""" This module provides a set of permission lock functions for use with Evennia's permissions system. To call these locks, make sure this module is included in the settings tuple PERMISSION_FUNC_MODULES then define a lock on the form ':func(args)' and add it to the object's lockhandler. Run the access() method of the handler to execute the lock check. Note that accessing_obj and accessed_obj can be any object type with a lock variable/field, so be careful to not expect a certain object type. Appendix: MUX locks Below is a list nicked from the MUX help file on the locks available in standard MUX. Most of these are not relevant to core Evennia since locks in Evennia are considerably more flexible and can be implemented on an individual command/typeclass basis rather than as globally available like the MUX ones. So many of these are not available in basic Evennia, but could all be implemented easily if needed for the individual game. MUX Name: Affects: Effect: ------------------------------------------------------------------------------- DefaultLock: Exits: controls who may traverse the exit to its destination. Evennia: "traverse:" Rooms: controls whether the player sees the SUCC or FAIL message for the room following the room description when looking at the room. Evennia: Custom typeclass Players/Things: controls who may GET the object. Evennia: "get:" ParentLock: All: controls who may make @parent links to the object. Evennia: Typeclasses and "puppet:" ReceiveLock: Players/Things: controls who may give things to the object. Evennia: SpeechLock: All but Exits: controls who may speak in that location Evennia: TeloutLock: All but Exits: controls who may teleport out of the location. Evennia: TportLock: Rooms/Things: controls who may teleport there Evennia: UseLock: All but Exits: controls who may USE the object, GIVE the object money and have the PAY attributes run, have their messages heard and possibly acted on by LISTEN and AxHEAR, and invoke $-commands stored on the object. Evennia: Commands and Cmdsets. DropLock: All but rooms: controls who may drop that object. Evennia: VisibleLock: All: Controls object visibility when the object is not dark and the looker passes the lock. In DARK locations, the object must also be set LIGHT and the viewer must pass the VisibleLock. Evennia: Room typeclass with Dark/light script """ from django.conf import settings from src.utils import utils _PERMISSION_HIERARCHY = [p.lower() for p in settings.PERMISSION_HIERARCHY] def _to_player(accessing_obj): "Helper function. Makes sure an accessing object is a player object" if utils.inherits_from(accessing_obj, "src.objects.objects.Object"): # an object. Convert to player. accessing_obj = accessing_obj.player return accessing_obj # lock functions def true(*args, **kwargs): "Always returns True." return True def all(*args, **kwargs): return True def false(*args, **kwargs): "Always returns False" return False def none(*args, **kwargs): return False def self(accessing_obj, accessed_obj, *args, **kwargs): """ Check if accessing_obj is the same as accessed_obj Usage: self() This can be used to lock specifically only to the same object that the lock is defined on. """ return accessing_obj == accessed_obj def perm(accessing_obj, accessed_obj, *args, **kwargs): """ The basic permission-checker. Ignores case. Usage: perm() where is the permission accessing_obj must have in order to pass the lock. If the given permission is part of settings.PERMISSION_HIERARCHY, permission is also granted to all ranks higher up in the hierarchy. If accessing_object is an Object controlled by a Player, the permissions of the Player is used unless the Attribute _quell is set to True on the Object. In this case however, the LOWEST hieararcy-permission of the Player/Object-pair will be used (this is order to avoid Players potentially escalating their own permissions by use of a higher-level Object) """ # this allows the perm_above lockfunc to make use of this function too gtmode = kwargs.pop("_greater_than", False) try: perm = args[0].lower() perms_object = [p.lower() for p in accessing_obj.permissions.all()] except (AttributeError, IndexError): return False if utils.inherits_from(accessing_obj, "src.objects.objects.Object") and accessing_obj.player: player = accessing_obj.player perms_player = [p.lower() for p in player.permissions.all()] is_quell = player.attributes.get("_quell") if perm in _PERMISSION_HIERARCHY: # check hierarchy without allowing escalation obj->player hpos_target = _PERMISSION_HIERARCHY.index(perm) hpos_player = [hpos for hpos, hperm in enumerate(_PERMISSION_HIERARCHY) if hperm in perms_player] hpos_player = hpos_player and hpos_player[-1] or -1 if is_quell: hpos_object = [hpos for hpos, hperm in enumerate(_PERMISSION_HIERARCHY) if hperm in perms_object] hpos_object = hpos_object and hpos_object[-1] or -1 if gtmode: return hpos_target < min(hpos_player, hpos_object) else: return hpos_target <= min(hpos_player, hpos_object) elif gtmode: return gtmode and hpos_target < hpos_player else: return hpos_target <= hpos_player elif not is_quell and perm in perms_player: # if we get here, check player perms first, otherwise # continue as normal return True if perm in perms_object: # simplest case - we have direct match return True if perm in _PERMISSION_HIERARCHY: # check if we have a higher hierarchy position hpos_target = _PERMISSION_HIERARCHY.index(perm) return any(1 for hpos, hperm in enumerate(_PERMISSION_HIERARCHY) if hperm in perms_object and hpos_target < hpos) return False def perm_above(accessing_obj, accessed_obj, *args, **kwargs): """ Only allow objects with a permission *higher* in the permission hierarchy than the one given. If there is no such higher rank, it's assumed we refer to superuser. If no hierarchy is defined, this function has no meaning and returns False. """ kwargs["_greater_than"] = True return perm(accessing_obj, accessed_obj, *args, **kwargs) def pperm(accessing_obj, accessed_obj, *args, **kwargs): """ The basic permission-checker only for Player objects. Ignores case. Usage: pperm() where is the permission accessing_obj must have in order to pass the lock. If the given permission is part of _PERMISSION_HIERARCHY, permission is also granted to all ranks higher up in the hierarchy. """ return perm(_to_player(accessing_obj), accessed_obj, *args, **kwargs) def pperm_above(accessing_obj, accessed_obj, *args, **kwargs): """ Only allow Player objects with a permission *higher* in the permission hierarchy than the one given. If there is no such higher rank, it's assumed we refer to superuser. If no hierarchy is defined, this function has no meaning and returns False. """ return perm_above(_to_player(accessing_obj), accessed_obj, *args, **kwargs) def dbref(accessing_obj, accessed_obj, *args, **kwargs): """ Usage: dbref(3) This lock type checks if the checking object has a particular dbref. Note that this only works for checking objects that are stored in the database (e.g. not for commands) """ if not args: return False try: dbref = int(args[0].strip().strip('#')) except ValueError: return False if hasattr(accessing_obj, 'dbid'): return dbref == accessing_obj.dbid return False def pdbref(accessing_obj, accessed_obj, *args, **kwargs): """ Same as dbref, but making sure accessing_obj is a player. """ return dbref(_to_player(accessing_obj), accessed_obj, *args, **kwargs) def id(accessing_obj, accessed_obj, *args, **kwargs): "Alias to dbref" return dbref(accessing_obj, accessed_obj, *args, **kwargs) def pid(accessing_obj, accessed_obj, *args, **kwargs): "Alias to dbref, for Players" return dbref(_to_player(accessing_obj), accessed_obj, *args, **kwargs) # this is more efficient than multiple if ... elif statments CF_MAPPING = {'eq': lambda val1, val2: val1 == val2 or int(val1) == int(val2), 'gt': lambda val1, val2: int(val1) > int(val2), 'lt': lambda val1, val2: int(val1) < int(val2), 'ge': lambda val1, val2: int(val1) >= int(val2), 'le': lambda val1, val2: int(val1) <= int(val2), 'ne': lambda val1, val2: int(val1) != int(val2), 'default': lambda val1, val2: False} def attr(accessing_obj, accessed_obj, *args, **kwargs): """ Usage: attr(attrname) attr(attrname, value) attr(attrname, value, compare=type) where compare's type is one of (eq,gt,lt,ge,le,ne) and signifies how the value should be compared with one on accessing_obj (so compare=gt means the accessing_obj must have a value greater than the one given). Searches attributes *and* properties stored on the checking object. The first form works like a flag - if the attribute/property exists on the object, the value is checked for True/False. The second form also requires that the value of the attribute/property matches. Note that all retrieved values will be converted to strings before doing the comparison. """ # deal with arguments if not args: return False attrname = args[0].strip() value = None if len(args) > 1: value = args[1].strip() compare = 'eq' if kwargs: compare = kwargs.get('compare', 'eq') def valcompare(val1, val2, typ='eq'): "compare based on type" try: return CF_MAPPING.get(typ, 'default')(val1, val2) except Exception: # this might happen if we try to compare two things # that cannot be compared return False # first, look for normal properties on the object trying to gain access if hasattr(accessing_obj, attrname): if value: return valcompare(str(getattr(accessing_obj, attrname)), value, compare) # will return Fail on False value etc return bool(getattr(accessing_obj, attrname)) # check attributes, if they exist if (hasattr(accessing_obj, 'attributes') and accessing_obj.attributes.has(attrname)): if value: return (hasattr(accessing_obj, 'attributes') and valcompare(accessing_obj.attributes.get(attrname), value, compare)) # fails on False/None values return