mirror of
https://github.com/evennia/evennia.git
synced 2026-03-17 13:26:30 +01:00
- 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.
457 lines
19 KiB
Python
457 lines
19 KiB
Python
"""
|
|
Master configuration file for Evennia.
|
|
|
|
NOTE: NO MODIFICATIONS SHOULD BE MADE TO THIS FILE!
|
|
|
|
All settings changes should be done by copy-pasting the variable and
|
|
its value to game/settings.py. An empty game/settings.py can be
|
|
auto-generated by running game/manage.py without any arguments.
|
|
|
|
Hint: Don't copy&paste over more from this file than you actually want to
|
|
change. Anything you don't copy&paste will thus retain its default
|
|
value - which may change as Evennia is developed. This way you can
|
|
always be sure of what you have changed and what is default behaviour.
|
|
"""
|
|
|
|
import os
|
|
|
|
###################################################
|
|
# Evennia base server config
|
|
###################################################
|
|
|
|
# This is the name of your server and/or site.
|
|
# Can be anything.
|
|
SERVERNAME = "Evennia"
|
|
# Activate telnet service
|
|
TELNET_ENABLED = True
|
|
# A list of ports the Evennia telnet server listens on
|
|
# Can be one or many.
|
|
TELNET_PORTS = [4000]
|
|
# Start the evennia django+twisted webserver so you can
|
|
# browse the evennia website and the admin interface
|
|
# (Obs - further web configuration can be found below
|
|
# in the section 'Config for Django web features')
|
|
WEBSERVER_ENABLED = True
|
|
# A list of ports the Evennia webserver listens on
|
|
WEBSERVER_PORTS = [8000]
|
|
# Start the evennia ajax client on /webclient
|
|
# (the webserver must also be running)
|
|
WEBCLIENT_ENABLED = True
|
|
# Activate full persistence if you want everything in-game to be
|
|
# stored to the database. With it set, you can do typeclass.attr=value
|
|
# and value will be saved to the database under the name 'attr'.
|
|
# This is easy but may be a performance hit for certain game types.
|
|
# Turning it off gives more control over what hits the database since
|
|
# typeclass.attr=value is then non-persistent (does not hit the
|
|
# database and won't survive a server reload) and you need to
|
|
# explicitly do typeclass.db.attr = value if you want to save your
|
|
# value to the database. Your choice, but DON'T change this
|
|
# value once you have started using the server, it will not end well!
|
|
FULL_PERSISTENCE = True
|
|
# If multisessions are allowed, a user can log into the game
|
|
# from several different computers/clients at the same time.
|
|
# All feedback from the game will be echoed to all sessions.
|
|
# If false, only one session is allowed, all other are logged off
|
|
# when a new connects.
|
|
ALLOW_MULTISESSION = True
|
|
# Make this unique, and don't share it with anybody.
|
|
# NOTE: If you change this after creating any accounts, your users won't be
|
|
# able to login, as the SECRET_KEY is used to salt passwords.
|
|
SECRET_KEY = 'changeme!(*#&*($&*(#*(&SDFKJJKLS*(@#KJAS'
|
|
# The path that contains this settings.py file (no trailing slash).
|
|
BASE_PATH = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
|
|
# Path to the src directory containing the bulk of the codebase's code.
|
|
SRC_DIR = os.path.join(BASE_PATH, 'src')
|
|
# Path to the game directory (containing the database file if using sqlite).
|
|
GAME_DIR = os.path.join(BASE_PATH, 'game')
|
|
# Place to put log files
|
|
LOG_DIR = os.path.join(GAME_DIR, 'logs')
|
|
DEFAULT_LOG_FILE = os.path.join(LOG_DIR, 'evennia.log')
