This FAQ page is for users to share their solutions to coding problems. Keep it brief and link to
the docs if you can rather than too lengthy explanations. Don’t forget to check if an answer already
exists before answering - maybe you can clarify that answer rather than to make a new Q&A section.
Q: How does one remove (not replace) e.g. the default getCommand from the
-Character Command Set?
+
Q: How does one remove (not replace) e.g. the default getCommand from the Character Command Set?
A: Go to mygame/commands/default_cmdsets.py. Find the CharacterCmdSet class. It has one
method named at_cmdset_creation. At the end of that method, add the following line:
self.remove(default_cmds.CmdGet()). See the Adding Commands Tutorial
@@ -183,29 +160,6 @@ properties on this menu object:
Inside the menu you can now access the object through caller.ndb._evmenu.stored_obj.
Q: How do I add colors to the names of Evennia channels?
-
A: The Channel typeclass’ channel_prefix method decides what is shown at the beginning of a
-channel send. Edit mygame/typeclasses/channels.py (and then @reload):
-
# define our custom color names
-CHANNEL_COLORS={"public":"|015Public|n",
- "newbie":"|550N|n|551e|n|552w|n|553b|n|554i|n|555e|n",
- "staff":"|010S|n|020t|n|030a|n|040f|n|050f|n"}
-
-# Add to the Channel class
- # ...
- defchannel_prefix(self,msg,emit=False):
- ifself.keyinCOLORS:
- p_str=CHANNEL_COLORS.get(self.key.lower())
- else:
- p_str=self.key.capitalize()
- returnf"[{p_str}] "
-
-
-
Additional hint: To make colors easier to change from one place you could instead put the
-CHANNEL_COLORS dict in your settings file and import it as fromdjango.conf.settingsimportCHANNEL_COLORS.
Q: I want certain commands to turn off in a given room. They should still work normally for
@@ -239,18 +193,16 @@ is an example of a room where certain commands are disabled for non-staff:
self.locks.add("call:not perm(Builders)")
-
After @reload, make some BlockingRooms (or switch a room to it with @typeclass). Entering one
+
After reload, make some BlockingRooms (or switch a room to it with @typeclass). Entering one
will now replace the given commands for anyone that does not have the Builders or higher
permission. Note that the ‘call’ lock is special in that even the superuser will be affected by it
-(otherwise superusers would always see other player’s cmdsets and a game would be unplayable for
-superusers).
+(otherwise superusers would always see other player’s cmdsets and a game would be unplayable for superusers).
Q: I want a command to be available only based on a condition. For example I want the “werewolf”
command to only be available on a full moon, from midnight to three in-game time.
-
A: This is easiest accomplished by putting the “werewolf” command on the Character as normal,
-but to lock it with the “cmd” type lock. Only if the “cmd” lock type is passed will the
+
A: This is easiest accomplished by putting the “werewolf” command on the Character as normal, but to lock it with the “cmd” type lock. Only if the “cmd” lock type is passed will the
command be available.
# in mygame/commands/command.py
@@ -264,8 +216,7 @@ command be available.
# ...
# in mygame/server/conf/lockfuncs.pydefis_full_moon(accessing_obj,accessed_obj,
@@ -276,7 +227,7 @@ function does not yet exist. We must create that:
-
After a @reload, the werewolf command will be available only at the right time, that is when the
+
After a reload, the werewolf command will be available only at the right time, that is when the
is_full_moon lock function returns True.
@@ -299,43 +250,28 @@ you have your project in a configured Git environment, it’s a matter of automa
process=subprocess.call(["git","pull"],shell=False)
-
That’s all. We call subprocess to execute a shell command (that code works on Windows and Linux,
-assuming the current directory is your game directory, which is probably the case when you run
-Evennia). call waits for the process to complete, because otherwise, Evennia would reload on
-partially-modified code, which would be problematic.
-
Now, when you enter @reload on your development server, the game repository is updated from the
-configured remote repository (Github, for instance). Your development cycle could resemble
-something like:
+
That’s all. We call subprocess to execute a shell command (that code works on Windows and Linux, assuming the current directory is your game directory, which is probably the case when you run Evennia). call waits for the process to complete, because otherwise, Evennia would reload on partially-modified code, which would be problematic.
+
Now, when you enter reload on your development server, the game repository is updated from the configured remote repository (Github, for instance). Your development cycle could resemble something like:
Coding on the local machine.
Testing modifications.
-
Committing once, twice or more (being sure the code is still working, unittests are pretty useful
-here).
+
Committing once, twice or more (being sure the code is still working, unittests are pretty useful here).
When the time comes, login to the development server and run @reload.
-
The reloading might take one or two additional seconds, since Evennia will pull from your remote Git
-repository. But it will reload on it and you will have your modifications ready, without needing
+
The reloading might take one or two additional seconds, since Evennia will pull from your remote Git repository. But it will reload on it and you will have your modifications ready, without needing
connecting to your server using SSH or something similar.
Q: How can I change the default exit messages to something like “XXX leaves east” or “XXX
arrives from the west”?
-
A: the default exit messages are stored in two hooks, namely announce_move_from and
-announce_move_to, on the Character typeclass (if what you want to change is the message other
-characters will see when a character exits).
-
These two hooks provide some useful features to easily update the message to be displayed. They
-take both the default message and mapping as argument. You can easily call the parent hook with
-these information:
+
A: the default exit messages are stored in two hooks, namely announce_move_from and announce_move_to, on the Character typeclass (if what you want to change is the message other characters will see when a character exits).
+
These two hooks provide some useful features to easily update the message to be displayed. They take both the default message and mapping as argument. You can easily call the parent hook with these information:
-
The message represents the string of characters sent to characters in the room when a character
-leaves.
-
The mapping is a dictionary containing additional mappings (you will probably not need it for
-simple customization).
+
The message represents the string of characters sent to characters in the room when a character leaves.
+
The mapping is a dictionary containing additional mappings (you will probably not need it for simple customization).
-
It is advisable to look in the code of both
-hooks, and read the
-hooks’ documentation. The explanations on how to quickly update the message are shown below:
+
It is advisable to look in the code of both hooks, and read the hooks’ documentation. The explanations on how to quickly update the message are shown below:
# In typeclasses/characters.py"""Characters
@@ -394,16 +330,12 @@ hooks’ documentation. The explanations on how to quickly update the message a
super().announce_move_to(source_location,msg="{object} arrives from the {exit}.")
-
We override both hooks, but call the parent hook to display a different message. If you read the
-provided docstrings, you will better understand why and how we use mappings (information between
-braces). You can provide additional mappings as well, if you want to set a verb to move, for
-instance, or other, extra information.
+
We override both hooks, but call the parent hook to display a different message. If you read the provided docstrings, you will better understand why and how we use mappings (information between braces). You can provide additional mappings as well, if you want to set a verb to move, for instance, or other, extra information.
Do a @reload and all default commands will now use your new tweaked parent class. A copy of the
+
Do a reload and all default commands will now use your new tweaked parent class. A copy of the
MuxCommand class is also found commented-out in the mygame/commands/command.py file.
Q: If a user has already logged out of an Evennia account, their IP is no longer visible to
-staff that wants to ban-by-ip (instead of the user) with @ban/ip?
-
A: One approach is to write the IP from the last session onto the “account” account object.
Adding timestamp for login time and appending to a list to keep the last N login IP addresses and
-timestamps is possible, also. Additionally, if you don’t want the list to grow beyond a
-do_not_exceed length, conditionally pop a value after you’ve added it, if the length has grown too
-long.
-
NOTE: You’ll need to add importtime to generate the login timestamp.
-
defat_post_login(self,session=None,**kwargs):
- super().at_post_login(session=session,**kwargs)
- do_not_exceed=24# Keep the last two dozen entries
- session=self.sessions.all()[-1]# Most recent session
- ifnotself.db.lastsite:
- self.db.lastsite=[]
- self.db.lastsite.insert(0,(session.address,int(time.time())))
- iflen(self.db.lastsite)>do_not_exceed:
- self.db.lastsite.pop()
-
-
-
This only stores the data. You may want to interface the @ban command or make a menu-driven viewer
-for staff to browse the list and display how long ago the login occurred.
Q: When using e.g. Chinese characters in EvTable, some lines appear to be too wide, for example
@@ -461,11 +363,7 @@ for staff to browse the list and display how long ago the login occurred.
+~~~~~~+~~~~~~+
-
A: The reason for this is because certain non-latin characters are visually much wider than
-their len() suggests. There is little Evennia can (reliably) do about this. If you are using such
-characters, you need to make sure to use a suitable mono-spaced font where are width are equal. You
-can set this in your web client and need to recommend it for telnet-client users. See this
-discussion where some suitable fonts are suggested.
+
A: The reason for this is because certain non-latin characters are visually much wider than their len() suggests. There is little Evennia can (reliably) do about this. If you are using such characters, you need to make sure to use a suitable mono-spaced font where are width are equal. You can set this in your web client and need to recommend it for telnet-client users. See this discussion where some suitable fonts are suggested.
@@ -485,10 +383,10 @@ discussion where some suitable fonts are suggested.
Evennia allows for a lot of freedom when designing your game - but to code efficiently you still
-need to adopt some best practices as well as find a good place to start to learn.
It’s highly recommended that you jump in on the Starting Tutorial. Even if
-you only the beginning or some part of it, it covers much of the things needed to get started, including giving you are first introduction to Python.
You can also explore evennia interactively in a Jupyter notebook. This offers
-an in-browser view of your code similar to Matlab or similar programs. There are
-a few extra steps that must be taken in order for this to work:
-
# [open a new console/terminal]
-# [activate your evennia virtualenv in this console/terminal]
-cd evennia
-pip install -r requirements_extra.txt # if not done already above
-
-
-
Next, cd to your game folder. It’s important that you are in the root of this folder for the next command:
-
evennia shell_plus --notebook &
-
-
-
The & at the end starts the process as a background process on Linux/Unix.
-Skip it if your OS doesn’t support this syntax. Your browser should now open
-with the Jupyter interface. If not, open a browser to the link given on the
-command line.
-
In the window, open the new menu in the top right and start a DjangoShell-Plus notebook (or
-open an existing one if you had one from before). In the first cell you must initialize
-Evennia like so:
-
importevennia
-evennia._init()
-
-
-
Note that the above initialization must be run every time a new new notebook/kernel is started or restarted.
-
After this you can import and access all of the Evennia system, same as with evenniashell.
You can complement your exploration by peeking at the sections of the much more detailed
-Evennia Component overview. The Tutorials section also contains a growing collection
-of system- or implementation-specific help.
Evennia works by importing your own modules and running them as part of the server. Whereas Evennia
-should just gracefully tell you what errors it finds, it can nevertheless be a good idea for you to
-check your code for simple syntax errors before you load it into the running server. There are
-many python syntax checkers out there. A fast and easy one is
-pyflakes, a more verbose one is
-pylint. You can also check so that your code looks up to snuff using
-pep8. Even with a syntax checker you will not be able to catch
-every possible problem - some bugs or problems will only appear when you actually run the code. But
-using such a checker can be a good start to weed out the simple problems.
Before you start coding away at your dream game, take a look at our Game Planning
-page. It might hopefully help you avoid some common pitfalls and time sinks.
-
-
-
Code in your game folder, not in the evennia/ repository¶
-
As part of the Evennia setup you will create a game folder to host your game code. This is your
-home. You should never need to modify anything in the evennia library (anything you download
-from us, really). You import useful functionality from here and if you see code you like, copy&paste
-it out into your game folder and edit it there.
-
If you find that Evennia doesn’t support some functionality you need, make a Feature Request about it. Same goes for bugs. If you add features or fix bugs yourself, please consider Contributing your changes upstream!
Python is very good at reporting when and where things go wrong. A traceback shows everything you
-need to know about crashing code. The text can be pretty long, but you usually are only interested
-in the last bit, where it says what the error is and at which module and line number it happened -
-armed with this info you can resolve most problems.
-
Evennia will usually not show the full traceback in-game though. Instead the server outputs errors
-to the terminal/console from which you started Evennia in the first place. If you want more to show
-in-game you can add IN_GAME_ERRORS=True to your settings file. This will echo most (but not all)
-tracebacks both in-game as well as to the terminal/console. This is a potential security problem
-though, so don’t keep this active when your game goes into production.
-
-
A common confusing error is finding that objects in-game are suddenly of the type DefaultObject
-rather than your custom typeclass. 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. Instead of crashing, Evennia will then print the full traceback to the terminal/console and
-temporarily fall back to the safe DefaultObject until you fix the problem and reload.
Some people find reading documentation extremely dull and shun it out of principle. That’s your
-call, but reading docs really does help you, promise! Evennia’s documentation is pretty thorough
-and knowing what is possible can often give you a lot of new cool game ideas. That said, if you
-can’t find the answer in the docs, don’t be shy to ask questions! The discussion
-group and the irc
-chat are also there for you.
This documentation aims to help you set up a sane development environment to
make your game, also if you never coded before. If you are an experienced coder, much of this will be familiar to you, but some things may still be useful.
One of the advantages of Evennia over traditional MU* development systems is that Evennia can
-integrate into enterprise-level integration environments and source control.
Continuous Integration (CI) is a development
-practice that requires developers to integrate code into a shared repository.
-Each check-in is then verified by an automated build, allowing teams to detect problems early. This
-can be set up to safely deploy data to a production server only after tests have passed, for example.
One of the advantages of Evennia over traditional MU* development systems is that Evennia can integrate into enterprise-level integration environments and source control.
+
Continuous Integration (CI) is a development practice that requires developers to integrate code into a shared repository. Each check-in is then verified by an automated build, allowing teams to detect problems early. This can be set up to safely deploy data to a production server only after tests have passed, for example.
For Evennia, continuous integration allows an automated build process to:
Pull down a latest build from Source Control.
@@ -124,19 +117,16 @@ can be set up to safely deploy data to a production server only after tests have
Sometimes, an error is not trivial to resolve. A few simple print statements is not enough to find
-the cause of the issue. Running a debugger can then be very helpful and save a lot of time.
-Debugging
-means running Evennia under control of a special debugger program. This allows you to stop the
-action at a given point, view the current state and step forward through the program to see how its
-logic works.
+
Sometimes, an error is not trivial to resolve. A few simple print statements is not enough to find the cause of the issue. The traceback is not informative or even non-existing.
+
Running a debugger can then be very helpful and save a lot of time. Debugging means running Evennia under control of a special debugger program. This allows you to stop the action at a given point, view the current state and step forward through the program to see how its logic works.
Evennia natively supports these debuggers:
Pdb is a part of the Python distribution and
@@ -138,18 +133,14 @@ point.
-
(Re-)start Evennia in interactive (foreground) mode with evenniaistart. This is important -
-without this step the debugger will not start correctly - it will start in this interactive
-terminal.
-
Perform the steps that will trigger the line where you added the set_trace() call. The debugger
-will start in the terminal from which Evennia was interactively started.
+
(Re-)start Evennia in interactive (foreground) mode with evenniaistart. This is important - without this step the debugger will not start correctly - it will start in this interactive terminal.
+
Perform the steps that will trigger the line where you added the set_trace() call. The debugger will start in the terminal from which Evennia was interactively started.
The evennia.set_trace function takes the following arguments:
Here, debugger is one of pdb, pudb or auto. If auto, use pudb if available, otherwise
-use pdb. The term_size tuple sets the viewport size for pudb only (it’s ignored by pdb).
+
Here, debugger is one of pdb, pudb or auto. If auto, use pudb if available, otherwise use pdb. The term_size tuple sets the viewport size for pudb only (it’s ignored by pdb).
@@ -178,9 +169,7 @@ default cmdset. Then restart Evennia in interactive mode with test in your game, everything will freeze. You won’t get any feedback from the game,
-and you won’t be able to enter any command (nor anyone else). It’s because the debugger has started
-in your console, and you will find it here. Below is an example with pdb.
+
If you type test in your game, everything will freeze. You won’t get any feedback from the game, and you won’t be able to enter any command (nor anyone else). It’s because the debugger has started in your console, and you will find it here. Below is an example with pdb.
...>.../mygame/commands/command.py(79)func()->obj=self.search(self.args)
@@ -191,8 +180,7 @@ in your console, and you will find it here. Below is an example with pdb notes where it has stopped execution and, what line is about to be executed (in our case, obj=self.search(self.args)), and ask what you would like to do.
When you have the pdb prompt (Pdb), you can type in different commands to explore the code. The
-first one you should know is list (you can type l for short):
+
When you have the pdb prompt (Pdb), you can type in different commands to explore the code. The first one you should know is list (you can type l for short):
(Pdb)l4344key="test"
@@ -208,17 +196,12 @@ first one you should know is (Pdb)
-
Okay, this didn’t do anything spectacular, but when you become more confident with pdb and find
-yourself in lots of different files, you sometimes need to see what’s around in code. Notice that
-there is a little arrow (->) before the line that is about to be executed.
-
This is important: about to be, not has just been. You need to tell pdb to go on (we’ll
-soon see how).
+
Okay, this didn’t do anything spectacular, but when you become more confident with pdb and find yourself in lots of different files, you sometimes need to see what’s around in code. Notice that there is a little arrow (->) before the line that is about to be executed.
+
This is important: about to be, not has just been. You need to tell pdb to go on (we’ll soon see how).
pdb allows you to examine variables (or really, to run any Python instruction). It is very useful
-to know the values of variables at a specific line. To see a variable, just type its name (as if
-you were in the Python interpreter:
+
pdb allows you to examine variables (or really, to run any Python instruction). It is very useful to know the values of variables at a specific line. To see a variable, just type its name (as if you were in the Python interpreter:
(Pdb)self<commands.command.CmdTestobjectat0x045A0990>(Pdb)self.args
@@ -253,26 +236,19 @@ shorten it by just typing (Pdb)
-
Pdb is complaining that you try to call the search method on a command… whereas there’s no
-search method on commands. The character executing the command is in self.caller, so we might
-change our line:
+
Pdb is complaining that you try to call the search method on a command… whereas there’s no search method on commands. The character executing the command is in self.caller, so we might change our line:
pdb is waiting to execute the same instruction… it provoked an error but it’s ready to try
-again, just in case. We have fixed it in theory, but we need to reload, so we need to enter a
-command. To tell pdb to terminate and keep on running the program, use the continue (or c)
-command:
+
pdb is waiting to execute the same instruction… it provoked an error but it’s ready to try again, just in case. We have fixed it in theory, but we need to reload, so we need to enter a command. To tell pdb to terminate and keep on running the program, use the continue (or c) command:
(Pdb)c...
-
You see an error being caught, that’s the error we have fixed… or hope to have. Let’s reload the
-game and try again. You need to run evenniaistart again and then run test to get into the
-command again.
+
You see an error being caught, that’s the error we have fixed… or hope to have. Let’s reload the game and try again. You need to run evenniaistart again and then run test to get into the command again.
>.../mygame/commands/command.py(79)func()->obj=self.caller.search(self.args)(Pdb)
@@ -301,8 +277,7 @@ fix that bug too, it would be better):
...
-
Notice that you’ll have an error in the game this time. Let’s try with a valid parameter. I have
-another character, barkeep, in this room:
+
Notice that you’ll have an error in the game this time. Let’s try with a valid parameter. I have another character, barkeep, in this room:
testbarkeep
And again, the command freezes, and we have the debugger opened in the console.
Let’s execute this line right away:
@@ -324,32 +299,17 @@ another character, (Pdb)
-
As an exercise, fix this error, reload and run the debugger again. Nothing better than some
-experimenting!
+
As an exercise, fix this error, reload and run the debugger again. Nothing better than some experimenting!
Your debugging will often follow the same strategy:
Receive an error you don’t understand.
Put a breaking point BEFORE the error occurs.
+
Run evenniaistart
Run the code again and see the debugger open.
-
Run the program line by line,examining variables, checking the logic of instructions.
+
Run the program line by line, examining variables, checking the logic of instructions.
Continue and try again, each step a bit further toward the truth and the working feature.
n is useful, but it will avoid stepping inside of functions if it can. But most of the time, when
-we have an error we don’t understand, it’s because we use functions or methods in a way that wasn’t
-intended by the developer of the API. Perhaps using wrong arguments, or calling the function in a
-situation that would cause a bug. When we have a line in the debugger that calls a function or
-method, we can “step” to examine it further. For instance, in the previous example, when pdb was
-about to execute obj=self.caller.search(self.args), we may want to see what happens inside of
-the search method.
-
To do so, use the step (or s) command. This command will show you the definition of the
-function/method and you can then use n as before to see it line-by-line. In our little example,
-stepping through a function or method isn’t that useful, but when you have an impressive set of
-commands, functions and so on, it might really be handy to examine some feature and make sure they
-operate as planned.
All code submitted or committed to the Evennia project should aim to follow the
+guidelines outlined in Python PEP 8. Keeping the code style uniform
+makes it much easier for people to collaborate and read the code.
+
A good way to check if your code follows PEP8 is to use the PEP8 tool
+on your sources.
All non-global variable names and all function names are to be
+lowercase, words separated by underscores. Variable names should
+always be more than two letters long.
+
Module-level global variables (only) are to be in CAPITAL letters.
+
Imports should be done in this order:
+
+
Python modules (builtins and standard library)
+
Twisted modules
+
Django modules
+
Evennia library modules (evennia)
+
Evennia contrib modules (evennia.contrib)
+
+
+
All modules, classes, functions and methods should have doc strings formatted
+as outlined below.
+
All default commands should have a consistent docstring formatted as
+outlined below.
All modules, classes, functions and methods should have docstrings
+formatted with Google style -inspired indents, using
+Markdown formatting where needed. Evennia’s api2md
+parser will use this to create pretty API documentation.
Modules should all start with at least a few lines of docstring at
+their top describing the contents and purpose of the module.
+
Example of module docstring (top of file):
+
"""
+This module handles the creation of `Objects` that
+are useful in the game ...
+
+"""
+
+
+
Sectioning (#title, ##subtile etc) should not be used in
+freeform docstrings - this will confuse the sectioning of the auto
+documentation page and the auto-api will create this automatically.
+Write just the section name bolded on its own line to mark a section.
+Beyond sections markdown should be used as needed to format
+the text.
+
Code examples should use multi-line syntax highlighting
+to mark multi-line code blocks, using the “python” identifier. Just
+indenting code blocks (common in markdown) will not produce the
+desired look.
+
When using any code tags (inline or blocks) it’s recommended that you
+don’t let the code extend wider than about 70 characters or it will
+need to be scrolled horizontally in the wiki (this does not affect any
+other text, only code).
The root class docstring should describe the over-arching use of the
+class. It should usually not describe the exact call sequence nor list
+important methods, this tends to be hard to keep updated as the API
+develops. Don’t use section markers (#, ## etc).
+
Example of class docstring:
+
classMyClass(object):
+ """
+ This class describes the creation of `Objects`. It is useful
+ in many situations, such as ...
+
+ """
+
+deffuncname(a,b,c,d=False,**kwargs):
+ """
+ This is a brief introduction to the function/class/method
+
+ Args:
+ a (str): This is a string argument that we can talk about
+ over multiple lines.
+ b (int or str): Another argument.
+ c (list): A list argument.
+ d (bool, optional): An optional keyword argument.
+
+ Keyword Args:
+ test (list): A test keyword.
+
+ Returns:
+ str: The result of the function.
+
+ Raises:
+ RuntimeException: If there is a critical error,
+ this is raised.
+ IOError: This is only raised if there is a
+ problem with the database.
+
+ Notes:
+ This is an example function. If `d=True`, something
+ amazing will happen.
+
+ """
+
+
+
The syntax is very “loose” but the indentation matters. That is, you
+should end the block headers (like Args:) with a line break followed by
+an indent. When you need to break a line you should start the next line
+with another indent. For consistency with the code we recommend all
+indents to be 4 spaces wide (no tabs!).
Parts marked with “freeform” means that you can in principle put any
+text there using any formatting except for sections markers (#, ##
+etc). You must also keep indentation to mark which block you are part
+of. You should normally use the specified format rather than the
+freeform counterpart (this will produce nicer output) but in some
+cases the freeform may produce a more compact and readable result
+(such as when describing an *args or **kwargs statement in general
+terms). The first self argument of class methods should never be
+documented.
mean the same thing! Which one is used depends on the function or
+method documented, but there are no hard rules; If there is a large
+**kwargs block in the function, using the KeywordArgs: block may be a
+good idea, for a small number of arguments though, just using Args:
+and marking keywords as optional will shorten the docstring and make
+it easier to read.
These represent a special case since Commands in Evennia use their class
+docstrings to represent the in-game help entry for that command.
+
All the commands in the default command sets should have their doc-strings
+formatted on a similar form. For contribs, this is loosened, but if there is
+no particular reason to use a different form, one should aim to use the same
+style for contrib-command docstrings as well.
+
"""
+ Short header
+
+ Usage:
+ key[/switches, if any] <mandatory args> [optional] choice1||choice2||choice3
+
+ Switches:
+ switch1 - description
+ switch2 - description
+
+ Examples:
+ Usage example and output
+
+ Longer documentation detailing the command.
+
+ """
+
+
+
+
Two spaces are used for indentation in all default commands.
Angled brackets <> surround a description of what to write rather than the exact syntax.
+
Explicit choices are separated by |. To avoid this being parsed as a color code, use || (this
+will come out as a single |) or put spaces around the character (“|”) if there’s plenty of room.
+
The Switches and Examples blocks are optional and based on the Command.
+
+
Here is the nick command as an example:
+
"""
+ Define a personal alias/nick
+
+ Usage:
+ nick[/switches] <nickname> = [<string>]
+ alias ''
+
+ Switches:
+ object - alias an object
+ account - alias an account
+ clearall - clear all your aliases
+ list - show all defined aliases (also "nicks" works)
+
+ Examples:
+ nick hi = say Hello, I'm Sarah!
+ nick/object tom = the tall man
+
+ A 'nick' is a personal shortcut you create for your own use [...]
+
+ """
+
+
+
For commands that require arguments, the policy is for it to return a Usage:
+string if the command is entered without any arguments. So for such commands,
+the Command body should contain something to the effect of
The Python IDE Pycharm can auto-generate empty doc-string stubs. The
+default is to use reStructuredText form, however. To change to Evennia’s
+Google-style docstrings, follow this guide.
Sometimes it can be useful to try to determine just how efficient a particular
-piece of code is, or to figure out if one could speed up things more than they
-are. There are many ways to test the performance of Python and the running
-server.
-
Before digging into this section, remember Donald Knuth’s
-words of wisdom:
+
+
Important
+
This is considered an advanced topic. It’s mainly of interest to server developers.
+
+
Sometimes it can be useful to try to determine just how efficient a particular piece of code is, or to figure out if one could speed up things more than they are. There are many ways to test the performance of Python and the running server.
+
Before digging into this section, remember Donald Knuth’s words of wisdom:
[…]about 97% of the time: Premature optimization is the root of all evil.
-
That is, don’t start to try to optimize your code until you have actually
-identified a need to do so. This means your code must actually be working before
-you start to consider optimization. Optimization will also often make your code
-more complex and harder to read. Consider readability and maintainability and
-you may find that a small gain in speed is just not worth it.
-
+
That is, don’t start to try to optimize your code until you have actually identified a need to do so. This means your code must actually be working before you start to consider optimization. Optimization will also often make your code more complex and harder to read. Consider readability and maintainability and you may find that a small gain in speed is just not worth it.
Python’s timeit module is very good for testing small things. For example, in
@@ -147,46 +138,24 @@ could use the following code:
<<<5.358283996582031
-
The setup keyword is used to set up things that should not be included in the
-time measurement, like a=[] in the first call.
-
By default the timeit function will re-run the given test 1000000 times and
-returns the total time to do so (so not the average per test). A hint is to
-not use this default for testing something that includes database writes - for
-that you may want to use a lower number of repeats (say 100 or 1000) using the
-number=100 keyword.
+
The setup keyword is used to set up things that should not be included in the time measurement, like a=[] in the first call.
+
By default the timeit function will re-run the given test 1000000 times and returns the total time to do so (so not the average per test). A hint is to not use this default for testing something that includes database writes - for that you may want to use a lower number of repeats (say 100 or 1000) using the number=100 keyword.
+
In the example above, we see that this number of calls, using a list comprehension is about twice as fast as building a list using .append().
Python comes with its own profiler, named cProfile (this is for cPython, no
-tests have been done with pypy at this point). Due to the way Evennia’s
-processes are handled, there is no point in using the normal way to start the
-profiler (python-mcProfileevennia.py). Instead you start the profiler
-through the launcher:
+
Python comes with its own profiler, named cProfile (this is for cPython, no tests have been done with pypy at this point). Due to the way Evennia’s processes are handled, there is no point in using the normal way to start the profiler (python-mcProfileevennia.py). Instead you start the profiler through the launcher:
evennia --profiler start
-
This will start Evennia with the Server component running (in daemon mode) under
-cProfile. You could instead try --profile with the portal argument to
-profile the Portal (you would then need to
-start the Server separately).
-
Please note that while the profiler is running, your process will use a lot more
-memory than usual. Memory usage is even likely to climb over time. So don’t
-leave it running perpetually but monitor it carefully (for example using the
-top command on Linux or the Task Manager’s memory display on Windows).
-
Once you have run the server for a while, you need to stop it so the profiler
-can give its report. Do not kill the program from your task manager or by
-sending it a kill signal - this will most likely also mess with the profiler.
-Instead either use evennia.pystop or (which may be even better), use
-@shutdown from inside the game.
-
Once the server has fully shut down (this may be a lot slower than usual) you
-will find that profiler has created a new file mygame/server/logs/server.prof.
+
This will start Evennia with the Server component running (in daemon mode) under cProfile. You could instead try --profile with the portal argument to profile the Portal (you would then need to start the Server separately).
+
Please note that while the profiler is running, your process will use a lot more memory than usual. Memory usage is even likely to climb over time. So don’t leave it running perpetually but monitor it carefully (for example using the top command on Linux or the Task Manager’s memory display on Windows).
+
Once you have run the server for a while, you need to stop it so the profiler can give its report. Do not kill the program from your task manager or by sending it a kill signal - this will most likely also mess with the profiler. Instead either use evennia.pystop or (which may be even better), use @shutdown from inside the game.
+
Once the server has fully shut down (this may be a lot slower than usual) you will find that profiler has created a new file mygame/server/logs/server.prof.
The server.prof file is a binary file. There are many ways to analyze and
-display its contents, all of which has only been tested in Linux (If you are a
-Windows/Mac user, let us know what works).
-
You can look at the contents of the profile file with Python’s in-built pstats
-module in the evennia shell (it’s recommended you install ipython with pipinstallipython in your virtualenv first, for prettier output):
+
The server.prof file is a binary file. There are many ways to analyze and display its contents, all of which has only been tested in Linux (If you are a Windows/Mac user, let us know what works).
+
You can look at the contents of the profile file with Python’s in-built pstats module in the evennia shell (it’s recommended you install ipython with pipinstallipython in your virtualenv first, for prettier output):
evennia shell
@@ -199,9 +168,7 @@ module in the evennia shell (it’s recommended you install Python profiling documentation
-for more information.
+
Runsnake visualizes the profile to
@@ -214,21 +181,12 @@ KCachegrind work with Python profiles you also need the wrapper script
pyprof2calltree via pip whereas KCacheGrind is something you need to get
via your package manager or their homepage.
-
How to analyze and interpret profiling data is not a trivial issue and depends
-on what you are profiling for. Evennia being an asynchronous server can also
-confuse profiling. Ask on the mailing list if you need help and be ready to be
-able to supply your server.prof file for comparison, along with the exact
-conditions under which it was obtained.
+
How to analyze and interpret profiling data is not a trivial issue and depends on what you are profiling for. Evennia being an asynchronous server can also confuse profiling. Ask on the mailing list if you need help and be ready to be able to supply your server.prof file for comparison, along with the exact conditions under which it was obtained.
It is difficult to test “actual” game performance without having players in your
-game. For this reason Evennia comes with the Dummyrunner system. The
-Dummyrunner is a stress-testing system: a separate program that logs into your
-game with simulated players (aka “bots” or “dummies”). Once connected, these
-dummies will semi-randomly perform various tasks from a list of possible
-actions. Use Ctrl-C to stop the Dummyrunner.
+
It is difficult to test “actual” game performance without having players in your game. For this reason Evennia comes with the Dummyrunner system. The Dummyrunner is a stress-testing system: a separate program that logs into your game with simulated players (aka “bots” or “dummies”). Once connected, these dummies will semi-randomly perform various tasks from a list of possible actions. Use Ctrl-C to stop the Dummyrunner.
Warning
You should not run the Dummyrunner on a production database. It
@@ -243,9 +201,7 @@ will spawn many objects and also needs to run with general permissions.
from evennia.server.profiling.settings_mixin import *
-
This will override your settings and disable Evennia’s rate limiters and
-DoS-protections, which would otherwise block mass-connecting clients from
-one IP. Notably, it will also change to a different (faster) password hasher.
+
This will override your settings and disable Evennia’s rate limiters and DoS-protections, which would otherwise block mass-connecting clients from one IP. Notably, it will also change to a different (faster) password hasher.
(recommended): Build a new database. If you use default Sqlite3 and want to
keep your existing database, just rename mygame/server/evennia.db3 to
@@ -260,28 +216,16 @@ be able to connect with an existing user since the password hasher chan
Use Ctrl-C (or Cmd-C) to stop it.
