Refactor 1.0 docs with new toctree structure and inheritance

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# Changelog
### Evennia 1.0
> Not released yet
> 2019-2022 develop branch (WIP)
Up requirements to Django 4.0+, Twisted 22+, Python 3.9 or 3.10
- New `drop:holds()` lock default to limit dropping nonsensical things. Access check
defaults to True for backwards-compatibility in 0.9, will be False in 1.0
- REST API allows you external access to db objects through HTTP requests (Tehom)
- `Object.normalize_name` and `.validate_name` added to (by default) enforce latinify
on character name and avoid potential exploits using clever Unicode chars (trhr)
- New `utils.format_grid` for easily displaying long lists of items in a block.
- Using `lunr` search indexing for better `help` matching and suggestions. Also improve
the main help command's default listing output.
- Added `content_types` indexing to DefaultObject's ContentsHandler. (volund)
- Made most of the networking classes such as Protocols and the SessionHandlers
replaceable via `settings.py` for modding enthusiasts. (volund)
- The `initial_setup.py` file can now be substituted in `settings.py` to customize
initial game database state. (volund)
- Added new Traits contrib, converted and expanded from Ainneve project.
- Added new `requirements_extra.txt` file for easily getting all optional dependencies.
- Change default multi-match syntax from 1-obj, 2-obj to obj-1, obj-2.
- Make `object.search` support 'stacks=0' keyword - if ``>0``, the method will return
N identical matches instead of triggering a multi-match error.
- Add `tags.has()` method for checking if an object has a tag or tags (PR by ChrisLR)
- Make IP throttle use Django-based cache system for optional persistence (PR by strikaco)
- Renamed Tutorial classes "Weapon" and "WeaponRack" to "TutorialWeapon" and
"TutorialWeaponRack" to prevent collisions with classes in mygame
- New `crafting` contrib, adding a full crafting subsystem (Griatch 2020)
- The `rplanguage` contrib now auto-capitalizes sentences and retains ellipsis (...). This
change means that proper nouns at the start of sentences will not be treated as nouns.
- Make MuxCommand `lhs/rhslist` always be lists, also if empty (used to be the empty string)
- Fix typo in UnixCommand contrib, where `help` was given as `--hel`.
- Latin (la) i18n translation (jamalainm)
- Made the `evennia` dir possible to use without gamedir for purpose of doc generation.
- Make Scripts' timer component independent from script object deletion; can now start/stop
timer without deleting Script. The `.persistent` flag now only controls if timer survives
reload - Script has to be removed with `.delete()` like other typeclassed entities.
- Add `utils.repeat` and `utils.unrepeat` as shortcuts to TickerHandler add/remove, similar
to how `utils.delay` is a shortcut for TaskHandler add.
- Refactor the classic `red_button` example to use `utils.delay/repeat` and modern recommended
code style and paradigms instead of relying on `Scripts` for everything.
- Expand `CommandTest` with ability to check multiple message-receivers; inspired by PR by
user davewiththenicehat. Also add new doc string.
- Add central `FuncParser` as a much more powerful replacement for the old `parse_inlinefunc`
function.
- Add `evennia/utils/verb_conjugation` for automatic verb conjugation (English only). This
is useful for implementing actor-stance emoting for sending a string to different targets.
- New version of Italian translation (rpolve)
- `utils.evmenu.ask_yes_no` is a helper function that makes it easy to ask a yes/no question
to the user and respond to their input. This complements the existing `get_input` helper.
- Allow sending messages with `page/tell` without a `=` if target name contains no spaces.
- New FileHelpStorage system allows adding help entries via external files.
- `sethelp` command now warns if shadowing other help-types when creating a new
entry.
- Help command now uses `view` lock to determine if cmd/entry shows in index and
`read` lock to determine if it can be read. It used to be `view` in the role
of the latter. Migration swaps these around.
- In modules given by `settings.PROTOTYPE_MODULES`, spawner will now first look for a global
list `PROTOTYPE_LIST` of dicts before loading all dicts in the module as prototypes.
- New Channel-System using the `channel` command and nicks. Removed the `ChannelHandler` and the
concept of a dynamically created `ChannelCmdSet`.
- Add `Msg.db_receiver_external` field to allowe external, string-id message-receivers.
- Renamed `app.css` to `website.css` for consistency. Removed old prosimii-css files.
- Remove `mygame/web/static_overrides` and -`template_overrides`, reorganize website/admin/client/api
into a more consistent structure for overriding. Expanded webpage documentation considerably.
- REST API list-view was shortened (#2401). New CSS/HTML. Add ReDoc for API autodoc page.
- Update and fix dummyrunner with cleaner code and setup.
- Made `iter_to_str` format prettier strings, using Oxford comma.
- Added an MXP anchor tag to also support clickable web links.
- New `tasks` command for managing tasks started with `utils.delay` (PR by davewiththenicehat)
- Make `help` index output clickable for webclient/clients with MXP (PR by davewiththenicehat)
- Custom `evennia` launcher commands (e.g. `evennia mycmd foo bar`). Add new commands as callables
accepting `*args`, as `settings.EXTRA_LAUNCHER_COMMANDS = {'mycmd': 'path.to.callable', ...}`.
- New `XYZGrid` contrib, adding x,y,z grid coordinates with in-game map and
pathfinding. Controlled outside of the game via custom evennia launcher command.
- `Script.delete` has new kwarg `stop_task=True`, that can be used to avoid
infinite recursion when wanting to set up Script to delete-on-stop.
- Command executions now done on copies to make sure `yield` don't cause crossovers. Add
`Command.retain_instance` flag for reusing the same command instance.
- The `typeclass` command will now correctly search the correct database-table for the target
obj (avoids mistakenly assigning an AccountDB-typeclass to a Character etc).
- Merged `script` and `scripts` commands into one, for both managing global- and
on-object Scripts. Moved `CmdScripts` and `CmdObjects` to `commands/default/building.py`.
- Keep GMCP function case if outputfunc starts with capital letter (so `cmd_name` -> `Cmd.Name`
but `Cmd_nAmE` -> `Cmd.nAmE`). This helps e.g Mudlet's legacy `Client_GUI` implementation)
- Prototypes now allow setting `prototype_parent` directly to a prototype-dict.
This makes it easier when dynamically building in-module prototypes.
- `RPSystem contrib` was expanded to support case, so /tall becomes 'tall man'
