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Changed Script to DefaultScript to be consistent with other default typeclasses.
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8 changed files with 30 additions and 30 deletions
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@ -23,7 +23,7 @@ DefaultCharacter = None
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DefaultRoom = None
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DefaultExit = None
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DefaultChannel = None
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Script = None
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DefaultScript = None
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# Database models
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ObjectDB = None
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@ -92,7 +92,7 @@ def init():
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return __import__(mod, fromlist=[fromlist])
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global DefaultPlayer, DefaultObject, DefaultGuest, DefaultCharacter, \
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DefaultRoom, DefaultExit, DefaultChannel, Script
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DefaultRoom, DefaultExit, DefaultChannel, DefaultScript
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global ObjectDB, PlayerDB, ScriptDB, ChannelDB, Msg
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global Command, CmdSet, default_cmds, syscmdkeys
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global search_object, search_script, search_player, search_channel, search_help
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@ -107,7 +107,7 @@ def init():
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from objects.objects import DefaultRoom
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from objects.objects import DefaultExit
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from comms.comms import DefaultChannel
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from scripts.scripts import Script
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from scripts.scripts import DefaultScript
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# Database models
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from objects.models import ObjectDB
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@ -12,9 +12,9 @@ or you won't see any messages!
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"""
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import random
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from evennia import Script
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from evennia import DefaultScript
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class BodyFunctions(Script):
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class BodyFunctions(DefaultScript):
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"""
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This class defines the script itself
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"""
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@ -6,7 +6,7 @@ red_button object type in contrib/examples. A few variations
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on uses of scripts are included.
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"""
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from evennia import Script
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from evennia import DefaultScript
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from contrib.tutorial_examples import cmdset_red_button as cmdsetexamples
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#
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@ -26,7 +26,7 @@ from contrib.tutorial_examples import cmdset_red_button as cmdsetexamples
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# a bright light. The last one also has a timer component that allows it
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# to remove itself after a while (and the player recovers their eyesight).
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class ClosedLidState(Script):
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class ClosedLidState(DefaultScript):
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"""
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This manages the cmdset for the "closed" button state. What this
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means is that while this script is valid, we add the RedButtonClosed
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@ -62,7 +62,7 @@ class ClosedLidState(Script):
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self.obj.cmdset.delete(cmdsetexamples.LidClosedCmdSet)
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class OpenLidState(Script):
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class OpenLidState(DefaultScript):
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"""
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This manages the cmdset for the "open" button state. This will add
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the RedButtonOpen
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@ -97,7 +97,7 @@ class OpenLidState(Script):
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self.obj.cmdset.delete(cmdsetexamples.LidOpenCmdSet)
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class BlindedState(Script):
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class BlindedState(DefaultScript):
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"""
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This is a timed state.
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@ -152,7 +152,7 @@ class BlindedState(Script):
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# that makes the lid covering the button slide back after a while.
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#
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class CloseLidEvent(Script):
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class CloseLidEvent(DefaultScript):
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"""
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This event closes the glass lid over the button
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some time after it was opened. It's a one-off
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@ -195,7 +195,7 @@ class CloseLidEvent(Script):
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"""
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self.obj.close_lid()
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class BlinkButtonEvent(Script):
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class BlinkButtonEvent(DefaultScript):
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"""
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This timed script lets the button flash at regular intervals.
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"""
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@ -225,7 +225,7 @@ class BlinkButtonEvent(Script):
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"""
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self.obj.blink()
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class DeactivateButtonEvent(Script):
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class DeactivateButtonEvent(DefaultScript):
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"""
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This deactivates the button for a short while (it won't blink, won't
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close its lid etc). It is meant to be called when the button is pushed
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@ -3,7 +3,7 @@ This defines some generally useful scripts for the tutorial world.
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"""
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import random
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from evennia import Script
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from evennia import DefaultScript
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#------------------------------------------------------------
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@ -18,7 +18,7 @@ from evennia import Script
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#
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#------------------------------------------------------------
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class IrregularEvent(Script):
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class IrregularEvent(DefaultScript):
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"""
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This script, which should be tied to a particular object upon
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instantiation, calls update_irregular on the object at random
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@ -88,7 +88,7 @@ class FastIrregularEvent(IrregularEvent):
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# RESET_SUBSCRIBERS = ["examples.tutorial_world.p_weapon_rack",
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# "examples.tutorial_world.p_mob"]
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# class EventResetTutorialWorld(Script):
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# class EventResetTutorialWorld(DefaultScript):
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# """
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# This calls the reset function on all subscribed objects
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# """
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@ -12,10 +12,10 @@ just overloads its hooks to have it perform its function.
