mirror of
https://github.com/evennia/evennia.git
synced 2026-04-07 00:45:22 +02:00
Merge branch 'dev' of https://github.com/n0q/evennia into n0q-dev
This commit is contained in:
commit
364b156456
6 changed files with 250 additions and 81 deletions
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@ -422,7 +422,7 @@ class CmdCemit(MuxPlayerCommand):
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key = "@cemit"
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aliases = ["@cmsg"]
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locks = "cmd: not pperm(channel_banned)"
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locks = "cmd: not pperm(channel_banned) and pperm(Players)"
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help_category = "Comms"
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def func(self):
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@ -498,7 +498,7 @@ class CmdChannelCreate(MuxPlayerCommand):
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key = "@ccreate"
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aliases = "channelcreate"
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locks = "cmd:not pperm(channel_banned)"
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locks = "cmd:not pperm(channel_banned) and pperm(Players)"
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help_category = "Comms"
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def func(self):
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@ -162,7 +162,7 @@ class CmdCharCreate(MuxPlayerCommand):
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if you want.
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"""
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key = "@charcreate"
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locks = "cmd:all()"
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locks = "cmd:pperm(Players)"
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help_category = "General"
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def func(self):
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@ -285,7 +285,7 @@ class CmdOOC(MuxPlayerCommand):
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key = "@ooc"
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# lock must be all(), for different puppeted objects to access it.
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locks = "cmd:all()"
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locks = "cmd:pperm(Players)"
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aliases = "@unpuppet"
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help_category = "General"
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@ -491,7 +491,7 @@ class CmdPassword(MuxPlayerCommand):
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Changes your password. Make sure to pick a safe one.
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"""
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key = "@password"
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locks = "cmd:all()"
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locks = "cmd:pperm(Players)"
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def func(self):
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"hook function."
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@ -650,7 +650,7 @@ class CmdQuell(MuxPlayerCommand):
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key = "@quell"
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aliases = ["@unquell"]
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locks = "cmd:all()"
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locks = "cmd:pperm(Players)"
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help_category = "General"
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def _recache_locks(self, player):
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@ -2,6 +2,7 @@
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Commands that are available from the connect screen.
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"""
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import re
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from random import getrandbits
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import traceback
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from django.conf import settings
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from src.players.models import PlayerDB
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@ -59,8 +60,44 @@ class CmdUnconnectedConnect(MuxCommand):
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# extract quoted parts
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parts = [part.strip() for part in re.split(r"\"|\'", args) if part.strip()]
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if len(parts) == 1:
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# this was (hopefully) due to no quotes being found
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# this was (hopefully) due to no quotes being found, or a guest login
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parts = parts[0].split(None, 1)
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# Guest login
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if len(parts) == 1 and parts[0].lower() == "guest" and settings.GUEST_ENABLED:
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try:
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# Find an available guest name.
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for playername in settings.GUEST_LIST:
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if not PlayerDB.objects.filter(username__iexact=playername):
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break
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playername = None
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if playername == None:
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session.msg("All guest accounts are in use. Please try again later.")
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return
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password = "%016x" % getrandbits(64)
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home = ObjectDB.objects.get_id(settings.GUEST_HOME)
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permissions = settings.PERMISSION_GUEST_DEFAULT
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typeclass = settings.BASE_CHARACTER_TYPECLASS
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ptypeclass = settings.BASE_GUEST_TYPECLASS
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start_location = ObjectDB.objects.get_id(settings.GUEST_START_LOCATION)
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new_player = CreatePlayer(session, playername, password,
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home, permissions, ptypeclass)
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if new_player:
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CreateCharacter(session, new_player, typeclass, start_location,
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home, permissions)
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session.sessionhandler.login(session, new_player)
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except Exception:
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# We are in the middle between logged in and -not, so we have
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# to handle tracebacks ourselves at this point. If we don't,
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# we won't see any errors at all.
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string = "%s\nThis is a bug. Please e-mail an admin if the problem persists."
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session.msg(string % (traceback.format_exc()))
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logger.log_errmsg(traceback.format_exc())
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finally:
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return
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if len(parts) != 2:
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session.msg("\n\r Usage (without <>): connect <name> <password>")
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return
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@ -151,6 +188,11 @@ class CmdUnconnectedCreate(MuxCommand):
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# player already exists (we also ignore capitalization here)
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session.msg("Sorry, there is already a player with the name '%s'." % playername)
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return
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# Reserve playernames found in GUEST_LIST
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if settings.GUEST_LIST and playername.lower() in map(str.lower, settings.GUEST_LIST):
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string = "\n\r That name is reserved. Please choose another Playername."
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session.msg(string)
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return
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if not re.findall('^[\w. @+-]+$', password) or not (3 < len(password)):
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string = "\n\r Password should be longer than 3 characers. Letters, spaces, digits and @\.\+\-\_ only."
