Fix web tutorial formatting and app creation. Resolve #3175.

This commit is contained in:
Griatch 2023-08-06 17:51:46 +02:00
parent 4a0e71278d
commit 46c7b26c42
6 changed files with 132 additions and 351 deletions

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@ -3,7 +3,10 @@
## Evennia main branch
- Contrib: Large-language-model (LLM) AI integration; allows NPCs to talk using
responses from a neural network server.
responses from an LLM server.
- Fix: Make sure `at_server_reload` is called also on non-repeating Scripts.
- Fix: Webclient was not giving a proper error when sending an unknown outputfunc to it.
- Documentation fixes.
## Evennia 2.1.0

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@ -3,7 +3,10 @@
## Evennia main branch
- Contrib: Large-language-model (LLM) AI integration; allows NPCs to talk using
responses from a neural network server.
responses from an LLM server.
- Fix: Make sure `at_server_reload` is called also on non-repeating Scripts.
- Fix: Webclient was not giving a proper error when sending an unknown outputfunc to it.
- Documentation fixes.
## Evennia 2.1.0

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@ -3,23 +3,11 @@
## Introduction
This tutorial will create a simple web-based interface for generating a new in-game Character.
Accounts will need to have first logged into the website (with their `AccountDB` account). Once
finishing character generation the Character will be created immediately and the Accounts can then
log into the game and play immediately (the Character will not require staff approval or anything
like that). This guide does not go over how to create an AccountDB on the website with the right
permissions to transfer to their web-created characters.
This tutorial will create a simple web-based interface for generating a new in-game Character. Accounts will need to have first logged into the website (with their `AccountDB` account). Once finishing character generation the Character will be created immediately and the Accounts can then log into the game and play immediately (the Character will not require staff approval or anything like that). This guide does not go over how to create an AccountDB on the website with the right permissions to transfer to their web-created characters.
It is probably most useful to set `AUTO_CREATE_CHARACTER_WITH_ACCOUNT = False` so that all player
characters can be created through this.
It is probably most useful to set `AUTO_CREATE_CHARACTER_WITH_ACCOUNT = False` so that all player characters can be created through this.
You should have some familiarity with how Django sets up its Model Template View framework. You need
to understand what is happening in the basic [Web Character View tutorial](./Web-Character-View-Tutorial.md).
If you dont understand the listed tutorial or have a grasp of Django basics, please look at the
[Django tutorial](https://docs.djangoproject.com/en/4.1/intro/) to get a taste of what Django does,
before throwing Evennia into the mix (Evennia shares its API and attributes with the website
interface). This guide will outline the format of the models, views, urls, and html templates
needed.
You should have some familiarity with how Django sets up its Model Template View framework. You need to understand what is happening in the basic [Web Character View tutorial](./Web-Character-View-Tutorial.md). If you dont understand the listed tutorial or have a grasp of Django basics, please look at the [Django tutorial](https://docs.djangoproject.com/en/4.1/intro/) to get a taste of what Django does, before throwing Evennia into the mix (Evennia shares its API and attributes with the website interface). This guide will outline the format of the models, views, urls, and html templates needed.
## Pictures
@ -31,22 +19,19 @@ Index page, with no character application yet done:
![Index page, with no character application yet done.](https://lh3.googleusercontent.com/-57KuSWHXQ_M/VWcULN152tI/AAAAAAAAEZg/kINTmVlHf6M/w425-h189-no/webchargen_index2.gif)
***
Having clicked the "create" link you get to create your character (here we will only have name and
background, you can add whatever is needed to fit your game):
Having clicked the "create" link you get to create your character (here we will only have name and background, you can add whatever is needed to fit your game):
***
![Character creation.](https://lh3.googleusercontent.com/-ORiOEM2R_yQ/VWcUKgy84rI/AAAAAAAAEZY/B3CBh3FHii4/w607-h60-no/webchargen_creation.gif)
***
Back to the index page. Having entered our character application (we called our character "TestApp")
you see it listed:
Back to the index page. Having entered our character application (we called our character "TestApp") you see it listed:
***
![Having entered an application.](https://lh6.googleusercontent.com/-HlxvkvAimj4/VWcUKjFxEiI/AAAAAAAAEZo/gLppebr05JI/w321-h194-no/webchargen_index1.gif)
***
We can also view an already written character application by clicking on it - this brings us to the
*detail* page:
We can also view an already written character application by clicking on it - this brings us to the *detail* page:
***
![Detail view of character application.](https://lh6.googleusercontent.com/-2m1UhSE7s_k/VWcUKfLRfII/AAAAAAAAEZc/UFmBOqVya4k/w267-h175-no/webchargen_detail.gif)
@ -56,21 +41,17 @@ We can also view an already written character application by clicking on it - th
Assuming your game is named "mygame", navigate to your `mygame/` directory, and type:
cd web
evennia startapp chargen
This will initialize a new Django app we choose to call "chargen". It is directory containing some
basic starting things Django needs. You will need to move this directory: for the time being, it is
in your `mygame` directory. Better to move it in your `mygame/web` directory, so you have
`mygame/web/chargen` in the end.
This will initialize a new Django app we choose to call "chargen" in `mygame/web/`. We put it under `web/` to keep all web stuff together, but you can organize however you like. It is directory containing some basic starting things Django needs.
Next, navigate to `mygame/server/conf/settings.py` and add or edit the following line to make
Evennia (and Django) aware of our new app:
Next, navigate to `mygame/server/conf/settings.py` and add or edit the following line to make Evennia (and Django) aware of our new app:
INSTALLED_APPS += ('web.chargen',)
After this, we will get into defining our *models* (the description of the database storage),
*views* (the server-side website content generators), *urls* (how the web browser finds the pages)
and *templates* (how the web page should be structured).
*views* (the server-side website content generators), *urls* (how the web browser finds the pages) and *templates* (how the web page should be structured).
### Installing - Checkpoint:
@ -82,12 +63,9 @@ and *templates* (how the web page should be structured).
Models are created in `mygame/web/chargen/models.py`.
A [Django database model](../Concepts/Models.md) is a Python class that describes the database storage of the
data you want to manage. Any data you choose to store is stored in the same database as the game and
you have access to all the game's objects here.
We need to define what a character application actually is. This will differ from game to game so
for this tutorial we will define a simple character sheet with the following database fields:
data you want to manage. Any data you choose to store is stored in the same database as the game and you have access to all the game's objects here.
We need to define what a character application actually is. This will differ from game to game so for this tutorial we will define a simple character sheet with the following database fields:
* `app_id` (AutoField): Primary key for this character application sheet.
* `char_name` (CharField): The new character's name.
@ -97,8 +75,7 @@ for this tutorial we will define a simple character sheet with the following dat
AccountID from the AccountDB object.
