mirror of
https://github.com/evennia/evennia.git
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566 lines
22 KiB
Python
566 lines
22 KiB
Python
"""
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Player
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The Player class is a simple extension of the django User model using
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the 'profile' system of django. A profile is a model that tack new
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fields to the User model without actually editing the User model
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(which would mean hacking into django internals which we want to avoid
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for future compatability reasons). The profile, which we call
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'Player', is accessed with user.get_profile() by the property 'player'
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defined on ObjectDB objects. Since we can customize it, we will try to
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abstract as many operations as possible to work on Player rather than
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on User.
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We use the Player to store a more mud-friendly style of permission
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system as well as to allow the admin more flexibility by storing
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attributes on the Player. Within the game we should normally use the
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Player manager's methods to create users, since that automatically
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adds the profile extension.
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To make the Player model more flexible for your own game, it can also
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persistently store attributes of its own. This is ideal for extra
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account info and OOC account configuration variables etc.
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"""
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from django.conf import settings
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from django.db import models
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from django.contrib.auth.models import User
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from django.utils.encoding import smart_str
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from src.server.caches import get_field_cache, set_field_cache, del_field_cache
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from src.server.caches import get_prop_cache, set_prop_cache, del_prop_cache
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from src.players import manager
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from src.scripts.models import ScriptDB
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from src.typeclasses.models import Attribute, TypedObject, TypeNick, TypeNickHandler
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from src.typeclasses.typeclass import TypeClass
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from src.commands.cmdsethandler import CmdSetHandler
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from src.commands import cmdhandler
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from src.utils import logger, utils
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from src.utils.utils import inherits_from, make_iter
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__all__ = ("PlayerAttribute", "PlayerNick", "PlayerDB")
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_SESSIONS = None
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_AT_SEARCH_RESULT = utils.variable_from_module(*settings.SEARCH_AT_RESULT.rsplit('.', 1))
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_MULTISESSION_MODE = settings.MULTISESSION_MODE
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_GA = object.__getattribute__
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_SA = object.__setattr__
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_DA = object.__delattr__
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_TYPECLASS = None
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#------------------------------------------------------------
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#
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# PlayerAttribute
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#
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#------------------------------------------------------------
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class PlayerAttribute(Attribute):
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"""
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PlayerAttributes work the same way as Attributes on game objects,
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but are intended to store OOC information specific to each user
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and game (example would be configurations etc).
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"""
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db_obj = models.ForeignKey("PlayerDB")
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class Meta:
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"Define Django meta options"
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verbose_name = "Player Attribute"
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#------------------------------------------------------------
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#
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# Player Nicks
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#
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#------------------------------------------------------------
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class PlayerNick(TypeNick):
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"""
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The default nick types used by Evennia are:
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inputline (default) - match against all input
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player - match against player searches
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obj - match against object searches
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channel - used to store own names for channels
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"""
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db_obj = models.ForeignKey("PlayerDB", verbose_name="player")
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class Meta:
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"Define Django meta options"
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verbose_name = "Nickname for Players"
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verbose_name_plural = "Nicknames Players"
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unique_together = ("db_nick", "db_type", "db_obj")
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class PlayerNickHandler(TypeNickHandler):
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"""
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Handles nick access and setting. Accessed through ObjectDB.nicks
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"""
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NickClass = PlayerNick
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#------------------------------------------------------------
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#
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# PlayerDB
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#
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#------------------------------------------------------------
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class PlayerDB(TypedObject):
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"""
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This is a special model using Django's 'profile' functionality
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and extends the default Django User model. It is defined as such
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by use of the variable AUTH_PROFILE_MODULE in the settings.
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One accesses the fields/methods. We try use this model as much
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as possible rather than User, since we can customize this to
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our liking.
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The TypedObject supplies the following (inherited) properties:
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key - main name
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typeclass_path - the path to the decorating typeclass
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typeclass - auto-linked typeclass
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date_created - time stamp of object creation
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permissions - perm strings
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dbref - #id of object
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db - persistent attribute storage
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ndb - non-persistent attribute storage
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The PlayerDB adds the following properties:
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user - Connected User object. django field, needs to be save():d.
