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493 lines
17 KiB
Python
493 lines
17 KiB
Python
"""
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This module gathers all the essential database-creation
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functions for the game engine's various object types.
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Only objects created 'stand-alone' are in here, e.g. object Attributes
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are always created directly through their respective objects.
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Each creation_* function also has an alias named for the entity being
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created, such as create_object() and object(). This is for
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consistency with the utils.search module and allows you to do the
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shorter "create.object()".
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The respective object managers hold more methods for manipulating and
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searching objects already existing in the database.
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Models covered:
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Objects
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Scripts
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Help
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Message
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Channel
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Players
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"""
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from django.conf import settings
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from django.db import IntegrityError
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from src.utils.idmapper.models import SharedMemoryModel
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from src.utils import utils, logger
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from src.utils.utils import make_iter, class_from_module, dbid_to_obj
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# delayed imports
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_User = None
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_ObjectDB = None
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_Object = None
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_Script = None
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_ScriptDB = None
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_HelpEntry = None
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_Msg = None
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_Player = None
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_PlayerDB = None
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_to_object = None
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_ChannelDB = None
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_channelhandler = None
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# limit symbol import from API
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__all__ = ("create_object", "create_script", "create_help_entry",
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"create_message", "create_channel", "create_player")
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_GA = object.__getattribute__
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# Helper function
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def handle_dbref(inp, objclass, raise_errors=True):
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"""
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Convert a #dbid to a valid object of objclass. objclass
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should be a valid object class to filter against (objclass.filter ...)
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If not raise_errors is set, this will swallow errors of non-existing
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objects.
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"""
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if not (isinstance(inp, basestring) and inp.startswith("#")):
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return inp
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# a string, analyze it
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inp = inp.lstrip('#')
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try:
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if int(inp) < 0:
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return None
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except ValueError:
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return None
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# if we get to this point, inp is an integer dbref; get the matching object
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try:
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return objclass.objects.get(id=inp)
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except Exception:
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if raise_errors:
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raise
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return inp
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#
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# Game Object creation
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#
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def create_object(typeclass=None, key=None, location=None,
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home=None, permissions=None, locks=None,
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aliases=None, destination=None, report_to=None, nohome=False):
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"""
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Create a new in-game object.
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keywords:
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typeclass - class or python path to a typeclass
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key - name of the new object. If not set, a name of #dbref will be set.
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home - obj or #dbref to use as the object's home location
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permissions - a comma-separated string of permissions
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locks - one or more lockstrings, separated by semicolons
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aliases - a list of alternative keys
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destination - obj or #dbref to use as an Exit's target
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nohome - this allows the creation of objects without a default home location;
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only used when creating the default location itself or during unittests
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"""
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typeclass = typeclass if typeclass else settings.BASE_OBJECT_TYPECLASS
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if isinstance(typeclass, basestring):
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# a path is given. Load the actual typeclass
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typeclass = class_from_module(typeclass, settings.OBJECT_TYPECLASS_PATHS)
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# Setup input for the create command. We use ObjectDB as baseclass here
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# to give us maximum freedom (the typeclasses will load
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# correctly when each object is recovered).
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location = dbid_to_obj(location, _ObjectDB)
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destination = dbid_to_obj(destination, _ObjectDB)
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home = dbid_to_obj(home, _ObjectDB)
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if not home:
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try:
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home = dbid_to_obj(settings.DEFAULT_HOME, _ObjectDB) if not nohome else None
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except _ObjectDB.DoesNotExist:
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raise _ObjectDB.DoesNotExist("settings.DEFAULT_HOME (= '%s') does not exist, or the setting is malformed." %
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settings.DEFAULT_HOME)
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# create new instance
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new_object = typeclass(db_key=key, db_location=location,
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db_destination=destination, db_home=home,
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db_typeclass_path=typeclass.path)
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# store the call signature for the signal
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new_object._createdict = {"key":key, "location":location, "destination":destination,
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"home":home, "typeclass":typeclass.path, "permissions":permissions,
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"locks":locks, "aliases":aliases, "destination":destination,
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"report_to":report_to, "nohome":nohome}
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# this will trigger the save signal which in turn calls the
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# at_instance_creation hook on the typeclass, where the _createdict can be
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# used.
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new_object.save()
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return new_object
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#alias for create_object
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object = create_object
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#
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# Script creation
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#
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def create_script(typeclass, key=None, obj=None, player=None, locks=None,
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interval=None, start_delay=None, repeats=None,
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persistent=None, autostart=True, report_to=None):
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"""
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Create a new script. All scripts are a combination
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of a database object that communicates with the
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database, and an typeclass that 'decorates' the
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database object into being different types of scripts.
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It's behaviour is similar to the game objects except
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scripts has a time component and are more limited in
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scope.
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Argument 'typeclass' can be either an actual
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typeclass object or a python path to such an object.
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Only set key here if you want a unique name for this
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particular script (set it in config to give
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same key to all scripts of the same type). Set obj
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to tie this script to a particular object.
