mirror of
https://github.com/evennia/evennia.git
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267 lines
9.6 KiB
Python
267 lines
9.6 KiB
Python
"""
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This module handles initial database propagation, which is only run the first
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time the game starts. It will create some default channels, objects, and
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other things.
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Everything starts at handle_setup()
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"""
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import django
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from django.conf import settings
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from django.contrib.auth import get_user_model
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from django.utils.translation import ugettext as _
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from src.players.models import PlayerDB
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from src.server.models import ServerConfig
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from src.utils import create
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from src.utils.utils import class_from_module
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def create_config_values():
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"""
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Creates the initial config values.
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"""
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ServerConfig.objects.conf("site_name", settings.SERVERNAME)
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ServerConfig.objects.conf("idle_timeout", settings.IDLE_TIMEOUT)
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def get_god_player():
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"""
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Creates the god user.
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"""
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try:
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god_player = PlayerDB.objects.get(id=1)
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except PlayerDB.DoesNotExist:
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txt = "\n\nNo superuser exists yet. The superuser is the 'owner'\n" \
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"account on the Evennia server. Create a new superuser using\n" \
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"the command\n\n" \
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" python manage.py createsuperuser\n\n" \
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"Follow the prompts, then restart the server."
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raise Exception(txt)
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return god_player
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def create_objects():
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"""
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Creates the #1 player and Limbo room.
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"""
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print " Creating objects (Player #1 and Limbo room) ..."
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# Set the initial User's account object's username on the #1 object.
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# This object is pure django and only holds name, email and password.
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god_player = get_god_player()
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# Create a Player 'user profile' object to hold eventual
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# mud-specific settings for the PlayerDB object.
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player_typeclass = settings.BASE_PLAYER_TYPECLASS
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# run all creation hooks on god_player (we must do so manually
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# since the manage.py command does not)
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god_player.swap_typeclass(player_typeclass, clean_attributes=True)
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god_player.basetype_setup()
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god_player.at_player_creation()
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god_player.locks.add("examine:perm(Immortals);edit:false();delete:false();boot:false();msg:all()")
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# this is necessary for quelling to work correctly.
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god_player.permissions.add("Immortals")
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# Limbo is the default "nowhere" starting room
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# Create the in-game god-character for player #1 and set
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# it to exist in Limbo.
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character_typeclass = settings.BASE_CHARACTER_TYPECLASS
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god_character = create.create_object(character_typeclass,
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key=god_player.username,
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nohome=True)
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god_character.id = 1
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god_character.db.desc = _('This is User #1.')
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god_character.locks.add("examine:perm(Immortals);edit:false();delete:false();boot:false();msg:all();puppet:false()")
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god_character.permissions.add("Immortals")
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god_character.save()
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god_player.attributes.add("_first_login", True)
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god_player.attributes.add("_last_puppet", god_character)
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god_player.db._playable_characters.append(god_character)
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room_typeclass = settings.BASE_ROOM_TYPECLASS
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limbo_obj = create.create_object(room_typeclass, _('Limbo'), nohome=True)
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limbo_obj.id = 2
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string = \
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"Welcome to your new {wEvennia{n-based game. From here you are ready " \
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"to begin development. Visit http://evennia.com if you should need " \
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"help or would like to participate in community discussions. If you " \
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"are logged in as user #1 you can create a demo/tutorial area with " \
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"{w@batchcommand contrib.tutorial_world.build{n. Use {w@quell{n or login " \
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"as normal player to play the demo properly."
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string = _(string)
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limbo_obj.db.desc = string
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limbo_obj.save()
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# Now that Limbo exists, try to set the user up in Limbo (unless
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# the creation hooks already fixed this).
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if not god_character.location:
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god_character.location = limbo_obj
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if not god_character.home:
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god_character.home = limbo_obj
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def create_channels():
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"""
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Creates some sensible default channels.
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"""
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print " Creating default channels ..."
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# public channel
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key1, aliases, desc, locks = settings.CHANNEL_PUBLIC
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pchan = create.create_channel(key1, aliases, desc, locks=locks)
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# mudinfo channel
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key2, aliases, desc, locks = settings.CHANNEL_MUDINFO
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ichan = create.create_channel(key2, aliases, desc, locks=locks)
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# connectinfo channel
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key3, aliases, desc, locks = settings.CHANNEL_CONNECTINFO
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cchan = create.create_channel(key3, aliases, desc, locks=locks)
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# TODO: postgresql-psycopg2 has a strange error when trying to
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# connect the user to the default channels. It works fine from inside
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# the game, but not from the initial startup. We are temporarily bypassing
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# the problem with the following fix. See Evennia Issue 151.