-
If you want to see what the dummies are actually doing you can run with a single
-dummy:
+
If you want to see what the dummies are actually doing you can run with a single dummy:
evennia --dummyrunner 1
-
The inputs/outputs from the dummy will then be printed. By default the runner
-uses the ‘looker’ profile, which just logs in and sends the ‘look’ command
-over and over. To change the settings, copy the file
-evennia/server/profiling/dummyrunner_settings.py to your mygame/server/conf/
-directory, then add this line to your settings file to use it in the new
-location:
+
The inputs/outputs from the dummy will then be printed. By default the runner uses the ‘looker’ profile, which just logs in and sends the ‘look’ command over and over. To change the settings, copy the file evennia/server/profiling/dummyrunner_settings.py to your mygame/server/conf/ directory, then add this line to your settings file to use it in the new location:
The dummyrunner settings file is a python code module in its own right - it
-defines the actions available to the dummies. These are just tuples of command
-strings (like “look here”) for the dummy to send to the server along with a
-probability of them happening. The dummyrunner looks for a global variable
-ACTIONS, a list of tuples, where the first two elements define the
-commands for logging in/out of the server.
-
Below is a simplified minimal setup (the default settings file adds a lot more
-functionality and info):
+
The dummyrunner settings file is a python code module in its own right - it defines the actions available to the dummies. These are just tuples of command strings (like “look here”) for the dummy to send to the server along with a probability of them happening. The dummyrunner looks for a global variable ACTIONS, a list of tuples, where the first two elements define the commands for logging in/out of the server.
+
Below is a simplified minimal setup (the default settings file adds a lot more functionality and info):
# minimal dummyrunner setup file# Time between each dummyrunner "tick", in seconds. Each dummy will be called
@@ -325,8 +269,7 @@ functionality and info):
-
At the bottom of the default file are a few default profiles you can test out
-by just setting the PROFILE variable to one of the options.
+
At the bottom of the default file are a few default profiles you can test out by just setting the PROFILE variable to one of the options.
PyCharm is a Python developer’s IDE from Jetbrains available
-for Windows, Mac and Linux. It is a commercial product but offer free trials, a scaled-down
-community edition and also generous licenses for OSS projects like Evennia.
+
PyCharm is a Python developer’s IDE from Jetbrains available for Windows, Mac and Linux. It is a commercial product but offer free trials, a scaled-down community edition and also generous licenses for OSS projects like Evennia.
-
This page was originally tested on Windows (so use Windows-style path examples), but should work
-the same for all platforms.
+
This page was originally tested on Windows (so use Windows-style path examples), but should work the same for all platforms.
-
First, install Evennia on your local machine with [[Getting Started]]. If you’re new to PyCharm,
-loading your project is as easy as selecting the Open option when PyCharm starts, and browsing to
-your game folder (the one created with evennia--init). We refer to it as mygame here.
+
First, install Evennia on your local machine with [[Getting Started]]. If you’re new to PyCharm, loading your project is as easy as selecting the Open option when PyCharm starts, and browsing to your game folder (the one created with evennia--init). We refer to it as mygame here.
If you want to be able to examine evennia’s core code or the scripts inside your virtualenv, you’ll
need to add them to your project too:
@@ -148,63 +143,42 @@ project is already configured in PyCharm.
Of course you can attach to the portal process as well. If you want to debug the Evennia launcher
or runner for some reason (or just learn how they work!), see Run Configuration below.
-
NOTE: Whenever you reload Evennia, the old Server process will die and a new one start. So when
-you restart you have to detach from the old and then reattach to the new process that was created.
+
NOTE: Whenever you reload Evennia, the old Server process will die and a new one start. So when you restart you have to detach from the old and then reattach to the new process that was created.
-
To make the process less tedious you can apply a filter in settings to show only the server.py
-process in the list. To do that navigate to: Settings/Preferences|Build,Execution,Deployment|PythonDebugger and then in Attachtoprocess field put in: twistd.exe"--nodaemon. This is an
-example for windows, I don’t have a working mac/linux box.
-
+
To make the process less tedious you can apply a filter in settings to show only the server.py process in the list. To do that navigate to: Settings/Preferences|Build,Execution,Deployment|PythonDebugger and then in Attachtoprocess field put in: twistd.exe"--nodaemon. This is an example for windows, I don’t have a working mac/linux box.
This configuration allows you to launch Evennia from inside PyCharm. Besides convenience, it also
-allows suspending and debugging the evennia_launcher or evennia_runner at points earlier than you
-could by running them externally and attaching. In fact by the time the server and/or portal are
-running the launcher will have exited already.
+
This configuration allows you to launch Evennia from inside PyCharm. Besides convenience, it also allows suspending and debugging the evennia_launcher or evennia_runner at points earlier than you could by running them externally and attaching. In fact by the time the server and/or portal are running the launcher will have exited already.
Go to Run>EditConfigutations...
Click the plus-symbol to add a new configuration and choose Python
-
Add the script: \<yourrepo\>\evenv\Scripts\evennia_launcher.py (substitute your virtualenv if
-it’s not named evenv)
+
Add the script: \<yourrepo\>\evenv\Scripts\evennia_launcher.py (substitute your virtualenv if it’s not named evenv)
Set script parameters to: start-l (-l enables console logging)
Ensure the chosen interpreter is from your virtualenv
Set Working directory to your mygame folder (not evenv nor evennia)
-
You can refer to the PyCharm documentation for general info, but you’ll want to set at least a
-config name (like “MyMUD start” or similar).
+
You can refer to the PyCharm documentation for general info, but you’ll want to set at least a config name (like “MyMUD start” or similar).
-
Now set up a “stop” configuration by following the same steps as above, but set your Script
-parameters to: stop (and name the configuration appropriately).
-
A dropdown box holding your new configurations should appear next to your PyCharm run button.
-Select MyMUD start and press the debug icon to begin debugging. Depending on how far you let the
-program run, you may need to run your “MyMUD stop” config to actually stop the server, before you’ll
-be able start it again.
+
Now set up a “stop” configuration by following the same steps as above, but set your Script parameters to: stop (and name the configuration appropriately).
+
A dropdown box holding your new configurations should appear next to your PyCharm run button. Select MyMUD start and press the debug icon to begin debugging. Depending on how far you let the program run, you may need to run your “MyMUD stop” config to actually stop the server, before you’ll be able start it again.
-
-
Alternative run configuration - utilizing logfiles as source of data¶
-
This configuration takes a bit different approach as instead of focusing on getting the data back
-through logfiles. Reason for that is this way you can easily separate data streams, for example you
-rarely want to follow both server and portal at the same time, and this will allow it. This will
-also make sure to stop the evennia before starting it, essentially working as reload command (it
-will also include instructions how to disable that part of functionality). We will start by defining
-a configuration that will stop evennia. This assumes that upfire is your pycharm project name, and
-also the game name, hence the upfire/upfire path.
+
+
Alternative config - utilizing logfiles as source of data¶
+
This configuration takes a bit different approach as instead of focusing on getting the data back through logfiles. Reason for that is this way you can easily separate data streams, for example you rarely want to follow both server and portal at the same time, and this will allow it. This will also make sure to stop the evennia before starting it, essentially working as reload command (it will also include instructions how to disable that part of functionality). We will start by defining a configuration that will stop evennia. This assumes that upfire is your pycharm project name, and also the game name, hence the upfire/upfire path.
Go to Run>EditConfigutations...\
-
Click the plus-symbol to add a new configuration and choose the python interpreter to use (should
-be project default)
+
Click the plus-symbol to add a new configuration and choose the python interpreter to use (should be project default)
Name the configuration as “stop evennia” and fill rest of the fields accordingly to the image:
Press Apply
-
Now we will define the start/reload command that will make sure that evennia is not running already,
-and then start the server in one go.
+
Now we will define the start/reload command that will make sure that evennia is not running already, and then start the server in one go.
Go to Run>EditConfigutations...\
-
Click the plus-symbol to add a new configuration and choose the python interpreter to use (should
-be project default)
+
Click the plus-symbol to add a new configuration and choose the python interpreter to use (should be project default)
Name the configuration as “start evennia” and fill rest of the fields accordingly to the image:
Navigate to the Logs tab and add the log files you would like to follow. The picture shows
diff --git a/docs/1.0-dev/Coding/Unit-Testing.html b/docs/1.0-dev/Coding/Unit-Testing.html
index c35a77d7d2..cb5502af60 100644
--- a/docs/1.0-dev/Coding/Unit-Testing.html
+++ b/docs/1.0-dev/Coding/Unit-Testing.html
@@ -115,17 +115,9 @@
Unit testing means testing components of a program in isolation from each other to make sure every
-part works on its own before using it with others. Extensive testing helps avoid new updates causing
-unexpected side effects as well as alleviates general code rot (a more comprehensive wikipedia
-article on unit testing can be found here).
-
A typical unit test set calls some function or method with a given input, looks at the result and
-makes sure that this result looks as expected. Rather than having lots of stand-alone test programs,
-Evennia makes use of a central test runner. This is a program that gathers all available tests all
-over the Evennia source code (called test suites) and runs them all in one go. Errors and
-tracebacks are reported.
-
By default Evennia only tests itself. But you can also add your own tests to your game code and have
-Evennia run those for you.
+
Unit testing means testing components of a program in isolation from each other to make sure every part works on its own before using it with others. Extensive testing helps avoid new updates causing unexpected side effects as well as alleviates general code rot (a more comprehensive wikipedia article on unit testing can be found here).
+
A typical unit test set calls some function or method with a given input, looks at the result and makes sure that this result looks as expected. Rather than having lots of stand-alone test programs, Evennia makes use of a central test runner. This is a program that gathers all available tests all over the Evennia source code (called test suites) and runs them all in one go. Errors and tracebacks are reported.
+
By default Evennia only tests itself. But you can also add your own tests to your game code and have Evennia run those for you.
Fortunately, it’s extremely easy to keep your Evennia server up-to-date. If you haven’t already, see
-the Getting Started guide and get everything running.
Very commonly we make changes to the Evennia code to improve things. There are many ways to get told
-when to update: You can subscribe to the RSS feed or manually check up on the feeds from
-https://www.evennia.com. You can also simply fetch the latest regularly.
-
When you’re wanting to apply updates, simply cd to your cloned evennia root directory and type:
-
git pull
-
-
-
assuming you’ve got the command line client. If you’re using a graphical client, you will probably
-want to navigate to the evennia directory and either right click and find your client’s pull
-function, or use one of the menus (if applicable).
-
You can review the latest changes with
-
git log
-
-
-
or the equivalent in the graphical client. You can also see the latest changes online
-here.
-
You will always need to do evenniareload (or reload from -in-game) from your game-dir to have
-the new code affect your game. If you want to be really sure you should run a full evenniareboot
-so that both Server and Portal can restart (this will disconnect everyone though, so if you know the
-Portal has had no updates you don’t have to do that).
On occasion we update the versions of third-party libraries Evennia depend on (or we may add a new
-dependency). This will be announced on the mailing list/forum. If you run into errors when starting
-Evennia, always make sure you have the latest versions of everything. In some cases, like for
-Django, starting the server may also give warning saying that you are using a working, but too-old
-version that should not be used in production.
-
Upgrading evennia will automatically fetch all the latest packages that it now need. First cd to
-your cloned evennia folder. Make sure your virtualenv is active and use
-
pip install --upgrade -e .
-
-
-
Remember the period (.) at the end - that applies the upgrade to the current location (your
-evennia dir).
-
-
The -e means that we are linking the evennia sources rather than copying them into the
-environment. This means we can most of the time just update the sources (with gitpull) and see
-those changes directly applied to our installed evennia package. Without installing/upgrading the
-package with -e, we would have to remember to upgrade the package every time we downloaded any new
-source-code changes.
-
-
Follow the upgrade output to make sure it finishes without errors. To check what packages are
-currently available in your python environment after the upgrade, use
-
pip list
-
-
-
This will show you the version of all installed packages. The evennia package will also show the
-location of its source code.
Whenever we change the database layout of Evennia upstream (such as when we add new features) you
-will need to migrate your existing database. When this happens it will be clearly noted in the
-gitlog (it will say something to the effect of “Run migrations”). Database changes will also be
-announced on the Evennia mailing list.
-
When the database schema changes, you just go to your game folder and run
-
evennia migrate
-
-
-
-
Hint: If the evennia command is not found, you most likely need to activate your
-virtualenv.
Should you ever want to start over completely from scratch, there is no need to re-download Evennia
-or anything like that. You just need to clear your database. Once you are done, you just rebuild it
-from scratch by running
-
evennia migrate
-
-
-
The first step in wiping your database is to stop Evennia completely with
-
evennia stop
-
-
-
If you run the default SQlite3 database (to change this you need to edit your settings.py file),
-the database is actually just a normal file in mygame/server/ called evennia.db3. Simply delete
-that file - that’s it. Now run evenniamigrate to recreate a new, fresh one.
-
If you run some other database system you can instead flush the database:
-
evennia flush
-
-
-
This will empty the database. However, it will not reset the internal counters of the database, so
-you will start with higher dbref values. If this is okay, this is all you need.
-
Django also offers an easy way to start the database’s own management should we want more direct
-control:
-
evennia dbshell
-
-
-
In e.g. MySQL you can then do something like this (assuming your MySQL database is named “Evennia”:
-
mysql> DROP DATABASE Evennia;
-mysql> exit
-
-
-
-
NOTE: Under Windows OS, in order to access SQLite dbshell you need to download the SQLite
-command-line shell program. It’s a single executable file
-(sqlite3.exe) that you should place in the root of either your MUD folder or Evennia’s (it’s the
-same, in both cases Django will find it).
If and when an Evennia update modifies the database schema (that is, the under-the-hood details as
-to how data is stored in the database), you must update your existing database correspondingly to
-match the change. If you don’t, the updated Evennia will complain that it cannot read the database
-properly. Whereas schema changes should become more and more rare as Evennia matures, it may still
-happen from time to time.
-
One way one could handle this is to apply the changes manually to your database using the database’s
-command line. This often means adding/removing new tables or fields as well as possibly convert
-existing data to match what the new Evennia version expects. It should be quite obvious that this
-quickly becomes cumbersome and error-prone. If your database doesn’t contain anything critical yet
-it’s probably easiest to simply reset it and start over rather than to bother converting.
-
Enter migrations. Migrations keeps track of changes in the database schema and applies them
-automatically for you. Basically, whenever the schema changes we distribute small files called
-“migrations” with the source. Those tell the system exactly how to implement the change so you don’t
-have to do so manually. When a migration has been added we will tell you so on Evennia’s mailing
-lists and in commit messages -
-you then just run evenniamigrate to be up-to-date again.
-
-
-
\ No newline at end of file
diff --git a/docs/1.0-dev/Coding/Version-Control.html b/docs/1.0-dev/Coding/Version-Control.html
index cea255a0dd..c51b4ccf5f 100644
--- a/docs/1.0-dev/Coding/Version-Control.html
+++ b/docs/1.0-dev/Coding/Version-Control.html
@@ -6,7 +6,7 @@
- Version Control — Evennia 1.0-dev documentation
+ Coding using Version Control — Evennia 1.0-dev documentation
@@ -17,7 +17,7 @@
-
+
Version control software allows you to track the changes you make to your code, as well as being
-able to easily backtrack these changes, share your development efforts and more.
-
It’s strongly recommended that you put your game code under version control. Version
-control is also the way to contribue to Evennia itself.
-
For an introduction to the concept, start with the Wikipedia article
-here. Evennia uses the version
-control system Git and this is what will be covered
-henceforth. Note that this page primarily shows commands for Linux, but the
-syntax should be the same for Windows and Mac.
Version control allows you to track changes to your code. You can save ‘snapshots’ of your progress which means you can roll back undo things easily. Version control also allows you to easily back up your code to an online repository such as Github. It also allows you to collaborate with others on the same code without clashing or worry about who changed what.
+
+
Evennia uses the most commonly used version control system, Git . For additional help on using Git, please refer to the Official GitHub documentation.
To avoid a common issue later, you will need to set a couple of settings; first you will need to
-tell Git your username, followed by your e-mail address, so that when you commit code later you will
-be properly credited.
-
Note that your commit information will be visible to everyone if you ever contribute to Evennia or
-use an online service like github to host your code. So if you are not comfortable with using your
-real, full name online, put a nickname here.
+
You can find expanded instructions for installation here.
+
+
To avoid a common issue later, you will need to set a couple of settings; first you will need to tell Git your username, followed by your e-mail address, so that when you commit code later you will be properly credited.
Set the default name for git to use when you commit:
git config --global user.name "Your Name Here"
@@ -190,298 +170,290 @@ real, full name online, put a nickname here.
Note: The game folder’s version control is completely separate from Evennia’s repository.
+
To get a running start with Git, here’s a good YouTube talk about it. It’s a bit long but it will help you understand the underlying ideas behind GIT (which in turn makes it a lot more intuitive to use).
-
After you have set up your game you will have created a new folder to host your particular game
-(let’s call this folder mygame for now).
-
This folder is not under version control at this point.
Git can be controlled via a GUI. But it’s often easier to use the base terminal/console commands, since it makes it clear if something goes wrong.
+
All these actions need to be done from inside the git repository .
+
Git may seem daunting at first. But when working with git, you’ll be using the same 2-3 commands 99% of the time. And you can make git aliases to have them be even easier to remember.
This initializes a folder/directory on your drive as a ‘git repository’
+
git init .
-
Your mygame folder is now ready for version control! Add all the content and make a first
-commit:
-
cd mygame
+
The . means to apply to the current directory. If you are inside mygame, this makes your game dir into a git repository. That’s all there is to it, really. You only need to do this once.
This tells Git to start to track the file under version control. You need to do this when you create a new file. You can also add all files in your current directory:
+
git add .
+
+
+
Or
+
git add *
+
+
+
All files in the current directory are now tracked by Git. You only need to do this once for every file you want to track.
This commits your changes. It stores a snapshot of all (-a) your code at the current time, adding a message -m so you know what you did. Later you can check out your code the way it was at a given time. The message is mandatory and you will thank yourself later if write clear and descriptive log messages. If you don’t add -m, a text editor opens for you to write the message instead.
+
The gitcommit is something you’ll be using all the time, so it can be useful to make a git alias for it:
+
git config --global alias.cma 'commit -a -m'
+
+
+
After you’ve run this, you can commit much simpler, like this:
This gives a short (-s) of the files that changes since your last gitcommit.
+
git diff --word-diff`
+
+
+
This shows exactly what changed in each file since you last made a gitcommit. The --word-diff option means it will mark if a single word changed on a line.
+
git log
+
+
+
This shows the log of all commits done. Each log will show you who made the change, the commit-message and a unique hash (like ba214f12ab12e123...) that uniquely describes that commit.
+
You can make the log command more succinct with some more options:
Git allows you to work with branches. These are separate development paths your code may take, completely separate from each other. You can later merge the code from a branch back into another branch. Evennia’s master and develop branches are examples of this.
+
git branch -b branchaname
+
+
+
This creates a new branch, exactly identical to the branch you were on. It also moves you to that branch.
+
git branch -D branchname
+
+
+
Deletes a branch.
+
git branch
+
+
+
Shows all your branches, marking which one you are currently on.
+
git checkout branchname
+
+
+
This checks out another branch. As long as you are in a branch all gitcommits will commit the code to that branch only.
+
git checkout .
+
+
+
This checks out your current branch and has the effect of throwing away all your changes since your last commit. This is like undoing what you did since the last save point.
+
git checkout b2342bc21c124
+
+
+
This checks out a particular commit, identified by the hash you find with gitlog. This open a ‘temporary branch’ where the code is as it was when you made this commit. As an example, you can use this to check where a bug was introduced. Check out an existing branch to go back to your normal timeline, or use gitbranch-bnewbranch to break this code off into a new branch you can continue working from.
+
git merge branchname
+
+
+
This merges the code from branchname into the branch you are currently in. Doing so may lead to merge conflicts if the same code changed in different ways in the two branches. See how to resolve merge conflicts in git for more help.
All of these other commands have dealt with code only sitting in your local repository-folder. These commands instead allows you to exchange code with a remote repository - usually one that is online (like on github).
+
+
How you actually set up a remote repository is described in the next section.
+
+
git clone repository/path
+
+
+
This copies the remote repository to your current location. If you used the Git installation instructions to install Evennia, this is what you used to get your local copy of the Evennia repository.
+
git pull
+
+
+
Once you cloned or otherwise set up a remote repository, using gitpull will re-sync the remote with what you have locally. If what you download clashes with local changes, git will force you to gitcommit your changes before you can continue with gitpull.
+
git push
+
+
+
This uploads your local changes of your current branch to the same-named branch on the remote repository. To be able to do this you must have write-permissions to the remote repository.
This makes use of the git commands listed in the previous section.
+
+
cd mygame
+git init .
git add *
git commit -a -m "Initial commit"
-
In turn these commands:
-
-
Move us into the mygame folder
-
Tell git that everything * means everything) in this folder should be put
-under version control.
-
Commit all (-a) those newly added files to git and add a message -m so you remember
-what you did at this point. Doing a commit is like saving a snapshot of the
-current state of everything.
When working on your code or fix bugs in your local branches you may end up creating new files. If
-you do you must tell Git to track them by using the add command.
-
git add <filename>
-
-
-
You only need to do this once per file.
-
git status
-
-
-
will show if you have any modified, added or otherwise changed files. Some
-files, like database files, logs and temporary PID files are usually not
-tracked in version control. These should either not show up or have a question
-mark in front of them.
-
-
Note
-
You will notice that some files are not covered by your git version control,
-notably your settings file (mygame/server/conf/settings.py) and your sqlite3
-database file mygame/server/evennia.db3. What is auto-ignored by is controlled
-by the hidden file mygame/.gitignore. Evennia creates this file as part of
-the creation of your game directory. Everything matched in this file will be
-ignored by git. If you want to, for example, include your settings file for
-collaborators to access, remove that entry in .gitignore.
-
+
Your game-dir is now tracked by git.
+
You will notice that some files are not covered by your git version control, notably your secret-settings file (mygame/server/conf/secret_settings.py) and your sqlite3 database file mygame/server/evennia.db3. This is intentional and controlled from the file mygame/.gitignore.
Warning
You should never put your sqlite3 database file into git by removing its entry
in .gitignore. GIT is for backing up your code, not your database. That way
-lies madness and a good chance you’ll confuse yourself so that after a few
-commits and reverts don’t know what is in your database or not. If you want to
-backup your database, do so by simply copying the file on your hard drive to a
-backup-name.
+lies madness and a good chance you’ll confuse yourself. Make one mistake or local change and after a few commits and reverts you will have lost track of what is in your database or not. If you want to backup your SQlite3 database, do so by simply copying the database file to a safe location.
Committing your code means storing the current snapshot of your code within
-git. This creates a “save point” or “history” of your development process. You
-can later jump back and forth in your history, for example to figure out just
-when a bug was introduced or see what results the code used to produce compared
-to now. Or just wiping everything since the last commit, if you did something
-stupid.
-
It’s usually a good idea to commit your changes often. Committing is fast and
-local only - you will never commit anything online at this point. To commit your
-changes, use
-
git commit --all
-
-
-
Also -a works. This will open a text editor for you to describe your change.
-Be brief but informative in your message - you’ll appreciate it later. When you
-save and close the editor, the commit will be saved. You can create the message
-directly with
-
git commit -a -m "This fixes a bug in the combat code."
-
If you have non-committed changes that you realize you want to throw away, you
-‘check out’ the file you want - this will re-load it from the last committed
-state:
So far your code is only located on your private machine. A good idea is to back
-it up online. The easiest way to do this is to push it to your own remote
-repository on GitHub.
-
-
Important
-
Just to avoid confusion, be aware that Github’s documentation has changed to
-calling the primary branch ‘main’ rather than ‘master’. While Evennia still
-uses ‘master’ branch (and this is what we refer to below), you can use either
-name for your personal primary branch - they are equivalent.
+
So far your code is only located on your private machine. A good idea is to back it up online. The easiest way to do this is to gitpush it to your own remote repository on GitHub. So for this you need a (free) Github account.
+
If you don’t want your code to be publicly visible, Github also allows you set up a private repository, only visible to you.
+
+
Note
+
Github’s defaults have changed to calling the primary branch ‘main’ rather than ‘master’. While Evennia still uses ‘master’ branch (and this is what we refer to below), you can use either name for your personal primary branch - they are equivalent.
-
-
Make sure you have your game directory setup under git version control as
-described in the previous section. Make sure to commit any changes you did.
-
Create a new, empty repository on Github. Github explains how
-here (do not “Initialize
-the repository with a README” or else you’ll create unrelated histories).
-
From your local game dir, do gitremoteaddorigin<githubURL> where
-<githubURL> is the URL to your online repo. This tells your game dir that
-it should be pushing to the remote online dir.
-
gitremote-v to verify the online dir.
-
gitpushoriginmaster (or gitpushoriginmain) now pushes your game dir
-online so you can see it on github.com.
-
-
You can commit your work locally (gitcommit--all-m"Makeachangethat...") as many times as you want. When you want to push those changes to your
-online repo, you do gitpush. You can also gitclone<url_to_online_repo>
-from your online repo to somewhere else (like your production server) and
-henceforth do gitpull to update that to the latest thing you pushed.
-
Note that GitHub’s repos are, by default publicly visible by all. Creating a
-publicly visible online clone might not be what you want for all parts of your
-development process - you may prefer a more private venue when sharing your
-revolutionary work with your team. If that’s the case you can change your
-repository to “Private” in the github settings. Then your code will only be
-visible to those you specifically grant access.
This helps you set up an online fork of the main Evennia repository so you can
-easily commit fixes and help with upstream development. You can do this step
-also if you didn’t put your game dir under version control like in the
-previous section - the evennia repo and your game dir repo are completely
-separate.
Before proceeding with the following step, make sure you have registered and
-created an account on GitHub.com. This is necessary in order to create a fork
-of Evennia’s master repository, and to push your commits to your fork either for
-yourself or for contributing to
-Evennia.
-
-
A fork is a clone of the master repository that you can make your own commits
-and changes to. At the top of this page,
-click the “Fork” button, as it appears below.
-
The fork only exists online as of yet. In a terminal, change your directory to
-the folder you wish to develop in. From this directory run the following
-command:
Create a new, empty repository on Github. Github explains how here . Don’t allow it to add a README, license etc, that will just clash with what we upload later.
+
+
Make sure you are in your local game dir (previously initialized as a git repo).
+
git remote add origin <github URL>
-
This will download your fork to your computer. It creates a new folder
-evennia/ at your current location.
+
This tells Git that there is a remote repository at <githubURL>. See the github docs as to which URL to use. Verify that the remote works with gitremote-v
+
Now we push to the remote (labeled ‘origin’ which is the default):
+
git push
+
+
+
Depending on how you set up your authentication with github, you may be asked to enter your github username and password. If you set up SSH authentication, this command will just work.
+
You use gitpush to upload your local changes so the remote repository is in sync with your local one. If you edited a file online using the Github editor (or a collaborator pushed code), you use gitpull to sync in the other direction.
Your Evennia-fork is now separate from upstream, ‘official’ Evennia. You will
-want to set it up so that you can easily sync our updates and changes to your
-fork.
-
We do this by setting up a new remote. We actually already have one remote,
-that is our own github form of Evennia. This got created when you cloned the
-repo and defaults to being called origin.
If you want to help contributing to Evennia you must do so by forking - making your own remote copy of the Evennia repository on Github. So for this, you need a (free) Github account. Doing so is a completely separate process from putting your game dir under version control (which you should also do!).
This will create a new online fork Evennia under your github account.
+
The fork only exists online as of yet. In a terminal, cd to the folder you wish to develop in. This folder should not be your game dir, nor the place you cloned Evennia into if you used the Git installation.
This will download your fork to your computer. It creates a new folder evennia/ at your current location. If you installed Evennia using the Git installation, this folder will be identical in content to the evennia folder you cloned during that installation. The difference is that this repo is connected to your remote fork and not to the ‘original’ upstream Evennia.
+
When we cloned our fork, git automatically set up a ‘remote repository’ labeled origin pointing to it. So if we do gitpull and gitpush, we’ll push to our fork.
+
We now want to add a second remote repository linked to the original Evennia repo. We will label this remote repository upstream:
cd evennia
git remote add upstream https://github.com/evennia/evennia.git
-
This adds a remote to the main evennia repo.
-
If you also want to access Evennia’s develop branch (the bleeding edge
-development) do the following:
+
If you also want to access Evennia’s develop branch (the bleeding edge development) do the following:
git fetch upstream develop
git checkout develop
-
Use
-git checkout master
-git checkout develop
-
to switch between the branches. If you want to contribute a fix, ask first which
-branch to use. Normally master is for bug fixes and develop is for new
-features, but late in the development of a new Evennia version, all changes
-often go into develop.
Branches are stand-alone editions of the same code. You make a commit to a
-branch. Switching to a branch will change the code on-disk. You can easily
-make a new branch off a parent branch, and then merge it back into the same
-branch later (or throw it away). This is a very common way to work on new
-features in safety and isolation.
Or, if you are working against Evennia’s development branch:
-
git checkout develop
-git pull upstream develop
+
to switch between the branches.
+
To pull the latest from upstream Evennia, just checkout the branch you want and do
+
git pull upstream
-
The pull command will fetch all the changes from the “upstream” remote and
-merge it into your local master/develop branch. It should now be a perfect copy
-of the latest Evennia changes.
As a rule of thumb you should never work directly in Evennia’s master or
-develop branches. Instead you make a new branch off the branch you want
-and change that.
You now have a new branch strange_bug that is an exact replica of the branch you
-had checked out when you created it. Here you can now make your own
-modifications.
-
git branches
-
-
-
will show you which branches are available and which one you are currently
-using. Use gitcheckout<branch> to move between them, but remember to commit
-your changes before you do.
-
You often want to make sure also your work-branch has the latest upstream
-changes. To do this, you need to first update your copy of the
-master/develop branch and then merge those changes into your work branch.
-Make sure you have committed everything first!
-
git commit -a -m "My latest changes ..." # on your strange_bug branch
-git checkout master (or develop)
-git pull upstream develop
-git checkout strange_bug
+
Now fix whatever needs fixing. Abide by the Evennia code style. You can gitcommit commit your changes along the way as normal.
+
Upstream Evennia is not standing still, so you want to make sure that your work is up-to-date with upstream changes. Make sure to first commit your myfixbranch changes, then
Up to this point your strange_bug branch only exists on your local computer. No
-one else can see it. If you want a copy of this branch to also appear in your
-online fork on GitHub, make sure to have checked out your “myfixes” branch and
-then run the following:
-
git push -u origin strange_bug
-
-
-
You only need to do this once, the -u makes this the default push-location. In
-the future, you can just push things online like this:
+
Up to this point your myfixbranch branch only exists on your local computer. No
+one else can see it.
git push
+
This will automatically create a matching myfixbranch in your forked version of Evennia and push to it. On github you will be able to see appear it in the branches dropdown. You can keep pushing to your remote myfixbranch as much as you like.
+
Once you feel you have something to share, you need to create a pull request (PR):
+This is a formal request for upstream Evennia to adopt and pull your code into the main repository.
+
+
Click Newpullrequest
+
Choose compareacrossforks
+
Select your fork from dropdown list of headrepository repos. Pick the right branch to compare.
+
On the Evennia side (to the left) make sure to pick the right base branch: If you want to contribute a change to the develop branch, you must pick develop as the base.
+
Then click Createpullrequest and fill in as much information as you can in the form.
+
Optional: Once you saved your PR, you can go into your code (on github) and add some per-line comments; this can help reviewers by explaining complex code or decisions you made.
+
+
Now you just need to wait for your code to be reviewed. Expect to get feedback and be asked to make changes, add more documentation etc. Getting as PR merged can take a few iterations.
If you hadn’t setup a public key on GitHub or aren’t asked for a
-username/password, you might get an error 403:ForbiddenAccess at this stage.
-In that case, some users have reported that the workaround is to create a file
-.netrc under your home directory and add your github credentials there:
If you think that the fixes you did in your strange_bug branch should be a
-part of the regular Evennia, you should create a Pull Request (PR). This is a
-call for the Evennia maintainer to pull your change into an upstream branch.
-
-
It is wise to make separate branches for every fix or series of fixes you want
-to contribute.
-
-
Assuming you have followed the instructions above and have pushed your changes
-online, create a pull request and
-follow the instructions. Make sure to specifically select your strange_bug
-branch to be the source of the merge and use the branch you based that branch
-off (master or develop) as the target.
-
Evennia developers will then be able to examine your request and merge it if
-it’s deemed suitable. They may also come back with feedback and request you do
-some changes.
-
Once approved and merged, your change will now be available in the upstream
-branch:
Some of the GIT commands can feel a little long and clunky if you need to do them often. Luckily you
-can create aliases for those. Here are some useful commands to run:
-
# git st
-# - view brief status info
-gitconfig--globalalias.st'status -s'
-
-
-
Above, you only need to ever enter the gitconfig... command once - you have then added the new
-alias. Afterwards, just do gitst to get status info. All the examples below follow the same
-template.