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name - alias for user.username
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sessions - sessions connected to this player
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is_superuser - bool if this player is a superuser
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"""
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#
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# PlayerDB Database model setup
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#
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# inherited fields (from TypedObject):
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# db_key, db_typeclass_path, db_date_created, db_permissions
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# this is the one-to-one link between the customized Player object and
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# this profile model. It is required by django.
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user = models.ForeignKey(User, unique=True, db_index=True,
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help_text="The <I>User</I> object holds django-specific authentication for each Player. A unique User should be created and tied to each Player, the two should never be switched or changed around. The User will be deleted automatically when the Player is.")
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# store a connected flag here too, not just in sessionhandler.
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# This makes it easier to track from various out-of-process locations
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db_is_connected = models.BooleanField(default=False, verbose_name="is_connected", help_text="If player is connected to game or not")
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# database storage of persistant cmdsets.
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db_cmdset_storage = models.CharField('cmdset', max_length=255, null=True,
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help_text="optional python path to a cmdset class. If creating a Character, this will default to settings.CMDSET_CHARACTER.")
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# Database manager
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objects = manager.PlayerManager()
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class Meta:
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app_label = 'players'
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verbose_name = 'Player'
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def __init__(self, *args, **kwargs):
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"Parent must be initiated first"
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TypedObject.__init__(self, *args, **kwargs)
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# handlers
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_SA(self, "cmdset", CmdSetHandler(self))
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_GA(self, "cmdset").update(init_mode=True)
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_SA(self, "nicks", PlayerNickHandler(self))
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# Wrapper properties to easily set database fields. These are
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# @property decorators that allows to access these fields using
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# normal python operations (without having to remember to save()
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# etc). So e.g. a property 'attr' has a get/set/del decorator
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# defined that allows the user to do self.attr = value,
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# value = self.attr and del self.attr respectively (where self
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# is the object in question).
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# obj property (wraps db_obj)
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#@property
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def objs_get(self):
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"Getter. Allows for value = self.obj"
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return list(self.db_objs.all())
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#@objs.setter
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def objs_set(self, value):
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"Setter. Allows for self.objs = value"
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raise Exception("Use access methods to add new characters instead.")
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#@obj.deleter
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def objs_del(self):
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"Deleter. Allows for del self.obj"
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raise Exception("Use access methods to delete new characters instead.")
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objs = property(objs_get, objs_set, objs_del)
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characters = property(objs_get, objs_set, objs_del)
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# cmdset_storage property
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# This seems very sensitive to caching, so leaving it be for now /Griatch
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#@property
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def cmdset_storage_get(self):
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"Getter. Allows for value = self.name. Returns a list of cmdset_storage."
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if _GA(self, "db_cmdset_storage"):
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return [path.strip() for path in _GA(self, "db_cmdset_storage").split(',')]
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return []
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#@cmdset_storage.setter
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def cmdset_storage_set(self, value):
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"Setter. Allows for self.name = value. Stores as a comma-separated string."
