def __init__(self, *args, **kwargs): SharedMemoryModel.__init__(self, *args, **kwargs) self.extra_senders = []
def create_player(key, email, password, typeclass=None, is_superuser=False, locks=None, permissions=None, report_to=None): """ This creates a new player. key - the player's name. This should be unique. email - email on valid [email protected] form. password - password in cleartext is_superuser - wether or not this player is to be a superuser locks - lockstring permission - list of permissions report_to - an object with a msg() method to report errors to. If not given, errors will be logged. Will return the Player-typeclass or None/raise Exception if the Typeclass given failed to load. Concerning is_superuser: Usually only the server admin should need to be superuser, all other access levels can be handled with more fine-grained permissions or groups. A superuser bypasses all lock checking operations and is thus not suitable for play-testing the game. """ global _PlayerDB, _Player if not _PlayerDB: from src.players.models import PlayerDB as _PlayerDB if not _Player: from src.players.player import Player as _Player if not email: email = "*****@*****.**" if _PlayerDB.objects.filter(username__iexact=key): raise ValueError("A Player with the name '%s' already exists." % key) # this handles a given dbref-relocate to a player. report_to = handle_dbref(report_to, _PlayerDB) try: # create the correct Player object if is_superuser: new_db_player = _PlayerDB.objects.create_superuser( key, email, password) else: new_db_player = _PlayerDB.objects.create_user(key, email, password) if not typeclass: typeclass = settings.BASE_PLAYER_TYPECLASS elif isinstance(typeclass, _PlayerDB): # this is an PlayerDB instance, extract its typeclass path typeclass = typeclass.typeclass.path elif isinstance(typeclass, _Player) or utils.inherits_from( typeclass, _Player): # this is Player object typeclass, extract its path typeclass = typeclass.path # assign the typeclass typeclass = utils.to_unicode(typeclass) new_db_player.typeclass_path = typeclass # this will either load the typeclass or the default one new_player = new_db_player.typeclass if not _GA(new_db_player, "is_typeclass")(typeclass, exact=True): # this will fail if we gave a typeclass as input # and it still gave us a default SharedMemoryModel.delete(new_db_player) if report_to: _GA(report_to, "msg")("Error creating %s (%s):\n%s" % (new_db_player.key, typeclass, _GA(new_db_player, "typeclass_last_errmsg"))) return None else: raise Exception(_GA(new_db_player, "typeclass_last_errmsg")) new_player.basetype_setup() # setup the basic locks and cmdset # call hook method (may override default permissions) new_player.at_player_creation() # custom given arguments potentially overrides the hook if permissions: new_player.permissions.add(permissions) elif not new_player.permissions: new_player.permissions.add(settings.PERMISSION_PLAYER_DEFAULT) if locks: new_player.locks.add(locks) return new_player except Exception: # a failure in creating the player; we try to clean # up as much as we can logger.log_trace() try: new_player.delete() except Exception: pass try: del new_player except Exception: pass raise
def create_object(typeclass=None, key=None, location=None, home=None, permissions=None, locks=None, aliases=None, destination=None, report_to=None, nohome=False): """ Create a new in-game object. Any game object is a combination of a database object that stores data persistently to the database, and a typeclass, which on-the-fly 'decorates' the database object into whataver different type of object it is supposed to be in the game. See src.objects.managers for methods to manipulate existing objects in the database. src.objects.objects holds the base typeclasses and src.objects.models hold the database model. report_to is an optional object for reporting errors to in string form. If report_to is not set, errors will be raised as en Exception containing the error message. If set, this method will return None upon errors. nohome - this allows the creation of objects without a default home location; this only used when creating the default location itself or during unittests """ global _Object, _ObjectDB if not _Object: from src.objects.objects import Object as _Object if not _ObjectDB: from src.objects.models import ObjectDB as _ObjectDB # input validation if not typeclass: typeclass = settings.BASE_OBJECT_TYPECLASS elif isinstance(typeclass, _ObjectDB): # this is already an objectdb instance, extract its typeclass typeclass = typeclass.typeclass.path elif isinstance(typeclass, _Object) or utils.inherits_from( typeclass, _Object): # this