Merge branch 'dev' of https://github.com/n0q/evennia into n0q-dev

This commit is contained in:
Griatch 2014-07-10 20:12:48 +02:00
commit 364b156456
6 changed files with 250 additions and 81 deletions

View file

@ -422,7 +422,7 @@ class CmdCemit(MuxPlayerCommand):
key = "@cemit"
aliases = ["@cmsg"]
locks = "cmd: not pperm(channel_banned)"
locks = "cmd: not pperm(channel_banned) and pperm(Players)"
help_category = "Comms"
def func(self):
@ -498,7 +498,7 @@ class CmdChannelCreate(MuxPlayerCommand):
key = "@ccreate"
aliases = "channelcreate"
locks = "cmd:not pperm(channel_banned)"
locks = "cmd:not pperm(channel_banned) and pperm(Players)"
help_category = "Comms"
def func(self):

View file

@ -162,7 +162,7 @@ class CmdCharCreate(MuxPlayerCommand):
if you want.
"""
key = "@charcreate"
locks = "cmd:all()"
locks = "cmd:pperm(Players)"
help_category = "General"
def func(self):
@ -285,7 +285,7 @@ class CmdOOC(MuxPlayerCommand):
key = "@ooc"
# lock must be all(), for different puppeted objects to access it.
locks = "cmd:all()"
locks = "cmd:pperm(Players)"
aliases = "@unpuppet"
help_category = "General"
@ -491,7 +491,7 @@ class CmdPassword(MuxPlayerCommand):
Changes your password. Make sure to pick a safe one.
"""
key = "@password"
locks = "cmd:all()"
locks = "cmd:pperm(Players)"
def func(self):
"hook function."
@ -650,7 +650,7 @@ class CmdQuell(MuxPlayerCommand):
key = "@quell"
aliases = ["@unquell"]
locks = "cmd:all()"
locks = "cmd:pperm(Players)"
help_category = "General"
def _recache_locks(self, player):

