Example #1
0
 def update_defaults(self):
     """
     We make sure to store the most important object defaults here, so we can catch if they
     change and update them on-objects automatically. This allows for changing default cmdset locations
     and default typeclasses in the settings file and have them auto-update all already existing
     objects.
     """
     # setting names
     settings_names = ("CMDSET_DEFAULT", "CMDSET_OOC", "BASE_PLAYER_TYPECLASS", "BASE_OBJECT_TYPECLASS",
                       "BASE_CHARACTER_TYPECLASS", "BASE_ROOM_TYPECLASS", "BASE_EXIT_TYPECLASS", "BASE_SCRIPT_TYPECLASS")
     # get previous and current settings so they can be compared
     settings_compare = zip([ServerConfig.objects.conf(name) for name in settings_names],
                            [settings.__getattr__(name) for name in settings_names])
     mismatches = [i for i, tup in enumerate(settings_compare) if tup[0] and tup[1] and tup[0] != tup[1]]
     if len(mismatches): # can't use any() since mismatches may be [0] which reads as False for any()
         # we have a changed default. Import relevant objects and run the update
         from src.objects.models import ObjectDB
         #from src.players.models import PlayerDB
         for i, prev, curr in ((i, tup[0], tup[1]) for i, tup in enumerate(settings_compare) if i in mismatches):
             # update the database
             print " one or more default cmdset/typeclass settings changed. Updating defaults stored in database ..."
             if i == 0: [obj.__setattr__("cmdset_storage", curr) for obj in ObjectDB.objects.filter(db_cmdset_storage__exact=prev)]
             if i == 1: [ply.__setattr__("cmdset_storage", curr) for ply in PlayerDB.objects.filter(db_cmdset_storage__exact=prev)]
             if i == 2: [ply.__setattr__("typeclass_path", curr) for ply in PlayerDB.objects.filter(db_typeclass_path__exact=prev)]
             if i in (3,4,5,6): [obj.__setattr__("typeclass_path",curr)
                                 for obj in ObjectDB.objects.filter(db_typeclass_path__exact=prev)]
             if i == 7: [scr.__setattr__("typeclass_path", curr) for scr in ScriptDB.objects.filter(db_typeclass_path__exact=prev)]
             # store the new default and clean caches
             ServerConfig.objects.conf(settings_names[i], curr)
             ObjectDB.flush_instance_cache()
             PlayerDB.flush_instance_cache()
             ScriptDB.flush_instance_cache()
     # if this is the first start we might not have a "previous" setup saved. Store it now.
     [ServerConfig.objects.conf(settings_names[i], tup[1]) for i, tup in enumerate(settings_compare) if not tup[0]]
Example #2
0
 def update_defaults(self):
     """
     We make sure to store the most important object defaults here, so
     we can catch if they change and update them on-objects automatically.
     This allows for changing default cmdset locations and default
     typeclasses in the settings file and have them auto-update all
     already existing objects.
     """
     # setting names
     settings_names = ("CMDSET_CHARACTER", "CMDSET_PLAYER",
                       "BASE_PLAYER_TYPECLASS", "BASE_OBJECT_TYPECLASS",
                       "BASE_CHARACTER_TYPECLASS", "BASE_ROOM_TYPECLASS",
                       "BASE_EXIT_TYPECLASS", "BASE_SCRIPT_TYPECLASS",
                       "BASE_CHANNEL_TYPECLASS")
     # get previous and current settings so they can be compared
     settings_compare = zip([ServerConfig.objects.conf(name) for name in settings_names],
                            [settings.__getattr__(name) for name in settings_names])
     mismatches = [i for i, tup in enumerate(settings_compare) if tup[0] and tup[1] and tup[0] != tup[1]]
     if len(mismatches):  # can't use any() since mismatches may be [0] which reads as False for any()
         # we have a changed default. Import relevant objects and
         # run the update
         from src.objects.models import ObjectDB
         from src.comms.models import ChannelDB
         #from src.players.models import PlayerDB
         for i, prev, curr in ((i, tup[0], tup[1]) for i, tup in enumerate(settings_compare) if i in mismatches):
             # update the database
             print " %s:\n '%s' changed to '%s'. Updating unchanged entries in database ..." % (settings_names[i], prev, curr)
             if i == 0:
                 [obj.__setattr__("cmdset_storage", curr) for obj in ObjectDB.objects.filter(db_cmdset_storage__exact=prev)]
             if i == 1:
                 [ply.__setattr__("cmdset_storage", curr) for ply in PlayerDB.objects.filter(db_cmdset_storage__exact=prev)]
             if i == 2:
                 [ply.__setattr__("typeclass_path", curr) for ply in PlayerDB.objects.filter(db_typeclass_path__exact=prev)]
             if i in (3, 4, 5, 6):
                 [obj.__setattr__("typeclass_path", curr) for obj in ObjectDB.objects.filter(db_typeclass_path__exact=prev)]
             if i == 7:
                 [scr.__setattr__("typeclass_path", curr) for scr in ScriptDB.objects.filter(db_typeclass_path__exact=prev)]
             if i == 8:
                 [scr.__setattr__("typeclass_path", curr) for scr in ChannelDB.objects.filter(db_typeclass_path__exact=prev)]
             # store the new default and clean caches
             ServerConfig.objects.conf(settings_names[i], curr)
             ObjectDB.flush_instance_cache()
             PlayerDB.flush_instance_cache()
             ScriptDB.flush_instance_cache()
             ChannelDB.flush_instance_cache()
     # if this is the first start we might not have a "previous"
     # setup saved. Store it now.
     [ServerConfig.objects.conf(settings_names[i], tup[1])
                     for i, tup in enumerate(settings_compare) if not tup[0]]
Example #3
0
    def run_init_hooks(self):
        """
        Called every server start
        """
        from src.objects.models import ObjectDB
        #from src.players.models import PlayerDB