while /Tall becomes 'Tall man'. One can turn this off if wanting the old style.
- Change `EvTable` fixed-height rebalance algorithm to fill with empty lines at end of
column instead of inserting rows based on cell-size (could be mistaken for a bug).
- Split `return_appearance` hook with helper methods and have it use a template
string in order to make it easier to override.
- Add validation question to default account creation.
- Add `LOCALECHO` client option to add server-side echo for clients that does
not support this (useful for getting a complete log).
- Make `@lazy_property` decorator create read/delete-protected properties. This is
because it's used for handlers, and e.g. self.locks=[] is a common beginner mistake.
- Add `$pron()` inlinefunc for pronoun parsing in actor-stance strings using
`msg_contents`.
- Update defauklt website to show Telnet/SSL/SSH connect info. Added new
`SERVER_HOSTNAME` setting for use in the server:port stanza.
- Changed all `at_before/after_*` hooks to `at_pre/post_*` for consistency
across Evennia (the old names still work but are deprecated)
- Change `settings.COMMAND_DEFAULT_ARG_REGEX` default from `None` to a regex meaning that
a space or `/` must separate the cmdname and args. This better fits common expectations.
- Add confirmation question to `ban`/`unban` commands.
- Check new `teleport` and `teleport_here` lock-types in `teleport` command to optionally
allow to limit teleportation of an object or to a specific destination.
- Add `settings.MXP_ENABLED=True` and `settings.MXP_OUTGOING_ONLY=True` as sane defaults,
to avoid known security issues with players entering MXP links.
- Add browser name to webclient `CLIENT_NAME` in `session.protocol_flags`, e.g.
`"Evennia webclient (websocket:firefox)"` or `"evennia webclient (ajax:chrome)"`.
- `TagHandler.add/has(tag=...)` kwarg changed to `add/has(key=...)` for consistency
with other handlers.
- Make `DefaultScript.delete`, `DefaultChannel.delete` and `DefaultAccount.delete` return
bool True/False if deletion was successful (like `DefaultObject.delete` before them)
- `contrib.custom_gametime` days/weeks/months now always starts from 1 (to match
the standard calendar form ... there is no month 0 every year after all).
- `AttributeProperty`/`NAttributeProperty` to allow managing Attributes/NAttributes
on typeclasses in the same way as Django fields.
- Give build/system commands a `@name` to fall back to if the non-@ name is used
by another command (like `open` and `@open`. If no duplicate, @ is optional.
- Move legacy channel-management commands (`ccreate`, `addcom` etc) to a contrib
since their work is now fully handled by the single `channel` command.
- Expand `examine` command's code to much more extensible and modular. Show
attribute categories and value types (when not strings).
- `AttributeHandler.remove(key, return_exception=False, category=None, ...)` changed
to `.remove(key, category=None, return_exception=False, ...)` for consistency.
- New `command cooldown` contrib for making it easier to manage commands using
dynamic cooldowns between uses (owllex)
- Restructured `contrib/` folder, placing all contribs as separate packages under
subfolders. All imports will need to be updated.
- Made `MonitorHandler.add/remove` support `category` for monitoring Attributes
with a category (before only key was used, ignoring category entirely).
- Move `create_*` functions into db managers, leaving `utils.create` only being
wrapper functions (consistent with `utils.search`). No change of api otherwise.
- Add support for `$dbref()` and `$search` when assigning an Attribute value
with the `set` command. This allows assigning real objects from in-game.
- Add ability to examine `/script` and `/channel` entities with `examine` command.
- Homogenize manager search methods to return querysets and not lists.
- Restructure unit tests to always honor default settings; make new parents in
on location for easy use in game dir.
## Evennia 0.9.5
> 2019-2020
> Released 2020-11-14.
> Transitional release, including new doc system.
Backported from develop: Python 3.8, 3.9 support. Django 3.2+ support, Twisted 21+ support.
- `is_typeclass(obj (Object), exact (bool))` now defaults to exact=False
- `py` command now reroutes stdout to output results in-game client. `py`
without arguments starts a full interactive Python console.
- Webclient default to a single input pane instead of two. Now defaults to no help-popup.
- Webclient fix of prompt display
- Webclient multimedia support for relaying images, video and sounds via
`.msg(image=URL)`, `.msg(video=URL)`
and `.msg(audio=URL)`
- Add Spanish translation (fermuch)
- Expand `GLOBAL_SCRIPTS` container to always start scripts and to include all
global scripts regardless of how they were created.
- Change settings to always use lists instead of tuples, to make mutable
settings easier to add to. (#1912)
- Make new `CHANNEL_MUDINFO` setting for specifying the mudinfo channel
- Make `CHANNEL_CONNECTINFO` take full channel definition
- Make `DEFAULT_CHANNELS` list auto-create channels missing at reload
- Webclient `ANSI->HTML` parser updated. Webclient line width changed from 1.6em to 1.1em
to better make ANSI graphics look the same as for third-party clients
- `AttributeHandler.get(return_list=True)` will return `[]` if there are no
Attributes instead of `[None]`.
- Remove `pillow` requirement (install especially if using imagefield)
- Add Simplified Korean translation (aceamro)
- Show warning on `start -l` if settings contains values unsafe for production.
- Make code auto-formatted with Black.
- Make default `set` command able to edit nested structures (PR by Aaron McMillan)
- Allow running Evennia test suite from core repo with `make test`.
- Return `store_key` from `TickerHandler.add` and add `store_key` as a kwarg to
the `TickerHandler.remove` method. This makes it easier to manage tickers.
- EvMore auto-justify now defaults to False since this works better with all types
of texts (such as tables). New `justify` bool. Old `justify_kwargs` remains
but is now only used to pass extra kwargs into the justify function.
- EvMore `text` argument can now also be a list or a queryset. Querysets will be
sliced to only return the required data per page.
- Improve performance of `find` and `objects` commands on large data sets (strikaco)
- New `CHANNEL_HANDLER_CLASS` setting allows for replacing the ChannelHandler entirely.
- Made `py` interactive mode support regular quit() and more verbose.
- Made `Account.options.get` accept `default=None` kwarg to mimic other uses of get. Set
the new `raise_exception` boolean if ranting to raise KeyError on a missing key.
- Moved behavior of unmodified `Command` and `MuxCommand` `.func()` to new