View file

@ -2,6 +2,7 @@
Commands that are available from the connect screen.
"""
import re
from random import getrandbits
import traceback
from django.conf import settings
from src.players.models import PlayerDB
@ -59,8 +60,44 @@ class CmdUnconnectedConnect(MuxCommand):
# extract quoted parts
parts = [part.strip() for part in re.split(r"\"|\'", args) if part.strip()]
if len(parts) == 1:
# this was (hopefully) due to no quotes being found
# this was (hopefully) due to no quotes being found, or a guest login
parts = parts[0].split(None, 1)
# Guest login
if len(parts) == 1 and parts[0].lower() == "guest" and settings.GUEST_ENABLED:
try:
# Find an available guest name.
for playername in settings.GUEST_LIST:
if not PlayerDB.objects.filter(username__iexact=playername):
break
playername = None
if playername == None:
session.msg("All guest accounts are in use. Please try again later.")
return
password = "%016x" % getrandbits(64)
home = ObjectDB.objects.get_id(settings.GUEST_HOME)
permissions = settings.PERMISSION_GUEST_DEFAULT
typeclass = settings.BASE_CHARACTER_TYPECLASS
ptypeclass = settings.BASE_GUEST_TYPECLASS
start_location = ObjectDB.objects.get_id(settings.GUEST_START_LOCATION)
new_player = CreatePlayer(session, playername, password,
home, permissions, ptypeclass)
if new_player:
CreateCharacter(session, new_player, typeclass, start_location,
home, permissions)
session.sessionhandler.login(session, new_player)
except Exception:
# We are in the middle between logged in and -not, so we have
# to handle tracebacks ourselves at this point. If we don't,
# we won't see any errors at all.
string = "%s\nThis is a bug. Please e-mail an admin if the problem persists."
session.msg(string % (traceback.format_exc()))
logger.log_errmsg(traceback.format_exc())
finally:
return
if len(parts) != 2:
session.msg("\n\r Usage (without <>): connect <name> <password>")
return
@ -151,6 +188,11 @@ class CmdUnconnectedCreate(MuxCommand):
# player already exists (we also ignore capitalization here)
session.msg("Sorry, there is already a player with the name '%s'." % playername)
return
# Reserve playernames found in GUEST_LIST
if settings.GUEST_LIST and playername.lower() in map(str.lower, settings.GUEST_LIST):
string = "\n\r That name is reserved. Please choose another Playername."
session.msg(string)
return
if not re.findall('^[\w. @+-]+$', password) or not (3 < len(password)):
string = "\n\r Password should be longer than 3 characers. Letters, spaces, digits and @\.\+\-\_ only."
string += "\nFor best security, make it longer than 8 characters. You can also use a phrase of"
@ -173,63 +215,22 @@ class CmdUnconnectedCreate(MuxCommand):
# everything's ok. Create the new player account.
try:
default_home = ObjectDB.objects.get_id(settings.DEFAULT_HOME)
typeclass = settings.BASE_CHARACTER_TYPECLASS
permissions = settings.PERMISSION_PLAYER_DEFAULT
try:
new_player = create.create_player(playername, None, password,
permissions=permissions)
except Exception, e:
session.msg("There was an error creating the default Player/Character:\n%s\n If this problem persists, contact an admin." % e)
logger.log_trace()
return
# This needs to be called so the engine knows this player is
# logging in for the first time. (so it knows to call the right
# hooks during login later)
utils.init_new_player(new_player)
# join the new player to the public channel
pchanneldef = settings.CHANNEL_PUBLIC
if pchanneldef:
pchannel = ChannelDB.objects.get_channel(pchanneldef[0])
if not pchannel.connect(new_player):
string = "New player '%s' could not connect to public channel!" % new_player.key
logger.log_errmsg(string)
if MULTISESSION_MODE < 2:
# if we only allow one character, create one with the same name as Player
# (in mode 2, the character must be created manually once logging in)
start_location = ObjectDB.objects.get_id(settings.START_LOCATION)
if not start_location:
start_location = default_home # fallback
new_character = create.create_object(typeclass, key=playername,
location=start_location, home=default_home,
permissions=permissions)
# set playable character list
new_player.db._playable_characters.append(new_character)
# allow only the character itself and the player to puppet this character (and Immortals).
new_character.locks.add("puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" %
(new_character.id, new_player.id))
# If no description is set, set a default description
if not new_character.db.desc:
new_character.db.desc = "This is a Player."
# We need to set this to have @ic auto-connect to this character
new_player.db._last_puppet = new_character
# tell the caller everything went well.
string = "A new account '%s' was created. Welcome!"
if " " in playername:
string += "\n\nYou can now log in with the command 'connect \"%s\" <your password>'."
else:
string += "\n\nYou can now log with the command 'connect %s <your password>'."
session.msg(string % (playername, playername))
typeclass = settings.BASE_CHARACTER_TYPECLASS
new_player = CreatePlayer(session, playername, password, default_home, permissions)
start_location = ObjectDB.objects.get_id(settings.START_LOCATION)
if new_player:
if MULTISESSION_MODE < 2:
CreateCharacter(session, new_player, typeclass, start_location,
default_home, permissions)
# tell the caller everything went well.
string = "A new account '%s' was created. Welcome!"
if " " in playername:
string += "\n\nYou can now log in with the command 'connect \"%s\" <your password>'."
else:
string += "\n\nYou can now log with the command 'connect %s <your password>'."
session.msg(string % (playername, playername))
except Exception:
# We are in the middle between logged in and -not, so we have
# to handle tracebacks ourselves at this point. If we don't,
@ -331,3 +332,62 @@ To login to the system, you need to do one of the following:
You can use the {wlook{n command if you want to see the connect screen again.
"""
self.caller.msg(string)
def CreatePlayer(session, playername, password,
default_home, permissions, typeclass=None):
"""
Creates a player of the specified typeclass.
"""
try:
new_player = create.create_player(playername, None, password,
permissions=permissions, typeclass=typeclass)
except Exception, e:
session.msg("There was an error creating the Player:\n%s\n If this problem persists, contact an admin." % e)
logger.log_trace()
return False
# This needs to be called so the engine knows this player is
# logging in for the first time. (so it knows to call the right
# hooks during login later)
utils.init_new_player(new_player)
# join the new player to the public channel
pchanneldef = settings.CHANNEL_PUBLIC
if pchanneldef:
pchannel = ChannelDB.objects.get_channel(pchanneldef[0])
if not pchannel.connect(new_player):
string = "New player '%s' could not connect to public channel!" % new_player.key
logger.log_errmsg(string)
return new_player
def CreateCharacter(session, new_player, typeclass, start_location, home, permissions):
"""
Creates a character based on a player's name. This is meant for Guest and
MULTISESSION_MODE <2 situations.
"""
try:
if not start_location:
start_location = home # fallback
new_character = create.create_object(typeclass, key=new_player.key,
location=start_location, home=home,
permissions=permissions)
# set playable character list
new_player.db._playable_characters.append(new_character)
# allow only the character itself and the player to puppet this character (and Immortals).
new_character.locks.add("puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" %
(new_character.id, new_player.id))
# If no description is set, set a default description
if not new_character.db.desc:
new_character.db.desc = "This is a Player."
# We need to set this to have @ic auto-connect to this character
new_player.db._last_puppet = new_character
except Exception, e:
session.msg("There was an error creating the Character:\n%s\n If this problem persists, contact an admin." % e)
logger.log_trace()
return False