-
# git cl
-# - clone a repository
-gitconfig--globalalias.clclone
-
-
-
# git cma "commit message"
-# - commit all changes without opening editor for message
-gitconfig--globalalias.cma'commit -a -m'
-
-
-
# git ca
-# - amend text to your latest commit message
-gitconfig--globalalias.ca'commit --amend'
-
-
-
# git fl
-# - file log; shows diffs of files in latest commits
-gitconfig--globalalias.fl'log -u'
-
-
-
# git co [branchname]
-# - checkout
-gitconfig--globalalias.cocheckout
-
# git ls
-# - view log tree
-gitconfig--globalalias.ls'log --pretty=format:"%C(green)%h\ %C(yellow)[%ad]%Cred%d\
-%Creset%s%Cblue\ [%cn]" --decorate --date=relative --graph'
-
-
-
# git diff
-# - show current uncommitted changes
-gitconfig--globalalias.diff'diff --word-diff'
-
-
-
# git grep <query>
-# - search (grep) codebase for a search criterion
-gitconfig--globalalias.grep'grep -Ii'
-
-
-
To get a further feel for GIT there is also a good YouTube talk about it - it’s a bit long but it will help you understand the underlying ideas behind GIT
-(which in turn makes it a lot more intuitive to use).
diff --git a/docs/1.0-dev/Components/Connection-Screen.html b/docs/1.0-dev/Components/Connection-Screen.html
index d58c6d8202..f4e13702ad 100644
--- a/docs/1.0-dev/Components/Connection-Screen.html
+++ b/docs/1.0-dev/Components/Connection-Screen.html
@@ -124,7 +124,7 @@
your game. This is simple:
Evennia will look into this module and locate all globally defined strings in it. These strings
are used as the text in your connection screen and are shown to the user at startup. If more than
diff --git a/docs/1.0-dev/Components/Portal-And-Server.html b/docs/1.0-dev/Components/Portal-And-Server.html
index f3729acb7b..7108075523 100644
--- a/docs/1.0-dev/Components/Portal-And-Server.html
+++ b/docs/1.0-dev/Components/Portal-And-Server.html
@@ -99,7 +99,7 @@
Evennia consists of two processes, known as Portal and Server. They can be controlled from
-inside the game or from the command line as described here.
+inside the game or from the command line as described here.
If you are new to the concept, the main purpose of separating the two is to have accounts connect to the Portal but keep the MUD running on the Server. This way one can restart/reload the game (the Server part) without Accounts getting disconnected.
The Server and Portal are glued together via an AMP (Asynchronous Messaging Protocol) connection. This allows the two programs to communicate seamlessly.
@@ -113,69 +105,6 @@ deliberately lacks an online softcode language (a policy explained on our ). Evennia also does not shy from using its own syntax when deemed appropriate: the
MUX syntax has grown organically over a long time and is, frankly, rather arcane in places. All in
all the default command syntax should at most be referred to as “MUX-like” or “MUX-inspired”.
-
-
Angled brackets <> surround a description of what to write rather than the exact syntax.
-
*Explicit choices are separated by |. To avoid this being parsed as a color code, use || (this
-will come out as a single |) or put spaces around the character (“|”) if there’s plenty of
-room.
-
The Switches and Examples blocks are optional based on the Command.
-
-
Here is the nick command as an example:
-
"""
- Define a personal alias/nick
-
- Usage:
- nick[/switches] <nickname> = [<string>]
- alias ''
-
- Switches:
- object - alias an object
- account - alias an account
- clearall - clear all your aliases
- list - show all defined aliases (also "nicks" works)
-
- Examples:
- nick hi = say Hello, I'm Sarah!
- nick/object tom = the tall man
-
- A 'nick' is a personal shortcut you create for your own use [...]
-
- """
-
-
-
For commands that require arguments, the policy is for it to return a Usage: string if the
-command is entered without any arguments. So for such commands, the Command body should contain
-something to the effect of
In general, you can contribute anything that you think may be useful to another developer. Unlike the ‘core’ Evennia, contribs can also be highly game-type-specific.
+
Very small or incomplete snippets of code (e.g. meant to paste into some other code) are better shared as a post in the Community Contribs & Snippets discussion forum category.
+
If your code is intended primarily as an example or to show a concept/principle rather than a working system, consider if it may be better to instead contribute to the documentation by writing a new tutorial or howto.
+
If possible, try to make your contribution as genre-agnostic as possible and assume
+your code will be applied to a very different game than you had in mind when creating it.
+
The contribution should preferably work in isolation from other contribs (only make use of core Evennia) so it can easily be dropped into use. If it does depend on other contribs or third-party modules, these must be clearly documented and part of the installation instructions.
+
If you are unsure about if your contrib idea is suitable or sound, ask in discussions or chat before putting any work into it. We are, for example, unlikely to accept contribs that require large modifications of the game directory structure.
The contrib must be contained only within a single folder under one of the contrib categories below. Ask if you are unsure which category fits best for your contrib.
+
+
+
+
+
+
+
+
+
base_systems/
+
Systems that are not necessarily tied to a specific in-game mechanic but which are useful for the game as a whole. Examples include login systems, new command syntaxes, and build helpers.
+
+
full_systems/
+
‘Complete’ game engines that can be used directly to start creating content without no further additions (unless you want to).
+
+
game_systems/
+
In-game gameplay systems like crafting, mail, combat and more. Each system is meant to be adopted piecemeal and adopted for your game. This does not include roleplaying-specific systems, those are found in the rpg category.
+
+
grid/
+
Systems related to the game world’s topology and structure. Contribs related to rooms, exits and map building.
+
+
rpg/
+
Systems specifically related to roleplaying and rule implementation like character traits, dice rolling and emoting.
+
+
tutorials/
+
Helper resources specifically meant to teach a development concept or to exemplify an Evennia system. Any extra resources tied to documentation tutorials are found here. Also the home of the Tutorial-World and Evadventure demo codes.
+
+
tools/
+
Miscellaneous tools for manipulating text, security auditing, and more.
+
+
+
+
+
The folder (package) should be on the following form:
It’s often a good idea to import useful resources in __init__.py to make it easier to import them.
+
+
Your code should abide by the Evennia Style Guide. Write it to be easy to read.
+
Your contribution must be covered by unit tests. Put your tests in a module tests.py under your contrib folder (as seen above) - Evennia will find them automatically.
+
The README.md file will be parsed and converted into a document linked from the contrib overview page. It needs to be on the following form:
+
# MyContribName
+
+Contribution by <yourname>, <year>
+
+A paragraph (can be multi-line)
+summarizing the contrib (required)
+
+Optional other text
+
+## Installation
+
+Detailed installation instructions for using the contrib (required)
+
+## Usage
+
+## Examples
+
+etc.
+
+
+
+
+
+
The credit and first paragraph-summary will be automatically included on the Contrib overview page index for each contribution, so it needs to be just on this form.
PRs are reviewed so don’t be surprised (or disheartened) if you are asked to modify or change your code before it can be merged. Your code can end up going through several iterations before it is accepted.
+
To make the licensing situation clear we assume all contributions are released with the same license as Evennia. If this is not possible for some reason, talk to us and we’ll handle it on a case-by-case basis.
@@ -192,7 +192,7 @@ with the Evennia distribution.
Each contrib contains installation instructions for how to integrate it
with your other code. If you want to tweak the code of a contrib, just
copy its entire folder to your game directory and modify/use it from there.
@@ -296,6 +296,8 @@ copy its entire folder to your game directory and modify/use it from there.
in-game mechanic but which are useful for the game as a whole. Examples include
login systems, new command syntaxes, and build helpers.
@@ -436,6 +440,8 @@ Each system is meant to be adopted piecemeal and adopted for your game.
This does not include roleplaying-specific systems, those are found in
the rpg category.
@@ -691,6 +701,8 @@ to exemplify an Evennia system. Any extra resources tied to documentation
tutorials are found here. Also the home of the Tutorial-World and Evadventure
demo codes.
If you cannot find what you are looking for in the documentation, here’s where to go next:
-
If you need help, want to start a discussion or get some input on something
-you are working on, make a post to the discussions forum.
-
If you want more direct discussions with developers and other users, drop
-into our very friendly Discord channel.
-
If you think the documentation is not clear enough, create a documentation issue.
-
If you have trouble with a missing feature or a problem you think is a bug,
-request, or report it.
+
The Discussions forums are great for getting help, starting longer-form discussions, showing off your work or get some input on what you are working on. This is also the place to follow Evennia development.
+
The Discord server has a very helpful #getting-help channel for both big and small Evennia problems. It allows for more direct discussion. You can also track both the evennia code changes and the discussion forum from discord.
Consider writing about Evennia on your blog or in your favorite (relevant)
-forum. Write a review somewhere (good or bad, we like feedback either way). Rate
-it on listings. Talk about it to your friends … that kind of thing.
If you want to spread the word, consider writing about Evennia on your blog or in your favorite (relevant) forum. Write a review somewhere (good or bad, we like feedback either way). Rate it on listings. Talk about it to your friends … that kind of thing.
Evennia depends heavily on good documentation and we are always looking for
-extra eyes and hands to improve it. Even small things such as fixing typos are a
-great help!
Evennia is highly dependent on good-quality documentation!
-
Easiest is to just report documentation issues as you find them. If
-we don’t know about them, we can’t fix them!
-
If you want to help editing the docs directly, check here on how to do it.
-
If you have knowledge to share, how about writing a new Tutorial?
+
Reporting a Documentation issue is the easiest way to help out. The more eyes we get on things, the better - if we don’t know about the problems, we can’t fix them! Even reporting typos is a great help.
If you find bugs, or have a feature-request, make an issue for it. If
-it’s not in an issue, the issue will most likely be forgotten.
-
Even if you don’t feel confident with tackling a bug or feature, just
-correcting typos, adjusting formatting or simply using the thing and reporting
-when stuff doesn’t make sense helps us a lot.
Even if you don’t feel confident with tackling a bug or feature, just correcting typos, adjusting formatting or simply using the thing and reporting when stuff doesn’t make sense helps us a lot!
-
The code itself should follow Evennia’s Code style guidelines both
-for code and documentation. You should write code for that others can read an understand.
-
Before merging, your code will be reviewed. Merging of your code into Evennia
-is not guaranteed. Be ready to receive feedback and to be asked to make
-corrections or fix bugs or any documentation issues and possibly tests (this
-is normal and nothing to worry about).
+
Reporting a code issue or bug is the easiest way to help out. Don’t assume we are aware of a problem - if it’s not written down in an issue, the problem will most likely be forgotten. Do this even if you plan to make a Pull Request and fix the issue yourself.
+
Make a feature request if you want to see a new Evennia feature. You can also bring it up with the community first so you are sure it’s something that would be interesting to be included with Evennia core.
The most elegant way to contribute code to Evennia is to use GitHub to create a
-fork of the Evennia repository and make your changes to that. Refer to the
-Forking Evennia version control instructions for detailed instructions.
-
Once you have a fork set up, you can not only work on your own game in a
-separate branch, you can also commit your fixes to Evennia itself.
Evennia is a free and open-source project. Any monetary donations you want to offer are completely voluntary. While highly appreciated, we don’t expect you to donate and don’t hide any secret features behind a donation-paywall. Just see it as a way of showing appreciation by dropping a few coins in the cup.
-
Make separate branches for all Evennia additions you do - don’t edit your
-local master or develop branches directly. It will make your life a lot easier.
-
If you have a change that you think is suitable for the main Evennia
-repository, issue a Pull Request. This will let Evennia devs know you have stuff to share.
-
Bug fixes should generally be done against the master branch of Evennia,
-while new features/contribs should go into the develop branch. If you are
-unsure, just pick one and we’ll figure it out.
+
Become an Evennia patron which donates a (usually small) sum every month to show continued support.
+
Make a one-time donation if a monthly donation is not your thing. This is a PayPal link but you don’t need PayPal yourself to use it.
To help with Evennia development it’s strongly recommended to do so using a
-forked repository as described above. But for small, well isolated fixes you are
-also welcome to submit your suggested Evennia fixes/addendums as a
-patch.
-
You can include your patch in an Issue or a Mailing list post. Please avoid
-pasting the full patch text directly in your post though, best is to use a site
-like Pastebin and just supply the link.
Evennia has a contrib directory which contains
-user-shared code organized by category. You can contribute anything that you
-think may be useful to another dev, also highly game-specific code. A contrib
-must always be added via a forked repository.
If you are unsure about if your contrib idea is suitable or sound, ask in
-discussions or chat before putting any work into it. We are, for example,
-unlikely to accept contribs that require large modifications of the game
-directory structure.
-
If your code is intended primarily as an example or to show a
-concept/principle rather than a working system, you can add to the
-contribs/tutorials/ subfolder, but consider if it may be better to instead
-write a new tutorial doc page.
-
The contribution should preferably work in isolation from other contribs (only
-make use of core Evennia) so it can easily be dropped into use. If it does
-depend on other contribs or third-party modules, these must be clearly
-documented and part of the installation instructions.
-
The contrib must be contained within a separate folder under one of the
-contrib categories (game_systems, rpg, utils etc). Ask if you are
-unsure which category to put your contrib under.
-
The folder (package) should be on the following form:
It’s often a good idea to import useful resources in __init__.py to make
-it easier to access them (this may vary though).
-
The README.md will be parsed and converted into a document linked from
-the contrib overview page. It should follow
-the following structure:
-
# MyContribName
-
-Contribution by <yourname>, <year>
-
-A paragraph (can be multi-line)
-summarizing the contrib (required)
-
-Optional other text
-
-## Installation
-
-Detailed installation instructions for using the contrib (required)
-
-## Usage
-
-## Examples
-
-etc.
-
-
-
The credit and first paragraph-summary will be used on the index page. Every
-contrib’s readme must contain an installation instruction. See existing contribs
-for help.
-
-
If possible, try to make contribution as genre-agnostic as possible and assume
-your code will be applied to a very different game than you had in mind when creating it.
-
To make the licensing situation clear we assume all contributions are released
-with the same license as Evennia. If this is not possible
-for some reason, talk to us and we’ll handle it on a case-by-case basis.
-
Your contribution must be covered by unit tests. Put
-your tests in a module tests.py under your contrib folder - Evennia will
-find them automatically.
-
In addition to the normal review process, it’s worth noting that merging a
-contrib means the Evennia project takes on the responsibility of maintaining
-and supporting it. For various reasons this may be deemed beyond our manpower.
-
If your code were to not be accepted for some reason, you can ask us to
-instead link to your repo from our link page so people can find your code that
-way.
Evennia is a free, open-source project and any monetary donations you want to
-offer are completely voluntary. See it as a way of showing appreciation by
-dropping a few coins in the cup.
-
-
You can support Evennia as an Evennia patreon. A patreon donates a
-(usually small) sum every month to show continued support.
-
If a monthly donation is not your thing, you can also show your appreciation
-by doing a one-time donation (this is a PayPal link but you don’t need
-PayPal yourself to use it).
virtualenv if you get a warning that the evennia
-command is not available). See also Updating your game for more details.
+command is not available). See also Updating your game for more details.
Technically, migrations are shipped as little Python snippets of code that explains which database
actions must be taken to upgrade from one version of the schema to the next. When you run the
diff --git a/docs/1.0-dev/Setup/Choosing-a-Database.html b/docs/1.0-dev/Setup/Choosing-a-Database.html
index aaca13a3d5..bd19289e74 100644
--- a/docs/1.0-dev/Setup/Choosing-a-Database.html
+++ b/docs/1.0-dev/Setup/Choosing-a-Database.html
@@ -63,23 +63,25 @@
Since Evennia uses Django, most of our notes are based off of what we know from the community and their documentation. While the information below may be useful, you can always find the most up-to-date and “correct” information at Django’s Notes about supported
Databases page.
SQLite3 is a light weight single-file database. It is our default database
-and Evennia will set this up for you automatically if you give no other options. SQLite stores the
-database in a single file (mygame/server/evennia.db3). This means it’s very easy to reset this
-database - just delete (or move) that evennia.db3 file and run evenniamigrate again! No server process is needed and the administrative overhead and resource consumption is tiny. It is also very fast since it’s run in-memory. For the vast majority of Evennia installs it will probably be all
-that’s ever needed.
SQLite3 is a light weight single-file database. It is our default database and Evennia will set this up for you automatically if you give no other options.
+
SQLite stores the database in a single file (mygame/server/evennia.db3). This means it’s very easy to reset this database - just delete (or move) that evennia.db3 file and run evenniamigrate again! No server process is needed and the administrative overhead and resource consumption is tiny. It is also very fast since it’s run in-memory. For the vast majority of Evennia installs it will probably be all that’s ever needed.
SQLite will generally be much faster than MySQL/PostgreSQL but its performance comes with two
drawbacks:
@@ -160,13 +159,9 @@ evennia database is This will bring you into the sqlite command line. Use .help for instructions and .quit to exit.
See here for a cheat-sheet of commands.
If you want to reset your SQLite3 database, see here.
@@ -176,11 +171,9 @@ While not as fast as SQLite for normal usage, it will scale better than SQLite,
game has an very large database and/or extensive web presence through a separate server process.
First, install the posgresql server. Version 9.6 is tested with Evennia. Packages are readily
-available for all distributions. You need to also get the psql client (this is called postgresql-client on debian-derived systems). Windows/Mac users can find what they need on the postgresql
-download page. You should be setting up a password for your
-database-superuser (always called postgres) when you install.
-
For interaction with Evennia you need to also install psycopg2 to your Evennia install (pipinstallpsycopg2-binary in your virtualenv). This acts as the python bridge to the database server.
+
First, install the posgresql server. Version 9.6 is tested with Evennia. Packages are readily available for all distributions. You need to also get the psql client (this is called postgresql-client on debian-derived systems). Windows/Mac users can find what they need on the postgresql download page. You should be setting up a password for your database-superuser (always called postgres) when you install.
+
For interaction with Evennia you need to also install psycopg2 to your Evennia install
+(pipinstallpsycopg2-binary in your virtualenv). This acts as the python bridge to the database server.
Next, start the postgres client:
psql -U postgres --password
@@ -209,12 +202,7 @@ have to since the resulting command, and your password, will be logged in the sh
We create a database user ‘evennia’ and a new database named evennia (you can call them whatever
-you want though). We then grant the ‘evennia’ user full privileges to the new database so it can
-read/write etc to it.
-If you in the future wanted to completely wipe the database, an easy way to do is to log in as the
-postgres superuser again, then do DROPDATABASEevennia;, then CREATE and GRANT steps above
-again to recreate the database and grant privileges.
+
We create a database user ‘evennia’ and a new database named evennia (you can call them whatever you want though). We then grant the ‘evennia’ user full privileges to the new database so it can read/write etc to it. If you in the future wanted to completely wipe the database, an easy way to do is to log in as the postgres superuser again, then do DROPDATABASEevennia;, then CREATE and GRANT steps above again to recreate the database and grant privileges.
The example below is for a server within a private network that is not open to
the Internet. Be sure to understand the details before making any changes to
an Internet-accessible server.
-
The above discussion is for hosting a local server. In certain configurations
-it may make sense host the database on a server remote to the one Evennia is
-running on. One example case is where code development may be done on multiple
-machines by multiple users. In this configuration, a local data base (such as
-SQLite3) is not feasible since all the machines and developers do not have
-access to the file.
-
Choose a remote machine to host the database and PostgreSQl server. Follow the
-instructions above on that server to set up the database.
-Depending on distribution, PostgreSQL will only accept connections on the local
-machine (localhost). In order to enable remote access, two files need to be
-changed.
+
The above discussion is for hosting a local server. In certain configurations it may make sense host the database on a server remote to the one Evennia is running on. One example case is where code development may be done on multiple machines by multiple users. In this configuration, a local data base (such as SQLite3) is not feasible since all the machines and developers do not have access to the file.
+
Choose a remote machine to host the database and PostgreSQl server. Follow the instructions above on that server to set up the database. Depending on distribution, PostgreSQL will only accept connections on the local machine (localhost). In order to enable remote access, two files need to be changed.
First, determine which cluster is running your database. Use pg_lscluster:
$ pg_lsclusters
Ver Cluster Port Status Owner Data directory Log file
12 main 5432 online postgres /var/lib/postgresql/12/main /var/log/postgresql/postgresql-12-main.log
-
Next, edit the database’s postgresql.conf. This is found on Ubuntu systems
-in /etc/postgresql/<ver>/<cluster>, where <ver> and <cluster> are
-what are reported in the pg_lscluster output. So, for the above example,
-the file is /etc/postgresql/12/main/postgresql.conf.
+
Next, edit the database’s postgresql.conf. This is found on Ubuntu systems in /etc/postgresql/<ver>/<cluster>, where <ver> and <cluster> are what are reported in the pg_lscluster output. So, for the above example, the file is /etc/postgresql/12/main/postgresql.conf.
In this file, look for the line with listen_addresses. For example:
listen_address='localhost'# What IP address(es) to listen on;# comma-separated list of addresses;
@@ -297,8 +276,7 @@ appropriately to limit access to this port as necessary. (You may also list
explicit addresses and subnets to listen. See the postgresql documentation
for more details.)
-
Finally, modify the pg_hba.conf (in the same directory as postgresql.conf).
-Look for a line with:
+
Finally, modify the pg_hba.conf (in the same directory as postgresql.conf). Look for a line with:
# IPv4 local connections:hostallall127.0.0.1/32md5
@@ -316,28 +294,17 @@ the PosgreSQL documentation on how to limit this.
$ pg_ctlcluster 12 main restart
-
Finally, update the database settings in your Evennia secret_settings.py (as
-described above modifying SERVER and
-PORT to match your server.
-
Now your Evennia installation should be able to connect and talk with a remote
-server.
+
Finally, update the database settings in your Evennia secret_settings.py (as described above modifying SERVER and PORT to match your server.
+
Now your Evennia installation should be able to connect and talk with a remote server.
MySQL is a commonly used proprietary database system, on par with
-PostgreSQL. There is an open-source alternative called MariaDB that mimics
-all functionality and command syntax of the former. So this section covers both.
+
MySQL is a commonly used proprietary database system, on par with PostgreSQL. There is an open-source alternative called MariaDB that mimics all functionality and command syntax of the former. So this section covers both.
First, install and setup MariaDB or MySQL for your specific server. Linux users should look for the
-mysql-server or mariadb-server packages for their respective distributions. Windows/Mac users
-will find what they need from the MySQL downloads or MariaDB
-downloads pages. You also need the respective database clients
-(mysql, mariadb-client), so you can setup the database itself. When you install the server you
-should usually be asked to set up the database root user and password.
-
You will finally also need a Python interface to allow Evennia to talk to the database. Django
-recommends the mysqlclient one. Install this into the evennia virtualenv with pipinstallmysqlclient.
+
First, install and setup MariaDB or MySQL for your specific server. Linux users should look for the mysql-server or mariadb-server packages for their respective distributions. Windows/Mac users will find what they need from the MySQL downloads or MariaDB downloads pages. You also need the respective database clients (mysql, mariadb-client), so you can setup the database itself. When you install the server you should usually be asked to set up the database root user and password.
+
You will finally also need a Python interface to allow Evennia to talk to the database. Django recommends the mysqlclient one. Install this into the evennia virtualenv with pipinstallmysqlclient.
Start the database client (this is named the same for both mysql and mariadb):
Above we created a new local user and database (we called both ‘evennia’ here, you can name them
-what you prefer). We set the character set to utf8 to avoid an issue with prefix character length
-that can pop up on some installs otherwise. Next we grant the ‘evennia’ user all privileges on the
-evennia database and make sure the privileges are applied. Exiting the client brings us back to
-the normal terminal/console.
+
Above we created a new local user and database (we called both ‘evennia’ here, you can name them what you prefer). We set the character set to utf8 to avoid an issue with prefix character length that can pop up on some installs otherwise. Next we grant the ‘evennia’ user all privileges on the evennia database and make sure the privileges are applied. Exiting the client brings us back to the normal terminal/console.
-
Note: If you are not using MySQL for anything else you might consider granting the ‘evennia’ user
-full privileges with GRANTALLPRIVILEGESON*.*TO'evennia'@'localhost';. If you do, it means
-you can use evenniadbshell later to connect to mysql, drop your database and re-create it as a
-way of easy reset. Without this extra privilege you will be able to drop the database but not re-
-create it without first switching to the database-root user.
+
If you are not using MySQL for anything else you might consider granting the ‘evennia’ user full privileges with GRANTALLPRIVILEGESON*.*TO'evennia'@'localhost';. If you do, it means you can use evenniadbshell later to connect to mysql, drop your database and re-create it as a way of easy reset. Without this extra privilege you will be able to drop the database but not re create it without first switching to the database-root user.
To tell Evennia to use your new database you need to edit mygame/server/conf/settings.py (or
-secret_settings.py if you don’t want your db info passed around on git repositories).
To tell Evennia to use your new database you need to edit mygame/server/conf/settings.py (or secret_settings.py if you don’t want your db info passed around on git repositories).
-
Note: The Django documentation suggests using an external db.cnf or other external conf-
-formatted file. Evennia users have however found that this leads to problems (see e.g. issue
-#1184). To avoid trouble we recommend you simply put the configuration in
-your settings as below.
+
The Django documentation suggests using an external db.cnf or other external conf- formatted file. Evennia users have however found that this leads to problems (see e.g. issue #1184). To avoid trouble we recommend you simply put the configuration in your settings as below.
## MySQL Database Configuration
@@ -394,24 +348,26 @@ your settings as below.
}
+
The mysql backend is used by MariaDB as well.
Change this to fit your database setup. Next, run:
evennia migrate
-
to populate your database. Should you ever want to inspect the database directly you can from now on
-also use
+
to populate your database. Should you ever want to inspect the database directly you can from now on also use
evennia dbshell
as a shortcut to get into the postgres command line for the right database and user.
-
With the database setup you should now be able to start start Evennia normally with your new
-database.
+
With the database setup you should now be able to start start Evennia normally with your new database.
No testing has been performed with Oracle, but it is also supported through Django. There are
-community maintained drivers for MS SQL and possibly a few
-others. If you try other databases out, consider expanding this page with instructions.
No testing has been performed with Oracle, but it is also supported through Django. There are community maintained drivers for MS SQL and possibly a few others. If you try other databases out, consider contributing to this page with instructions.
Evennia requires Python 3.9, 3.10 or 3.11 (recommended)
+
Evennia requires Python 3.9, 3.10 or 3.11 (recommended). Any OS that supports Python should work.
Windows: In the installer, make sure you select addpythontopath. If you have multiple versions of Python installed, use py command instead of python to have Windows automatically use the latest.
When Evennia is updated to a new version you will usually see it announced in the Discussion forum and in the dev blog. You can also see the changes on github or through one of our other linked pages.
This applies if you followed the git-install instructions. Before Evennia 1.0, this was the only way to install Evennia.
+
At any time, development is either happening in the master branch (latest stable) or develop (experimental). Which one is active and ‘latest’ at a given time depends - after a release, master will see most updates, close to a new release, develop will usually be the fastest changing.
+
+
Read the changelog to see what changed and if it means you need to make any changes to your game code.
+
If you use a virtualenv, make sure it’s active.
+
cd to your game dir (e.g. mygame)
+
evenniastop
+
cd to the evennia repo folder you cloned during the git installation process.
+
gitpull
+
pipinstall--upgrade-e. (remember the . at the end!)
+
cd back to your game dir
+
evenniamigrate (ignore any warnings about running makemigrations , it should not be done)
If and when an Evennia update modifies the database schema (that is, the under-the-hood details as to how data is stored in the database), you must update your existing database correspondingly to match the change. If you don’t, the updated Evennia will complain that it cannot read the database properly. Whereas schema changes should become more and more rare as Evennia matures, it may still happen from time to time.
+
One way one could handle this is to apply the changes manually to your database using the database’s command line. This often means adding/removing new tables or fields as well as possibly convert existing data to match what the new Evennia version expects. It should be quite obvious that this quickly becomes cumbersome and error-prone. If your database doesn’t contain anything critical yet it’s probably easiest to simply reset it and start over rather than to bother converting.
+
Enter migrations. Migrations keeps track of changes in the database schema and applies them automatically for you. Basically, whenever the schema changes we distribute small files called “migrations” with the source. Those tell the system exactly how to implement the change so you don’t have to do so manually. When a migration has been added we will tell you so on Evennia’s mailing lists and in commit messages - you then just run evenniamigrate to be up-to-date again.
+
+
+
\ No newline at end of file
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diff --git a/docs/1.0-dev/_sources/Coding/Coding-FAQ.md.txt b/docs/1.0-dev/_sources/Coding/Coding-FAQ.md.txt
index 99b225d8fd..174dcfb7c3 100644
--- a/docs/1.0-dev/_sources/Coding/Coding-FAQ.md.txt
+++ b/docs/1.0-dev/_sources/Coding/Coding-FAQ.md.txt
@@ -4,27 +4,8 @@
the docs if you can rather than too lengthy explanations. Don't forget to check if an answer already
exists before answering - maybe you can clarify that answer rather than to make a new Q&A section.*
-
-## Table of Contents
-
-- [Removing default commands](./Coding-FAQ.md#removing-default-commands)
-- [Preventing character from moving based on a condition](./Coding-FAQ.md#preventing-character-from-
-moving-based-on-a-condition)
-- [Reference initiating object in an EvMenu command](./Coding-FAQ.md#reference-initiating-object-in-an-
-evmenu-command)
-- [Adding color to default Evennia Channels](./Coding-FAQ.md#adding-color-to-default-evennia-channels)
-- [Selectively turn off commands in a room](./Coding-FAQ.md#selectively-turn-off-commands-in-a-room)
-- [Select Command based on a condition](./Coding-FAQ.md#select-command-based-on-a-condition)
-- [Automatically updating code when reloading](./Coding-FAQ.md#automatically-updating-code-when-
-reloading)
-- [Changing all exit messages](./Coding-FAQ.md#changing-all-exit-messages)
-- [Add parsing with the "to" delimiter](./Coding-FAQ.md#add-parsing-with-the-to-delimiter)
-- [Store last used session IP address](./Coding-FAQ.md#store-last-used-session-ip-address)
-- [Use wide characters with EvTable](./Coding-FAQ.md#non-latin-characters-in-evtable)
-
## Removing default commands
-**Q:** How does one *remove* (not replace) e.g. the default `get` [Command](../Components/Commands.md) from the
-Character [Command Set](../Components/Command-Sets.md)?
+**Q:** How does one *remove* (not replace) e.g. the default `get` [Command](../Components/Commands.md) from the Character [Command Set](../Components/Command-Sets.md)?
**A:** Go to `mygame/commands/default_cmdsets.py`. Find the `CharacterCmdSet` class. It has one
method named `at_cmdset_creation`. At the end of that method, add the following line:
@@ -70,32 +51,6 @@ class MyObjectCommand(Command):
Inside the menu you can now access the object through `caller.ndb._evmenu.stored_obj`.
-## Adding color to default Evennia Channels
-**Q:** How do I add colors to the names of Evennia channels?
-
-**A:** The Channel typeclass' `channel_prefix` method decides what is shown at the beginning of a
-channel send. Edit `mygame/typeclasses/channels.py` (and then `@reload`):
-
-```python
-# define our custom color names
-CHANNEL_COLORS = {"public": "|015Public|n",
- "newbie": "|550N|n|551e|n|552w|n|553b|n|554i|n|555e|n",
- "staff": "|010S|n|020t|n|030a|n|040f|n|050f|n"}
-
-# Add to the Channel class
- # ...
- def channel_prefix(self, msg, emit=False):
- if self.key in COLORS:
- p_str = CHANNEL_COLORS.get(self.key.lower())
- else:
- p_str = self.key.capitalize()
- return f"[{p_str}] "
-```
-Additional hint: To make colors easier to change from one place you could instead put the
-`CHANNEL_COLORS` dict in your settings file and import it as `from django.conf.settings import
-CHANNEL_COLORS`.
-
-
## Selectively turn off commands in a room
**Q:** I want certain commands to turn off in a given room. They should still work normally for
staff.
@@ -130,18 +85,16 @@ class BlockingRoom(Room):
# are NOT Builders or higher
self.locks.add("call:not perm(Builders)")
```
-After `@reload`, make some `BlockingRooms` (or switch a room to it with `@typeclass`). Entering one
+After `reload`, make some `BlockingRooms` (or switch a room to it with `@typeclass`). Entering one
will now replace the given commands for anyone that does not have the `Builders` or higher
permission. Note that the 'call' lock is special in that even the superuser will be affected by it
-(otherwise superusers would always see other player's cmdsets and a game would be unplayable for
-superusers).
+(otherwise superusers would always see other player's cmdsets and a game would be unplayable for superusers).
## Select Command based on a condition
**Q:** I want a command to be available only based on a condition. For example I want the "werewolf"
command to only be available on a full moon, from midnight to three in-game time.
-**A:** This is easiest accomplished by putting the "werewolf" command on the Character as normal,
-but to [lock](../Components/Locks.md) it with the "cmd" type lock. Only if the "cmd" lock type is passed will the
+**A:** This is easiest accomplished by putting the "werewolf" command on the Character as normal, but to [lock](../Components/Locks.md) it with the "cmd" type lock. Only if the "cmd" lock type is passed will the
command be available.
```python
@@ -156,8 +109,7 @@ class CmdWerewolf(Command):
def func(self):
# ...
```
-Add this to the [default cmdset as usual](../Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Adding-Commands.md). The `is_full_moon` [lock
-function](../Components/Locks.md#lock-functions) does not yet exist. We must create that:
+Add this to the [default cmdset as usual](../Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Adding-Commands.md). The `is_full_moon` [lock function](../Components/Locks.md#lock-functions) does not yet exist. We must create that:
```python
# in mygame/server/conf/lockfuncs.py
@@ -169,17 +121,17 @@ def is_full_moon(accessing_obj, accessed_obj,
# return True or False
```
-After a `@reload`, the `werewolf` command will be available only at the right time, that is when the
+After a `reload`, the `werewolf` command will be available only at the right time, that is when the
`is_full_moon` lock function returns True.
## Automatically updating code when reloading
+
**Q:** I have a development server running Evennia. Can I have the server update its code-base when
I reload?
