Fixed headers on contribs, they were still referring to the old base*.py -style files under gamesrc.

This commit is contained in:
Griatch 2012-04-01 22:23:47 +02:00
parent ad63abee39
commit ca32950d90
4 changed files with 159 additions and 147 deletions

View file

@ -14,15 +14,20 @@ while puppeting a Character already before.
Installation:
Import this module in game.gamesrc.basecmdset and
add the following line to the end of OOCCmdSet's at_cmdset_creation():
self.add(chargen.OOCCmdSetCharGen)
Read the instructions in game/gamesrc/commands/examples/cmdset.py in
order to create a new default cmdset module for Evennia to use (copy
the template up one level, and change the settings file's relevant
variables to point to the cmdsets inside). If you already have such
a module you should of course use that.
Next import this module in your custom cmdset module and add the
following line to the end of OOCCmdSet's at_cmdset_creation():
self.add(chargen.OOCCmdSetCharGen)
"""
from django.conf import settings
from django.conf import settings
from ev import Command, create_object, utils
from ev import default_cmds, db_objects
@ -58,45 +63,45 @@ class CmdOOCLook(default_cmds.CmdLook):
is that only the CmdCharacterCreate command adds this attribute,
and thus e.g. player #1 will not be listed (although it will work).
Existence in this list does not depend on puppeting rights though,
that is checked by the @ic command directly.
that is checked by the @ic command directly.
"""
# making sure caller is really a player
# making sure caller is really a player
self.character = None
if utils.inherits_from(self.caller, "src.objects.objects.Object"):
# An object of some type is calling. Convert to player.
#print self.caller, self.caller.__class__
self.character = self.caller
self.character = self.caller
if hasattr(self.caller, "player"):
self.caller = self.caller.player
if not self.character:
# ooc mode, we are players
if not self.character:
# ooc mode, we are players
avail_chars = self.caller.db._character_dbrefs
if self.args:
# Maybe the caller wants to look at a character
if not avail_chars:
if not avail_chars:
self.caller.msg("You have no characters to look at. Why not create one?")
return
return
objs = db_objects.get_objs_with_key_and_typeclass(self.args.strip(), CHARACTER_TYPECLASS)
objs = [obj for obj in objs if obj.id in avail_chars]
if not objs:
if not objs:
self.caller.msg("You cannot see this Character.")
return
return
self.caller.msg(objs[0].return_appearance(self.caller))
return
return
# not inspecting a character. Show the OOC info.
# not inspecting a character. Show the OOC info.
charobjs = []
charnames = []
if self.caller.db._character_dbrefs:
dbrefs = self.caller.db._character_dbrefs
dbrefs = self.caller.db._character_dbrefs
charobjs = [db_objects.get_id(dbref) for dbref in dbrefs]
charnames = [charobj.key for charobj in charobjs if charobj]
if charnames:
if charnames:
charlist = "The following Character(s) are available:\n\n"
charlist += "\n\r".join(["{w %s{n" % charname for charname in charnames])
charlist += "\n\r".join(["{w %s{n" % charname for charname in charnames])
charlist += "\n\n Use {w@ic <character name>{n to switch to that Character."
else:
charlist = "You have no Characters."
@ -112,7 +117,7 @@ class CmdOOCLook(default_cmds.CmdLook):
self.caller.msg(string)
else:
# not ooc mode - leave back to normal look
# not ooc mode - leave back to normal look
self.caller = self.character # we have to put this back for normal look to work.
super(CmdOOCLook, self).func()
@ -120,11 +125,11 @@ class CmdOOCCharacterCreate(Command):
"""
creates a character
Usage:
Usage:
create <character name>
This will create a new character, assuming
the given character name does not already exist.
the given character name does not already exist.
"""
key = "create"
@ -133,34 +138,34 @@ class CmdOOCCharacterCreate(Command):
def func(self):
"""
Tries to create the Character object. We also put an
attribute on ourselves to remember it.
attribute on ourselves to remember it.