is already an object typeclass, extract its path typeclass = typeclass.path typeclass = utils.to_unicode(typeclass) # Setup input for the create command location = handle_dbref(location, _ObjectDB) destination = handle_dbref(destination, _ObjectDB) home = handle_dbref(home, _ObjectDB) if not home: try: home = handle_dbref(settings.DEFAULT_HOME, _ObjectDB) if not nohome else None except _ObjectDB.DoesNotExist: raise _ObjectDB.DoesNotExist( "settings.DEFAULT_HOME (= '%s') does not exist, or the setting is malformed." % settings.DEFAULT_HOME) # create new database object all in one go new_db_object = _ObjectDB(db_key=key, db_location=location, db_destination=destination, db_home=home, db_typeclass_path=typeclass) if not key: # the object should always have a key, so if not set we give a default new_db_object.key = "#%i" % new_db_object.dbid # this will either load the typeclass or the default one (will also save object) new_object = new_db_object.typeclass if not _GA(new_object, "is_typeclass")(typeclass, exact=True): # this will fail if we gave a typeclass as input and it still # gave us a default try: SharedMemoryModel.delete(new_db_object) except AssertionError: # this happens if object was never created pass if report_to: report_to = handle_dbref(report_to, _ObjectDB) _GA(report_to, "msg")("Error creating %s (%s).\n%s" % (new_db_object.key, typeclass, _GA(new_db_object, "typeclass_last_errmsg"))) return None else: raise Exception(_GA(new_db_object, "typeclass_last_errmsg")) # from now on we can use the typeclass object # as if it was the database object. # call the hook methods. This is where all at_creation # customization happens as the typeclass stores custom # things on its database object. # note - this may override input keys, locations etc! new_object.basetype_setup() # setup the basics of Exits, Characters etc. new_object.at_object_creation() # we want the input to override that set in the hooks, so # we re-apply those if needed if new_object.key != key: new_object.key = key if new_object.location != location: new_object.location = location if new_object.home != home: new_object.home = home if new_object.destination != destination: new_object.destination = destination # custom-given perms/locks do overwrite hooks if permissions: new_object.permissions.add(permissions) if locks: new_object.locks.add(locks) if aliases: new_object.aliases.add(aliases) # trigger relevant move_to hooks in order to display messages. if location: new_object.at_object_receive(new_object, None) new_object.at_after_move(new_object) # post-hook setup (mainly used by Exits) new_object.basetype_posthook_setup() return new_object
def __init__(self, *args, **kwargs): SharedMemoryModel.__init__(self, *args, **kwargs) self.locks = LazyLoadHandler(self, "locks", LockHandler) self.tags = LazyLoadHandler(self, "tags", TagHandler)
def create_script(typeclass, key=None, obj=None, player=None, locks=None, interval=None, start_delay=None, repeats=None, persistent=None, autostart=True, report_to=None): """ Create a new script. All scripts are a combination of a database object that communicates with the database, and an typeclass that 'decorates' the database object into being different types of scripts. It's behaviour is similar to the game objects except scripts has a time component and are more limited in scope. Argument 'typeclass' can be either an actual typeclass object or a python path to such an object. Only set key here if you want a unique name for this particular script (set it in config to give same key to all scripts of the same type). Set obj to tie this script to a particular object. See src.scripts.manager for methods to manipulate existing scripts in the database. report_to is an obtional object to receive error messages. If report_to is not set, an Exception with the error will be raised. If set, this method will return None upon errors. """ global _Script, _ScriptDB if not _Script: from src.scripts.scripts import Script as _Script if not _ScriptDB: from src.scripts.models import ScriptDB as _ScriptDB if not typeclass: typeclass = settings.BASE_SCRIPT_TYPECLASS elif isinstance(typeclass, _ScriptDB): # this is already an scriptdb instance, extract its typeclass typeclass = typeclass.typeclass.path elif isinstance(typeclass, _Script) or utils.inherits_from( typeclass, _Script): # this is already an object typeclass, extract its path typeclass = typeclass.path # create new database script new_db_script = _ScriptDB() # assign the typeclass typeclass = utils.to_unicode(typeclass) new_db_script.typeclass_path = typeclass # the name/key is often set later