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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.
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406800f254
commit
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6 changed files with 53 additions and 27 deletions
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@ -188,27 +188,34 @@ class Command(object):
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"""
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return self.lockhandler.check(srcobj, access_type, default=default)
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def msg(self, msg="", data=None, from_obj=None, to_obj=None, all_sessions=False):
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def msg(self, msg="", to_obj=None, from_obj=None, data=None, sessid=None, all_sessions=False):
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"""
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This is a shortcut instad of calling msg() directly on an object - it will
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determine
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detect if caller is an Object or a Player and also appends self.sessid
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automatically.
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msg - text string of message to send
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data - optional dictionary of data
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from_obj - source of message. Defaults to self.caller.
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to_obj - target object of message. Defaults to self.caller
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from_obj - source of message. Defaults to to_obj
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data - optional dictionary of data
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sessid - supply data only to a unique sessid (normally not used - this is only potentially useful if
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to_obj is a Player object different from self.caller or self.caller.player)
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all_sessions (bool) - default is to send only to the session connected to
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the target object
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"""
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from_obj = from_obj or self.caller
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to_obj = to_obj or from_obj
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if hasattr(to_obj, "sessid"):
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sessid = all_sessions and None or to_obj.sessid
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else:
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sessid = None
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if not sessid:
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if hasattr(to_obj, "sessid"):
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# this is the case when to_obj is e.g. a Character
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sessid = all_sessions and None or to_obj.sessid
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elif to_obj == self.caller:
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# this is the case if to_obj is the calling Player
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sessid = all_sessions and None or self.sessid
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else:
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# if to_obj is a different Player, all their sessions
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# will be notified unless sessid was given specifically
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sessid = None
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to_obj.msg(msg, from_obj=from_obj, data=data, sessid=sessid)
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# Common Command hooks
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@ -769,6 +769,12 @@ class CmdColorTest(MuxCommand):
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#------------------------------------------------------------
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# OOC commands
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#
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# Note that in commands inheriting from MuxCommandOOC,
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# self.caller is always the Player object, not the Character.
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# A property self.character can be used to access the
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# connecter character (this can be None if no character is
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# currently controlled by the Player).
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#------------------------------------------------------------
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class CmdOOCLook(MuxCommandOOC, CmdLook):
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@ -809,24 +815,33 @@ class CmdOOCLook(MuxCommandOOC, CmdLook):
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# caller is always a player at this point.
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player = self.caller
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sessid = self.sessid
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# get all our characters
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# get all our characters and sessions
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characters = player.db._playable_characters
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string = "You are logged in as {g%s{n." % player.key
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string += "\nUse {w@ic <character>{n to enter the game, {w@occ{n to get back here."
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sessions = player.get_all_sessions()
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sessidstr = sessid and "(session id %i)" % sessid or ""
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string = "You are logged in as {g%s{n%s." % (player.key, sessidstr)
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string += "\n\nSession(s) connected:"
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for sess in sessions:
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csessid = sess.sessid
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string += "\n %s %s" % (sessid == csessid and "{w%i{n" % csessid or csessid, sess.address)
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string += "\n\nUse {w@ic <character>{n to enter the game, {w@occ{n to get back here."
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if characters:
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string += "\n\nAvailable character%s:" % (len(characters) > 1 and "s" or "")
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for char in characters:
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csessid = char.sessid
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if csessid:
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# character is already puppeted
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if player.get_session(csessid):
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string += "\n - {G%s{n (played by you in another session)" % char.key
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sess = player.get_session(csessid)
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if sess:
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string += "\n - {G%s{n (played by you from session with id %i)" % (char.key, sess.sessid)
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else:
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string += "\n - {R%s{n (played by someone else)" % char.key
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else:
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# character is "free to puppet"
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string += "\n - %s" % char.key
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player.msg(string)
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self.msg(string)
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def func(self):
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"implement the ooc look command"
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@ -957,7 +972,7 @@ class CmdIC(MuxCommandOOC):
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class CmdOOC(MuxCommandOOC):
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"""
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@ooc - go ooc
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go ooc
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Usage:
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@ooc
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@ -977,9 +992,6 @@ class CmdOOC(MuxCommandOOC):
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caller = self.caller
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if utils.inherits_from(caller, "src.objects.objects.Object"):
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caller = self.caller.player
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old_char = caller.get_character(sessid=self.sessid)
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if not old_char:
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string = "You are already OOC."
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@ -175,7 +175,7 @@ class MuxCommandOOC(MuxCommand):
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This class makes sure that caller is always a Player object, while
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creating a new property "character" that is set only if a
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character is actually attached to the Player.
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character is actually attached to this Player and Session.
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"""
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def parse(self):
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"""
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@ -170,12 +170,21 @@ class LockHandler(object):
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self.log_obj = None
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self.reset_flag = False
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self._cache_locks(self.obj.lock_storage)
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# we handle bypass checks already here for efficiency. We need to grant access to superusers and
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# to protocol instances where the superuser status cannot be determined (can happen at
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# some rare cases during login).
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# we handle bypass checks already here for efficiency. We need to grant access to superusers.
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# We need to check both directly on the object (players), through obj.player and using the
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# get_player method (this sits on serversessions, in some rare cases where a check is done
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# before the login process has yet been fully finalized)
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self.lock_bypass = ((hasattr(obj, "is_superuser") and obj.is_superuser)
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or (hasattr(obj, "player") and hasattr(obj.player, "is_superuser") and obj.player.is_superuser)
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or (hasattr(obj, "get_player") and (not obj.get_player() or obj.get_player().is_superuser)))
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if obj.key == "Griatch":
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print "SETTING lock_bypass:", obj, self.lock_bypass, "<-",
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print (hasattr(obj, "is_superuser") and obj.is_superuser),
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print (hasattr(obj, "player") and hasattr(obj.player, "is_superuser") and obj.player.is_superuser),
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print (hasattr(obj, "get_player") and (not obj.get_player() or obj.get_player().is_superuser)),
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if hasattr(obj, "player"):
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print obj.player and obj.player.is_superuser
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def __str__(self):
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return ";".join(self.locks[key][2] for key in sorted(self.locks))
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@ -390,9 +390,7 @@ class PlayerDB(TypedObject):
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pass
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outgoing_string = utils.to_str(outgoing_string, force_string=True)
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session = None
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if sessid:
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session = _GA(self, "get_session")(sessid)
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session = sessid and _GA(self, "get_session")(sessid) or None
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if session:
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char = _GA(self, "get_character")(sessid=sessid)
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if char and not char.at_msg_receive(outgoing_string, from_obj=from_obj, data=data):
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@ -63,7 +63,7 @@ SSL_PORTS = [4001]
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# Interface addresses to listen to. If 0.0.0.0, listen to all.
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SSL_INTERFACES = ['0.0.0.0']
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# Multisession modes allow a player (=account) to connect to the game simultaneously
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# with multiple clients in various ways according to the set mode:
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# with multiple clients (=sessions) in various ways according to the set mode:
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# 0 - no multisession - when a new session is connected, the old one is disconnected
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# 1 - multiple sessions, one player, one character, each session getting the same data
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# 2 - multiple sessions, one player, each session controlling different characters
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