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 evennia.objects.models import ObjectDB from evennia.comms.models import ChannelDB # from evennia.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: ObjectDB.objects.filter(db_cmdset_storage__exact=prev).update(db_cmdset_storage=curr) if i == 1: PlayerDB.objects.filter(db_cmdset_storage__exact=prev).update(db_cmdset_storage=curr) if i == 2: PlayerDB.objects.filter(db_typeclass_path__exact=prev).update(db_typeclass_path=curr) if i in (3, 4, 5, 6): ObjectDB.objects.filter(db_typeclass_path__exact=prev).update(db_typeclass_path=curr) if i == 7: ScriptDB.objects.filter(db_typeclass_path__exact=prev).update(db_typeclass_path=curr) if i == 8: ChannelDB.objects.filter(db_typeclass_path__exact=prev).update(db_typeclass_path=curr) # 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]]
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 but sessions will not be disconnected. '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) from evennia.objects.models import ObjectDB #from evennia.players.models import PlayerDB from evennia.server.models import ServerConfig if mode == 'reload': # call restart hooks ServerConfig.objects.conf("server_restart_mode", "reload") yield [o.at_server_reload() for o in ObjectDB.get_all_cached_instances()] yield [p.at_server_reload() for p in PlayerDB.get_all_cached_instances()] yield [(s.pause(manual_pause=False), s.at_server_reload()) for s in ScriptDB.get_all_cached_instances() if s.is_active] yield self.sessions.all_sessions_portal_sync() self.at_server_reload_stop() # only save monitor state on reload, not on shutdown/reset from evennia.scripts.monitorhandler import MONITOR_HANDLER MONITOR_HANDLER.save() else: if mode == 'reset': # like shutdown but don't unset the is_connected flag and don't disconnect sessions yield [o.at_server_shutdown() for o in ObjectDB.get_all_cached_instances()] yield [p.at_server_shutdown() for p in PlayerDB.get_all_cached_instances()] if self.amp_protocol: yield self.sessions.all_sessions_portal_sync() else: # shutdown yield [_SA(p, "is_connected", False) for p in PlayerDB.get_all_cached_instances()] yield [o.at_server_shutdown() for o in ObjectDB.get_all_cached_instances()] yield [(p.unpuppet_all(), p.at_server_shutdown()) for p in PlayerDB.get_all_cached_instances()] yield ObjectDB.objects.clear_all_sessids() yield [(s.pause(manual_pause=False), s.at_server_shutdown()) for s in ScriptDB.get_all_cached_instances()] ServerConfig.objects.conf("server_restart_mode", "reset") self.at_server_cold_stop() # tickerhandler state should always be saved. from evennia.scripts.tickerhandler import TICKER_HANDLER TICKER_HANDLER.save() # always called, also for a reload self.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 # kill the server reactor.callLater(0, reactor.stop)
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 evennia.objects.models import ObjectDB from evennia.comms.models import ChannelDB #from evennia.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: ObjectDB.objects.filter( db_cmdset_storage__exact=prev).update( db_cmdset_storage=curr) if i == 1: PlayerDB.objects.filter( db_cmdset_storage__exact=prev).update( db_cmdset_storage=curr) if i == 2: PlayerDB.objects.filter( db_typeclass_path__exact=prev).update( db_typeclass_path=curr) if i in (3, 4, 5, 6): ObjectDB.objects.filter( db_typeclass_path__exact=prev).update( db_typeclass_path=curr) if i == 7: ScriptDB.objects.filter( db_typeclass_path__exact=prev).update( db_typeclass_path=curr) if i == 8: ChannelDB.objects.filter( db_typeclass_path__exact=prev).update( db_typeclass_path=curr) # 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] ]
