mirror of
https://github.com/evennia/evennia.git
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458 lines
20 KiB
Python
458 lines
20 KiB
Python
"""
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Master configuration file for Evennia.
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NOTE: NO MODIFICATIONS SHOULD BE MADE TO THIS FILE!
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All settings changes should be done by copy-pasting the variable and
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its value to game/settings.py. An empty game/settings.py can be
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auto-generated by running game/manage.py without any arguments.
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Hint: Don't copy&paste over more from this file than you actually want to
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change. Anything you don't copy&paste will thus retain its default
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value - which may change as Evennia is developed. This way you can
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always be sure of what you have changed and what is default behaviour.
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"""
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import os
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###################################################
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# Evennia base server config
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###################################################
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# This is the name of your game. Make it catchy!
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SERVERNAME = "Evennia"
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# Activate telnet service
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TELNET_ENABLED = True
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# A list of ports the Evennia telnet server listens on
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# Can be one or many.
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TELNET_PORTS = [4000]
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# Interface addresses to listen to. If 0.0.0.0, listen to all.
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TELNET_INTERFACES = ['0.0.0.0']
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# Start the evennia django+twisted webserver so you can
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# browse the evennia website and the admin interface
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# (Obs - further web configuration can be found below
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# in the section 'Config for Django web features')
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WEBSERVER_ENABLED = True
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# A list of ports the Evennia webserver listens on
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WEBSERVER_PORTS = [8000]
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# Interface addresses to listen to. If 0.0.0.0, listen to all.
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WEBSERVER_INTERFACES = ['0.0.0.0']
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# Start the evennia ajax client on /webclient
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# (the webserver must also be running)
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WEBCLIENT_ENABLED = True
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# Activate SSH protocol (SecureShell)
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SSH_ENABLED = False
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# Ports to use for SSH
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SSH_PORTS = [8022]
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# Interface addresses to listen to. If 0.0.0.0, listen to all.
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SSH_INTERFACES = ['0.0.0.0']
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# Actiave SSL protocol (SecureSocketLibrary)
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SSL_ENABLED = False
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# Ports to use for SSL
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SSL_PORTS = [4001]
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# Interface addresses to listen to. If 0.0.0.0, listen to all.
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SSL_INTERFACES = ['0.0.0.0']
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# If multisessions are allowed, a user can log into the game
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# from several different computers/clients at the same time.
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# All feedback from the game will be echoed to all sessions.
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# If false, only one session is allowed, all other are logged off
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# when a new connects.
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ALLOW_MULTISESSION = True
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# Make this unique, and don't share it with anybody.
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# NOTE: If you change this after creating any accounts, your users won't be
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# able to login, as the SECRET_KEY is used to salt passwords.
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SECRET_KEY = 'changeme!(*#&*($&*(#*(&SDFKJJKLS*(@#KJAS'
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# The path that contains this settings.py file (no trailing slash).
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BASE_PATH = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
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# Path to the src directory containing the bulk of the codebase's code.
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SRC_DIR = os.path.join(BASE_PATH, 'src')
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# Path to the game directory (containing the database file if using sqlite).
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GAME_DIR = os.path.join(BASE_PATH, 'game')
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# Place to put log files
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LOG_DIR = os.path.join(GAME_DIR, 'logs')
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SERVER_LOG_FILE = os.path.join(LOG_DIR, 'server.log')
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PORTAL_LOG_FILE = os.path.join(LOG_DIR, 'portal.log')
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# Where to log server requests to the web server. This is VERY spammy, so this
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# file should be removed at regular intervals.
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HTTP_LOG_FILE = os.path.join(LOG_DIR, 'http_requests.log')
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# Local time zone for this installation. All choices can be found here:
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# http://www.postgresql.org/docs/8.0/interactive/datetime-keywords.html#DATETIME-TIMEZONE-SET-TABLE
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TIME_ZONE = 'UTC'
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# Language code for this installation. All choices can be found here:
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# http://www.w3.org/TR/REC-html40/struct/dirlang.html#langcodes
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LANGUAGE_CODE = 'en-us'
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# Should the default MUX help files be imported? This might be
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# interesting to developers for reference, but is frustrating to users
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# since it creates a lot of help entries that has nothing to do
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# with what is actually available in the game.
