evennia/functions_db.py

306 lines
11 KiB
Python

import sets
from django.db import connection
from django.contrib.auth.models import User
from apps.objects.models import Object, Attribute
from apps.config.models import ConfigValue
import defines_global as global_defines
import gameconf
"""
Common database functions.
"""
def get_server_config(configname):
"""
Returns a server config value.
"""
return ConfigValue.objects.get(conf_key__iexact=configname).conf_value
def is_unsavable_flag(flagname):
"""
Returns TRUE if the flag is an unsavable flag.
"""
return flagname.upper() in global_defines.NOSAVE_FLAGS
def is_modifiable_flag(flagname):
"""
Check to see if a particular flag is modifiable.
"""
if flagname.upper() not in global_defines.NOSET_FLAGS:
return True
else:
return False
def is_modifiable_attrib(attribname):
"""
Check to see if a particular attribute is modifiable.
attribname: (string) An attribute name to check.
"""
if attribname.upper() not in global_defines.NOSET_ATTRIBS:
return True
else:
return False
def get_nextfree_dbnum():
"""
Figure out what our next free database reference number is.
If we need to recycle a GARBAGE object, return the object to recycle
Otherwise, return the first free dbref.
"""
# First we'll see if there's an object of type 6 (GARBAGE) that we
# can recycle.
nextfree = Object.objects.filter(type__exact=global_defines.OTYPE_GARBAGE)
if nextfree:
# We've got at least one garbage object to recycle.
return nextfree[0]
else:
# No garbage to recycle, find the highest dbnum and increment it
# for our next free.
return int(Object.objects.order_by('-id')[0].id + 1)
def global_object_name_search(ostring, exact_match=False):
"""
Searches through all objects for a name match.
"""
if exact_match:
return Object.objects.filter(name__iexact=ostring).exclude(type=global_defines.OTYPE_GARBAGE)
else:
return Object.objects.filter(name__icontains=ostring).exclude(type=global_defines.OTYPE_GARBAGE)
def list_search_object_namestr(searchlist, ostring, dbref_only=False, limit_types=False, match_type="fuzzy"):
"""
Iterates through a list of objects and returns a list of
name matches.
searchlist: (List of Objects) The objects to perform name comparisons on.
ostring: (string) The string to match against.
dbref_only: (bool) Only compare dbrefs.
limit_types: (list of int) A list of Object type numbers to filter by.
"""
if dbref_only:
if limit_types:
return [prospect for prospect in searchlist if prospect.dbref_match(ostring) and prospect.type in limit_types]
else:
return [prospect for prospect in searchlist if prospect.dbref_match(ostring)]
else:
if limit_types:
return [prospect for prospect in searchlist if prospect.name_match(ostring, match_type=match_type) and prospect.type in limit_types]
else:
return [prospect for prospect in searchlist if prospect.name_match(ostring, match_type=match_type)]
def player_search(searcher, ostring):
"""
Combines an aias and local/global search for a player's name.
searcher: (Object) The object doing the searching.
ostring: (string) The alias string to search for.
"""
alias_results = alias_search(searcher, ostring)
if len(alias_results) > 0:
return alias_results
else:
return local_and_global_search(searcher, ostring, limit_types=[global_defines.OTYPE_PLAYER])
def standard_plr_objsearch(session, ostring, search_contents=True, search_location=True, dbref_only=False, limit_types=False):
"""
Perform a standard object search via a player session, handling multiple
results and lack thereof gracefully.
session: (SessionProtocol) Reference to the player's session.
ostring: (str) The string to match object names against.
"""
pobject = session.get_pobject()
results = local_and_global_search(pobject, ostring, search_contents=search_contents, search_location=search_location, dbref_only=dbref_only, limit_types=limit_types)
if len(results) > 1:
session.msg("More than one match found (please narrow target):")
for result in results:
session.msg(" %s" % (result.get_name(),))
return False
elif len(results) == 0:
session.msg("I don't see that here.")
return False
else:
return results[0]
def alias_search(searcher, ostring):
"""
Search players by alias. Returns a list of objects whose "ALIAS" attribute
exactly (not case-sensitive) matches ostring. If there isn't an alias match,
perform a local_and_global_search().
searcher: (Object) The object doing the searching.
ostring: (string) The alias string to search for.
"""
search_query = ''.join(ostring)
results = Attribute.objects.select_related().filter(value__iexact=ostring)
return [prospect.object for prospect in results if prospect.object.is_player()]
def local_and_global_search(searcher, ostring, search_contents=True, search_location=True, dbref_only=False, limit_types=False):
"""
Searches an object's location then globally for a dbref or name match.
searcher: (Object) The object performing the search.
ostring: (string) The string to compare names against.
search_contents: (bool) While true, check the contents of the searcher.
search_location: (bool) While true, check the searcher's surroundings.
dbref_only: (bool) Only compare dbrefs.
limit_types: (list of int) A list of Object type numbers to filter by.