* `submitted` (BooleanField): `True`/`False` depending on if the application has been submitted yet.
> Note: In a full-fledged game, youd likely want them to be able to select races, skills,
attributes and so on.
> Note: In a full-fledged game, youd likely want them to be able to select races, skills, attributes and so on.
Our `models.py` file should look something like this:
@ -116,28 +93,20 @@ class CharApp(models.Model):
submitted = models.BooleanField(default=False)
```
You should consider how you are going to link your application to your account. For this tutorial,
we are using the account_id attribute on our character application model in order to keep track of
which characters are owned by which accounts. Since the account id is a primary key in Evennia, it
is a good candidate, as you will never have two of the same IDs in Evennia. You can feel free to use
anything else, but for the purposes of this guide, we are going to use account ID to join the
character applications with the proper account.
You should consider how you are going to link your application to your account. For this tutorial, we are using the account_id attribute on our character application model in order to keep track of which characters are owned by which accounts. Since the account id is a primary key in Evennia, it is a good candidate, as you will never have two of the same IDs in Evennia. You can feel free to use anything else, but for the purposes of this guide, we are going to use account ID to join the character applications with the proper account.
### Model - Checkpoint:
* you should have filled out `mygame/web/chargen/models.py` with the model class shown above
(eventually adding fields matching what you need for your game).
* you should have filled out `mygame/web/chargen/models.py` with the model class shown above (eventually adding fields matching what you need for your game).
## Create Views
*Views* are server-side constructs that make dynamic data available to a web page. We are going to
add them to `mygame/web/chargen.views.py`. Each view in our example represents the backbone of a
*Views* are server-side constructs that make dynamic data available to a web page. We are going to add them to `mygame/web/chargen.views.py`. Each view in our example represents the backbone of a
specific web page. We will use three views and three pages here:
* The index (managing `index.html`). This is what you see when you navigate to
`http://yoursite.com/chargen`.
* The detail display sheet (manages `detail.html`). A page that passively displays the stats of a
given Character.
* The detail display sheet (manages `detail.html`). A page that passively displays the stats of a given Character.
* Character creation sheet (manages `create.html`). This is the main form with fields to fill in.
### *Index* view
@ -163,14 +132,12 @@ def index(request):
### *Detail* view
Our detail page will have pertinent character application information our users can see. Since this
is a basic demonstration, our detail page will only show two fields:
Our detail page will have pertinent character application information our users can see. Since this is a basic demonstration, our detail page will only show two fields:
* Character name
* Character background
We will use the account ID again just to double-check that whoever tries to check our character page
is actually the account who owns the application.
We will use the account ID again just to double-check that whoever tries to check our character page is actually the account who owns the application.
```python
# file mygame/web/chargen.views.py
@ -188,12 +155,9 @@ def detail(request, app_id):
## *Creating* view
Predictably, our *create* function will be the most complicated of the views, as it needs to accept
information from the user, validate the information, and send the information to the server. Once
the form content is validated will actually create a playable Character.
Predictably, our *create* function will be the most complicated of the views, as it needs to accept information from the user, validate the information, and send the information to the server. Once the form content is validated will actually create a playable Character.
The form itself we will define first. In our simple example we are just looking for the Character's
name and background. This form we create in `mygame/web/chargen/forms.py`:
The form itself we will define first. In our simple example we are just looking for the Character's name and background. This form we create in `mygame/web/chargen/forms.py`:
```python
# file mygame/web/chargen/forms.py
@ -258,10 +222,7 @@ def creating(request):
return render(request, 'chargen/create.html', {'form': form})
```
> Note also that we basically create the character using the Evennia API, and we grab the proper
permissions from the `AccountDB` object and copy them to the character object. We take the user
permissions attribute and turn that list of strings into a string object in order for the
create_object function to properly process the permissions.
> Note also that we basically create the character using the Evennia API, and we grab the proper permissions from the `AccountDB` object and copy them to the character object. We take the user permissions attribute and turn that list of strings into a string object in order for the create_object function to properly process the permissions.
Most importantly, the following attributes must be set on the created character object:
@ -271,10 +232,7 @@ Most importantly, the following attributes must be set on the created character
* Character name (key)
* The Character's home room location (`#2` by default)
Other attributes are strictly speaking optional, such as the `background` attribute on our
character. It may be a good idea to decompose this function and create a separate _create_character
function in order to set up your character object the account owns. But with the Evennia API,
setting custom attributes is as easy as doing it in the meat of your Evennia game directory.
Other attributes are strictly speaking optional, such as the `background` attribute on our character. It may be a good idea to decompose this function and create a separate _create_character function in order to set up your character object the account owns. But with the Evennia API, setting custom attributes is as easy as doing it in the meat of your Evennia game directory.
After all of this, our `views.py` file should look like something like this:
@ -351,14 +309,12 @@ def creating(request):
### Create Views - Checkpoint:
* youve defined a `views.py` that has an index, detail, and creating functions.
* youve defined a forms.py with the `AppForm` class needed by the `creating` function of
`views.py`.
* youve defined a forms.py with the `AppForm` class needed by the `creating` function of `views.py`.
* your `mygame/web/chargen` directory should now have a `views.py` and `forms.py` file
## Create URLs
URL patterns helps redirect requests from the web browser to the right views. These patterns are
created in `mygame/web/chargen/urls.py`.
URL patterns helps redirect requests from the web browser to the right views. These patterns are created in `mygame/web/chargen/urls.py`.
```python
# file mygame/web/chargen/urls.py
@ -376,13 +332,9 @@ urlpatterns = [
]
```
You could change the format as you desire. To make it more secure, you could remove app_id from the
"detail" url, and instead just fetch the accounts applications using a unifying field like
account_id to find all the character application objects to display.
You could change the format as you desire. To make it more secure, you could remove app_id from the "detail" url, and instead just fetch the accounts applications using a unifying field like account_id to find all the character application objects to display.
To add this to our website, we must also update the main `mygame/website/urls.py` file; this
will help tying our new chargen app in with the rest of the website. `urlpatterns` variable, and
change it to include:
To add this to our website, we must also update the main `mygame/website/urls.py` file; this will help tying our new chargen app in with the rest of the website. `urlpatterns` variable, and change it to include:
```python
# in file mygame/website/urls.py
@ -403,21 +355,15 @@ urlpatterns = [
## HTML Templates
So we have our url patterns, views, and models defined. Now we must define our HTML templates that
the actual user will see and interact with. For this tutorial we us the basic *prosimii* template
that comes with Evennia.
So we have our url patterns, views, and models defined. Now we must define our HTML templates that the actual user will see and interact with. For this tutorial we us the basic *prosimii* template that comes with Evennia.