"""
# making sure caller is really a player
# making sure caller is really a player
self.character = None
if utils.inherits_from(self.caller, "src.objects.objects.Object"):
# An object of some type is calling. Convert to player.
#print self.caller, self.caller.__class__
self.character = self.caller
self.character = self.caller
if hasattr(self.caller, "player"):
self.caller = self.caller.player
if not self.args:
self.caller.msg("Usage: create <character name>")
return
return
charname = self.args.strip()
old_char = db_objects.get_objs_with_key_and_typeclass(charname, CHARACTER_TYPECLASS)
if old_char:
self.caller.msg("Character {c%s{n already exists." % charname)
return
return
# create the character
new_character = create_object(CHARACTER_TYPECLASS, key=charname)
if not new_character:
self.caller.msg("{rThe Character couldn't be created. This is a bug. Please contact an admin.")
return
return
# make sure to lock the character to only be puppeted by this player
new_character.locks.add("puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" %
new_character.locks.add("puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" %
(new_character.id, self.caller.id))
# save dbref
@ -171,15 +176,14 @@ class CmdOOCCharacterCreate(Command):
avail_chars = [new_character.id]
self.caller.db._character_dbrefs = avail_chars
self.caller.msg("{gThe Character {c%s{g was successfully created!" % charname)
self.caller.msg("{gThe Character {c%s{g was successfully created!" % charname)
class OOCCmdSetCharGen(default_cmds.OOCCmdSet):
"""
Extends the default OOC cmdset.
"""
"""
def at_cmdset_creation(self):
"Install everything from the default set, then overload"
#super(OOCCmdSetCharGen, self).at_cmdset_creation()
self.add(CmdOOCLook())
self.add(CmdOOCCharacterCreate())

View file

@ -21,7 +21,9 @@ That's it. The cmdset in this module will now be used instead of the
default one.
The initial login "graphic" is taken from strings in the module given
by settings.CONNECTION_SCREEN_MODULE. You will want to edit the string
by settings.CONNECTION_SCREEN_MODULE. You will want to copy the
template file in game/gamesrc/conf/examples up one level and re-point
the settings file to this custom module. you can then edit the string
in that module (at least comment out the default string that mentions
commands that are not available) and add something more suitable for
the initial splash screen.

View file

@ -1,12 +1,12 @@
"""
Evennia menu system.
Evennia menu system.
Contribution - Griatch 2011
This module offers the ability for admins to let their game be fully
or partly menu-driven. Menu choices can be numbered or use arbitrary
keys. There are also some formatting options, such a putting options
in one or more collumns.
in one or more collumns.
The menu system consists of a MenuTree object populated by MenuNode
objects. Nodes are linked together with automatically created commands
@ -18,12 +18,16 @@ There is also a simple Yes/No function supplied. This will create a
one-off Yes/No question and executes a given code depending on which
choice was made.
To test, import and add the CmdTestMenu command to the end of the default cmdset in
game.gamesrc.commands.basecmdset. The test command is also a good
example of how to use this module in code.
To test, make sure to follow the instructions in
game/gamesrc/commands/examples/cmdset.py (copy the template up one level
and change settings to point to the relevant cmdsets within). If you
already have such a module, you can of course use that. Next you
import and add the CmdTestMenu command to the end of the default cmdset in
this custom module.
The test command is also a good example of how to use this module in code.
"""
from ev import syscmdkeys
from ev import syscmdkeys
from ev import Command, CmdSet, utils
from ev import default_cmds
@ -36,20 +40,20 @@ CMD_NOINPUT = syscmdkeys.CMD_NOINPUT
#
# Commands used by the Menu system
#
# Commands used by the Menu system
#
class CmdMenuNode(Command):
"""
Parent for menu selection commands.
Parent for menu selection commands.
"""
key = "selection"
aliases = []
locks = "cmd:all()"
help_category = "Menu"
menutree = None
code = None
menutree = None
code = None
def func(self):
"Execute a selection"
@ -80,57 +84,57 @@ class CmdMenuLook(default_cmds.CmdLook):
def func(self):
"implement the menu look command"
if self.caller.db._menu_data:
# if we have menu data, try to use that.
# if we have menu data, try to use that.
lookstring = self.caller.db._menu_data.get("look", None)
if lookstring:
self.caller.msg(lookstring)
return
# otherwise we use normal look
return
# otherwise we use normal look
super(CmdMenuLook, self).func()
class CmdMenuHelp(default_cmds.CmdHelp):
"""
help
help
Usage:
help
Get help specific to the menu, if available. If not,
works like the normal help command.
works like the normal help command.