"""
search_query = ''.join(ostring)
# This is a global dbref search. Not applicable if we're only searching
# searcher's contents/locations, dbref comparisons for location/contents
# searches are handled by list_search_object_namestr() below.
if is_dbref(ostring) and search_contents and search_location:
search_num = search_query[1:]
dbref_results = Object.objects.filter(id=search_num).exclude(type=6)
# If there is a type limiter in, filter by it.
if limit_types:
for limiter in limit_types:
dbref_results.filter(type=limiter)
dbref_match = list(dbref_results)
if len(dbref_match) > 0:
return dbref_match
# If the search string is one of the following, return immediately with
# the appropriate result.
if searcher.get_location().dbref_match(ostring) or ostring == 'here':
return [searcher.get_location()]
elif ostring == 'me' and searcher:
return [searcher]
local_matches = []
# Handle our location/contents searches. list_search_object_namestr() does
# name and dbref comparisons against search_query.
if search_contents:
local_matches += list_search_object_namestr(searcher.get_contents(), search_query, limit_types)
if search_location:
local_matches += list_search_object_namestr(searcher.get_location().get_contents(), search_query, limit_types=limit_types)
return local_matches
def is_dbref(dbstring):
"""
Is the input a well-formed dbref number?
"""
try:
number = int(dbstring[1:])
except ValueError:
return False
if dbstring[0] != '#':
return False
elif number < 1:
return False
else:
return True
def get_dbref_from_email(uemail):
"""
Returns a player's dbref when given an email address.
"""
return User.objects.filter(email__iexact=uemail)
def get_object_from_dbref(dbref):
"""
Returns an object when given a dbref.
"""
return Object.objects.get(id=dbref)
def create_object(odat):
"""
Create a new object. odat is a dictionary that contains the following keys.
REQUIRED KEYS:
* type: Integer representing the object's type.
* name: The name of the new object.
* location: Reference to another object for the new object to reside in.
* owner: The creator of the object.
OPTIONAL KEYS:
* home: Reference to another object to home to. If not specified, use
location key for home.
"""
next_dbref = get_nextfree_dbnum()
if not str(next_dbref).isdigit():
# Recycle a garbage object.
new_object = next_dbref
else:
new_object = Object()
new_object.type = odat["type"]
new_object.set_name(odat["name"])
# If this is a player, we don't want him owned by anyone.
# The get_owner() function will return that the player owns
# himself.
if odat["type"] == 1:
new_object.owner = None
new_object.zone = None
else:
new_object.owner = odat["owner"]
if new_object.get_owner().get_zone():
new_object.zone = new_object.get_owner().get_zone()
# If we have a 'home' key, use that for our home value. Otherwise use
# the location key.
if odat.has_key("home"):
new_object.home = odat["home"]
else:
if new_object.is_exit():
new_object.home = None
else:
new_object.home = odat["location"]
new_object.save()
# Rooms have a NULL location.
if not new_object.is_room():
new_object.move_to(odat['location'])
return new_object
def create_user(cdat, uname, email, password):
"""
Handles the creation of new users.
"""
session = cdat['session']
server = cdat['server']
start_room = int(gameconf.get_configvalue('player_dbnum_start'))
start_room_obj = get_object_from_dbref(start_room)
# The user's entry in the User table must match up to an object
# on the object table. The id's are the same, we need to figure out
# the next free unique ID to use and make sure the two entries are
# the same number.
uid = get_nextfree_dbnum()
print 'UID', uid
# If this is an object, we know to recycle it since it's garbage. We'll
# pluck the user ID from it.
if not str(uid).isdigit():
uid = uid.id
print 'UID2', uid
user = User.objects.create_user(uname, email, password)
# It stinks to have to do this but it's the only trivial way now.
user.save()
# We can't use the user model to change the id because of the way keys
# are handled, so we actually need to fall back to raw SQL. Boo hiss.
cursor = connection.cursor()
cursor.execute("UPDATE auth_user SET id=%d WHERE id=%d" % (uid, user.id))
# Grab the user object again since we've changed it and the old reference
# is no longer valid.
user = User.objects.get(id=uid)
# Create a player object of the same ID in the Objects table.
odat = {"id": uid, "name": uname, "type": 1, "location": start_room_obj, "owner": None}
user_object = create_object(odat)
# Activate the player's session and set them loose.
session.login(user)
print 'Registration: %s' % (session,)
session.push("Welcome to %s, %s.\n\r" % (gameconf.get_configvalue('site_name'), session.get_pobject().get_name(show_dbref=False),))