View file

@ -423,3 +423,43 @@ class Player(TypeClass):
(i.e. not for a restart).
"""
pass
class Guest(Player):
"""
This class is used for guest logins. Unlike Players, Guests and their
characters are deleted after disconnection.
"""
def at_post_login(self, sessid=None):
"""
In theory, guests only have one character regardless of which
MULTISESSION_MODE we're in. They don't get a choice.
"""
self._send_to_connect_channel("{G%s connected{n" % self.key)
self.execute_cmd("@ic", sessid=sessid)
def at_disconnect(self):
"""
A Guest's characters aren't meant to linger on the server. When a
Guest disconnects, we remove its character.
"""
super(Guest, self).at_disconnect()
characters = self.db._playable_characters
for character in filter(None, characters):
character.delete()
def at_server_shutdown(self):
"""
We repeat at_disconnect() here just to be on the safe side.
"""
super(Guest, self).at_server_shutdown()
characters = self.db._playable_characters
for character in filter(None, characters):
character.delete()
def at_post_disconnect(self):
"""
Guests aren't meant to linger on the server, either. We need to wait
until after the Guest disconnects to delete it, though.
"""
super(Guest, self).at_post_disconnect()
self.delete()

View file

@ -73,6 +73,8 @@ AMP_INTERFACE = settings.AMP_INTERFACE
WEBSERVER_PORTS = settings.WEBSERVER_PORTS
WEBSERVER_INTERFACES = settings.WEBSERVER_INTERFACES
GUEST_ENABLED = settings.GUEST_ENABLED
# server-channel mappings
WEBSERVER_ENABLED = settings.WEBSERVER_ENABLED and WEBSERVER_PORTS and WEBSERVER_INTERFACES
IMC2_ENABLED = settings.IMC2_ENABLED
@ -240,17 +242,16 @@ class Evennia(object):
from src.scripts.tickerhandler import TICKER_HANDLER
TICKER_HANDLER.restore()
if SERVER_STARTSTOP_MODULE:
# call correct server hook based on start file value
if mode in ('True', 'reload'):
# True was the old reload flag, kept for compatibilty
SERVER_STARTSTOP_MODULE.at_server_reload_start()
elif mode in ('reset', 'shutdown'):
SERVER_STARTSTOP_MODULE.at_server_cold_start()
# clear eventual lingering session storages
ObjectDB.objects.clear_all_sessids()
# always call this regardless of start type
SERVER_STARTSTOP_MODULE.at_server_start()
# call correct server hook based on start file value
if mode in ('True', 'reload'):
# True was the old reload flag, kept for compatibilty
self.at_server_reload_start()
elif mode in ('reset', 'shutdown'):
self.at_server_cold_start()
# clear eventual lingering session storages
ObjectDB.objects.clear_all_sessids()
# always call this regardless of start type
self.at_server_start()
def set_restart_mode(self, mode=None):
"""
@ -316,8 +317,7 @@ class Evennia(object):
from src.scripts.tickerhandler import TICKER_HANDLER
TICKER_HANDLER.save()
if SERVER_STARTSTOP_MODULE:
SERVER_STARTSTOP_MODULE.at_server_reload_stop()
self.at_server_reload_stop()
else:
if mode == 'reset':
@ -339,15 +339,13 @@ class Evennia(object):
yield ObjectDB.objects.clear_all_sessids()
ServerConfig.objects.conf("server_restart_mode", "reset")
if SERVER_STARTSTOP_MODULE:
SERVER_STARTSTOP_MODULE.at_server_cold_stop()
self.at_server_cold_stop()
# stopping time
from src.utils import gametime
gametime.save()
if SERVER_STARTSTOP_MODULE:
SERVER_STARTSTOP_MODULE.at_server_stop()
self.at_server_stop()
# if _reactor_stopping is true, reactor does not need to
# be stopped again.
if os.name == 'nt' and os.path.exists(SERVER_PIDFILE):
@ -358,6 +356,62 @@ class Evennia(object):
# flag to avoid loops.
self.shutdown_complete = True
reactor.callLater(0, reactor.stop)
# server start/stop hooks
def at_server_start(self):
"""
This is called every time the server starts up, regardless of
how it was shut down.
"""
if SERVER_STARTSTOP_MODULE:
SERVER_STARTSTOP_MODULE.at_server_start()
def at_server_stop(self):
"""
This is called just before a server is shut down, regardless
of it is fore a reload, reset or shutdown.
"""
if SERVER_STARTSTOP_MODULE:
SERVER_STARTSTOP_MODULE.at_server_stop()
def at_server_reload_start(self):
"""
This is called only when server starts back up after a reload.
"""
if SERVER_STARTSTOP_MODULE:
SERVER_STARTSTOP_MODULE.at_server_reload_start()
def at_server_reload_stop(self):
"""
This is called only time the server stops before a reload.
"""
if SERVER_STARTSTOP_MODULE:
SERVER_STARTSTOP_MODULE.at_server_reload_stop()
def at_server_cold_start(self):
"""
This is called only when the server starts "cold", i.e. after a
shutdown or a reset.
"""
if GUEST_ENABLED:
for guest in PlayerDB.objects.all().filter(db_typeclass_path=settings.BASE_GUEST_TYPECLASS):
for character in filter(None, guest.db._playable_characters):
character.delete()
guest.delete()
if SERVER_STARTSTOP_MODULE:
SERVER_STARTSTOP_MODULE.at_server_cold_start()
def at_server_cold_stop(self):
"""
This is called only when the server goes down due to a shutdown or reset.
"""
if SERVER_STARTSTOP_MODULE:
SERVER_STARTSTOP_MODULE.at_server_cold_stop()
#------------------------------------------------------------
#