**A:** Having a development server that pulls updated code whenever you reload it can be really
useful if you have limited shell access to your server, or want to have it done automatically. If
-you have your project in a configured Git environment, it's a matter of automatically calling `git
-pull` when you reload. And that's pretty straightforward:
+you have your project in a configured Git environment, it's a matter of automatically calling `git pull` when you reload. And that's pretty straightforward:
In `/server/conf/at_server_startstop.py`:
@@ -196,45 +148,30 @@ def at_server_reload_stop():
process = subprocess.call(["git", "pull"], shell=False)
```
-That's all. We call `subprocess` to execute a shell command (that code works on Windows and Linux,
-assuming the current directory is your game directory, which is probably the case when you run
-Evennia). `call` waits for the process to complete, because otherwise, Evennia would reload on
-partially-modified code, which would be problematic.
+That's all. We call `subprocess` to execute a shell command (that code works on Windows and Linux, assuming the current directory is your game directory, which is probably the case when you run Evennia). `call` waits for the process to complete, because otherwise, Evennia would reload on partially-modified code, which would be problematic.
-Now, when you enter `@reload` on your development server, the game repository is updated from the
-configured remote repository (Github, for instance). Your development cycle could resemble
-something like:
+Now, when you enter `reload` on your development server, the game repository is updated from the configured remote repository (Github, for instance). Your development cycle could resemble something like:
1. Coding on the local machine.
2. Testing modifications.
-3. Committing once, twice or more (being sure the code is still working, unittests are pretty useful
-here).
+3. Committing once, twice or more (being sure the code is still working, unittests are pretty useful here).
4. When the time comes, login to the development server and run `@reload`.
-The reloading might take one or two additional seconds, since Evennia will pull from your remote Git
-repository. But it will reload on it and you will have your modifications ready, without needing
+The reloading might take one or two additional seconds, since Evennia will pull from your remote Git repository. But it will reload on it and you will have your modifications ready, without needing
connecting to your server using SSH or something similar.
## Changing all exit messages
**Q:** How can I change the default exit messages to something like "XXX leaves east" or "XXX
arrives from the west"?
-**A:** the default exit messages are stored in two hooks, namely `announce_move_from` and
-`announce_move_to`, on the `Character` typeclass (if what you want to change is the message other
-characters will see when a character exits).
+**A:** the default exit messages are stored in two hooks, namely `announce_move_from` and `announce_move_to`, on the `Character` typeclass (if what you want to change is the message other characters will see when a character exits).
-These two hooks provide some useful features to easily update the message to be displayed. They
-take both the default message and mapping as argument. You can easily call the parent hook with
-these information:
+These two hooks provide some useful features to easily update the message to be displayed. They take both the default message and mapping as argument. You can easily call the parent hook with these information:
-* The message represents the string of characters sent to characters in the room when a character
-leaves.
-* The mapping is a dictionary containing additional mappings (you will probably not need it for
-simple customization).
+* The message represents the string of characters sent to characters in the room when a character leaves.
+* The mapping is a dictionary containing additional mappings (you will probably not need it for simple customization).
-It is advisable to look in the [code of both
-hooks](https://github.com/evennia/evennia/tree/master/evennia/objects/objects.py), and read the
-hooks' documentation. The explanations on how to quickly update the message are shown below:
+It is advisable to look in the [code of both hooks](evennia.objects.objects.DefaultCharacter), and read the hooks' documentation. The explanations on how to quickly update the message are shown below:
```python
# In typeclasses/characters.py
@@ -295,18 +232,13 @@ class Character(DefaultCharacter):
super().announce_move_to(source_location, msg="{object} arrives from the {exit}.")
```
-We override both hooks, but call the parent hook to display a different message. If you read the
-provided docstrings, you will better understand why and how we use mappings (information between
-braces). You can provide additional mappings as well, if you want to set a verb to move, for
-instance, or other, extra information.
+We override both hooks, but call the parent hook to display a different message. If you read the provided docstrings, you will better understand why and how we use mappings (information between braces). You can provide additional mappings as well, if you want to set a verb to move, for instance, or other, extra information.
## Add parsing with the "to" delimiter
-**Q:** How do I change commands to undestand say `give obj to target` as well as the default `give
-obj = target`?
+**Q:** How do I change commands to undestand say `give obj to target` as well as the default `give obj = target`?
-**A:** You can make change the default `MuxCommand` parent with your own class making a small change
-in its `parse` method:
+**A:** You can make change the default `MuxCommand` parent with your own class making a small change in its `parse` method:
```python
# in mygame/commands/command.py
@@ -324,42 +256,9 @@ Next you change the parent of the default commands in settings:
COMMAND_DEFAULT_CLASS = "commands.command.MuxCommand"
```
-Do a `@reload` and all default commands will now use your new tweaked parent class. A copy of the
+Do a `reload` and all default commands will now use your new tweaked parent class. A copy of the
MuxCommand class is also found commented-out in the `mygame/commands/command.py` file.
-## Store last used session IP address
-
-**Q:** If a user has already logged out of an Evennia account, their IP is no longer visible to
-staff that wants to ban-by-ip (instead of the user) with `@ban/ip`?
-
-**A:** One approach is to write the IP from the last session onto the "account" account object.
-
-`typeclasses/accounts.py`
-```python
- def at_post_login(self, session=None, **kwargs):
- super().at_post_login(session=session, **kwargs)
- self.db.lastsite = self.sessions.all()[-1].address
-```
-Adding timestamp for login time and appending to a list to keep the last N login IP addresses and
-timestamps is possible, also. Additionally, if you don't want the list to grow beyond a
-`do_not_exceed` length, conditionally pop a value after you've added it, if the length has grown too
-long.
-
-**NOTE:** You'll need to add `import time` to generate the login timestamp.
-```python
- def at_post_login(self, session=None, **kwargs):
- super().at_post_login(session=session, **kwargs)
- do_not_exceed = 24 # Keep the last two dozen entries
- session = self.sessions.all()[-1] # Most recent session
- if not self.db.lastsite:
- self.db.lastsite = []
- self.db.lastsite.insert(0, (session.address, int(time.time())))
- if len(self.db.lastsite) > do_not_exceed:
- self.db.lastsite.pop()
-```
-This only stores the data. You may want to interface the `@ban` command or make a menu-driven viewer
-for staff to browse the list and display how long ago the login occurred.
-
## Non-latin characters in EvTable
**Q:** When using e.g. Chinese characters in EvTable, some lines appear to be too wide, for example
@@ -370,8 +269,4 @@ for staff to browse the list and display how long ago the login occurred.
| | |
+~~~~~~+~~~~~~+
```
-**A:** The reason for this is because certain non-latin characters are *visually* much wider than
-their len() suggests. There is little Evennia can (reliably) do about this. If you are using such
-characters, you need to make sure to use a suitable mono-spaced font where are width are equal. You
-can set this in your web client and need to recommend it for telnet-client users. See [this
-discussion](https://github.com/evennia/evennia/issues/1522) where some suitable fonts are suggested.
+**A:** The reason for this is because certain non-latin characters are *visually* much wider than their len() suggests. There is little Evennia can (reliably) do about this. If you are using such characters, you need to make sure to use a suitable mono-spaced font where are width are equal. You can set this in your web client and need to recommend it for telnet-client users. See [this discussion](https://github.com/evennia/evennia/issues/1522) where some suitable fonts are suggested.
diff --git a/docs/1.0-dev/_sources/Coding/Coding-Introduction.md.txt b/docs/1.0-dev/_sources/Coding/Coding-Introduction.md.txt
deleted file mode 100644
index fe3652075f..0000000000
--- a/docs/1.0-dev/_sources/Coding/Coding-Introduction.md.txt
+++ /dev/null
@@ -1,121 +0,0 @@
-# Coding Introduction
-
-Evennia allows for a lot of freedom when designing your game - but to code efficiently you still
-need to adopt some best practices as well as find a good place to start to learn.
-
-Here are some pointers to get you going.
-
-## Start with the tutorial
-
-It's highly recommended that you jump in on the [Starting Tutorial](../Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Part1-Overview.md). Even if
-you only the beginning or some part of it, it covers much of the things needed to get started, including giving you are first introduction to Python.
-
-## Explore Evennia interactively
-
-As mentioned in the Starting tutorial, it's a good idea to use [ipython](https://ipython.org/) to explore things using a python shell:
-
- # [open a new console/terminal]
- cd mygame
- evennia shell
-
-This will open an Evennia-aware python shell (using ipython). From within this shell, try
-
- import evennia
- evennia.
-
-### Jupyter Notebook Support
-
-You can also explore evennia interactively in a [Jupyter notebook](https://jupyter.readthedocs.io/en/latest/index.html#). This offers
-an in-browser view of your code similar to Matlab or similar programs. There are
-a few extra steps that must be taken in order for this to work:
-
- # [open a new console/terminal]
- # [activate your evennia virtualenv in this console/terminal]
- cd evennia
- pip install -r requirements_extra.txt # if not done already above
-
-Next, `cd` to your game folder. _It's important that you are in the _root_ of this folder for the next command_:
-
- evennia shell_plus --notebook &
-
-The `&` at the end starts the process as a background process on Linux/Unix.
-Skip it if your OS doesn't support this syntax. Your browser should now open
-with the Jupyter interface. If not, open a browser to the link given on the
-command line.
-
-In the window, open the `new` menu in the top right and start a `Django Shell-Plus` notebook (or
-open an existing one if you had one from before). In the first cell you must initialize
-Evennia like so:
-
-```python
-import evennia
-evennia._init()
-```
-
-_Note that the above initialization must be run every time a new new notebook/kernel is started or restarted._
-
-After this you can import and access all of the Evennia system, same as with `evennia shell`.
-
-### More exploration
-
-You can complement your exploration by peeking at the sections of the much more detailed
-[Evennia Component overview](../Components/Components-Overview.md). The [Tutorials](../Howtos/Howtos-Overview.md) section also contains a growing collection
-of system- or implementation-specific help.
-
-## Use a python syntax checker
-
-Evennia works by importing your own modules and running them as part of the server. Whereas Evennia
-should just gracefully tell you what errors it finds, it can nevertheless be a good idea for you to
-check your code for simple syntax errors *before* you load it into the running server. There are
-many python syntax checkers out there. A fast and easy one is
-[pyflakes](https://pypi.python.org/pypi/pyflakes), a more verbose one is
-[pylint](https://www.pylint.org/). You can also check so that your code looks up to snuff using
-[pep8](https://pypi.python.org/pypi/pep8). Even with a syntax checker you will not be able to catch
-every possible problem - some bugs or problems will only appear when you actually run the code. But
-using such a checker can be a good start to weed out the simple problems.
-
-## Plan before you code
-
-Before you start coding away at your dream game, take a look at our [Game Planning](../Howtos/Beginner-Tutorial/Part2/Beginner-Tutorial-Game-Planning.md)
-page. It might hopefully help you avoid some common pitfalls and time sinks.
-
-## Code in your game folder, not in the evennia/ repository
-
-As part of the Evennia setup you will create a game folder to host your game code. This is your
-home. You should *never* need to modify anything in the `evennia` library (anything you download
-from us, really). You import useful functionality from here and if you see code you like, copy&paste
-it out into your game folder and edit it there.
-
-If you find that Evennia doesn't support some functionality you need, make a Feature Request about it. Same goes for bugs. If you add features or fix bugs yourself, please consider [Contributing](../Contributing.md) your changes upstream!
-
-## Learn to read tracebacks
-
-Python is very good at reporting when and where things go wrong. A *traceback* shows everything you
-need to know about crashing code. The text can be pretty long, but you usually are only interested
-in the last bit, where it says what the error is and at which module and line number it happened -
-armed with this info you can resolve most problems.
-
-Evennia will usually not show the full traceback in-game though. Instead the server outputs errors
-to the terminal/console from which you started Evennia in the first place. If you want more to show
-in-game you can add `IN_GAME_ERRORS = True` to your settings file. This will echo most (but not all)
-tracebacks both in-game as well as to the terminal/console. This is a potential security problem
-though, so don't keep this active when your game goes into production.
-
-> A common confusing error is finding that objects in-game are suddenly of the type `DefaultObject`
-rather than your custom typeclass. 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. Instead of crashing, Evennia will then print the full traceback to the terminal/console and
-temporarily fall back to the safe `DefaultObject` until you fix the problem and reload.
-
-## Docs are here to help you
-
-Some people find reading documentation extremely dull and shun it out of principle. That's your
-call, but reading docs really *does* help you, promise! Evennia's documentation is pretty thorough
-and knowing what is possible can often give you a lot of new cool game ideas. That said, if you
-can't find the answer in the docs, don't be shy to ask questions! The [discussion
-group](https://sites.google.com/site/evenniaserver/discussions) and the [irc
-chat](https://webchat.freenode.net/?channels=evennia) are also there for you.
-
-## The most important point
-
-And finally, of course, have fun!
\ No newline at end of file
diff --git a/docs/1.0-dev/_sources/Coding/Coding-Overview.md.txt b/docs/1.0-dev/_sources/Coding/Coding-Overview.md.txt
index 57d23f04b0..c4e04972c5 100644
--- a/docs/1.0-dev/_sources/Coding/Coding-Overview.md.txt
+++ b/docs/1.0-dev/_sources/Coding/Coding-Overview.md.txt
@@ -3,29 +3,17 @@
This documentation aims to help you set up a sane development environment to
make your game, also if you never coded before. If you are an experienced coder, much of this will be familiar to you, but some things may still be useful.
-
-## Setting up a workflow
-
See also the [Beginner Tutorial](../Howtos/Beginner-Tutorial/Beginner-Tutorial-Overview.md).
```{toctree}
:maxdepth: 2
Version-Control.md
-Updating-Your-Game.md
-
-```
-
-## Coding away
-
-```{toctree}
-:maxdepth: 2
-
-Coding-Introduction.md
-Coding-FAQ.md
Debugging.md
Unit-Testing.md
Profiling.md
+Evennia-Code-Style.md
+Coding-FAQ.md
Quirks.md
```
@@ -40,7 +28,7 @@ Changelog.md
## Third-party integrations
```{toctree}
-:maxdepth: 2
+:maxdepth: 1
Continuous-Integration.md
Setting-up-PyCharm.md
diff --git a/docs/1.0-dev/_sources/Coding/Continuous-Integration.md.txt b/docs/1.0-dev/_sources/Coding/Continuous-Integration.md.txt
index d13a2dc3cd..6d627139be 100644
--- a/docs/1.0-dev/_sources/Coding/Continuous-Integration.md.txt
+++ b/docs/1.0-dev/_sources/Coding/Continuous-Integration.md.txt
@@ -1,14 +1,8 @@
-# Continuous Integration
+# Continuous Integration (CI)
-One of the advantages of Evennia over traditional MU* development systems is that Evennia can
-integrate into enterprise-level integration environments and source control.
+One of the advantages of Evennia over traditional MU* development systems is that Evennia can integrate into enterprise-level integration environments and source control.
-## What is Continuous Integration (CI)?
-
-[Continuous Integration (CI)](https://www.thoughtworks.com/continuous-integration) is a development
-practice that requires developers to integrate code into a shared repository.
-Each check-in is then verified by an automated build, allowing teams to detect problems early. This
-can be set up to safely deploy data to a production server only after tests have passed, for example.
+[Continuous Integration (CI)](https://www.thoughtworks.com/continuous-integration) is a development practice that requires developers to integrate code into a shared repository. Each check-in is then verified by an automated build, allowing teams to detect problems early. This can be set up to safely deploy data to a production server only after tests have passed, for example.
For Evennia, continuous integration allows an automated build process to:
@@ -19,10 +13,9 @@ For Evennia, continuous integration allows an automated build process to:
* Publish those files to the server directory
* Reload the game.
-## List of continuous integration tools
+## List of CI Evennia tutorials
-There are a lot of tools and services providing CI functionality. Here are a few that people have used
-with Evennia:
+There are a lot of tools and services providing CI functionality. Here are a few that people have used with Evennia:
```{toctree}
:maxdepth: 1
@@ -32,5 +25,4 @@ Continuous-Integration-TeamCity.md
```
-[This is an overview of other tools](https://www.atlassian.com/continuous-delivery/continuous-integration/tools)
-(external link).
\ No newline at end of file
+[This is an overview of other tools](https://www.atlassian.com/continuous-delivery/continuous-integration/tools) (external link).
\ No newline at end of file
diff --git a/docs/1.0-dev/_sources/Coding/Debugging.md.txt b/docs/1.0-dev/_sources/Coding/Debugging.md.txt
index 0ca64c45bf..7fc291e471 100644
--- a/docs/1.0-dev/_sources/Coding/Debugging.md.txt
+++ b/docs/1.0-dev/_sources/Coding/Debugging.md.txt
@@ -1,12 +1,8 @@
# Debugging
+Sometimes, an error is not trivial to resolve. A few simple `print` statements is not enough to find the cause of the issue. The traceback is not informative or even non-existing.
-Sometimes, an error is not trivial to resolve. A few simple `print` statements is not enough to find
-the cause of the issue. Running a *debugger* can then be very helpful and save a lot of time.
-Debugging
-means running Evennia under control of a special *debugger* program. This allows you to stop the
-action at a given point, view the current state and step forward through the program to see how its
-logic works.
+Running a *debugger* can then be very helpful and save a lot of time. Debugging means running Evennia under control of a special *debugger* program. This allows you to stop the action at a given point, view the current state and step forward through the program to see how its logic works.
Evennia natively supports these debuggers:
@@ -24,11 +20,8 @@ To run Evennia with the debugger, follow these steps:
```python
from evennia import set_trace;set_trace()
```
-2. (Re-)start Evennia in interactive (foreground) mode with `evennia istart`. This is important -
- without this step the debugger will not start correctly - it will start in this interactive
- terminal.
-3. Perform the steps that will trigger the line where you added the `set_trace()` call. The debugger
- will start in the terminal from which Evennia was interactively started.
+2. (Re-)start Evennia in interactive (foreground) mode with `evennia istart`. This is important - without this step the debugger will not start correctly - it will start in this interactive terminal.
+3. Perform the steps that will trigger the line where you added the `set_trace()` call. The debugger will start in the terminal from which Evennia was interactively started.
The `evennia.set_trace` function takes the following arguments:
@@ -37,8 +30,7 @@ The `evennia.set_trace` function takes the following arguments:
evennia.set_trace(debugger='auto', term_size=(140, 40))
```
-Here, `debugger` is one of `pdb`, `pudb` or `auto`. If `auto`, use `pudb` if available, otherwise
-use `pdb`. The `term_size` tuple sets the viewport size for `pudb` only (it's ignored by `pdb`).
+Here, `debugger` is one of `pdb`, `pudb` or `auto`. If `auto`, use `pudb` if available, otherwise use `pdb`. The `term_size` tuple sets the viewport size for `pudb` only (it's ignored by `pdb`).
## A simple example using pdb
@@ -71,9 +63,7 @@ class CmdTest(Command):
```
-If you type `test` in your game, everything will freeze. You won't get any feedback from the game,
-and you won't be able to enter any command (nor anyone else). It's because the debugger has started
-in your console, and you will find it here. Below is an example with `pdb`.
+If you type `test` in your game, everything will freeze. You won't get any feedback from the game, and you won't be able to enter any command (nor anyone else). It's because the debugger has started in your console, and you will find it here. Below is an example with `pdb`.
```
...
@@ -83,13 +73,11 @@ in your console, and you will find it here. Below is an example with `pdb`.
```
-`pdb` notes where it has stopped execution and, what line is about to be executed (in our case, `obj
-= self.search(self.args)`), and ask what you would like to do.
+`pdb` notes where it has stopped execution and, what line is about to be executed (in our case, `obj = self.search(self.args)`), and ask what you would like to do.
### Listing surrounding lines of code
-When you have the `pdb` prompt `(Pdb)`, you can type in different commands to explore the code. The
-first one you should know is `list` (you can type `l` for short):
+When you have the `pdb` prompt `(Pdb)`, you can type in different commands to explore the code. The first one you should know is `list` (you can type `l` for short):
```
(Pdb) l
@@ -107,18 +95,13 @@ first one you should know is `list` (you can type `l` for short):
(Pdb)
```
-Okay, this didn't do anything spectacular, but when you become more confident with `pdb` and find
-yourself in lots of different files, you sometimes need to see what's around in code. Notice that
-there is a little arrow (`->`) before the line that is about to be executed.
+Okay, this didn't do anything spectacular, but when you become more confident with `pdb` and find yourself in lots of different files, you sometimes need to see what's around in code. Notice that there is a little arrow (`->`) before the line that is about to be executed.
-This is important: **about to be**, not **has just been**. You need to tell `pdb` to go on (we'll
-soon see how).
+This is important: **about to be**, not **has just been**. You need to tell `pdb` to go on (we'll soon see how).
### Examining variables
-`pdb` allows you to examine variables (or really, to run any Python instruction). It is very useful
-to know the values of variables at a specific line. To see a variable, just type its name (as if
-you were in the Python interpreter:
+`pdb` allows you to examine variables (or really, to run any Python instruction). It is very useful to know the values of variables at a specific line. To see a variable, just type its name (as if you were in the Python interpreter:
```
(Pdb) self
@@ -158,9 +141,7 @@ AttributeError: "'CmdTest' object has no attribute 'search'"
(Pdb)
```
-`Pdb` is complaining that you try to call the `search` method on a command... whereas there's no
-`search` method on commands. The character executing the command is in `self.caller`, so we might
-change our line:
+`Pdb` is complaining that you try to call the `search` method on a command... whereas there's no `search` method on commands. The character executing the command is in `self.caller`, so we might change our line:
```python
obj = self.caller.search(self.args)
@@ -168,19 +149,14 @@ obj = self.caller.search(self.args)
### Letting the program run
-`pdb` is waiting to execute the same instruction... it provoked an error but it's ready to try
-again, just in case. We have fixed it in theory, but we need to reload, so we need to enter a
-command. To tell `pdb` to terminate and keep on running the program, use the `continue` (or `c`)
-command:
+`pdb` is waiting to execute the same instruction... it provoked an error but it's ready to try again, just in case. We have fixed it in theory, but we need to reload, so we need to enter a command. To tell `pdb` to terminate and keep on running the program, use the `continue` (or `c`) command:
```
(Pdb) c
...
```
-You see an error being caught, that's the error we have fixed... or hope to have. Let's reload the
-game and try again. You need to run `evennia istart` again and then run `test` to get into the
-command again.
+You see an error being caught, that's the error we have fixed... or hope to have. Let's reload the game and try again. You need to run `evennia istart` again and then run `test` to get into the command again.
```
> .../mygame/commands/command.py(79)func()
@@ -218,12 +194,11 @@ fix that bug too, it would be better):
...
```
-Notice that you'll have an error in the game this time. Let's try with a valid parameter. I have
-another character, `barkeep`, in this room:
+Notice that you'll have an error in the game this time. Let's try with a valid parameter. I have another character, `barkeep`, in this room:
```test barkeep```
-And again, the command freezes, and we have the debugger opened in the console.
+And again, the command freezes, and we have the debugger opened in the console.
Let's execute this line right away:
@@ -248,32 +223,16 @@ TypeError: 'get_display_name() takes exactly 2 arguments (1 given)'
(Pdb)
```
-As an exercise, fix this error, reload and run the debugger again. Nothing better than some
-experimenting!
+As an exercise, fix this error, reload and run the debugger again. Nothing better than some experimenting!
Your debugging will often follow the same strategy:
1. Receive an error you don't understand.
2. Put a breaking point **BEFORE** the error occurs.
-3. Run the code again and see the debugger open.
-4. Run the program line by line,examining variables, checking the logic of instructions.
-5. Continue and try again, each step a bit further toward the truth and the working feature.
-
-### Stepping through a function
-
-`n` is useful, but it will avoid stepping inside of functions if it can. But most of the time, when
-we have an error we don't understand, it's because we use functions or methods in a way that wasn't
-intended by the developer of the API. Perhaps using wrong arguments, or calling the function in a
-situation that would cause a bug. When we have a line in the debugger that calls a function or
-method, we can "step" to examine it further. For instance, in the previous example, when `pdb` was
-about to execute `obj = self.caller.search(self.args)`, we may want to see what happens inside of
-the `search` method.
-
-To do so, use the `step` (or `s`) command. This command will show you the definition of the
-function/method and you can then use `n` as before to see it line-by-line. In our little example,
-stepping through a function or method isn't that useful, but when you have an impressive set of
-commands, functions and so on, it might really be handy to examine some feature and make sure they
-operate as planned.
+3. Run `evennia istart`
+4. Run the code again and see the debugger open.
+5. Run the program line by line, examining variables, checking the logic of instructions.
+6. Continue and try again, each step a bit further toward the truth and the working feature.
## Cheat-sheet of pdb/pudb commands
@@ -292,5 +251,4 @@ this directly). |
| `` | Repeat the last command (don't type `n` repeatedly, just type it once and then press
`` to repeat it). |
-If you want to learn more about debugging with Pdb, you will find an [interesting tutorial on that
-topic here](https://pymotw.com/3/pdb/).
\ No newline at end of file
+If you want to learn more about debugging with Pdb, you will find an [interesting tutorial on that topic here](https://pymotw.com/3/pdb/).
\ No newline at end of file
diff --git a/docs/1.0-dev/_sources/Coding/Evennia-Code-Style.md.txt b/docs/1.0-dev/_sources/Coding/Evennia-Code-Style.md.txt
new file mode 100644
index 0000000000..52b6bcfb6a
--- /dev/null
+++ b/docs/1.0-dev/_sources/Coding/Evennia-Code-Style.md.txt
@@ -0,0 +1,278 @@
+# Evennia Code Style
+
+All code submitted or committed to the Evennia project should aim to follow the
+guidelines outlined in [Python PEP 8][pep8]. Keeping the code style uniform
+makes it much easier for people to collaborate and read the code.
+
+A good way to check if your code follows PEP8 is to use the [PEP8 tool][pep8tool]
+on your sources.
+
+## Main code style specification
+
+ * 4-space indentation, NO TABS!
+ * Unix line endings.
+ * 100 character line widths
+ * CamelCase is only used for classes, nothing else.
+ * All non-global variable names and all function names are to be
+ lowercase, words separated by underscores. Variable names should
+ always be more than two letters long.
+ * Module-level global variables (only) are to be in CAPITAL letters.
+ * Imports should be done in this order:
+ - Python modules (builtins and standard library)
+ - Twisted modules
+ - Django modules
+ - Evennia library modules (`evennia`)
+ - Evennia contrib modules (`evennia.contrib`)
+ * All modules, classes, functions and methods should have doc strings formatted
+ as outlined below.
+ * All default commands should have a consistent docstring formatted as
+ outlined below.
+
+## Code Docstrings
+
+All modules, classes, functions and methods should have docstrings
+formatted with [Google style][googlestyle] -inspired indents, using
+[Markdown][githubmarkdown] formatting where needed. Evennia's `api2md`
+parser will use this to create pretty API documentation.
+
+
+### Module docstrings
+
+Modules should all start with at least a few lines of docstring at
+their top describing the contents and purpose of the module.
+
+Example of module docstring (top of file):
+
+```python
+"""
+This module handles the creation of `Objects` that
+are useful in the game ...
+
+"""
+```
+
+Sectioning (`# title`, `## subtile` etc) should not be used in
+freeform docstrings - this will confuse the sectioning of the auto
+documentation page and the auto-api will create this automatically.
+Write just the section name bolded on its own line to mark a section.
+Beyond sections markdown should be used as needed to format
+the text.
+
+Code examples should use [multi-line syntax highlighting][markdown-hilight]
+to mark multi-line code blocks, using the "python" identifier. Just
+indenting code blocks (common in markdown) will not produce the
+desired look.
+
+When using any code tags (inline or blocks) it's recommended that you
+don't let the code extend wider than about 70 characters or it will
+need to be scrolled horizontally in the wiki (this does not affect any
+other text, only code).
+
+### Class docstrings
+
+The root class docstring should describe the over-arching use of the
+class. It should usually not describe the exact call sequence nor list
+important methods, this tends to be hard to keep updated as the API
+develops. Don't use section markers (`#`, `##` etc).
+
+Example of class docstring:
+
+```python
+class MyClass(object):
+ """
+ This class describes the creation of `Objects`. It is useful
+ in many situations, such as ...
+
+ """
+```
+
+### Function / method docstrings
+
+Example of function or method docstring:
+
+```python
+
+def funcname(a, b, c, d=False, **kwargs):
+ """
+ This is a brief introduction to the function/class/method
+
+ Args:
+ a (str): This is a string argument that we can talk about
+ over multiple lines.
+ b (int or str): Another argument.
+ c (list): A list argument.
+ d (bool, optional): An optional keyword argument.
+
+ Keyword Args:
+ test (list): A test keyword.
+
+ Returns:
+ str: The result of the function.
+
+ Raises:
+ RuntimeException: If there is a critical error,
+ this is raised.
+ IOError: This is only raised if there is a
+ problem with the database.
+
+ Notes:
+ This is an example function. If `d=True`, something
+ amazing will happen.
+
+ """
+```
+
+The syntax is very "loose" but the indentation matters. That is, you
+should end the block headers (like `Args:`) with a line break followed by
+an indent. When you need to break a line you should start the next line
+with another indent. For consistency with the code we recommend all
+indents to be 4 spaces wide (no tabs!).
+
+Here are all the supported block headers:
+
+```
+ """
+ Args
+ argname (freeform type): Description endind with period.
+ Keyword Args:
+ argname (freeform type): Description.
+ Returns/Yields:
+ type: Description.
+ Raises:
+ Exceptiontype: Description.
+ Notes/Note/Examples/Example:
+ Freeform text.
+ """
+```
+
+Parts marked with "freeform" means that you can in principle put any
+text there using any formatting except for sections markers (`#`, `##`
+etc). You must also keep indentation to mark which block you are part
+of. You should normally use the specified format rather than the
+freeform counterpart (this will produce nicer output) but in some
+cases the freeform may produce a more compact and readable result
+(such as when describing an `*args` or `**kwargs` statement in general
+terms). The first `self` argument of class methods should never be
+documented.
+
+Note that
+
+```
+"""
+Args:
+ argname (type, optional): Description.
+"""
+```
+
+and
+
+```
+"""
+Keyword Args:
+ sargname (type): Description.
+"""
+```
+
+mean the same thing! Which one is used depends on the function or
+method documented, but there are no hard rules; If there is a large
+`**kwargs` block in the function, using the `Keyword Args:` block may be a
+good idea, for a small number of arguments though, just using `Args:`
+and marking keywords as `optional` will shorten the docstring and make
+it easier to read.
+
+## Default Command Docstrings
+
+These represent a special case since Commands in Evennia use their class
+docstrings to represent the in-game help entry for that command.
+
+All the commands in the _default command_ sets should have their doc-strings
+formatted on a similar form. For contribs, this is loosened, but if there is
+no particular reason to use a different form, one should aim to use the same
+style for contrib-command docstrings as well.
+
+```python
+ """
+ Short header
+
+ Usage:
+ key[/switches, if any] [optional] choice1||choice2||choice3
+
+ Switches:
+ switch1 - description
+ switch2 - description
+
+ Examples:
+ Usage example and output
+
+ Longer documentation detailing the command.
+
+ """
+```
+
+- Two spaces are used for *indentation* in all default commands.
+- Square brackets `[ ]` surround *optional, skippable arguments*.
+- Angled brackets `< >` surround a _description_ of what to write rather than the exact syntax.
+- Explicit choices are separated by `|`. To avoid this being parsed as a color code, use `||` (this
+will come out as a single `|`) or put spaces around the character ("` | `") if there's plenty of room.
+- The `Switches` and `Examples` blocks are optional and based on the Command.
+
+Here is the `nick` command as an example:
+
+```python
+ """
+ Define a personal alias/nick
+
+ Usage:
+ nick[/switches] = []
+ alias ''
+
+ Switches:
+ object - alias an object
+ account - alias an account
+ clearall - clear all your aliases
+ list - show all defined aliases (also "nicks" works)
+
+ Examples:
+ nick hi = say Hello, I'm Sarah!
+ nick/object tom = the tall man
+
+ A 'nick' is a personal shortcut you create for your own use [...]
+
+ """
+```
+
+For commands that *require arguments*, the policy is for it to return a `Usage:`
+string if the command is entered without any arguments. So for such commands,
+the Command body should contain something to the effect of
+
+```python
+ if not self.args:
+ self.caller.msg("Usage: nick[/switches] = []")
+ return
+```
+
+## Tools for auto-linting
+
+### black
+
+Automatic pep8 compliant formatting and linting can be performed using the
+`black` formatter:
+
+ black --line-length 100
+
+### PyCharm
+
+The Python IDE [Pycharm][pycharm] can auto-generate empty doc-string stubs. The
+default is to use `reStructuredText` form, however. To change to Evennia's
+Google-style docstrings, follow [this guide][pycharm-guide].
+
+
+
+[pep8]: http://www.python.org/dev/peps/pep-0008
+[pep8tool]: https://pypi.python.org/pypi/pep8
+[googlestyle]: https://www.sphinx-doc.org/en/master/usage/extensions/example_google.html
+[githubmarkdown]: https://help.github.com/articles/github-flavored-markdown/
+[markdown-hilight]: https://help.github.com/articles/github-flavored-markdown/#syntax-highlighting
+[command-docstrings]: https://github.com/evennia/evennia/wiki/Using%20MUX%20As%20a%20Standard#documentation-policy
+[pycharm]: https://www.jetbrains.com/pycharm/
+[pycharm-guide]: https://www.jetbrains.com/help/pycharm/2016.3/python-integrated-tools.html
diff --git a/docs/1.0-dev/_sources/Coding/Profiling.md.txt b/docs/1.0-dev/_sources/Coding/Profiling.md.txt
index 51716a1051..fe10513921 100644
--- a/docs/1.0-dev/_sources/Coding/Profiling.md.txt
+++ b/docs/1.0-dev/_sources/Coding/Profiling.md.txt
@@ -1,24 +1,16 @@
# Profiling
-*This is considered an advanced topic mainly of interest to server developers.*
+```{important}
+This is considered an advanced topic. It's mainly of interest to server developers.
