mirror of
https://github.com/evennia/evennia.git
synced 2026-03-16 21:06:30 +01:00
Reorganize docs into flat folder layout
This commit is contained in:
parent
106558cec0
commit
892d8efb93
135 changed files with 34 additions and 1180 deletions
120
docs/source/Coding/Quirks.md
Normal file
120
docs/source/Coding/Quirks.md
Normal file
|
|
@ -0,0 +1,120 @@
|
|||
# Quirks
|
||||
|
||||
|
||||
This is a list of various quirks or common stumbling blocks that people often ask about or report
|
||||
when using (or trying to use) Evennia. They are not bugs.
|
||||
|
||||
### Forgetting to use @reload to see changes to your typeclasses
|
||||
|
||||
Firstly: Reloading the server is a safe and usually quick operation which will *not* disconnect any
|
||||
accounts.
|
||||
|
||||
New users tend to forget this step. When editing source code (such as when tweaking typeclasses and
|
||||
commands or adding new commands to command sets) you need to either use the in-game `@reload`
|
||||
command or, from the command line do `python evennia.py reload` before you see your changes.
|
||||
|
||||
### Web admin to create new Account
|
||||
|
||||
If you use the default login system and are trying to use the Web admin to create a new Player
|
||||
account, you need to consider which `MULTIACCOUNT_MODE` you are in. If you are in
|
||||
`MULTIACCOUNT_MODE` `0` or `1`, the login system expects each Account to also have a Character
|
||||
object named the same as the Account - there is no character creation screen by default. If using
|
||||
the normal mud login screen, a Character with the same name is automatically created and connected
|
||||
to your Account. From the web interface you must do this manually.
|
||||
|
||||
So, when creating the Account, make sure to also create the Character *from the same form* as you
|
||||
create the Account from. This should set everything up for you. Otherwise you need to manually set
|
||||
the "account" property on the Character and the "character" property on the Account to point to each
|
||||
other. You must also set the lockstring of the Character to allow the Account to "puppet" this
|
||||
particular character.
|
||||
|
||||
### Mutable attributes and their connection to the database
|
||||
|
||||
When storing a mutable object (usually a list or a dictionary) in an Attribute
|
||||
|
||||
```python
|
||||
object.db.mylist = [1,2,3]
|
||||
```
|
||||
|
||||
you should know that the connection to the database is retained also if you later extract that
|
||||
Attribute into another variable (what is stored and retrieved is actually a `PackedList` or a
|
||||
`PackedDict` that works just like their namesakes except they save themselves to the database when
|
||||
changed). So if you do
|
||||
|
||||
```python
|
||||
alist = object.db.mylist
|
||||
alist.append(4)
|
||||
```
|
||||
|
||||
this updates the database behind the scenes, so both `alist` and `object.db.mylist` are now
|
||||
`[1,2,3,4]`
|
||||
|
||||
If you don't want this, Evennia provides a way to stably disconnect the mutable from the database by
|
||||
use of `evennia.utils.dbserialize.deserialize`:
|
||||
|
||||
```python
|
||||
from evennia.utils.dbserialize import deserialize
|
||||
|
||||
blist = deserialize(object.db.mylist)
|
||||
blist.append(4)
|
||||
```
|
||||
|
||||
The property `blist` is now `[1,2,3,4]` whereas `object.db.mylist` remains unchanged. If you want to
|
||||
update the database you'd need to explicitly re-assign the updated data to the `mylist` Attribute.
|
||||
|
||||
### Commands are matched by name *or* alias
|
||||
|
||||
When merging [command sets](Commands) it's important to remember that command objects are identified
|
||||
*both* by key *or* alias. So if you have a command with a key `look` and an alias `ls`, introducing
|
||||
another command with a key `ls` will be assumed by the system to be *identical* to the first one.
|
||||
This usually means merging cmdsets will overload one of them depending on priority. Whereas this is
|
||||
logical once you know how command objects are handled, it may be confusing if you are just looking
|
||||
at the command strings thinking they are parsed as-is.
|
||||
|
||||
### Objects turning to `DefaultObject`
|
||||
|
||||
A common confusing error for new developers is finding that one or more objects in-game are suddenly
|
||||
of the type `DefaultObject` rather than the typeclass you wanted it to be. This happens when you
|
||||
introduce a critical Syntax error to the module holding your custom class. Since such a module is
|
||||
not valid Python, Evennia can't load it at all to get to the typeclasses within. To keep on running,
|
||||
Evennia will solve this by printing the full traceback to the terminal/console and temporarily fall
|
||||
back to the safe `DefaultObject` until you fix the problem and reload. Most errors of this kind will
|
||||
be caught by any good text editors. Keep an eye on the terminal/console during a reload to catch
|
||||
such errors - you may have to scroll up if your window is small.
|
||||
|
||||
### Overriding of magic methods
|
||||
|
||||
Python implements a system of [magic
|
||||
methods](https://docs.python.org/3/reference/datamodel.html#emulating-container-types), usually
|
||||
prefixed and suffixed by double-underscores (`__example__`) that allow object instances to have
|
||||
certain operations performed on them without needing to do things like turn them into strings or
|
||||
numbers first-- for example, is `obj1` greater than or equal to `obj2`?
|
||||
|
||||
Neither object is a number, but given `obj1.size == "small"` and `obj2.size == "large"`, how might
|
||||
one compare these two arbitrary English adjective strings to figure out which is greater than the
|
||||
other? By defining the `__ge__` (greater than or equal to) magic method on the object class in which
|
||||
you figure out which word has greater significance, perhaps through use of a mapping table
|
||||
(`{'small':0, 'large':10}`) or other lookup and comparing the numeric values of each.
|
||||
|
||||
Evennia extensively makes use of magic methods on typeclasses to do things like initialize objects,
|
||||
check object existence or iterate over objects in an inventory or container. If you override or
|
||||
interfere with the return values from the methods Evennia expects to be both present and working, it
|
||||
can result in very inconsistent and hard-to-diagnose errors.
|
||||
|
||||
The moral of the story-- it can be dangerous to tinker with magic methods on typeclassed objects.
|
||||
Try to avoid doing so.
|
||||
|
||||
### Known upstream bugs
|
||||
|
||||
- There is currently (Autumn 2017) a bug in the `zope.interface` installer on some Linux Ubuntu
|
||||
distributions (notably Ubuntu 16.04 LTS). Zope is a dependency of Twisted. The error manifests in
|
||||
the server not starting with an error that `zope.interface` is not found even though `pip list`
|
||||
shows it's installed. The reason is a missing empty `__init__.py` file at the root of the zope
|
||||
package. If the virtualenv is named "evenv" as suggested in the [Getting Started](Getting-Started)
|
||||
instructions, use the following command to fix it:
|
||||
|
||||
```shell
|
||||
touch evenv/local/lib/python2.7/site-packages/zope/__init__.py
|
||||
```
|
||||
|
||||
This will create the missing file and things should henceforth work correctly.
|
||||
Loading…
Add table
Add a link
Reference in a new issue