"""
key = "help"
aliases = "h"
locks = "cmd:all()"
help_category = "Menu"
def func(self):
"implement the menu help command"
if self.caller.db._menu_data:
# if we have menu data, try to use that.
# if we have menu data, try to use that.
lookstring = self.caller.db._menu_data.get("help", None)
if lookstring:
self.caller.msg(lookstring)
return
# otherwise we use normal help
# otherwise we use normal help
super(CmdMenuHelp, self).func()
class MenuCmdSet(CmdSet):
"""
Cmdset for the menu. Will replace all other commands.
This always has a few basic commands available.
This always has a few basic commands available.
Note that you must always supply a way to exit the
cmdset manually!
Note that you must always supply a way to exit the
cmdset manually!
"""
key = "menucmdset"
priority = 1
mergetype = "Replace"
mergetype = "Replace"
def at_cmdset_creation(self):
"populate cmdset"
pass
#
# Menu Node system
# Menu Node system
#
class MenuTree(object):
@ -146,7 +150,7 @@ class MenuTree(object):
upon first entering the menu. The endnode need not actually
exist, the moment it is linked to and that link is used, the menu
will be exited and cleanups run. The default keys for these are
'START' and 'END' respectively.
'START' and 'END' respectively.
"""
def __init__(self, caller, nodes=None, startnode="START", endnode="END", exec_end="look"):
@ -154,15 +158,15 @@ class MenuTree(object):
We specify startnode/endnode so that the system knows where to
enter and where to exit the menu tree. If nodes is given, it
shuld be a list of valid node objects to add to the tree.
exec_end - if not None, will execute the given command string
directly after the menu system has been exited.
"""
self.tree = {}
self.startnode = startnode
self.endnode = endnode
self.endnode = endnode
self.exec_end = exec_end
self.caller = caller
self.caller = caller
if nodes and utils.is_iter(nodes):
for node in nodes:
self.add(node)
@ -179,7 +183,7 @@ class MenuTree(object):
track of which nodes it is connected to.
"""
menunode.init(self)
self.tree[menunode.key] = menunode
self.tree[menunode.key] = menunode
def goto(self, key):
"""
@ -192,23 +196,23 @@ class MenuTree(object):
del self.caller.db._menu_data
if self.exec_end != None:
self.caller.execute_cmd(self.exec_end)
return
# not exiting, look for a valid code.
return
# not exiting, look for a valid code.
node = self.tree.get(key, None)
if node:
if node:
if node.code:
# Execute eventual code active on this
# node. self.caller is available at this point.
try:
exec(node.code)
except Exception, e:
self.caller.msg("{rCode could not be executed for node %s. Continuing anyway.{n" % key)
self.caller.msg("{rCode could not be executed for node %s. Continuing anyway.{n" % key)
# clean old menu cmdset and replace with the new one
self.caller.cmdset.delete("menucmdset")
self.caller.cmdset.add(node.cmdset)
# set the menu flag data for the default commands
self.caller.db._menu_data = {"help":node.helptext, "look":str(node.text)}
# display the node
# display the node
self.caller.msg(node.text)
else:
self.caller.msg("{rMenu node '%s' does not exist - maybe it's not created yet..{n" % key)
@ -221,29 +225,29 @@ class MenuNode(object):
commands are created automatically)
"""
def __init__(self, key, text="", links=None, linktexts=None,
def __init__(self, key, text="", links=None, linktexts=None,
keywords=None, cols=1, helptext=None, selectcmds=None, code="", nodefaultcmds=False, separator=""):
"""
key - the unique identifier of this node.
text - is the text that will be displayed at top when viewing this node.
text - is the text that will be displayed at top when viewing this node.
links - a list of keys for unique menunodes this is connected to. The actual keys will not be
printed - keywords will be used (or a number)
printed - keywords will be used (or a number)
linktexts - an optional list of texts to describe the links. Must match link list if defined. Entries can be None
to not generate any extra text for a particular link.
to not generate any extra text for a particular link.
keywords - an optional list of unique keys for choosing links. Must match links list. If not given, index numbers
will be used. Also individual list entries can be None and will be replaed by indices.