View file

@ -287,6 +287,8 @@ CHANNEL_TYPECLASS_PATHS = ["game.gamesrc.conf", "contrib"]
# Typeclass for player objects (linked to a character) (fallback)
BASE_PLAYER_TYPECLASS = "src.players.player.Player"
# Typeclass for guest player objects (linked to a character)
BASE_GUEST_TYPECLASS = "src.players.player.Guest"
# Typeclass and base for all objects (fallback)
BASE_OBJECT_TYPECLASS = "src.objects.objects.Object"
# Typeclass for character objects linked to a player (fallback)
@ -304,10 +306,20 @@ BASE_SCRIPT_TYPECLASS = "src.scripts.scripts.DoNothing"
# fallback if an object's normal home location is deleted. Default
# is Limbo (#2).
DEFAULT_HOME = "#2"
# This enables guest logins.
GUEST_ENABLED = True
# The default home location used for guests.
GUEST_HOME = "#2"
# The start position for new characters. Default is Limbo (#2).
# MULTISESSION_MODE = 0, 1 - used by default unloggedin create command
# MULTISESSION_MODE = 2 - used by default character_create command
START_LOCATION = "#2"
# The start position used for guest characters.
GUEST_START_LOCATION = "#2"
# The naming convention for guest players/characters. The size of this list
# also detemines how many guests may be on the game at once. The default is
# a maximum of nine guests, named Guest1 through Guest9.
GUEST_LIST = ["Guest" + str(s+1) for s in range(9)]
# Lookups of Attributes, Tags, Nicks, Aliases can be aggressively
# cached to avoid repeated database hits. This often gives noticeable
# performance gains since they are called so often. Drawback is that
@ -369,13 +381,16 @@ MAX_NR_CHARACTERS = 1
# The access hiearchy, in climbing order. A higher permission in the
# hierarchy includes access of all levels below it. Used by the perm()/pperm()
# lock functions.
PERMISSION_HIERARCHY = ("Players",
PERMISSION_HIERARCHY = ("Guests",
"Players",
"PlayerHelpers",
"Builders",
"Wizards",
"Immortals")
# The default permission given to all new players
PERMISSION_PLAYER_DEFAULT = "Players"
# The permission given to guests
PERMISSION_GUEST_DEFAULT = "Guests"
######################################################################
# In-game Channels created from server start