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See src.scripts.manager for methods to manipulate existing
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scripts in the database.
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report_to is an obtional object to receive error messages.
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If report_to is not set, an Exception with the
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error will be raised. If set, this method will
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return None upon errors.
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"""
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global _Script, _ScriptDB
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if not _Script:
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from src.scripts.scripts import Script as _Script
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if not _ScriptDB:
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from src.scripts.models import ScriptDB as _ScriptDB
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if not typeclass:
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typeclass = settings.BASE_SCRIPT_TYPECLASS
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elif isinstance(typeclass, _ScriptDB):
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# this is already an scriptdb instance, extract its typeclass
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typeclass = typeclass.typeclass.path
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elif isinstance(typeclass, _Script) or utils.inherits_from(typeclass, _Script):
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# this is already an object typeclass, extract its path
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typeclass = typeclass.path
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# create new database script
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new_db_script = _ScriptDB()
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# assign the typeclass
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typeclass = utils.to_unicode(typeclass)
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new_db_script.typeclass_path = typeclass
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# the name/key is often set later in the typeclass. This
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# is set here as a failsafe.
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if key:
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new_db_script.key = key
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else:
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new_db_script.key = "#%i" % new_db_script.id
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# this will either load the typeclass or the default one
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new_script = new_db_script.typeclass
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if not _GA(new_db_script, "is_typeclass")(typeclass, exact=True):
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# this will fail if we gave a typeclass as input and it still
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# gave us a default
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SharedMemoryModel.delete(new_db_script)
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if report_to:
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_GA(report_to, "msg")("Error creating %s (%s): %s" % (new_db_script.key, typeclass,
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_GA(new_db_script, "typeclass_last_errmsg")))
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return None
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else:
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raise Exception(_GA(new_db_script, "typeclass_last_errmsg"))
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if obj:
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new_script.obj = obj
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if player:
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new_script.player = player
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# call the hook method. This is where all at_creation
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# customization happens as the typeclass stores custom
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# things on its database object.
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new_script.at_script_creation()
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# custom-given variables override the hook
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if key:
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new_script.key = key
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if locks:
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new_script.locks.add(locks)
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if interval is not None:
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new_script.interval = interval
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if start_delay is not None:
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new_script.start_delay = start_delay
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if repeats is not None:
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new_script.repeats = repeats
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if persistent is not None:
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new_script.persistent = persistent
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# must do this before starting the script since some
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# scripts may otherwise run for a very short time and
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# try to delete itself before we have a time to save it.
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new_db_script.save()
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# a new created script should usually be started.
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if autostart:
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new_script.start()
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return new_script
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#alias
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script = create_script
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#
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# Help entry creation
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#
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def create_help_entry(key, entrytext, category="General", locks=None):
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"""
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Create a static help entry in the help database. Note that Command
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help entries are dynamic and directly taken from the __doc__ entries
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of the command. The database-stored help entries are intended for more
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general help on the game, more extensive info, in-game setting information
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and so on.
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"""
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global _HelpEntry
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if not _HelpEntry:
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from src.help.models import HelpEntry as _HelpEntry
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try:
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new_help = _HelpEntry()
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new_help.key = key
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new_help.entrytext = entrytext
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new_help.help_category = category
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if locks:
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new_help.locks.add(locks)
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new_help.save()
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return new_help
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except IntegrityError:
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string = "Could not add help entry: key '%s' already exists." % key
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logger.log_errmsg(string)
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return None
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except Exception:
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logger.log_trace()
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return None
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# alias
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help_entry = create_help_entry
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#
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# Comm system methods
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#
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def create_message(senderobj, message, channels=None,
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receivers=None, locks=None, header=None):
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"""
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Create a new communication message. Msgs are used for all
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player-to-player communication, both between individual players
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and over channels.
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senderobj - the player sending the message. This must be the actual object.
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message - text with the message. Eventual headers, titles etc
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should all be included in this text string. Formatting
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will be retained.
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channels - a channel or a list of channels to send to. The channels
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may be actual channel objects or their unique key strings.
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receivers - a player to send to, or a list of them. May be Player objects
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or playernames.
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locks - lock definition string
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header - mime-type or other optional information for the message
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The Comm system is created very open-ended, so it's fully possible
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to let a message both go to several channels and to several receivers
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at the same time, it's up to the command definitions to limit this as
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desired.
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"""
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global _Msg
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if not _Msg:
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from src.comms.models import Msg as _Msg
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if not message:
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# we don't allow empty messages.
