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Updated HTML docs.
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@ -17,7 +17,7 @@
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<link rel="shortcut icon" href="../_static/favicon.ico"/>
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<link rel="index" title="Index" href="../genindex.html" />
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<link rel="search" title="Search" href="../search.html" />
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<link rel="next" title="Game Settings and Configuration direcotry" href="Settings.html" />
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<link rel="next" title="Game Settings and Configuration directory" href="Settings.html" />
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<link rel="prev" title="Non-interactive setup" href="Installation-Non-Interactive.html" />
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</head><body>
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<div class="related" role="navigation" aria-label="related navigation">
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@ -30,7 +30,7 @@
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<a href="../py-modindex.html" title="Python Module Index"
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>modules</a> |</li>
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<li class="right" >
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<a href="Settings.html" title="Game Settings and Configuration direcotry"
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<a href="Settings.html" title="Game Settings and Configuration directory"
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accesskey="N">next</a> |</li>
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<li class="right" >
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<a href="Installation-Non-Interactive.html" title="Non-interactive setup"
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@ -85,7 +85,7 @@
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title="previous chapter">Non-interactive setup</a></p>
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<h4>Next topic</h4>
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<p class="topless"><a href="Settings.html"
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title="next chapter">Game Settings and Configuration direcotry</a></p>
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title="next chapter">Game Settings and Configuration directory</a></p>
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<div role="note" aria-label="source link">
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<!--h3>This Page</h3-->
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<ul class="this-page-menu">
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@ -123,7 +123,7 @@ program. If the <code class="docutils literal notranslate"><span class="pre">eve
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Evennia as described on the <a class="reference internal" href="Installation.html"><span class="doc std std-doc">Installation</span></a> page.</p>
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<aside class="sidebar">
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<p class="sidebar-title">evennia not found?</p>
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<p>If you ever try the <code class="docutils literal notranslate"><span class="pre">evennia</span></code> command and get an error complaining that the command is not available, make sure your <a class="reference internal" href="../Glossary.html#virtualenv"><span class="std std-doc">virtualenv</span></a> is active.</p>
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<p>If you ever try the <code class="docutils literal notranslate"><span class="pre">evennia</span></code> command and get an error complaining that the command is not available, make sure your <a class="reference internal" href="../Glossary.html#virtualenv"><span class="std std-doc">virtualenv</span></a> is active. On Windows you may need to to run <code class="docutils literal notranslate"><span class="pre">py</span> <span class="pre">-m</span> <span class="pre">evennia</span></code> once first.</p>
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</aside>
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<p>Below are described the various management options. Run</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>evennia -h
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@ -136,11 +136,7 @@ Evennia as described on the <a class="reference internal" href="Installation.htm
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<p>to give you a menu with options.</p>
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<section id="starting-evennia">
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<h2>Starting Evennia<a class="headerlink" href="#starting-evennia" title="Permalink to this headline">¶</a></h2>
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<p>Evennia consists of two components, the Evennia <a class="reference internal" href="../Components/Portal-And-Server.html"><span class="doc std std-doc">Portal and Server</span></a>. Briefly,
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the <em>Server</em> is what is running the mud. It handles all game-specific things but doesn’t care
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exactly how players connect, only that they have. The <em>Portal</em> is a gateway to which players
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connect. It knows everything about telnet, ssh, webclient protocols etc but very little about the
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game. Both are required for a functioning mud.</p>
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<p>Evennia consists of two components, the Evennia <a class="reference internal" href="../Components/Portal-And-Server.html"><span class="doc std std-doc">Portal and Server</span></a>. Briefly, the <em>Server</em> is what is running the mud. It handles all game-specific things but doesn’t care exactly how players connect, only that they have. The <em>Portal</em> is a gateway to which players connect. It knows everything about telnet, ssh, webclient protocols etc but very little about the game. Both are required for a functioning game.</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> evennia start
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</pre></div>
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</div>
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@ -153,37 +149,29 @@ game. Both are required for a functioning mud.</p>
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</pre></div>
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</div>
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<blockquote>
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<div><p>To stop viewing the log files, press <code class="docutils literal notranslate"><span class="pre">Ctrl-C</span></code>.</p>
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<div><p>To stop viewing the log files, press <code class="docutils literal notranslate"><span class="pre">Ctrl-C</span></code> (<code class="docutils literal notranslate"><span class="pre">Cmd-C</span></code> on Mac).</p>
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</div></blockquote>
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</section>
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<section id="reloading">
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<h2>Reloading<a class="headerlink" href="#reloading" title="Permalink to this headline">¶</a></h2>
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<p>The act of <em>reloading</em> means the Portal will tell the Server to shut down and then boot it back up
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again. Everyone will get a message and the game will be briefly paused for all accounts as the
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server
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reboots. Since they are connected to the <em>Portal</em>, their connections are not lost.</p>
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<p>Reloading is as close to a “warm reboot” you can get. It reinitializes all code of Evennia, but
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doesn’t kill “persistent” <a class="reference internal" href="../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a>. It also calls <code class="docutils literal notranslate"><span class="pre">at_server_reload()</span></code> hooks on all
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objects so you
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can save eventual temporary properties you want.</p>
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<p>From in-game the <code class="docutils literal notranslate"><span class="pre">@reload</span></code> command is used. You can also reload the server from outside the game:</p>