+```
-## Introduction
+Sometimes it can be useful to try to determine just how efficient a particular piece of code is, or to figure out if one could speed up things more than they are. There are many ways to test the performance of Python and the running server.
-Sometimes it can be useful to try to determine just how efficient a particular
-piece of code is, or to figure out if one could speed up things more than they
-are. There are many ways to test the performance of Python and the running
-server.
-
-Before digging into this section, remember Donald Knuth's
-[words of wisdom](https://en.wikipedia.org/wiki/Program_optimization#When_to_optimize):
+Before digging into this section, remember Donald Knuth's [words of wisdom](https://en.wikipedia.org/wiki/Program_optimization#When_to_optimize):
> *[...]about 97% of the time: Premature optimization is the root of all evil*.
-That is, don't start to try to optimize your code until you have actually
-identified a need to do so. This means your code must actually be working before
-you start to consider optimization. Optimization will also often make your code
-more complex and harder to read. Consider readability and maintainability and
-you may find that a small gain in speed is just not worth it.
+That is, don't start to try to optimize your code until you have actually identified a need to do so. This means your code must actually be working before you start to consider optimization. Optimization will also often make your code more complex and harder to read. Consider readability and maintainability and you may find that a small gain in speed is just not worth it.
## Simple timer tests
@@ -36,53 +28,31 @@ could use the following code:
<<< 5.358283996582031
```
-The `setup` keyword is used to set up things that should not be included in the
-time measurement, like `a = []` in the first call.
+The `setup` keyword is used to set up things that should not be included in the time measurement, like `a = []` in the first call.
-By default the `timeit` function will re-run the given test 1000000 times and
-returns the *total time* to do so (so *not* the average per test). A hint is to
-not use this default for testing something that includes database writes - for
-that you may want to use a lower number of repeats (say 100 or 1000) using the
-`number=100` keyword.
+By default the `timeit` function will re-run the given test 1000000 times and returns the *total time* to do so (so *not* the average per test). A hint is to not use this default for testing something that includes database writes - for that you may want to use a lower number of repeats (say 100 or 1000) using the `number=100` keyword.
+
+In the example above, we see that this number of calls, using a list comprehension is about twice as fast as building a list using `.append()`.
## Using cProfile
-Python comes with its own profiler, named cProfile (this is for cPython, no
-tests have been done with `pypy` at this point). Due to the way Evennia's
-processes are handled, there is no point in using the normal way to start the
-profiler (`python -m cProfile evennia.py`). Instead you start the profiler
-through the launcher:
+Python comes with its own profiler, named cProfile (this is for cPython, no tests have been done with `pypy` at this point). Due to the way Evennia's processes are handled, there is no point in using the normal way to start the profiler (`python -m cProfile evennia.py`). Instead you start the profiler through the launcher:
evennia --profiler start
-This will start Evennia with the Server component running (in daemon mode) under
-cProfile. You could instead try `--profile` with the `portal` argument to
-profile the Portal (you would then need to
-[start the Server separately](../Setup/Start-Stop-Reload.md)).
+This will start Evennia with the Server component running (in daemon mode) under cProfile. You could instead try `--profile` with the `portal` argument to profile the Portal (you would then need to [start the Server separately](../Setup/Running-Evennia.md)).
-Please note that while the profiler is running, your process will use a lot more
-memory than usual. Memory usage is even likely to climb over time. So don't
-leave it running perpetually but monitor it carefully (for example using the
-`top` command on Linux or the Task Manager's memory display on Windows).
+Please note that while the profiler is running, your process will use a lot more memory than usual. Memory usage is even likely to climb over time. So don't leave it running perpetually but monitor it carefully (for example using the `top` command on Linux or the Task Manager's memory display on Windows).
-Once you have run the server for a while, you need to stop it so the profiler
-can give its report. Do *not* kill the program from your task manager or by
-sending it a kill signal - this will most likely also mess with the profiler.
-Instead either use `evennia.py stop` or (which may be even better), use
-`@shutdown` from inside the game.
+Once you have run the server for a while, you need to stop it so the profiler can give its report. Do *not* kill the program from your task manager or by sending it a kill signal - this will most likely also mess with the profiler. Instead either use `evennia.py stop` or (which may be even better), use `@shutdown` from inside the game.
-Once the server has fully shut down (this may be a lot slower than usual) you
-will find that profiler has created a new file `mygame/server/logs/server.prof`.
+Once the server has fully shut down (this may be a lot slower than usual) you will find that profiler has created a new file `mygame/server/logs/server.prof`.
### Analyzing the profile
-The `server.prof` file is a binary file. There are many ways to analyze and
-display its contents, all of which has only been tested in Linux (If you are a
-Windows/Mac user, let us know what works).
+The `server.prof` file is a binary file. There are many ways to analyze and display its contents, all of which has only been tested in Linux (If you are a Windows/Mac user, let us know what works).
-You can look at the contents of the profile file with Python's in-built `pstats`
-module in the evennia shell (it's recommended you install `ipython` with `pip
-install ipython` in your virtualenv first, for prettier output):
+You can look at the contents of the profile file with Python's in-built `pstats` module in the evennia shell (it's recommended you install `ipython` with `pip install ipython` in your virtualenv first, for prettier output):
evennia shell
@@ -97,9 +67,7 @@ p.strip_dirs().sort_stats(-1).print_stats()
```
-See the
-[Python profiling documentation](https://docs.python.org/3/library/profile.html#instant-user-s-manual)
-for more information.
+See the [Python profiling documentation](https://docs.python.org/3/library/profile.html#instant-user-s-manual) for more information.
You can also visualize the data in various ways.
- [Runsnake](https://pypi.org/project/RunSnakeRun/) visualizes the profile to
@@ -112,20 +80,11 @@ You can also visualize the data in various ways.
`pyprof2calltree` via `pip` whereas KCacheGrind is something you need to get
via your package manager or their homepage.
-How to analyze and interpret profiling data is not a trivial issue and depends
-on what you are profiling for. Evennia being an asynchronous server can also
-confuse profiling. Ask on the mailing list if you need help and be ready to be
-able to supply your `server.prof` file for comparison, along with the exact
-conditions under which it was obtained.
+How to analyze and interpret profiling data is not a trivial issue and depends on what you are profiling for. Evennia being an asynchronous server can also confuse profiling. Ask on the mailing list if you need help and be ready to be able to supply your `server.prof` file for comparison, along with the exact conditions under which it was obtained.
## The Dummyrunner
-It is difficult to test "actual" game performance without having players in your
-game. For this reason Evennia comes with the *Dummyrunner* system. The
-Dummyrunner is a stress-testing system: a separate program that logs into your
-game with simulated players (aka "bots" or "dummies"). Once connected, these
-dummies will semi-randomly perform various tasks from a list of possible
-actions. Use `Ctrl-C` to stop the Dummyrunner.
+It is difficult to test "actual" game performance without having players in your game. For this reason Evennia comes with the *Dummyrunner* system. The Dummyrunner is a stress-testing system: a separate program that logs into your game with simulated players (aka "bots" or "dummies"). Once connected, these dummies will semi-randomly perform various tasks from a list of possible actions. Use `Ctrl-C` to stop the Dummyrunner.
```{warning}
@@ -140,9 +99,7 @@ This is the recommended process for using the dummy runner:
from evennia.server.profiling.settings_mixin import *
- This will override your settings and disable Evennia's rate limiters and
- DoS-protections, which would otherwise block mass-connecting clients from
- one IP. Notably, it will also change to a different (faster) password hasher.
+ This will override your settings and disable Evennia's rate limiters and DoS-protections, which would otherwise block mass-connecting clients from one IP. Notably, it will also change to a different (faster) password hasher.
1. (recommended): Build a new database. If you use default Sqlite3 and want to
keep your existing database, just rename `mygame/server/evennia.db3` to
`mygame/server/evennia.db3_backup` and run `evennia migrate` and `evennia
@@ -156,29 +113,17 @@ This is the recommended process for using the dummy runner:
Use `Ctrl-C` (or `Cmd-C`) to stop it.
-If you want to see what the dummies are actually doing you can run with a single
-dummy:
+If you want to see what the dummies are actually doing you can run with a single dummy:
evennia --dummyrunner 1
-The inputs/outputs from the dummy will then be printed. By default the runner
-uses the 'looker' profile, which just logs in and sends the 'look' command
-over and over. To change the settings, copy the file
-`evennia/server/profiling/dummyrunner_settings.py` to your `mygame/server/conf/`
-directory, then add this line to your settings file to use it in the new
-location:
+The inputs/outputs from the dummy will then be printed. By default the runner uses the 'looker' profile, which just logs in and sends the 'look' command over and over. To change the settings, copy the file `evennia/server/profiling/dummyrunner_settings.py` to your `mygame/server/conf/` directory, then add this line to your settings file to use it in the new location:
DUMMYRUNNER_SETTINGS_MODULE = "server/conf/dummyrunner_settings.py"
-The dummyrunner settings file is a python code module in its own right - it
-defines the actions available to the dummies. These are just tuples of command
-strings (like "look here") for the dummy to send to the server along with a
-probability of them happening. The dummyrunner looks for a global variable
-`ACTIONS`, a list of tuples, where the first two elements define the
-commands for logging in/out of the server.
+The dummyrunner settings file is a python code module in its own right - it defines the actions available to the dummies. These are just tuples of command strings (like "look here") for the dummy to send to the server along with a probability of them happening. The dummyrunner looks for a global variable `ACTIONS`, a list of tuples, where the first two elements define the commands for logging in/out of the server.
-Below is a simplified minimal setup (the default settings file adds a lot more
-functionality and info):
+Below is a simplified minimal setup (the default settings file adds a lot more functionality and info):
```python
# minimal dummyrunner setup file
@@ -224,8 +169,7 @@ ACTIONS = (
```
-At the bottom of the default file are a few default profiles you can test out
-by just setting the `PROFILE` variable to one of the options.
+At the bottom of the default file are a few default profiles you can test out by just setting the `PROFILE` variable to one of the options.
### Dummyrunner hints
diff --git a/docs/1.0-dev/_sources/Coding/Setting-up-PyCharm.md.txt b/docs/1.0-dev/_sources/Coding/Setting-up-PyCharm.md.txt
index 971aec6618..e72026faf9 100644
--- a/docs/1.0-dev/_sources/Coding/Setting-up-PyCharm.md.txt
+++ b/docs/1.0-dev/_sources/Coding/Setting-up-PyCharm.md.txt
@@ -1,18 +1,14 @@
# Setting up PyCharm with Evennia
-[PyCharm](https://www.jetbrains.com/pycharm/) is a Python developer's IDE from Jetbrains available
-for Windows, Mac and Linux. It is a commercial product but offer free trials, a scaled-down
-community edition and also generous licenses for OSS projects like Evennia.
+[PyCharm](https://www.jetbrains.com/pycharm/) is a Python developer's IDE from Jetbrains available for Windows, Mac and Linux. It is a commercial product but offer free trials, a scaled-down community edition and also generous licenses for OSS projects like Evennia.
-> This page was originally tested on Windows (so use Windows-style path examples), but should work
-the same for all platforms.
+> This page was originally tested on Windows (so use Windows-style path examples), but should work the same for all platforms.
-First, install Evennia on your local machine with [[Getting Started]]. If you're new to PyCharm,
-loading your project is as easy as selecting the `Open` option when PyCharm starts, and browsing to
-your game folder (the one created with `evennia --init`). We refer to it as `mygame` here.
+First, install Evennia on your local machine with [[Getting Started]]. If you're new to PyCharm, loading your project is as easy as selecting the `Open` option when PyCharm starts, and browsing to your game folder (the one created with `evennia --init`). We refer to it as `mygame` here.
If you want to be able to examine evennia's core code or the scripts inside your virtualenv, you'll
need to add them to your project too:
+
1. Go to `File > Open...`
1. Select the folder (i.e. the `evennia` root)
1. Select "Open in current window" and "Add to currently opened projects"
@@ -33,69 +29,46 @@ Enjoy seeing all your imports checked properly, setting breakpoints, and live va
1. Launch Evennia in your preferred way (usually from a console/terminal)
1. Open your project in PyCharm
1. In the PyCharm menu, select `Run > Attach to Local Process...`
-1. From the list, pick the `twistd` process with the `server.py` parameter (Example: `twistd.exe
---nodaemon --logfile=\\server\logs\server.log --python=\\evennia\server\server.py`)
+1. From the list, pick the `twistd` process with the `server.py` parameter (Example: `twistd.exe --nodaemon --logfile=\\server\logs\server.log --python=\\evennia\server\server.py`)
Of course you can attach to the `portal` process as well. If you want to debug the Evennia launcher
or runner for some reason (or just learn how they work!), see Run Configuration below.
-> NOTE: Whenever you reload Evennia, the old Server process will die and a new one start. So when
-you restart you have to detach from the old and then reattach to the new process that was created.
+> NOTE: Whenever you reload Evennia, the old Server process will die and a new one start. So when you restart you have to detach from the old and then reattach to the new process that was created.
+
+> To make the process less tedious you can apply a filter in settings to show only the server.py process in the list. To do that navigate to: `Settings/Preferences | Build, Execution, Deployment | Python Debugger` and then in `Attach to process` field put in: `twistd.exe" --nodaemon`. This is an example for windows, I don't have a working mac/linux box.
-> To make the process less tedious you can apply a filter in settings to show only the server.py
-process in the list. To do that navigate to: `Settings/Preferences | Build, Execution, Deployment |
-Python Debugger` and then in `Attach to process` field put in: `twistd.exe" --nodaemon`. This is an
-example for windows, I don't have a working mac/linux box.

## Setting up an Evennia run configuration
-This configuration allows you to launch Evennia from inside PyCharm. Besides convenience, it also
-allows suspending and debugging the evennia_launcher or evennia_runner at points earlier than you
-could by running them externally and attaching. In fact by the time the server and/or portal are
-running the launcher will have exited already.
+This configuration allows you to launch Evennia from inside PyCharm. Besides convenience, it also allows suspending and debugging the evennia_launcher or evennia_runner at points earlier than you could by running them externally and attaching. In fact by the time the server and/or portal are running the launcher will have exited already.
1. Go to `Run > Edit Configutations...`
1. Click the plus-symbol to add a new configuration and choose Python
-1. Add the script: `\\evenv\Scripts\evennia_launcher.py` (substitute your virtualenv if
-it's not named `evenv`)
+1. Add the script: `\\evenv\Scripts\evennia_launcher.py` (substitute your virtualenv if it's not named `evenv`)
1. Set script parameters to: `start -l` (-l enables console logging)
1. Ensure the chosen interpreter is from your virtualenv
1. Set Working directory to your `mygame` folder (not evenv nor evennia)
-1. You can refer to the PyCharm documentation for general info, but you'll want to set at least a
-config name (like "MyMUD start" or similar).
+1. You can refer to the PyCharm documentation for general info, but you'll want to set at least a config name (like "MyMUD start" or similar).
-Now set up a "stop" configuration by following the same steps as above, but set your Script
-parameters to: stop (and name the configuration appropriately).
+Now set up a "stop" configuration by following the same steps as above, but set your Script parameters to: stop (and name the configuration appropriately).
-A dropdown box holding your new configurations should appear next to your PyCharm run button.
-Select MyMUD start and press the debug icon to begin debugging. Depending on how far you let the
-program run, you may need to run your "MyMUD stop" config to actually stop the server, before you'll
-be able start it again.
+A dropdown box holding your new configurations should appear next to your PyCharm run button. Select MyMUD start and press the debug icon to begin debugging. Depending on how far you let the program run, you may need to run your "MyMUD stop" config to actually stop the server, before you'll be able start it again.
-## Alternative run configuration - utilizing logfiles as source of data
+## Alternative config - utilizing logfiles as source of data
-This configuration takes a bit different approach as instead of focusing on getting the data back
-through logfiles. Reason for that is this way you can easily separate data streams, for example you
-rarely want to follow both server and portal at the same time, and this will allow it. This will
-also make sure to stop the evennia before starting it, essentially working as reload command (it
-will also include instructions how to disable that part of functionality). We will start by defining
-a configuration that will stop evennia. This assumes that `upfire` is your pycharm project name, and
-also the game name, hence the `upfire/upfire` path.
+This configuration takes a bit different approach as instead of focusing on getting the data back through logfiles. Reason for that is this way you can easily separate data streams, for example you rarely want to follow both server and portal at the same time, and this will allow it. This will also make sure to stop the evennia before starting it, essentially working as reload command (it will also include instructions how to disable that part of functionality). We will start by defining a configuration that will stop evennia. This assumes that `upfire` is your pycharm project name, and also the game name, hence the `upfire/upfire` path.
1. Go to `Run > Edit Configutations...`\
-1. Click the plus-symbol to add a new configuration and choose the python interpreter to use (should
-be project default)
+1. Click the plus-symbol to add a new configuration and choose the python interpreter to use (should be project default)
1. Name the configuration as "stop evennia" and fill rest of the fields accordingly to the image:

1. Press `Apply`
-Now we will define the start/reload command that will make sure that evennia is not running already,
-and then start the server in one go.
+Now we will define the start/reload command that will make sure that evennia is not running already, and then start the server in one go.
1. Go to `Run > Edit Configutations...`\
-1. Click the plus-symbol to add a new configuration and choose the python interpreter to use (should
-be project default)
+1. Click the plus-symbol to add a new configuration and choose the python interpreter to use (should be project default)
1. Name the configuration as "start evennia" and fill rest of the fields accordingly to the image:

1. Navigate to the `Logs` tab and add the log files you would like to follow. The picture shows
diff --git a/docs/1.0-dev/_sources/Coding/Unit-Testing.md.txt b/docs/1.0-dev/_sources/Coding/Unit-Testing.md.txt
index d4b29f0efb..ee4af0a490 100644
--- a/docs/1.0-dev/_sources/Coding/Unit-Testing.md.txt
+++ b/docs/1.0-dev/_sources/Coding/Unit-Testing.md.txt
@@ -1,19 +1,11 @@
# Unit Testing
-*Unit testing* means testing components of a program in isolation from each other to make sure every
-part works on its own before using it with others. Extensive testing helps avoid new updates causing
-unexpected side effects as well as alleviates general code rot (a more comprehensive wikipedia
-article on unit testing can be found [here](https://en.wikipedia.org/wiki/Unit_test)).
+*Unit testing* means testing components of a program in isolation from each other to make sure every part works on its own before using it with others. Extensive testing helps avoid new updates causing unexpected side effects as well as alleviates general code rot (a more comprehensive wikipedia article on unit testing can be found [here](https://en.wikipedia.org/wiki/Unit_test)).
-A typical unit test set calls some function or method with a given input, looks at the result and
-makes sure that this result looks as expected. Rather than having lots of stand-alone test programs,
-Evennia makes use of a central *test runner*. This is a program that gathers all available tests all
-over the Evennia source code (called *test suites*) and runs them all in one go. Errors and
-tracebacks are reported.
-
-By default Evennia only tests itself. But you can also add your own tests to your game code and have
-Evennia run those for you.
+A typical unit test set calls some function or method with a given input, looks at the result and makes sure that this result looks as expected. Rather than having lots of stand-alone test programs, Evennia makes use of a central *test runner*. This is a program that gathers all available tests all over the Evennia source code (called *test suites*) and runs them all in one go. Errors and tracebacks are reported.
+ By default Evennia only tests itself. But you can also add your own tests to your game code and have Evennia run those for you.
+
## Running the Evennia test suite
To run the full Evennia test suite, go to your game folder and issue the command
diff --git a/docs/1.0-dev/_sources/Coding/Updating-Your-Game.md.txt b/docs/1.0-dev/_sources/Coding/Updating-Your-Game.md.txt
deleted file mode 100644
index 6805a1ab77..0000000000
--- a/docs/1.0-dev/_sources/Coding/Updating-Your-Game.md.txt
+++ /dev/null
@@ -1,134 +0,0 @@
-# Updating Your Game
-
-
-Fortunately, it's extremely easy to keep your Evennia server up-to-date. If you haven't already, see
-the [Getting Started guide](../Setup/Installation.md) and get everything running.
-
-## Updating with the latest Evennia code changes
-
-Very commonly we make changes to the Evennia code to improve things. There are many ways to get told
-when to update: You can subscribe to the RSS feed or manually check up on the feeds from
-https://www.evennia.com. You can also simply fetch the latest regularly.
-
-When you're wanting to apply updates, simply `cd` to your cloned `evennia` root directory and type:
-
- git pull
-
-assuming you've got the command line client. If you're using a graphical client, you will probably
-want to navigate to the `evennia` directory and either right click and find your client's pull
-function, or use one of the menus (if applicable).
-
-You can review the latest changes with
-
- git log
-
-or the equivalent in the graphical client. You can also see the latest changes online
-[here](https://github.com/evennia/evennia/blob/master/CHANGELOG.md).
-
-You will always need to do `evennia reload` (or `reload` from -in-game) from your game-dir to have
-the new code affect your game. If you want to be really sure you should run a full `evennia reboot`
-so that both Server and Portal can restart (this will disconnect everyone though, so if you know the
-Portal has had no updates you don't have to do that).
-
-## Upgrading Evennia dependencies
-
-On occasion we update the versions of third-party libraries Evennia depend on (or we may add a new
-dependency). This will be announced on the mailing list/forum. If you run into errors when starting
-Evennia, always make sure you have the latest versions of everything. In some cases, like for
-Django, starting the server may also give warning saying that you are using a working, but too-old
-version that should not be used in production.
-
-Upgrading `evennia` will automatically fetch all the latest packages that it now need. First `cd` to
-your cloned `evennia` folder. Make sure your `virtualenv` is active and use
-
- pip install --upgrade -e .
-
-Remember the period (`.`) at the end - that applies the upgrade to the current location (your
-`evennia` dir).
-
-> The `-e` means that we are _linking_ the evennia sources rather than copying them into the
-environment. This means we can most of the time just update the sources (with `git pull`) and see
-those changes directly applied to our installed `evennia` package. Without installing/upgrading the
-package with `-e`, we would have to remember to upgrade the package every time we downloaded any new
-source-code changes.
-
-Follow the upgrade output to make sure it finishes without errors. To check what packages are
-currently available in your python environment after the upgrade, use
-
- pip list
-
-This will show you the version of all installed packages. The `evennia` package will also show the
-location of its source code.
-
-## Migrating the Database Schema
-
-Whenever we change the database layout of Evennia upstream (such as when we add new features) you
-will need to *migrate* your existing database. When this happens it will be clearly noted in the
-`git log` (it will say something to the effect of "Run migrations"). Database changes will also be
-announced on the Evennia [mailing list](https://groups.google.com/forum/#!forum/evennia).
-
-When the database schema changes, you just go to your game folder and run
-
- evennia migrate
-
-> Hint: If the `evennia` command is not found, you most likely need to activate your
-[virtualenv](../Glossary.md#virtualenv).
-
-## Resetting your database
-
-Should you ever want to start over completely from scratch, there is no need to re-download Evennia
-or anything like that. You just need to clear your database. Once you are done, you just rebuild it
-from scratch by running
-
- evennia migrate
-
-The first step in wiping your database is to stop Evennia completely with
-
- evennia stop
-
-If you run the default `SQlite3` database (to change this you need to edit your `settings.py` file),
-the database is actually just a normal file in `mygame/server/` called `evennia.db3`. *Simply delete
-that file* - that's it. Now run `evennia migrate` to recreate a new, fresh one.
-
-If you run some other database system you can instead flush the database:
-
- evennia flush
-
-This will empty the database. However, it will not reset the internal counters of the database, so
-you will start with higher dbref values. If this is okay, this is all you need.
-
-Django also offers an easy way to start the database's own management should we want more direct
-control:
-
- evennia dbshell
-
-In e.g. MySQL you can then do something like this (assuming your MySQL database is named "Evennia":
-
- mysql> DROP DATABASE Evennia;
- mysql> exit
-
-> NOTE: Under Windows OS, in order to access SQLite dbshell you need to [download the SQLite
-command-line shell program](https://www.sqlite.org/download.html). It's a single executable file
-(sqlite3.exe) that you should place in the root of either your MUD folder or Evennia's (it's the
-same, in both cases Django will find it).
-
-## More about schema migrations
-
-If and when an Evennia update modifies the database *schema* (that is, the under-the-hood details as
-to how data is stored in the database), you must update your existing database correspondingly to
-match the change. If you don't, the updated Evennia will complain that it cannot read the database
-properly. Whereas schema changes should become more and more rare as Evennia matures, it may still
-happen from time to time.
-
-One way one could handle this is to apply the changes manually to your database using the database's
-command line. This often means adding/removing new tables or fields as well as possibly convert
-existing data to match what the new Evennia version expects. It should be quite obvious that this
-quickly becomes cumbersome and error-prone. If your database doesn't contain anything critical yet
-it's probably easiest to simply reset it and start over rather than to bother converting.
-
-Enter *migrations*. Migrations keeps track of changes in the database schema and applies them
-automatically for you. Basically, whenever the schema changes we distribute small files called
-"migrations" with the source. Those tell the system exactly how to implement the change so you don't
-have to do so manually. When a migration has been added we will tell you so on Evennia's mailing
-lists and in commit messages -
-you then just run `evennia migrate` to be up-to-date again.
diff --git a/docs/1.0-dev/_sources/Coding/Version-Control.md.txt b/docs/1.0-dev/_sources/Coding/Version-Control.md.txt
index 9639608957..614fe986f6 100644
--- a/docs/1.0-dev/_sources/Coding/Version-Control.md.txt
+++ b/docs/1.0-dev/_sources/Coding/Version-Control.md.txt
@@ -1,27 +1,15 @@
-# Version Control
+# Coding using Version Control
-Version control software allows you to track the changes you make to your code, as well as being
-able to easily backtrack these changes, share your development efforts and more.
+[Version control](https://en.wikipedia.org/wiki/Version_control) allows you to track changes to your code. You can save 'snapshots' of your progress which means you can roll back undo things easily. Version control also allows you to easily back up your code to an online _repository_ such as Github. It also allows you to collaborate with others on the same code without clashing or worry about who changed what.
-It's strongly recommended that you put your game code under version control. Version
-control is also the way to contribue to Evennia itself.
+```{sidebar} Do it!
+It's _strongly_ recommended that you [put your game folder under version control](#putting-your-game-dir-under-version-control). Using git is is also the way to contribue to Evennia itself.
+```
-For an introduction to the concept, start with the Wikipedia article
-[here](https://en.wikipedia.org/wiki/Version_control). Evennia uses the version
-control system [Git](https://git-scm.com/) and this is what will be covered
-henceforth. Note that this page primarily shows commands for Linux, but the
-syntax should be the same for Windows and Mac.
-
-For more help on using Git, please refer to the [Official GitHub
-documentation](https://help.github.com/articles/set-up-git#platform-all).
+Evennia uses the most commonly used version control system, [Git](https://git-scm.com/) . For additional help on using Git, please refer to the [Official GitHub documentation](https://help.github.com/articles/set-up-git#platform-all).
## Setting up Git
-You can find expanded instructions for
-installation [here](https://git-scm.com/book/en/Getting-Started-Installing-Git).
-
-### Step 1: Install Git
-
- **Fedora Linux**
yum install git-core
@@ -31,19 +19,15 @@ installation [here](https://git-scm.com/book/en/Getting-Started-Installing-Git).
apt-get install git
- **Windows**: It is recommended to use [Git for Windows](https://gitforwindows.org/).
-- **Mac**: Mac platforms offer two methods for installation, one via MacPorts, which you can find
-out about [here](https://git-scm.com/book/en/Getting-Started-Installing-Git#Installing-on-Mac), or
-you can use the [Git OSX Installer](https://sourceforge.net/projects/git-osx-installer/).
+- **Mac**: Mac platforms offer two methods for installation, one via MacPorts, which you can find out about [here](https://git-scm.com/book/en/Getting-Started-Installing-Git#Installing-on-Mac), or you can use the [Git OSX Installer](https://sourceforge.net/projects/git-osx-installer/).
-### Step 2: Define user/e-mail Settings for Git
+> You can find expanded instructions for installation [here](https://git-scm.com/book/en/Getting-Started-Installing-Git).
-To avoid a common issue later, you will need to set a couple of settings; first you will need to
-tell Git your username, followed by your e-mail address, so that when you commit code later you will
-be properly credited.
+```{sidebar} Git user nickname
+If you ever make your code available online (or contribute to Evennia), your name will be visible to those reading the code-commit history. So if you are not comfortable with using your real, full name online, put a nickname (or your github handler) here.
+```
+To avoid a common issue later, you will need to set a couple of settings; first you will need to tell Git your username, followed by your e-mail address, so that when you commit code later you will be properly credited.
-> Note that your commit information will be visible to everyone if you ever contribute to Evennia or
-use an online service like github to host your code. So if you are not comfortable with using your
-real, full name online, put a nickname here.
1. Set the default name for git to use when you commit:
@@ -53,417 +37,313 @@ real, full name online, put a nickname here.
git config --global user.email "your_email@example.com"
+> To get a running start with Git, here's [a good YouTube talk about it](https://www.youtube.com/watch?v=1ffBJ4sVUb4#t=1m58s). It's a bit long but it will help you understand the underlying ideas behind GIT (which in turn makes it a lot more intuitive to use).
-## Putting your game folder under version control
+## Common Git commands
-> Note: The game folder's version control is completely separate from Evennia's repository.
+```{sidebar} Git repository
+This is just a fancy name for the folder you have designated to be under version control. We will make your `mygame` game folder into such a repository. The Evennia code is also in a (separate) git repository.
+```
+Git can be controlled via a GUI. But it's often easier to use the base terminal/console commands, since it makes it clear if something goes wrong.
-After you have set up your game you will have created a new folder to host your particular game
-(let's call this folder `mygame` for now).
+All these actions need to be done from inside the _git repository_ .
-This folder is *not* under version control at this point.
+Git may seem daunting at first. But when working with git, you'll be using the same 2-3 commands 99% of the time. And you can make git _aliases_ to have them be even easier to remember.
- git init mygame
-Your mygame folder is now ready for version control! Add all the content and make a first
-commit:
+### `git init`
- cd mygame
+This initializes a folder/directory on your drive as a 'git repository'
+
+ git init .
+
+The `.` means to apply to the current directory. If you are inside `mygame`, this makes your game dir into a git repository. That's all there is to it, really. You only need to do this once.
+
+### `git add`
+
+ git add
+
+This tells Git to start to _track_ the file under version control. You need to do this when you create a new file. You can also add all files in your current directory:
+
+ git add .
+
+Or
+
+ git add *
+
+All files in the current directory are now tracked by Git. You only need to do this once for every file you want to track.
+
+### `git commit`
+
+ git commit -a -m "This is the initial commit"
+
+This _commits_ your changes. It stores a snapshot of all (`-a`) your code at the current time, adding a message `-m` so you know what you did. Later you can _check out_ your code the way it was at a given time. The message is mandatory and you will thank yourself later if write clear and descriptive log messages. If you don't add `-m`, a text editor opens for you to write the message instead.
+
+The `git commit` is something you'll be using all the time, so it can be useful to make a _git alias_ for it:
+
+ git config --global alias.cma 'commit -a -m'
+
+After you've run this, you can commit much simpler, like this:
+
+ git cma "This is the initial commit"
+
+Much easier to remember!
+
+### `git status`, `git diff` and `git log`
+
+
+ git status -s
+
+This gives a short (`-s`) of the files that changes since your last `git commit`.
+
+ git diff --word-diff`
+
+This shows exactly what changed in each file since you last made a `git commit`. The `--word-diff` option means it will mark if a single word changed on a line.
+
+ git log
+
+This shows the log of all `commits` done. Each log will show you who made the change, the commit-message and a unique _hash_ (like `ba214f12ab12e123...`) that uniquely describes that commit.
+
+You can make the `log` command more succinct with some more options:
+
+ ls=log --pretty=format:%C(green)%h\ %C(yellow)[%ad]%Cred%d\ %Creset%s%Cblue\ [%an] --decorate --date=relative
+
+This adds coloration and another fancy effects (use `git help log` to see what they mean).
+
+Let's add aliases:
+
+ git config --global alias.st 'status -s'
+ git config --global alias.df 'diff --word-diff'
+ git config --global alias.ls 'log --pretty=format:%C(green)%h\ %C(yellow)[%ad]%Cred%d\ %Creset%s%Cblue\ [%an] --decorate --date=relative'
+
+You can now use the much shorter
+
+ git st # short status
+ git dif # diff with word-marking
+ git ls # log with pretty formatting
+
+for these useful functions.
+
+### `git branch`, `checkout` and `merge`
+
+Git allows you to work with _branches_. These are separate development paths your code may take, completely separate from each other. You can later _merge_ the code from a branch back into another branch. Evennia's `master` and `develop` branches are examples of this.
+
+ git branch -b branchaname
+
+This creates a new branch, exactly identical to the branch you were on. It also moves you to that branch.
+
+ git branch -D branchname
+
+Deletes a branch.
+
+ git branch
+
+Shows all your branches, marking which one you are currently on.
+
+ git checkout branchname
+
+This checks out another branch. As long as you are in a branch all `git commit`s will commit the code to that branch only.
+
+ git checkout .