        #update eventual changed defaults
        self.update_defaults()

        #print "run_init_hooks:", ObjectDB.get_all_cached_instances()
        [(o.typeclass, o.at_init()) for o in ObjectDB.get_all_cached_instances()]
        [(p.typeclass, p.at_init()) for p in PlayerDB.get_all_cached_instances()]

        if SERVER_STARTSTOP_MODULE:
            # call correct server hook based on start file value
            with open(SERVER_RESTART, 'r') as f:
                mode = f.read()
            if mode in ('True', 'reload'):
                # True was the old reload flag, kept for compatibilty
                SERVER_STARTSTOP_MODULE.at_server_reload_start()
            elif mode in ('reset', 'shutdown'):
                SERVER_STARTSTOP_MODULE.at_server_cold_start()
            # always call this regardless of start type
            SERVER_STARTSTOP_MODULE.at_server_start()
Example #4
0
    def run_init_hooks(self):
        """
        Called every server start
        """
        from src.objects.models import ObjectDB
        #from src.players.models import PlayerDB

        #update eventual changed defaults
        self.update_defaults()

        #print "run_init_hooks:", ObjectDB.get_all_cached_instances()
        [(o.typeclass, o.at_init()) for o in ObjectDB.get_all_cached_instances()]
        [(p.typeclass, p.at_init()) for p in PlayerDB.get_all_cached_instances()]

        with open(SERVER_RESTART, 'r') as f:
            mode = f.read()
        if mode in ('True', 'reload'):
            from src.server.oobhandler import OOB_HANDLER
            OOB_HANDLER.restore()

        from src.scripts.tickerhandler import TICKER_HANDLER
        TICKER_HANDLER.restore()

        if SERVER_STARTSTOP_MODULE:
            # call correct server hook based on start file value
            if mode in ('True', 'reload'):
                # True was the old reload flag, kept for compatibilty
                SERVER_STARTSTOP_MODULE.at_server_reload_start()
            elif mode in ('reset', 'shutdown'):
                SERVER_STARTSTOP_MODULE.at_server_cold_start()
                # clear eventual lingering session storages
                ObjectDB.objects.clear_all_sessids()
            # always call this regardless of start type
            SERVER_STARTSTOP_MODULE.at_server_start()
Example #5
0
    def run_init_hooks(self):
        """
        Called every server start
        """
        from src.objects.models import ObjectDB
        #from src.players.models import PlayerDB

        #update eventual changed defaults
        self.update_defaults()