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IMPORT_MUX_HELP = False
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# How long time (in seconds) a user may idle before being logged
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# out. This can be set as big as desired. A user may avoid being
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# thrown off by sending the empty system command 'idle' to the server
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# at regular intervals. Set <=0 to deactivate idle timout completely.
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IDLE_TIMEOUT = 3600
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# The idle command can be sent to keep your session active without actually
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# having to spam normal commands regularly. It gives no feedback, only updates
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# the idle timer.
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IDLE_COMMAND = "idle"
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# The set of encodings tried. A Player object may set an attribute "encoding" on
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# itself to match the client used. If not set, or wrong encoding is
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# given, this list is tried, in order, aborting on the first match.
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# Add sets for languages/regions your players are likely to use.
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# (see http://en.wikipedia.org/wiki/Character_encoding)
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ENCODINGS = ["utf-8", "latin-1", "ISO-8859-1"]
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# The game server opens an AMP port so that the portal can
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# communicate with it. This is an internal functionality of Evennia, usually
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# operating between the two processes on the same machine. Don't change unless
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# you know what you are doing.
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AMP_HOST = 'localhost'
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AMP_PORT = 5000
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###################################################
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# Evennia Database config
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###################################################
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# Database config syntax for Django 1.2+. You can add several
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# database engines in the dictionary (untested).
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# ENGINE - path to the the database backend (replace
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# sqlite3 in the example with the one you want.
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# Supported database engines are
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# 'postgresql_psycopg2', 'postgresql', 'mysql',
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# 'sqlite3' and 'oracle').
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# NAME - database name, or path the db file for sqlite3
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# USER - db admin (unused in sqlite3)
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# PASSWORD - db admin password (unused in sqlite3)
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# HOST - empty string is localhost (unused in sqlite3)
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# PORT - empty string defaults to localhost (unused in sqlite3)
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DATABASES = {
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'default':{
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'ENGINE':'django.db.backends.sqlite3',
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'NAME':os.path.join(GAME_DIR, 'evennia.db3'),
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'USER':'',
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'PASSWORD':'',
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'HOST':'',
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'PORT':''
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}}
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# Engine Config style for Django versions < 1.2. See above.
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DATABASE_ENGINE = 'sqlite3'
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DATABASE_NAME = os.path.join(GAME_DIR, 'evennia.db3')
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DATABASE_USER = ''
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DATABASE_PASSWORD = ''
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DATABASE_HOST = ''
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DATABASE_PORT = ''
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###################################################
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# Evennia in-game parsers
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###################################################
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# An alternate command parser module to use
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COMMAND_PARSER = "src.commands.cmdparser.cmdparser"
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# The handler that outputs errors when searching
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# objects using object.search().
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SEARCH_AT_RESULT = "src.commands.cmdparser.at_search_result"
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# The parser used in order to separate multiple
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# object matches (so you can separate between same-named
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# objects without using dbrefs).
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SEARCH_AT_MULTIMATCH_INPUT = "src.commands.cmdparser.at_multimatch_input"
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# The module holding text strings for the connection screen.
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# This module should contain one or more variables
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# with strings defining the look of the screen.
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CONNECTION_SCREEN_MODULE = "game.gamesrc.conf.connection_screens"
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# An option al module that, if existing, must hold a function
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# named at_initial_setup(). This hook method can be used to customize
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# the server's initial setup sequence (the very first startup of the system).
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# The check will fail quietly if module doesn't exist or fails to load.
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AT_INITIAL_SETUP_HOOK_MODULE = "game.gamesrc.conf.at_initial_setup"
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# Module holding server-side functions for out-of-band protocols to call.
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OOB_FUNC_MODULE = "game.gamesrc.conf.oobfuncs"
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###################################################
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# Default command sets
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###################################################
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# Note that with the exception of the unloggedin set (which is not
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# stored anywhere), changing these paths will only affect NEW created
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# characters, not those already in play. So if you plan to change
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# this, it's recommended you do it on a pristine setup only. To
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# dynamically add new commands to a running server, extend/overload
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# these existing sets instead.