If CMD_NOMATCH or CMD_NOENTRY, no text will be generated to indicate the option exists.
cols - how many columns to use for displaying options.
helptext - if defined, this is shown when using the help command instead of the normal help index.
selectcmds- a list of custom cmdclasses for handling each option. Must match links list, but some entries
selectcmds- a list of custom cmdclasses for handling each option. Must match links list, but some entries
may be set to None to use default menu cmds. The given command's key will be used for the menu
list entry unless it's CMD_NOMATCH or CMD_NOENTRY, in which case no text will be generated. These
commands have access to self.menutree and so can be used to select nodes.
code - functional code. This will be executed just before this node is loaded (i.e.
commands have access to self.menutree and so can be used to select nodes.
code - functional code. This will be executed just before this node is loaded (i.e.
as soon after it's been selected from another node). self.caller is available
to call from this code block, as well as ev.
nodefaultcmds - if true, don't offer the default help and look commands in the node
separator - this string will be put on the line between menu nodes5B.
nodefaultcmds - if true, don't offer the default help and look commands in the node
separator - this string will be put on the line between menu nodes5B.
"""
self.key = key
self.cmdset = None
@ -256,8 +260,8 @@ class MenuNode(object):
self.nodefaultcmds = nodefaultcmds
self.separator = separator
Nlinks = len(self.links)
# validate the input
# validate the input
if not self.links:
self.links = []
if not self.linktexts or (len(self.linktexts) != Nlinks):
@ -267,19 +271,19 @@ class MenuNode(object):
if not selectcmds or (len(self.selectcmds) != Nlinks):
self.selectcmds = [None for i in range(Nlinks)]
# Format default text for the menu-help command
if not helptext:
# Format default text for the menu-help command
if not helptext:
helptext = "Select one of the valid options ("
for i in range(Nlinks):
if self.keywords[i]:
if self.keywords[i] not in (CMD_NOMATCH, CMD_NOINPUT):
helptext += "%s, " % self.keywords[i]
else:
helptext += "%s, " % (i + 1)
helptext += "%s, " % (i + 1)
helptext = helptext.rstrip(", ") + ")"
self.helptext = helptext
# Format text display
# Format text display
string = ""
if text:
string += "%s\n" % text
@ -292,7 +296,7 @@ class MenuNode(object):
if self.keywords[ilink] not in (CMD_NOMATCH, CMD_NOINPUT):
choice += "{g%s{n" % self.keywords[ilink]
else:
choice += "{g %i{n" % (ilink + 1)
choice += "{g %i{n" % (ilink + 1)
if self.linktexts[ilink]:
choice += " - %s" % self.linktexts[ilink]
choices.append(choice)
@ -304,33 +308,33 @@ class MenuNode(object):
else:
cols[i].append(choices.pop(0))
if not choices:
break
break
ftable = utils.format_table(cols)
for row in ftable:
string +="\n" + "".join(row)
# store text
# store text
self.text = self.separator + "\n" + string.rstrip()
def init(self, menutree):
"""
Called by menu tree. Initializes the commands needed by the menutree structure.
"""
# Create the relevant cmdset
"""
# Create the relevant cmdset
self.cmdset = MenuCmdSet()
if not self.nodefaultcmds:
# add default menu commands
self.cmdset.add(CmdMenuLook())
self.cmdset.add(CmdMenuHelp())
for i, link in enumerate(self.links):
self.cmdset.add(CmdMenuHelp())
for i, link in enumerate(self.links):
if self.selectcmds[i]:
cmd = self.selectcmds[i]()
else:
cmd = CmdMenuNode()
cmd.key = str(i + 1)
# this is the operable command, it moves us to the next node.
# this is the operable command, it moves us to the next node.
cmd.code = "self.menutree.goto('%s')" % link
# also custom commands get access to the menutree.
# also custom commands get access to the menutree.
cmd.menutree = menutree
if self.keywords[i] and cmd.key not in (CMD_NOMATCH, CMD_NOINPUT):
cmd.aliases = [self.keywords[i]]
@ -338,30 +342,30 @@ class MenuNode(object):
def __str__(self):
"Returns the string representation."
return self.text
return self.text
#
# A simple yes/no question. Call this from a command to give object
# a cmdset where they may say yes or no to a question. Does not
# make use the node system since there is only one level of choice.
#
# make use the node system since there is only one level of choice.
#
def prompt_yesno(caller, question="", yescode="", nocode="", default="N"):
"""
This sets up a simple yes/no questionnaire. Question will
be asked, followed by a Y/[N] prompt where the [x] signifies
the default selection.
be asked, followed by a Y/[N] prompt where the [x] signifies
the default selection.
