evennia/src/settings_default.py
Griatch 08b3de9e5e OBS: You'll need to resync/rebuild your database!
- 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.
2011-03-15 16:08:32 +00:00

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