bool(accessing_obj.attributes.get(attrname)) return False def objattr(accessing_obj, accessed_obj, *args, **kwargs): """ Usage: objattr(attrname) objattr(attrname, value) objattr(attrname, value, compare=type) Works like attr, except it looks for an attribute on accessing_obj.obj, if such an entity exists. Suitable for commands. """ if hasattr(accessing_obj, "obj"): return attr(accessing_obj.obj, accessed_obj, *args, **kwargs) def locattr(accessing_obj, accessed_obj, *args, **kwargs): """ Usage: locattr(attrname) locattr(attrname, value) locattr(attrname, value, compare=type) Works like attr, except it looks for an attribute on accessing_obj.location, if such an entity exists. """ if hasattr(accessing_obj, "location"): return attr(accessing_obj.location, accessed_obj, *args, **kwargs) def attr_eq(accessing_obj, accessed_obj, *args, **kwargs): """ Usage: attr_gt(attrname, 54) """ return attr(accessing_obj, accessed_obj, *args, **kwargs) def attr_gt(accessing_obj, accessed_obj, *args, **kwargs): """ Usage: attr_gt(attrname, 54) Only true if access_obj's attribute > the value given. """ return attr(accessing_obj, accessed_obj, *args, **{'compare': 'gt'}) def attr_ge(accessing_obj, accessed_obj, *args, **kwargs): """ Usage: attr_gt(attrname, 54) Only true if access_obj's attribute >= the value given. """ return attr(accessing_obj, accessed_obj, *args, **{'compare': 'ge'}) def attr_lt(accessing_obj, accessed_obj, *args, **kwargs): """ Usage: attr_gt(attrname, 54) Only true if access_obj's attribute < the value given. """ return attr(accessing_obj, accessed_obj, *args, **{'compare': 'lt'}) def attr_le(accessing_obj, accessed_obj, *args, **kwargs): """ Usage: attr_gt(attrname, 54) Only true if access_obj's attribute <= the value given. """ return attr(accessing_obj, accessed_obj, *args, **{'compare': 'le'}) def attr_ne(accessing_obj, accessed_obj, *args, **kwargs): """ Usage: attr_gt(attrname, 54) Only true if access_obj's attribute != the value given. """ return attr(accessing_obj, accessed_obj, *args, **{'compare': 'ne'}) def inside(accessing_obj, accessed_obj, *args, **kwargs): """ Usage: inside() Only true if accessing_obj is "inside" accessed_obj """ return accessing_obj.location == accessed_obj def holds(accessing_obj, accessed_obj, *args, **kwargs): """ Usage: holds() checks if accessed_obj or accessed_obj.obj is held by accessing_obj holds(key/dbref) checks if accessing_obj holds an object with given key/dbref holds(attrname, value) checks if accessing_obj holds an object with the given attrname and value This is passed if accessed_obj is carried by accessing_obj (that is, accessed_obj.location == accessing_obj), or if accessing_obj itself holds an object matching the given key. """ try: # commands and scripts don't have contents, so we are usually looking # for the contents of their .obj property instead (i.e. the object the # command/script is attached to). contents = accessing_obj.contents except AttributeError: try: contents = accessing_obj.obj.contents except AttributeError: return False def check_holds(objid): # helper function. Compares both dbrefs and keys/aliases. objid = str(objid) dbref = utils.dbref(objid, reqhash=False) if dbref and any((True for obj in contents if obj.dbid == dbref)): return True objid = objid.lower() return any((True for obj in contents if obj.key.lower() == objid or objid in [al.lower() for al in obj.aliases.all()])) if not args: # holds() - check if accessed_obj or accessed_obj.obj is held by accessing_obj try: if check_holds(accessed_obj.dbid): return True except Exception: pass return hasattr(accessed_obj, "obj") and check_holds(accessed_obj.obj.dbid) if len(args) == 1: # command is holds(dbref/key) - check if given objname/dbref is held by accessing_ob return check_holds(args[0]) elif len(args = 2): # command is holds(attrname, value) check if any held object has the given attribute and value for obj in contents: if obj.attributes.get(args[0]) == args[1]: return True def superuser(*args, **kwargs): """ Only accepts an accesing_obj that is superuser (e.g. user #1) Since a superuser would not ever reach this check (superusers bypass the lock entirely), any user who gets this far cannot be a superuser, hence we just return False. :) """ return False def serversetting(accessing_obj, accessed_obj, *args, **kwargs): """ Only returns true if the Evennia settings exists, alternatively has a certain value. Usage: serversetting(IRC_ENABLED) serversetting(BASE_SCRIPT_PATH, [game.gamesrc.scripts]) A given True/False or integers will be converted properly. """ if not args or not args[0]: return False if len(args) < 2: setting = args[0] val = "True" else: setting, val = args[0], args[1] # convert if val == 'True': val = True elif val == 'False': val = False elif val.isdigit(): val = int(val) if setting in settings._wrapped.__dict__: return settings._wrapped.__dict__[setting] == val return False