This change meant several changes to the lock and permission functionality, since it becomes important if permissions are assigned on the Player or on their Character (lock functions pperm() and pid() etc check on Player rather than Character). This has the boon of allowing Admins to switch and play/test the game as a "Low access" character as they like.
Plenty of bug fixes and adjustments. Migrations should make sure to move over all data properly.
Moved Connect screens (the text screen first seen when connecting) away from the database and into a module in gamesrc/world. This module allows for conveniently adding new connect screens on the fly. More than one screen in the given module will mean a random screen is used.
- This implements an updated, clearer and more robust access system. The policy is now to lock that which is not explicitly left open.
- Permission strings -> Lock strings. Separating permissions and locks makes more sense security-wise
- No more permissiongroup table; permissions instead use a simple tuple PERMISSIONS_HIERARCHY to define an access hierarchy
- Cleaner lock-definition syntax, all based on function calls.
- New objects/players/channels get a default security policy during creation (set through typeclass)
As part of rebuilding and testing the new lock/permission system I got into testing and debugging several other systems, fixing some
outstanding issues:
- @reload now fully updates the database asynchronously. No need to reboot server when changing cmdsets
- Dozens of new test suites added for about 30 commands so far
- Help for channels made more clever and informative.
cleaned up and rewritten to make it easier to add new protocols in the future - all new protocols need to inherit from server.session.Session, whi
ch implements a set of hooks that Evennia uses to communicate. The current web client protocol is functional but does not implement any of rcaskey
's suggestions as of yet - it uses a separate data object passed through msg() to communicate between the server and the various protocols. Also the client itself could probably need cleanup and 'prettification'. The fact that the system runs a hybrid of Django and Twisted, getting the best of both worlds should allow for many possibilities in the future. /Griatch
Added a @deluser command and gave it and @boot an option to give a reason for booting/deleting a player
Fixed a bug in @dig that confused exit directions in text
Small bug fixes
/Griatch
The suggestions: footer used in help gave too narrow results, now using apropos-style search instead.
Bug fix of state-help command to make it accept switches.
Added several new example commands and cleaned up old ones to be more user-friendly.
Added protection in @delevent to make it harder to delete system events.
Some small bug fixes and other cleanup.
Object commands used to require re-adding every call in the script parent's __init__ or factory functions, adding the commands to a new command table directly on the object. Since all other attributes can be set up in at_object_creation(), this was both inconsistent and a bit confusing to work with. There is now a method add_commands() directly defined on all objects. It takes the same arguments as the normal add_command()o but use a reserved attribute to create and update a command table on the object. This has the advantange of completely removing the __init__ call in the script parent, all definitions can now be kept in at_object_creation() and are, more importantly, persistent without having to be recreated every call.
- I updated the examine command to show all the commands defined on an object (if any).
- I updated gamesrc/parents/examples/red_button.py considerably using the new command methodology and also using the updated Events.
.
Griatch
OBS - there is a new data table (for the persistent cache) so you need to sync or restart with your database.
* Persistent cache (pcache)- this works the same as the volatile cache, except it is regularly saved to disk and recovered upon restart. How often the pcache is backed up is set in preferences. This was heck of a tricky thing to get right due to the intricacies of pickle; for example it turns out there is a bug in cPickle, so only normal pickle works to store the cache objects.
* Persistent events - this makes use of the pcache to re-load the scheduled events every reload. Only events with the property "persistent" will be saved this way (if not set, events will get lost upon reboot, just like now). All the main system events have been implemented as persistent events, including a new event to regularly save the pcache to disk.
* In order to track persistent event timers across reboots, there is also a global "game time" defined now. This is saved in cache and counts seconds only when the server is running. Event timers are adjusted with an offset when restarting (otherwise they will be confused by the real time jumping forward after a downtime). There are also a small set of helpful routines in src/gametime.py to help convert from real time to game time (for easy creation of new events).
* Various info commands have been updated to incoorporate the time stamp and the cache sync information.
* There are a few test commands commented out in commands/general.py that I used for testing; I left them in if you want to test things quickly. It works here, but as always more people testing is needed.
/Griatch
* OBS - doing e.g. self.scripted_obj.myvariable = variable was always iffy and since a few revisions back this will NOT work - this is because the objects are now consistently synced with the database (in the past this was not done consistently which caused strange behaviour).
* Fixed some bugs in the multi-word command handler. It can handle multi-word exits as well now.
Fixed bug in create_object that sometimes caused rooms to be created with a location !=None
Expanded @destroy to better handle names and not just dbrefs.
/Griatch
Added the permission genperms.admin_nostate so that builders can avoid entering a state when working on a room with a state-changing parent. Superusers have to set the flag ADMIN_NOSTATE on themselves to achieve the same effect (this is necessary since superusers always have all permissions, so they would otherwise never be able to enter states).
/Griatch
The help entry database structure has changed! You have to resync or purge
your database or your will get problems!
New features:
* Help entry access now fully controlled by evennia permissions
* Categories for each help entry
* All entries are created dynamically, with a See also: footer calculated
after the current state of the database.
* Indexes and topic list calculated on the fly (alphabetically/after category)
* Added auto-help help entries for all default commands.
* Only shows commands _actually implemented_ - MUX help db moved into 'MUX' category
which is not shown by default.
* More powerful auto-help markup - supports categories and permissions (and inheritance).
* Global on/off switch for auto-help, when entering production
* Auto_help_override switch for selectively activating auto-help when developing
new commands (like the old system).
* Refactored State help system; no more risk of overwriting global help entries.
* State help now defers to main help db when no match found; makes system more transparent.
* State help entries also support categories/permissions (state categories are not
used much though).
Other updates:
* Added more commands to the batch processor
* Many bug-fixes.
/Griatch
The main command to use is @lock, which accept three types of locks at the moment, and three types of keys:
Locks: DefaultLock, UseLock, EnterLock
Keys: ObjectIDs, Groups, Permissions
This offers the most useful functionality - stopping people from picking up things, blocking exits and stopping
anyone from using an object.
If the attributes lock_msg, use_lock_msg and enter_lock_msg are defined on the locked object, these will be used
as error messages instead of a standard one (so "the door is locked" instead of "you cannot traverse that exit").
Behind the scenes, there is a new module, src/locks.py that defines Keys and Locks. A Locks object is a collection
of Lock types. This is stored in the LOCKS attribute on objects. Each Lock contains a set of Keys that might be
of mixed type and which the player must match in order to pass the lock.
/Griatch
- changed @chperm to @setperm to avoid confusion with channel commands
- added @setgroup command for adding user group permissions
- Moved permissions/group setup into settings file to allow admins to tweak without going into evennia engine.
- Add all new players to default permission group (defined in settings)
- Defined a basic group hierarchy, removed permission 'genperms.builder' in favour of a group named builders instead, containing all relevant permissions.
- Filtered out all django's automatic permissions in @setperm/list to make permission system more controlled by admin.
- Probably fixed bug that caused new users to not be signed up to channels (more testing needed)
- Added Exception handler in unloggedin method create, this was killing tracebacks upon user creation.
/Griatch