evennia/src/players/models.py

566 lines
22 KiB
Python

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