+
+This checks out your _current branch_ and has the effect of throwing away all your changes since your last commit. This is like undoing what you did since the last save point.
+
+ git checkout b2342bc21c124
+
+This checks out a particular _commit_, identified by the hash you find with `git log`. This open a 'temporary branch' where the code is as it was when you made this commit. As an example, you can use this to check where a bug was introduced. Check out an existing branch to go back to your normal timeline, or use `git branch -b newbranch` to break this code off into a new branch you can continue working from.
+
+ git merge branchname
+
+This _merges_ the code from `branchname` into the branch you are currently in. Doing so may lead to _merge conflicts_ if the same code changed in different ways in the two branches. See [how to resolve merge conflicts in git](https://phoenixnap.com/kb/how-to-resolve-merge-conflicts-in-git) for more help.
+
+### `git glone`, `git push` and `git pull`
+
+All of these other commands have dealt with code only sitting in your local repository-folder. These commands instead allows you to exchange code with a _remote_ repository - usually one that is online (like on github).
+
+> How you actually set up a remote repository is described [in the next section](#pushing-your-code-online).
+
+ git clone repository/path
+
+This copies the remote repository to your current location. If you used the [Git installation instructions](../Setup/Installation-Git.md) to install Evennia, this is what you used to get your local copy of the Evennia repository.
+
+ git pull
+
+Once you cloned or otherwise set up a remote repository, using `git pull` will re-sync the remote with what you have locally. If what you download clashes with local changes, git will force you to `git commit` your changes before you can continue with `git pull`.
+
+ git push
+
+This uploads your local changes _of your current branch_ to the same-named branch on the remote repository. To be able to do this you must have write-permissions to the remote repository.
+
+### Other git commands
+
+There are _many_ other git commands. Read up on them online:
+
+ git reflog
+
+Shows hashes of individual git actions. This allows you to go back in the git event history itself.
+
+
+ git reset
+
+Force reset a branch to an earlier commit. This could throw away some history, so be careful.
+
+ git grep -n -I -i
+
+Quickly search for a phrase/text in all files tracked by git. Very useful to quickly find where things are. Set up an alias `git gr` with
+
+```
+git config --global alias.gr 'grep -n -I -i'
+```
+
+## Putting your game dir under version control
+
+This makes use of the git commands listed in the previous section.
+
+```{sidebar} git aliases
+If you set up the git aliases for commands suggested in the previous section, you can use them instead!
+```
+
+ cd mygame
+ git init .
git add *
git commit -a -m "Initial commit"
-In turn these commands:
-- Move us into the `mygame` folder
-- Tell `git` that everything `*` means everything) in this folder should be put
- under version control.
-- _Commit_ all (`-a`) those newly added files to git and add a message `-m` so you remember
- what you did at this point. Doing a commit is like saving a snapshot of the
- current state of everything.
+
+Your game-dir is now tracked by git.
-Read on for details!
-
-### Tracking files
-
-When working on your code or fix bugs in your local branches you may end up creating new files. If
-you do you must tell Git to track them by using the add command.
-
- git add
-
-You only need to do this once per file.
-
- git status
-
-will show if you have any modified, added or otherwise changed files. Some
-files, like database files, logs and temporary PID files are usually *not*
-tracked in version control. These should either not show up or have a question
-mark in front of them.
-
-```{note}
-You will notice that some files are not covered by your git version control,
-notably your settings file (`mygame/server/conf/settings.py`) and your sqlite3
-database file `mygame/server/evennia.db3`. What is auto-ignored by is controlled
-by the hidden file `mygame/.gitignore`. Evennia creates this file as part of
-the creation of your game directory. Everything matched in this file will be
-ignored by git. If you want to, for example, include your settings file for
-collaborators to access, remove that entry in `.gitignore`.
-```
+You will notice that some files are not covered by your git version control, notably your secret-settings file (`mygame/server/conf/secret_settings.py`) and your sqlite3 database file `mygame/server/evennia.db3`. This is intentional and controlled from the file `mygame/.gitignore`.
```{warning}
You should *never* put your sqlite3 database file into git by removing its entry
in `.gitignore`. GIT is for backing up your code, not your database. That way
-lies madness and a good chance you'll confuse yourself so that after a few
-commits and reverts don't know what is in your database or not. If you want to
-backup your database, do so by simply copying the file on your hard drive to a
-backup-name.
+lies madness and a good chance you'll confuse yourself. Make one mistake or local change and after a few commits and reverts you will have lost track of what is in your database or not. If you want to backup your SQlite3 database, do so by simply copying the database file to a safe location.
```
-### Committing your Code
-
-_Committing_ your code means storing the current snapshot of your code within
-git. This creates a "save point" or "history" of your development process. You
-can later jump back and forth in your history, for example to figure out just
-when a bug was introduced or see what results the code used to produce compared
-to now. Or just wiping everything since the last commit, if you did something
-stupid.
-
-It's usually a good idea to commit your changes often. Committing is fast and
-local only - you will never commit anything online at this point. To commit your
-changes, use
-
- git commit --all
-
-Also `-a` works. This will open a text editor for you to describe your change.
-Be brief but informative in your message - you'll appreciate it later. When you
-save and close the editor, the commit will be saved. You can create the message
-directly with
-
- git commit -a -m "This fixes a bug in the combat code."
-
-
-### Changing your mind
-
-If you have non-committed changes that you realize you want to throw away, you
-'check out' the file you want - this will re-load it from the last committed
-state:
-
- git checkout
- git checkout foo/bar/dummy.py
-
-If you want to revert _all_ changes you did since last commit, do
-
- git checkout .
-
-(that is, add a single `.` at the end).
-
### Pushing your code online
-So far your code is only located on your private machine. A good idea is to back
-it up online. The easiest way to do this is to push it to your own remote
-repository on GitHub.
+So far your code is only located on your private machine. A good idea is to back it up online. The easiest way to do this is to `git push` it to your own remote repository on GitHub. So for this you need a (free) Github account.
-```{important}
-Just to avoid confusion, be aware that Github's documentation has changed to
-calling the primary branch 'main' rather than 'master'. While Evennia still
-uses 'master' branch (and this is what we refer to below), you can use either
-name for your personal primary branch - they are equivalent.
+If you don't want your code to be publicly visible, Github also allows you set up a _private_ repository, only visible to you.
+
+
+```{note}
+Github's defaults have changed to calling the primary branch 'main' rather than 'master'. While Evennia still uses 'master' branch (and this is what we refer to below), you can use either name for your personal primary branch - they are equivalent.
```
-1. Make sure you have your game directory setup under git version control as
- described in the previous section. Make sure to commit any changes you did.
-2. Create a new, empty repository on Github. Github explains how
- [here](https://help.github.com/articles/create-a-repo/) (do *not* "Initialize
- the repository with a README" or else you'll create unrelated histories).
-3. From your local game dir, do `git remote add origin ` where
- `` is the URL to your online repo. This tells your game dir that
- it should be pushing to the remote online dir.
-4. `git remote -v` to verify the online dir.
-5. `git push origin master` (or `git push origin main`) now pushes your game dir
- online so you can see it on github.com.
+Create a new, empty repository on Github. [Github explains how here](https://help.github.com/articles/create-a-repo/) . _Don't_ allow it to add a README, license etc, that will just clash with what we upload later.
-You can commit your work locally (`git commit --all -m "Make a change that
-..."`) as many times as you want. When you want to push those changes to your
-online repo, you do `git push`. You can also `git clone `
-from your online repo to somewhere else (like your production server) and
-henceforth do `git pull` to update that to the latest thing you pushed.
+```{sidebar} Origin
+We label the remote repository 'origin'. This is the git default and means we won't need to specify it explicitly later.
+```
-Note that GitHub's repos are, by default publicly visible by all. Creating a
-publicly visible online clone might not be what you want for all parts of your
-development process - you may prefer a more private venue when sharing your
-revolutionary work with your team. If that's the case you can change your
-repository to "Private" in the github settings. Then your code will only be
-visible to those you specifically grant access.
+Make sure you are in your local game dir (previously initialized as a git repo).
+ git remote add origin
-## Forking Evennia
+This tells Git that there is a remote repository at ``. See the github docs as to which URL to use. Verify that the remote works with `git remote -v`
-This helps you set up an online *fork* of the main Evennia repository so you can
-easily commit fixes and help with upstream development. You can do this step
-also if you _didn't_ put your game dir under version control like in the
-previous section - the evennia repo and your game dir repo are completely
-separate.
+Now we push to the remote (labeled 'origin' which is the default):
-### Step 1: Fork the evennia/master repository
+ git push
-> Before proceeding with the following step, make sure you have registered and
-> created an account on [GitHub.com](https://github.com/). This is necessary in order to create a fork
-of Evennia's master repository, and to push your commits to your fork either for
-yourself or for contributing to
-Evennia.
+Depending on how you set up your authentication with github, you may be asked to enter your github username and password. If you set up SSH authentication, this command will just work.
-A _fork_ is a clone of the master repository that you can make your own commits
-and changes to. At the top of [this page](https://github.com/evennia/evennia),
-click the "Fork" button, as it appears below.
-
+You use `git push` to upload your local changes so the remote repository is in sync with your local one. If you edited a file online using the Github editor (or a collaborator pushed code), you use `git pull` to sync in the other direction.
-### Step 2: Clone your online fork of Evennia
+## Contributing to Evennia
-The fork only exists online as of yet. In a terminal, change your directory to
-the folder you wish to develop in. From this directory run the following
-command:
+If you want to help contributing to Evennia you must do so by _forking_ - making your own remote copy of the Evennia repository on Github. So for this, you need a (free) Github account. Doing so is a completely separate process from [putting your game dir under version control](#putting-your-game-dir-under-version-control) (which you should also do!).
- git clone https://github.com/yourusername/evennia.git
+At the top right of [the evennia github page](https://github.com/evennia/evennia), click the "Fork" button:
-This will download your fork to your computer. It creates a new folder
-`evennia/` at your current location.
+
-### Step 3: Configure remotes
+This will create a new online fork Evennia under your github account.
-Your Evennia-fork is now separate from upstream, 'official' Evennia. You will
-want to set it up so that you can easily sync our updates and changes to your
-fork.
+The fork only exists online as of yet. In a terminal, `cd` to the folder you wish to develop in. This folder should _not_ be your game dir, nor the place you cloned Evennia into if you used the [Git installation](../Setup/Installation-Git.md).
-We do this by setting up a new _remote_. We actually already have one remote,
-that is our own github form of Evennia. This got created when you cloned the
-repo and defaults to being called `origin`.
+From this directory run the following command:
-We will now create a new remote called `upstream`.
+ git clone https://github.com/yourusername/evennia.git evennia
+
+This will download your fork to your computer. It creates a new folder `evennia/` at your current location. If you installed Evennia using the [Git installation](../Setup/Installation-Git.md), this folder will be identical in content to the `evennia` folder you cloned during that installation. The difference is that this repo is connected to your remote fork and not to the 'original' _upstream_ Evennia.
+
+When we cloned our fork, git automatically set up a 'remote repository' labeled `origin` pointing to it. So if we do `git pull` and `git push`, we'll push to our fork.
+
+We now want to add a second remote repository linked to the original Evennia repo. We will label this remote repository `upstream`:
cd evennia
git remote add upstream https://github.com/evennia/evennia.git
-This adds a remote to the main evennia repo.
-
-If you also want to access Evennia's `develop` branch (the bleeding edge
-development) do the following:
+If you also want to access Evennia's `develop` branch (the bleeding edge development) do the following:
git fetch upstream develop
git checkout develop
Use
+
git checkout master
git checkout develop
-to switch between the branches. If you want to contribute a fix, ask first which
-branch to use. Normally `master` is for bug fixes and `develop` is for new
-features, but late in the development of a new Evennia version, all changes
-often go into `develop`.
+to switch between the branches.
+To pull the latest from upstream Evennia, just checkout the branch you want and do
-## Working with your Evennia fork
+ git pull upstream
-_Branches_ are stand-alone editions of the same code. You make a commit to a
-branch. Switching to a branch will change the code on-disk. You can easily
-make a new branch off a parent branch, and then merge it back into the same
-branch later (or throw it away). This is a very common way to work on new
-features in safety and isolation.
+```{sidebar} Pushing to upstream
+You can't do `git push upstream` unless you have write-access to the upstream Evennia repository. So there is no risk of you accidentally pushing your own code into the main, public repository.
+```
-### Updating to latest Evennia
+### Fixing an Evennia bug or feature
-When Evennia's official repository updates, first make sure to commit all your
-changes to your branch and then checkout the "clean" master branch:
-
- git checkout master
- git pull upstream master
-
-Or, if you are working against Evennia's development branch:
-
- git checkout develop
- git pull upstream develop
-
-The `pull` command will fetch all the changes from the "upstream" remote and
-merge it into your local master/develop branch. It should now be a perfect copy
-of the latest Evennia changes.
-
-### Making changes
-
-As a rule of thumb you should _never_ work directly in Evennia's `master` or
-`develop` branches. Instead you make a _new_ branch off the branch you want
-and change _that_.
+This should be done in your fork of Evennia. You should _always_ do this in a _separate git branch_ based off the Evennia branch you want to improve.
git checkout master (or develop)
- check checkout -b strange_bug
+ git branch - b myfixbranch
-You now have a new branch `strange_bug` that is an exact replica of the branch you
-had checked out when you created it. Here you can now make your own
-modifications.
+Now fix whatever needs fixing. Abide by the [Evennia code style](./Evennia-Code-Style.md). You can `git commit` commit your changes along the way as normal.
- git branches
+Upstream Evennia is not standing still, so you want to make sure that your work is up-to-date with upstream changes. Make sure to first commit your `myfixbranch` changes, then
-will show you which branches are available and which one you are currently
-using. Use `git checkout ` to move between them, but remember to commit
-your changes before you do.
-
-You often want to make sure also your work-branch has the latest upstream
-changes. To do this, you need to first update your copy of the
-`master`/`develop` branch and then _merge_ those changes into your work branch.
-Make sure you have committed everything first!
-
- git commit -a -m "My latest changes ..." # on your strange_bug branch
git checkout master (or develop)
- git pull upstream develop
- git checkout strange_bug
+ git pull upstream
+ git checkout myfixbranch
git merge master (or develop)
-If everything went well, your `strange_bug` branch will now have the latest version
-of Evennia merged with whatever changes you have done.
-
-Now work away on your code and commit with reasonable commit messages
-
- git commit -a -m "Fixed the issue in ..."
- git commit -a -m "Adding unit tests. This resolves #123."
-
-Use
-
- git diff
-
-to see what you changed since last commit, and
-
- git log
-
-to see past commits (including those made by Evennia upstream, remember that
-your branch is a copy of the upstream one, including its history!)
-
-## Sharing your Evennia fixes on Github
-
-Up to this point your `strange_bug` branch only exists on your local computer. No
-one else can see it. If you want a copy of this branch to also appear in your
-online fork on GitHub, make sure to have checked out your "myfixes" branch and
-then run the following:
-
- git push -u origin strange_bug
-
-You only need to do this once, the `-u` makes this the default push-location. In
-the future, you can just push things online like this:
+Up to this point your `myfixbranch` branch only exists on your local computer. No
+one else can see it.
git push
-### Troubleshooting
+This will automatically create a matching `myfixbranch` in your forked version of Evennia and push to it. On github you will be able to see appear it in the `branches` dropdown. You can keep pushing to your remote `myfixbranch` as much as you like.
-If you hadn't setup a public key on GitHub or aren't asked for a
-username/password, you might get an error `403: Forbidden Access` at this stage.
-In that case, some users have reported that the workaround is to create a file
-`.netrc` under your home directory and add your github credentials there:
+Once you feel you have something to share, you need to [create a pull request](https://github.com/evennia/evennia/pulls) (PR):
+This is a formal request for upstream Evennia to adopt and pull your code into the main repository.
+1. Click `New pull request`
+2. Choose `compare across forks`
+3. Select your fork from dropdown list of `head repository` repos. Pick the right branch to `compare`.
+4. On the Evennia side (to the left) make sure to pick the right `base` branch: If you want to contribute a change to the `develop` branch, you must pick `develop` as the `base`.
+5. Then click `Create pull request` and fill in as much information as you can in the form.
+6. Optional: Once you saved your PR, you can go into your code (on github) and add some per-line comments; this can help reviewers by explaining complex code or decisions you made.
+
+Now you just need to wait for your code to be reviewed. Expect to get feedback and be asked to make changes, add more documentation etc. Getting as PR merged can take a few iterations.
+
+```{sidebar} Not all PRs can merge
+While most PRs get merged, Evennia can't **guarantee** that your PR code will be deemed suitable to merge into upstream Evennia. For this reason it's a good idea to check in with the community _before_ you spend a lot of time on a large piece of code (fixing bugs is always a safe bet though!)
+```
+
+
+## Troubleshooting
+
+### Getting 403: Forbidden access
+
+Some users have experienced this on `git push` to their remote repository. They are not asked for username/password (and don't have a ssh key set up).
+
+Some users have reported that the workaround is to create a file `.netrc` under your home directory and add your github credentials there:
```bash
machine github.com
login
password
-```
-
-## Making an Evennia Pull Request
-
-If you think that the fixes you did in your `strange_bug` branch should be a
-part of the regular Evennia, you should create a _Pull Request_ (PR). This is a
-call for the Evennia maintainer to pull your change into an upstream branch.
-
-> It is wise to make separate branches for every fix or series of fixes you want
-to contribute.
-
-Assuming you have followed the instructions above and have pushed your changes
-online, [create a pull request](https://github.com/evennia/evennia/pulls) and
-follow the instructions. Make sure to specifically select your `strange_bug`
-branch to be the source of the merge and use the branch you based that branch
-off (`master` or `develop`) as the target.
-
-Evennia developers will then be able to examine your request and merge it if
-it's deemed suitable. They may also come back with feedback and request you do
-some changes.
-
-Once approved and merged, your change will now be available in the upstream
-branch:
-
- git checkout master (or develope)
- git pull upstream master (or develop)
-
-Since your changes are now in upstream, your local `strange_bug` branch is now
-superfluous and should be deleted:
-
- git branch -D strange_bug
-
-You can also safely delete your online `strange_bug` branch in your fork
-(you can do this from the PR page on github).
-
-
-## GIT tips and tricks
-
-Some of the GIT commands can feel a little long and clunky if you need to do them often. Luckily you
-can create aliases for those. Here are some useful commands to run:
-
-
-```
-# git st
-# - view brief status info
-git config --global alias.st 'status -s'
-```
-
-Above, you only need to ever enter the `git config ...` command once - you have then added the new
-alias. Afterwards, just do `git st` to get status info. All the examples below follow the same
-template.
-
-```
-# git cl
-# - clone a repository
-git config --global alias.cl clone
-```
-
-```
-# git cma "commit message"
-# - commit all changes without opening editor for message
-git config --global alias.cma 'commit -a -m'
-```
-
-```
-# git ca
-# - amend text to your latest commit message
-git config --global alias.ca 'commit --amend'
-```
-
-```
-# git fl
-# - file log; shows diffs of files in latest commits
-git config --global alias.fl 'log -u'
-```
-
-```
-# git co [branchname]
-# - checkout
-git config --global alias.co checkout
-```
-
-```
-# git br
-# - create branch
-git config --global alias.br branch
-```
-
-```
-# git ls
-# - view log tree
-git config --global alias.ls 'log --pretty=format:"%C(green)%h\ %C(yellow)[%ad]%Cred%d\
-%Creset%s%Cblue\ [%cn]" --decorate --date=relative --graph'
-```
-
-```
-# git diff
-# - show current uncommitted changes
-git config --global alias.diff 'diff --word-diff'
-```
-
-```
-# git grep
-# - search (grep) codebase for a search criterion
-git config --global alias.grep 'grep -Ii'
-```
-
-To get a further feel for GIT there is also [a good YouTube talk about it](https://www.youtube.com/watch?v=1ffBJ4sVUb4#t=1m58s) - it's a bit long but it will help you understand the underlying ideas behind GIT
-(which in turn makes it a lot more intuitive to use).
+```
\ No newline at end of file
diff --git a/docs/1.0-dev/_sources/Components/Connection-Screen.md.txt b/docs/1.0-dev/_sources/Components/Connection-Screen.md.txt
index b1056b6a0a..a94b86aa6f 100644
--- a/docs/1.0-dev/_sources/Components/Connection-Screen.md.txt
+++ b/docs/1.0-dev/_sources/Components/Connection-Screen.md.txt
@@ -20,7 +20,7 @@ Effective, but not very exciting. You will most likely want to change this to be
your game. This is simple:
1. Edit `mygame/server/conf/connection_screens.py`.
-1. [Reload](../Setup/Start-Stop-Reload.md) Evennia.
+1. [Reload](../Setup/Running-Evennia.md) Evennia.
Evennia will look into this module and locate all *globally defined strings* in it. These strings
are used as the text in your connection screen and are shown to the user at startup. If more than
diff --git a/docs/1.0-dev/_sources/Components/Portal-And-Server.md.txt b/docs/1.0-dev/_sources/Components/Portal-And-Server.md.txt
index afb9ef40ef..1cded50e3e 100644
--- a/docs/1.0-dev/_sources/Components/Portal-And-Server.md.txt
+++ b/docs/1.0-dev/_sources/Components/Portal-And-Server.md.txt
@@ -2,7 +2,7 @@
Evennia consists of two processes, known as *Portal* and *Server*. They can be controlled from
-inside the game or from the command line as described [here](../Setup/Start-Stop-Reload.md).
+inside the game or from the command line as described [here](../Setup/Running-Evennia.md).
If you are new to the concept, the main purpose of separating the two is to have accounts connect to the Portal but keep the MUD running on the Server. This way one can restart/reload the game (the Server part) without Accounts getting disconnected.
diff --git a/docs/1.0-dev/_sources/Concepts/Using-MUX-as-a-Standard.md.txt b/docs/1.0-dev/_sources/Concepts/Using-MUX-as-a-Standard.md.txt
index eb26769e30..ddb35adac6 100644
--- a/docs/1.0-dev/_sources/Concepts/Using-MUX-as-a-Standard.md.txt
+++ b/docs/1.0-dev/_sources/Concepts/Using-MUX-as-a-Standard.md.txt
@@ -9,71 +9,4 @@ Evennia is *not* a MUX system though. It works very differently in many ways. Fo
deliberately lacks an online softcode language (a policy explained on our [softcode policy
page](./Soft-Code.md)). Evennia also does not shy from using its own syntax when deemed appropriate: the
MUX syntax has grown organically over a long time and is, frankly, rather arcane in places. All in
-all the default command syntax should at most be referred to as "MUX-like" or "MUX-inspired".
-
-## Documentation policy
-
-All the commands in the default command sets should have their doc-strings formatted on a similar
-form:
-
-```python
- """
- Short header
-
- Usage:
- key[/switches, if any] [optional] choice1||choice2||choice3
-
- Switches:
- switch1 - description
- switch2 - description
-
- Examples:
- usage example and output
-
- Longer documentation detailing the command.
-
- """
-```
-
-- Two spaces are used for *indentation* in all default commands.
-- Square brackets `[ ]` surround *optional, skippable arguments*.
-- Angled brackets `< >` surround a _description_ of what to write rather than the exact syntax.
-- *Explicit choices are separated by `|`. To avoid this being parsed as a color code, use `||` (this
-will come out as a single `|`) or put spaces around the character ("` | `") if there's plenty of
-room.
-- The `Switches` and `Examples` blocks are optional based on the Command.
-
-Here is the `nick` command as an example:
-
-```python
- """
- Define a personal alias/nick
-
- Usage:
- nick[/switches] = []
- alias ''
-
- Switches:
- object - alias an object
- account - alias an account
- clearall - clear all your aliases
- list - show all defined aliases (also "nicks" works)
-
- Examples:
- nick hi = say Hello, I'm Sarah!
- nick/object tom = the tall man
-
- A 'nick' is a personal shortcut you create for your own use [...]
-
- """
-```
-
-For commands that *require arguments*, the policy is for it to return a `Usage:` string if the
-command is entered without any arguments. So for such commands, the Command body should contain
-something to the effect of
-
-```python
- if not self.args:
- self.caller.msg("Usage: nick[/switches] = []")
- return
-```
+all the default command syntax should at most be referred to as "MUX-like" or "MUX-inspired".
\ No newline at end of file
diff --git a/docs/1.0-dev/_sources/Contribs/Contribs-Guidelines.md.txt b/docs/1.0-dev/_sources/Contribs/Contribs-Guidelines.md.txt
new file mode 100644
index 0000000000..8a5d2501d4
--- /dev/null
+++ b/docs/1.0-dev/_sources/Contribs/Contribs-Guidelines.md.txt
@@ -0,0 +1,84 @@
+# Guidelines for Evennia contribs
+
+Evennia has a [contrib](./Contribs-Overview.md) directory which contains optional, community-shared code organized by category. Anyone is welcome to contribute.
+
+## What is suitable for a contrib?
+
+- In general, you can contribute anything that you think may be useful to another developer. Unlike the 'core' Evennia, contribs can also be highly game-type-specific.
+- Very small or incomplete snippets of code (e.g. meant to paste into some other code) are better shared as a post in the [Community Contribs & Snippets](https://github.com/evennia/evennia/discussions/2488) discussion forum category.
+- If your code is intended *primarily* as an example or to show a concept/principle rather than a working system, consider if it may be better to instead [contribute to the documentation](../Contributing-Docs.md) by writing a new tutorial or howto.
+- If possible, try to make your contribution as genre-agnostic as possible and assume
+ your code will be applied to a very different game than you had in mind when creating it.
+- The contribution should preferably work in isolation from other contribs (only make use of core Evennia) so it can easily be dropped into use. If it does depend on other contribs or third-party modules, these must be clearly documented and part of the installation instructions.
+- If you are unsure about if your contrib idea is suitable or sound, *ask in discussions or chat before putting any work into it*. We are, for example, unlikely to accept contribs that require large modifications of the game directory structure.
+
+## Layout of a contrib
+
+- The contrib must be contained only within a single folder under one of the contrib categories below. Ask if you are unsure which category fits best for your contrib.
+
+| | |
+| --- | --- |
+| `base_systems/` | _Systems that are not necessarily tied to a specific in-game mechanic but which are useful for the game as a whole. Examples include login systems, new command syntaxes, and build helpers._ |
+| `full_systems/` | _‘Complete’ game engines that can be used directly to start creating content without no further additions (unless you want to)._ |
+| `game_systems/` | _In-game gameplay systems like crafting, mail, combat and more. Each system is meant to be adopted piecemeal and adopted for your game. This does not include roleplaying-specific systems, those are found in the `rpg` category._ |
+| `grid/` | _Systems related to the game world’s topology and structure. Contribs related to rooms, exits and map building._ |
+| `rpg/` | _Systems specifically related to roleplaying and rule implementation like character traits, dice rolling and emoting._ |
+| `tutorials/` | _Helper resources specifically meant to teach a development concept or to exemplify an Evennia system. Any extra resources tied to documentation tutorials are found here. Also the home of the Tutorial-World and Evadventure demo codes._ |
+| `tools/` | _Miscellaneous tools for manipulating text, security auditing, and more._|
+
+
+- The folder (package) should be on the following form:
+
+ ```
+ evennia/
+ contrib/
+ category/ # rpg/, game_systems/ etc
+ mycontribname/
+ __init__.py
+ README.md
+ module1.py
+ module2.py
+ ...
+ tests.py
+ ```
+
+ It's often a good idea to import useful resources in `__init__.py` to make it easier to import them.
+- Your code should abide by the [Evennia Style Guide](../Coding/Evennia-Code-Style.md). Write it to be easy to read.
+- Your contribution _must_ be covered by [unit tests](../Coding/Unit-Testing.md). Put your tests in a module `tests.py` under your contrib folder (as seen above) - Evennia will find them automatically.
+- The `README.md` file will be parsed and converted into a document linked from [the contrib overview page](./Contribs-Overview.md). It needs to be on the following form:
+
+ ```markdown
+ # MyContribName
+
+ Contribution by ,
+
+ A paragraph (can be multi-line)
+ summarizing the contrib (required)
+
+ Optional other text
+
+ ## Installation
+
+ Detailed installation instructions for using the contrib (required)
+
+ ## Usage
+
+ ## Examples
+
+ etc.
+
+ ```
+
+> The credit and first paragraph-summary will be automatically included on the Contrib overview page index for each contribution, so it needs to be just on this form.
+
+
+## Submitting a contrib
+
+```{sidebar} Not all PRs can be accepted
+While most PRs get merged, this is not guaranteed: Merging a contrib means the Evennia project takes on the responsibility of maintaining and supporting the new code. For various reasons this may be deemed unfeasible.
+
+If your code were to *not* be accepted for some reason, we can still link it from our links page; it can also be posted in our discussion forum.
+```
+- A contrib must always be presented [as a pull request](../Coding/Version-Control.md#contributing-to-evennia) (PR).
+- PRs are reviewed so don't be surprised (or disheartened) if you are asked to modify or change your code before it can be merged. Your code can end up going through several iterations before it is accepted.
+- To make the licensing situation clear we assume all contributions are released with the same [license as Evennia](../Licensing.md). If this is not possible for some reason, talk to us and we'll handle it on a case-by-case basis.
diff --git a/docs/1.0-dev/_sources/Contribs/Contribs-Overview.md.txt b/docs/1.0-dev/_sources/Contribs/Contribs-Overview.md.txt
index 5c30caea58..1ac15ddbaa 100644
--- a/docs/1.0-dev/_sources/Contribs/Contribs-Overview.md.txt
+++ b/docs/1.0-dev/_sources/Contribs/Contribs-Overview.md.txt
@@ -18,7 +18,7 @@ Each contrib contains installation instructions for how to integrate it
with your other code. If you want to tweak the code of a contrib, just
copy its entire folder to your game directory and modify/use it from there.
-If you want to contribute yourself, see [here](../Contributing.md)!
+If you want to add a contrib, see [the contrib guidelines](./Contribs-Guidelines.md)!
[forum]: https://github.com/evennia/evennia/discussions/categories/community-contribs-snippets
@@ -48,6 +48,11 @@ _Systems that are not necessarily tied to a specific
in-game mechanic but which are useful for the game as a whole. Examples include
login systems, new command syntaxes, and build helpers._
+
+```{toctree}
+:hidden:
+Contribs-Guidelines.md
+```
```{toctree}
:maxdepth: 1
@@ -204,6 +209,11 @@ library under the hood.
_'Complete' game engines that can be used directly to start creating content
without no further additions (unless you want to)._
+
+```{toctree}
+:hidden:
+Contribs-Guidelines.md
+```
```{toctree}
:maxdepth: 1
@@ -235,6 +245,11 @@ Each system is meant to be adopted piecemeal and adopted for your game.
This does not include roleplaying-specific systems, those are found in
the `rpg` category._
+
+```{toctree}
+:hidden:
+Contribs-Guidelines.md
+```
```{toctree}
:maxdepth: 1
@@ -382,6 +397,11 @@ the participants until the fight ends.
_Systems related to the game world's topology and structure. Contribs related
to rooms, exits and map building._
+
+```{toctree}
+:hidden:
+Contribs-Guidelines.md
+```
```{toctree}
:maxdepth: 1
@@ -492,6 +512,11 @@ current location (useful for displaying the grid as an in-game, updating map).
_Systems specifically related to roleplaying
and rule implementation like character traits, dice rolling and emoting._
+
+```{toctree}
+:hidden:
+Contribs-Guidelines.md
+```
```{toctree}
:maxdepth: 1
@@ -593,6 +618,11 @@ to exemplify an Evennia system. Any extra resources tied to documentation
tutorials are found here. Also the home of the Tutorial-World and Evadventure
demo codes._
+
+```{toctree}
+:hidden:
+Contribs-Guidelines.md
+```
```{toctree}
:maxdepth: 1
@@ -699,6 +729,11 @@ is a great way to start learning the system.
_Miscellaneous, tools for manipulating text, security auditing, and more._
+
+```{toctree}
+:hidden:
+Contribs-Guidelines.md
+```
```{toctree}
:maxdepth: 1
diff --git a/docs/1.0-dev/_sources/Contributing.md.txt b/docs/1.0-dev/_sources/Contributing.md.txt
index 61cc88a5ec..63d9c2a6a9 100644
--- a/docs/1.0-dev/_sources/Contributing.md.txt
+++ b/docs/1.0-dev/_sources/Contributing.md.txt
@@ -1,173 +1,40 @@
# How To Contribute And Get Help
-If you cannot find what you are looking for in the documentation, here's what to do:
+## Getting Help
-- If you need help, want to start a discussion or get some input on something
- you are working on, make a post to the [discussions forum][forum].
-- If you want more direct discussions with developers and other users, drop
- into our very friendly [Discord channel][chat].
-- If you think the documentation is not clear enough, create a [documentation issue][issues].
-- If you have trouble with a missing feature or a problem you think is a bug,
- [request, or report it][issues].
+If you cannot find what you are looking for in the documentation, here's where to go next:
-## Community and Spreading the word
+- [The Discussions forums][forum] are great for getting help, starting longer-form discussions, showing off your work or get some input on what you are working on. This is also the place to follow Evennia development.
+- [The Discord server][chat] has a very helpful `#getting-help` channel for both big and small Evennia problems. It allows for more direct discussion. You can also track both the evennia code changes and the discussion forum from discord.
-Being active and helpful in the [discssion forums][forum] or [chat][chat] is already a big help.
+## Giving Help
-Consider writing about Evennia on your blog or in your favorite (relevant)
-forum. Write a review somewhere (good or bad, we like feedback either way). Rate
-it on listings. Talk about it to your friends ... that kind of thing.