|
|
# Where to log server requests to the web server. This is VERY spammy, so this
|
|
# file should be removed at regular intervals.
|
|
HTTP_LOG_FILE = os.path.join(LOG_DIR, 'http_requests.log')
|
|
# Local time zone for this installation. All choices can be found here:
|
|
# http://www.postgresql.org/docs/8.0/interactive/datetime-keywords.html#DATETIME-TIMEZONE-SET-TABLE
|
|
TIME_ZONE = 'UTC'
|
|
# Language code for this installation. All choices can be found here:
|
|
# http://www.w3.org/TR/REC-html40/struct/dirlang.html#langcodes
|
|
LANGUAGE_CODE = 'en-us'
|
|
# Should the default MUX help files be imported? This might be
|
|
# interesting to developers for reference, but is frustrating to users
|
|
# since it creates a lot of help entries that has nothing to do
|
|
# with what is actually available in the game.
|
|
IMPORT_MUX_HELP = False
|
|
# How long time (in seconds) a user may idle before being logged
|
|
# out. This can be set as big as desired. A user may avoid being
|
|
# thrown off by sending the empty system command 'idle' to the server
|
|
# at regular intervals. Set <=0 to deactivate idle timout completely.
|
|
IDLE_TIMEOUT = 3600
|
|
# The idle command can be sent to keep your session active without actually
|
|
# having to spam normal commands regularly. It gives no feedback, only updates
|
|
# the idle timer.
|
|
IDLE_COMMAND = "idle"
|
|
# The set of encodings tried. A Player object may set an attribute "encoding" on
|
|
# itself to match the client used. If not set, or wrong encoding is
|
|
# given, this list is tried, in order, aborting on the first match.
|
|
# Add sets for languages/regions your players are likely to use.
|
|
# (see http://en.wikipedia.org/wiki/Character_encoding)
|
|
ENCODINGS = ["utf-8", "latin-1", "ISO-8859-1"]
|
|
|
|
|
|
###################################################
|
|
# Evennia Database config
|
|
###################################################
|
|
|
|
# Database config syntax for Django 1.2+. You can add several
|
|
# database engines in the dictionary (untested).
|
|
# ENGINE - path to the the database backend (replace
|
|
# sqlite3 in the example with the one you want.
|
|
# Supported database engines are
|
|
# 'postgresql_psycopg2', 'postgresql', 'mysql',
|
|
# 'sqlite3' and 'oracle').
|
|
# NAME - database name, or path the db file for sqlite3
|
|
# USER - db admin (unused in sqlite3)
|
|
# PASSWORD - db admin password (unused in sqlite3)
|
|
# HOST - empty string is localhost (unused in sqlite3)
|
|
# PORT - empty string defaults to localhost (unused in sqlite3)
|
|
DATABASES = {
|
|
'default':{
|
|
'ENGINE':'django.db.backends.sqlite3',
|
|
'NAME':os.path.join(GAME_DIR, 'evennia.db3'),
|
|
'USER':'',
|
|
'PASSWORD':'',
|
|
'HOST':'',
|
|
'PORT':''
|
|
}}
|
|
# Engine Config style for Django versions < 1.2. See above.
|
|
DATABASE_ENGINE = 'sqlite3'
|
|
DATABASE_NAME = os.path.join(GAME_DIR, 'evennia.db3')
|
|
DATABASE_USER = ''
|
|
DATABASE_PASSWORD = ''
|
|
DATABASE_HOST = ''
|
|
DATABASE_PORT = ''
|
|
|
|
|
|
###################################################
|
|
# Evennia in-game parsers
|
|
###################################################
|
|
|
|
# An alternate command parser module to use
|
|
# (if not set, uses 'src.commands.cmdparser')
|
|
ALTERNATE_PARSER = ""
|
|
# How many space-separated words a command name may have
|
|
# and still be identified as one single command
|
|
# (e.g. 'push button' instead of 'pushbutton')
|
|
COMMAND_MAXLEN = 3
|
|
# The handler that outputs errors when searching
|
|
# objects using object.search(). (If not set, uses
|
|
# src.objects.object_search_funcs.handle_search_errors)
|
|
ALTERNATE_OBJECT_SEARCH_ERROR_HANDLER = ""