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# Command set used before player has logged in
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CMDSET_UNLOGGEDIN = "game.gamesrc.commands.basecmdset.UnloggedinCmdSet"
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# Default set for logged in player with characters (fallback)
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CMDSET_DEFAULT = "game.gamesrc.commands.basecmdset.DefaultCmdSet"
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# Command set for players without a character (ooc)
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CMDSET_OOC = "game.gamesrc.commands.basecmdset.OOCCmdSet"
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###################################################
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# Typeclasses
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###################################################
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# Base paths for typeclassed object classes. These paths must be
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# defined relative evennia's root directory. They will be searched in
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# order to find relative typeclass paths.
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OBJECT_TYPECLASS_PATHS = ["game.gamesrc.objects", "game.gamesrc.objects.examples", "contrib"]
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SCRIPT_TYPECLASS_PATHS = ["game.gamesrc.scripts", "game.gamesrc.scripts.examples", "contrib"]
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PLAYER_TYPECLASS_PATHS = ["game.gamesrc.objects", "contrib"]
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# Typeclass for player objects (linked to a character) (fallback)
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BASE_PLAYER_TYPECLASS = "game.gamesrc.objects.baseobjects.Player"
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# Typeclass and base for all objects (fallback)
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BASE_OBJECT_TYPECLASS = "game.gamesrc.objects.baseobjects.Object"
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# Typeclass for character objects linked to a player (fallback)
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BASE_CHARACTER_TYPECLASS = "game.gamesrc.objects.baseobjects.Character"
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# Typeclass for rooms (fallback)
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BASE_ROOM_TYPECLASS = "game.gamesrc.objects.baseobjects.Room"
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# Typeclass for Exit objects (fallback)
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BASE_EXIT_TYPECLASS = "game.gamesrc.objects.baseobjects.Exit"
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# Typeclass for Scripts (fallback)
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BASE_SCRIPT_TYPECLASS = "src.scripts.scripts.DoNothing"
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# The home location for new characters. This must be a unique
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# dbref (default is Limbo #2). If you want more advanced control over
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# start locations, copy the "create" command from
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# src/commands/default/unloggedin.py and customize.
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CHARACTER_DEFAULT_HOME = "2"
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###################################################
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# Batch processors
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###################################################
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# Python path to a directory to be searched for batch scripts
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# for the batch processors (.ev and/or .py files).
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BASE_BATCHPROCESS_PATHS = ['game.gamesrc.world', 'contrib']
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###################################################
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# Game Time setup
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###################################################
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# You don't actually have to use this, but it affects the routines in
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# src.utils.gametime.py and allows for a convenient measure to
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# determine the current in-game time. You can of course read "week",
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# "month" etc as your own in-game time units as desired.
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#The time factor dictates if the game world runs faster (timefactor>1)
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# or slower (timefactor<1) than the real world.
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TIME_FACTOR = 2.0
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# The tick is the smallest unit of time in the game. Smallest value is 1s.
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TIME_TICK = 1.0
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# These measures might or might not make sense to your game world.
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TIME_MIN_PER_HOUR = 60
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TIME_HOUR_PER_DAY = 24
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TIME_DAY_PER_WEEK = 7
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TIME_WEEK_PER_MONTH = 4
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TIME_MONTH_PER_YEAR = 12
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###################################################
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# In-Game access
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###################################################
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# The access hiearchy, in climbing order. A higher permission in the
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# hierarchy includes access of all levels below it.
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PERMISSION_HIERARCHY = ("Players","PlayerHelpers","Builders", "Wizards", "Immortals")
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# The default permission given to all new players
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PERMISSION_PLAYER_DEFAULT = "Players"
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# Tuple of modules implementing lock functions. All callable functions
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# inside these modules will be available as lock functions.
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LOCK_FUNC_MODULES = ("src.locks.lockfuncs","game.gamesrc.conf.lockfuncs")
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###################################################
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# In-game Channels created from server start
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###################################################
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# Defines a dict with one key for each from-start
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# channel. Each key points to a tuple containing
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# (name, aliases, description, locks)
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# where aliases may be a tuple too, and locks is
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# a valid lockstring definition.
