mirror of
https://github.com/evennia/evennia.git
synced 2026-04-17 21:59:06 +02:00
Trunk: Merged griatch-branch. This implements a new reload mechanism - splitting Evennia into two processes: Server and Portal with different tasks. Also cleans and fixes several bugs in script systems as well as introduces i18n (courtesy of raydeejay).
This commit is contained in:
parent
14dae44a46
commit
f13e8cdf7c
50 changed files with 3175 additions and 2565 deletions
247
src/server/serversession.py
Normal file
247
src/server/serversession.py
Normal file
|
|
@ -0,0 +1,247 @@
|
|||
"""
|
||||
This defines a the Server's generic session object. This object represents
|
||||
a connection to the outside world but don't know any details about how the
|
||||
connection actually happens (so it's the same for telnet, web, ssh etc).
|
||||
|
||||
It is stored on the Server side (as opposed to protocol-specific sessions which
|
||||
are stored on the Portal side)
|
||||
"""
|
||||
|
||||
import time
|
||||
from datetime import datetime
|
||||
from django.conf import settings
|
||||
from src.scripts.models import ScriptDB
|
||||
from src.comms.models import Channel
|
||||
from src.utils import logger
|
||||
from src.commands import cmdhandler
|
||||
|
||||
IDLE_COMMAND = settings.IDLE_COMMAND
|
||||
|
||||
from src.server.session import Session
|
||||
|
||||
# i18n
|
||||
from django.utils.translation import ugettext as _
|
||||
|
||||
|
||||
#------------------------------------------------------------
|
||||
# Server Session
|
||||
#------------------------------------------------------------
|
||||
|
||||
class ServerSession(Session):
|
||||
"""
|
||||
This class represents a player's session and is a template for
|
||||
individual protocols to communicate with Evennia.
|
||||
|
||||
Each player gets a session assigned to them whenever they connect
|
||||
to the game server. All communication between game and player goes
|
||||
through their session.
|
||||
|
||||
"""
|
||||
|
||||
def at_sync(self):
|
||||
"""
|
||||
This is called whenever a session has been resynced with the portal.
|
||||
At this point all relevant attributes have already been set and self.player
|
||||
been assigned (if applicable).
|
||||
|
||||
Since this is often called after a server restart we need to set up
|
||||
the session as it was.
|
||||
"""
|
||||
if not self.logged_in:
|
||||
return
|
||||
|
||||
player = self.get_player()
|
||||
character = self.get_character()
|
||||
if player:
|
||||
player.at_init()
|
||||
if character:
|
||||
character.at_init()
|
||||
# start (persistent) scripts on this object
|
||||
ScriptDB.objects.validate(obj=character)
|
||||
|
||||
def session_login(self, player):
|
||||
"""
|
||||
Startup mechanisms that need to run at login. This is called
|
||||
by the login command (which need to have handled authentication
|
||||
already before calling this method)
|
||||
|
||||
player - the connected player
|
||||
"""
|
||||
|
||||
# actually do the login by assigning session data
|
||||
|
||||
self.player = player
|
||||
self.user = player.user
|
||||
self.uid = self.user.id
|
||||
self.uname = self.user.username
|
||||
self.logged_in = True
|
||||
self.conn_time = time.time()
|
||||
|
||||
# Update account's last login time.
|
||||
self.user.last_login = datetime.now()
|
||||
self.user.save()
|
||||
|
||||
# player init
|
||||
player.at_init()
|
||||
|
||||
# Check if this is the first time the *player* logs in
|
||||
if player.db.FIRST_LOGIN:
|
||||
player.at_first_login()
|
||||
del player.db.FIRST_LOGIN
|
||||
player.at_pre_login()
|
||||
|
||||
character = player.character
|
||||
character.at_init()
|
||||
if character:
|
||||
# this player has a character. Check if it's the
|
||||
# first time *this character* logs in
|
||||
if character.db.FIRST_LOGIN:
|
||||
character.at_first_login()
|
||||
del character.db.FIRST_LOGIN
|
||||
# run character login hook
|
||||
character.at_pre_login()
|
||||
|
||||
# this is always called first
|
||||
player.at_init()
|
||||
|
||||
self.log(_('Logged in: %(self)s') % {'self': self})
|
||||
|
||||
# start (persistent) scripts on this object
|
||||
ScriptDB.objects.validate(obj=self.player.character)
|
||||
|
||||
#add session to connected list
|
||||
self.sessionhandler.login(self)
|
||||
|
||||
# post-login hooks
|
||||
player.at_post_login()
|
||||
if character:
|
||||
character.at_post_login()
|
||||
|
||||
def session_disconnect(self):
|
||||
"""
|
||||
Clean up the session, removing it from the game and doing some
|
||||
accounting. This method is used also for non-loggedin
|
||||
accounts.