|
|
# The parser used in order to separate multiple
|
|
# object matches (so you can separate between same-named
|
|
# objects without using dbrefs). (If not set, uses
|
|
# src.objects.object_search_funcs.object_multimatch_parser).
|
|
ALTERNATE_OBJECT_SEARCH_MULTIMATCH_PARSER = ""
|
|
|
|
###################################################
|
|
# Default command sets
|
|
###################################################
|
|
|
|
# Command set used before player has logged in
|
|
CMDSET_UNLOGGEDIN = "game.gamesrc.commands.basecmdset.UnloggedinCmdSet"
|
|
# Default set for logged in players (fallback)
|
|
CMDSET_DEFAULT = "game.gamesrc.commands.basecmdset.DefaultCmdSet"
|
|
|
|
|
|
###################################################
|
|
# Default Object typeclasses
|
|
###################################################
|
|
# Note that all typeclasses must originally
|
|
# inherit from src.objects.objects.Object somewhere in
|
|
# their path.
|
|
|
|
# This sets the default base dir to search when importing
|
|
# things, so one doesn't have to write the entire
|
|
# path in-game.
|
|
BASE_TYPECLASS_PATH = "game.gamesrc.objects"
|
|
# Typeclass for player objects (linked to a character) (fallback)
|
|
BASE_PLAYER_TYPECLASS = "game.gamesrc.objects.baseobjects.Player"
|
|
# Typeclass and base for all following objects (fallback)
|
|
BASE_OBJECT_TYPECLASS = "game.gamesrc.objects.baseobjects.Object"
|
|
# Typeclass for character objects linked to a player (fallback)
|
|
BASE_CHARACTER_TYPECLASS = "game.gamesrc.objects.baseobjects.Character"
|
|
# Typeclass for rooms (fallback)
|
|
BASE_ROOM_TYPECLASS = "game.gamesrc.objects.baseobjects.Room"
|
|
# Typeclass for Exit objects (fallback)
|
|
BASE_EXIT_TYPECLASS = "game.gamesrc.objects.baseobjects.Exit"
|
|
|
|
###################################################
|
|
# Scripts
|
|
###################################################
|
|
|
|
# Python path to a directory to start searching
|
|
# for scripts.
|
|
BASE_SCRIPT_PATH = "game.gamesrc.scripts"
|
|
|
|
###################################################
|
|
# Batch processors
|
|
###################################################
|
|
|
|
# Python path to a directory to be searched for batch scripts
|
|
# for the batch processors (.ev and/or .py files).
|
|
BASE_BATCHPROCESS_PATH = 'game.gamesrc.world'
|
|
|
|
###################################################
|
|
# Game Time setup
|
|
###################################################
|
|
|
|
# You don't actually have to use this, but it affects the routines in
|
|
# src.utils.gametime.py and allows for a convenient measure to determine the
|
|
# current in-game time. You can of course read "week", "month" etc
|
|
# as your own in-game time units as desired.
|
|
|
|
#The time factor dictates if the game world runs faster (timefactor>1)