        #print "run_init_hooks:", ObjectDB.get_all_cached_instances()
        [(o.typeclass, o.at_init()) for o in ObjectDB.get_all_cached_instances()]
        [(p.typeclass, p.at_init()) for p in PlayerDB.get_all_cached_instances()]

        with open(SERVER_RESTART, 'r') as f:
            mode = f.read()
        if mode in ('True', 'reload'):
            from src.server.oobhandler import OOB_HANDLER
            OOB_HANDLER.restore()

        from src.scripts.tickerhandler import TICKER_HANDLER
        TICKER_HANDLER.restore()

        # call correct server hook based on start file value
        if mode in ('True', 'reload'):
            # True was the old reload flag, kept for compatibilty
            self.at_server_reload_start()
        elif mode in ('reset', 'shutdown'):
            self.at_server_cold_start()
            # clear eventual lingering session storages
            ObjectDB.objects.clear_all_sessids()
        # always call this regardless of start type
        self.at_server_start()
Example #6
0
def reset_loop():
    "Reload and restart all entities that can be reloaded."    
    # run the reset loop on all objects
    cemit_info(" Resetting all cached database entities ...")
    t1 = time.time()
    [h.locks.reset() for h in HelpEntry.objects.all()]
    [m.locks.reset() for m in Msg.objects.all()]
    [c.locks.reset() for c in Channel.objects.all()]    
    [s.locks.reset() for s in ScriptDB.objects.all()]
    [(o.typeclass(o), o.cmdset.reset(), o.locks.reset(), o.at_cache()) for o in ObjectDB.get_all_cached_instances()]    
    [(p.typeclass(p), p.cmdset.reset(), p.locks.reset()) for p in PlayerDB.get_all_cached_instances()]

    t2 = time.time()
    cemit_info(" ... Reset finished in %g seconds." % (t2-t1))
Example #7
0
    def shutdown(self, mode=None, _reactor_stopping=False):
        """
        Shuts down the server from inside it.

        mode - sets the server restart mode.
               'reload' - server restarts, no "persistent" scripts are stopped, at_reload hooks called.
               'reset' - server restarts, non-persistent scripts stopped, at_shutdown hooks called.
               'shutdown' - like reset, but server will not auto-restart.
               None - keep currently set flag from flag file.
        _reactor_stopping - this is set if server is stopped by a kill command OR this method was already called
                  once - in both cases the reactor is dead/stopping already.
        """
        if _reactor_stopping and hasattr(self, "shutdown_complete"):
            # this means we have already passed through this method once; we don't need
            # to run the shutdown procedure again.
            defer.returnValue(None)

        mode = self.set_restart_mode(mode)
        # call shutdown hooks on all cached objects

        from src.objects.models import ObjectDB
        #from src.players.models import PlayerDB
        from src.server.models import ServerConfig

        if mode == 'reload':
            # call restart hooks
            yield [(o.typeclass, o.at_server_reload()) for o in ObjectDB.get_all_cached_instances()]
            yield [(p.typeclass, p.at_server_reload()) for p in PlayerDB.get_all_cached_instances()]
            yield [(s.typeclass, s.pause(), s.at_server_reload()) for s in ScriptDB.get_all_cached_instances()]
            yield self.sessions.all_sessions_portal_sync()
            ServerConfig.objects.conf("server_restart_mode", "reload")

            if SERVER_STARTSTOP_MODULE:
                SERVER_STARTSTOP_MODULE.at_server_reload_stop()

        else:
            if mode == 'reset':
                # don't call disconnect hooks on reset
                yield [(o.typeclass, o.at_server_shutdown()) for o in ObjectDB.get_all_cached_instances()]
            else: # shutdown
                yield [_SA(p, "is_connected", False) for p in PlayerDB.get_all_cached_instances()]
                yield [(o.typeclass, o.at_disconnect(), o.at_server_shutdown()) for o in ObjectDB.get_all_cached_instances()]

            yield [(p.typeclass, p.at_server_shutdown()) for p in PlayerDB.get_all_cached_instances()]
            yield [(s.typeclass, s.at_server_shutdown()) for s in ScriptDB.get_all_cached_instances()]