|
||||
"""
|
||||
if self.logged_in:
|
||||
player = self.get_player()
|
||||
character = self.get_character()
|
||||
if character:
|
||||
character.at_disconnect()
|
||||
uaccount = player.user
|
||||
uaccount.last_login = datetime.now()
|
||||
uaccount.save()
|
||||
self.logged_in = False
|
||||
self.sessionhandler.disconnect(self)
|
||||
|
||||
def get_player(self):
|
||||
"""
|
||||
Get the player associated with this session
|
||||
"""
|
||||
if self.logged_in:
|
||||
return self.player
|
||||
else:
|
||||
return None
|
||||
|
||||
def get_character(self):
|
||||
"""
|
||||
Returns the in-game character associated with this session.
|
||||
This returns the typeclass of the object.
|
||||
"""
|
||||
player = self.get_player()
|
||||
if player:
|
||||
return player.character
|
||||
return None
|
||||
|
||||
def log(self, message, channel=True):
|
||||
"""
|
||||
Emits session info to the appropriate outputs and info channels.
|
||||
"""
|
||||
if channel:
|
||||
try:
|
||||
cchan = settings.CHANNEL_CONNECTINFO
|
||||
cchan = Channel.objects.get_channel(cchan[0])
|
||||
cchan.msg("[%s]: %s" % (cchan.key, message))
|
||||
except Exception:
|
||||
pass
|
||||
logger.log_infomsg(message)
|
||||
|
||||
def update_session_counters(self, idle=False):
|
||||
"""
|
||||
Hit this when the user enters a command in order to update idle timers
|
||||
and command counters.
|
||||
"""
|
||||
# Store the timestamp of the user's last command.
|
||||
self.cmd_last = time.time()
|
||||
if not idle:
|
||||
# Increment the user's command counter.
|
||||
self.cmd_total += 1
|
||||
# Player-visible idle time, not used in idle timeout calcs.
|
||||
self.cmd_last_visible = time.time()
|
||||
|
||||
def execute_cmd(self, command_string):
|
||||
"""
|
||||
Execute a command string on the server.
|
||||
"""
|
||||
# handle the 'idle' command
|
||||
if str(command_string).strip() == IDLE_COMMAND:
|
||||
self.update_session_counters(idle=True)
|
||||
return
|
||||
|
||||
# all other inputs, including empty inputs
|
||||
character = self.get_character()
|
||||
|
||||
|
||||
if character:
|
||||
character.execute_cmd(command_string)
|
||||
else:
|
||||
if self.logged_in:
|
||||
# there is no character, but we are logged in. Use player instead.
|
||||
self.get_player().execute_cmd(command_string)
|
||||
else:
|
||||
# we are not logged in. Use special unlogged-in call.
|
||||
cmdhandler.cmdhandler(self, command_string, unloggedin=True)
|
||||
self.update_session_counters()
|
||||
|
||||
def data_out(self, msg, data=None):
|
||||
"""
|
||||
Send Evennia -> Player
|
||||
"""
|
||||
self.sessionhandler.data_out(self, msg, data)
|
||||
|
||||
def __eq__(self, other):
|
||||
return self.address == other.address
|
||||
|
||||
def __str__(self):
|
||||
"""
|
||||
String representation of the user session class. We use
|
||||
this a lot in the server logs.
|
||||
"""
|
||||
if self.logged_in:
|
||||
symbol = '#'
|
||||
else:
|
||||
symbol = '?'
|
||||
try:
|
||||
address = ":".join([str(part) for part in self.address])
|
||||
except Exception:
|
||||
address = self.address
|
||||
return "<%s> %s@%s" % (symbol, self.uname, address)
|
||||
|
||||
def __unicode__(self):
|
||||
"""
|
||||
Unicode representation
|
||||
"""
|
||||
return u"%s" % str(self)
|
||||
|
||||
|
||||
# easy-access functions
|
||||
|
||||
def login(self, player):
|
||||
"alias for at_login"
|
||||
self.session_login(player)
|
||||
def disconnect(self):
|
||||
"alias for session_disconnect"
|
||||
self.session_disconnect()
|
||||
def msg(self, string='', data=None):
|
||||
"alias for at_data_out"
|
||||
self.data_out(string, data=data)
|
||||
Loading…
Add table
Add a link
Reference in a new issue