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return
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new_message = _Msg(db_message=message)
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new_message.save()
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for sender in make_iter(senderobj):
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new_message.senders = sender
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new_message.header = header
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for channel in make_iter(channels):
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new_message.channels = channel
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for receiver in make_iter(receivers):
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new_message.receivers = receiver
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if locks:
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new_message.locks.add(locks)
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new_message.save()
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return new_message
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message = create_message
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def create_channel(key, aliases=None, desc=None,
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locks=None, keep_log=True,
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typeclass=None):
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"""
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Create A communication Channel. A Channel serves as a central
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hub for distributing Msgs to groups of people without
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specifying the receivers explicitly. Instead players may
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'connect' to the channel and follow the flow of messages. By
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default the channel allows access to all old messages, but
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this can be turned off with the keep_log switch.
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key - this must be unique.
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aliases - list of alternative (likely shorter) keynames.
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locks - lock string definitions
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"""
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global _ChannelDB, _channelhandler
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if not _ChannelDB:
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from src.comms.models import ChannelDB as _ChannelDB
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if not _channelhandler:
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from src.comms import channelhandler as _channelhandler
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if not typeclass:
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typeclass = settings.BASE_CHANNEL_TYPECLASS
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try:
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new_channel = _ChannelDB(typeclass=typeclass, db_key=key)
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new_channel.save()
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new_channel = new_channel.typeclass
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if aliases:
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if not utils.is_iter(aliases):
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aliases = [aliases]
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new_channel.aliases.add(aliases)
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new_channel.save()
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new_channel.db.desc = desc
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new_channel.db.keep_log = keep_log
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except IntegrityError:
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string = "Could not add channel: key '%s' already exists." % key
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logger.log_errmsg(string)
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return None
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if locks:
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new_channel.locks.add(locks)
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new_channel.save()
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_channelhandler.CHANNELHANDLER.add_channel(new_channel)
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new_channel.at_channel_create()
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return new_channel
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channel = create_channel
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#
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# Player creation methods
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#
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def create_player(key, email, password,
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typeclass=None,
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is_superuser=False,
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locks=None, permissions=None,
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report_to=None):
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"""
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This creates a new player.
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key - the player's name. This should be unique.
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email - email on valid addr@addr.domain form.
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password - password in cleartext
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is_superuser - wether or not this player is to be a superuser
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locks - lockstring
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permission - list of permissions
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report_to - an object with a msg() method to report errors to. If
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not given, errors will be logged.
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Will return the Player-typeclass or None/raise Exception if the
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Typeclass given failed to load.
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Concerning is_superuser:
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Usually only the server admin should need to be superuser, all
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other access levels can be handled with more fine-grained
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permissions or groups. A superuser bypasses all lock checking
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operations and is thus not suitable for play-testing the game.
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"""
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global _PlayerDB, _Player
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if not _PlayerDB:
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from src.players.models import PlayerDB as _PlayerDB
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if not _Player:
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from src.players.player import Player as _Player
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if not email:
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email = "dummy@dummy.com"
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if _PlayerDB.objects.filter(username__iexact=key):
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raise ValueError("A Player with the name '%s' already exists." % key)
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# this handles a given dbref-relocate to a player.
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report_to = handle_dbref(report_to, _PlayerDB)
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try:
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# create the correct Player object
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if is_superuser:
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new_db_player = _PlayerDB.objects.create_superuser(key, email, password)
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else:
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new_db_player = _PlayerDB.objects.create_user(key, email, password)
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if not typeclass:
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typeclass = settings.BASE_PLAYER_TYPECLASS
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elif isinstance(typeclass, _PlayerDB):
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# this is an PlayerDB instance, extract its typeclass path
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typeclass = typeclass.typeclass.path
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elif isinstance(typeclass, _Player) or utils.inherits_from(typeclass, _Player):
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# this is Player object typeclass, extract its path
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typeclass = typeclass.path
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# assign the typeclass
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typeclass = utils.to_unicode(typeclass)
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new_db_player.typeclass_path = typeclass
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# this will either load the typeclass or the default one
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new_player = new_db_player.typeclass
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if not _GA(new_db_player, "is_typeclass")(typeclass, exact=True):
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# this will fail if we gave a typeclass as input
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# and it still gave us a default
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SharedMemoryModel.delete(new_db_player)
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if report_to:
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_GA(report_to, "msg")("Error creating %s (%s):\n%s" % (new_db_player.key, typeclass,
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_GA(new_db_player, "typeclass_last_errmsg")))
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return None
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else:
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raise Exception(_GA(new_db_player, "typeclass_last_errmsg"))
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new_player.basetype_setup() # setup the basic locks and cmdset
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# call hook method (may override default permissions)
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new_player.at_player_creation()
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# custom given arguments potentially overrides the hook
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if permissions:
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new_player.permissions.add(permissions)
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elif not new_player.permissions:
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new_player.permissions.add(settings.PERMISSION_PLAYER_DEFAULT)
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if locks:
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new_player.locks.add(locks)
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return new_player
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except Exception:
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# a failure in creating the player; we try to clean
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# up as much as we can
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logger.log_trace()
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try:
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new_player.delete()
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except Exception:
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pass
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try:
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del new_player
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except Exception:
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pass
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raise
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# alias
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player = create_player
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