- implemented @destroy as per the MUX help specifications. As part of this, fixed the object recycling routines to actually properly replace GARBAGE-flagged objects (it crashed before).

- Set up a global cleaner event to clean all @destroyed objects every 30 minutes (makes their dbrefs available).
- Added the @recover command for recovering @destroyed objects up until the point that the cleaner runs and actually destroys them. This can recover @destroyed objects, rooms and exits to the same state as before @destroy. It could easily be made to recover player objects too, but I'm thinking this would be a security issue.
- Added to @dig in order to allow for creating rooms with a particular parent. Also auto-creates exits in each room if desired. The only things that is not implemented is the aliases of the exits, I don't really know how to do that.
- Changed the @create command format to match the @dig (it uses : to mark the parent instead of = now, since MUX' @dig reserve = to the exit list.)
- Added extra security in the example event to guard against the bug that causes the whole scheduler to freak out if the event_function() gives a traceback.
- Changed many instances of type to point to the defines_global.OTYPE instead of giving the integer explicitly.
/Starkiel
This commit is contained in:
Griatch 2009-04-30 15:01:59 +00:00
parent 8799a0fd55
commit 3eb4cddf42
8 changed files with 274 additions and 77 deletions

View file

@ -13,8 +13,8 @@ from src.events import IntervalEvent
from src.scheduler import add_event
from src.objects.models import Object
#the logger is useful for debugging since there is no source object to send to
from src.logger import log_infomsg
#the logger is useful for debugging
from src.logger import log_errmsg
#Example of the event system. This example adds an event to the red_button parent
#in parents/examples. It makes the button blink temptingly at a regular interval.
@ -46,7 +46,6 @@ class EventBlinkButton(IntervalEvent):
#stored with the gamesrc/parent/ drawer as a base)
parent = 'examples.red_button'
buttons = Object.objects.global_object_script_parent_search(parent)
#log_infomsg("buttons found: %s" % buttons)
for b in buttons:
try:
@ -55,10 +54,10 @@ class EventBlinkButton(IntervalEvent):
#button has no blink() method. Just ignore.
pass
except:
#show other tracebacks to owner of object.
#this is important, we must handle this exception
#gracefully!
#show other tracebacks to log and owner of object.
#This is important, we must handle these exceptions gracefully!
b.get_owner().emit_to(sys.exc_info()[1])
log_errmsg(sys.exc_info()[1])
#create and add the event to the global handler
blink_event = EventBlinkButton()

View file

@ -6,7 +6,7 @@ gamesrc/parents and set SCRIPT_DEFAULT_OBJECT = 'custom_basicobject'
in game/settings.py.
Generally, if you want to conveniently set future objects to inherit from this
script parent (not as a default), this files and others like it need to be
script parent, this files and others like it need to be
located under the game/gamesrc/parent directory.
"""
from game.gamesrc.parents.base.basicobject import BasicObject

View file

@ -5,7 +5,7 @@ particular object. See example.py in gamesrc/commands for more info
on the pluggable command system.
Assuming this script remains in gamesrc/parents/examples, create an object
of this type using @create button=examples.red_button
of this type using @create button:examples.red_button
This file also shows the use of the Event system to make the button
send a message to the players at regular intervals. Note that if you create a

View file

@ -28,7 +28,7 @@ class CommandTable(object):
self.ctable = {}
def add_command(self, command_string, function, priv_tuple=None,
extra_vals=None, auto_help=False, staff_help=False):
extra_vals=None, auto_help=False, staff_only=False):
"""
Adds a command to the command table.
@ -57,7 +57,7 @@ class CommandTable(object):
#add automatic help text from the command's doc string
topicstr = command_string
entrytext = function.__doc__
add_help(topicstr, entrytext, staff_only=staff_help,
add_help(topicstr, entrytext, staff_only=staff_only,
force_create=True, auto_help=True)
def get_command_tuple(self, func_name):