|
|
# or slower (timefactor<1) than the real world.
|
|
TIME_FACTOR = 2.0
|
|
# The tick is the smallest unit of time in the game. Smallest value is 1s.
|
|
TIME_TICK = 1.0
|
|
# These measures might or might not make sense to your game world.
|
|
TIME_MIN_PER_HOUR = 60
|
|
TIME_HOUR_PER_DAY = 24
|
|
TIME_DAY_PER_WEEK = 7
|
|
TIME_WEEK_PER_MONTH = 4
|
|
TIME_MONTH_PER_YEAR = 12
|
|
|
|
|
|
###################################################
|
|
# In-Game access
|
|
###################################################
|
|
# The access hiearchy, in climbing order. A higher
|
|
# permission in the hierarchy includes access of all
|
|
# levels below it.
|
|
PERMISSION_HIERARCHY = ("Players","PlayerHelpers","Builders", "Wizards", "Immortals")
|
|
# The default permission given to all new players
|
|
PERMISSION_PLAYER_DEFAULT = "Players"
|
|
# Tuple of modules implementing lock functions. All callable functions
|
|
# inside these modules will be available as lock functions.
|
|
LOCK_FUNC_MODULES = ("src.locks.lockfuncs",)
|
|
|
|
###################################################
|
|
# In-game Channels created from server start
|
|
###################################################
|
|
# Defines a dict with one key for each from-start
|
|
# channel. Each key points to a tuple containing
|
|
# (name, aliases, description, locks)
|
|
# where aliases may be a tuple too, and locks is
|
|
# a valid lockstring definition.
|
|
# Default user channel for communication
|
|
CHANNEL_PUBLIC = ("Public", 'ooc', 'Public discussion',
|
|
"admin:perm(Wizards);listen:all();send:all()")
|
|
# General info about the server
|
|
CHANNEL_MUDINFO = ("MUDinfo", '', 'Informative messages',
|
|
"admin:perm(Immortals);listen:perm(Immortals);send:false()")
|
|
# Channel showing when new people connecting
|
|
CHANNEL_CONNECTINFO = ("MUDconnections", ('connections, mud_conns'),
|
|
'Connection log',
|
|
"admin:perm(Immortals);listen:perm(Wizards);send:false()")
|
|
|
|
###################################################
|
|
# IMC2 Configuration
|
|
###################################################
|
|
|
|
# IMC (Inter-MUD communication) allows for an evennia chat channel
|
|
# that connects to people on other MUDs also using the IMC. Your
|
|
# evennia server do *not* have to be open to the public to use IMC; it
|
|
# works as a stand-alone chat client. Evennia's IMC2 client was
|
|
# developed against MudByte's network. You must register your MUD on
|
|
# the network before you can use it, go to
|
|
# http://www.mudbytes.net/imc2-intermud-join-network. Choose 'Other
|
|
# unsupported IMC2 version' from the choices and and enter your
|
|
# information there. You have to enter the same 'short mud name',
|
|
# 'client password' and 'server password' as you define in this file.
|
|
# The Evennia discussion channel is on server02.mudbytes.net:9000.
|
|
|
|
# Change to True if you want IMC active at all.
|
|
IMC2_ENABLED = False
|
|
# Which channel to tie to the imc2 connection
|
|
COMMCHAN_IMC2_INFO = 'MUDInfo'
|
|
# The hostname/ip address of your IMC2 server of choice.
|
|
IMC2_SERVER_ADDRESS = 'server02.mudbytes.net'
|
|
#IMC2_SERVER_ADDRESS = None
|
|
# The port to connect to on your IMC2 server.
|
|
IMC2_SERVER_PORT = 9000
|
|
#IMC2_SERVER_PORT = None
|
|
# This is your game's IMC2 name on the network (e.g. "MyMUD").
|
|
IMC2_MUDNAME = None
|
|
# Your IMC2 client-side password. Used to authenticate with your network.
|
|
IMC2_CLIENT_PW = None
|
|
# Your IMC2 server-side password. Used to verify your network's identity.
|
|
IMC2_SERVER_PW = None
|
|
# Emit additional debugging info to log.
|
|
IMC2_DEBUG = False
|
|
# This isn't something you should generally change.
|
|
IMC2_PROTOCOL_VERSION = '2'