Take note that we use `user.is_authenticated` to make sure that the user cannot create a character
without logging in.
Take note that we use `user.is_authenticated` to make sure that the user cannot create a character without logging in.
These files will all go into the `/mygame/web/chargen/templates/chargen/` directory.
### index.html
This HTML template should hold a list of all the applications the account currently has active. For
this demonstration, we will only list the applications that the account has submitted. You could
easily adjust this to include saved applications, or other types of applications if you have
different kinds.
This HTML template should hold a list of all the applications the account currently has active. For this demonstration, we will only list the applications that the account has submitted. You could easily adjust this to include saved applications, or other types of applications if you have different kinds.
Please refer back to `views.py` to see where we define the variables these templates make use of.
@ -445,10 +391,7 @@ Please refer back to `views.py` to see where we define the variables these templ
### detail.html
This page should show a detailed character sheet of their application. This will only show their
name and character background. You will likely want to extend this to show many more fields for your
game. In a full-fledged character generation, you may want to extend the boolean attribute of
submitted to allow accounts to save character applications and submit them later.
This page should show a detailed character sheet of their application. This will only show their name and character background. You will likely want to extend this to show many more fields for your game. In a full-fledged character generation, you may want to extend the boolean attribute of submitted to allow accounts to save character applications and submit them later.
```html
<!-- file mygame/web/chargen/templates/chargen/detail.html-->
@ -473,11 +416,7 @@ submitted to allow accounts to save character applications and submit them later
### create.html
Our create HTML template will use the Django form we defined back in views.py/forms.py to drive the
majority of the application process. There will be a form input for every field we defined in
forms.py, which is handy. We have used POST as our method because we are sending information to the
server that will update the database. As an alternative, GET would be much less secure. You can read
up on documentation elsewhere on the web for GET vs. POST.
Our create HTML template will use the Django form we defined back in views.py/forms.py to drive the majority of the application process. There will be a form input for every field we defined in forms.py, which is handy. We have used POST as our method because we are sending information to the server that will update the database. As an alternative, GET would be much less secure. You can read up on documentation elsewhere on the web for GET vs. POST.
```html
<!-- file mygame/web/chargen/templates/chargen/create.html-->
@ -499,8 +438,7 @@ up on documentation elsewhere on the web for GET vs. POST.
### Templates - Checkpoint:
* Create a `index.html`, `detail.html` and `create.html` template in your
`mygame/web/chargen/templates/chargen` directory
* Create a `index.html`, `detail.html` and `create.html` template in your `mygame/web/chargen/templates/chargen` directory
## Activating your new character generation
@ -523,49 +461,30 @@ evennia makemigrations
evennia migrate
```
This will create and update the models. If you see any errors at this stage, read the traceback
carefully, it should be relatively easy to figure out where the error is.
This will create and update the models. If you see any errors at this stage, read the traceback carefully, it should be relatively easy to figure out where the error is.
Login to the website (you need to have previously registered an Player account with the game to do
this). Next you navigate to `http://yourwebsite.com/chargen` (if you are running locally this will
be something like `http://localhost:4001/chargen` and you will see your new app in action.
Login to the website (you need to have previously registered an Player account with the game to do this). Next you navigate to `http://yourwebsite.com/chargen` (if you are running locally this will be something like `http://localhost:4001/chargen` and you will see your new app in action.
This should hopefully give you a good starting point in figuring out how youd like to approach your
own web generation. The main difficulties are in setting the appropriate settings on your newly
created character object. Thankfully, the Evennia API makes this easy.
This should hopefully give you a good starting point in figuring out how youd like to approach your own web generation. The main difficulties are in setting the appropriate settings on your newly created character object. Thankfully, the Evennia API makes this easy.
## Adding a no CAPCHA reCAPCHA on your character generation
As sad as it is, if your server is open to the web, bots might come to visit and take advantage of
your open form to create hundreds, thousands, millions of characters if you give them the
opportunity. This section shows you how to use the [No CAPCHA
reCAPCHA](https://www.google.com/recaptcha/intro/invisible.html) designed by Google. Not only is it
easy to use, it is user-friendly... for humans. A simple checkbox to check, except if Google has
some suspicion, in which case you will have a more difficult test with an image and the usual text
inside. It's worth pointing out that, as long as Google doesn't suspect you of being a robot, this
is quite useful, not only for common users, but to screen-reader users, to which reading inside of
an image is pretty difficult, if not impossible. And to top it all, it will be so easy to add in
your website.
As sad as it is, if your server is open to the web, bots might come to visit and take advantage of your open form to create hundreds, thousands, millions of characters if you give them the opportunity. This section shows you how to use the [No CAPCHA
reCAPCHA](https://www.google.com/recaptcha/intro/invisible.html) designed by Google. Not only is it easy to use, it is user-friendly... for humans. A simple checkbox to check, except if Google has some suspicion, in which case you will have a more difficult test with an image and the usual text inside. It's worth pointing out that, as long as Google doesn't suspect you of being a robot, this is quite useful, not only for common users, but to screen-reader users, to which reading inside of an image is pretty difficult, if not impossible. And to top it all, it will be so easy to add in your website.
### Step 1: Obtain a SiteKey and secret from Google
The first thing is to ask Google for a way to safely authenticate your website to their service. To
do it, we need to create a site key and a secret. Go to
[https://www.google.com/recaptcha/admin](https://www.google.com/recaptcha/admin) to create such a
site key. It's quite easy when you have a Google account.
The first thing is to ask Google for a way to safely authenticate your website to their service. To do it, we need to create a site key and a secret. Go to [https://www.google.com/recaptcha/admin](https://www.google.com/recaptcha/admin) to create such a site key. It's quite easy when you have a Google account.
When you have created your site key, save it safely. Also copy your secret key as well. You should
find both information on the web page. Both would contain a lot of letters and figures.
When you have created your site key, save it safely. Also copy your secret key as well. You should find both information on the web page. Both would contain a lot of letters and figures.
