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Merge.
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commit
b50266623e
3 changed files with 127 additions and 11 deletions
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@ -176,6 +176,9 @@ class ObjectDB(TypedObject):
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# If this is a character object, the player is connected here.
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db_player = models.ForeignKey("players.PlayerDB", blank=True, null=True, verbose_name='player',
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help_text='a Player connected to this object, if any.')
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# the session id associated with this player, if any
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db_sessid = models.IntegerField(null=True, verbose_name="session id",
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help_text="unique session id of connected Player, if any."
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# The location in the game world. Since this one is likely
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# to change often, we set this with the 'location' property
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# to transparently handle Typeclassing.
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@ -191,7 +194,6 @@ class ObjectDB(TypedObject):
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# database storage of persistant cmdsets.
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db_cmdset_storage = models.CharField('cmdset', max_length=255, null=True, blank=True,
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help_text="optional python path to a cmdset class.")
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# Database manager
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objects = ObjectManager()
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@ -260,6 +262,30 @@ class ObjectDB(TypedObject):
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del_field_cache(self, "player")
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player = property(__player_get, __player_set, __player_del)
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# sessid property (wraps db_sessid)
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#@property
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def __sessid_get(self):
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"""
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Getter. Allows for value = self.sessid. Since sessid
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is directly related to self.player, we cannot have
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a sessid without a player being connected (but the
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opposite could be true).
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"""
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if not get_field_cache(self, "player"):
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del_field_cache(self, "sessid")
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return get_field_cache(self, "sessid")
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#@player.setter
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def __sessid_set(self, player):
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"Setter. Allows for self.player = value"
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if inherits_from(player, TypeClass):
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player = player.dbobj
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set_field_cache(self, "player", player)
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#@player.deleter
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def __player_del(self):
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"Deleter. Allows for del self.player"
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del_field_cache(self, "player")
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player = property(__player_get, __player_set, __player_del)
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# location property (wraps db_location)
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#@property
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def __location_get(self):
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@ -163,6 +163,7 @@ class PlayerDB(TypedObject):
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# Use the property 'obj' to access.
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db_obj = models.ForeignKey("objects.ObjectDB", null=True, blank=True,
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verbose_name="character", help_text='In-game object.')
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db_objs = models.ManyToManyField("objects.ObjectDB", null=True, verbose_name="characters", help_text="In-game objects.")
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# store a connected flag here too, not just in sessionhandler.
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# This makes it easier to track from various out-of-process locations
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db_is_connected = models.BooleanField(default=False, verbose_name="is_connected", help_text="If player is connected to game or not")
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@ -224,7 +225,7 @@ class PlayerDB(TypedObject):
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#@property
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def character_get(self):
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"Getter. Allows for value = self.character"
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return get_field_cache(self, "obj")
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return get_field_cache(self, "obj)
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#@character.setter
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def character_set(self, character):
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"Setter. Allows for self.character = value"
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@ -236,6 +237,7 @@ class PlayerDB(TypedObject):
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"Deleter. Allows for del self.character"
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del_field_cache(self, "obj")
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character = property(character_get, character_set, character_del)
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# cmdset_storage property
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# This seems very sensitive to caching, so leaving it be for now /Griatch
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#@property
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@ -358,26 +360,111 @@ class PlayerDB(TypedObject):
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# PlayerDB class access methods
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#
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def msg(self, outgoing_string, from_obj=None, data=None):
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def msg(self, outgoing_string, from_obj=None, data=None, sessid=None):
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"""
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Evennia -> User
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This is the main route for sending data back to the user from the server.
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"""
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if from_obj:
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# call hook
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try:
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_GA(from_obj, "at_msg_send")(outgoing_string, to_obj=self, data=data)
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except Exception:
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pass
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if (_GA(self, "character") and not
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_GA(self, "character").at_msg_receive(outgoing_string, from_obj=from_obj, data=data)):
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# the at_msg_receive() hook may block receiving of certain messages
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return
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outgoing_string = utils.to_str(outgoing_string, force_string=True)
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for session in _GA(self, 'sessions'):
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session = None
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if sessid:
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session = _GA(self, "get_session")(sessid)
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if session:
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char = _GA(self, "get_character")(sessid)
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if char and not char.at_msg_receive(outgoing_string, from_obj=from_obj, data=data)):
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# if hook returns false, cancel send
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return
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session.msg(outgoing_string, data)
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else:
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# if no session was specified, send to them all
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for sess in _GA(self, 'get_sessions'):
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sess.msg(outgoing_string, data)
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def inmsg(self, ingoing_string, data, sessid):
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"""
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This is the reverse of msg - used by sessions to relay
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messages/data back into the game. It is normally not called
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from inside game code but only by the serversessions directly.
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ingoing_string - text string (i.e. command string)
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data - dictionary of optional data
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session - session sending this data
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"""
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character = _GA(self, "get_character")(sessid)
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if character:
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# execute command on character
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_GA(character, "execute_cmd")(ingoing_string)
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else:
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# a non-character session; this goes to player directly
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_GA(self, "execute_cmd")(ingoing_string)
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def connect_session(self, sessid):
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"""
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Connect session to this player to a session through
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its session id.
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"""
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def get_sessions(self, sessid=None):
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"""
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Return session with given sessid connected to this player. If sessid is
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not given, return all connected sessions.
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Note that this method will always return a list, even if it only has one
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(or zero) element(s).
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"""
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return SESSIONS.get_session_from_player(self, sessid=sessid)
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def get_character(self, sessid):
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"""
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Get the character connected through this sessid, if any
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"""
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if not sessid: # sessid is always > 0
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return None
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try:
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char = get_prop_cache(self, "_characters").get(sessid)
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except AttributeError:
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set_prop_cache(self, "_characters", {})
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char = None
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if not char:
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char = self.db_objs.filter(player=self, sessid=sessid)
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if char.count():
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chars_cache = get_prop_cache(self, "_characters")
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chars_cache[sessid] = char[0]
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set_prop_cache(self, "_characters")
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return char
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def connect_character(self, character, sessid):
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"""
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Use the Player to connect a Character to a session. Note that
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we don't do any access checks at this point. Note that if the
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game was fully restarted (including the Portal), this must be
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used, since sessids will have changed as players reconnect.
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"""
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character = character.dbobj
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character.player = self
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character.sessid = sessid
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self.db_objs.add(character)
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self.save()
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def disconnect_character(self, character):
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"""
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Disconnect a character from this player.
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"""
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character = character.dbobj
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if self.db_objs.filter(id=_GA(character,"id")):
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self.db_objs.remove(character)
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character.player = None
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character.sessid = None
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self.save()
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def disconnect_all_characters(self):
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for char in self.db_objs.all():
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def swap_character(self, new_character, delete_old_character=False):
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"""
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@ -228,12 +228,15 @@ class ServerSessionHandler(SessionHandler):
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"""
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return len(set(session.uid for session in self.sessions.values() if session.logged_in))
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def sessions_from_player(self, player):
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def sessions_from_player(self, player, sessid=None):
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"""
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Given a player, return any matching sessions.
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"""
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uid = player.uid
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return [session for session in self.sessions.values() if session.logged_in and session.uid == uid]
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if sessid:
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return [session for session in self.sessions.values() if session.logged_in and session.sessid == sessid and session.uid == uid]
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else
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return [session for session in self.sessions.values() if session.logged_in and session.uid == uid]
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def sessions_from_character(self, character):
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"""
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