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<section class="tex2jax_ignore mathjax_ignore" id="permissions">
<h1>Permissions<a class="headerlink" href="#permissions" title="Permalink to this headline"></a></h1>
<p>A <em>permission</em> is simply a text string stored in the handler <code class="docutils literal notranslate"><span class="pre">permissions</span></code> on <code class="docutils literal notranslate"><span class="pre">Objects</span></code>
and <code class="docutils literal notranslate"><span class="pre">Accounts</span></code>. Think of it as a specialized sort of <a class="reference internal" href="Tags.html"><span class="doc std std-doc">Tag</span></a> - one specifically dedicated
to access checking. They are thus often tightly coupled to <a class="reference internal" href="Locks.html"><span class="doc std std-doc">Locks</span></a>.
Permission strings are not case-sensitive, so “Builder” is the same as “builder”
etc.</p>
<p>Permissions are used as a convenient way to structure access levels and
hierarchies. It is set by the <code class="docutils literal notranslate"><span class="pre">perm</span></code> command and checked by the
<code class="docutils literal notranslate"><span class="pre">PermissionHandler.check</span></code> method as well as by the specially the <code class="docutils literal notranslate"><span class="pre">perm()</span></code> and
<code class="docutils literal notranslate"><span class="pre">pperm()</span></code> <a class="reference internal" href="Locks.html"><span class="doc std std-doc">lock functions</span></a>.</p>
<p>All new accounts are given a default set of permissions defined by
<code class="docutils literal notranslate"><span class="pre">settings.PERMISSION_ACCOUNT_DEFAULT</span></code>.</p>
<section id="managing-permissions">
<h2>Managing Permissions<a class="headerlink" href="#managing-permissions" title="Permalink to this headline"></a></h2>
<p>In-game, you use the <code class="docutils literal notranslate"><span class="pre">perm</span></code> command to add and remove permissions</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> perm/account Tommy = Builders
perm/account/del Tommy = Builders
</pre></div>
</div>
<p>Note the use of the <code class="docutils literal notranslate"><span class="pre">/account</span></code> switch. It means you assign the permission to the
<a class="reference internal" href="Accounts.html"><span class="doc std std-doc">Accounts</span></a> Tommy instead of any <a class="reference internal" href="Objects.html"><span class="doc std std-doc">Character</span></a> that also
happens to be named “Tommy”.</p>
<p>There can be reasons for putting permissions on Objects (especially NPCS), but
for granting powers to players, you should usually put the permission on the
<code class="docutils literal notranslate"><span class="pre">Account</span></code> - this guarantees that they are kept, <em>regardless</em>
of which Character they are currently puppeting. This is especially important to
remember when assigning permissions from the <em>hierarchy tree</em> (see below), as an
Accounts permissions will overrule that of its character. So to be sure to
avoid confusion you should generally put hierarchy permissions on the Account,
not on their Characters (but see also <a class="reference internal" href="#quelling"><span class="std std-doc">quelling</span></a>).</p>
<p>In code, you add/remove Permissions via the <code class="docutils literal notranslate"><span class="pre">PermissionHandler</span></code>, which sits on all
typeclassed entities as the property <code class="docutils literal notranslate"><span class="pre">.permissions</span></code>:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="n">account</span><span class="o">.</span><span class="n">permissions</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;Builders&quot;</span><span class="p">)</span>
<span class="n">account</span><span class="o">.</span><span class="n">permissions</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;cool_guy&quot;</span><span class="p">)</span>
<span class="n">obj</span><span class="o">.</span><span class="n">permissions</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;Blacksmith&quot;</span><span class="p">)</span>
<span class="n">obj</span><span class="o">.</span><span class="n">permissions</span><span class="o">.</span><span class="n">remove</span><span class="p">(</span><span class="s2">&quot;Blacksmith&quot;</span><span class="p">)</span>
</pre></div>
</div>
</section>
<section id="the-permission-hierarchy">
<h2>The permission hierarchy<a class="headerlink" href="#the-permission-hierarchy" title="Permalink to this headline"></a></h2>
<p>Selected permission strings can be organized in a <em>permission hierarchy</em> by editing the tuple
<code class="docutils literal notranslate"><span class="pre">settings.PERMISSION_HIERARCHY</span></code>. Evennias default permission hierarchy is as follows
(in increasing order of power):</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> Player # can chat and send tells (default level) (lowest)
Helper # can edit help files
Builder # can edit the world
Admin # can administrate accounts
Developer # like superuser but affected by locks (highest)
</pre></div>
</div>
<p>(Besides being case-insensitive, hierarchical permissions also understand the
plural form, so you could use <code class="docutils literal notranslate"><span class="pre">Developers</span></code> and <code class="docutils literal notranslate"><span class="pre">Developer</span></code> interchangeably).</p>
<blockquote>
<div><p>There is also a <code class="docutils literal notranslate"><span class="pre">Guest</span></code> level below <code class="docutils literal notranslate"><span class="pre">Player</span></code> that is only active if <code class="docutils literal notranslate"><span class="pre">settings.GUEST_ENABLED</span></code> is