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"""
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from evennia import Script
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from evennia import DefaultScript
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class ExampleScript(Script):
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class Script(DefaultScript):
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"""
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A script type is customized by redefining some or all of its hook
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methods and variables.
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@ -6,7 +6,7 @@ Player that are controlled by the server.
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from django.conf import settings
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from evennia.players.players import DefaultPlayer
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from evennia.scripts.scripts import Script
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from evennia.scripts.scripts import DefaultScript
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from evennia.commands.command import Command
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from evennia.commands.cmdset import CmdSet
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from evennia.utils import search
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@ -18,7 +18,7 @@ _SESSIONS = None
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# Bot helper utilities
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class BotStarter(Script):
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class BotStarter(DefaultScript):
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"""
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This non-repeating script has the
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sole purpose of kicking its bot
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@ -15,7 +15,7 @@ from evennia.scripts.manager import ScriptManager
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from evennia.comms import channelhandler
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from evennia.utils import logger
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__all__ = ["Script", "DoNothing", "CheckSessions",
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__all__ = ["DefaultScript", "DoNothing", "CheckSessions",
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"ValidateScripts", "ValidateChannelHandler"]
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_GA = object.__getattribute__
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@ -107,7 +107,7 @@ class ExtendedLoopingCall(LoopingCall):
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return None
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#
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# Base script, inherit from Script below instead.
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# Base script, inherit from DefaultScript below instead.
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#
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class ScriptBase(ScriptDB):
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"""
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@ -346,7 +346,7 @@ class ScriptBase(ScriptDB):
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# Base Script - inherit from this
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#
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class Script(ScriptBase):
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class DefaultScript(ScriptBase):
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"""
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This is the base TypeClass for all Scripts. Scripts describe events,
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timers and states in game, they can have a time component or describe
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@ -526,7 +526,7 @@ class Script(ScriptBase):
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# Some useful default Script types used by Evennia.
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class DoNothing(Script):
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class DoNothing(DefaultScript):
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"An script that does nothing. Used as default fallback."
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def at_script_creation(self):
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"Setup the script"
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@ -534,7 +534,7 @@ class DoNothing(Script):
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self.desc = _("This is an empty placeholder script.")
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class Store(Script):
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class Store(DefaultScript):
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"Simple storage script"
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def at_script_creation(self):
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"Setup the script"
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@ -542,7 +542,7 @@ class Store(Script):
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self.desc = _("This is a generic storage container.")
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class CheckSessions(Script):
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class CheckSessions(DefaultScript):
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"Check sessions regularly."
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def at_script_creation(self):
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"Setup the script"
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@ -562,7 +562,7 @@ class CheckSessions(Script):
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_FLUSH_CACHE = None
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_IDMAPPER_CACHE_MAX_MEMORY = settings.IDMAPPER_CACHE_MAXSIZE
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class ValidateIdmapperCache(Script):
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class ValidateIdmapperCache(DefaultScript):
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"""
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Check memory use of idmapper cache
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"""
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@ -579,7 +579,7 @@ class ValidateIdmapperCache(Script):
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from evennia.utils.idmapper.base import conditional_flush as _FLUSH_CACHE
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_FLUSH_CACHE(_IDMAPPER_CACHE_MAX_MEMORY)
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class ValidateScripts(Script):
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class ValidateScripts(DefaultScript):
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"Check script validation regularly"
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def at_script_creation(self):
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"Setup the script"
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@ -594,7 +594,7 @@ class ValidateScripts(Script):
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ScriptDB.objects.validate()
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class ValidateChannelHandler(Script):
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class ValidateChannelHandler(DefaultScript):
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"Update the channelhandler to make sure it's in sync."
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def at_script_creation(self):
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"Setup the script"
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@ -8,7 +8,7 @@ total runtime of the server and the current uptime.
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from time import time
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from django.conf import settings
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from evennia.scripts.scripts import Script
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from evennia.scripts.scripts import DefaultScript
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from evennia.utils.create import create_script
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GAMETIME_SCRIPT_NAME = "sys_game_time"
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@ -40,7 +40,7 @@ SERVER_STARTTIME = time()
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SERVER_RUNTIME = 0.0
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class GameTime(Script):
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class GameTime(DefaultScript):
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"""
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This script repeatedly saves server times so
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it can be retrieved after server downtime.
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