in the typeclass. This # is set here as a failsafe. if key: new_db_script.key = key else: new_db_script.key = "#%i" % new_db_script.id # this will either load the typeclass or the default one new_script = new_db_script.typeclass if not _GA(new_db_script, "is_typeclass")(typeclass, exact=True): # this will fail if we gave a typeclass as input and it still # gave us a default SharedMemoryModel.delete(new_db_script) if report_to: _GA(report_to, "msg")("Error creating %s (%s): %s" % (new_db_script.key, typeclass, _GA(new_db_script, "typeclass_last_errmsg"))) return None else: raise Exception(_GA(new_db_script, "typeclass_last_errmsg")) if obj: new_script.obj = obj if player: new_script.player = player # call the hook method. This is where all at_creation # customization happens as the typeclass stores custom # things on its database object. new_script.at_script_creation() # custom-given variables override the hook if key: new_script.key = key if locks: new_script.locks.add(locks) if interval is not None: new_script.interval = interval if start_delay is not None: new_script.start_delay = start_delay if repeats is not None: new_script.repeats = repeats if persistent is not None: new_script.persistent = persistent # a new created script should usually be started. if autostart: new_script.start() new_db_script.save() return new_script
def create_player(key, email, password, typeclass=None, is_superuser=False, locks=None, permissions=None, report_to=None): """ This creates a new player. key - the player's name. This should be unique. email - email on valid [email protected] form. password - password in cleartext is_superuser - wether or not this player is to be a superuser locks - lockstring permission - list of permissions report_to - an object with a msg() method to report errors to. If not given, errors will be logged. Will return the Player-typeclass or None/raise Exception if the Typeclass given failed to load. Concerning is_superuser: Usually only the server admin should need to be superuser, all other access levels can be handled with more fine-grained permissions or groups. A superuser bypasses all lock checking operations and is thus not suitable for play-testing the game. """ global _PlayerDB, _Player if not _PlayerDB: from src.players.models import PlayerDB as _PlayerDB if not _Player: from src.players.player import Player as _Player if not email: email = "*****@*****.**" if _PlayerDB.objects.filter(username__iexact=key): raise ValueError("A Player with the name '%s' already exists." % key) # this handles a given dbref-relocate to a player. report_to = handle_dbref(report_to, _PlayerDB) try: # create the correct Player object if is_superuser: new_db_player = _PlayerDB.objects.create_superuser(key, email, password) else: new_db_player = _PlayerDB.objects.create_user(key, email, password) if not typeclass: typeclass = settings.BASE_PLAYER_TYPECLASS elif isinstance(typeclass, _PlayerDB): # this is an PlayerDB instance, extract its typeclass path typeclass = typeclass.typeclass.path elif isinstance(typeclass, _Player) or utils.inherits_from(typeclass, _Player): # this is Player object typeclass, extract its path typeclass = typeclass.path # assign the typeclass typeclass = utils.to_unicode(typeclass) new_db_player.typeclass_path = typeclass # this will either load the typeclass or the default one new_player = new_db_player.typeclass if not _GA(new_db_player, "is_typeclass")(typeclass, exact=True): # this will fail if we gave a typeclass as input # and it still gave us a default SharedMemoryModel.delete(new_db_player) if report_to: _GA(report_to, "msg")("Error creating %s (%s):\n%s" % (new_db_player.key, typeclass, _GA(new_db_player, "typeclass_last_errmsg"))) return None else: raise Exception(_GA(new_db_player, "typeclass_last_errmsg")) new_player.basetype_setup() # setup the basic locks and cmdset # call hook method (may override default permissions) new_player.at_player_creation() # custom given arguments potentially overrides the hook if permissions: new_player.permissions.add(permissions) elif not new_player.permissions: new_player.permissions.add(settings.PERMISSION_PLAYER_DEFAULT) if locks: new_player.locks.add(locks) return new_player except Exception: # a failure in creating the player; we try to clean # up as much as we can logger.log_trace() try: new_player.delete() except Exception: pass try: del new_player except Exception: pass raise
def __init__(self, *args, **kwargs): SharedMemoryModel.__init__(self, *args, **kwargs) self.locks = LockHandler(self) self.tags = TagHandler(self)