### Step 2: installing and configuring the dedicated Django app
Since Evennia runs on Django, the easiest way to add our CAPCHA and perform the proper check is to
install the dedicated Django app. Quite easy:
Since Evennia runs on Django, the easiest way to add our CAPCHA and perform the proper check is to install the dedicated Django app. Quite easy:
pip install django-nocaptcha-recaptcha
And add it to the installed apps in your settings. In your `mygame/server/conf/settings.py`, you
might have something like this:
And add it to the installed apps in your settings. In your `mygame/server/conf/settings.py`, you might have something like this:
```python
# ...
@ -575,8 +494,7 @@ INSTALLED_APPS += (
)
```
Don't close the setting file just yet. We have to add in the site key and secret key. You can add
them below:
Don't close the setting file just yet. We have to add in the site key and secret key. You can add them below:
```python
# NoReCAPCHA site key
@ -587,9 +505,7 @@ NORECAPTCHA_SECRET_KEY = "PUT YOUR SECRET KEY HERE"
### Step 3: Adding the CAPCHA to our form
Finally we have to add the CAPCHA to our form. It will be pretty easy too. First, open your
`web/chargen/forms.py` file. We're going to add a new field, but hopefully, all the hard work has
been done for us. Update at your convenience, You might end up with something like this:
Finally we have to add the CAPCHA to our form. It will be pretty easy too. First, open your `web/chargen/forms.py` file. We're going to add a new field, but hopefully, all the hard work has been done for us. Update at your convenience, You might end up with something like this:
```python
from django import forms
@ -610,9 +526,7 @@ And lastly, we need to update our HTML file to add in the Google library. You c
<script src="https://www.google.com/recaptcha/api.js" async defer></script>
```
And you should put it at the bottom of the page. Just before the closing body would be good, but
for the time being, the base page doesn't provide a footer block, so we'll put it in the content
block. Note that it's not the best place, but it will work. In the end, your
And you should put it at the bottom of the page. Just before the closing body would be good, but for the time being, the base page doesn't provide a footer block, so we'll put it in the content block. Note that it's not the best place, but it will work. In the end, your
`web/chargen/templates/chargen/create.html` file should look like this:
```html
@ -632,6 +546,4 @@ block. Note that it's not the best place, but it will work. In the end, your
{% endblock %}
```
Reload and open [http://localhost:4001/chargen/create](http://localhost:4001/chargen/create/) and
you should see your beautiful CAPCHA just before the "submit" button. Try not to check the checkbox
to see what happens. And do the same while checking the checkbox!
Reload and open [http://localhost:4001/chargen/create](http://localhost:4001/chargen/create/) and you should see your beautiful CAPCHA just before the "submit" button. Try not to check the checkbox to see what happens. And do the same while checking the checkbox!

View file

@ -1,40 +1,27 @@
# Web Character View Tutorial
**Before doing this tutorial you will probably want to read the intro in [Basic Web tutorial](Web- Tutorial).**
**Before doing this tutorial you will probably want to read the intro in [Changing The Web Page tutorial](./Web-Changing-Webpage.md).**
In this tutorial we will create a web page that displays the stats of a game character. For this,
and all other pages we want to make specific to our game, we'll need to create our own Django "app"
We'll call our app `character`, since it will be dealing with character information. From your game
dir, run
In this tutorial we will create a web page that displays the stats of a game character. For this, and all other pages we want to make specific to our game, we'll need to create our own Django "app". We'll call our app `character`, since it will be dealing with character information. From your game dir, run
cd web
evennia startapp character
This will create a directory named `character` in the root of your game dir. It contains all basic
files that a Django app needs. To keep `mygame` well ordered, move it to your `mygame/web/`
directory instead:
This will create a new directory named `character` inside `mygame/web/`. We put it in `web/` to keep things tidy, but you could place it wherever you like. It contains all basic files that a Django app needs.
mv character web/
Note that we will not edit all files in this new directory, many of the generated files are outside the scope of this tutorial.
Note that we will not edit all files in this new directory, many of the generated files are outside
the scope of this tutorial.
In order for Django to find our new web app, we'll need to add it to the `INSTALLED_APPS` setting.
Evennia's default installed apps are already set, so in `server/conf/settings.py`, we'll just extend
them:
In order for Django to find our new web app, we'll need to add it to the `INSTALLED_APPS` setting. Evennia's default installed apps are already set, so in `server/conf/settings.py`, we'll just extend them:
```python
INSTALLED_APPS += ('web.character',)
```
> Note: That end comma is important. It makes sure that Python interprets the addition as a tuple
instead of a string.
> Note: That end comma is important. It makes sure that Python interprets the addition as a tuple instead of a string.
The first thing we need to do is to create a *view* and an *URL pattern* to point to it. A view is a
function that generates the web page that a visitor wants to see, while the URL pattern lets Django
know what URL should trigger the view. The pattern may also provide some information of its own as
we shall see.
function that generates the web page that a visitor wants to see, while the URL pattern lets Django know what URL should trigger the view. The pattern may also provide some information of its own as we shall see.
Here is our `character/urls.py` file (**Note**: you may have to create this file if a blank one
wasn't generated for you):
@ -52,32 +39,15 @@ urlpatterns = [
This file contains all of the URL patterns for the application. The `url` function in the
`urlpatterns` list are given three arguments. The first argument is a pattern-string used to
identify which URLs are valid. Patterns are specified as *regular expressions*. Regular expressions
are used to match strings and are written in a special, very compact, syntax. A detailed description
of regular expressions is beyond this tutorial but you can learn more about them
[here](https://docs.python.org/2/howto/regex.html). For now, just accept that this regular
expression requires that the visitor's URL looks something like this:
identify which URLs are valid. Patterns are specified as *regular expressions*. Regular expressions are used to match strings and are written in a special, very compact, syntax. A detailed description of regular expressions is beyond this tutorial but you can learn more about them [here](https://docs.python.org/2/howto/regex.html). For now, just accept that this regular expression requires that the visitor's URL looks something like this:
````
sheet/123/
````
That is, `sheet/` followed by a number, rather than some other possible URL pattern. We will
interpret this number as object ID. Thanks to how the regular expression is formulated, the pattern
recognizer stores the number in a variable called `object_id`. This will be passed to the view (see
below). We add the imported view function (`sheet`) in the second argument. We also add the `name`
keyword to identify the URL pattern itself. You should always name your URL patterns, this makes
them easy to refer to in html templates using the `{% url %}` tag (but we won't get more into that
in this tutorial).
That is, `sheet/` followed by a number, rather than some other possible URL pattern. We will interpret this number as object ID. Thanks to how the regular expression is formulated, the pattern recognizer stores the number in a variable called `object_id`. This will be passed to the view (see below). We add the imported view function (`sheet`) in the second argument. We also add the `name` keyword to identify the URL pattern itself. You should always name your URL patterns, this makes them easy to refer to in html templates using the `{% url %}` tag (but we won't get more into that in this tutorial).
> Security Note: Normally, users do not have the ability to see object IDs within the game (it's
restricted to superusers only). Exposing the game's object IDs to the public like this enables
griefers to perform what is known as an [account enumeration
attack](http://www.sans.edu/research/security-laboratory/article/attacks-browsing) in the efforts of
hijacking your superuser account. Consider this: in every Evennia installation, there are two
objects that we can *always* expect to exist and have the same object IDs-- Limbo (#2) and the
superuser you create in the beginning (#1). Thus, the griefer can get 50% of the information they
need to hijack the admin account (the admin's username) just by navigating to `sheet/1`!
