""" This holds the mechanism for reloading the game modules on the fly. It's in this separate module since it's not a good idea to keep it in server.py since it messes with importing, and it's also not good to tie such important functionality to a user-definable command class. """ import time from django.db.models.loading import AppCache from django.utils.datastructures import SortedDict from django.conf import settings from src.scripts.models import ScriptDB from src.objects.models import ObjectDB from src.players.models import PlayerDB from src.comms.models import Channel, Msg from src.help.models import HelpEntry from src.typeclasses import models as typeclassmodels from src.objects import exithandler from src.comms import channelhandler from src.comms.models import Channel from src.utils import reimport, utils, logger def start_reload_loop(): """ This starts the asynchronous reset loop. While important that it runs asynchronously (to not block the mud while its running), the order at which things are updated does matter. """ def run_loop(): "" cemit_info('-'*50) cemit_info(" Starting asynchronous server reload.") reload_modules() # this must be given time to finish wait_time = 5 cemit_info(" Waiting %ss to give modules time to fully re-cache ..." % wait_time) time.sleep(wait_time) reload_scripts() reload_commands() reset_loop() def at_return(r): "default callback" cemit_info(" Asynchronous server reload finished.\n" + '-'*50) def at_err(e): "error callback" string = "%s\n reload: Asynchronous reset loop exited with an error." % e string += "\n This might be harmless. Wait a moment then reload again to see if the problem persists." cemit_info(string) utils.run_async(run_loop, at_return, at_err) def reload_modules(): """ Reload modules that don't have any variables that can be reset. Note that python reloading is a tricky art and strange things have been known to happen if debugging and reloading a lot. A server cold reboot is often needed eventually. """ # We protect e.g. src/ from reload since reloading it in a running # server can create unexpected results (and besides, non-evennia devs # should never need to do that anyway). Updating src requires a server # reboot. Modules in except_dirs are considered ok to reload despite being # inside src/ protected_dirs = ('src.', 'django.', 'twisted.') # note that these MUST be tuples! except_dirs = ('src.commands.default.',) # " # flag 'dangerous' typeclasses (those which retain a memory # reference, notably Scripts with a timer component) for # non-reload, since these cannot be safely cleaned from memory # without causing havoc. A server reboot is required for updating # these (or killing all running, timed scripts). unsafe_modules = [] for scriptobj in ScriptDB.objects.get_all_scripts(): if (scriptobj.interval > -1) and scriptobj.typeclass_path: unsafe_modules.append(scriptobj.typeclass_path) unsafe_modules = list(set(unsafe_modules)) def safe_dir_to_reload(modpath): "Check so modpath is not a subdir of a protected dir, and not an ok exception" return not any(modpath.startswith(pdir) and not any(modpath.startswith(edir) for edir in except_dirs) for pdir in protected_dirs) def safe_mod_to_reload(modpath): "Check so modpath is not in an unsafe module" return not any(mpath.startswith(modpath) for mpath in unsafe_modules) cemit_info(" Cleaning module caches ...") # clean as much of the caches as we can cache = AppCache() cache.app_store = SortedDict() #cache.app_models = SortedDict() # cannot clean this, it resets ContentTypes! cache.app_errors = {} cache.handled = {} cache.loaded = False # find modified modules modified = reimport.modified() safe_dir_modified = [mod for mod in modified if safe_dir_to_reload(mod)] unsafe_dir_modified = [mod for mod in modified if mod not in safe_dir_modified] safe_modified = [mod for mod in safe_dir_modified if safe_mod_to_reload(mod)] unsafe_mod_modified = [mod for mod in safe_dir_modified if mod not in safe_modified] string = "" if unsafe_dir_modified or unsafe_mod_modified: if unsafe_dir_modified: string += "\n-{rThe following changed module(s) can only be reloaded{n" string += "\n {rby a server reboot:{n\n %s\n" string = string % unsafe_dir_modified if unsafe_mod_modified: string += "\n-{rThe following modules contains at least one Script class with a timer{n" string += "\n {rcomponent and has already spawned instances - these cannot be{n " string += "\n {rsafely cleaned from memory on the fly. Stop all the affected scripts{n " string += "\n {ror restart the server to safely reload:{n\n %s\n" string = string % unsafe_mod_modified if string: cemit_info(string) if safe_modified: cemit_info(" Reloading module(s):\n %s ..." % safe_modified) reimport.reimport(*safe_modified) cemit_info(" ... all safe modules reloaded.") else: cemit_info(" ... no modules could be (or needed to be) reloaded.") # clean out cache dictionary of typeclasses, exits and channels typeclassmodels.reset() exithandler.EXITHANDLER.clear() channelhandler.CHANNELHANDLER.update() # run through all objects in database, forcing re-caching. def reload_scripts(scripts=None, obj=None, key=None, dbref=None, init_mode=False): """ Run a validation of the script database. obj - only validate scripts on this object key - only validate scripts with this key dbref - only validate the script with this unique idref emit_to_obj - which object to receive error message init_mode - during init-mode, non-persistent scripts are cleaned out. All persistent scripts are force-started. """ nr_started, nr_stopped = ScriptDB.objects.validate(scripts=scripts, obj=obj, key=key, dbref=dbref, init_mode=init_mode) if nr_started or nr_stopped: string = " Started %s script(s). Stopped %s invalid script(s)." % \ (nr_started, nr_stopped) cemit_info(string) def reload_commands(): from src.commands import cmdsethandler cmdsethandler.CACHED_CMDSETS = {} cemit_info(" Cleaned cmdset cache.") def reset_loop(): "Reload and restart all entities that can be reloaded." # run the reset loop on all objects cemit_info(" Running resets on database entities ...") t1 = time.time() [h.locks.reset() for h in HelpEntry.objects.all()] [m.locks.reset() for m in Msg.objects.all()] [c.locks.reset() for c in Channel.objects.all()] [s.locks.reset() for s in ScriptDB.objects.all()] [p.locks.reset() for p in PlayerDB.objects.all()] [(o.typeclass(o), o.cmdset.reset(), o.locks.reset()) for o in ObjectDB.get_all_cached_instances()] t2 = time.time() cemit_info(" ... Loop finished in %g seconds." % (t2-t1)) def cemit_info(message): """ Sends the info to a pre-set channel. This channel is set by CHANNEL_MUDINFO in settings. """ logger.log_infomsg(message) infochan = None try: infochan = settings.CHANNEL_MUDINFO infochan = Channel.objects.get_channel(infochan[0]) except Exception: pass if infochan: cname = infochan.key cmessage = "\n".join(["[%s][reload]: %s" % (cname, line) for line in message.split('\n')]) infochan.msg(cmessage) else: cmessage = "\n".join(["[MUDINFO][reload] %s" % line for line in message.split('\n')]) logger.log_infomsg(cmessage)