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if utils.is_iter(value):
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value = ",".join([str(val).strip() for val in value])
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_SA(self, "db_cmdset_storage", value)
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_GA(self, "save")()
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#@cmdset_storage.deleter
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def cmdset_storage_del(self):
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"Deleter. Allows for del self.name"
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_SA(self, "db_cmdset_storage", "")
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_GA(self, "save")()
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cmdset_storage = property(cmdset_storage_get, cmdset_storage_set, cmdset_storage_del)
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#@property
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def is_connected_get(self):
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"Getter. Allows for value = self.is_connected"
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return get_field_cache(self, "is_connected")
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#@is_connected.setter
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def is_connected_set(self, value):
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"Setter. Allows for self.is_connected = value"
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set_field_cache(self, "is_connected", value)
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#@is_connected.deleter
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def is_connected_del(self):
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"Deleter. Allows for del is_connected"
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set_field_cache(self, "is_connected", False)
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is_connected = property(is_connected_get, is_connected_set, is_connected_del)
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class Meta:
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"Define Django meta options"
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verbose_name = "Player"
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verbose_name_plural = "Players"
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#
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# PlayerDB main class properties and methods
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#
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def __str__(self):
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return smart_str("%s(player %s)" % (_GA(self, "name"), _GA(self, "dbid")))
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def __unicode__(self):
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return u"%s(player#%s)" % (_GA(self, "name"), _GA(self, "dbid"))
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# this is required to properly handle attributes and typeclass loading
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_typeclass_paths = settings.PLAYER_TYPECLASS_PATHS
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_attribute_class = PlayerAttribute
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_db_model_name = "playerdb" # used by attributes to safely store objects
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_default_typeclass_path = settings.BASE_PLAYER_TYPECLASS or "src.players.player.Player"
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# name property (wraps self.user.username)
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#@property
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def name_get(self):
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"Getter. Allows for value = self.name"
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name = get_prop_cache(self, "_name")
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if not name:
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name = _GA(self,"user").username
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set_prop_cache(self, "_name", name)
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return name
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#@name.setter
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def name_set(self, value):
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"Setter. Allows for player.name = newname"
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_GA(self, "user").username = value
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_GA(self, "user").save()
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set_prop_cache(self, "_name", value)
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#@name.deleter
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def name_del(self):
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"Deleter. Allows for del self.name"
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raise Exception("Player name cannot be deleted!")
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name = property(name_get, name_set, name_del)
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key = property(name_get, name_set, name_del)
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#@property
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def uid_get(self):
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"Getter. Retrieves the user id"
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uid = get_prop_cache(self, "_uid")
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if not uid:
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uid = _GA(self, "user").id
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set_prop_cache(self, "_uid", uid)
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return uid
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def uid_set(self, value):
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raise Exception("User id cannot be set!")
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def uid_del(self):
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raise Exception("User id cannot be deleted!")
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uid = property(uid_get, uid_set, uid_del)
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#@property
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def is_superuser_get(self):
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"Superusers have all permissions."
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is_suser = get_prop_cache(self, "_is_superuser")
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if is_suser == None:
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is_suser = _GA(self, "user").is_superuser
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set_prop_cache(self, "_is_superuser", is_suser)
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return is_suser
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is_superuser = property(is_superuser_get)
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#
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# PlayerDB class access methods
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#
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def msg(self, outgoing_string, from_obj=None, data=None, sessid=None):
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"""
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Evennia -> User
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This is the main route for sending data back to the user from the server.
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outgoing_string (string) - text data to send
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from_obj (Object/Player) - source object of message to send
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data (dict) - arbitrary data object containing eventual protocol-specific options
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sessid - the session id of the session to send to. If not given, return to
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all sessions connected to this player. This is usually only
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relevant when using msg() directly from a player-command (from
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a command on a Character, the character automatically stores and
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handles the sessid).
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"""
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if from_obj:
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# call hook
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try:
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_GA(from_obj, "at_msg_send")(outgoing_string, to_obj=self, data=data)
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except Exception:
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pass
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outgoing_string = utils.to_str(outgoing_string, force_string=True)
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session = _MULTISESSION_MODE == 2 and sessid and _GA(self, "get_session")(sessid) or None
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if session:
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obj = session.puppet
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if obj and not obj.at_msg_receive(outgoing_string, from_obj=from_obj, data=data):
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# if hook returns false, cancel send
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return
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session.msg(outgoing_string, data)
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else:
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# if no session was specified, send to them all
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for sess in _GA(self, 'get_all_sessions')():
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sess.msg(outgoing_string, data)
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def inmsg(self, ingoing_string, session):
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"""
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User -> Evennia
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This is the reverse of msg - used by sessions to relay
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messages/data back into the game. It is not called
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from inside game code but only by the serversessions directly.