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<p>The act of <em>reloading</em> means the Portal will tell the Server to shut down and then boot it back up again. Everyone will get a message and the game will be briefly paused for all accounts as the server reboots. Since they are connected to the <em>Portal</em>, their connections are not lost.</p>
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<p>Reloading is as close to a “warm reboot” you can get. It reinitializes all code of Evennia, but doesn’t kill “persistent” <a class="reference internal" href="../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a>. It also calls <code class="docutils literal notranslate"><span class="pre">at_server_reload()</span></code> hooks on all objects so you can save eventual temporary properties you want.</p>
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<p>From in-game the <code class="docutils literal notranslate"><span class="pre">reload</span></code> command is used. You can also reload the server from outside the game:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> evennia reload
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</pre></div>
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</div>
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<p>Sometimes reloading from “the outside” is necessary in case you have added some sort of bug that
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blocks in-game input.</p>
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<p>Sometimes reloading from “the outside” is necessary in case you have added some sort of bug that blocks in-game input.</p>
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</section>
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<section id="stopping">
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<h2>Stopping<a class="headerlink" href="#stopping" title="Permalink to this headline">¶</a></h2>
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<p>A full shutdown closes Evennia completely, both Server and Portal. All accounts will be booted and
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systems saved and turned off cleanly.</p>
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<p>From inside the game you initiate a shutdown with the <code class="docutils literal notranslate"><span class="pre">@shutdown</span></code> command. From command line you do</p>
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<p>From inside the game you initiate a shutdown with the <code class="docutils literal notranslate"><span class="pre">shutdown</span></code> command. From command line you do</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> evennia stop
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</pre></div>
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</div>
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<p>You will see messages of both Server and Portal closing down. All accounts will see the shutdown
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message and then be disconnected. The same effect happens if you press <code class="docutils literal notranslate"><span class="pre">Ctrl+C</span></code> while the server
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runs in interactive mode.</p>
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message and then be disconnected.</p>
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</section>
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<section id="foreground-mode">
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<h2>Foreground mode<a class="headerlink" href="#foreground-mode" title="Permalink to this headline">¶</a></h2>
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@ -200,15 +188,13 @@ kill the process (not just the log-file view) with <code class="docutils literal
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</pre></div>
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</div>
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<p>will start the <em>Portal</em> in interactive mode.</p>
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<p>If you do <code class="docutils literal notranslate"><span class="pre">Ctrl-C</span></code>/<code class="docutils literal notranslate"><span class="pre">Cmd-C</span></code> in foreground mode, the component will stop. You’ll need to run <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">start</span></code> to get the game going again.</p>
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</section>
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<section id="resetting">
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<h2>Resetting<a class="headerlink" href="#resetting" title="Permalink to this headline">¶</a></h2>
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<p><em>Resetting</em> is the equivalent of a “cold reboot” - the Server will shut down and then restarted
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again, but will behave as if it was fully shut down. As opposed to a “real” shutdown, no accounts
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will be disconnected during a
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reset. A reset will however purge all non-persistent scripts and will call <code class="docutils literal notranslate"><span class="pre">at_server_shutdown()</span></code>
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hooks. It can be a good way to clean unsafe scripts during development, for example.</p>
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<p>From in-game the <code class="docutils literal notranslate"><span class="pre">@reset</span></code> command is used. From the terminal:</p>
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again, but will behave as if it was fully shut down. As opposed to a “real” shutdown, no accounts will be disconnected during a reset. A reset will however purge all non-persistent scripts and will call <code class="docutils literal notranslate"><span class="pre">at_server_shutdown()</span></code> hooks. It can be a good way to clean unsafe scripts during development, for example.</p>
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<p>From in-game the <code class="docutils literal notranslate"><span class="pre">reset</span></code> command is used. From the terminal:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>evennia reset
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</pre></div>
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</div>
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@ -276,8 +262,7 @@ related to Evennia:</p>
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<p>During development, you will usually modify code and then reload the server to see your changes.
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This is done by Evennia re-importing your custom modules from disk. Usually bugs in a module will
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just have you see a traceback in the game, in the log or on the command line. For some really
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serious syntax errors though, your module might not even be recognized as valid Python. Evennia may
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then fail to restart correctly.</p>
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serious syntax errors though, your module might not even be recognized as valid Python. Evennia may then fail to restart correctly.</p>
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<p>From inside the game you see a text about the Server restarting followed by an ever growing list of
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“…”. Usually this only lasts a very short time (up to a few seconds). If it seems to go on, it
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means the Portal is still running (you are still connected to the game) but the Server-component of
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@ -310,7 +295,7 @@ In-game you should now get the message that the Server has successfully restarte
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<a href="../py-modindex.html" title="Python Module Index"
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>modules</a> |</li>
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<li class="right" >
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<a href="Settings.html" title="Game Settings and Configuration direcotry"
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<a href="Settings.html" title="Game Settings and Configuration directory"
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>next</a> |</li>
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<li class="right" >
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<a href="Installation-Non-Interactive.html" title="Non-interactive setup"
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