View file

@ -195,9 +195,9 @@ def cmd_set(command):
attrib_args = eq_args[1].split(':', 1)
if len(attrib_args) > 1:
# We're dealing with an attribute/value pair.
attrib_name = attrib_args[0].upper()
attrib_name = attrib_args[0]
splicenum = eq_args[1].find(':') + 1
attrib_value = eq_args[1][splicenum:]
attrib_value = (eq_args[1][splicenum:]).strip()
# In global_defines.py, see NOSET_ATTRIBS for protected attribute names.
if not Attribute.objects.is_modifiable_attrib(attrib_name):
@ -210,7 +210,10 @@ def cmd_set(command):
victim.set_attribute(attrib_name, attrib_value)
else:
# No value was given, this means we delete the attribute.
verb = 'cleared'
ok = victim.clear_attribute(attrib_name)
if ok: verb = 'attribute cleared'
else: verb = 'is not a known attribute. If it is a flag, use !flag to clear it'
victim.clear_attribute(attrib_name)
source_object.emit_to("%s - %s %s." % (victim.get_name(), attrib_name, verb))
else:
@ -266,14 +269,14 @@ def cmd_create(command):
"""
@create
Usage: @create objname [=parent]
Usage: @create objname [:parent]
Creates a new object. If parent is given, the object is created as a child of this
parent. The parent script is assumed to be located under game/gamesrc/parents
and any further directory structure is given in Python notation. So if you
have a correct parent object defined in parents/examples/red_button.py, you could
load create a new object inheriting from this parent like this:
@create button=example.red_button
@create button:examples.red_button
"""
source_object = command.source_object
@ -281,13 +284,13 @@ def cmd_create(command):
source_object.emit_to("You must supply a name!")
return
eq_args = command.command_argument.split('=', 1)
eq_args = command.command_argument.split(':', 1)
target_name = eq_args[0]
# Create and set the object up.
# TODO: This dictionary stuff is silly. Feex.
odat = {"name": target_name,
"type": 3,
"type": defines_global.OTYPE_THING,
"location": source_object,
"owner": source_object}
new_object = Object.objects.create_object(odat)
@ -417,8 +420,8 @@ def cmd_open(command):
if len(eq_args) > 1:
# Opening an exit to another location via @open <Name>=<Dbref>[,<Name>].
comma_split = eq_args[1].split(',', 1)
destination = source_object.search_for_object(comma_split[0])
# Use search_for_object to handle duplicate/nonexistant results.
destination = source_object.search_for_object(comma_split[0])
if not destination:
return
@ -427,7 +430,7 @@ def cmd_open(command):
return
odat = {"name": exit_name,
"type": 4,
"type": defines_global.OTYPE_EXIT,
"location": source_object.get_location(),
"owner": source_object,
"home": destination}
@ -439,7 +442,7 @@ def cmd_open(command):
if len(comma_split) > 1:
second_exit_name = ','.join(comma_split[1:])
odat = {"name": second_exit_name,
"type": 4,
"type": defines_global.OTYPE_EXIT,
"location": destination,
"owner": source_object,
"home": source_object.get_location()}
@ -451,7 +454,7 @@ def cmd_open(command):
else:
# Create an un-linked exit.
odat = {"name": exit_name,
"type": 4,
"type": defines_global.OTYPE_EXIT,
"location": source_object.get_location(),
"owner": source_object,
"home": None}
@ -644,26 +647,85 @@ GLOBAL_CMD_TABLE.add_command("@unlink", cmd_unlink,
def cmd_dig(command):
"""
Creates a new object of type 'ROOM'.
Creates a new room object.
@dig <Name>
@dig[/teleport] roomname [:parent] [=exitthere,exithere]
"""
source_object = command.source_object
roomname = command.command_argument
args = command.command_argument
switches = command.command_switches
parent = ''
exits = []
#handle arguments
if ':' in args:
roomname, args = args.split(':',1)
if '=' in args:
parent, args = args.split('=',1)
if ',' in args:
exits = args.split(',',1)
else:
exits = args
else:
parent = args
elif '=' in args:
roomname, args = args.split('=',1)
if ',' in args:
exits = args.split(',',1)
else:
exits = [args]
else:
roomname = args
if not roomname:
source_object.emit_to("You must supply a name!")
source_object.emit_to("You must supply a new room name.")
else:
# Create and set the object up.
odat = {"name": roomname,
"type": 2,
"type": defines_global.OTYPE_ROOM,
"location": None,
"owner": source_object}
new_object = Object.objects.create_object(odat)
new_room = Object.objects.create_object(odat)
source_object.emit_to("Created a new room '%s'." % (new_room,))
source_object.emit_to("You create a new room: %s" % (new_object,))
if parent:
#(try to) set the script parent
if not new_room.set_script_parent(parent):
source_object.emit_to("%s is not a valid parent. Used default room." % parent)
if exits:
#create exits to (and possibly back from) the new room)
destination = new_room #search_for_object(roomname)
if destination and not destination.is_exit():
location = source_object.get_location()
#create an exit from here to the new room.
odat = {"name": exits[0].strip(),
"type": defines_global.OTYPE_EXIT,
"location": location,
"owner": source_object,
"home": destination}
new_object = Object.objects.create_object(odat)
source_object.emit_to("Created exit from %s to %s named '%s'." % (location,destination,new_object))
if len(exits)>1:
#create exit back to this room
odat = {"name": exits[1].strip(),
"type": defines_global.OTYPE_EXIT,
"location": destination,
"owner": source_object,
"home": location}
new_object = Object.objects.create_object(odat)
source_object.emit_to("Created exit back from %s to %s named '%s'" % (destination, location, new_object))
if 'teleport' in switches:
source_object.move_to(new_room)
GLOBAL_CMD_TABLE.add_command("@dig", cmd_dig,
priv_tuple=("genperms.builder"))
priv_tuple=("genperms.builder"),)