`.get_command_info()` method for easier overloading and access. (Volund)
- Removed unused `CYCLE_LOGFILES` setting. Added `SERVER_LOG_DAY_ROTATION`
and `SERVER_LOG_MAX_SIZE` (and equivalent for PORTAL) to control log rotation.
- Addded `inside_rec` lockfunc - if room is locked, the normal `inside()` lockfunc will
fail e.g. for your inventory objs (since their loc is you), whereas this will pass.
- RPSystem contrib's CmdRecog will now list all recogs if no arg is given. Also multiple
bugfixes.
- Remove `dummy@example.com` as a default account email when unset, a string is no longer
required by Django.
- Fixes to `spawn`, make updating an existing prototype/object work better. Add `/raw` switch
to `spawn` command to extract the raw prototype dict for manual editing.
- `list_to_string` is now `iter_to_string` (but old name still works as legacy alias). It will
now accept any input, including generators and single values.
- EvTable should now correctly handle columns with wider asian-characters in them.
- Update Twisted requirement to >=2.3.0 to close security vulnerability
- Add `$random` inlinefunc, supports minval,maxval arguments that can be ints and floats.
- Add `evennia.utils.inlinefuncs.raw(<str>)` as a helper to escape inlinefuncs in a string.
- Make CmdGet/Drop/Give give proper error if `obj.move_to` returns `False`.
- Make `Object/Room/Exit.create`'s `account` argument optional. If not given, will set perms
to that of the object itself (along with normal Admin/Dev permission).
- Make `INLINEFUNC_STACK_MAXSIZE` default visible in `settings_default.py`.
- Change how `ic` finds puppets; non-priveleged users will use `_playable_characters` list as
candidates, Builders+ will use list, local search and only global search if no match found.
- Make `cmd.at_post_cmd()` always run after `cmd.func()`, even when the latter uses delays
with yield.
- `EvMore` support for db queries and django paginators as well as easier to override for custom
pagination (e.g. to create EvTables for every page instead of splittine one table)
- Using `EvMore pagination`, dramatically improves performance of `spawn/list` and `scripts` listings
(100x speed increase for displaying 1000+ prototypes/scripts).
- `EvMenu` now uses the more logically named `.ndb._evmenu` instead of `.ndb._menutree` to store itself.
Both still work for backward compatibility, but `_menutree` is deprecated.
- `EvMenu.msg(txt)` added as a central place to send text to the user, makes it easier to override.
Default `EvMenu.msg` sends with OOB type="menu" for use with OOB and webclient pane-redirects.
- New EvMenu templating system for quickly building simpler EvMenus without as much code.
- Add `Command.client_height()` method to match existing `.client_width` (stricako)
- Include more Web-client info in `session.protocol_flags`.
- Fixes in multi-match situations - don't allow finding/listing multimatches for 3-box when
only two boxes in location.
- Fix for TaskHandler with proper deferred returns/ability to cancel etc (PR by davewiththenicehat)
- Add `PermissionHandler.check` method for straight string perm-checks without needing lockstrings.
- Add `evennia.utils.utils.strip_unsafe_input` for removing html/newlines/tags from user input. The
`INPUT_CLEANUP_BYPASS_PERMISSIONS` is a list of perms that bypass this safety stripping.
- Make default `set` and `examine` commands aware of Attribute categories.
## Evennia 0.9
> 2018-2019
> Released Oct 2019
### Distribution
- New requirement: Python 3.7 (py2.7 support removed)
- Django 2.1
- Twisted 19.2.1
- Autobahn websockets (removed old tmwx)
- Docker image updated
### Commands
- Remove `@`-prefix from all default commands (prefixes still work, optional)
- Removed default `@delaccount` command, incorporating as `@account/delete` instead. Added confirmation
question.
- Add new `@force` command to have another object perform a command.
- Add the Portal uptime to the `@time` command.
- Make the `@link` command first make a local search before a global search.
- Have the default Unloggedin-look command look for optional `connection_screen()` callable in
`mygame/server/conf/connection_screen.py`. This allows for more flexible welcome screens
that are calculated on the fly.
- `@py` command now defaults to escaping html tags in its output when viewing in the webclient.
Use new `/clientraw` switch to get old behavior (issue #1369).
- Shorter and more informative, dynamic, listing of on-command vars if not
setting func() in child command class.
- New Command helper methods
- `.client_width()` returns client width of the session running the command.
- `.styled_table(*args, **kwargs)` returns a formatted evtable styled by user's options
- `.style_header(*args, **kwargs)` creates styled header entry
- `.style_separator(*args, **kwargs)` " separator
- `.style_footer(*args, **kwargs)` " footer
### Web
- Change webclient from old txws version to use more supported/feature-rich Autobahn websocket library
#### Evennia game index
- Made Evennia game index client a part of core - now configured from settings file (old configs
need to be moved)
- The `evennia connections` command starts a wizard that helps you connect your game to the game index.
- The game index now accepts games with no public telnet/webclient info (for early prototypes).
#### New golden-layout based Webclient UI (@friarzen)
- Features
- Much slicker behavior and more professional look
- Allows tabbing as well as click and drag of panes in any grid position
- Renaming tabs, assignments of data tags and output types are simple per-pane menus now
- Any number of input panes, with separate histories
- Button UI (disabled in JS by default)
#### Web/Django standard initiative (@strikaco)
- Features
- Adds a series of web-based forms and generic class-based views
- Accounts
- Register - Enhances registration; allows optional collection of email address
- Form - Adds a generic Django form for creating Accounts from the web
- Characters
- Create - Authenticated users can create new characters from the website (requires associated form)
- Detail - Authenticated and authorized users can view select details about characters
- List - Authenticated and authorized users can browse a list of all characters
- Manage - Authenticated users can edit or delete owned characters from the web
- Form - Adds a generic Django form for creating characters from the web
- Channels
- Detail - Authorized users can view channel logs from the web
- List - Authorized users can browse a list of all channels
- Help Entries
- Detail - Authorized users can view help entries from the web
- List - Authorized users can browse a list of all help entries from the web
- Navbar changes