> Security Note: Normally, users do not have the ability to see object IDs within the game (it's restricted to superusers only). Exposing the game's object IDs to the public like this enables griefers to perform what is known as an [account enumeration attack](http://www.sans.edu/research/security-laboratory/article/attacks-browsing) in the efforts of hijacking your superuser account. Consider this: in every Evennia installation, there are two objects that we can *always* expect to exist and have the same object IDs-- Limbo (#2) and the superuser you create in the beginning (#1). Thus, the griefer can get 50% of the information they need to hijack the admin account (the admin's username) just by navigating to `sheet/1`!
Next we create `views.py`, the view file that `urls.py` refers to.
@ -103,20 +73,12 @@ def sheet(request, object_id):
return render(request, 'character/sheet.html', {'character': character})
```
As explained earlier, the URL pattern parser in `urls.py` parses the URL and passes `object_id` to
our view function `sheet`. We do a database search for the object using this number. We also make
sure such an object exists and that it is actually a Character. The view function is also handed a
`request` object. This gives us information about the request, such as if a logged-in user viewed it
- we won't use that information here but it is good to keep in mind.
As explained earlier, the URL pattern parser in `urls.py` parses the URL and passes `object_id` to our view function `sheet`. We do a database search for the object using this number. We also make sure such an object exists and that it is actually a Character. The view function is also handed a `request` object. This gives us information about the request, such as if a logged-in user viewed it - we won't use that information here but it is good to keep in mind.
On the last line, we call the `render` function. Apart from the `request` object, the `render`
function takes a path to an html template and a dictionary with extra data you want to pass into
said template. As extra data we pass the Character object we just found. In the template it will be
available as the variable "character".
function takes a path to an html template and a dictionary with extra data you want to pass into said template. As extra data we pass the Character object we just found. In the template it will be available as the variable "character".
The html template is created as `templates/character/sheet.html` under your `character` app folder.
You may have to manually create both `template` and its subfolder `character`. Here's the template
to create:
The html template is created as `templates/character/sheet.html` under your `character` app folder. You may have to manually create both `template` and its subfolder `character`. Here's the template to create:
````html
{% extends "base.html" %}
@ -167,32 +129,19 @@ to create:
{% endblock %}
````
In Django templates, `{% ... %}` denotes special in-template "functions" that Django understands.
The `{{ ... }}` blocks work as "slots". They are replaced with whatever value the code inside the
block returns.
In Django templates, `{% ... %}` denotes special in-template "functions" that Django understands. The `{{ ... }}` blocks work as "slots". They are replaced with whatever value the code inside the block returns.
The first line, `{% extends "base.html" %}`, tells Django that this template extends the base
template that Evennia is using. The base template is provided by the theme. Evennia comes with the
open-source third-party theme `prosimii`. You can find it and its `base.html` in
The first line, `{% extends "base.html" %}`, tells Django that this template extends the base template that Evennia is using. The base template is provided by the theme. Evennia comes with the open-source third-party theme `prosimii`. You can find it and its `base.html` in
`evennia/web/templates/prosimii`. Like other templates, these can be overwritten.
The next line is `{% block content %}`. The `base.html` file has `block`s, which are placeholders
that templates can extend. The main block, and the one we use, is named `content`.
We can access the `character` variable anywhere in the template because we passed it in the `render`
call at the end of `view.py`. That means we also have access to the Character's `db` attributes,
much like you would in normal Python code. You don't have the ability to call functions with
arguments in the template-- in fact, if you need to do any complicated logic, you should do it in
`view.py` and pass the results as more variables to the template. But you still have a great deal of
flexibility in how you display the data.
We can access the `character` variable anywhere in the template because we passed it in the `render` call at the end of `view.py`. That means we also have access to the Character's `db` attributes, much like you would in normal Python code. You don't have the ability to call functions with arguments in the template-- in fact, if you need to do any complicated logic, you should do it in `view.py` and pass the results as more variables to the template. But you still have a great deal of flexibility in how you display the data.
We can do a little bit of logic here as well. We use the `{% for %} ... {% endfor %}` and `{% if %}
... {% else %} ... {% endif %}` structures to change how the template renders depending on how many
skills the user has, or if the user is approved (assuming your game has an approval system).
We can do a little bit of logic here as well. We use the `{% for %} ... {% endfor %}` and `{% if %} ... {% else %} ... {% endif %}` structures to change how the template renders depending on how many skills the user has, or if the user is approved (assuming your game has an approval system).
The last file we need to edit is the master URLs file. This is needed in order to smoothly integrate
the URLs from your new `character` app with the URLs from Evennia's existing pages. Find the file
`web/website/urls.py` and update its `patterns` list as follows:
The last file we need to edit is the master URLs file. This is needed in order to smoothly integrate the URLs from your new `character` app with the URLs from Evennia's existing pages. Find the file `web/website/urls.py` and update its `patterns` list as follows:
```python
# web/website/urls.py
@ -207,11 +156,9 @@ Now reload the server with `evennia reload` and visit the page in your browser.
changed your defaults, you should be able to find the sheet for character `#1` at
`http://localhost:4001/character/sheet/1/`
Try updating the stats in-game and refresh the page in your browser. The results should show
immediately.
Try updating the stats in-game and refresh the page in your browser. The results should show immediately.
As an optional final step, you can also change your character typeclass to have a method called
'get_absolute_url'.
As an optional final step, you can also change your character typeclass to have a method called 'get_absolute_url'.
```python
# typeclasses/characters.py
@ -221,9 +168,7 @@ As an optional final step, you can also change your character typeclass to have
return reverse('character:sheet', kwargs={'object_id':self.id})
```
Doing so will give you a 'view on site' button in the top right of the Django Admin Objects
changepage that links to your new character sheet, and allow you to get the link to a character's
page by using `{{ object.get_absolute_url }}` in any template where you have a given object.
changepage that links to your new character sheet, and allow you to get the link to a character's page by using `{{ object.get_absolute_url }}` in any template where you have a given object.
*Now that you've made a basic page and app with Django, you may want to read the full Django
tutorial to get a better idea of what it can do. [You can find Django's tutorial
*Now that you've made a basic page and app with Django, you may want to read the full Django tutorial to get a better idea of what it can do. [You can find Django's tutorial
here](https://docs.djangoproject.com/en/4.1/intro/tutorial01/).*

View file

@ -1,10 +1,9 @@
# Help System Tutorial
# Web Help System Tutorial
**Before doing this tutorial you will probably want to read the intro in [Basic Web tutorial](Web- Tutorial).** Reading the three first parts of the [Django tutorial](https://docs.djangoproject.com/en/4.0/intro/tutorial01/) might help as well.