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 but sessions will not be disconnected. '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.getset_restart_mode(mode) from evennia.objects.models import ObjectDB #from evennia.players.models import PlayerDB from evennia.server.models import ServerConfig from evennia.utils import gametime as _GAMETIME_MODULE if mode == 'reload': # call restart hooks ServerConfig.objects.conf("server_restart_mode", "reload") yield [ o.at_server_reload() for o in ObjectDB.get_all_cached_instances() ] yield [ p.at_server_reload() for p in PlayerDB.get_all_cached_instances() ] yield [(s.pause(manual_pause=False), s.at_server_reload()) for s in ScriptDB.get_all_cached_instances() if s.is_active] yield self.sessions.all_sessions_portal_sync() self.at_server_reload_stop() # only save monitor state on reload, not on shutdown/reset from evennia.scripts.monitorhandler import MONITOR_HANDLER MONITOR_HANDLER.save() else: if mode == 'reset': # like shutdown but don't unset the is_connected flag and don't disconnect sessions yield [ o.at_server_shutdown() for o in ObjectDB.get_all_cached_instances() ] yield [ p.at_server_shutdown() for p in PlayerDB.get_all_cached_instances() ] if self.amp_protocol: yield self.sessions.all_sessions_portal_sync() else: # shutdown yield [ _SA(p, "is_connected", False) for p in PlayerDB.get_all_cached_instances() ] yield [ o.at_server_shutdown() for o in ObjectDB.get_all_cached_instances() ] yield [(p.unpuppet_all(), p.at_server_shutdown()) for p in PlayerDB.get_all_cached_instances()] yield ObjectDB.objects.clear_all_sessids() yield [(s.pause(manual_pause=False), s.at_server_shutdown()) for s in ScriptDB.get_all_cached_instances()] ServerConfig.objects.conf("server_restart_mode", "reset") self.at_server_cold_stop() # tickerhandler state should always be saved. from evennia.scripts.tickerhandler import TICKER_HANDLER TICKER_HANDLER.save() # always called, also for a reload self.at_server_stop() if os.name == 'nt' and os.path.exists(SERVER_PIDFILE): # for Windows we need to remove pid files manually os.remove(SERVER_PIDFILE) if hasattr(self, "web_root"): # not set very first start yield self.web_root.empty_threadpool() if not _reactor_stopping: # kill the server self.shutdown_complete = True reactor.callLater(1, reactor.stop) # we make sure the proper gametime is saved as late as possible ServerConfig.objects.conf("runtime", _GAMETIME_MODULE.runtime())
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 but sessions will not be disconnected. '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) from evennia.objects.models import ObjectDB #from evennia.players.models import PlayerDB from evennia.server.models import ServerConfig if mode == 'reload': # call restart hooks ServerConfig.objects.conf("server_restart_mode", "reload") yield [ o.at_server_reload() for o in ObjectDB.get_all_cached_instances() ] yield [ p.at_server_reload() for p in PlayerDB.get_all_cached_instances() ] yield [(s.pause(), s.at_server_reload()) for s in ScriptDB.get_all_cached_instances()] yield self.sessions.all_sessions_portal_sync() self.at_server_reload_stop() # only save OOB state on reload, not on shutdown/reset from evennia.server.oobhandler import OOB_HANDLER OOB_HANDLER.save() else: if mode == 'reset': # like shutdown but don't unset the is_connected flag and don't disconnect sessions yield [ o.at_server_shutdown() for o in ObjectDB.get_all_cached_instances() ] yield [ p.at_server_shutdown() for p in PlayerDB.get_all_cached_instances() ] if self.amp_protocol: yield self.sessions.all_sessions_portal_sync() else: # shutdown yield [ _SA(p, "is_connected", False) for p in PlayerDB.get_all_cached_instances() ] yield [ o.at_server_shutdown() for o in ObjectDB.get_all_cached_instances() ] yield [(p.unpuppet_all(), p.at_server_shutdown()) for p in PlayerDB.get_all_cached_instances()] yield ObjectDB.objects.clear_all_sessids() yield [(s.pause(), s.at_server_reload()) for s in ScriptDB.get_all_cached_instances()] ServerConfig.objects.conf("server_restart_mode", "reset") self.at_server_cold_stop() # tickerhandler state should always be saved. from evennia.scripts.tickerhandler import TICKER_HANDLER TICKER_HANDLER.save() # always called, also for a reload self.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 # kill the server reactor.callLater(0, reactor.stop)