- Characters - Link to character list
- Channels - Link to channel list
- Help - Link to help entry list
- Puppeting
- Users can puppet their own characters within the context of the website
- Dropdown
- Link to create characters
- Link to manage characters
- Link to quick-select puppets
- Link to password change workflow
- Functions
- Updates Bootstrap to v4 stable
- Enables use of Django Messages framework to communicate with users in browser
- Implements webclient/website `_shared_login` functionality as Django middleware
- 'account' and 'puppet' are added to all request contexts for authenticated users
- Adds unit tests for all web views
- Cosmetic
- Prettifies Django 'forgot password' workflow (requires SMTP to actually function)
- Prettifies Django 'change password' workflow
- Bugfixes
- Fixes bug on login page where error messages were not being displayed
- Remove strvalue field from admin; it made no sense to have here, being an optimization field
for internal use.
### Prototypes
- `evennia.prototypes.save_prototype` now takes the prototype as a normal
argument (`prototype`) instead of having to give it as `**prototype`.
- `evennia.prototypes.search_prototype` has a new kwarg `require_single=False` that
raises a KeyError exception if query gave 0 or >1 results.
- `evennia.prototypes.spawner` can now spawn by passing a `prototype_key`
### Typeclasses
- Add new methods on all typeclasses, useful specifically for object handling from the website/admin:
+ `web_get_admin_url()`: Returns the path to the object detail page in the Admin backend.
+ `web_get_create_url()`: Returns the path to the typeclass' creation page on the website, if implemented.
+ `web_get_absolute_url()`: Returns the path to the object's detail page on the website, if implemented.
+ `web_get_update_url()`: Returns the path to the object's update page on the website, if implemented.
+ `web_get_delete_url()`: Returns the path to the object's delete page on the website, if implemented.
- All typeclasses have new helper class method `create`, which encompasses useful functionality
that used to be embedded for example in the respective `@create` or `@connect` commands.
- DefaultAccount now has new class methods implementing many things that used to be in unloggedin
commands (these can now be customized on the class instead):
+ `is_banned()`: Checks if a given username or IP is banned.
+ `get_username_validators`: Return list of validators for username validation (see
`settings.AUTH_USERNAME_VALIDATORS`)
+ `authenticate`: Method to check given username/password.
+ `normalize_username`: Normalizes names so (for Unicode environments) users cannot mimic existing usernames by replacing select characters with visually-similar Unicode chars.
+ `validate_username`: Mechanism for validating a username based on predefined Django validators.
+ `validate_password`: Mechanism for validating a password based on predefined Django validators.
+ `set_password`: Apply password to account, using validation checks.
- `AttributeHandler.remove` and `TagHandler.remove` can now be used to delete by-category. If neither
key nor category is given, they now work the same as .clear().
### Protocols
- Support for `Grapevine` MUD-chat network ("channels" supported)
### Server
- Convert ServerConf model to store its values as a Picklefield (same as
Attributes) instead of using a custom solution.
- OOB: Add support for MSDP LIST, REPORT, UNREPORT commands (re-mapped to `msdp_list`,
`msdp_report`, `msdp_unreport`, inlinefuncs)
- Added `evennia.ANSIString` to flat API.
- Server/Portal log files now cycle to names on the form `server_.log_19_03_08_` instead of `server.log___19.3.8`, retaining
unix file sorting order.
- Django signals fire for important events: Puppet/Unpuppet, Object create/rename, Login,
Logout, Login fail Disconnect, Account create/rename
### Settings
- `GLOBAL_SCRIPTS` - dict defining typeclasses of global scripts to store on the new
`evennia.GLOBAL_SCRIPTS` container. These will auto-start when Evennia start and will always
exist.
- `OPTIONS_ACCOUNTS_DEFAULT` - option dict with option defaults and Option classes
- `OPTION_CLASS_MODULES` - classes representing an on-Account Option, on special form
- `VALIDATOR_FUNC_MODULES` - (general) text validator functions, for verifying an input
is on a specific form.
### Utils
- `evennia` launcher now fully handles all django-admin commands, like running tests in parallel.
- `evennia.utils.create.account` now also takes `tags` and `attrs` keywords.
- `evennia.utils.interactive` decorator can now allow you to use yield(secs) to pause operation
in any function, not just in Command.func. Likewise, response = yield(question) will work
if the decorated function has an argument or kwarg `caller`.
- Added many more unit tests.
- Swap argument order of `evennia.set_trace` to `set_trace(term_size=(140, 40), debugger='auto')`
since the size is more likely to be changed on the command line.
- `utils.to_str(text, session=None)` now acts as the old `utils.to_unicode` (which was removed).
This converts to the str() type (not to a byte-string as in Evennia 0.8), trying different
encodings. This function will also force-convert any object passed to it into a string (so
`force_string` flag was removed and assumed always set).
- `utils.to_bytes(text, session=None)` replaces the old `utils.to_str()` functionality and converts
str to bytes.
- `evennia.MONITOR_HANDLER.all` now takes keyword argument `obj` to only retrieve monitors from that specific
Object (rather than all monitors in the entire handler).
- Support adding `\f` in command doc strings to force where EvMore puts page breaks.
- Validation Functions now added with standard API to homogenize user input validation.
- Option Classes added to make storing user-options easier and smoother.
- `evennia.VALIDATOR_CONTAINER` and `evennia.OPTION_CONTAINER` added to load these.
### Contribs
- Evscaperoom - a full puzzle engine for making multiplayer escape rooms in Evennia. Used to make
the entry for the MUD-Coder's Guild's 2019 Game Jam with the theme "One Room", where it ranked #1.
- Evennia game-index client no longer a contrib - moved into server core and configured with new
setting `GAME_INDEX_ENABLED`.
- The `extended_room` contrib saw some backwards-incompatible refactoring:
+ All commands now begin with `CmdExtendedRoom`. So before it was `CmdExtendedLook`, now
it's `CmdExtendedRoomLook` etc.
+ The `detail` command was broken out of the `desc` command and is now a new, stand-alone command
`CmdExtendedRoomDetail`. This was done to make things easier to extend and to mimic how the detail
command works in the tutorial-world.
+ The `detail` command now also supports deleting details (like the tutorial-world version).
+ The new `ExtendedRoomCmdSet` includes all the extended-room commands and is now the recommended way
to install the extended-room contrib.
- Reworked `menu_login` contrib to use latest EvMenu standards. Now also supports guest logins.
- Mail contrib was refactored to have optional Command classes `CmdMail` for OOC+IC mail (added
to the CharacterCmdSet and `CmdMailCharacter` for IC-only mailing between chars (added to CharacterCmdSet)
### Translations
- Simplified chinese, courtesy of user MaxAlex.
## Evennia 0.8
> 2017-2018
> Released Nov 2018
### Requirements
- Up requirements to Django 1.11.x, Twisted 18 and pillow 5.2.0
- Add `inflect` dependency for automatic pluralization of object names.
### Server/Portal
- Removed `evennia_runner`, completely refactor `evennia_launcher.py` (the 'evennia' program)
with different functionality).
- Both Portal/Server are now stand-alone processes (easy to run as daemon)
- Made Portal the AMP Server for starting/restarting the Server (the AMP client)
- Dynamic logging now happens using `evennia -l` rather than by interactive mode.
- Made AMP secure against erroneous HTTP requests on the wrong port (return error messages).
- The `evennia istart` option will start/switch the Server in foreground (interactive) mode, where it logs
to terminal and can be stopped with Ctrl-C. Using `evennia reload`, or reloading in-game, will
return Server to normal daemon operation.
- For validating passwords, use safe Django password-validation backend instead of custom Evennia one.
- Alias `evennia restart` to mean the same as `evennia reload`.
### Prototype changes
- New OLC started from `olc` command for loading/saving/manipulating prototypes in a menu.
- Moved evennia/utils/spawner.py into the new evennia/prototypes/ along with all new
functionality around prototypes.
- A new form of prototype - database-stored prototypes, editable from in-game, was added. The old,
module-created prototypes remain as read-only prototypes.
- All prototypes must have a key `prototype_key` identifying the prototype in listings. This is
checked to be server-unique. Prototypes created in a module will use the global variable name they
are assigned to if no `prototype_key` is given.
- Prototype field `prototype` was renamed to `prototype_parent` to avoid mixing terms.
- All prototypes must either have `typeclass` or `prototype_parent` defined. If using
`prototype_parent`, `typeclass` must be defined somewhere in the inheritance chain. This is a
change from Evennia 0.7 which allowed 'mixin' prototypes without `typeclass`/`prototype_key`. To
make a mixin now, give it a default typeclass, like `evennia.objects.objects.DefaultObject` and just
override in the child as needed.
- Spawning an object using a prototype will automatically assign a new tag to it, named the same as
the `prototype_key` and with the category `from_prototype`.
- The spawn command was extended to accept a full prototype on one line.
- The spawn command got the /save switch to save the defined prototype and its key
- The command spawn/menu will now start an OLC (OnLine Creation) menu to load/save/edit/spawn prototypes.
### EvMenu
- Added `EvMenu.helptext_formatter(helptext)` to allow custom formatting of per-node help.
- Added `evennia.utils.evmenu.list_node` decorator for turning an EvMenu node into a multi-page listing.
- A `goto` option callable returning None (rather than the name of the next node) will now rerun the
current node instead of failing.
- Better error handling of in-node syntax errors.
- Improve dedent of default text/helptext formatter. Right-strip whitespace.
- Add `debug` option when creating menu - this turns off persistence and makes the `menudebug`
command available for examining the current menu state.
### Webclient
- Webclient now uses a plugin system to inject new components from the html file.
- Split-windows - divide input field into any number of horizontal/vertical panes and
assign different types of server messages to them.
- Lots of cleanup and bug fixes.
- Hot buttons plugin (friarzen) (disabled by default).
### Locks
- New function `evennia.locks.lockhandler.check_lockstring`. This allows for checking an object
against an arbitrary lockstring without needing the lock to be stored on an object first.
- New function `evennia.locks.lockhandler.validate_lockstring` allows for stand-alone validation
of a lockstring.
- New function `evennia.locks.lockhandler.get_all_lockfuncs` gives a dict {"name": lockfunc} for
all available lock funcs. This is useful for dynamic listings.
### Utils
- Added new `columnize` function for easily splitting text into multiple columns. At this point it
is not working too well with ansi-colored text however.
- Extend the `dedent` function with a new `baseline_index` kwarg. This allows to force all lines to
the indentation given by the given line regardless of if other lines were already a 0 indentation.
This removes a problem with the original `textwrap.dedent` which will only dedent to the least
indented part of a text.
- Added `exit_cmd` to EvMore pager, to allow for calling a command (e.g. 'look') when leaving the pager.
- `get_all_typeclasses` will return dict `{"path": typeclass, ...}` for all typeclasses available
in the system. This is used by the new `@typeclass/list` subcommand (useful for builders etc).
- `evennia.utils.dbserialize.deserialize(obj)` is a new helper function to *completely* disconnect
a mutable recovered from an Attribute from the database. This will convert all nested `_Saver*`
classes to their plain-Python counterparts.
### General
- Start structuring the `CHANGELOG` to list features in more detail.
- Docker image `evennia/evennia:develop` is now auto-built, tracking the develop branch.
- Inflection and grouping of multiple objects in default room (an box, three boxes)
- `evennia.set_trace()` is now a shortcut for launching pdb/pudb on a line in the Evennia event loop.
- Removed the enforcing of `MAX_NR_CHARACTERS=1` for `MULTISESSION_MODE` `0` and `1` by default.
- Add `evennia.utils.logger.log_sec` for logging security-related messages (marked SS in log).
### Contribs
- `Auditing` (Johnny): Log and filter server input/output for security purposes
- `Build Menu` (vincent-lg): New @edit command to edit object properties in a menu.
- `Field Fill` (Tim Ashley Jenkins): Wraps EvMenu for creating submittable forms.
- `Health Bar` (Tim Ashley Jenkins): Easily create colorful bars/meters.
- `Tree select` (Fluttersprite): Wrap EvMenu to create a common type of menu from a string.
- `Turnbattle suite` (Tim Ashley Jenkins)- the old `turnbattle.py` was moved into its own
`turnbattle/` package and reworked with many different flavors of combat systems:
- `tb_basic` - The basic turnbattle system, with initiative/turn order attack/defense/damage.
- `tb_equip` - Adds weapon and armor, wielding, accuracy modifiers.
- `tb_items` - Extends `tb_equip` with item use with conditions/status effects.
- `tb_magic` - Extends `tb_equip` with spellcasting.
- `tb_range` - Adds system for abstract positioning and movement.
- The `extended_room` contrib saw some backwards-incompatible refactoring:
- All commands now begin with `CmdExtendedRoom`. So before it was `CmdExtendedLook`, now
it's `CmdExtendedRoomLook` etc.
- The `detail` command was broken out of the `desc` command and is now a new, stand-alone command
`CmdExtendedRoomDetail`. This was done to make things easier to extend and to mimic how the detail
command works in the tutorial-world.
- The `detail` command now also supports deleting details (like the tutorial-world version).
- The new `ExtendedRoomCmdSet` includes all the extended-room commands and is now the recommended way
to install the extended-room contrib.
- Updates and some cleanup of existing contribs.
### Internationalization
- Polish translation by user ogotai
# Overview-Changelogs
> These are changelogs from a time before we used formal version numbers.
## Sept 2017:
Release of Evennia 0.7; upgrade to Django 1.11, change 'Player' to
'Account', rework the website template and a slew of other updates.
Info on what changed and how to migrate is found here:
https://groups.google.com/forum/#!msg/evennia/0JYYNGY-NfE/cDFaIwmPBAAJ
## Feb 2017:
New devel branch created, to lead up to Evennia 0.7.
## Dec 2016:
Lots of bugfixes and considerable uptick in contributors. Unittest coverage
and PEP8 adoption and refactoring.
## May 2016:
Evennia 0.6 with completely reworked Out-of-band system, making
the message path completely flexible and built around input/outputfuncs.
A completely new webclient, split into the evennia.js library and a
gui library, making it easier to customize.
## Feb 2016:
Added the new EvMenu and EvMore utilities, updated EvEdit and cleaned up
a lot of the batchcommand functionality. Started work on new Devel branch.
## Sept 2015:
Evennia 0.5. Merged devel branch, full library format implemented.
## Feb 2015:
Development currently in devel/ branch. Moved typeclasses to use
django's proxy functionality. Changed the Evennia folder layout to a
library format with a stand-alone launcher, in preparation for making
an 'evennia' pypy package and using versioning. The version we will
merge with will likely be 0.5. There is also work with an expanded
testing structure and the use of threading for saves. We also now
use Travis for automatic build checking.
## Sept 2014:
Updated to Django 1.7+ which means South dependency was dropped and
minimum Python version upped to 2.7. MULTISESSION_MODE=3 was added
and the web customization system was overhauled using the latest
functionality of django. Otherwise, mostly bug-fixes and
implementation of various smaller feature requests as we got used
to github. Many new users have appeared.
## Jan 2014:
Moved Evennia project from Google Code to github.com/evennia/evennia.
## Nov 2013:
Moved the internal webserver into the Server and added support for
out-of-band protocols (MSDP initially). This large development push
also meant fixes and cleanups of the way attributes were handled.
Tags were added, along with proper handlers for permissions, nicks
and aliases.
## May 2013:
Made players able to control more than one Character at the same
time, through the MULTISESSION_MODE=2 addition. This lead to a lot
of internal changes for the server.
## Oct 2012:
Changed Evennia from the Modified Artistic 1.0 license to the more
standard and permissive BSD license. Lots of updates and bug fixes as
more people start to use it in new ways. Lots of new caching and
speed-ups.
## March 2012:
Evennia's API has changed and simplified slightly in that the
base-modules where removed from game/gamesrc. Instead admins are
encouraged to explicitly create new modules under game/gamesrc/ when
they want to implement their game - gamesrc/ is empty by default
except for the example folders that contain template files to use for
this purpose. We also added the ev.py file, implementing a new, flat
API. Work is ongoing to add support for mud-specific telnet
extensions, notably the MSDP and GMCP out-of-band extensions. On the
community side, evennia's dev blog was started and linked on planet
Mud-dev aggregator.
## Nov 2011:
After creating several different proof-of-concept game systems (in
contrib and privately) as well testing lots of things to make sure the
implementation is basically sound, we are declaring Evennia out of
Alpha. This can mean as much or as little as you want, admittedly -
development is still heavy but the issue list is at an all-time low
and the server is slowly stabilizing as people try different things
with it. So Beta it is!
## Aug 2011:
Split Evennia into two processes: Portal and Server. After a lot of
work trying to get in-memory code-reloading to work, it's clear this
is not Python's forte - it's impossible to catch all exceptions,
especially in asynchronous code like this. Trying to do so results in
hackish, flakey and unstable code. With the Portal-Server split, the
Server can simply be rebooted while players connected to the Portal
remain connected. The two communicates over twisted's AMP protocol.
## May 2011:
The new version of Evennia, originally hitting trunk in Aug2010, is
maturing. All commands from the pre-Aug version, including IRC/IMC2
support works again. An ajax web-client was added earlier in the year,
including moving Evennia to be its own webserver (no more need for
Apache or django-testserver). Contrib-folder added.
## Aug 2010:
Evennia-griatch-branch is ready for merging with trunk. This marks a
rather big change in the inner workings of the server, such as the
introduction of TypeClasses and Scripts (as compared to the old
ScriptParents and Events) but should hopefully bring everything
together into one consistent package as code development continues.
## May 2010:
Evennia is currently being heavily revised and cleaned from
the years of gradual piecemeal development. It is thus in a very
'Alpha' stage at the moment. This means that old code snippets
will not be backwards compatabile. Changes touch almost all
parts of Evennia's innards, from the way Objects are handled
to Events, Commands and Permissions.
## April 2010:
Griatch takes over Maintainership of the Evennia project from
the original creator Greg Taylor.
# Older
Earlier revisions, with previous maintainer, used SVN on Google Code
and have no changelogs.
First commit (Evennia's birthday) was November 20, 2006.

View file

@ -30,7 +30,7 @@ pip install python-twitter
Evennia doesn't have a `tweet` command out of the box so you need to write your own little
[Command](../Components/Commands.md) in order to tweet. If you are unsure about how commands work and how to add
them, it can be an idea to go through the [Adding a Command Tutorial](../Howto/Starting/Part1/Adding-Commands.md)
them, it can be an idea to go through the [Adding a Command Tutorial](../Howtos/Beginner-Tutorial/Part1/Adding-Commands.md)
before continuing.
You can create the command in a separate command module (something like `mygame/commands/tweet.py`)
@ -106,5 +106,5 @@ This shows only a basic tweet setup, other things to do could be:
* Echo your tweets to an in-game channel
Rather than using an explicit command you can set up a Script to send automatic tweets, for example
to post updated game stats. See the [Tweeting Game Stats tutorial](../Howto/Tutorial-Tweeting-Game-Stats.md) for
to post updated game stats. See the [Tweeting Game Stats tutorial](../Howtos/Tutorial-Tweeting-Game-Stats.md) for
help.

View file

@ -1,13 +1,8 @@
# IRC
_Disambiguation: This page is related to using IRC inside an Evennia game. To join the official
Evennia IRC chat, connect to irc.freenode.net and join #evennia. Alternatively, you can [join our
Discord](https://discord.gg/NecFePw), which is mirrored to IRC._
[IRC (Internet Relay Chat)](https://en.wikipedia.org/wiki/Internet_Relay_Chat) is a long standing
chat protocol used by many open-source projects for communicating in real time. By connecting one of
Evennia's [Channels](../Components/Communications.md) to an IRC channel you can communicate also with people not on
Evennia's [Channels](../Components/Channels.md) to an IRC channel you can communicate also with people not on
an mud themselves. You can also use IRC if you are only running your Evennia MUD locally on your
computer (your game doesn't need to be open to the public)! All you need is an internet connection.
For IRC operation you also need [twisted.words](https://twistedmatrix.com/trac/wiki/TwistedWords).

View file

@ -1,4 +1,4 @@
# Running Evennia in Docker
# Installing with Docker
Evennia releases [docker images](https://hub.docker.com/r/evennia/evennia/) which makes
running an Evennia-based game in a Docker container easy.

View file

@ -39,4 +39,4 @@ changes to your code before it will start with Evennia 1.0. Some important point
- The `evennia/contrib/` folder changed structure - there are now categorized sub-folders, so you have to update
your imports.
- Any `web` changes need to be moved back from your backup into the new structure of `web/` manually.
- See the [Evennia 1.0 Changelog](./Changelog.md) for all changes.
- See the [Evennia 1.0 Changelog](../Coding/Changelog.md) for all changes.

View file

@ -96,15 +96,25 @@ To exit the log tailing, enter `Ctrl-C` (`Cmd-C` for Mac). This will not affect
The server configuration file is `mygame/server/settings.py`. It's empty by default. Copy and change
only the settings you want from the [default settings file](./Settings-Default.md).
## Register with the Evennia Game Index (optional)
You can optionally let the world know that you are working on a new Evennia-based game by
registering your server with the _Evennia game index_. You don't have to be
open for players to do this - you just mark your game as closed and "pre-alpha".
evennia connections
See [here](./Evennia-Game-Index.md) for more instructions and please [check out the index](http:games.evennia.com)
beforehand to make sure you don't pick a game name that is already taken - be nice!
## The Next steps
You are good to go!
Evennia comes with a small [Tutorial World](../Howto/Starting/Part1/Tutorial-World.md) to experiment and learn from. After logging
Evennia comes with a small [Tutorial World](../Howtos/Beginner-Tutorial/Part1/Tutorial-World.md) to experiment and learn from. After logging
in, you can create it by running
batchcommand tutorial_world.build
Next, why not head into the [Starting Tutorial](../Howto/Starting/Part1/Starting-Part1.md)
Next, why not head into the [Starting Tutorial](../Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Part1-Intro.md)
to learn how to start making your new game!

View file

@ -1,6 +1,5 @@
# Online Setup
Evennia development can be made without any Internet connection beyond fetching updates. At some
point however, you are likely to want to make your game visible online, either as part opening it to
the public or to allow other developers or beta testers access to it.
@ -18,6 +17,7 @@ remote hosting later in this document.
Out of the box, Evennia uses three ports for outward communication. If your computer has a firewall,
these should be open for in/out communication (and only these, other ports used by Evennia are
internal to your computer only).
- `4000`, telnet, for traditional mud clients
- `4001`, HTTP for the website)
- `4002`, websocket, for the web client
@ -66,7 +66,7 @@ web services you are running through this router though.
You can connect Evennia to the Internet without any changes to your settings. The default settings
are easy to use but are not necessarily the safest. You can customize your online presence in your
[settings file](./Server-Conf.md#settings-file). To have Evennia recognize changed port settings you have
[settings file](./Settings.md#settings-file). To have Evennia recognize changed port settings you have
to do a full `evennia reboot` to also restart the Portal and not just the Server component.
Below is an example of a simple set of settings, mostly using the defaults. Evennia will require

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@ -1,19 +1,18 @@
# Server Conf
# Game Settings and Configuration direcotry
Evennia runs out of the box without any changes to its settings. But there are several important
ways to customize the server and expand it with your own plugins.
All game-specific settings are located in the `mygame/server/conf/` directory.
## Settings file
The "Settings" file referenced throughout the documentation is the file
`mygame/server/conf/settings.py`. This is automatically created on the first run of `evennia --init`
(see the [Setup Quickstart](./Installation.md) page).
`mygame/server/conf/settings.py`.
Your new `settings.py` is relatively bare out of the box. Evennia's core settings file is actually
[evennia/settings_default.py](https://github.com/evennia/evennia/blob/master/evennia/settings_default.py)
and is considerably more extensive (it is also heavily documented so you should refer to this file
directly for the available settings).
Your new `settings.py` is relatively bare out of the box. Evennia's core settings file is
the [Settings-Default file](./Settings-Default.md) and is considerably more extensive. It is also
heavily documented and up-to-date, so you should refer to this file directly for the available settings.
Since `mygame/server/conf/settings.py` is a normal Python module, it simply imports
`evennia/settings_default.py` into itself at the top.
@ -46,9 +45,9 @@ Each setting appears as a property on the imported `settings` object. You can a
possible options with `evennia.settings_full` (this also includes advanced Django defaults that are
not touched in default Evennia).
> It should be pointed out that when importing `settings` into your code like this, it will be *read
> When importing `settings` into your code like this, it will be *read
only*. You *cannot* edit your settings from your code! The only way to change an Evennia setting is
to edit `mygame/server/conf/settings.py` directly. You also generally need to restart the server
to edit `mygame/server/conf/settings.py` directly. You will also need to restart the server
(possibly also the Portal) before a changed setting becomes available.
## Other files in the `server/conf` directory
@ -94,11 +93,4 @@ by modifying things further down the line (on the command parse level) than here
- *at_search.py* - this allows for replacing the way Evennia handles search results. It allows to
change how errors are echoed and how multi-matches are resolved and reported (like how the default
understands that "2-ball" should match the second "ball" object if there are two of them in the
room).
## ServerConf
There is a special database model called `ServerConf` that stores server internal data and settings
such as current account count (for interfacing with the webserver), startup status and many other
things. It's rarely of use outside the server core itself but may be good to
know about if you are an Evennia developer.
room).

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@ -1,35 +1,48 @@
# Server Setup and Life
This documentation covers how to setup and maintain the server, from first install to opening your game to the public.
This documentation covers how to setup and maintain the server,
from first install to opening your game to the public.
## Installation & running
- [Installation & Setup quick-start](./Installation.md) - one page to quickly get you going
- [Extended Install instructions](./Installation-Git.md) - if you have trouble or want to contribute to Evennia itself
- [Running through Docker](./Installation-Docker.md) - alternative install method, useful for quick deployment on remote servers
- [Installing Evennia on Android](./Installation-Android.md) - for those craving a mobile life
- [Controlling the server](./Start-Stop-Reload.md) - an extended view on how to start/stop/update the server
```{toctree}
:maxdepth: 2
## Installing custom game dirs
- [Installing Arxcode](../Contribs/Arxcode-Installation.md) - a custom gamedir based on the popular Evennia game [Arx](https://play.arxgame.org/)
Installation
Installation-Git
Installation-Docker
Installation-Troubleshooting
Installation-Android
Installation-Upgrade
Installation-Non-Interactive
Start-Stop-Reload
```
## Configuring
- [The settings file](./Settings-Default.md) - how and where to change the main settings of the server
- [Change database engine](./Choosing-An-SQL-Server.md) - if you want to use something other than SQLite3
- [Evennia game index](./Evennia-Game-Index.md) - register your upcoming game with the index to start the hype going
```{toctree}
:maxdepth: 2
Settings
Settings-Default
Choosing-An-SQL-Server
Evennia-Game-Index
IRC
Grapevine
RSS
How-to-connect-Evennia-to-Twitter
Client-Support-Grid
- [Chat on IRC](./IRC.md) - how to link your game's channels to an external [IRC](https://en.wikipedia.org/wiki/Internet_Relay_Chat) channel
- [Chat on Grapevine](./Grapevine.md) - how to link your game's channels the [Grapevine](https://grapevine.haus/) mud network/chat
- [Messages to RSS](./RSS.md) - have your game notify people through RSS
- [Messages to Twitter](./How-to-connect-Evennia-to-Twitter.md) - have Evennia send messages to [Twitter](https://twitter.com/) (requires some coding)
```
## Going public
- [Notes about security](./Security.md) - some things to think about to stay safe(r)
- [Using HAProxy](./HAProxy-Config.md) - putting a proxy in front of the game server for security
- [Using Apache as a webserver](./Apache-Config.md) - use Apache instead of Evennia's webserver (limited support)
- [Taking your server online](./Online-Setup.md) - decide on where to host and configure your game for production
- [Client support grid](./Client-Support-Grid.md) - clients known to work (or not) with Evennia
```{toctree}
:maxdepth: 2
Online-Setup
Security
HAProxy-Config
Apache-Config
```