            ServerConfig.objects.conf("server_restart_mode", "reset")

            if SERVER_STARTSTOP_MODULE:
                SERVER_STARTSTOP_MODULE.at_server_cold_stop()

        if SERVER_STARTSTOP_MODULE:
            SERVER_STARTSTOP_MODULE.at_server_stop()
        # if _reactor_stopping is true, reactor does not need to be stopped again.
        if os.name == 'nt' and os.path.exists(SERVER_PIDFILE):
            # for Windows we need to remove pid files manually
            os.remove(SERVER_PIDFILE)
        if not _reactor_stopping:
            # this will also send a reactor.stop signal, so we set a flag to avoid loops.
            self.shutdown_complete = True
            reactor.callLater(0, reactor.stop)
Example #8
0
    def shutdown(self, mode=None, _reactor_stopping=False):
        """
        Shuts down the server from inside it.

        mode - sets the server restart mode.
               'reload' - server restarts, no "persistent" scripts
                          are stopped, at_reload hooks called.
               'reset' - server restarts, non-persistent scripts stopped,
                         at_shutdown hooks called.
               'shutdown' - like reset, but server will not auto-restart.
               None - keep currently set flag from flag file.
        _reactor_stopping - this is set if server is stopped by a kill
                            command OR this method was already called
                             once - in both cases the reactor is
                             dead/stopping already.
        """
        if _reactor_stopping and hasattr(self, "shutdown_complete"):
            # this means we have already passed through this method
            # once; we don't need to run the shutdown procedure again.
            defer.returnValue(None)

        mode = self.set_restart_mode(mode)
        # call shutdown hooks on all cached objects

        from src.objects.models import ObjectDB
        #from src.players.models import PlayerDB
        from src.server.models import ServerConfig

        if mode == 'reload':
            # call restart hooks
            yield [(o.typeclass, o.at_server_reload())
                                   for o in ObjectDB.get_all_cached_instances()]
            yield [(p.typeclass, p.at_server_reload())
                                   for p in PlayerDB.get_all_cached_instances()]
            yield [(s.typeclass, s.pause(), s.at_server_reload())
                                   for s in ScriptDB.get_all_cached_instances()]
            yield self.sessions.all_sessions_portal_sync()
            ServerConfig.objects.conf("server_restart_mode", "reload")

            from src.server.oobhandler import OOB_HANDLER
            OOB_HANDLER.save()
            from src.scripts.tickerhandler import TICKER_HANDLER
            TICKER_HANDLER.save()

            if SERVER_STARTSTOP_MODULE:
                SERVER_STARTSTOP_MODULE.at_server_reload_stop()

        else:
            if mode == 'reset':
                # don't unset the is_connected flag on reset, otherwise
                # same as shutdown
                yield [(o.typeclass, o.at_server_shutdown())
                                   for o in ObjectDB.get_all_cached_instances()]
                yield [(p.typeclass, p.at_server_shutdown())
                                       for p in PlayerDB.get_all_cached_instances()]
            else:  # shutdown
                yield [_SA(p, "is_connected", False)
                                   for p in PlayerDB.get_all_cached_instances()]
                yield [(o.typeclass, o.at_server_shutdown())
                                   for o in ObjectDB.get_all_cached_instances()]
                yield [(p.typeclass, p.unpuppet_all(), p.at_server_shutdown())
                                       for p in PlayerDB.get_all_cached_instances()]
            yield [(s.typeclass, s.at_server_shutdown())
                                   for s in ScriptDB.get_all_cached_instances()]
            yield ObjectDB.objects.clear_all_sessids()
            ServerConfig.objects.conf("server_restart_mode", "reset")

            if SERVER_STARTSTOP_MODULE:
                SERVER_STARTSTOP_MODULE.at_server_cold_stop()

        # stopping time
        from src.utils import gametime
        gametime.save()

        if SERVER_STARTSTOP_MODULE:
            SERVER_STARTSTOP_MODULE.at_server_stop()
        # if _reactor_stopping is true, reactor does not need to
        # be stopped again.
        if os.name == 'nt' and os.path.exists(SERVER_PIDFILE):
            # for Windows we need to remove pid files manually
            os.remove(SERVER_PIDFILE)
        if not _reactor_stopping:
            # this will also send a reactor.stop signal, so we set a
            # flag to avoid loops.
            self.shutdown_complete = True
            reactor.callLater(0, reactor.stop)