set. The Guest is is never part of <code class="docutils literal notranslate"><span class="pre">settings.PERMISSION_HIERARCHY</span></code>.</p>
</div></blockquote>
<p>When checking a hierarchical permission (using one of the methods to follow),
you will pass checks for your level and all <em>below</em> you. That is, even if the
check explicitly checks for “Builder” level access, you will actually pass if you have
one of “Builder”, “Admin” or “Developer”. By contrast, if you check for a
non-hierarchical permission, like “Blacksmith” you <em>must</em> have exactly
that permission to pass.</p>
</section>
<section id="checking-permissions">
<h2>Checking permissions<a class="headerlink" href="#checking-permissions" title="Permalink to this headline"></a></h2>
<p>Its important to note that you check for the permission of a <em>puppeted</em>
<a class="reference internal" href="Objects.html"><span class="doc std std-doc">Object</span></a> (like a Character), the check will always first use the
permissions of any <code class="docutils literal notranslate"><span class="pre">Account</span></code> connected to that Object before checking for
permissions on the Object. In the case of hierarchical permissions (Admins,
Builders etc), the Account permission will always be used (this stops an Account
from escalating their permission by puppeting a high-level Character). If the
permission looked for is not in the hierarchy, an exact match is required, first
on the Account and if not found there (or if no Account is connected), then on
the Object itself.</p>
<section id="checking-with-obj-permissions-check">
<h3>Checking with obj.permissions.check()<a class="headerlink" href="#checking-with-obj-permissions-check" title="Permalink to this headline"></a></h3>
<p>The simplest way to check if an entity has a permission is to check its
<em>PermissionHandler</em>, stored as <code class="docutils literal notranslate"><span class="pre">.permissions</span></code> on all typeclassed entities.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>if obj.permissions.check(&quot;Builder&quot;):
# allow builder to do stuff
if obj.permissions.check(&quot;Blacksmith&quot;, &quot;Warrior&quot;):
# do stuff for blacksmiths OR warriors
if obj.permissions.check(&quot;Blacksmith&quot;, &quot;Warrior&quot;, require_all=True):
# only for those that are both blacksmiths AND warriors
</pre></div>
</div>
<p>Using the <code class="docutils literal notranslate"><span class="pre">.check</span></code> method is the way to go, it will take hierarchical
permissions into account, check accounts/sessions etc.</p>
<div class="admonition warning">
<p class="admonition-title">Warning</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Don&#39;t confuse `.permissions.check()` with `.permissions.has()`. The .has()
method checks if a string is defined specifically on that PermissionHandler.
It will not consider permission-hierarchy, puppeting etc. `.has` can be useful
if you are manipulating permissions, but use `.check` for access checking.
</pre></div>
</div>
</div>
</section>
<section id="lock-funcs">
<h3>Lock funcs<a class="headerlink" href="#lock-funcs" title="Permalink to this headline"></a></h3>
<p>While the <code class="docutils literal notranslate"><span class="pre">PermissionHandler</span></code> offers a simple way to check perms, <a class="reference internal" href="Locks.html"><span class="doc std std-doc">Lock
strings</span></a> offers a mini-language for describing how something is accessed.
The <code class="docutils literal notranslate"><span class="pre">perm()</span></code> <em>lock function</em> is the main tool for using Permissions in locks.</p>
<p>Lets say we have a <code class="docutils literal notranslate"><span class="pre">red_key</span></code> object. We also have red chests that we want to
unlock with this key.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>perm red_key = unlocks_red_chests
</pre></div>
</div>
<p>This gives the <code class="docutils literal notranslate"><span class="pre">red_key</span></code> object the permission “unlocks_red_chests”. Next we
lock our red chests:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>lock red chest = unlock:perm(unlocks_red_chests)
</pre></div>
</div>
<p>When trying to unlock the red chest with this key, the chest Typeclass could
then take the key and do an access check:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in some typeclass file where chest is defined</span>
<span class="k">class</span> <span class="nc">TreasureChest</span><span class="p">(</span><span class="n">Object</span><span class="p">):</span>
<span class="c1"># ...</span>
<span class="k">def</span> <span class="nf">open_chest</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">who</span><span class="p">,</span> <span class="n">tried_key</span><span class="p">):</span>
<span class="k">if</span> <span class="ow">not</span> <span class="n">chest</span><span class="o">.</span><span class="n">access</span><span class="p">(</span><span class="n">who</span><span class="p">,</span> <span class="n">tried_key</span><span class="p">,</span> <span class="s2">&quot;unlock&quot;</span><span class="p">):</span>
<span class="n">who</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">&quot;The key does not fit!&quot;</span><span class="p">)</span>
<span class="k">return</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">who</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">&quot;The key fits! The chest opens.&quot;</span><span class="p">)</span>
<span class="c1"># ...</span>
</pre></div>
</div>
<p>There are several variations to the default <code class="docutils literal notranslate"><span class="pre">perm</span></code> lockfunc:</p>
<ul class="simple">