def cmd_name(command):
"""
@ -741,45 +803,144 @@ def cmd_description(command):
target_obj.set_description(new_desc)
GLOBAL_CMD_TABLE.add_command("@describe", cmd_description)
def cmd_recover(command):
"""
@recover
Recovers @destroyed non-player objects.
Usage:
@recover [dbref [,dbref2, etc]]
switches:
ROOM - recover as ROOM type instead of THING
EXIT - recover as EXIT type instead of THING
If no argument is given, a list of all recoverable objects will be given.
Objects scheduled for destruction with the @destroy command is cleaned out
by the game at regular intervals. Up until the time of the next cleanup you can
recover the object using this command (use @ps to check when the next cleanup is due).
Note that exits and objects in @destroyed rooms will not be automatically recovered
to its former state, you have to @recover those objects manually.
The object type is forgotten, so the object is returned as type ITEM if not the
switches /ROOM or /EXIT is given. Note that recovering an item as the wrong type will
most likely make it nonfunctional.
"""
source_object = command.source_object
args = command.command_argument
switches = command.command_switches
going_objects = Object.objects.filter(type__exact=defines_global.OTYPE_GOING)
if not args:
s = " Objects scheduled for destruction:"
if going_objects:
for o in going_objects:
s += '\n %s' % o
else:
s += " None."
source_object.emit_to(s)
return
if ',' in args:
objlist = args.split(',')
else:
objlist = [args]
for objname in objlist:
obj = Object.objects.list_search_object_namestr(going_objects, objname)
if len(obj) == 1:
if 'ROOM' in switches:
obj[0].type = defines_global.OTYPE_ROOM
source_object.emit_to("%s recovered as type ROOM." % obj[0])
elif 'EXIT' in switches:
obj[0].type = defines_global.OTYPE_EXIT
source_object.emit_to("%s recovered as type EXIT." % obj[0])
else:
obj[0].type = defines_global.OTYPE_THING
source_object.emit_to("%s recovered as type THING." % obj[0])
obj[0].save()
else:
source_object.emit_to("No (or multiple) matches for %s." % objname)
GLOBAL_CMD_TABLE.add_command("@recover", cmd_recover,
priv_tuple=("genperms.builder"),auto_help=True,staff_only=True)
def cmd_destroy(command):
"""
Destroy an object.
@destroy
Destroys one or many objects.
Usage:
@destroy[/<switches>] obj [,obj2, obj3, ...]
switches:
override - The @destroy command will usually avoid accidentally destroying
player objects as well as objects with the SAFE flag. This
switch overrides this safety.
instant - Destroy the object immediately, without delay.
The objects are set to GOING and will be permanently destroyed next time the system
does cleanup. Until then non-player objects can still be saved by using the
@recover command. The contents of a room will be moved out before it is destroyed,
but its exits will also be destroyed. Note that player objects can not be recovered.
"""
source_object = command.source_object
switch_override = False
if not command.command_argument:
args = command.command_argument
switches = command.command_switches
if not args:
source_object.emit_to("Destroy what?")
return
return
if ',' in args:
targetlist = args.split(',')
else:
targetlist = [args]
# Safety feature. Switch required to delete players and SAFE objects.
if "override" in command.command_switches:
switch_override = False
if "override" in switches:
switch_override = True
for targetname in targetlist:
target_obj = source_object.search_for_object(targetname)
# Use search_for_object to handle duplicate/nonexistant results.
if not target_obj:
return
if target_obj.is_player() or target_obj.has_flag('SAFE'):
if source_object.id == target_obj.id:
source_object.emit_to("You can't destroy yourself.")
return
if not switch_override:
source_object.emit_to("You must use @destroy/override on Players and objects with the SAFE flag set.")
return
if target_obj.is_superuser():
source_object.emit_to("You can't destroy a superuser.")
return
elif target_obj.is_garbage():
source_object.emit_to("That object is already destroyed.")
return
elif target_obj.is_going() and 'instant' not in switches:
source_object.emit_to("That object is already scheduled for destruction.")
return
# Run any scripted things that happen before destruction.
target_obj.scriptlink.at_object_destruction(pobject=source_object)
#destroy the object (sets it to GOING)
target_obj.destroy()
if 'instant' in switches:
#sets to GARBAGE right away (makes dbref available)
target_obj.delete()
source_object.emit_to("You destroy %s." % target_obj.get_name())
else:
source_object.emit_to("You schedule %s for destruction." % target_obj.get_name())
target_obj = source_object.search_for_object(command.command_argument)
# Use search_for_object to handle duplicate/nonexistant results.
if not target_obj:
return
if target_obj.is_player():
if source_object.id == target_obj.id:
source_object.emit_to("You can't destroy yourself.")
return
if not switch_override:
source_object.emit_to("You must use @destroy/override on players.")
return
if target_obj.is_superuser():
source_object.emit_to("You can't destroy a superuser.")
return
elif target_obj.is_going() or target_obj.is_garbage():
source_object.emit_to("That object is already destroyed.")
return
# Run any scripted things that happen before destruction.
target_obj.scriptlink.at_object_destruction(pobject=source_object)
# Notify destroyer and do the deed.
source_object.emit_to("You destroy %s." % target_obj.get_name())
target_obj.destroy()
GLOBAL_CMD_TABLE.add_command("@destroy", cmd_destroy,
priv_tuple=("genperms.builder"))
priv_tuple=("genperms.builder"),auto_help=True,staff_only=True)