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ingoing_string - text string (i.e. command string)
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data - dictionary of optional data
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session - session sending this data (no need to look it up again)
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"""
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if _MULTISESSION_MODE == 1:
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# many sessions - one puppet
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sessions = [session for session in self.get_all_sessions() if session.puppet]
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session = sessions and sessions[0] or session
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puppet = session.puppet
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if puppet:
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# execute command on the puppeted object (this will include
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# cmdsets both on object and on player)
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_GA(puppet, "execute_cmd")(ingoing_string, sessid=session.sessid)
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else:
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# a non-character session; this executes on player directly
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# (this will only include cmdsets on player)
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_GA(self, "execute_cmd")(ingoing_string, sessid=session.sessid)
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# session-related methods
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def get_session(self, sessid):
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"""
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Return session with given sessid connected to this player.
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"""
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global _SESSIONS
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if not _SESSIONS:
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from src.server.sessionhandler import SESSIONS as _SESSIONS
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return _SESSIONS.session_from_player(self, sessid)
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def get_all_sessions(self):
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"Return all sessions connected to this player"
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global _SESSIONS
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if not _SESSIONS:
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from src.server.sessionhandler import SESSIONS as _SESSIONS
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return _SESSIONS.sessions_from_player(self)
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sessions = property(get_all_sessions) # alias shortcut
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def disconnect_session_from_player(self, sessid):
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"""
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Access method for disconnecting a given session from the player
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(connection happens automatically in the sessionhandler)
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"""
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# this should only be one value, loop just to make sure to clean everything
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sessions = (session for session in self.get_all_sessions() if session.sessid == sessid)
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for session in sessions:
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# this will also trigger unpuppeting
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session.sessionhandler.disconnect(session)
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# puppeting operations
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def puppet_object(self, sessid, obj, normal_mode=True):
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"""
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Use the given session to control (puppet) the given object (usually
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a Character type). Note that we make no puppet checks here, that must
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have been done before calling this method.
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sessid - session id of session to connect
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obj - the object to connect to
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normal_mode - trigger hooks and extra checks - this is turned off when
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the server reloads, to quickly re-connect puppets.
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returns True if successful, False otherwise
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"""
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session = self.get_session(sessid)
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if not session:
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return False
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if normal_mode and session.puppet:
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# cleanly unpuppet eventual previous object puppeted by this session
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self.unpuppet_object(sessid)
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if obj.player and obj.player.is_connected and obj.player != self:
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# we don't allow to puppet an object already controlled by an active
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# player. To kick a player, call unpuppet_object on them explicitly.
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return
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# if we get to this point the character is ready to puppet or it was left
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# with a lingering player/sessid reference from an unclean server kill or similar
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if normal_mode:
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_GA(obj.typeclass, "at_pre_puppet")(self.typeclass)
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# do the connection
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obj.sessid = sessid
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obj.player = self
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session.puid = obj.id
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session.puppet = obj
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# validate/start persistent scripts on object
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ScriptDB.objects.validate(obj=obj)
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if normal_mode:
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_GA(obj.typeclass, "at_post_puppet")()
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return True
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def unpuppet_object(self, sessid):
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"""
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Disengage control over an object
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sessid - the session id to disengage
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returns True if successful
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"""
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session = self.get_session(sessid)
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if not session:
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return False
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obj = hasattr(session, "puppet") and session.puppet or None
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if not obj:
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return False
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# do the disconnect
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_GA(obj.typeclass, "at_pre_unpuppet")()
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del obj.dbobj.sessid
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del obj.dbobj.player
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session.puppet = None
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session.puid = None
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_GA(obj.typeclass, "at_post_unpuppet")(self)
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return True
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def unpuppet_all(self):
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"""
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Disconnect all puppets. This is called by server
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before a reset/shutdown.
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"""
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for session in self.get_all_sessions():
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self.unpuppet_object(session.sessid)
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def get_puppet(self, sessid, return_dbobj=False):
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"""
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Get an object puppeted by this session through this player. This is the main
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method for retrieving the puppeted object from the player's end.