**Before doing this tutorial you will probably want to read the intro in the [Changing the Web page tutorial](./Web-Changing-Webpage.md).** Reading the three first parts of the [Django tutorial](https://docs.djangoproject.com/en/4.0/intro/tutorial01/) might help as well.
This tutorial will show you how to access the help system through your website. Both help commands
and regular help entries will be visible, depending on the logged-in user or an anonymous character.
This tutorial will show you how to access the help system through your website. Both help commands and regular help entries will be visible, depending on the logged-in user or an anonymous character.
This tutorial will show you how to:
@ -15,23 +14,16 @@ This tutorial will show you how to:
## Creating our app
The first step is to create our new Django *app*. An app in Django can contain pages and
mechanisms: your website may contain different apps. Actually, the website provided out-of-the-box
by Evennia has already three apps: a "webclient" app, to handle the entire webclient, a "website"
app to contain your basic pages, and a third app provided by Django to create a simple admin
interface. So we'll create another app in parallel, giving it a clear name to represent our help
system.
The first step is to create our new Django *app*. An app in Django can contain pages and mechanisms: your website may contain different apps. Actually, the website provided out-of-the-box by Evennia has already three apps: a "webclient" app, to handle the entire webclient, a "website" app to contain your basic pages, and a third app provided by Django to create a simple admin interface. So we'll create another app in parallel, giving it a clear name to represent our help system.
From your game directory, use the following command:
From your game directory, use the following commands:
cd web
evennia startapp help_system
> Note: calling the app "help" would have been more explicit, but this name is already used by
Django.
> Note: calling the app "help" would have been more explicit, but this name is already used by Django.
This will create a directory named `help_system` at the root of your game directory. It's a good
idea to keep things organized and move this directory in the "web" directory of your game. Your
game directory should look like:
This will create a directory named `help_system` under `mygame/web/`. We put it there to keep all web-related things together, but you can organize however you like. Here's how the structure looks:
mygame/
...
@ -39,13 +31,9 @@ game directory should look like:
help_system/
...
The "web/help_system" directory contains files created by Django. We'll use some of them, but if
you want to learn more about them all, you should read [the Django
tutorial](https://docs.djangoproject.com/en/4.1/intro/tutorial01/).
The "web/help_system" directory contains files created by Django. We'll use some of them, but if you want to learn more about them all, you should read [the Django tutorial](https://docs.djangoproject.com/en/4.1/intro/tutorial01/).
There is a last thing to be done: your folder has been added, but Django doesn't know about it, it
doesn't know it's a new app. We need to tell it, and we do so by editing a simple setting. Open
your "server/conf/settings.py" file and add, or edit, these lines:
There is a last thing to be done: your folder has been added, but Django doesn't know about it, it doesn't know it's a new app. We need to tell it, and we do so by editing a simple setting. Open your "server/conf/settings.py" file and add, or edit, these lines:
```python
# Web configuration
@ -54,30 +42,24 @@ INSTALLED_APPS += (
)
```
You can start Evennia if you want, and go to your website, probably at
[http://localhost:4001](http://localhost:4001) . You won't see anything different though: we added
the app but it's fairly empty.
You can start Evennia if you want, and go to your website, probably at [http://localhost:4001](http://localhost:4001) . You won't see anything different though: we added the app but it's fairly empty.
## Our new page
At this point, our new *app* contains mostly empty files that you can explore. In order to create
a page for our help system, we need to add:
At this point, our new *app* contains mostly empty files that you can explore. In order to create a page for our help system, we need to add:
- A *view*, dealing with the logic of our page.
- A *template* to display our new page.
- A new *URL* pointing to our page.
> We could get away by creating just a view and a new URL, but that's not a recommended way to work
with your website. Building on templates is so much more convenient.
> We could get away by creating just a view and a new URL, but that's not a recommended way to work with your website. Building on templates is so much more convenient.
### Create a view
A *view* in Django is a simple Python function placed in the "views.py" file in your app. It will
handle the behavior that is triggered when a user asks for this information by entering a *URL* (the
connection between *views* and *URLs* will be discussed later).
handle the behavior that is triggered when a user asks for this information by entering a *URL* (the connection between *views* and *URLs* will be discussed later).
So let's create our view. You can open the "web/help_system/views.py" file and paste the following
lines:
So let's create our view. You can open the "web/help_system/views.py" file and paste the following lines:
```python
from django.shortcuts import render
@ -87,16 +69,11 @@ def index(request):
return render(request, "help_system/index.html")
```
Our view handles all code logic. This time, there's not much: when this function is called, it will
render the template we will now create. But that's where we will do most of our work afterward.
Our view handles all code logic. This time, there's not much: when this function is called, it will render the template we will now create. But that's where we will do most of our work afterward.
### Create a template
The `render` function called into our *view* asks the *template* `help_system/index.html`. The
*templates* of our apps are stored in the app directory, "templates" sub-directory. Django may have
created the "templates" folder already. If not, create it yourself. In it, create another folder
"help_system", and inside of this folder, create a file named "index.html". Wow, that's some
hierarchy. Your directory structure (starting from `web`) should look like this:
The `render` function called into our *view* asks the *template* `help_system/index.html`. The *templates* of our apps are stored in the app directory, "templates" sub-directory. Django may have created the "templates" folder already. If not, create it yourself. In it, create another folder "help_system", and inside of this folder, create a file named "index.html". Wow, that's some hierarchy. Your directory structure (starting from `web`) should look like this:
web/
help_system/
@ -117,24 +94,17 @@ Open the "index.html" file and paste in the following lines:
Here's a little explanation line by line of what this template does:
1. It loads the "base.html" *template*. This describes the basic structure of all your pages, with
a menu at the top and a footer, and perhaps other information like images and things to be present
on each page. You can create templates that do not inherit from "base.html", but you should have a
good reason for doing so.
2. The "base.html" *template* defines all the structure of the page. What is left is to override
some sections of our pages. These sections are called *blocks*. On line 2, we override the block
named "blocktitle", which contains the title of our page.
3. Same thing here, we override the *block* named "content", which contains the main content of our
web page. This block is bigger, so we define it on several lines.
1. It loads the "base.html" *template*. This describes the basic structure of all your pages, with a menu at the top and a footer, and perhaps other information like images and things to be present on each page. You can create templates that do not inherit from "base.html", but you should have a good reason for doing so.
2. The "base.html" *template* defines all the structure of the page. What is left is to override some sections of our pages. These sections are called *blocks*. On line 2, we override the block named "blocktitle", which contains the title of our page.
3. Same thing here, we override the *block* named "content", which contains the main content of our web page. This block is bigger, so we define it on several lines.