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# Default user channel for communication
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CHANNEL_PUBLIC = ("Public", ('ooc',), 'Public discussion',
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"control:perm(Wizards);listen:all();send:all()")
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# General info about the server
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CHANNEL_MUDINFO = ("MUDinfo", '', 'Informative messages',
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"control:perm(Immortals);listen:perm(Immortals);send:false()")
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# Channel showing when new people connecting
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CHANNEL_CONNECTINFO = ("MUDconnections", '', 'Connection log',
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"control:perm(Immortals);listen:perm(Wizards);send:false()")
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###################################################
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# External Channel connections
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###################################################
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# Note: You do *not* have to make your MUD open to
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# the public to use the external connections, they
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# operate as long as you have an internet connection,
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# just like stand-alone chat clients. IRC and IMC2
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# requires that you have twisted.words installed.
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# Evennia can connect to external IRC channels and
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# echo what is said on the channel to IRC and vice
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# versa. Obs - make sure the IRC network allows bots.
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# When enabled, command @irc2chan will be available in-game
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IRC_ENABLED = False
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# IMC (Inter-MUD communication) allows to connect an Evennia channel
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# to an IMC2 server. This lets them talk to people on other MUDs also
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# using IMC. Evennia's IMC2 client was developed against MudByte's
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# network. You must register your MUD on the network before you can
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# use it, go to http://www.mudbytes.net/imc2-intermud-join-network.
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# Choose 'Other unsupported IMC2 version' from the choices and and
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# enter your information there. You should enter the same 'short mud
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# name' as your SERVERNAME above, then choose imc network server as
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# well as client/server passwords same as below. When enabled, the
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# command @imc2chan becomes available in-game and allows you to
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# connect Evennia channels to IMC channels on the network. The Evennia
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# discussion channel 'ievennia' is on server01.mudbytes.net:5000.
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IMC2_ENABLED = False
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IMC2_NETWORK = "server01.mudbytes.net"
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IMC2_PORT = 5000
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IMC2_CLIENT_PWD = ""
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IMC2_SERVER_PWD = ""
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# RSS allows to connect RSS feeds (from forum updates, blogs etc) to
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# an in-game channel. The channel will be updated when the rss feed
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# updates. Use @rss2chan in game to connect if this setting is
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# active. OBS: RSS support requires the python-feedparser package to
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# be installed (through package manager or from the website
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# http://code.google.com/p/feedparser/)
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RSS_ENABLED=False
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RSS_UPDATE_INTERVAL = 60*10 # 10 minutes
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###################################################
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# Config for Django web features
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###################################################
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# While DEBUG is False, show a regular server error page on the web
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# stuff, email the traceback to the people in the ADMINS tuple
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# below. If True, show a detailed traceback for the web
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# browser to display. Note however that this will leak memory when
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# active, so make sure to turn it off for a production server!
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DEBUG = False
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# While true, show "pretty" error messages for template syntax errors.
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TEMPLATE_DEBUG = DEBUG
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# Emails are sent to these people if the above DEBUG value is False. If you'd
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# rather nobody recieve emails, leave this commented out or empty.
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ADMINS = () #'Your Name', 'your_email@domain.com'),)
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# These guys get broken link notifications when SEND_BROKEN_LINK_EMAILS is True.
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MANAGERS = ADMINS
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# Absolute path to the directory that holds media (no trailing slash).
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# Example: "/home/media/media.lawrence.com"
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MEDIA_ROOT = os.path.join(SRC_DIR, 'web', 'media')
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# Absolute path to the directory that holds (usually links to) the
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# django admin media files. If the target directory does not exist, it
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# is created and linked by Evennia upon first start. Otherwise link it
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# manually to django/contrib/admin/media.
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ADMIN_MEDIA_ROOT = os.path.join(MEDIA_ROOT, 'admin')
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# It's safe to dis-regard this, as it's a Django feature we only half use as a
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# dependency, not actually what it's primarily meant for.
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SITE_ID = 1
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# The age for sessions.
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# Default: 1209600 (2 weeks, in seconds)
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SESSION_COOKIE_AGE = 1209600
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# Session cookie domain
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# Default: None
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SESSION_COOKIE_DOMAIN = None
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# The name of the cookie to use for sessions.
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# Default: 'sessionid'
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SESSION_COOKIE_NAME = 'sessionid'
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# Should the session expire when the browser closes?