|
|
|
|
###################################################
|
|
# IRC config
|
|
###################################################
|
|
|
|
# This allows your evennia channels to connect to an external IRC
|
|
# channel. Evennia will connect under a nickname that then echoes what is
|
|
# said on the channel to IRC and vice versa.
|
|
# Obs - make sure the IRC network allows bots.
|
|
|
|
# Activate the IRC bot.
|
|
IRC_ENABLED = False
|
|
# Which channel to tie to the irc channel
|
|
COMMCHAN_IRC_INFO = 'MUDInfo'
|
|
# Which IRC network (e.g. irc.freenode.net)
|
|
IRC_NETWORK = "irc.freenode.net"
|
|
# Which IRC port to connect to (e.g. 6667)
|
|
IRC_PORT = 6667
|
|
# Which channel on the network to connect to (including the #)
|
|
IRC_CHANNEL = ""
|
|
# Under what nickname should Evennia connect to the channel
|
|
IRC_NICKNAME = ""
|
|
|
|
|
|
###################################################
|
|
# Config for Django web features
|
|
###################################################
|
|
|
|
# While DEBUG is False, show a regular server error page on the web
|
|
# stuff, email the traceback to the people in the ADMINS tuple
|
|
# below. If True, show a detailed traceback for the web
|
|
# browser to display. Note however that this will leak memory when
|
|
# active, so make sure to turn it off for a production server!
|
|
DEBUG = False
|
|
# While true, show "pretty" error messages for template syntax errors.
|
|
TEMPLATE_DEBUG = DEBUG
|
|
# Emails are sent to these people if the above DEBUG value is False. If you'd
|
|
# rather nobody recieve emails, leave this commented out or empty.
|
|
ADMINS = () #'Your Name', 'your_email@domain.com'),)
|
|
# These guys get broken link notifications when SEND_BROKEN_LINK_EMAILS is True.
|
|
MANAGERS = ADMINS
|
|
# Absolute path to the directory that holds media (no trailing slash).
|
|
# Example: "/home/media/media.lawrence.com"
|
|
MEDIA_ROOT = os.path.join(SRC_DIR, 'web', 'media')
|
|
# Absolute path to the directory that holds (usually links to) the
|
|
# django admin media files. If the target directory does not exist, it
|
|
# is created and linked by Evennia upon first start. Otherwise link it
|
|
# manually to django/contrib/admin/media.
|
|
ADMIN_MEDIA_ROOT = os.path.join(MEDIA_ROOT, 'admin')
|
|
# It's safe to dis-regard this, as it's a Django feature we only half use as a
|
|
# dependency, not actually what it's primarily meant for.
|
|
SITE_ID = 1
|
|
# The age for sessions.
|
|
# Default: 1209600 (2 weeks, in seconds)
|
|
SESSION_COOKIE_AGE = 1209600
|
|
# Session cookie domain
|
|
# Default: None
|
|
SESSION_COOKIE_DOMAIN = None
|
|
# The name of the cookie to use for sessions.
|
|
# Default: 'sessionid'
|
|
SESSION_COOKIE_NAME = 'sessionid'
|
|
# Should the session expire when the browser closes?
|
|
# Default: False
|
|
SESSION_EXPIRE_AT_BROWSER_CLOSE = False
|
|
# If you set this to False, Django will make some optimizations so as not
|
|
# to load the internationalization machinery.
|
|
USE_I18N = False
|
|
# This should be turned off unless you want to do tests with Django's
|
|
# development webserver (normally Evennia runs its own server)
|
|
SERVE_MEDIA = False
|
|
# The master urlconf file that contains all of the sub-branches to the
|
|
# applications.
|
|
ROOT_URLCONF = 'src.web.urls'
|
|
# Where users are redirected after logging in via contrib.auth.login.
|
|
LOGIN_REDIRECT_URL = '/'
|
|
# Where to redirect users when using the @login_required decorator.
|
|
LOGIN_URL = '/accounts/login'
|
|
# Where to redirect users who wish to logout.
|
|
LOGOUT_URL = '/accounts/login'