4. This is perfectly normal HTML code to display a level-2 heading.
5. And finally we close the *block* named "content".
### Create a new URL
Last step to add our page: we need to add a *URL* leading to it... otherwise users won't be able to
access it. The URLs of our apps are stored in the app's directory "urls.py" file.
Last step to add our page: we need to add a *URL* leading to it... otherwise users won't be able to access it. The URLs of our apps are stored in the app's directory "urls.py" file.
Open the `web/help_system/urls.py` file (you might have to create it) and make it look like this.
Open the `web/help_system/urls.py` file (you might have to create it) and make it look like this:
```python
# URL patterns for the help_system app
@ -147,13 +117,9 @@ urlpatterns = [
]
```
The `urlpatterns` variable is what Django/Evennia looks for to figure out how to
direct a user entering an URL in their browser to the view-code you have
written.
The `urlpatterns` variable is what Django/Evennia looks for to figure out how to direct a user entering an URL in their browser to the view-code you have written.
Last we need to tie this into the main namespace for your game. Edit the file
`mygame/web/urls.py`. In it you will find the `urlpatterns` list again.
Add a new `path` to the end of the list.
Last we need to tie this into the main namespace for your game. Edit the file `mygame/web/urls.py`. In it you will find the `urlpatterns` list again. Add a new `path` to the end of the list.
```python
# mygame/web/urls.py
@ -177,21 +143,14 @@ urlpatterns = [
When a user will ask for a specific *URL* on your site, Django will:
1. Read the list of custom patterns defined in "web/urls.py". There's one pattern here, which
describes to Django that all URLs beginning by 'help/' should be sent to the 'help_system' app. The
'help/' part is removed.
2. Then Django will check the "web.help_system/urls.py" file. It contains only one URL, which is
empty (`^$`).
1. Read the list of custom patterns defined in "web/urls.py". There's one pattern here, which describes to Django that all URLs beginning by 'help/' should be sent to the 'help_system' app. The 'help/' part is removed.
2. Then Django will check the "web.help_system/urls.py" file. It contains only one URL, which is empty (`^$`).
In other words, if the URL is '/help/', then Django will execute our defined view.
### Let's see it work
You can now reload or start Evennia. Open a tab in your browser and go to
[http://localhost:4001/help/](http://localhost:4001/help/) . If everything goes well, you should
see your new page... which isn't empty since Evennia uses our "base.html" *template*. In the
content of our page, there's only a heading that reads "help index". Notice that the title of our
page is "mygame - Help index" ("mygame" is replaced by the name of your game).
You can now reload or start Evennia. Open a tab in your browser and go to [http://localhost:4001/help/](http://localhost:4001/help/) . If everything goes well, you should see your new page... which isn't empty since Evennia uses our "base.html" *template*. In the content of our page, there's only a heading that reads "help index". Notice that the title of our page is "mygame - Help index" ("mygame" is replaced by the name of your game).
From now on, it will be easier to move forward and add features.
@ -211,30 +170,17 @@ The first one would link to the second.
> Should we create two URLs?
The answer is... maybe. It depends on what you want to do. We have our help index accessible
through the "/help/" URL. We could have the detail of a help entry accessible through "/help/desc"
(to see the detail of the "desc" command). The problem is that our commands or help topics may
contain special characters that aren't to be present in URLs. There are different ways around this
problem. I have decided to use a *GET variable* here, which would create URLs like this:
The answer is... maybe. It depends on what you want to do. We have our help index accessible through the "/help/" URL. We could have the detail of a help entry accessible through "/help/desc" (to see the detail of the "desc" command). The problem is that our commands or help topics may contain special characters that aren't to be present in URLs. There are different ways around this problem. I have decided to use a *GET variable* here, which would create URLs like this:
/help?name=desc
If you use this system, you don't have to add a new URL: GET and POST variables are accessible
through our requests and we'll see how soon enough.
If you use this system, you don't have to add a new URL: GET and POST variables are accessible through our requests and we'll see how soon enough.
## Handling logged-in users
One of our requirements is to have a help system tailored to our accounts. If an account with admin
access logs in, the page should display a lot of commands that aren't accessible to common users.
And perhaps even some additional help topics.
One of our requirements is to have a help system tailored to our accounts. If an account with admin access logs in, the page should display a lot of commands that aren't accessible to common users. And perhaps even some additional help topics.
Fortunately, it's fairly easy to get the logged in account in our view (remember that we'll do most
of our coding there). The *request* object, passed to our function, contains a `user` attribute.
This attribute will always be there: we cannot test whether it's `None` or not, for instance. But
when the request comes from a user that isn't logged in, the `user` attribute will contain an
anonymous Django user. We then can use the `is_anonymous` method to see whether the user is logged-
in or not. Last gift by Evennia, if the user is logged in, `request.user` contains a reference to
an account object, which will help us a lot in coupling the game and online system.
Fortunately, it's fairly easy to get the logged in account in our view (remember that we'll do most of our coding there). The *request* object, passed to our function, contains a `user` attribute. This attribute will always be there: we cannot test whether it's `None` or not, for instance. But when the request comes from a user that isn't logged in, the `user` attribute will contain an anonymous Django user. We then can use the `is_anonymous` method to see whether the user is logged-in or not. Last gift by Evennia, if the user is logged in, `request.user` contains a reference to an account object, which will help us a lot in coupling the game and online system.
So we might end up with something like:
@ -246,8 +192,7 @@ def index(request):
character = user.character
```
> Note: this code works when your MULTISESSION_MODE is set to 0 or 1. When it's above, you would
have something like:
> Note: this code works when your MULTISESSION_MODE is set to 0 or 1. When it's above, you would have something like:
```python
def index(request):
@ -259,16 +204,14 @@ def index(request):
In this second case, it will select the first character of the account.
But what if the user's not logged in? Again, we have different solutions. One of the most simple
is to create a character that will behave as our default character for the help system. You can
create it through your game: connect to it and enter:
But what if the user's not logged in? Again, we have different solutions. One of the most simple is to create a character that will behave as our default character for the help system. You can create it through your game: connect to it and enter:
@charcreate anonymous
The system should answer:
Created new character anonymous. Use @ic anonymous to enter the game as this character.
Created new character anonymous. Use @ic anonymous to enter the game as this character.
So in our view, we could have something like this:
```python
@ -283,16 +226,13 @@ def index(request):
character = Character.objects.get(db_key="anonymous")
```
This time, we have a valid character no matter what: remember to adapt this code if you're running
in multisession mode above 1.
This time, we have a valid character no matter what: remember to adapt this code if you're running in multisession mode above 1.
## The full system
What we're going to do is to browse through all commands and help entries, and list all the commands
that can be seen by this character (either our 'anonymous' character, or our logged-in character).
What we're going to do is to browse through all commands and help entries, and list all the commands that can be seen by this character (either our 'anonymous' character, or our logged-in character).