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string += "\nFor best security, make it longer than 8 characters. You can also use a phrase of"
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@ -173,63 +215,22 @@ class CmdUnconnectedCreate(MuxCommand):
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# everything's ok. Create the new player account.
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try:
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default_home = ObjectDB.objects.get_id(settings.DEFAULT_HOME)
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typeclass = settings.BASE_CHARACTER_TYPECLASS
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permissions = settings.PERMISSION_PLAYER_DEFAULT
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try:
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new_player = create.create_player(playername, None, password,
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permissions=permissions)
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except Exception, e:
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session.msg("There was an error creating the default Player/Character:\n%s\n If this problem persists, contact an admin." % e)
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logger.log_trace()
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return
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# This needs to be called so the engine knows this player is
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# logging in for the first time. (so it knows to call the right
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# hooks during login later)
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utils.init_new_player(new_player)
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# join the new player to the public channel
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pchanneldef = settings.CHANNEL_PUBLIC
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if pchanneldef:
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pchannel = ChannelDB.objects.get_channel(pchanneldef[0])
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if not pchannel.connect(new_player):
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string = "New player '%s' could not connect to public channel!" % new_player.key
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logger.log_errmsg(string)
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if MULTISESSION_MODE < 2:
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# if we only allow one character, create one with the same name as Player
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# (in mode 2, the character must be created manually once logging in)
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start_location = ObjectDB.objects.get_id(settings.START_LOCATION)
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if not start_location:
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start_location = default_home # fallback
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new_character = create.create_object(typeclass, key=playername,
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location=start_location, home=default_home,
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permissions=permissions)
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# set playable character list
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new_player.db._playable_characters.append(new_character)
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# allow only the character itself and the player to puppet this character (and Immortals).
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new_character.locks.add("puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" %
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(new_character.id, new_player.id))
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# If no description is set, set a default description
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if not new_character.db.desc:
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new_character.db.desc = "This is a Player."
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# We need to set this to have @ic auto-connect to this character
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new_player.db._last_puppet = new_character
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# tell the caller everything went well.
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string = "A new account '%s' was created. Welcome!"
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if " " in playername:
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string += "\n\nYou can now log in with the command 'connect \"%s\" <your password>'."
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else:
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string += "\n\nYou can now log with the command 'connect %s <your password>'."
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session.msg(string % (playername, playername))
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typeclass = settings.BASE_CHARACTER_TYPECLASS
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new_player = CreatePlayer(session, playername, password, default_home, permissions)
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start_location = ObjectDB.objects.get_id(settings.START_LOCATION)
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if new_player:
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if MULTISESSION_MODE < 2:
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CreateCharacter(session, new_player, typeclass, start_location,
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default_home, permissions)
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# tell the caller everything went well.
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string = "A new account '%s' was created. Welcome!"
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if " " in playername:
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string += "\n\nYou can now log in with the command 'connect \"%s\" <your password>'."
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else:
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string += "\n\nYou can now log with the command 'connect %s <your password>'."
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session.msg(string % (playername, playername))
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except Exception:
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# We are in the middle between logged in and -not, so we have
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# to handle tracebacks ourselves at this point. If we don't,
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@ -331,3 +332,62 @@ To login to the system, you need to do one of the following:
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You can use the {wlook{n command if you want to see the connect screen again.
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"""
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self.caller.msg(string)
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def CreatePlayer(session, playername, password,
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default_home, permissions, typeclass=None):
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"""
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Creates a player of the specified typeclass.
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"""
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try:
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new_player = create.create_player(playername, None, password,
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permissions=permissions, typeclass=typeclass)
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except Exception, e:
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session.msg("There was an error creating the Player:\n%s\n If this problem persists, contact an admin." % e)
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logger.log_trace()
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return False
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# This needs to be called so the engine knows this player is
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# logging in for the first time. (so it knows to call the right
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# hooks during login later)
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utils.init_new_player(new_player)
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# join the new player to the public channel
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pchanneldef = settings.CHANNEL_PUBLIC
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if pchanneldef:
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pchannel = ChannelDB.objects.get_channel(pchanneldef[0])
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if not pchannel.connect(new_player):
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string = "New player '%s' could not connect to public channel!" % new_player.key
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logger.log_errmsg(string)
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return new_player
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def CreateCharacter(session, new_player, typeclass, start_location, home, permissions):
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"""
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Creates a character based on a player's name. This is meant for Guest and
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MULTISESSION_MODE <2 situations.
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"""
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try:
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if not start_location:
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start_location = home # fallback
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new_character = create.create_object(typeclass, key=new_player.key,
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location=start_location, home=home,
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permissions=permissions)
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# set playable character list
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new_player.db._playable_characters.append(new_character)
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# allow only the character itself and the player to puppet this character (and Immortals).