|
|
# URL that handles the media served from MEDIA_ROOT.
|
|
# Example: "http://media.lawrence.com"
|
|
MEDIA_URL = '/media/'
|
|
# URL prefix for admin media -- CSS, JavaScript and images. Make sure
|
|
# to use a trailing slash. This should match the position defined
|
|
# by ADMIN_MEDIA_ROOT.
|
|
ADMIN_MEDIA_PREFIX = '/media/admin/'
|
|
# The name of the currently selected web template. This corresponds to the
|
|
# directory names shown in the webtemplates directory.
|
|
ACTIVE_TEMPLATE = 'prosimii'
|
|
# We setup the location of the website template as well as the admin site.
|
|
TEMPLATE_DIRS = (
|
|
os.path.join(SRC_DIR, "web", "templates", ACTIVE_TEMPLATE),
|
|
os.path.join(SRC_DIR, "web", "templates"),)
|
|
# List of callables that know how to import templates from various sources.
|
|
TEMPLATE_LOADERS = (
|
|
'django.template.loaders.filesystem.load_template_source',
|
|
'django.template.loaders.app_directories.load_template_source',)
|
|
# MiddleWare are semi-transparent extensions to Django's functionality.
|
|
# see http://www.djangoproject.com/documentation/middleware/ for a more detailed
|
|
# explanation.
|
|
MIDDLEWARE_CLASSES = (
|
|
'django.middleware.common.CommonMiddleware',
|
|
'django.contrib.sessions.middleware.SessionMiddleware',
|
|
'django.contrib.auth.middleware.AuthenticationMiddleware',
|
|
'django.middleware.csrf.CsrfViewMiddleware',
|
|
'django.middleware.doc.XViewMiddleware',
|
|
'django.contrib.flatpages.middleware.FlatpageFallbackMiddleware',)
|
|
# Context processors define context variables, generally for the template
|
|
# system to use.
|
|
TEMPLATE_CONTEXT_PROCESSORS = (
|
|
'django.core.context_processors.i18n',
|
|
'django.core.context_processors.request',
|
|
'django.core.context_processors.auth',
|
|
'django.core.context_processors.media',
|
|
'django.core.context_processors.debug',
|
|
'src.web.utils.general_context.general_context',)
|
|
|
|
###################################################
|
|
# Evennia components
|
|
###################################################
|
|
|
|
# Global and Evennia-specific apps. This ties everything together so we can
|
|
# refer to app models and perform DB syncs.
|
|
INSTALLED_APPS = (
|
|
'django.contrib.auth',
|
|
'django.contrib.sites',
|
|
'django.contrib.contenttypes',
|
|
'django.contrib.sessions',
|
|
'django.contrib.admin',
|
|
'django.contrib.admindocs',
|
|
'django.contrib.flatpages',
|
|
'src.config',
|
|
'src.players',
|
|
'src.objects',
|
|
'src.comms',
|
|
'src.imc2',
|
|
'src.irc',
|
|
'src.help',
|
|
'src.scripts',
|
|
'src.web.news',
|
|
'src.web.website',)
|
|
# The user profile extends the User object with more functionality;
|
|
# This should usually not be changed.
|
|
AUTH_PROFILE_MODULE = "players.PlayerDB"
|
|
# Use a custom test runner that just tests Evennia-specific apps.
|
|
TEST_RUNNER = 'src.utils.test_utils.EvenniaTestSuiteRunner'
|
|
|
|
###################################################
|
|
# Django extensions
|
|
###################################################
|
|
|
|
# Django extesions are useful third-party tools that are not
|
|
# always included in the default django distro.
|
|
try:
|
|
import django_extensions
|
|
INSTALLED_APPS = INSTALLED_APPS + ('django_extensions',)
|
|
except ImportError:
|
|
pass
|
|
# South handles automatic database scheme migrations when evennia updates
|
|
try:
|
|
import south
|
|
INSTALLED_APPS = INSTALLED_APPS + ('south',)
|
|
except ImportError:
|
|
pass
|