<li><p><code class="docutils literal notranslate"><span class="pre">perm_above</span></code> - requires a hierarchical permission <em>higher</em> than the one
provided. Example: <code class="docutils literal notranslate"><span class="pre">&quot;edit:</span> <span class="pre">perm_above(Player)&quot;</span></code></p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">pperm</span></code> - looks <em>only</em> for permissions on <code class="docutils literal notranslate"><span class="pre">Accounts</span></code>, never at any puppeted
objects (regardless of hierarchical perm or not).</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">pperm_above</span></code> - like <code class="docutils literal notranslate"><span class="pre">perm_above</span></code>, but for Accounts only.</p></li>
</ul>
</section>
<section id="some-examples">
<h3>Some examples<a class="headerlink" href="#some-examples" title="Permalink to this headline"></a></h3>
<p>Adding permissions and checking with locks</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="n">account</span><span class="o">.</span><span class="n">permissions</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;Builder&quot;</span><span class="p">)</span>
<span class="n">account</span><span class="o">.</span><span class="n">permissions</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;cool_guy&quot;</span><span class="p">)</span>
<span class="n">account</span><span class="o">.</span><span class="n">locks</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;enter:perm_above(Player) and perm(cool_guy)&quot;</span><span class="p">)</span>
<span class="n">account</span><span class="o">.</span><span class="n">access</span><span class="p">(</span><span class="n">obj1</span><span class="p">,</span> <span class="s2">&quot;enter&quot;</span><span class="p">)</span> <span class="c1"># this returns True!</span>
</pre></div>
</div>
<p>An example of a puppet with a connected account:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="n">account</span><span class="o">.</span><span class="n">permissions</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;Player&quot;</span><span class="p">)</span>
<span class="n">puppet</span><span class="o">.</span><span class="n">permissions</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;Builders&quot;</span><span class="p">)</span>
<span class="n">puppet</span><span class="o">.</span><span class="n">permissions</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;cool_guy&quot;</span><span class="p">)</span>
<span class="n">obj2</span><span class="o">.</span><span class="n">locks</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;enter:perm_above(Accounts) and perm(cool_guy)&quot;</span><span class="p">)</span>
<span class="n">obj2</span><span class="o">.</span><span class="n">access</span><span class="p">(</span><span class="n">puppet</span><span class="p">,</span> <span class="s2">&quot;enter&quot;</span><span class="p">)</span> <span class="c1"># this returns False, since puppet permission</span>
<span class="c1"># is lower than Account&#39;s perm, and perm takes</span>
<span class="c1"># precedence.</span>
</pre></div>
</div>
</section>
</section>
<section id="superusers">
<h2>Superusers<a class="headerlink" href="#superusers" title="Permalink to this headline"></a></h2>
<p>There is normally only one <em>superuser</em> account and that is the one first created
when starting Evennia (User #1). This is sometimes known as the “Owner” or “God”
user. A superuser has more than full access - it completely <em>bypasses</em> all
locks and will always pass the <code class="docutils literal notranslate"><span class="pre">PermissionHandler.check()</span></code> check. This allows
for the superuser to always have access to everything in an emergency. But it
could also hide any eventual errors you might have made in your lock definitions. So
when trying out game systems you should either use quelling (see below) or make
a second Developer-level character that does not bypass such checks.</p>
</section>
<section id="quelling">
<h2>Quelling<a class="headerlink" href="#quelling" title="Permalink to this headline"></a></h2>
<p>The <code class="docutils literal notranslate"><span class="pre">quell</span></code> command can be used to enforce the <code class="docutils literal notranslate"><span class="pre">perm()</span></code> lockfunc to ignore
permissions on the Account and instead use the permissions on the Character
only. This can be used e.g. by staff to test out things with a lower permission
level. Return to the normal operation with <code class="docutils literal notranslate"><span class="pre">unquell</span></code>. Note that quelling will
use the smallest of any hierarchical permission on the Account or Character, so
one cannot escalate ones Account permission by quelling to a high-permission
Character. Also the superuser can quell their powers this way, making them
affectable by locks.</p>
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<p><h3><a href="../index.html">Table of Contents</a></h3>
<ul>
<li><a class="reference internal" href="#">Permissions</a><ul>
<li><a class="reference internal" href="#managing-permissions">Managing Permissions</a></li>
<li><a class="reference internal" href="#the-permission-hierarchy">The permission hierarchy</a></li>
<li><a class="reference internal" href="#checking-permissions">Checking permissions</a><ul>
<li><a class="reference internal" href="#checking-with-obj-permissions-check">Checking with obj.permissions.check()</a></li>
<li><a class="reference internal" href="#lock-funcs">Lock funcs</a></li>
<li><a class="reference internal" href="#some-examples">Some examples</a></li>
</ul>
</li>
<li><a class="reference internal" href="#superusers">Superusers</a></li>
<li><a class="reference internal" href="#quelling">Quelling</a></li>
</ul>
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