def __init__(self, *args, **kwargs): SharedMemoryModel.__init__(self, *args, **kwargs) #_SA(self, "locks", LazyLoadHandler(self, "locks", LockHandler)) self.extra_senders = []
def create_object(typeclass=None, key=None, location=None, home=None, permissions=None, locks=None, aliases=None, destination=None, report_to=None, nohome=False): """ Create a new in-game object. Any game object is a combination of a database object that stores data persistently to the database, and a typeclass, which on-the-fly 'decorates' the database object into whataver different type of object it is supposed to be in the game. See src.objects.managers for methods to manipulate existing objects in the database. src.objects.objects holds the base typeclasses and src.objects.models hold the database model. report_to is an optional object for reporting errors to in string form. If report_to is not set, errors will be raised as en Exception containing the error message. If set, this method will return None upon errors. nohome - this allows the creation of objects without a default home location; this only used when creating the default location itself or during unittests """ global _Object, _ObjectDB if not _Object: from src.objects.objects import Object as _Object if not _ObjectDB: from src.objects.models import ObjectDB as _ObjectDB # input validation if not typeclass: typeclass = settings.BASE_OBJECT_TYPECLASS elif isinstance(typeclass, _ObjectDB): # this is already an objectdb instance, extract its typeclass typeclass = typeclass.typeclass.path elif isinstance(typeclass, _Object) or utils.inherits_from(typeclass, _Object): # this is already an object typeclass, extract its path typeclass = typeclass.path typeclass = utils.to_unicode(typeclass) # Setup input for the create command location = handle_dbref(location, _ObjectDB) destination = handle_dbref(destination, _ObjectDB) home = handle_dbref(home, _ObjectDB) if not home: try: home = handle_dbref(settings.DEFAULT_HOME, _ObjectDB) if not nohome else None except _ObjectDB.DoesNotExist: raise _ObjectDB.DoesNotExist("settings.DEFAULT_HOME (= '%s') does not exist, or the setting is malformed." % settings.DEFAULT_HOME) # create new database object all in one go new_db_object = _ObjectDB(db_key=key, db_location=location, db_destination=destination, db_home=home, db_typeclass_path=typeclass) if not key: # the object should always have a key, so if not set we give a default new_db_object.key = "#%i" % new_db_object.dbid # this will either load the typeclass or the default one (will also save object) new_object = new_db_object.typeclass if not _GA(new_object, "is_typeclass")(typeclass, exact=True): # this will fail if we gave a typeclass as input and it still # gave us a default try: SharedMemoryModel.delete(new_db_object) except AssertionError: # this happens if object was never created pass if report_to: report_to = handle_dbref(report_to, _ObjectDB) _GA(report_to, "msg")("Error creating %s (%s).\n%s" % (new_db_object.key, typeclass, _GA(new_db_object, "typeclass_last_errmsg"))) return None else: raise Exception(_GA(new_db_object, "typeclass_last_errmsg")) # from now on we can use the typeclass object # as if it was the database object. # call the hook methods. This is where all at_creation # customization happens as the typeclass stores custom # things on its database object. # note - this may override input keys, locations etc! new_object.basetype_setup() # setup the basics of Exits, Characters etc. new_object.at_object_creation() # we want the input to override that set in the hooks, so # we re-apply those if needed if new_object.key != key: new_object.key = key if new_object.location != location: new_object.location = location if new_object.home != home: new_object.home = home if new_object.destination != destination: new_object.destination = destination # custom-given perms/locks do overwrite hooks if permissions: new_object.permissions.add(permissions) if locks: new_object.locks.add(locks) if aliases: new_object.aliases.add(aliases) # trigger relevant move_to hooks in order to display messages. if location: location.at_object_receive(new_object, None) new_object.at_after_move(None) # post-hook setup (mainly used by Exits) new_object.basetype_posthook_setup() return new_object
def __init__(self, *args, **kwargs): SharedMemoryModel.__init__(self, *args, **kwargs) # _SA(self, "locks", LazyLoadHandler(self, "locks", LockHandler)) self.extra_senders = []
def __init__(self, *args, **kwargs): SharedMemoryModel.__init__(self, *args, **kwargs) self.locks = LockHandler(self) self.extra_senders = []
