evennia/lib/server/initial_setup.py

267 lines
9.6 KiB
Python

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