Commit graph

22 commits

Author SHA1 Message Date
Griatch
4d9081d710 Various cleanups in the recent modifications, and improvements to how time is handled and displayed.
.
Griatch
2009-11-25 19:27:32 +00:00
Griatch
1ea7e69821 Implemented persistent cache, events and gametime counter.
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
2009-11-22 21:18:55 +00:00
Griatch
82fe65f31f * Fixed bug in @reload that had modules reload in random order (causing custom user modules to not overwrite default ones properly).
* Added more info to multiple match search results, to show which matches are in inventory or not.
/Griatch
2009-09-28 20:45:36 +00:00
Griatch
c5c8505582 Registering IRC as an Evennia Service, can now be controlled with @service/start/stop.
At the moment this only works with the initial IRC channel (the one set in preferences),
those channels you add later with @ircjoin does not add as Services; when setting it up
they add just fine, but the bot does not connect - I don't know why (code is commented out
in src/commands/irc.py).
/Griatch
2009-08-30 17:28:56 +00:00
Griatch
cb7ee081f5 Added info from @reload (Issue 70) and @service (Issue 71) to MUDInfo channel.
@reload only adds full info to the logger; normally just brief info to game unless
there is a traceback.
2009-08-30 15:35:29 +00:00
Griatch
bd2f7a845c Added @mvattr command as per MUX (Issue 25). Cleaned up @set to give better feedback. Some minor cleanups. 2009-08-29 17:41:00 +00:00
Griatch
5a3d901b5c Added #1 to default channels. Had IRC log to a default channel. Added some more feedback upon module import failures. 2009-08-29 10:36:00 +00:00
Griatch
4bd567386f Some code cleanup and clarification in comments. 2009-08-28 01:33:15 +00:00
Greg Taylor
566a02b848 We now have the ability via @service to list, start, and stop Twisted services. In this case, this just lets us start/stop IMC2 right now. As people write more services to plug in in the future, this may expand.
@service/list will show you the service names. If you see that your IMC has died due to an error, @service/start IMC2 will get it up and running again. I've also added an 'imcstatus' command to show more detailed information about your IMC2 connection.
2009-04-28 23:49:49 +00:00
Greg Taylor
191f49ff4c Adding a periodic IMC2 keepalive event. Other IMC2-connected games are now aware of our presence via the keepalive. Woot. 2009-04-11 06:59:25 +00:00
Greg Taylor
a7e89c1e54 Adding the beginnings of IMC2 support. We are now able to connect and authenticate with an IMC2 network, theoretically without blocking our server thread. We can't actually do anything useful just yet, but stay tuned. 2009-04-11 05:55:26 +00:00
Greg Taylor
48204c5dec Adding @reload/aliases. 2009-04-06 22:00:08 +00:00
Greg Taylor
5a465746c5 Adjust some function names in the script parents to be at_ instead of a_. Also re-designed the scheduling system to be a lot more pythonic and easy to use. Utilizes classes to represent events. Much easier to plug in events from within the game directory now as well. 2009-04-06 16:19:07 +00:00
Greg Taylor
5c5d2249bd Command reloading ended up being really super easy. @reload now rebuilds and re-imports all of the command modules. This should make development a lot easier. 2009-01-27 16:16:43 +00:00
Greg Taylor
4ca5a4a7bf Revamp how commands are loaded. This will now allow for easy addition of custom commands and over-riding existing Evennia-supplied commands. 2009-01-27 15:21:15 +00:00
Greg Taylor
9407eb0ee4 Huge overhaul in the way objects and sessions are used with commands. We now pass all commands through objects (aside from unlogged commands), which means session.msg() is now deprecated for any use other than unlogged out.
As a side-effect of all of this, logging in more than once acts as behaves now. Also, this will allow things/rooms/exits (IE: not players) or un-logged in players to run commands or be forced to run them via @fo. All of this will bring us more in-line with MUX behavior.
2009-01-24 20:30:46 +00:00
Greg Taylor
f6ee697e04 Move away from fixtures in favor of src/initial_setup.py, which makes it a little easier to change stuff like this. It also avoids over-writing stuff when syncdb is ran. This commit features database layout changes to ConnectScreen and CommChannel. It is recommended that you drop your database and re-sync. If this is not acceptable, talk to me about a migration plan. We will be investigating schema evolution down the road. 2009-01-18 04:22:58 +00:00
Greg Taylor
5249f27074 Things should be working again, minus the web stuff. 2008-12-15 04:35:00 +00:00
Greg Taylor
d58f4eb517 Looking through our command code after a long hiatus, I realized that it was pretty much awful. So here's part 1 of the command interpreter overhaul.
- The command handler has been drastically simplified. We were doing way too much processing in the handler that should have been done in the individual command functions themselves.
- The 'cdat' dict we were previously passing around has been replaced with a Command object that has useful methods for performing some of the parsing command functions will probably want to do from time to time.
- All commands were updated to use the new Command object, tested, and cleaned up in general.
- A lot of formatting was cleaned up.
- A lot of previously un-found bugs and limitations were fixed.
- The 'page' command has been broken out into its own file, since it's going to have a number of functions that would otherwise clutter commands/general.py.

Expect a commit (probably later today) that will clean up the second half of cmdhandler.py.
2008-12-14 20:21:02 +00:00
Greg Taylor
a954069776 Finished moving stuff around, things should be in mostly working order now. 2008-06-15 20:31:25 +00:00
Greg Taylor
e6e84c2ee5 Quick PEP 8 related change. 2008-06-15 19:55:38 +00:00
Greg Taylor
4bb00013ae Even more death and destruction. A lot more stuff moved to src/. A lot more bugs probably introduced. 2008-06-15 19:38:39 +00:00
Renamed from server.py (Browse further)