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if ((".".join(str(i) for i in django.VERSION) < "1.2"
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and settings.DATABASE_ENGINE == "postgresql_psycopg2")
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or (hasattr(settings, 'DATABASES')
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and settings.DATABASES.get("default", {}).get('ENGINE', None)
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== 'django.db.backends.postgresql_psycopg2')):
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warning = """
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PostgreSQL-psycopg2 compatability fix:
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The in-game channels %s, %s and %s were created,
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but the superuser was not yet connected to them. Please use in
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game commands to onnect Player #1 to those channels when first
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logging in.
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""" % (key1, key2, key3)
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print warning
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return
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# connect the god user to all these channels by default.
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goduser = get_god_player()
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pchan.connect(goduser)
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ichan.connect(goduser)
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cchan.connect(goduser)
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def create_system_scripts():
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"""
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Setup the system repeat scripts. They are automatically started
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by the create_script function.
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"""
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from src.scripts import scripts
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print " Creating and starting global scripts ..."
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# check so that all sessions are alive.
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script1 = create.create_script(scripts.CheckSessions)
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# validate all scripts in script table.
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script2 = create.create_script(scripts.ValidateScripts)
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# update the channel handler to make sure it's in sync
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script3 = create.create_script(scripts.ValidateChannelHandler)
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# flush the idmapper cache
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script4 = create.create_script(scripts.ValidateIdmapperCache)
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if not script1 or not script2 or not script3 or not script4:
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print " Error creating system scripts."
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def start_game_time():
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"""
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This starts a persistent script that keeps track of the
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in-game time (in whatever accelerated reference frame), but also
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the total run time of the server as well as its current uptime
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(the uptime can also be found directly from the server though).
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"""
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print " Starting in-game time ..."
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from src.utils import gametime
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gametime.init_gametime()
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def at_initial_setup():
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"""
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Custom hook for users to overload some or all parts of the initial
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setup. Called very last in the sequence. It tries to import and
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srun a module settings.AT_INITIAL_SETUP_HOOK_MODULE and will fail
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silently if this does not exist or fails to load.
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"""
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modname = settings.AT_INITIAL_SETUP_HOOK_MODULE
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if not modname:
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return
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try:
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mod = __import__(modname, fromlist=[None])
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except (ImportError, ValueError):
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return
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print " Running at_initial_setup() hook."
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if mod.__dict__.get("at_initial_setup", None):
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mod.at_initial_setup()
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def reset_server():
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"""
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We end the initialization by resetting the server. This
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makes sure the first login is the same as all the following
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ones, particularly it cleans all caches for the special objects.
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It also checks so the warm-reset mechanism works as it should.
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"""
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from src.server.sessionhandler import SESSIONS
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print " Initial setup complete. Restarting Server once."
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SESSIONS.server.shutdown(mode='reset')
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def handle_setup(last_step):
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"""
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Main logic for the module. It allows for restarting
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the initialization at any point if one of the modules
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should crash.
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"""
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if last_step < 0:
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# this means we don't need to handle setup since
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# it already ran sucessfully once.
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return
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elif last_step is None:
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# config doesn't exist yet. First start of server
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last_step = 0
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# setting up the list of functions to run
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setup_queue = [
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create_config_values,
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create_objects,
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create_channels,
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create_system_scripts,
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start_game_time,
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at_initial_setup,
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reset_server
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]
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#print " Initial setup: %s steps." % (len(setup_queue))
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# step through queue, from last completed function
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for num, setup_func in enumerate(setup_queue[last_step:]):
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# run the setup function. Note that if there is a
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# traceback we let it stop the system so the config
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# step is not saved.
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#print "%s..." % num
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try:
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setup_func()
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except Exception:
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if last_step + num == 2:
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from src.players.models import PlayerDB
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from src.objects.models import ObjectDB
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for obj in ObjectDB.objects.all():
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obj.delete()
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for profile in PlayerDB.objects.all():
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profile.delete()
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elif last_step + num == 3:
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from src.comms.models import ChannelDB
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ChannelDB.objects.all().delete()
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raise
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ServerConfig.objects.conf("last_initial_setup_step", last_step + num + 1)
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# We got through the entire list. Set last_step to -1 so we don't
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# have to run this again.
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ServerConfig.objects.conf("last_initial_setup_step", -1)
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