The code is longer, but it presents the entire concept in our view. Edit the
"web/help_system/views.py" file and paste into it:
The code is longer, but it presents the entire concept in our view. Edit the "web/help_system/views.py" file and paste into it:
```python
from django.http import Http404
@ -386,26 +326,17 @@ def _get_topics(character):
That's a bit more complicated here, but all in all, it can be divided in small chunks:
- The `index` function is our view:
- It begins by getting the character as we saw in the previous section.
- It gets the help topics (commands and help entries) accessible to this character. It's another
function that handles that part.
- If there's a *GET variable* "name" in our URL (like "/help?name=drop"), it will retrieve it. If
it's not a valid topic's name, it returns a *404*. Otherwise, it renders the template called
"detail.html", to display the detail of our topic.
- If there's no *GET variable* "name", render "index.html", to display the list of topics.
- The `_get_topics` is a private function. Its sole mission is to retrieve the commands a character
can execute, and the help entries this same character can see. This code is more Evennia-specific
than Django-specific, it will not be detailed in this tutorial. Just notice that all help topics
are stored in a dictionary. This is to simplify our job when displaying them in our templates.
- It begins by getting the character as we saw in the previous section.
- It gets the help topics (commands and help entries) accessible to this character. It's another function that handles that part.
- If there's a *GET variable* "name" in our URL (like "/help?name=drop"), it will retrieve it. If it's not a valid topic's name, it returns a *404*. Otherwise, it renders the template called "detail.html", to display the detail of our topic.
- If there's no *GET variable* "name", render "index.html", to display the list of topics.
- The `_get_topics` is a private function. Its sole mission is to retrieve the commands a character can execute, and the help entries this same character can see. This code is more Evennia-specific than Django-specific, it will not be detailed in this tutorial. Just notice that all help topics are stored in a dictionary. This is to simplify our job when displaying them in our templates.
Notice that, in both cases when we asked to render a *template*, we passed to `render` a third
argument which is the dictionary of variables used in our templates. We can pass variables this
way, and we will use them in our templates.
Notice that, in both cases when we asked to render a *template*, we passed to `render` a third argument which is the dictionary of variables used in our templates. We can pass variables this way, and we will use them in our templates.
### The index template
Let's look at our full "index" *template*. You can open the
"web/help_system/templates/help_sstem/index.html" file and paste the following into it:
Let's look at our full "index" *template*. You can open the "web/help_system/templates/help_sstem/index.html" file and paste the following into it:
```
{% extends "base.html" %}
@ -436,17 +367,12 @@ This template is definitely more detailed. What it does is:
1. Browse through all categories.
2. For all categories, display a level-2 heading with the name of the category.
3. All topics in a category (remember, they can be either commands or help entries) are displayed in
a table. The trickier part may be that, when the loop is above 5, it will create a new line. The
table will have 5 columns at the most per row.
4. For every cell in the table, we create a link redirecting to the detail page (see below). The
URL would look something like "help?name=say". We use `urlencode` to ensure special characters are
properly escaped.
3. All topics in a category (remember, they can be either commands or help entries) are displayed in a table. The trickier part may be that, when the loop is above 5, it will create a new line. The table will have 5 columns at the most per row.
4. For every cell in the table, we create a link redirecting to the detail page (see below). The URL would look something like "help?name=say". We use `urlencode` to ensure special characters are properly escaped.
### The detail template
It's now time to show the detail of a topic (command or help entry). You can create the file
"web/help_system/templates/help_system/detail.html". You can paste into it the following code:
It's now time to show the detail of a topic (command or help entry). You can create the file "web/help_system/templates/help_system/detail.html". You can paste into it the following code:
```
{% extends "base.html" %}
@ -458,26 +384,17 @@ It's now time to show the detail of a topic (command or help entry). You can cr
{% endblock %}
```
This template is much easier to read. Some *filters* might be unknown to you, but they are just
used to format here.
This template is much easier to read. Some *filters* might be unknown to you, but they are just used to format here.
### Put it all together
Remember to reload or start Evennia, and then go to
[http://localhost:4001/help](http://localhost:4001/help/). You should see the list of commands and
topics accessible by all characters. Try to login (click the "login" link in the menu of your
website) and go to the same page again. You should now see a more detailed list of commands and
help entries. Click on one to see its detail.
Remember to reload or start Evennia, and then go to [http://localhost:4001/help](http://localhost:4001/help/). You should see the list of commands and topics accessible by all characters. Try to login (click the "login" link in the menu of your website) and go to the same page again. You should now see a more detailed list of commands and help entries. Click on one to see its detail.
## To improve this feature
As always, a tutorial is here to help you feel comfortable adding new features and code by yourself.
Here are some ideas of things to improve this little feature:
As always, a tutorial is here to help you feel comfortable adding new features and code by yourself. Here are some ideas of things to improve this little feature:
- Links at the bottom of the detail template to go back to the index might be useful.
- A link in the main menu to link to this page would be great... for the time being you have to
enter the URL, users won't guess it's there.
- A link in the main menu to link to this page would be great... for the time being you have to enter the URL, users won't guess it's there.
- Colors aren't handled at this point, which isn't exactly surprising. You could add it though.
- Linking help entries between one another won't be simple, but it would be great. For instance, if
you see a help entry about how to use several commands, it would be great if these commands were
themselves links to display their details.
- Linking help entries between one another won't be simple, but it would be great. For instance, if you see a help entry about how to use several commands, it would be great if these commands were themselves links to display their details.

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@ -192,11 +192,12 @@ WEBSOCKET_CLIENT_URL = "wss://fqdn:4002"
Also, on Freenode visit the #letsencrypt channel for assistance from the community. For an additional resource, Let's Encrypt has a very active [community forum](https://community.letsencrypt.org/).
[A blog where someone sets up Let's Encrypt](https://www.digitalocean.com/community/tutorials/how- to-secure-apache-with-let-s-encrypt-on-ubuntu-16-04)
[A blog where someone sets up Let's Encrypt](https://www.digitalocean.com/community/tutorials/how-to-secure-apache-with-let-s-encrypt-on-ubuntu-16-04)
The only process missing from all of the above documentation is how to pass verification. This is how Let's Encrypt verifies that you have control over your domain (not necessarily ownership, it's Domain Validation (DV)). This can be done either with configuring a certain path on your web server or through a TXT record in your DNS. Which one you will want to do is a personal preference, but can also be based on your hosting choice. In a controlled/cPanel environment, you will most likely have to use DNS verification.
### Relevant SSL Proxy Setup Information
- [Apache webserver configuration](./Config-Apache-Proxy.md) (optional)
- [HAProxy Config](./Config-HAProxy.md)