+In general, being active and helpful in the [discssion forums][forum] or [discord chat][chat] is already a big help!
-## Help with Documentation
+If you want to spread the word, consider writing about Evennia on your blog or in your favorite (relevant) forum. Write a review somewhere (good or bad, we like feedback either way). Rate it on listings. Talk about it to your friends ... that kind of thing.
-Evennia depends heavily on good documentation and we are always looking for
-extra eyes and hands to improve it. Even small things such as fixing typos are a
-great help!
+### Help with Documentation
-- Easiest is to just [report documentation issues][issues] as you find them. If
- we don't know about them, we can't fix them!
-- If you want to help editing the docs directly, [check here](./Contributing-Docs.md) on how to do it.
-- If you have knowledge to share, how about writing a new [Tutorial](Howtos/Howtos-Overview.md)?
+Evennia is highly dependent on good-quality documentation!
-## Helping with code
+- [Reporting a Documentation issue][issues] is the easiest way to help out. The more eyes we get on things, the better - if we don't know about the problems, we can't fix them! Even reporting typos is a great help.
+- [Contributing directly to the docs](./Contributing-Docs.md) is also possible; you just need a text editor. You can fix issues or even propose a new tutorial!
-If you find bugs, or have a feature-request, [make an issue][issues] for it. If
-it's not in an issue, the issue will most likely be forgotten.
+### Helping with code
-Even if you don't feel confident with tackling a bug or feature, just
-correcting typos, adjusting formatting or simply *using* the thing and reporting
-when stuff doesn't make sense helps us a lot.
+Even if you don't feel confident with tackling a bug or feature, just correcting typos, adjusting formatting or simply *using* the thing and reporting when stuff doesn't make sense helps us a lot!
-- The code itself should follow Evennia's [Code style guidelines][codestyle] both
- for code and documentation. You should write code for that others can read an understand.
-- Before merging, your code will be reviewed. Merging of your code into Evennia
- is not guaranteed. Be ready to receive feedback and to be asked to make
- corrections or fix bugs or any documentation issues and possibly tests (this
- is normal and nothing to worry about).
+- [Reporting a code issue or bug][issues] is the easiest way to help out. Don't assume we are aware of a problem - if it's not written down in an issue, the problem will most likely be forgotten. Do this even if you plan to make a _Pull Request_ and fix the issue yourself.
+- [Make a feature request][issues] if you want to see a new Evennia feature. You can also bring it up with the community first so you are sure it's something that would be interesting to be included with Evennia core.
+- [Make a Pull Request](Coding/Version-Control.md#contributing-to-evennia) (PR) to fix bugs or new features. Make sure to follow the [Evennia Code-Style guide](Coding/Evennia-Code-Style.md).
+- [The Guide for making an Evennia contrib](Contribs/Contribs-Guidelines.md) outlines how you do to make your own Evennia [contrib](Contribs/Contribs-Overview.md) to distribute with Evennia.
-### Using a Forked reposity
+### Helping with Donations
-The most elegant way to contribute code to Evennia is to use GitHub to create a
-*fork* of the Evennia repository and make your changes to that. Refer to the
-[Forking Evennia](Coding/Version-Control.md#forking-evennia) version control instructions for detailed instructions.
+Evennia is a free and open-source project. Any monetary donations you want to offer are _completely voluntary_. While highly appreciated, we don't expect you to donate and don't hide any secret features behind a donation-paywall. Just see it as a way of showing appreciation by dropping a few coins in the cup.
-Once you have a fork set up, you can not only work on your own game in a
-separate branch, you can also commit your fixes to Evennia itself.
-
-- Make separate branches for all Evennia additions you do - don't edit your
- local `master` or `develop` branches directly. It will make your life a lot easier.
-- If you have a change that you think is suitable for the main Evennia
- repository, issue a [Pull Request][pullrequest]. This will let Evennia devs know you have stuff to share.
-- Bug fixes should generally be done against the `master` branch of Evennia,
- while new features/contribs should go into the `develop` branch. If you are
- unsure, just pick one and we'll figure it out.
-
-### Contributing with Patches
-
-To help with Evennia development it's strongly recommended to do so using a
-forked repository as described above. But for small, well isolated fixes you are
-also welcome to submit your suggested Evennia fixes/addendums as a
-[patch][patch].
-
-You can include your patch in an Issue or a Mailing list post. Please avoid
-pasting the full patch text directly in your post though, best is to use a site
-like [Pastebin](https://pastebin.com/) and just supply the link.
-
-### Making an Evennia contrib
-
-Evennia has a [contrib](Contribs/Contribs-Overview.md) directory which contains
-user-shared code organized by category. You can contribute anything that you
-think may be useful to another dev, also highly game-specific code. A contrib
-must always be added via a forked repository.
-
-#### Guidelines for making a contrib
-
-- If you are unsure about if your contrib idea is suitable or sound, *ask in
- discussions or chat before putting any work into it*. We are, for example,
- unlikely to accept contribs that require large modifications of the game
- directory structure.
-- If your code is intended *primarily* as an example or to show a
- concept/principle rather than a working system, you _can_ add to the
- `contribs/tutorials/` subfolder, but consider if it may be better to instead
- write a new tutorial doc page.
-- The contribution should preferably work in isolation from other contribs (only
- make use of core Evennia) so it can easily be dropped into use. If it does
- depend on other contribs or third-party modules, these must be clearly
- documented and part of the installation instructions.
-- The contrib must be contained within a separate folder under one of the
- contrib categories (`game_systems`, `rpg`, `utils` etc). Ask if you are
- unsure which category to put your contrib under.
-- The folder (package) should be on the following form:
-
- ```
- mycontribname/
- __init__.py
- README.md
- module1.py
- module2.py
- ...
- tests.py
- ```
-
- It's often a good idea to import useful resources in `__init__.py` to make
- it easier to access them (this may vary though).
-
- The `README.md` will be parsed and converted into a document linked from
- [the contrib overview page](Contribs/Contribs-Overview.md). It should follow
- the following structure:
-
- ```markdown
- # MyContribName
-
- Contribution by ,
-
- A paragraph (can be multi-line)
- summarizing the contrib (required)
-
- Optional other text
-
- ## Installation
-
- Detailed installation instructions for using the contrib (required)
-
- ## Usage
-
- ## Examples
-
- etc.
-
- ```
-
- The credit and first paragraph-summary will be used on the index page. Every
- contrib's readme must contain an installation instruction. See existing contribs
- for help.
-
-- If possible, try to make contribution as genre-agnostic as possible and assume
- your code will be applied to a very different game than you had in mind when creating it.
-- To make the licensing situation clear we assume all contributions are released
- with the same [license as Evennia](./Licensing.md). If this is not possible
-for some reason, talk to us and we'll handle it on a case-by-case basis.
-- Your contribution must be covered by [unit tests](Coding/Unit-Testing.md). Put
- your tests in a module `tests.py` under your contrib folder - Evennia will
- find them automatically.
-- In addition to the normal review process, it's worth noting that merging a
- contrib means the Evennia project takes on the responsibility of maintaining
- and supporting it. For various reasons this may be deemed beyond our manpower.
-- If your code were to *not* be accepted for some reason, you can ask us to
- instead link to your repo from our link page so people can find your code that
- way.
-
-## Donations
-
-Evennia is a free, open-source project and any monetary donations you want to
-offer are _completely voluntary_. See it as a way of showing appreciation by
-dropping a few coins in the cup.
-
-- You can support Evennia as an [Evennia patreon][patron]. A patreon donates a
- (usually small) sum every month to show continued support.
-- If a monthly donation is not your thing, you can also show your appreciation
- by doing a [one-time donation][donate] (this is a PayPal link but you don't need
- PayPal yourself to use it).
+- [Become an Evennia patron][patron] which donates a (usually small) sum every month to show continued support.
+- [Make a one-time donation][paypal] if a monthly donation is not your thing. This is a PayPal link but you don't need PayPal yourself to use it.
[patron]: https://www.patreon.com/griatch
@@ -181,7 +48,7 @@ dropping a few coins in the cup.
[forum]:https://github.com/evennia/evennia/discussions
[issues]:https://github.com/evennia/evennia/issues/choose
[chat]: https://discord.com/invite/AJJpcRUhtF
-[paypal]: https://www.paypal.com/se/cgi-bin/webscr?cmd=_flow&SESSION=Z-VlOvfGjYq2qvCDOUGpb6C8Due7skT0qOklQEy5EbaD1f0eyEQaYlmCc8O&dispatch=5885d80a13c0db1f8e263663d3faee8d64ad11bbf4d2a5a1a0d303a50933f9b2
+[paypal]: https://www.paypal.com/paypalme/GriatchEvennia
[patreon]: https://www.patreon.com/griatch
[issues-bounties]:https://github.com/evennia/evennia/labels/bounty
[bountysource]: https://www.bountysource.com/teams/evennia
diff --git a/docs/1.0-dev/_sources/Glossary.md.txt b/docs/1.0-dev/_sources/Glossary.md.txt
index ad08a0e45f..769635e3cb 100644
--- a/docs/1.0-dev/_sources/Glossary.md.txt
+++ b/docs/1.0-dev/_sources/Glossary.md.txt
@@ -185,7 +185,7 @@ latest changes, just `cd` into your game dir and run
evennia migrate
That should be it (see [virtualenv](./Glossary.md#virtualenv) if you get a warning that the `evennia`
-command is not available). See also [Updating your game](Coding/Updating-Your-Game.md) for more details.
+command is not available). See also [Updating your game](Setup/Updating-Evennia.md) for more details.
> Technically, migrations are shipped as little Python snippets of code that explains which database
actions must be taken to upgrade from one version of the schema to the next. When you run the
diff --git a/docs/1.0-dev/_sources/Setup/Choosing-a-Database.md.txt b/docs/1.0-dev/_sources/Setup/Choosing-a-Database.md.txt
index b80cb45cc0..f79eeefe9d 100644
--- a/docs/1.0-dev/_sources/Setup/Choosing-a-Database.md.txt
+++ b/docs/1.0-dev/_sources/Setup/Choosing-a-Database.md.txt
@@ -10,13 +10,11 @@ This page gives an overview of the supported SQL databases as well as instructio
Since Evennia uses [Django](https://djangoproject.com), most of our notes are based off of what we know from the community and their documentation. While the information below may be useful, you can always find the most up-to-date and "correct" information at Django's [Notes about supported
Databases](https://docs.djangoproject.com/en/dev/ref/databases/#ref-databases) page.
-## SQLite3
+## SQLite3 (default)
-[SQLite3](https://sqlite.org/) is a light weight single-file database. It is our default database
-and Evennia will set this up for you automatically if you give no other options. SQLite stores the
-database in a single file (`mygame/server/evennia.db3`). This means it's very easy to reset this
-database - just delete (or move) that `evennia.db3` file and run `evennia migrate` again! No server process is needed and the administrative overhead and resource consumption is tiny. It is also very fast since it's run in-memory. For the vast majority of Evennia installs it will probably be all
-that's ever needed.
+[SQLite3](https://sqlite.org/) is a light weight single-file database. It is our default database and Evennia will set this up for you automatically if you give no other options.
+
+SQLite stores the database in a single file (`mygame/server/evennia.db3`). This means it's very easy to reset this database - just delete (or move) that `evennia.db3` file and run `evennia migrate` again! No server process is needed and the administrative overhead and resource consumption is tiny. It is also very fast since it's run in-memory. For the vast majority of Evennia installs it will probably be all that's ever needed.
SQLite will generally be much faster than MySQL/PostgreSQL but its performance comes with two
drawbacks:
@@ -44,13 +42,9 @@ To inspect the default Evennia database (once it's been created), go to your gam
This will bring you into the sqlite command line. Use `.help` for instructions and `.quit` to exit.
See [here](https://gist.github.com/vincent178/10889334) for a cheat-sheet of commands.
-### Resetting SQLite3 database
+### Resetting SQLite3
-To reset your database and start from scratch, simply stop Evennia and delete the `mygame/server/evennia.db3`. Then run `evennia migrate` again.
-
-```{sidebar} Hint
-Make a copy of the `evennia.db3` file once you created your superuser. When you want to reset, you can just stop evennia and copy that file back over `evennia.db3`. That way you don't have to run migrations and create the superuser every time!
-```
+If you want to reset your SQLite3 database, see [here](./Updating-Evennia.md#sqlite3-default).
## PostgreSQL
@@ -60,14 +54,10 @@ game has an very large database and/or extensive web presence through a separate
### Install and initial setup of PostgreSQL
-First, install the posgresql server. Version `9.6` is tested with Evennia. Packages are readily
-available for all distributions. You need to also get the `psql` client (this is called `postgresql-
-client` on debian-derived systems). Windows/Mac users can [find what they need on the postgresql
-download page](https://www.postgresql.org/download/). You should be setting up a password for your
-database-superuser (always called `postgres`) when you install.
+First, install the posgresql server. Version `9.6` is tested with Evennia. Packages are readily available for all distributions. You need to also get the `psql` client (this is called `postgresql- client` on debian-derived systems). Windows/Mac users can [find what they need on the postgresql download page](https://www.postgresql.org/download/). You should be setting up a password for your database-superuser (always called `postgres`) when you install.
-For interaction with Evennia you need to also install `psycopg2` to your Evennia install (`pip
-install psycopg2-binary` in your virtualenv). This acts as the python bridge to the database server.
+For interaction with Evennia you need to also install `psycopg2` to your Evennia install
+(`pip install psycopg2-binary` in your virtualenv). This acts as the python bridge to the database server.
Next, start the postgres client:
@@ -104,12 +94,7 @@ GRANT ALL PRIVILEGES ON DATABASE evennia TO evennia;
```
[Here](https://gist.github.com/Kartones/dd3ff5ec5ea238d4c546) is a cheat-sheet for psql commands.
-We create a database user 'evennia' and a new database named `evennia` (you can call them whatever
-you want though). We then grant the 'evennia' user full privileges to the new database so it can
-read/write etc to it.
-If you in the future wanted to completely wipe the database, an easy way to do is to log in as the
-`postgres` superuser again, then do `DROP DATABASE evennia;`, then `CREATE` and `GRANT` steps above
-again to recreate the database and grant privileges.
+We create a database user 'evennia' and a new database named `evennia` (you can call them whatever you want though). We then grant the 'evennia' user full privileges to the new database so it can read/write etc to it. If you in the future wanted to completely wipe the database, an easy way to do is to log in as the `postgres` superuser again, then do `DROP DATABASE evennia;`, then `CREATE` and `GRANT` steps above again to recreate the database and grant privileges.
### Evennia PostgreSQL configuration
@@ -134,8 +119,7 @@ If you used some other name for the database and user, enter those instead. Run
evennia migrate
-to populate your database. Should you ever want to inspect the database directly you can from now on
-also use
+to populate your database. Should you ever want to inspect the database directly you can from now on also use
evennia dbshell
@@ -144,7 +128,11 @@ as a shortcut to get into the postgres command line for the right database and u
With the database setup you should now be able to start start Evennia normally with your new
database.
-### Advanced Postgresql Usage (Remote Server)
+### Resetting PostgreSQL
+
+If you want to reset your PostgreSQL datbase, see [here](./Updating-Evennia.md#postgresql)
+
+### Advanced PostgreSQL Usage (Remote Server)
```{warning}
@@ -153,18 +141,9 @@ database.
an Internet-accessible server.
```
-The above discussion is for hosting a local server. In certain configurations
-it may make sense host the database on a server remote to the one Evennia is
-running on. One example case is where code development may be done on multiple
-machines by multiple users. In this configuration, a local data base (such as
-SQLite3) is not feasible since all the machines and developers do not have
-access to the file.
+The above discussion is for hosting a local server. In certain configurations it may make sense host the database on a server remote to the one Evennia is running on. One example case is where code development may be done on multiple machines by multiple users. In this configuration, a local data base (such as SQLite3) is not feasible since all the machines and developers do not have access to the file.
-Choose a remote machine to host the database and PostgreSQl server. Follow the
-instructions [above](#install-and-initial-setup-of-postgresql) on that server to set up the database.
-Depending on distribution, PostgreSQL will only accept connections on the local
-machine (localhost). In order to enable remote access, two files need to be
-changed.
+Choose a remote machine to host the database and PostgreSQl server. Follow the instructions [above](#install-and-initial-setup-of-postgresql) on that server to set up the database. Depending on distribution, PostgreSQL will only accept connections on the local machine (localhost). In order to enable remote access, two files need to be changed.
First, determine which cluster is running your database. Use `pg_lscluster`:
@@ -174,10 +153,7 @@ Ver Cluster Port Status Owner Data directory Log file
12 main 5432 online postgres /var/lib/postgresql/12/main /var/log/postgresql/postgresql-12-main.log
```
-Next, edit the database's `postgresql.conf`. This is found on Ubuntu systems
-in `/etc/postgresql//`, where `` and `` are
-what are reported in the `pg_lscluster` output. So, for the above example,
-the file is `/etc/postgresql/12/main/postgresql.conf`.
+Next, edit the database's `postgresql.conf`. This is found on Ubuntu systems in `/etc/postgresql//`, where `` and `` are what are reported in the `pg_lscluster` output. So, for the above example, the file is `/etc/postgresql/12/main/postgresql.conf`.
In this file, look for the line with `listen_addresses`. For example:
@@ -205,8 +181,7 @@ on any interface.
for more details.)
```
-Finally, modify the `pg_hba.conf` (in the same directory as `postgresql.conf`).
-Look for a line with:
+Finally, modify the `pg_hba.conf` (in the same directory as `postgresql.conf`). Look for a line with:
```
# IPv4 local connections:
host all all 127.0.0.1/32 md5
@@ -226,31 +201,19 @@ Now, restart your cluster:
$ pg_ctlcluster 12 main restart
```
-Finally, update the database settings in your Evennia secret_settings.py (as
-described [above](#evennia-postgresql-configuration) modifying `SERVER` and
-`PORT` to match your server.
+Finally, update the database settings in your Evennia secret_settings.py (as described [above](#evennia-postgresql-configuration) modifying `SERVER` and `PORT` to match your server.
-Now your Evennia installation should be able to connect and talk with a remote
-server.
+Now your Evennia installation should be able to connect and talk with a remote server.
## MySQL / MariaDB
-[MySQL](https://www.mysql.com/) is a commonly used proprietary database system, on par with
-PostgreSQL. There is an open-source alternative called [MariaDB](https://mariadb.org/) that mimics
-all functionality and command syntax of the former. So this section covers both.
+[MySQL](https://www.mysql.com/) is a commonly used proprietary database system, on par with PostgreSQL. There is an open-source alternative called [MariaDB](https://mariadb.org/) that mimics all functionality and command syntax of the former. So this section covers both.
### Installing and initial setup of MySQL/MariaDB
-First, install and setup MariaDB or MySQL for your specific server. Linux users should look for the
-`mysql-server` or `mariadb-server` packages for their respective distributions. Windows/Mac users
-will find what they need from the [MySQL downloads](https://www.mysql.com/downloads/) or [MariaDB
-downloads](https://mariadb.org/download/) pages. You also need the respective database clients
-(`mysql`, `mariadb-client`), so you can setup the database itself. When you install the server you
-should usually be asked to set up the database root user and password.
+ First, install and setup MariaDB or MySQL for your specific server. Linux users should look for the `mysql-server` or `mariadb-server` packages for their respective distributions. Windows/Mac users will find what they need from the [MySQL downloads](https://www.mysql.com/downloads/) or [MariaDB downloads](https://mariadb.org/download/) pages. You also need the respective database clients (`mysql`, `mariadb-client`), so you can setup the database itself. When you install the server you should usually be asked to set up the database root user and password.
-You will finally also need a Python interface to allow Evennia to talk to the database. Django
-recommends the `mysqlclient` one. Install this into the evennia virtualenv with `pip install
-mysqlclient`.
+You will finally also need a Python interface to allow Evennia to talk to the database. Django recommends the `mysqlclient` one. Install this into the evennia virtualenv with `pip install mysqlclient`.
Start the database client (this is named the same for both mysql and mariadb):
@@ -274,27 +237,15 @@ FLUSH PRIVILEGES;
```
[Here](https://gist.github.com/hofmannsven/9164408) is a mysql command cheat sheet.
-Above we created a new local user and database (we called both 'evennia' here, you can name them
-what you prefer). We set the character set to `utf8` to avoid an issue with prefix character length
-that can pop up on some installs otherwise. Next we grant the 'evennia' user all privileges on the
-`evennia` database and make sure the privileges are applied. Exiting the client brings us back to
-the normal terminal/console.
+Above we created a new local user and database (we called both 'evennia' here, you can name them what you prefer). We set the character set to `utf8` to avoid an issue with prefix character length that can pop up on some installs otherwise. Next we grant the 'evennia' user all privileges on the `evennia` database and make sure the privileges are applied. Exiting the client brings us back to the normal terminal/console.
-> Note: If you are not using MySQL for anything else you might consider granting the 'evennia' user
-full privileges with `GRANT ALL PRIVILEGES ON *.* TO 'evennia'@'localhost';`. If you do, it means
-you can use `evennia dbshell` later to connect to mysql, drop your database and re-create it as a
-way of easy reset. Without this extra privilege you will be able to drop the database but not re-
-create it without first switching to the database-root user.
+> If you are not using MySQL for anything else you might consider granting the 'evennia' user full privileges with `GRANT ALL PRIVILEGES ON *.* TO 'evennia'@'localhost';`. If you do, it means you can use `evennia dbshell` later to connect to mysql, drop your database and re-create it as a way of easy reset. Without this extra privilege you will be able to drop the database but not re create it without first switching to the database-root user.
-## Add MySQL configuration to Evennia
+### Add MySQL/MariaDB configuration to Evennia
-To tell Evennia to use your new database you need to edit `mygame/server/conf/settings.py` (or
-`secret_settings.py` if you don't want your db info passed around on git repositories).
+To tell Evennia to use your new database you need to edit `mygame/server/conf/settings.py` (or `secret_settings.py` if you don't want your db info passed around on git repositories).
-> Note: The Django documentation suggests using an external `db.cnf` or other external conf-
-formatted file. Evennia users have however found that this leads to problems (see e.g. [issue
-#1184](https://git.io/vQdiN)). To avoid trouble we recommend you simply put the configuration in
-your settings as below.
+> The Django documentation suggests using an external `db.cnf` or other external conf- formatted file. Evennia users have however found that this leads to problems (see e.g. [issue #1184](https://git.io/vQdiN)). To avoid trouble we recommend you simply put the configuration in your settings as below.
```python
#
@@ -311,22 +262,24 @@ your settings as below.
}
}
```
+The `mysql` backend is used by `MariaDB` as well.
+
Change this to fit your database setup. Next, run:
evennia migrate
-
-to populate your database. Should you ever want to inspect the database directly you can from now on
-also use
-
+
+to populate your database. Should you ever want to inspect the database directly you can from now on also use
+
evennia dbshell
as a shortcut to get into the postgres command line for the right database and user.
-With the database setup you should now be able to start start Evennia normally with your new
-database.
+With the database setup you should now be able to start start Evennia normally with your new database.
-## Others
+### Resetting MySQL/MariaDB
-No testing has been performed with Oracle, but it is also supported through Django. There are
-community maintained drivers for [MS SQL](https://code.google.com/p/django-mssql/) and possibly a few
-others. If you try other databases out, consider expanding this page with instructions.
+If you want to reset your MySQL/MariaDB datbase, see [here](./Updating-Evennia.md#mysql-mariadb).
+
+## Other databases
+
+No testing has been performed with Oracle, but it is also supported through Django. There are community maintained drivers for [MS SQL](https://code.google.com/p/django-mssql/) and possibly a few others. If you try other databases out, consider contributing to this page with instructions.
\ No newline at end of file
diff --git a/docs/1.0-dev/_sources/Setup/Installation.md.txt b/docs/1.0-dev/_sources/Setup/Installation.md.txt
index 74a0b7152f..43d96315b5 100644
--- a/docs/1.0-dev/_sources/Setup/Installation.md.txt
+++ b/docs/1.0-dev/_sources/Setup/Installation.md.txt
@@ -4,12 +4,15 @@
If you are converting an existing game from a previous Evennia version, [see here](./Installation-Upgrade.md).
```
+The fastest way to install Evennia is to use the `pip` installer that comes with Python (read on).
+You can also [clone Evennia from github](./Installation-Git.md) or use [docker](./Installation-Docker.md). Some users have also experimented with [installing Evennia on Android](./Installation-Android.md).
+
## Requirements
```{sidebar} Develop in isolation
Installing Evennia doesn't make anything visible online. Apart from installation and updating, you can develop your game without any internet connection if you want to.
```
-- Evennia requires [Python](https://www.python.org/downloads/) 3.9, 3.10 or 3.11 (recommended)
+- Evennia requires [Python](https://www.python.org/downloads/) 3.9, 3.10 or 3.11 (recommended). Any OS that supports Python should work.
- Windows: In the installer, make sure you select `add python to path`. If you have multiple versions of Python installed, use `py` command instead of `python` to have Windows automatically use the latest.
- Using a light-weight [Python virtual environment](./Installation-Git.md#virtualenv) is optional, but _highly recommended_ in order to keep your Evennia installation independent from the system libraries. Using virtualenvs like this is common Python praxis.
- Don't install Evennia as administrator or superuser.
@@ -17,9 +20,6 @@ Installing Evennia doesn't make anything visible online. Apart from installation
## Install with `pip`
-The fastest way to install Evennia is to use the `pip` installer that comes with Python.
-You can also [clone Evennia from github](./Installation-Git.md) or use [docker](./Installation-Docker.md). Some users have also experimented with [installing Evennia on Android](./Installation-Android.md).
-
Evennia is managed from the terminal (console/Command Prompt on Windows). Once you have Python, you install Evennia with
@@ -87,7 +87,7 @@ Full stop of the server (use `evennia start` to restart):
evennia stop
-See [Server start-stop-reload](./Start-Stop-Reload.md) page for more details.
+See [Server start-stop-reload](./Running-Evennia.md) page for more details.
## See server logs
diff --git a/docs/1.0-dev/_sources/Setup/Start-Stop-Reload.md.txt b/docs/1.0-dev/_sources/Setup/Running-Evennia.md.txt
similarity index 100%
rename from docs/1.0-dev/_sources/Setup/Start-Stop-Reload.md.txt
rename to docs/1.0-dev/_sources/Setup/Running-Evennia.md.txt
diff --git a/docs/1.0-dev/_sources/Setup/Setup-Overview.md.txt b/docs/1.0-dev/_sources/Setup/Setup-Overview.md.txt
index 5987dc2545..279517506f 100644
--- a/docs/1.0-dev/_sources/Setup/Setup-Overview.md.txt
+++ b/docs/1.0-dev/_sources/Setup/Setup-Overview.md.txt
@@ -14,7 +14,8 @@ Installation-Troubleshooting
Installation-Android
Installation-Upgrade
Installation-Non-Interactive
-Start-Stop-Reload
+Running-Evennia
+Updating-Evennia
```
## Configuration
@@ -31,7 +32,7 @@ Channels-to-RSS
Channels-to-Twitter
```
-## Going public
+## Going Online
```{toctree}
:maxdepth: 2
diff --git a/docs/1.0-dev/_sources/Setup/Updating-Evennia.md.txt b/docs/1.0-dev/_sources/Setup/Updating-Evennia.md.txt
new file mode 100644
index 0000000000..d64988f49a
--- /dev/null
+++ b/docs/1.0-dev/_sources/Setup/Updating-Evennia.md.txt
@@ -0,0 +1,94 @@
+# Updating Evennia
+
+When Evennia is updated to a new version you will usually see it announced in the [Discussion forum](github:discussions) and in the [dev blog](https://www.evennia.com/devblog/index.html). You can also see the changes on [github](github:) or through one of our other [linked pages](../Links.md).
+
+## If you installed with `pip`
+
+If you followed the [normal install instructions](./Installation.md), here's what you do to upgrade:
+
+1. Read the [changelog](../Coding/Changelog.md) to see what changed and if it means you need to make any changes to your game code.
+2. If you use a [virtualenv](#Installation-Git#virtualenv), make sure it's active.
+3. `cd` to your game dir (e.g. `mygame`)
+4. `evennia stop`
+5. `pip install --upgrade evennia`
+6. `cd` tor your game dir
+7. `evennia migrate` (_ignore_ any warnings about running `makemigrations`, it should _not_ be done)
+8. `evennia start`
+
+If the upstream changes are large, you may also need to go into your gamedoor
+
+
+## If you installed with `git`
+
+This applies if you followed the [git-install instructions](./Installation-Git.md). Before Evennia 1.0, this was the only way to install Evennia.
+
+At any time, development is either happening in the `master` branch (latest stable) or `develop` (experimental). Which one is active and 'latest' at a given time depends - after a release, `master` will see most updates, close to a new release, `develop` will usually be the fastest changing.
+
+1. Read the [changelog](../Coding/Changelog.md) to see what changed and if it means you need to make any changes to your game code.
+2. If you use a [virtualenv](#Installation-Git#virtualenv), make sure it's active.
+3. `cd` to your game dir (e.g. `mygame`)
+4. `evennia stop`
+5. `cd` to the `evennia` repo folder you cloned during the git installation process.
+6. `git pull`
+7. `pip install --upgrade -e .` (remember the `.` at the end!)
+9. `cd` back to your game dir
+10. `evennia migrate` (_ignore_ any warnings about running `makemigrations` , it should _not_ be done)
+11. `evennia start`
+
+## If you installed with `docker`
+
+If you followed the [docker installation instructions] you need to pull the latest docker image for the branch you want:
+
+- `docker pull evennia/evennia` (master branch)
+- `docker pull evennia/evennia:develop` (experimental `develop` branch)
+
+Then restart your containers.
+
+## Resetting your database
+
+Should you ever want to start over completely from scratch, there is no need to re-download Evennia. You just need to clear your database.
+
+First:
+
+1. `cd` to your game dir (e.g. `mygame`)
+2. `evennia stop`
+
+### SQLite3 (default)
+
+```{sidebar} Hint
+Make a copy of the `evennia.db3` file once you created your superuser. When you want to reset (and as long as you haven't had to run any new migrations), you can just stop evennia and copy that file back over `evennia.db3`. That way you don't have to run the same migrations and create the superuser every time!
+```
+
+3. delete the file `mygame/server/evennia.db3`
+4. `evennia migrate`
+5. `evennia start`
+
+### PostgreSQL
+
+3. `evennia dbshell` (opens the psql client interface)
+ ```
+ psql> DROP DATABASE evennia;
+ psql> exit
+ ```
+ 4. You should now follow the [PostgreSQL install instructions](./Choosing-a-Database.md#postgresql) to create a new evennia database.
+ 5. `evennia migrate`
+ 6. `evennia start`
+
+### MySQL/MariaDB
+
+3. `evennia dbshell` (opens the mysql client interface)
+ ```
+ mysql> DROP DATABASE evennia;
+ mysql> exit
+ ```
+4. You should now follow the [MySQL install instructions](./Choosing-a-Database.md#mysql-mariadb) to create a new evennia database.
+5. `evennia migrate`
+6. `evennia start`
+
+### What are database migrations?
+
+If and when an Evennia update modifies the database *schema* (that is, the under-the-hood details as to how data is stored in the database), you must update your existing database correspondingly to match the change. If you don't, the updated Evennia will complain that it cannot read the database properly. Whereas schema changes should become more and more rare as Evennia matures, it may still happen from time to time.
+
+One way one could handle this is to apply the changes manually to your database using the database's command line. This often means adding/removing new tables or fields as well as possibly convert existing data to match what the new Evennia version expects. It should be quite obvious that this quickly becomes cumbersome and error-prone. If your database doesn't contain anything critical yet it's probably easiest to simply reset it and start over rather than to bother converting.
+
+Enter *migrations*. Migrations keeps track of changes in the database schema and applies them automatically for you. Basically, whenever the schema changes we distribute small files called "migrations" with the source. Those tell the system exactly how to implement the change so you don't have to do so manually. When a migration has been added we will tell you so on Evennia's mailing lists and in commit messages - you then just run `evennia migrate` to be up-to-date again.
diff --git a/docs/1.0-dev/_sources/index.md.txt b/docs/1.0-dev/_sources/index.md.txt
index 65c89aa4ef..2841dec388 100644
--- a/docs/1.0-dev/_sources/index.md.txt
+++ b/docs/1.0-dev/_sources/index.md.txt
@@ -13,14 +13,15 @@
This is the manual of [Evennia](https://www.evennia.com), the open source Python `MU*` creation system. Use the Search bar on the left to find or discover interesting articles.
- [Introduction](./Evennia-Introduction.md) - what is this Evennia thing?
