Esempio n. 1
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 def test_save_objects(self):
     objs = [self.obj1, self.obj2]
     storage.save_objects(self.path, self.extension, objs)
     for obj, data in zip(objs, [self.d1, self.d2]):
         # TODO Ideally the below would work without calling convert.
         path = "%s/%s%s" % (self.path, convert.uuid_to_base32(obj.uuid), self.extension)
         self.assertTrue(os.path.exists(path))
         loaded_data = storage.load(path)
         self.assertDictEqual(data, loaded_data)
Esempio n. 2
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def save_objects(path, extension, objs):
    """
    Save game objects to files with the given extension under the given path.

    For each file, creates a file path from the given directory path, extension and obj.name. The file path and obj are
    then passed to save_object.
    """
    if not os.path.exists(path):
        raise IOError("Path not found: '%s'" % path)
    if not os.path.isdir(path):
        raise IOError("Path is not directory: '%s'" % path)
    for obj in objs:
        obj_path = "%s/%s%s" % (path, convert.uuid_to_base32(obj.uuid), extension)
        save_object(obj_path, obj)
Esempio n. 3
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def save_player(player):
    storage.save_object(config.path.player_file_pattern % convert.uuid_to_base32(player.uuid), player)
Esempio n. 4
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def load_player(player_uuid):
    return storage.load_file(config.path.player_file_pattern % convert.uuid_to_base32(player_uuid), entity.new_mobile)
Esempio n. 5
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def player_exists(player_uuid):
    return os.path.exists(config.path.player_file_pattern % convert.uuid_to_base32(player_uuid))
Esempio n. 6
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def save_user(user):
    storage.save_object(config.path.user_file_pattern % convert.uuid_to_base32(user.uuid), user)
Esempio n. 7
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def load_user(user_uuid):
    return storage.load_file(config.path.user_file_pattern % convert.uuid_to_base32(user_uuid), User)
Esempio n. 8
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def user_exists(user_uuid):
    return os.path.exists(config.path.user_file_pattern % convert.uuid_to_base32(user_uuid))