def create_object(typeclass=None, key=None, location=None, home=None, permissions=None, locks=None, aliases=None, destination=None, report_to=None, nohome=False): """ Create a new in-game object. Any game object is a combination of a database object that stores data persistently to the database, and a typeclass, which on-the-fly 'decorates' the database object into whataver different type of object it is supposed to be in the game. See src.objects.managers for methods to manipulate existing objects in the database. src.objects.objects holds the base typeclasses and src.objects.models hold the database model. report_to is an optional object for reporting errors to in string form. If report_to is not set, errors will be raised as en Exception containing the error message. If set, this method will return None upon errors. nohome - this allows the creation of objects without a default home location; this only used when creating default location itself or during unittests """ global _Object, _ObjectDB if not _Object: from src.objects.objects import Object as _Object if not _ObjectDB: from src.objects.models import ObjectDB as _ObjectDB # input validation if not typeclass: typeclass = settings.BASE_OBJECT_TYPECLASS elif isinstance(typeclass, _ObjectDB): # this is already an objectdb instance, extract its typeclass typeclass = typeclass.typeclass.path elif isinstance(typeclass, _Object) or utils.inherits_from( typeclass, _Object): # this is already an object typeclass, extract its path typeclass = typeclass.path # handle eventual #dbref input location = handle_dbref(location, _ObjectDB) home = handle_dbref(home, _ObjectDB) destination = handle_dbref(destination, _ObjectDB) report_to = handle_dbref(report_to, _ObjectDB) # create new database object new_db_object = _ObjectDB() # assign the typeclass typeclass = utils.to_unicode(typeclass) new_db_object.typeclass_path = typeclass # the name/key is often set later in the typeclass. This # is set here as a failsafe. if key: new_db_object.key = key else: new_db_object.key = "#%i" % new_db_object.dbid # this will either load the typeclass or the default one new_object = new_db_object.typeclass if not _GA(new_object, "is_typeclass")(typeclass, exact=True): # this will fail if we gave a typeclass as input and it still # gave us a default SharedMemoryModel.delete(new_db_object) if report_to: _GA(report_to, "msg")("Error creating %s (%s):\n%s" % (new_db_object.key, typeclass, _GA(new_db_object, "typeclass_last_errmsg"))) return None else: raise Exception(_GA(new_db_object, "typeclass_last_errmsg")) # from now on we can use the typeclass object # as if it was the database object. new_object.destination = destination # call the hook method. This is where all at_creation # customization happens as the typeclass stores custom # things on its database object. new_object.basetype_setup() # setup the basics of Exits, Characters etc. new_object.at_object_creation() # custom-given perms/locks overwrite hooks if permissions: new_object.permissions.add(permissions) if locks: new_object.locks.add(locks) if aliases: new_object.aliases.add(aliases) if home: new_object.home = home else: # we shouldn't need to handle dbref here (home handler should fix it), but some have # reported issues here (issue 446). try: new_object.home = handle_dbref(settings.DEFAULT_HOME, _ObjectDB) if not nohome else None except _ObjectDB.DoesNotExist: raise _ObjectDB.DoesNotExist( "settings.DEFAULT_HOME (= '%s') does not exist, or the setting is malformed." % settings.DEFAULT_HOME) # perform a move_to in order to display eventual messages. if location: new_object.move_to(location, quiet=True) else: # rooms would have location=None. new_object.location = None # post-hook setup (mainly used by Exits) new_object.basetype_posthook_setup() new_object.save() return new_object
def create_player(name, email, password, user=None, typeclass=None, is_superuser=False, locks=None, permissions=None, create_character=True, character_typeclass=None, character_location=None, character_home=None, player_dbobj=None, report_to=None): """ This creates a new player, handling the creation of the User object and its associated Player object. If player_dbobj is given, this player object is used instead of creating a new one. This is called by the admin interface since it needs to create the player object in order to relate it automatically to the user. If create_character is True, a game player object with the same name as the User/Player will also be created. Its typeclass and base properties can also be given. Returns the new game character, or the Player obj if no character is created. For more info about the typeclass argument, see create_objects() above. Note: if user is