-- [Getting help and Contribute](./Contributing.md) - when you get stuck or want to chip in
+- [Contributing and Getting help](./Contributing.md) - when you get stuck or want to chip in
## Setup
-- [Setup Quickstart](Setup/Setup-Overview.md#installation-and-running) - installing Evennia and get going
-- [Starting, Stopping and Reloading](Setup/Start-Stop-Reload.md) - how to manage the Evennia server
-- [Configuration](Setup/Setup-Overview.md#configuration) - how to set up your server the way you like it
-- [Going public](Setup/Setup-Overview.md#going-public) - taking your game online
+- [Installation](Setup/Setup-Overview.md#installation-and-running) - getting started
+- [Running the Game](Setup/Running-Evennia.md) - how to start, stop and reload Evennia
+- [Updating the Server](Setup/Updating-Evennia.md) - how to update Evennia
+- [Configuration](Setup/Setup-Overview.md#configuration) - how to set up Evennia the way you like it
+- [Going Online](Setup/Setup-Overview.md#going-online) - bringing your game online
## Tutorials and Howtos
@@ -55,7 +56,10 @@ This is the manual of [Evennia](https://www.evennia.com), the open source Python
:maxdepth: 3
Evennia-Introduction
+Setup/Running-Evennia
+Setup/Updating-Evennia
Setup/Setup-Overview
+
Howtos/Howtos-Overview
Components/Components-Overview
Concepts/Concepts-Overview
diff --git a/docs/1.0-dev/_static/images/fork_button.png b/docs/1.0-dev/_static/images/fork_button.png
new file mode 100644
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GIT binary patch
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diff --git a/docs/1.0-dev/api/evennia.commands.default.account.html b/docs/1.0-dev/api/evennia.commands.default.account.html
index e271df0c7e..b8c1c7e5ff 100644
--- a/docs/1.0-dev/api/evennia.commands.default.account.html
+++ b/docs/1.0-dev/api/evennia.commands.default.account.html
@@ -133,7 +133,7 @@ method. Otherwise all text will be returned to all connected sessions.
-search_index_entry = {'aliases': 'remit pemit', 'category': 'admin', 'key': 'emit', 'no_prefix': ' remit pemit', 'tags': '', 'text': '\n admin command for emitting message to multiple objects\n\n Usage:\n emit[/switches] [<obj>, <obj>, ... =] <message>\n remit [<obj>, <obj>, ... =] <message>\n pemit [<obj>, <obj>, ... =] <message>\n\n Switches:\n room - limit emits to rooms only (default)\n accounts - limit emits to accounts only\n contents - send to the contents of matched objects too\n\n Emits a message to the selected objects or to\n your immediate surroundings. If the object is a room,\n send to its contents. remit and pemit are just\n limited forms of emit, for sending to rooms and\n to accounts respectively.\n '}¶
+search_index_entry = {'aliases': 'pemit remit', 'category': 'admin', 'key': 'emit', 'no_prefix': ' pemit remit', 'tags': '', 'text': '\n admin command for emitting message to multiple objects\n\n Usage:\n emit[/switches] [<obj>, <obj>, ... =] <message>\n remit [<obj>, <obj>, ... =] <message>\n pemit [<obj>, <obj>, ... =] <message>\n\n Switches:\n room - limit emits to rooms only (default)\n accounts - limit emits to accounts only\n contents - send to the contents of matched objects too\n\n Emits a message to the selected objects or to\n your immediate surroundings. If the object is a room,\n send to its contents. remit and pemit are just\n limited forms of emit, for sending to rooms and\n to accounts respectively.\n '}¶
diff --git a/docs/1.0-dev/api/evennia.commands.default.batchprocess.html b/docs/1.0-dev/api/evennia.commands.default.batchprocess.html
index ffa29ad410..b7288acdff 100644
--- a/docs/1.0-dev/api/evennia.commands.default.batchprocess.html
+++ b/docs/1.0-dev/api/evennia.commands.default.batchprocess.html
@@ -138,7 +138,7 @@ skipping, reloading etc.
-search_index_entry = {'aliases': 'batchcommand batchcmd', 'category': 'building', 'key': 'batchcommands', 'no_prefix': ' batchcommand batchcmd', 'tags': '', 'text': '\n build from batch-command file\n\n Usage:\n batchcommands[/interactive] <python.path.to.file>\n\n Switch:\n interactive - this mode will offer more control when\n executing the batch file, like stepping,\n skipping, reloading etc.\n\n Runs batches of commands from a batch-cmd text file (*.ev).\n\n '}¶
+search_index_entry = {'aliases': 'batchcmd batchcommand', 'category': 'building', 'key': 'batchcommands', 'no_prefix': ' batchcmd batchcommand', 'tags': '', 'text': '\n build from batch-command file\n\n Usage:\n batchcommands[/interactive] <python.path.to.file>\n\n Switch:\n interactive - this mode will offer more control when\n executing the batch file, like stepping,\n skipping, reloading etc.\n\n Runs batches of commands from a batch-cmd text file (*.ev).\n\n '}¶
diff --git a/docs/1.0-dev/api/evennia.commands.default.building.html b/docs/1.0-dev/api/evennia.commands.default.building.html
index ca0189147d..3f4e4e5d97 100644
--- a/docs/1.0-dev/api/evennia.commands.default.building.html
+++ b/docs/1.0-dev/api/evennia.commands.default.building.html
@@ -592,7 +592,7 @@ You can specify the /force switch to bypass this confirmation.
@@ -633,7 +633,7 @@ You can specify the /force switch to bypass this confirmation.
-search_index_entry = {'aliases': '@delete @del', 'category': 'building', 'key': '@destroy', 'no_prefix': 'destroy delete del', 'tags': '', 'text': '\n permanently delete objects\n\n Usage:\n destroy[/switches] [obj, obj2, obj3, [dbref-dbref], ...]\n\n Switches:\n override - The destroy command will usually avoid accidentally\n destroying account objects. This switch overrides this safety.\n force - destroy without confirmation.\n Examples:\n destroy house, roof, door, 44-78\n destroy 5-10, flower, 45\n destroy/force north\n\n Destroys one or many objects. If dbrefs are used, a range to delete can be\n given, e.g. 4-10. Also the end points will be deleted. This command\n displays a confirmation before destroying, to make sure of your choice.\n You can specify the /force switch to bypass this confirmation.\n '}¶
+search_index_entry = {'aliases': '@del @delete', 'category': 'building', 'key': '@destroy', 'no_prefix': 'destroy del delete', 'tags': '', 'text': '\n permanently delete objects\n\n Usage:\n destroy[/switches] [obj, obj2, obj3, [dbref-dbref], ...]\n\n Switches:\n override - The destroy command will usually avoid accidentally\n destroying account objects. This switch overrides this safety.\n force - destroy without confirmation.\n Examples:\n destroy house, roof, door, 44-78\n destroy 5-10, flower, 45\n destroy/force north\n\n Destroys one or many objects. If dbrefs are used, a range to delete can be\n given, e.g. 4-10. Also the end points will be deleted. This command\n displays a confirmation before destroying, to make sure of your choice.\n You can specify the /force switch to bypass this confirmation.\n '}¶
-search_index_entry = {'aliases': '@swap @parent @type @typeclasses @update', 'category': 'building', 'key': '@typeclass', 'no_prefix': 'typeclass swap parent type typeclasses update', 'tags': '', 'text': "\n set or change an object's typeclass\n\n Usage:\n typeclass[/switch] <object> [= typeclass.path]\n typeclass/prototype <object> = prototype_key\n\n typeclasses or typeclass/list/show [typeclass.path]\n swap - this is a shorthand for using /force/reset flags.\n update - this is a shorthand for using the /force/reload flag.\n\n Switch:\n show, examine - display the current typeclass of object (default) or, if\n given a typeclass path, show the docstring of that typeclass.\n update - *only* re-run at_object_creation on this object\n meaning locks or other properties set later may remain.\n reset - clean out *all* the attributes and properties on the\n object - basically making this a new clean object. This will also\n reset cmdsets!\n force - change to the typeclass also if the object\n already has a typeclass of the same name.\n list - show available typeclasses. Only typeclasses in modules actually\n imported or used from somewhere in the code will show up here\n (those typeclasses are still available if you know the path)\n prototype - clean and overwrite the object with the specified\n prototype key - effectively making a whole new object.\n\n Example:\n type button = examples.red_button.RedButton\n type/prototype button=a red button\n\n If the typeclass_path is not given, the current object's typeclass is\n assumed.\n\n View or set an object's typeclass. If setting, the creation hooks of the\n new typeclass will be run on the object. If you have clashing properties on\n the old class, use /reset. By default you are protected from changing to a\n typeclass of the same name as the one you already have - use /force to\n override this protection.\n\n The given typeclass must be identified by its location using python\n dot-notation pointing to the correct module and class. If no typeclass is\n given (or a wrong typeclass is given). Errors in the path or new typeclass\n will lead to the old typeclass being kept. The location of the typeclass\n module is searched from the default typeclass directory, as defined in the\n server settings.\n\n "}¶
+search_index_entry = {'aliases': '@update @type @swap @typeclasses @parent', 'category': 'building', 'key': '@typeclass', 'no_prefix': 'typeclass update type swap typeclasses parent', 'tags': '', 'text': "\n set or change an object's typeclass\n\n Usage:\n typeclass[/switch] <object> [= typeclass.path]\n typeclass/prototype <object> = prototype_key\n\n typeclasses or typeclass/list/show [typeclass.path]\n swap - this is a shorthand for using /force/reset flags.\n update - this is a shorthand for using the /force/reload flag.\n\n Switch:\n show, examine - display the current typeclass of object (default) or, if\n given a typeclass path, show the docstring of that typeclass.\n update - *only* re-run at_object_creation on this object\n meaning locks or other properties set later may remain.\n reset - clean out *all* the attributes and properties on the\n object - basically making this a new clean object. This will also\n reset cmdsets!\n force - change to the typeclass also if the object\n already has a typeclass of the same name.\n list - show available typeclasses. Only typeclasses in modules actually\n imported or used from somewhere in the code will show up here\n (those typeclasses are still available if you know the path)\n prototype - clean and overwrite the object with the specified\n prototype key - effectively making a whole new object.\n\n Example:\n type button = examples.red_button.RedButton\n type/prototype button=a red button\n\n If the typeclass_path is not given, the current object's typeclass is\n assumed.\n\n View or set an object's typeclass. If setting, the creation hooks of the\n new typeclass will be run on the object. If you have clashing properties on\n the old class, use /reset. By default you are protected from changing to a\n typeclass of the same name as the one you already have - use /force to\n override this protection.\n\n The given typeclass must be identified by its location using python\n dot-notation pointing to the correct module and class. If no typeclass is\n given (or a wrong typeclass is given). Errors in the path or new typeclass\n will lead to the old typeclass being kept. The location of the typeclass\n module is searched from the default typeclass directory, as defined in the\n server settings.\n\n "}¶
-search_index_entry = {'aliases': '@locate @search', 'category': 'building', 'key': '@find', 'no_prefix': 'find locate search', 'tags': '', 'text': '\n search the database for objects\n\n Usage:\n find[/switches] <name or dbref or *account> [= dbrefmin[-dbrefmax]]\n locate - this is a shorthand for using the /loc switch.\n\n Switches:\n room - only look for rooms (location=None)\n exit - only look for exits (destination!=None)\n char - only look for characters (BASE_CHARACTER_TYPECLASS)\n exact - only exact matches are returned.\n loc - display object location if exists and match has one result\n startswith - search for names starting with the string, rather than containing\n\n Searches the database for an object of a particular name or exact #dbref.\n Use *accountname to search for an account. The switches allows for\n limiting object matches to certain game entities. Dbrefmin and dbrefmax\n limits matches to within the given dbrefs range, or above/below if only\n one is given.\n '}¶
+search_index_entry = {'aliases': '@search @locate', 'category': 'building', 'key': '@find', 'no_prefix': 'find search locate', 'tags': '', 'text': '\n search the database for objects\n\n Usage:\n find[/switches] <name or dbref or *account> [= dbrefmin[-dbrefmax]]\n locate - this is a shorthand for using the /loc switch.\n\n Switches:\n room - only look for rooms (location=None)\n exit - only look for exits (destination!=None)\n char - only look for characters (BASE_CHARACTER_TYPECLASS)\n exact - only exact matches are returned.\n loc - display object location if exists and match has one result\n startswith - search for names starting with the string, rather than containing\n\n Searches the database for an object of a particular name or exact #dbref.\n Use *accountname to search for an account. The switches allows for\n limiting object matches to certain game entities. Dbrefmin and dbrefmax\n limits matches to within the given dbrefs range, or above/below if only\n one is given.\n '}¶
-search_index_entry = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n look at location or object\n\n Usage:\n look\n look <obj>\n look *<account>\n\n Observes your location or objects in your vicinity.\n '}¶
+search_index_entry = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n look at location or object\n\n Usage:\n look\n look <obj>\n look *<account>\n\n Observes your location or objects in your vicinity.\n '}¶
@@ -598,7 +598,7 @@ placing it in their inventory.
@@ -629,7 +629,7 @@ placing it in their inventory.
-search_index_entry = {'aliases': '\' "', 'category': 'general', 'key': 'say', 'no_prefix': ' \' "', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}¶
+search_index_entry = {'aliases': '" \'', 'category': 'general', 'key': 'say', 'no_prefix': ' " \'', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}¶
diff --git a/docs/1.0-dev/api/evennia.commands.default.tests.html b/docs/1.0-dev/api/evennia.commands.default.tests.html
index a40e6e5505..d207b8c789 100644
--- a/docs/1.0-dev/api/evennia.commands.default.tests.html
+++ b/docs/1.0-dev/api/evennia.commands.default.tests.html
@@ -902,7 +902,7 @@ main test suite started with
Test the batch processor.
-red_button = <module 'evennia.contrib.tutorials.red_button.red_button' from '/tmp/tmpoztk3116/ce2d001e3510f9e8a27fa27418d49dd5bb334d6b/evennia/contrib/tutorials/red_button/red_button.py'>¶
+red_button = <module 'evennia.contrib.tutorials.red_button.red_button' from '/tmp/tmp_1kpuess/a77d568709ea6c7905c2d58d3cafa74bd7466278/evennia/contrib/tutorials/red_button/red_button.py'>¶
@@ -157,7 +157,7 @@ there is no object yet before the account has logged in)
-search_index_entry = {'aliases': 'co con conn', 'category': 'general', 'key': 'connect', 'no_prefix': ' co con conn', 'tags': '', 'text': '\n connect to the game\n\n Usage (at login screen):\n connect accountname password\n connect "account name" "pass word"\n\n Use the create command to first create an account before logging in.\n\n If you have spaces in your name, enclose it in double quotes.\n '}¶
+search_index_entry = {'aliases': 'conn con co', 'category': 'general', 'key': 'connect', 'no_prefix': ' conn con co', 'tags': '', 'text': '\n connect to the game\n\n Usage (at login screen):\n connect accountname password\n connect "account name" "pass word"\n\n Use the create command to first create an account before logging in.\n\n If you have spaces in your name, enclose it in double quotes.\n '}¶
-search_index_entry = {'aliases': 'cr cre', 'category': 'general', 'key': 'create', 'no_prefix': ' cr cre', 'tags': '', 'text': '\n create a new account account\n\n Usage (at login screen):\n create <accountname> <password>\n create "account name" "pass word"\n\n This creates a new account account.\n\n If you have spaces in your name, enclose it in double quotes.\n '}¶
+search_index_entry = {'aliases': 'cre cr', 'category': 'general', 'key': 'create', 'no_prefix': ' cre cr', 'tags': '', 'text': '\n create a new account account\n\n Usage (at login screen):\n create <accountname> <password>\n create "account name" "pass word"\n\n This creates a new account account.\n\n If you have spaces in your name, enclose it in double quotes.\n '}¶
@@ -236,7 +236,7 @@ version is a bit more complicated.
@@ -262,7 +262,7 @@ version is a bit more complicated.
-search_index_entry = {'aliases': 'q qu', 'category': 'general', 'key': 'quit', 'no_prefix': ' q qu', 'tags': '', 'text': '\n quit when in unlogged-in state\n\n Usage:\n quit\n\n We maintain a different version of the quit command\n here for unconnected accounts for the sake of simplicity. The logged in\n version is a bit more complicated.\n '}¶
+search_index_entry = {'aliases': 'qu q', 'category': 'general', 'key': 'quit', 'no_prefix': ' qu q', 'tags': '', 'text': '\n quit when in unlogged-in state\n\n Usage:\n quit\n\n We maintain a different version of the quit command\n here for unconnected accounts for the sake of simplicity. The logged in\n version is a bit more complicated.\n '}¶
@@ -335,7 +335,7 @@ for simplicity. It shows a pane of info.
@@ -361,7 +361,7 @@ for simplicity. It shows a pane of info.
-search_index_entry = {'aliases': 'h ?', 'category': 'general', 'key': 'help', 'no_prefix': ' h ?', 'tags': '', 'text': '\n get help when in unconnected-in state\n\n Usage:\n help\n\n This is an unconnected version of the help command,\n for simplicity. It shows a pane of info.\n '}¶
+search_index_entry = {'aliases': '? h', 'category': 'general', 'key': 'help', 'no_prefix': ' ? h', 'tags': '', 'text': '\n get help when in unconnected-in state\n\n Usage:\n help\n\n This is an unconnected version of the help command,\n for simplicity. It shows a pane of info.\n '}¶
diff --git a/docs/1.0-dev/api/evennia.contrib.base_systems.email_login.email_login.html b/docs/1.0-dev/api/evennia.contrib.base_systems.email_login.email_login.html
index fc84b2a244..e8fd3bfe0b 100644
--- a/docs/1.0-dev/api/evennia.contrib.base_systems.email_login.email_login.html
+++ b/docs/1.0-dev/api/evennia.contrib.base_systems.email_login.email_login.html
@@ -139,7 +139,7 @@ the module given by settings.CONNECTION_SCREEN_MODULE.
@@ -169,7 +169,7 @@ there is no object yet before the account has logged in)
-search_index_entry = {'aliases': 'co con conn', 'category': 'general', 'key': 'connect', 'no_prefix': ' co con conn', 'tags': '', 'text': '\n Connect to the game.\n\n Usage (at login screen):\n connect <email> <password>\n\n Use the create command to first create an account before logging in.\n '}¶
+search_index_entry = {'aliases': 'conn con co', 'category': 'general', 'key': 'connect', 'no_prefix': ' conn con co', 'tags': '', 'text': '\n Connect to the game.\n\n Usage (at login screen):\n connect <email> <password>\n\n Use the create command to first create an account before logging in.\n '}¶
@@ -191,7 +191,7 @@ there is no object yet before the account has logged in)
@@ -272,7 +272,7 @@ version is a bit more complicated.
-search_index_entry = {'aliases': 'q qu', 'category': 'general', 'key': 'quit', 'no_prefix': ' q qu', 'tags': '', 'text': '\n We maintain a different version of the `quit` command\n here for unconnected accounts for the sake of simplicity. The logged in\n version is a bit more complicated.\n '}¶
+search_index_entry = {'aliases': 'qu q', 'category': 'general', 'key': 'quit', 'no_prefix': ' qu q', 'tags': '', 'text': '\n We maintain a different version of the `quit` command\n here for unconnected accounts for the sake of simplicity. The logged in\n version is a bit more complicated.\n '}¶
@@ -335,7 +335,7 @@ for simplicity. It shows a pane of info.
@@ -361,7 +361,7 @@ for simplicity. It shows a pane of info.
-search_index_entry = {'aliases': 'h ?', 'category': 'general', 'key': 'help', 'no_prefix': ' h ?', 'tags': '', 'text': '\n This is an unconnected version of the help command,\n for simplicity. It shows a pane of info.\n '}¶
+search_index_entry = {'aliases': '? h', 'category': 'general', 'key': 'help', 'no_prefix': ' ? h', 'tags': '', 'text': '\n This is an unconnected version of the help command,\n for simplicity. It shows a pane of info.\n '}¶
@@ -191,7 +191,7 @@ aliases to an already joined channel.
-search_index_entry = {'aliases': 'aliaschan chanalias', 'category': 'comms', 'key': 'addcom', 'no_prefix': ' aliaschan chanalias', 'tags': '', 'text': '\n Add a channel alias and/or subscribe to a channel\n\n Usage:\n addcom [alias=] <channel>\n\n Joins a given channel. If alias is given, this will allow you to\n refer to the channel by this alias rather than the full channel\n name. Subsequent calls of this command can be used to add multiple\n aliases to an already joined channel.\n '}¶
+search_index_entry = {'aliases': 'chanalias aliaschan', 'category': 'comms', 'key': 'addcom', 'no_prefix': ' chanalias aliaschan', 'tags': '', 'text': '\n Add a channel alias and/or subscribe to a channel\n\n Usage:\n addcom [alias=] <channel>\n\n Joins a given channel. If alias is given, this will allow you to\n refer to the channel by this alias rather than the full channel\n name. Subsequent calls of this command can be used to add multiple\n aliases to an already joined channel.\n '}¶
diff --git a/docs/1.0-dev/api/evennia.contrib.full_systems.evscaperoom.commands.html b/docs/1.0-dev/api/evennia.contrib.full_systems.evscaperoom.commands.html
index b096dcaf15..1b1def81b9 100644
--- a/docs/1.0-dev/api/evennia.contrib.full_systems.evscaperoom.commands.html
+++ b/docs/1.0-dev/api/evennia.contrib.full_systems.evscaperoom.commands.html
@@ -211,7 +211,7 @@ the operation will be general or on the room.
-search_index_entry = {'aliases': 'chicken out abort quit q', 'category': 'evscaperoom', 'key': 'give up', 'no_prefix': ' chicken out abort quit q', 'tags': '', 'text': '\n Give up\n\n Usage:\n give up\n\n Abandons your attempts at escaping and of ever winning the pie-eating contest.\n\n '}¶
+search_index_entry = {'aliases': 'q chicken out abort quit', 'category': 'evscaperoom', 'key': 'give up', 'no_prefix': ' q chicken out abort quit', 'tags': '', 'text': '\n Give up\n\n Usage:\n give up\n\n Abandons your attempts at escaping and of ever winning the pie-eating contest.\n\n '}¶
-search_index_entry = {'aliases': 'ls l', 'category': 'evscaperoom', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n Look at the room, an object or the currently focused object\n\n Usage:\n look [obj]\n\n '}¶
+search_index_entry = {'aliases': 'l ls', 'category': 'evscaperoom', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n Look at the room, an object or the currently focused object\n\n Usage:\n look [obj]\n\n '}¶
@@ -428,7 +428,7 @@ emote /me points to /box and /lever.
-search_index_entry = {'aliases': ': pose', 'category': 'general', 'key': 'emote', 'no_prefix': ' : pose', 'tags': '', 'text': '\n Perform a free-form emote. Use /me to\n include yourself in the emote and /name\n to include other objects or characters.\n Use "..." to enact speech.\n\n Usage:\n emote <emote>\n :<emote\n\n Example:\n emote /me smiles at /peter\n emote /me points to /box and /lever.\n\n '}¶
+search_index_entry = {'aliases': 'pose :', 'category': 'general', 'key': 'emote', 'no_prefix': ' pose :', 'tags': '', 'text': '\n Perform a free-form emote. Use /me to\n include yourself in the emote and /name\n to include other objects or characters.\n Use "..." to enact speech.\n\n Usage:\n emote <emote>\n :<emote\n\n Example:\n emote /me smiles at /peter\n emote /me points to /box and /lever.\n\n '}¶
@@ -490,7 +490,7 @@ looks and what actions is available.
-search_index_entry = {'aliases': 'ex examine unfocus e', 'category': 'evscaperoom', 'key': 'focus', 'no_prefix': ' ex examine unfocus e', 'tags': '', 'text': '\n Focus your attention on a target.\n\n Usage:\n focus <obj>\n\n Once focusing on an object, use look to get more information about how it\n looks and what actions is available.\n\n '}¶
+search_index_entry = {'aliases': 'examine ex e unfocus', 'category': 'evscaperoom', 'key': 'focus', 'no_prefix': ' examine ex e unfocus', 'tags': '', 'text': '\n Focus your attention on a target.\n\n Usage:\n focus <obj>\n\n Once focusing on an object, use look to get more information about how it\n looks and what actions is available.\n\n '}¶
-search_index_entry = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n look\n\n Usage:\n look\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects in your vicinity.\n '}¶
+search_index_entry = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n look\n\n Usage:\n look\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects in your vicinity.\n '}¶
diff --git a/docs/1.0-dev/api/evennia.contrib.rpg.dice.dice.html b/docs/1.0-dev/api/evennia.contrib.rpg.dice.dice.html
index c485bd9dc5..f934d57a9e 100644
--- a/docs/1.0-dev/api/evennia.contrib.rpg.dice.dice.html
+++ b/docs/1.0-dev/api/evennia.contrib.rpg.dice.dice.html
@@ -305,7 +305,7 @@ everyone but the person rolling.
@@ -331,7 +331,7 @@ everyone but the person rolling.
-search_index_entry = {'aliases': '@dice roll', 'category': 'general', 'key': 'dice', 'no_prefix': ' dice roll', 'tags': '', 'text': "\n roll dice\n\n Usage:\n dice[/switch] <nr>d<sides> [modifier] [success condition]\n\n Switch:\n hidden - tell the room the roll is being done, but don't show the result\n secret - don't inform the room about neither roll nor result\n\n Examples:\n dice 3d6 + 4\n dice 1d100 - 2 < 50\n\n This will roll the given number of dice with given sides and modifiers.\n So e.g. 2d6 + 3 means to 'roll a 6-sided die 2 times and add the result,\n then add 3 to the total'.\n Accepted modifiers are +, -, * and /.\n A success condition is given as normal Python conditionals\n (<,>,<=,>=,==,!=). So e.g. 2d6 + 3 > 10 means that the roll will succeed\n only if the final result is above 8. If a success condition is given, the\n outcome (pass/fail) will be echoed along with how much it succeeded/failed\n with. The hidden/secret switches will hide all or parts of the roll from\n everyone but the person rolling.\n "}¶
+search_index_entry = {'aliases': 'roll @dice', 'category': 'general', 'key': 'dice', 'no_prefix': ' roll dice', 'tags': '', 'text': "\n roll dice\n\n Usage:\n dice[/switch] <nr>d<sides> [modifier] [success condition]\n\n Switch:\n hidden - tell the room the roll is being done, but don't show the result\n secret - don't inform the room about neither roll nor result\n\n Examples:\n dice 3d6 + 4\n dice 1d100 - 2 < 50\n\n This will roll the given number of dice with given sides and modifiers.\n So e.g. 2d6 + 3 means to 'roll a 6-sided die 2 times and add the result,\n then add 3 to the total'.\n Accepted modifiers are +, -, * and /.\n A success condition is given as normal Python conditionals\n (<,>,<=,>=,==,!=). So e.g. 2d6 + 3 > 10 means that the roll will succeed\n only if the final result is above 8. If a success condition is given, the\n outcome (pass/fail) will be echoed along with how much it succeeded/failed\n with. The hidden/secret switches will hide all or parts of the roll from\n everyone but the person rolling.\n "}¶
diff --git a/docs/1.0-dev/api/evennia.contrib.rpg.rpsystem.rpsystem.html b/docs/1.0-dev/api/evennia.contrib.rpg.rpsystem.rpsystem.html
index e61d50b913..85d9c35a24 100644
--- a/docs/1.0-dev/api/evennia.contrib.rpg.rpsystem.rpsystem.html
+++ b/docs/1.0-dev/api/evennia.contrib.rpg.rpsystem.rpsystem.html
@@ -695,7 +695,7 @@ a different language.
-search_index_entry = {'aliases': '\' "', 'category': 'general', 'key': 'say', 'no_prefix': ' \' "', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}¶
+search_index_entry = {'aliases': '" \'', 'category': 'general', 'key': 'say', 'no_prefix': ' " \'', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}¶
diff --git a/docs/1.0-dev/api/evennia.contrib.tutorials.red_button.red_button.html b/docs/1.0-dev/api/evennia.contrib.tutorials.red_button.red_button.html
index f42ca84019..f6ec3fa542 100644
--- a/docs/1.0-dev/api/evennia.contrib.tutorials.red_button.red_button.html
+++ b/docs/1.0-dev/api/evennia.contrib.tutorials.red_button.red_button.html
@@ -153,7 +153,7 @@ such as when closing the lid and un-blinding a character.
-search_index_entry = {'aliases': 'smash lid break lid smash', 'category': 'general', 'key': 'smash glass', 'no_prefix': ' smash lid break lid smash', 'tags': '', 'text': '\n Smash the protective glass.\n\n Usage:\n smash glass\n\n Try to smash the glass of the button.\n\n '}¶
+search_index_entry = {'aliases': 'smash break lid smash lid', 'category': 'general', 'key': 'smash glass', 'no_prefix': ' smash break lid smash lid', 'tags': '', 'text': '\n Smash the protective glass.\n\n Usage:\n smash glass\n\n Try to smash the glass of the button.\n\n '}¶
-search_index_entry = {'aliases': 'listen examine l ex feel get', 'category': 'general', 'key': 'look', 'no_prefix': ' listen examine l ex feel get', 'tags': '', 'text': "\n Looking around in darkness\n\n Usage:\n look <obj>\n\n ... not that there's much to see in the dark.\n\n "}¶
+search_index_entry = {'aliases': 'listen l get examine ex feel', 'category': 'general', 'key': 'look', 'no_prefix': ' listen l get examine ex feel', 'tags': '', 'text': "\n Looking around in darkness\n\n Usage:\n look <obj>\n\n ... not that there's much to see in the dark.\n\n "}¶
diff --git a/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.objects.html b/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.objects.html
index 844ed3e2d1..be894b03b8 100644
--- a/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.objects.html
+++ b/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.objects.html
@@ -556,7 +556,7 @@ shift green root up/down
@@ -805,7 +805,7 @@ parry - forgoes your attack but will make you harder to hit on next
-search_index_entry = {'aliases': 'stab pierce parry fight chop defend slash bash kill thrust hit', 'category': 'tutorialworld', 'key': 'attack', 'no_prefix': ' stab pierce parry fight chop defend slash bash kill thrust hit', 'tags': '', 'text': '\n Attack the enemy. Commands:\n\n stab <enemy>\n slash <enemy>\n parry\n\n stab - (thrust) makes a lot of damage but is harder to hit with.\n slash - is easier to land, but does not make as much damage.\n parry - forgoes your attack but will make you harder to hit on next\n enemy attack.\n\n '}¶
+search_index_entry = {'aliases': 'hit stab parry fight bash kill defend chop thrust pierce slash', 'category': 'tutorialworld', 'key': 'attack', 'no_prefix': ' hit stab parry fight bash kill defend chop thrust pierce slash', 'tags': '', 'text': '\n Attack the enemy. Commands:\n\n stab <enemy>\n slash <enemy>\n parry\n\n stab - (thrust) makes a lot of damage but is harder to hit with.\n slash - is easier to land, but does not make as much damage.\n parry - forgoes your attack but will make you harder to hit on next\n enemy attack.\n\n '}¶
diff --git a/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.rooms.html b/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.rooms.html
index 7d064cdfa1..d9c03f1b76 100644
--- a/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.rooms.html
+++ b/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.rooms.html
@@ -248,7 +248,7 @@ code except for adding in the details.
@@ -263,7 +263,7 @@ code except for adding in the details.
-search_index_entry = {'aliases': 'ls l', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n looks at the room and on details\n\n Usage:\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects\n in your vicinity.\n\n Tutorial: This is a child of the default Look command, that also\n allows us to look at "details" in the room. These details are\n things to examine and offers some extra description without\n actually having to be actual database objects. It uses the\n return_detail() hook on TutorialRooms for this.\n '}¶
+search_index_entry = {'aliases': 'l ls', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n looks at the room and on details\n\n Usage:\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects\n in your vicinity.\n\n Tutorial: This is a child of the default Look command, that also\n allows us to look at "details" in the room. These details are\n things to examine and offers some extra description without\n actually having to be actual database objects. It uses the\n return_detail() hook on TutorialRooms for this.\n '}¶
@@ -996,7 +996,7 @@ random chance of eventually finding a light source.
-search_index_entry = {'aliases': 'fiddle l feel search feel around', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' fiddle l feel search feel around', 'tags': '', 'text': '\n Look around in darkness\n\n Usage:\n look\n\n Look around in the darkness, trying\n to find something.\n '}¶
+search_index_entry = {'aliases': 'search l feel around fiddle feel', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' search l feel around fiddle feel', 'tags': '', 'text': '\n Look around in darkness\n\n Usage:\n look\n\n Look around in the darkness, trying\n to find something.\n '}¶
-search_index_entry = {'aliases': 'abort a __nomatch_command no y n yes', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' abort a __nomatch_command no y n yes', 'tags': '', 'text': '\n Handle a prompt for yes or no. Press [return] for the default choice.\n\n '}¶
+search_index_entry = {'aliases': 'y yes no __nomatch_command a abort n', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' y yes no __nomatch_command a abort n', 'tags': '', 'text': '\n Handle a prompt for yes or no. Press [return] for the default choice.\n\n '}¶
diff --git a/docs/1.0-dev/api/evennia.utils.evmore.html b/docs/1.0-dev/api/evennia.utils.evmore.html
index dcfd4f1000..e3bad6864d 100644
--- a/docs/1.0-dev/api/evennia.utils.evmore.html
+++ b/docs/1.0-dev/api/evennia.utils.evmore.html
@@ -137,7 +137,7 @@ the caller.msg() construct every time the page is updated.
@@ -163,7 +163,7 @@ the caller.msg() construct every time the page is updated.
-search_index_entry = {'aliases': 'q quit next a abort previous top e end p t n', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' q quit next a abort previous top e end p t n', 'tags': '', 'text': '\n Manipulate the text paging. Catch no-input with aliases.\n '}¶
+search_index_entry = {'aliases': 'n next quit end p t previous e a top abort q', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' n next quit end p t previous e a top abort q', 'tags': '', 'text': '\n Manipulate the text paging. Catch no-input with aliases.\n '}¶
diff --git a/docs/1.0-dev/index.html b/docs/1.0-dev/index.html
index ea733133af..2172872cba 100644
--- a/docs/1.0-dev/index.html
+++ b/docs/1.0-dev/index.html
@@ -114,15 +114,16 @@ or the original github wiki. You have been warned.
This is the manual of Evennia, the open source Python MU* creation system. Use the Search bar on the left to find or discover interesting articles.