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sessid - return character connected to this sessid,
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character - return character if connected to this player, else None.
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"""
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session = self.get_session(sessid)
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if not session:
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return None
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if return_dbobj:
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return session.puppet
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return session.puppet and session.puppet.typeclass or None
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def get_all_puppets(self, return_dbobj=False):
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"""
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Get all currently puppeted objects as a list
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"""
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puppets = [session.puppet for session in self.get_all_sessions() if session.puppet]
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if return_dbobj:
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return puppets
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return [puppet.typeclass for puppet in puppets]
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def __get_single_puppet(self):
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"""
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|
This is a legacy convenience link for users of
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MULTISESSION_MODE 0 or 1. It will return
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only the first puppet. For mode 2, this returns
|
|
a list of all characters.
|
|
"""
|
|
puppets = self.get_all_puppets()
|
|
if _MULTISESSION_MODE in (0, 1):
|
|
return puppets and puppets[0] or None
|
|
return puppets
|
|
character = property(__get_single_puppet)
|
|
|
|
# utility methods
|
|
|
|
|
|
def delete(self, *args, **kwargs):
|
|
"""
|
|
Deletes the player permanently.
|
|
Makes sure to delete user also when deleting player - the two may never exist separately.
|
|
"""
|
|
for session in self.get_all_sessions():
|
|
# unpuppeting all objects and disconnecting the user, if any
|
|
# sessions remain (should usually be handled from the deleting command)
|
|
self.unpuppet_object(session.sessid)
|
|
session.sessionhandler.disconnect(session, reason=_("Player being deleted."))
|
|
|
|
try:
|
|
if _GA(self, "user"):
|
|
_GA(_GA(self, "user"), "delete")()
|
|
except AssertionError:
|
|
pass
|
|
try:
|
|
super(PlayerDB, self).delete(*args, **kwargs)
|
|
except AssertionError:
|
|
# this means deleting the user already cleared out the Player object.
|
|
pass
|
|
|
|
def execute_cmd(self, raw_string, sessid=None):
|
|
"""
|
|
Do something as this player. This command transparently
|
|
lets its typeclass execute the command.
|
|
raw_string - raw command input coming from the command line.
|
|
"""
|
|
# nick replacement - we require full-word matching.
|
|
|
|
raw_string = utils.to_unicode(raw_string)
|
|
|
|
raw_list = raw_string.split(None)
|
|
raw_list = [" ".join(raw_list[:i+1]) for i in range(len(raw_list)) if raw_list[:i+1]]
|
|
for nick in PlayerNick.objects.filter(db_obj=self, db_type__in=("inputline","channel")):
|
|
if nick.db_nick in raw_list:
|
|
raw_string = raw_string.replace(nick.db_nick, nick.db_real, 1)
|
|
break
|
|
if not sessid and _MULTISESSION_MODE in (0, 1):
|
|
# in this case, we should either have only one sessid, or the sessid
|
|
# should not matter (since the return goes to all of them we can just
|
|
# use the first one as the source)
|
|
sessid = self.get_all_sessions()[0].sessid
|
|
return cmdhandler.cmdhandler(self.typeclass, raw_string, sessid=sessid)
|
|
|
|
def search(self, ostring, return_character=False, **kwargs):
|
|
"""
|
|
This is similar to the ObjectDB search method but will search for Players only. Errors
|
|
will be echoed, and None returned if no Player is found.
|
|
|
|
return_character - will try to return the character the player controls instead of
|
|
the Player object itself. If no Character exists (since Player is
|
|
OOC), None will be returned.
|
|
Extra keywords are ignored, but are allowed in call in order to make API more consistent
|
|
with objects.models.TypedObject.search.
|
|
"""
|
|
matches = _GA(self, "__class__").objects.player_search(ostring)
|
|
matches = _AT_SEARCH_RESULT(self, ostring, matches, global_search=True)
|
|
if matches and return_character:
|
|
try:
|
|
return _GA(matches, "character")
|
|
except:
|
|
pass
|
|
return matches
|