View file

@ -9,6 +9,8 @@ import time
from twisted.internet import task
import session_mgr
from src import scheduler
from src import defines_global
from src.objects.models import Object
class IntervalEvent(object):
"""
@ -71,6 +73,8 @@ class IntervalEvent(object):
self.set_lastfired()
self.event_function()
class IEvt_Check_Sessions(IntervalEvent):
"""
Event: Check all of the connected sessions.
@ -87,10 +91,30 @@ class IEvt_Check_Sessions(IntervalEvent):
"""
session_mgr.check_all_sessions()
class IEvt_Destroy_Objects(IntervalEvent):
"""
Event: Clean out all objects marked for destruction.
"""
def __init__(self):
super(IEvt_Destroy_Objects, self).__init__()
self.name = 'IEvt_Destroy_Objects'
self.interval = 1800
self.description = "Destroy objects with the GOING flag set."
def event_function(self):
"""
This is the function that is fired every self.interval seconds.
"""
going_objects = Object.objects.filter(type__exact=defines_global.OTYPE_GOING)
for obj in going_objects:
obj.delete()
def add_global_events():
"""
When the server is started up, this is triggered to add all of the
events in this file to the scheduler.
"""
# Create an instance and add it to the scheduler.
scheduler.add_event(IEvt_Check_Sessions())
scheduler.add_event(IEvt_Check_Sessions())
scheduler.add_event(IEvt_Destroy_Objects())