supplied, it will NOT be modified (args name, email, passw and is_superuser will be ignored). Change those properties directly on the User instead. If no permissions are given (None), the default permission group as defined in settings.PERMISSION_PLAYER_DEFAULT will be assigned. If permissions are given, no automatic assignment will occur. Concerning is_superuser: A superuser should have access to everything in the game and on the server/web interface. The very first user created in the database is always a superuser (that's using django's own creation, not this one). Usually only the server admin should need to be superuser, all other access levels can be handled with more fine-grained permissions or groups. Since superuser overrules all permissions, we don't set any in this case. """ # The system should already have checked so the name/email # isn't already registered, and that the password is ok before # getting here. global _PlayerDB, _Player if not _PlayerDB: from src.players.models import PlayerDB as _PlayerDB if not _Player: from src.players.player import Player as _Player if not email: email = "*****@*****.**" if user: new_user = user email = user.email else: if is_superuser: new_user = User.objects.create_superuser(name, email, password) else: new_user = User.objects.create_user(name, email, password) try: if not typeclass: typeclass = settings.BASE_PLAYER_TYPECLASS elif isinstance(typeclass, _PlayerDB): # this is already an objectdb instance, extract its typeclass typeclass = typeclass.typeclass.path elif isinstance(typeclass, _Player) or utils.inherits_from(typeclass, _Player): # this is already an object typeclass, extract its path typeclass = typeclass.path if player_dbobj: try: _GA(player_dbobj, "dbobj") new_db_player = player_dbobj.dbobj except AttributeError: new_db_player = player_dbobj # use the typeclass from this object typeclass = new_db_player.typeclass_path else: new_db_player = _PlayerDB(db_key=name, user=new_user) new_db_player.save() # assign the typeclass typeclass = utils.to_unicode(typeclass) new_db_player.typeclass_path = typeclass # this will either load the typeclass or the default one new_player = new_db_player.typeclass if not _GA(new_db_player, "is_typeclass")(typeclass, exact=True): # this will fail if we gave a typeclass as input and it still gave us a default SharedMemoryModel.delete(new_db_player) if report_to: _GA(report_to, "msg")("Error creating %s (%s):\n%s" % (new_db_player.key, typeclass, _GA(new_db_player, "typeclass_last_errmsg"))) return None else: raise Exception(_GA(new_db_player, "typeclass_last_errmsg")) new_player.basetype_setup() # setup the basic locks and cmdset # call hook method (may override default permissions) new_player.at_player_creation() # custom given arguments potentially overrides the hook if permissions: new_player.permissions = permissions elif not new_player.permissions: new_player.permissions = settings.PERMISSION_PLAYER_DEFAULT if locks: new_player.locks.add(locks) # create *in-game* 'player' object if create_character: if not character_typeclass: character_typeclass = settings.BASE_CHARACTER_TYPECLASS # creating the object automatically links the player # and object together by player.obj <-> obj.player new_character = create_object(character_typeclass, key=name, location=character_location, home=character_location, permissions=permissions, player=new_player, report_to=report_to) return new_character return new_player except Exception, e: # a failure in creating the character if not user: # in there was a failure we clean up everything we can logger.log_trace() try: new_user.delete() except Exception: pass try: new_player.delete() except Exception: pass try: del new_character except Exception: pass raise e
def create_script(typeclass, key=None, obj=None, player=None, locks=None, interval=None, start_delay=None, repeats=None, persistent=None, autostart=True, report_to=None): """ Create a new script. All scripts are a combination of a database object that communicates with the database, and an typeclass that 'decorates' the database object into being different types of scripts. It's behaviour is similar to the game objects except scripts has a time component and are more limited in scope. Argument 'typeclass' can be either an actual typeclass object or a python path to such an object. Only set key here if you want a unique name for this particular script (set it in config to give same key to all scripts of the same type). Set obj to tie this script to a particular object. See src.scripts.manager for methods to manipulate existing scripts in the database. report_to is an obtional