"""
# creating and defining commands
cmdyes = CmdMenuNode()
cmdyes = CmdMenuNode()
cmdyes.key = "yes"
cmdyes.aliases = ["y"]
# this will be executed in the context of the yes command (so self.caller will be available)
cmdyes.code = yescode + "\nself.caller.cmdset.delete('menucmdset')\ndel self.caller.db._menu_data"
cmdno = CmdMenuNode()
cmdno = CmdMenuNode()
cmdno.key = "no"
cmdno.aliases = ["n"]
# this will be executed in the context of the no command
@ -369,7 +373,7 @@ def prompt_yesno(caller, question="", yescode="", nocode="", default="N"):
errorcmd = CmdMenuNode()
errorcmd.key = CMD_NOMATCH
errorcmd.code = "self.caller.msg('Please choose either Yes or No.')"
errorcmd.code = "self.caller.msg('Please choose either Yes or No.')"
defaultcmd = CmdMenuNode()
defaultcmd.key = CMD_NOINPUT
@ -382,10 +386,10 @@ def prompt_yesno(caller, question="", yescode="", nocode="", default="N"):
yesnocmdset.add(errorcmd)
yesnocmdset.add(defaultcmd)
# assinging menu data flags to caller.
caller.db._menu_data = {"help":"Please select Yes or No.",
# assinging menu data flags to caller.
caller.db._menu_data = {"help":"Please select Yes or No.",
"look":"Please select Yes or No."}
# assign cmdset and ask question
# assign cmdset and ask question
caller.cmdset.add(yesnocmdset)
if default == "Y":
prompt = "[Y]/N"
@ -402,9 +406,9 @@ class CmdMenuTest(Command):
"""
testing menu module
Usage:
menu
menu yesno
Usage:
menu
menu yesno
This will test the menu system. The normal operation will produce
a small menu tree you can move around in. The 'yesno' option will
@ -417,31 +421,31 @@ class CmdMenuTest(Command):
help_category = "Menu"
def func(self):
"Testing the menu system"
if not self.args or self.args != "yesno":
# testing the full menu-tree system
node0 = MenuNode("START", text="Start node. Select one of the links below. Here the links are ordered in one column.",
if not self.args or self.args != "yesno":
# testing the full menu-tree system
node0 = MenuNode("START", text="Start node. Select one of the links below. Here the links are ordered in one column.",
links=["node1", "node2", "END"], linktexts=["Goto first node", "Goto second node", "Quit"])
node1 = MenuNode("node1", text="First node. This node shows letters instead of numbers for the choices.",
node1 = MenuNode("node1", text="First node. This node shows letters instead of numbers for the choices.",
links=["END", "START"], linktexts=["Quit", "Back to start"], keywords=["q","b"])
node2 = MenuNode("node2", text="Second node. This node lists choices in two columns.",
node2 = MenuNode("node2", text="Second node. This node lists choices in two columns.",
links=["node3", "START"], linktexts=["Set an attribute", "Back to start"], cols=2)
node3 = MenuNode("node3", text="Attribute 'menutest' set on you. You can examine it (only works if you are allowed to use the examine command) or remove it. You can also quit and examine it manually.",
links=["node4", "node5", "node2", "END"], linktexts=["Remove attribute", "Examine attribute",
"Back to second node", "Quit menu"], cols=2,
node3 = MenuNode("node3", text="Attribute 'menutest' set on you. You can examine it (only works if you are allowed to use the examine command) or remove it. You can also quit and examine it manually.",
links=["node4", "node5", "node2", "END"], linktexts=["Remove attribute", "Examine attribute",
"Back to second node", "Quit menu"], cols=2,
code="self.caller.db.menutest='Testing!'")