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# Default: False
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SESSION_EXPIRE_AT_BROWSER_CLOSE = False
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# If you set this to False, Django will make some optimizations so as not
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# to load the internationalization machinery.
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USE_I18N = False
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# Where to find locales (no need to change this, most likely)
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LOCALE_PATHS = ["../locale/"]
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# This should be turned off unless you want to do tests with Django's
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# development webserver (normally Evennia runs its own server)
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SERVE_MEDIA = False
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# The master urlconf file that contains all of the sub-branches to the
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# applications.
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ROOT_URLCONF = 'src.web.urls'
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# Where users are redirected after logging in via contrib.auth.login.
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LOGIN_REDIRECT_URL = '/'
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# Where to redirect users when using the @login_required decorator.
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LOGIN_URL = '/accounts/login'
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# Where to redirect users who wish to logout.
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LOGOUT_URL = '/accounts/login'
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# URL that handles the media served from MEDIA_ROOT.
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# Example: "http://media.lawrence.com"
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MEDIA_URL = '/media/'
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# URL prefix for admin media -- CSS, JavaScript and images. Make sure
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# to use a trailing slash. This should match the position defined
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# by ADMIN_MEDIA_ROOT.
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ADMIN_MEDIA_PREFIX = '/media/admin/'
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# The name of the currently selected web template. This corresponds to the
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# directory names shown in the webtemplates directory.
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ACTIVE_TEMPLATE = 'prosimii'
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# We setup the location of the website template as well as the admin site.
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TEMPLATE_DIRS = (
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os.path.join(SRC_DIR, "web", "templates", ACTIVE_TEMPLATE),
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os.path.join(SRC_DIR, "web", "templates"),)
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# List of callables that know how to import templates from various sources.
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TEMPLATE_LOADERS = (
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'django.template.loaders.filesystem.load_template_source',
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'django.template.loaders.app_directories.load_template_source',)
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# MiddleWare are semi-transparent extensions to Django's functionality.
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# see http://www.djangoproject.com/documentation/middleware/ for a more detailed
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# explanation.
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MIDDLEWARE_CLASSES = (
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'django.middleware.common.CommonMiddleware',
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'django.contrib.sessions.middleware.SessionMiddleware',
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'django.contrib.auth.middleware.AuthenticationMiddleware',
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'django.middleware.csrf.CsrfViewMiddleware',
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'django.middleware.doc.XViewMiddleware',
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'django.contrib.flatpages.middleware.FlatpageFallbackMiddleware',)
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# Context processors define context variables, generally for the template
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# system to use.
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TEMPLATE_CONTEXT_PROCESSORS = (
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'django.core.context_processors.i18n',
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'django.core.context_processors.request',
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'django.core.context_processors.auth',
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'django.core.context_processors.media',
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'django.core.context_processors.debug',
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'src.web.utils.general_context.general_context',)
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###################################################
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# Evennia components
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###################################################
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# Global and Evennia-specific apps. This ties everything together so we can
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# refer to app models and perform DB syncs.
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INSTALLED_APPS = (
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'django.contrib.auth',
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'django.contrib.sites',
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'django.contrib.contenttypes',
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'django.contrib.sessions',
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'django.contrib.admin',
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'django.contrib.admindocs',
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'django.contrib.flatpages',
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'src.server',
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'src.players',
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'src.objects',
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'src.comms',
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'src.help',
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'src.scripts',
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'src.web.news',
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'src.web.website',)
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# The user profile extends the User object with more functionality;
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# This should usually not be changed.
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AUTH_PROFILE_MODULE = "players.PlayerDB"
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# Use a custom test runner that just tests Evennia-specific apps.
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TEST_RUNNER = 'src.utils.test_utils.EvenniaTestSuiteRunner'
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###################################################
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# Django extensions
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###################################################
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# Django extesions are useful third-party tools that are not
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# always included in the default django distro.
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try:
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import django_extensions
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INSTALLED_APPS = INSTALLED_APPS + ('django_extensions',)
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except ImportError:
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pass
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# South handles automatic database scheme migrations when evennia updates
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try:
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import south
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INSTALLED_APPS = INSTALLED_APPS + ('south',)
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except ImportError:
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pass
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