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Change to MyST parser
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443 changed files with 4925 additions and 3524 deletions
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@ -5,14 +5,14 @@ An Evennia *Session* represents one single established connection to the server.
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Evennia session, it is possible for a person to connect multiple times, for example using different
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clients in multiple windows. Each such connection is represented by a session object.
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A session object has its own [cmdset](./Command-Sets), usually the "unloggedin" cmdset. This is what
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A session object has its own [cmdset](./Command-Sets.md), usually the "unloggedin" cmdset. This is what
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is used to show the login screen and to handle commands to create a new account (or
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[Account](./Accounts) in evennia lingo) read initial help and to log into the game with an existing
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[Account](./Accounts.md) in evennia lingo) read initial help and to log into the game with an existing
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account. A session object can either be "logged in" or not. Logged in means that the user has
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authenticated. When this happens the session is associated with an Account object (which is what
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holds account-centric stuff). The account can then in turn puppet any number of objects/characters.
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> Warning: A Session is not *persistent* - it is not a [Typeclass](./Typeclasses) and has no
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> Warning: A Session is not *persistent* - it is not a [Typeclass](./Typeclasses.md) and has no
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connection to the database. The Session will go away when a user disconnects and you will lose any
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custom data on it if the server reloads. The `.db` handler on Sessions is there to present a uniform
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API (so you can assume `.db` exists even if you don't know if you receive an Object or a Session),
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@ -26,13 +26,13 @@ Here are some important properties available on (Server-)Sessions
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- `sessid` - The unique session-id. This is an integer starting from 1.
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- `address` - The connected client's address. Different protocols give different information here.
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- `logged_in` - `True` if the user authenticated to this session.
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- `account` - The [Account](./Accounts) this Session is attached to. If not logged in yet, this is
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- `account` - The [Account](./Accounts.md) this Session is attached to. If not logged in yet, this is
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`None`.
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- `puppet` - The [Character/Object](./Objects) currently puppeted by this Account/Session combo. If
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- `puppet` - The [Character/Object](./Objects.md) currently puppeted by this Account/Session combo. If
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not logged in or in OOC mode, this is `None`.
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- `ndb` - The [Non-persistent Attribute](./Attributes) handler.
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- `ndb` - The [Non-persistent Attribute](./Attributes.md) handler.
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- `db` - As noted above, Sessions don't have regular Attributes. This is an alias to `ndb`.
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- `cmdset` - The Session's [CmdSetHandler](./Command-Sets)
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- `cmdset` - The Session's [CmdSetHandler](./Command-Sets.md)
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Session statistics are mainly used internally by Evennia.
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@ -99,7 +99,7 @@ transparently detect which session was triggering the command (if any) and redir
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`command.msg()` is often the safest bet.
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You can get the `session` in two main ways:
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* [Accounts](./Accounts) and [Objects](./Objects) (including Characters) have a `sessions` property.
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* [Accounts](./Accounts.md) and [Objects](./Objects.md) (including Characters) have a `sessions` property.
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This is a *handler* that tracks all Sessions attached to or puppeting them. Use e.g.
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`accounts.sessions.get()` to get a list of Sessions attached to that entity.
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* A Command instance has a `session` property that always points back to the Session that triggered
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@ -132,7 +132,7 @@ changes carefully.
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*Note: This is considered an advanced topic. You don't need to know this on a first read-through.*
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Evennia is split into two parts, the [Portal and the Server](./Portal-And-Server). Each side tracks
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Evennia is split into two parts, the [Portal and the Server](./Portal-And-Server.md). Each side tracks
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its own Sessions, syncing them to each other.
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The "Session" we normally refer to is actually the `ServerSession`. Its counter-part on the Portal
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@ -172,7 +172,7 @@ server reboot (assuming the Portal is not stopped at the same time, obviously).
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Both the Portal and Server each have a *sessionhandler* to manage the connections. These handlers
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are global entities contain all methods for relaying data across the AMP bridge. All types of
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Sessions hold a reference to their respective Sessionhandler (the property is called
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`sessionhandler`) so they can relay data. See [protocols](../Concepts/Custom-Protocols) for more info
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`sessionhandler`) so they can relay data. See [protocols](../Concepts/Custom-Protocols.md) for more info
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on building new protocols.
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To get all Sessions in the game (i.e. all currently connected clients), you access the server-side
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