node4 = MenuNode("node4", text="Attribute 'menutest' removed again.",
links=["node2"], linktexts=["Back to second node."], cols=2,
links=["node2"], linktexts=["Back to second node."], cols=2,
code="del self.caller.db.menutest")
node5 = MenuNode("node5", links=["node4", "node2"], linktexts=["Remove attribute", "Back to second node."], cols=2,
code="self.caller.msg('%s/%s = %s' % (self.caller.key, 'menutest', self.caller.db.menutest))")
node5 = MenuNode("node5", links=["node4", "node2"], linktexts=["Remove attribute", "Back to second node."], cols=2,
code="self.caller.msg('%s/%s = %s' % (self.caller.key, 'menutest', self.caller.db.menutest))")
menu = MenuTree(self.caller, nodes=(node0, node1, node2, node3, node4, node5))
menu = MenuTree(self.caller, nodes=(node0, node1, node2, node3, node4, node5))
menu.start()
else:
else:
"Testing the yesno question"
prompt_yesno(self.caller, question="Please answer yes or no - Are you the master of this mud or not?",
yescode="self.caller.msg('{gGood for you!{n')",
nocode="self.caller.msg('{GNow you are just being modest ...{n')",
prompt_yesno(self.caller, question="Please answer yes or no - Are you the master of this mud or not?",
yescode="self.caller.msg('{gGood for you!{n')",
nocode="self.caller.msg('{GNow you are just being modest ...{n')",
default="N")

View file

@ -1,5 +1,5 @@
"""
Evennia misc commands
Evennia misc commands
Contribution - Griatch 2011
@ -7,14 +7,16 @@ This module offers some miscellaneous commands that may be useful
depending on the game you run or the style of administration you
prefer. Alternatively they can be looked at for inspiration.
To make available in the game, import this module to
game.gamesrc.commands.basecmdset.py (or your own equivalent) and add
the command class(es) you want to the default command set. You need to
reload the server to make them recognized.
To make available in the game, make sure to follow the instructions
in game/gamesrc/commands/examples.py (copy the template up one level
and re-point the relevant settings to this new module - if you already
have such a module, you can of course use that). Next import this module into
this custom module and add the command class(es) you want to the default
command set. You need to reload the server to make them recognized.
"""
from django.conf import settings
from src.commands.default.muxcommand import MuxCommand
from django.conf import settings
from src.commands.default.muxcommand import MuxCommand
PERMISSION_HIERARCHY = settings.PERMISSION_HIERARCHY
PERMISSION_HIERARCHY_LOWER = [perm.lower() for perm in PERMISSION_HIERARCHY]
@ -23,15 +25,15 @@ class CmdQuell(MuxCommand):
"""
Quelling permissions
Usage:
quell <command> [=permission level]
Usage:
quell <command> [=permission level]
This is an admin command that allows to execute another command as
another (lower) permission level than what you currently
have. This is useful for testing. Also superuser flag will be
deactivated by this command. If no permission level is given,
the command will be executed as the lowest level available in
settings.PERMISSION_HIERARCHY.
settings.PERMISSION_HIERARCHY.
"""
key = "quell"
@ -43,30 +45,30 @@ class CmdQuell(MuxCommand):
if not self.args:
self.caller.msg("Usage: quell <command> [=permission level]")
return
return
cmd = self.lhs
perm = self.rhs
if not PERMISSION_HIERARCHY:
self.caller.msg("settings.PERMISSION_HIERARCHY is not defined. Add a hierarchy to use this command.")
return
return
if perm:
if not perm.lower() in PERMISSION_HIERARCHY_LOWER:
self.caller.msg("Unknown permission. Permission hierarchy is: [%s]" % ", ".join(PERMISSION_HIERARCHY))
return
return
if not self.caller.locks.check_lockstring(self.caller, "dummy:perm(%s)" % perm):
self.caller.msg("You cannot use a permission higher than the one you have.")
return
return
else:
perm = PERMISSION_HIERARCHY_LOWER[0]
# replace permission
# replace permission
oldperm = self.caller.permissions
old_superuser = self.caller.player.user.is_superuser
old_superuser = self.caller.player.user.is_superuser
newperm = [perm] + [perm for perm in oldperm if perm not in PERMISSION_HIERARCHY_LOWER]
self.caller.permissions = newperm
self.caller.player.user.is_superuser = False
self.caller.player.user.is_superuser = False
self.caller.player.user.save()
def callback(ret):
@ -76,8 +78,8 @@ class CmdQuell(MuxCommand):
# this returns a deferred, so we need to assign callbacks
self.caller.execute_cmd(cmd).addCallbacks(callback, errback)
self.caller.permissions = oldperm
self.caller.player.user.is_superuser = old_superuser
self.caller.player.user.save()
self.caller.player.user.is_superuser = old_superuser
self.caller.player.user.save()
return