
else:
# character is "free to puppet"
string += "\n - %s" % char.key
player.msg(string)
self.msg(string)
def func(self):
"implement the ooc look command"
@ -957,7 +972,7 @@ class CmdIC(MuxCommandOOC):
class CmdOOC(MuxCommandOOC):
"""
@ooc - go ooc
go ooc
Usage:
@ooc
@ -977,9 +992,6 @@ class CmdOOC(MuxCommandOOC):
caller = self.caller
if utils.inherits_from(caller, "src.objects.objects.Object"):
caller = self.caller.player
old_char = caller.get_character(sessid=self.sessid)
if not old_char:
string = "You are already OOC."

View file

@ -175,7 +175,7 @@ class MuxCommandOOC(MuxCommand):
This class makes sure that caller is always a Player object, while
creating a new property "character" that is set only if a
character is actually attached to the Player.
character is actually attached to this Player and Session.
"""
def parse(self):
"""

View file

@ -170,12 +170,21 @@ class LockHandler(object):
self.log_obj = None
self.reset_flag = False
self._cache_locks(self.obj.lock_storage)
# we handle bypass checks already here for efficiency. We need to grant access to superusers and
# to protocol instances where the superuser status cannot be determined (can happen at
# some rare cases during login).
# we handle bypass checks already here for efficiency. We need to grant access to superusers.
# We need to check both directly on the object (players), through obj.player and using the
# get_player method (this sits on serversessions, in some rare cases where a check is done
# before the login process has yet been fully finalized)
self.lock_bypass = ((hasattr(obj, "is_superuser") and obj.is_superuser)
or (hasattr(obj, "player") and hasattr(obj.player, "is_superuser") and obj.player.is_superuser)
or (hasattr(obj, "get_player") and (not obj.get_player() or obj.get_player().is_superuser)))
if obj.key == "Griatch":
print "SETTING lock_bypass:", obj, self.lock_bypass, "<-",
print (hasattr(obj, "is_superuser") and obj.is_superuser),
print (hasattr(obj, "player") and hasattr(obj.player, "is_superuser") and obj.player.is_superuser),
print (hasattr(obj, "get_player") and (not obj.get_player() or obj.get_player().is_superuser)),
if hasattr(obj, "player"):
print obj.player and obj.player.is_superuser
def __str__(self):
return ";".join(self.locks[key][2] for key in sorted(self.locks))

View file

@ -390,9 +390,7 @@ class PlayerDB(TypedObject):
pass
outgoing_string = utils.to_str(outgoing_string, force_string=True)
session = None
if sessid:
session = _GA(self, "get_session")(sessid)
session = sessid and _GA(self, "get_session")(sessid) or None
if session:
char = _GA(self, "get_character")(sessid=sessid)
if char and not char.at_msg_receive(outgoing_string, from_obj=from_obj, data=data):

View file

@ -63,7 +63,7 @@ SSL_PORTS = [4001]
# Interface addresses to listen to. If 0.0.0.0, listen to all.
SSL_INTERFACES = ['0.0.0.0']
# Multisession modes allow a player (=account) to connect to the game simultaneously
# with multiple clients in various ways according to the set mode:
# with multiple clients (=sessions) in various ways according to the set mode:
# 0 - no multisession - when a new session is connected, the old one is disconnected
# 1 - multiple sessions, one player, one character, each session getting the same data
# 2 - multiple sessions, one player, each session controlling different characters