View file

@ -60,7 +60,7 @@ class ObjectManager(models.Manager):
nextfree = self.filter(type__exact=defines_global.OTYPE_GARBAGE)
if nextfree:
# We've got at least one garbage object to recycle.
return nextfree.id
return nextfree[0]
else:
# No garbage to recycle, find the highest dbnum and increment it
# for our next free.
@ -74,15 +74,16 @@ class ObjectManager(models.Manager):
o_query = self.filter(name__iexact=ostring)
else:
o_query = self.filter(name__icontains=ostring)
return o_query.exclude(type__in=[defines_global.OTYPE_GARBAGE,
defines_global.OTYPE_GOING])
def global_object_script_parent_search(self, script_parent):
"""
Searches through all objects returning those which has a certain script parent.
"""
o_query = self.filter(script_parent__exact=script_parent)
return o_query.exclude(type__in=[defines_global.OTYPE_GARBAGE,
defines_global.OTYPE_GOING])
@ -107,6 +108,7 @@ class ObjectManager(models.Manager):
else:
return [prospect for prospect in searchlist if prospect.name_match(ostring, match_type=match_type)]
def object_totals(self):
"""
Returns a dictionary with database object totals.
@ -121,6 +123,8 @@ class ObjectManager(models.Manager):
}
return dbtotals
def player_alias_search(self, searcher, ostring):
"""
Search players by alias. Returns a list of objects whose "ALIAS"
@ -136,7 +140,7 @@ class ObjectManager(models.Manager):
model="attribute").model_class()
results = Attribute.objects.select_related().filter(attr_name__exact="ALIAS").filter(attr_value__iexact=ostring)
return [prospect.get_object() for prospect in results if prospect.get_object().is_player()]
def player_name_search(self, search_string):
"""
Combines an alias and global search for a player's name. If there are
@ -263,19 +267,26 @@ class ObjectManager(models.Manager):
* home: Reference to another object to home to. If not specified, use
location key for home.
"""
#get_nextfree_dbnum() returns either an integer or an object to recycle.
next_dbref = self.get_nextfree_dbnum()
Object = ContentType.objects.get(app_label="objects",
model="object").model_class()
new_object = Object()
new_object.id = next_dbref
new_object.type = odat["type"]
if type(next_dbref) == type(int()):
#create object with new dbref
Object = ContentType.objects.get(app_label="objects",
model="object").model_class()
new_object = Object()
new_object.id = next_dbref
else:
#recycle an old object's dbref
new_object = next_dbref
new_object.type = odat["type"]
new_object.set_name(odat["name"])
# If this is a player, we don't want him owned by anyone.
# The get_owner() function will return that the player owns
# himself.
if odat["type"] == 1:
if odat["type"] == defines_global.OTYPE_PLAYER:
new_object.owner = None
new_object.zone = None
else:

View file

@ -502,7 +502,7 @@ class Object(models.Model):
% (self,))
# Set the object type to GOING
self.type = 5
self.type = defines_global.OTYPE_GOING
# Destroy any exits to and from this room, do this first
self.clear_exits()
# Clear out any objects located within the object
@ -519,7 +519,7 @@ class Object(models.Model):
uobj[0].delete()
# Set the object to type GARBAGE.
self.type = 6
self.type = defines_global.OTYPE_GARBAGE
self.save()
# Clear all attributes
@ -530,8 +530,8 @@ class Object(models.Model):
Destroys all of the exits and any exits pointing to this
object as a destination.
"""
exits = self.get_contents(filter_type=4)
exits += self.obj_home.all().filter(type__exact=4)
exits = self.get_contents(filter_type=defines_global.OTYPE_EXIT)
exits += self.obj_home.all().filter(type__exact=defines_global.OTYPE_EXIT)
for exit in exits:
exit.destroy()
@ -781,6 +781,7 @@ class Object(models.Model):
parent_str: (string) String pythonic import path of the script parent
assuming the python path is game/gamesrc/parents.
"""
if parent_str == None:
if self.is_player():
self.script_parent = settings.SCRIPT_DEFAULT_PLAYER
@ -789,9 +790,10 @@ class Object(models.Model):
elif parent_str:
#check if this is actually a reasonable script parent
#(storing with a non-valid parent path causes havoc!)
parent_str = str(parent_str).strip()
if not scripthandler.scriptlink(self, parent_str):
return False
self.script_parent = parent_str.strip()
self.script_parent = parent_str
self.save()
return True