object to receive error messages. If report_to is not set, an Exception with the error will be raised. If set, this method will return None upon errors. """ global _Script, _ScriptDB if not _Script: from src.scripts.scripts import Script as _Script if not _ScriptDB: from src.scripts.models import ScriptDB as _ScriptDB if not typeclass: typeclass = settings.BASE_SCRIPT_TYPECLASS elif isinstance(typeclass, _ScriptDB): # this is already an scriptdb instance, extract its typeclass typeclass = typeclass.typeclass.path elif isinstance(typeclass, _Script) or utils.inherits_from(typeclass, _Script): # this is already an object typeclass, extract its path typeclass = typeclass.path # create new database script new_db_script = _ScriptDB() # assign the typeclass typeclass = utils.to_unicode(typeclass) new_db_script.typeclass_path = typeclass # the name/key is often set later in the typeclass. This # is set here as a failsafe. if key: new_db_script.key = key else: new_db_script.key = "#%i" % new_db_script.id # this will either load the typeclass or the default one new_script = new_db_script.typeclass if not _GA(new_db_script, "is_typeclass")(typeclass, exact=True): # this will fail if we gave a typeclass as input and it still # gave us a default SharedMemoryModel.delete(new_db_script) if report_to: _GA(report_to, "msg")("Error creating %s (%s): %s" % (new_db_script.key, typeclass, _GA(new_db_script, "typeclass_last_errmsg"))) return None else: raise Exception(_GA(new_db_script, "typeclass_last_errmsg")) if obj: new_script.obj = obj if player: new_script.player = player # call the hook method. This is where all at_creation # customization happens as the typeclass stores custom # things on its database object. new_script.at_script_creation() # custom-given variables override the hook if key: new_script.key = key if locks: new_script.locks.add(locks) if interval is not None: new_script.interval = interval if start_delay is not None: new_script.start_delay = start_delay if repeats is not None: new_script.repeats = repeats if persistent is not None: new_script.persistent = persistent # a new created script should usually be started. if autostart: new_script.start() new_db_script.save() return new_script
def create_object(typeclass, key=None, location=None, home=None, player=None, permissions=None, locks=None, aliases=None, destination=None, report_to=None): """ Create a new in-game object. Any game object is a combination of a database object that stores data persistently to the database, and a typeclass, which on-the-fly 'decorates' the database object into whataver different type of object it is supposed to be in the game. See src.objects.managers for methods to manipulate existing objects in the database. src.objects.objects holds the base typeclasses and src.objects.models hold the database model. report_to is an optional object for reporting errors to in string form. If report_to is not set, errors will be raised as en Exception containing the error message. If set, this method will return None upon errors. """ global _Object, _ObjectDB if not _Object: from src.objects.objects import Object as _Object if not _ObjectDB: from src.objects.models import ObjectDB as _ObjectDB if not typeclass: typeclass = settings.BASE_OBJECT_TYPECLASS elif isinstance(typeclass, _ObjectDB): # this is already an objectdb instance, extract its typeclass typeclass = typeclass.typeclass.path elif isinstance(typeclass, _Object) or utils.inherits_from(typeclass, _Object): # this is already an object typeclass, extract its path typeclass = typeclass.path # create new database object new_db_object = _ObjectDB() # assign the typeclass typeclass = utils.to_unicode(typeclass) new_db_object.typeclass_path = typeclass # the name/key is often set later in the typeclass. This # is set here as a failsafe. if key: new_db_object.key = key else: new_db_object.key = "#%i" % new_db_object.dbid # this will either load the typeclass or the default one new_object = new_db_object.typeclass if not _GA(new_object, "is_typeclass")(typeclass, exact=True): # this will fail if we gave a typeclass as input and it still gave us a default SharedMemoryModel.delete(new_db_object) if report_to: _GA(report_to, "msg")("Error creating %s (%s):\n%s" % (new_db_object.key, typeclass, _GA(new_db_object, "typeclass_last_errmsg"))) return None else: raise Exception(_GA(new_db_object, "typeclass_last_errmsg")) # from now on we can use the typeclass object # as if it was the database object. if player: # link a player and the object together new_object.player = player player.obj = new_object new_object.destination = destination # call the hook method. This is where all at_creation # customization happens as the typeclass stores custom # things on its database object. new_object.basetype_setup() # setup the basics of Exits, Characters etc. new_object.at_object_creation() # custom-given perms/locks overwrite hooks if permissions: new_object.permissions = permissions if locks: new_object.locks.add(locks) if aliases: new_object.aliases = aliases # perform a move_to in order to display eventual messages. if home: new_object.home = home else: new_object.home = settings.CHARACTER_DEFAULT_HOME if location: new_object.move_to(location, quiet=True) else: # rooms would have location=None. new_object.location = None # post-hook setup (mainly used by Exits) new_object.basetype_posthook_setup() new_object.save() return new_object
def create_object(typeclass=None, key=None, location=None, home=None, permissions=None, locks=None, aliases=None, destination=None, report_to=None, nohome=False): """ Create a new in-game object. Any game object is a combination of a database object that stores data persistently to the database, and a typeclass, which on-the-fly 'decorates' the database object into whataver different type of object it is supposed to be in the game. See src.objects.managers for methods to manipulate existing objects in the database. src.objects.objects holds the base typeclasses and src.objects.models hold the database model. report_to is an optional object for reporting errors to in string form. If report_to is not set, errors will be raised as en Exception containing the error message. If set, this method will return None upon errors. nohome - this allows the creation of objects without a default home location; this only used when creating default location itself or during unittests """ global _Object, _ObjectDB if not _Object: from src.objects.objects import Object as _Object if not _ObjectDB: from src.objects.models import ObjectDB as _ObjectDB # input validation if not typeclass: typeclass = settings.BASE_OBJECT_TYPECLASS elif isinstance(typeclass, _ObjectDB): # this is already an objectdb instance, extract its typeclass typeclass = typeclass.typeclass.path elif isinstance(typeclass, _Object) or utils.inherits_from(typeclass, _Object): # this is already an object typeclass, extract its path typeclass = typeclass.path # handle eventual #dbref input location = handle_dbref(location, _ObjectDB) home = handle_dbref(home, _ObjectDB) destination = handle_dbref(destination, _ObjectDB) report_to = handle_dbref(report_to, _ObjectDB) # create new database object new_db_object = _ObjectDB() # assign the typeclass typeclass = utils.to_unicode(typeclass) new_db_object.typeclass_path = typeclass # the name/key is often set later in the typeclass. This # is set here as a failsafe. if key: new_db_object.key = key else: new_db_object.key = "#%i" % new_db_object.dbid # this will either load the typeclass or the default one new_object = new_db_object.typeclass if not _GA(new_object, "is_typeclass")(typeclass, exact=True): # this will fail if we gave a typeclass as input and it still # gave us a default SharedMemoryModel.delete(new_db_object) if report_to: _GA(report_to, "msg")("Error creating %s (%s):\n%s" % (new_db_object.key, typeclass, _GA(new_db_object, "typeclass_last_errmsg"))) return None else: raise Exception(_GA(new_db_object, "typeclass_last_errmsg")) # from now on we can use the typeclass object # as if it was the database object. new_object.destination = destination # call the hook method. This is where all at_creation # customization happens as the typeclass stores custom # things on its database object. new_object.basetype_setup() # setup the basics of Exits, Characters etc. new_object.at_object_creation() # custom-given perms/locks overwrite hooks if permissions: new_object.permissions.add(permissions) if locks: new_object.locks.add(locks) if aliases: new_object.aliases.add(aliases) if home: new_object.home = home else: # we shouldn't need to handle dbref here (home handler should fix it), but some have # reported issues here (issue 446). try: new_object.home = handle_dbref(settings.DEFAULT_HOME, _ObjectDB) if not nohome else None except _ObjectDB.DoesNotExist: raise _ObjectDB.DoesNotExist("settings.DEFAULT_HOME (= '%s') does not exist, or the setting is malformed." % settings.DEFAULT_HOME) # perform a move_to in order to display eventual messages. if location: new_object.move_to(location, quiet=True) else: # rooms would have location=None. new_object.location = None # post-hook setup (mainly used by Exits) new_object.basetype_posthook_setup() new_object.save() return new_object