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new_character.locks.add("puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" %
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(new_character.id, new_player.id))
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# If no description is set, set a default description
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if not new_character.db.desc:
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new_character.db.desc = "This is a Player."
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# We need to set this to have @ic auto-connect to this character
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new_player.db._last_puppet = new_character
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except Exception, e:
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session.msg("There was an error creating the Character:\n%s\n If this problem persists, contact an admin." % e)
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logger.log_trace()
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return False
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@ -423,3 +423,43 @@ class Player(TypeClass):
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(i.e. not for a restart).
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"""
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pass
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class Guest(Player):
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"""
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This class is used for guest logins. Unlike Players, Guests and their
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characters are deleted after disconnection.
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"""
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def at_post_login(self, sessid=None):
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"""
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In theory, guests only have one character regardless of which
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MULTISESSION_MODE we're in. They don't get a choice.
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"""
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self._send_to_connect_channel("{G%s connected{n" % self.key)
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self.execute_cmd("@ic", sessid=sessid)
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def at_disconnect(self):
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"""
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A Guest's characters aren't meant to linger on the server. When a
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Guest disconnects, we remove its character.
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"""
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super(Guest, self).at_disconnect()
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characters = self.db._playable_characters
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for character in filter(None, characters):
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character.delete()
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def at_server_shutdown(self):
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"""
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We repeat at_disconnect() here just to be on the safe side.
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"""
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super(Guest, self).at_server_shutdown()
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characters = self.db._playable_characters
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for character in filter(None, characters):
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character.delete()
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def at_post_disconnect(self):
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"""
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Guests aren't meant to linger on the server, either. We need to wait
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until after the Guest disconnects to delete it, though.
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"""
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super(Guest, self).at_post_disconnect()
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self.delete()
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|
|
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|
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@ -73,6 +73,8 @@ AMP_INTERFACE = settings.AMP_INTERFACE
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WEBSERVER_PORTS = settings.WEBSERVER_PORTS
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WEBSERVER_INTERFACES = settings.WEBSERVER_INTERFACES
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GUEST_ENABLED = settings.GUEST_ENABLED
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# server-channel mappings
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WEBSERVER_ENABLED = settings.WEBSERVER_ENABLED and WEBSERVER_PORTS and WEBSERVER_INTERFACES
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IMC2_ENABLED = settings.IMC2_ENABLED
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|
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@ -240,17 +242,16 @@ class Evennia(object):
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from src.scripts.tickerhandler import TICKER_HANDLER
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TICKER_HANDLER.restore()
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if SERVER_STARTSTOP_MODULE:
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# call correct server hook based on start file value
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if mode in ('True', 'reload'):
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# True was the old reload flag, kept for compatibilty
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SERVER_STARTSTOP_MODULE.at_server_reload_start()
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elif mode in ('reset', 'shutdown'):
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SERVER_STARTSTOP_MODULE.at_server_cold_start()
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# clear eventual lingering session storages
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ObjectDB.objects.clear_all_sessids()
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# always call this regardless of start type
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SERVER_STARTSTOP_MODULE.at_server_start()
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# call correct server hook based on start file value
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if mode in ('True', 'reload'):
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# True was the old reload flag, kept for compatibilty
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self.at_server_reload_start()
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elif mode in ('reset', 'shutdown'):
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self.at_server_cold_start()
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# clear eventual lingering session storages
|
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ObjectDB.objects.clear_all_sessids()
|
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# always call this regardless of start type
|
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self.at_server_start()
|
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|
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def set_restart_mode(self, mode=None):
|
||||
"""
|
||||
|
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@ -316,8 +317,7 @@ class Evennia(object):
|
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from src.scripts.tickerhandler import TICKER_HANDLER
|
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TICKER_HANDLER.save()
|
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|
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if SERVER_STARTSTOP_MODULE:
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SERVER_STARTSTOP_MODULE.at_server_reload_stop()
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self.at_server_reload_stop()
|
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|
||||
else:
|
||||
if mode == 'reset':
|
||||
|
|
@ -339,15 +339,13 @@ class Evennia(object):
|
|||
yield ObjectDB.objects.clear_all_sessids()
|
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ServerConfig.objects.conf("server_restart_mode", "reset")
|
||||
|
||||
if SERVER_STARTSTOP_MODULE:
|
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SERVER_STARTSTOP_MODULE.at_server_cold_stop()
|
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self.at_server_cold_stop()
|
||||
|
||||
# stopping time
|
||||
from src.utils import gametime
|
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gametime.save()
|
||||
|
||||
if SERVER_STARTSTOP_MODULE:
|
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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()
|
||||
|
||||
#------------------------------------------------------------
|
||||
#
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue