* Implemented a non-persistent cache in src/cache.py. The cache is lost when restarting the server but it has the advantage of not hitting the database, and so is useful for implementing things that should be remembered over time but does not need to be persistently saved in the database at every point, like fast-updating combat systems, timers etc. Using the cache can substantially cut down on database access at the cost of memory comsumption. It is easiest accessed through the object model using normal dot notation. So to store a variable in volatile memory e.g. from your script parent, you can do things like self.scripted_obj.cache.myvariable = variable and be sure that later (unless there was a reboot) doing self.scripted_obj.cache.myvariable will return the value you stored there.

* OBS - doing e.g. self.scripted_obj.myvariable = variable was always iffy and since a few revisions back this will NOT work - this is because the objects are now consistently synced with the database (in the past this was not done consistently which caused strange behaviour).
* Fixed some bugs in the multi-word command handler. It can handle multi-word exits as well now.
This commit is contained in:
Griatch 2009-11-01 15:12:38 +00:00
parent af19724bb2
commit 642932a403
9 changed files with 177 additions and 58 deletions

79
src/cache.py Normal file
View file

@ -0,0 +1,79 @@
"""
The cache module implements a volatile storage
object mechanism for Evennia.
Data stored using this module is stored in
memory (so requires no database access). The
drawback is that it will be lost upon a
reboot. It is however @reload-safe unless
explicitly flushed with @reload/cache (the cache
is not flushed with @reload/all)
Access I/O of the cache is normally done through
the object model, using e.g.
source_object.cache.variable = data
or
data = source_object.cache.variable
"""
# global storage. This can be references directly, but most
# transparently it's accessed through the object model.
CACHE = {}
class Cache(dict):
"""
This storage object is stored to act as a save target for
volatile variables through use of object properties. It
can also be used as a dict if desired. It lists the contents
of itself and makes sure to return None of the sought attribute
is not set on itself (so test = cache.var will set test to None
if cache has no attribute var instead of raising a traceback).
Each Cache object is intended to store the volatile properties
of one in-game database object or one user-defined application.
"""
def __str__(self):
"""
Printing the cache object shows all properties
stored on it.
"""
return ", ".join(sorted(self.__dict__.keys()))
def __getattr__(self, name):
"""
Make sure to return None if the attribute is not set.
(instead of the usual traceback)
"""
return self.__dict__.get(name, None)
def get(cache_key):
"""
Retrieve a cache object from the storage. This is primarily
used by the objects.models.Object.cache property.
cache_key - identifies the cache storage area (e.g. an object dbref)
"""
if cache_key not in CACHE:
CACHE[cache_key] = Cache()
return CACHE[cache_key]
def flush(cache_key=None):
"""
Clears a particular cache_key from memory. If
no key is given, entire cache is flushed.
"""
global CACHE
if cache_key == None:
CACHE = {}
elif cache_key in CACHE:
del CACHE[cache_key]
def show():
"""
Show objects stored in cache
"""
return CACHE.keys()

View file

@ -89,8 +89,9 @@ class Command(object):
# add a space after the raw input; this cause split() to always
# create a list with at least two entries.
raw = "%s " % self.raw_input
cmd_words = raw.split()
raw = "%s " % self.raw_input
cmd_words = raw.split(' ')
try:
if '/' in cmd_words[0]:
# if we have switches we directly go for the first command form.
@ -112,8 +113,9 @@ class Command(object):
# as tuples (commandname, args). They are stored with
# the longest possible name first.
try:
command_alternatives.append( (" ".join(cmd_words[:spacecount+1]),
" ".join(cmd_words[spacecount+1:])) )
command_alternatives.append( (" ".join([w.strip()
for w in cmd_words[:spacecount+1]]).strip(),
" ".join(cmd_words[spacecount+1:]).strip()) )
except IndexError:
continue
if command_alternatives:
@ -362,6 +364,8 @@ def command_table_lookup(command, command_table, eval_perms=True,
"""
cmdtuple = None
if command.command_alternatives:
#print "alternatives:",command.command_alternatives
#print command_table.ctable
# we have command alternatives (due to spaces in command definition)
for cmd_alternative in command.command_alternatives:
# the alternatives are ordered longest -> shortest.
@ -375,7 +379,7 @@ def command_table_lookup(command, command_table, eval_perms=True,
if not cmdtuple:
# None of the alternatives match, go with the default one-word name
cmdtuple = command_table.get_command_tuple(command.command_string)
if cmdtuple:
# if we get here we have found a command match in the table
if test:
@ -411,8 +415,9 @@ def match_neighbor_ctables(command,test=False):
location = source_object.get_location()
if location:
# get all objects, including the current room
neighbors = location.get_contents() + [location]
neighbors = location.get_contents() + [location] + source_object.get_contents()
for neighbor in neighbors:
#print "neighbor:", neighbor
if command_table_lookup(command,
neighbor.scriptlink.command_table,
test=test, neighbor=neighbor):

View file

@ -136,7 +136,7 @@ def parse_batchbuild_file(filename):
else: #comment
if curr_cmd:
commands.append(curr_cmd.strip())
curr_cmd = ""
curr_cmd = ""
if curr_cmd: commands.append(curr_cmd.strip())
#second round to clean up now merged line edges etc.
@ -145,7 +145,6 @@ def parse_batchbuild_file(filename):
#remove eventual newline at the end of commands
commands = [c.strip('\r\n') for c in commands]
return commands
def batch_process(source_object, commands):
@ -202,7 +201,6 @@ def cmd_batchprocess(command):
if not source_object.set_state(STATENAME):
source_object.emit_to("You cannot use the interactive mode while you have the flag ADMIN_NOSTATE set.")
return
CMDSTACKS[source_object] = commands
STACKPTRS[source_object] = 0
FILENAMES[source_object] = filename
@ -263,10 +261,10 @@ def process_commands(source_object, steps=0):
for cmd in cmds:
#this so it is kept in case of traceback
STACKPTRS[source_object] = ptr + 1
show_curr(source_object)
#show_curr(source_object)
source_object.execute_cmd(cmd)
else:
show_curr(source_object)
#show_curr(source_object)
source_object.execute_cmd(commands[ptr])
def reload_stack(source_object):
@ -298,7 +296,7 @@ def exit_state(source_object):
# (to avoid accidental drop-outs by rooms clearing a player's state),
# we have to clear the state directly here.
source_object.state = None
def cmd_state_ll(command):
"""
ll

View file

@ -44,14 +44,15 @@ def cmd_teleport(command):
# a direct teleport, @tel <destination>.
if len(eq_args) > 1:
# Equal sign teleport.
victim = source_object.search_for_object(eq_args[0])
victim = source_object.search_for_object(eq_args[0].strip())
# Use search_for_object to handle duplicate/nonexistant results.
if not victim:
return
if victim.is_room():
source_object.emit_to("You can't teleport a room.")
return
destination = source_object.search_for_object_global(eq_args[1],exact_match=True,
destination = source_object.search_for_object_global(eq_args[1].strip(),
exact_match=True,
limit_types=[defines_global.OTYPE_THING,
defines_global.OTYPE_ROOM])
if not destination:
@ -63,7 +64,7 @@ def cmd_teleport(command):
victim.move_to(destination, quiet=tel_quietly)
else:
# Direct teleport (no equal sign)
target_obj = source_object.search_for_object_global(eq_args[0],exact_match=True,
target_obj = source_object.search_for_object_global(eq_args[0].strip(),exact_match=True,
limit_types=[defines_global.OTYPE_THING,
defines_global.OTYPE_ROOM])
# Use search_for_object to handle duplicate/nonexistant results.
@ -997,7 +998,10 @@ def cmd_dig(command):
arg_list = args.split("=",1)
if len(arg_list) < 2:
#just create a room, no exits
room_name = arg_list[0].strip()
try:
room_name, room_parent = [s.strip() for s in arg_list[0].split(":",1)]
except ValueError:
room_name = arg_list[0].strip()
else:
#deal with args left of =
larg = arg_list[0]
@ -1596,7 +1600,10 @@ def cmd_examine(command):
locks = target_obj.get_attribute_value("LOCKS")
if locks and "%s" % locks:
string += str("Locks: %s" % locks) + newl
state = target_obj.get_state()
if state:
string += str("State: %s" % state) + newl
# Contents container lists for sorting by type.
con_players = []
con_things = []

View file

@ -14,7 +14,7 @@ from src.helpsys.models import HelpEntry
from src.helpsys import helpsystem
from src.config.models import CommandAlias
from src.config import edit_aliases
from src import cache
def cmd_reload(command):
"""
@reload - reload game subsystems
@ -26,30 +26,41 @@ def cmd_reload(command):
aliases - alias definitions
commands - the command modules
scripts, parents - the script parent modules
all
all - reload all of the above
Reloads all the identified subsystems.
cache - flush the volatile cache (warning, this
might cause unexpected results if your
script parents use the cache a lot)
reset - flush cache then reload all
Reloads all the identified subsystems. Flushing the cache is
generally not needed outside the main game development.
"""
source_object = command.source_object
switches = command.command_switches
if not switches or switches[0] not in ['all','aliases','alias',
'commands','command',
'scripts','parents']:
'scripts','parents',
'cache','reset']:
source_object.emit_to("Usage: @reload/<aliases|scripts|commands|all>")
return
switch = switches[0]
sname = source_object.get_name(show_dbref=False)
if switch in ["all","aliases","alias"]:
#reload Aliases
if switch in ["reset", "cache"]:
# Clear the volatile cache
cache.flush()
comsys.cemit_mudinfo("%s flushed the non-persistent cache." % sname)
if switch in ["reset","all","aliases","alias"]:
# Reload Aliases
command.session.server.reload_aliases(source_object=source_object)
comsys.cemit_mudinfo("%s reloaded Aliases." % sname)
if switch in ["all","scripts","parents"]:
#reload Script parents
if switch in ["reset","all","scripts","parents"]:
# Reload Script parents
rebuild_cache()
comsys.cemit_mudinfo("%s reloaded Script parents." % sname)
if switch in ["all","commands","command"]:
#reload command objects.
if switch in ["reset","all","commands","command"]:
# Reload command objects.
comsys.cemit_mudinfo("%s is reloading Command modules ..." % sname)
command.session.server.reload(source_object=command.source_object)
comsys.cemit_mudinfo("... all Command modules were reloaded.")

View file

@ -174,7 +174,9 @@ class ObjectManager(models.Manager):
defines_global.OTYPE_GOING])
def local_object_script_parent_search(self, script_parent, location):
o_query = self.filter(script_parent__exact=script_parent).filter(location__iexact=location)
o_query = self.filter(script_parent__exact=script_parent)
if o_query:
o_query = o_query.filter(location__iexact=location)
return o_query.exclude(type__in=[defines_global.OTYPE_GARBAGE,
defines_global.OTYPE_GOING])
@ -367,12 +369,13 @@ class ObjectManager(models.Manager):
# If the search string is one of the following, return immediately with
# the appropriate result.
if searcher.get_location().dbref_match(ostring) or ostring == 'here':
return [searcher.get_location()]
elif ostring == 'me' and searcher:
return [searcher]
if search_query[0] == "*":
if search_query and search_query[0] == "*":
# Player search- gotta search by name or alias
search_target = search_query[1:]
player_match = self.player_name_search(search_target)

View file

@ -21,6 +21,7 @@ from src import scripthandler
from src import defines_global
from src import session_mgr
from src import logger
from src import cache
# Import as the absolute path to avoid local variable clashes.
import src.flags
@ -887,6 +888,8 @@ class Object(models.Model):
functions_general.log_errmsg("Object '%s(#%d)' has invalid location: #%s" % \
(self.name,self.id,self.location_id))
return False
def get_scriptlink(self):
"""
@ -905,6 +908,20 @@ class Object(models.Model):
return None
# Set a property to make accessing the scriptlink more transparent.
scriptlink = property(fget=get_scriptlink)
def get_cache(self):
"""
Returns an object's volatile cache (in-memory storage)
"""
return cache.get(self.dbref())
def del_cache(self):
"""
Cleans the object cache for this object
"""
cache.flush(self.dbref())
cache = property(fget=get_cache, fdel=del_cache)
def get_script_parent(self):
"""
@ -1121,7 +1138,7 @@ class Object(models.Model):
"""
Returns the player's current state.
"""
return self.state
return self.cache.state
def set_state(self, state_name=None):
"""
@ -1136,7 +1153,7 @@ class Object(models.Model):
"""
if not self.is_player():
return False
if self.is_superuser():
# we have to deal with superusers separately since
# they would always appear to have the genperm.admin_nostate
@ -1148,12 +1165,12 @@ class Object(models.Model):
# for other users we request the permission as normal.
nostate = self.has_perm("genperms.admin_nostate")
# we never enter other states if we are in the interactive batch processor.
nostate = nostate or self.state == "_interactive batch processor"
# we never enter other states if we are already in the interactive batch processor.
nostate = nostate or self.get_state() == "_interactive batch processor"
if nostate:
return False
self.state = state_name
self.cache.state = state_name
return True

View file

@ -22,7 +22,7 @@ def add_event(event):
"""
#don't add multiple instances of the same event, instead replace
if event in schedule:
if event in schedule:
schedule[schedule.index(event)] = event
return
else:
@ -36,4 +36,4 @@ def del_event(event):
if event in schedule:
i = schedule.index(event)
schedule[i].stop_event_loop()
del schedule[i]
del schedule[i]

View file

@ -47,11 +47,7 @@ class SessionProtocol(StatefulTelnetProtocol):
self.address = self.getClientAddress()
self.name = None
self.uid = None
# This is merely here to serve as a convenient reference. It is not
# necessarily the most up to date version of the object, so it is NOT
# safe to look at pobject's location or any other attributes from
# the Object model.
self.pobject = None
#self.pobject = None
self.logged_in = False
# The time the user last issued a command.
self.cmd_last = time.time()
@ -96,7 +92,7 @@ class SessionProtocol(StatefulTelnetProtocol):
"""
Sends a command to this session's object for processing.
"""
self.pobject.execute_cmd(command_str, session=self)
self.get_pobject().pobject.execute_cmd(command_str, session=self)
def count_command(self, silently=False):
"""
@ -132,17 +128,20 @@ class SessionProtocol(StatefulTelnetProtocol):
self.logged_in = False
session_mgr.remove_session(self)
def get_pobject(self):
def get_pobject(self, log_err=True):
"""
Returns the object associated with a session.
"""
try:
# Cache the result in the session object for quick retrieval.
result = Object.objects.get(id=self.uid)
self.pobject = result
return result
# Cache the result in the session object during
# the login procedure.
#result = Object.objects.get(id=self.uid)
#self.pobject = result
#return result
return Object.objects.get(id=self.uid)
except:
logger.log_errmsg("No pobject match for session uid: %s" % self.uid)
if log_err:
logger.log_errmsg("No pobject match for session uid: %s" % self.uid)
return None
def game_connect_screen(self):
@ -170,13 +169,14 @@ class SessionProtocol(StatefulTelnetProtocol):
self.name = user.username
self.logged_in = True
self.conn_time = time.time()
# This will cache with the first call of this function.
self.get_pobject()
pobject = self.get_pobject()
#session_mgr.disconnect_duplicate_session(self)
if first_login:
self.pobject.scriptlink.at_first_login(self)
self.pobject.scriptlink.at_pre_login(self)
pobject.scriptlink.at_first_login(self)
pobject.scriptlink.at_pre_login(self)
logger.log_infomsg("Logged in: %s" % self)
self.cemit_info('Logged in: %s' % self)
@ -186,12 +186,11 @@ class SessionProtocol(StatefulTelnetProtocol):
user.save()
# In case the account and the object get out of sync, fix it.
if self.pobject.name != user.username:
self.pobject.set_name(user.username)
self.pobject.save()
self.pobject.scriptlink.at_post_login(self)
if pobject.name != user.username:
pobject.set_name(user.username)
pobject.save()
pobject.scriptlink.at_post_login(self)
def msg(self, message):
"""