Move gametime conversion factors to contrib and remove them from the settings file with the motivation that the gametime constats were always highly game specific and a remnant from another time. Reworked the gametime library and add server epoch building from vincent-lg's original PR. The gametime module now deals exclusively in seconds.
This commit is contained in:
parent
2a48a4d645
commit
008566f358
7 changed files with 96 additions and 229 deletions
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@ -18,7 +18,7 @@ from evennia.server.sessionhandler import SESSIONS
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from evennia.scripts.models import ScriptDB
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from evennia.objects.models import ObjectDB
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from evennia.players.models import PlayerDB
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from evennia.utils import logger, utils, gametime, create, prettytable
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from evennia.utils import logger, utils, gametime, create
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from evennia.utils.eveditor import EvEditor
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from evennia.utils.evtable import EvTable
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from evennia.utils.utils import crop, class_from_module
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@ -540,11 +540,10 @@ class CmdService(COMMAND_DEFAULT_CLASS):
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if not switches or switches[0] == "list":
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# Just display the list of installed services and their
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# status, then exit.
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table = prettytable.PrettyTable(["{wService{n (use @services/start|stop|delete)", "{wstatus"])
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table.align = 'l'
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table = EvTable("{wService{n (use @services/start|stop|delete)", "{wstatus", align="l")
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for service in service_collection.services:
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table.add_row([service.name, service.running and "{gRunning" or "{rNot Running"])
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caller.msg(str(table))
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table.add_row(service.name, service.running and "{gRunning" or "{rNot Running")
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caller.msg(unicode(table))
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return
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# Get the service to start / stop
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@ -651,19 +650,18 @@ class CmdTime(COMMAND_DEFAULT_CLASS):
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def func(self):
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"Show server time data in a table."
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virtual_epoch = datetime.datetime.fromtimestamp(
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gametime.virtual_epoch())
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virtual_current = datetime.datetime.fromtimestamp(
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gametime.abs_gametime())
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table = prettytable.PrettyTable(["{wserver time statistic","{wtime"])
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table.align = 'l'
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table.add_row(["Current server uptime", utils.time_format(gametime.uptime(), 3)])
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table.add_row(["Total server running time", utils.time_format(gametime.runtime(), 2)])
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table.add_row(["Game time epoch", virtual_epoch])
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table.add_row(["Total in-game time (realtime x %g)" % (gametime.TIMEFACTOR), utils.time_format(gametime.gametime(), 2)])
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table.add_row(["Current game time", virtual_current])
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table.add_row(["Server time stamp", datetime.datetime.now()])
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self.caller.msg(str(table))
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table1 = EvTable("|wserver time","|wtime", align="l", width=78)
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table1.add_row("Current server uptime", utils.time_format(gametime.uptime(), 3))
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table1.add_row("Total server running time", utils.time_format(gametime.runtime(), 2))
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table1.add_row("Server epoch (first start)", datetime.datetime.fromtimestamp(gametime.server_epoch()))
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table1.add_row("Server time stamp", datetime.datetime.now())
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table1.reformat_column(0, width=30)
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table2 = EvTable("|wgame time", "|wtime (real x %g)" % gametime.TIMEFACTOR, align="l", width=77, border_top=0)
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table2.add_row("Game time epoch", datetime.datetime.fromtimestamp(gametime.game_epoch()))
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table2.add_row("Time passed in game:", utils.time_format(gametime.gametime(), 2))
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table2.add_row("Current game time", datetime.datetime.fromtimestamp(gametime.gametime(absolute=True)))
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table2.reformat_column(0, width=30)
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self.caller.msg(unicode(table1) + "\n" + unicode(table2))
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class CmdServerLoad(COMMAND_DEFAULT_CLASS):
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@ -93,9 +93,9 @@ REGEXMAP = {"morning": (RE_MORNING, RE_AFTERNOON, RE_EVENING, RE_NIGHT),
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# set up the seasons and time slots. This assumes gametime started at the
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# beginning of the year (so month 1 is equivalent to January), and that
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# one CAN divide the game's year into four seasons in the first place ...
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MONTHS_PER_YEAR = settings.TIME_MONTH_PER_YEAR
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MONTHS_PER_YEAR = 12
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SEASONAL_BOUNDARIES = (3 / 12.0, 6 / 12.0, 9 / 12.0)
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HOURS_PER_DAY = settings.TIME_HOUR_PER_DAY
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HOURS_PER_DAY = 24
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DAY_BOUNDARIES = (0, 6 / 24.0, 12 / 24.0, 18 / 24.0)
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@ -12,26 +12,11 @@ def check_errors(settings):
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Args:
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settings (Settings): The Django settings file
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Raises:
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DeprecationWarning
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DeprecationWarning if a critical deprecation is found.
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"""
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from django.conf import settings
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def imp(path, split=True):
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mod, fromlist = path, "None"
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if split:
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mod, fromlist = path.rsplit('.', 1)
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__import__(mod, fromlist=[fromlist])
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# core modules
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imp(settings.COMMAND_PARSER)
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imp(settings.SEARCH_AT_RESULT)
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imp(settings.CONNECTION_SCREEN_MODULE)
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#imp(settings.AT_INITIAL_SETUP_HOOK_MODULE, split=False)
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for path in settings.LOCK_FUNC_MODULES:
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imp(path, split=False)
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# cmdsets
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deprstring = ("settings.%s should be renamed to %s. If defaults are used, "
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"their path/classname must be updated "
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"(see evennia/settings_default.py).")
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@ -72,23 +57,22 @@ def check_errors(settings):
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"Update your settings file (see evennia/settings_default.py "
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"for more info).")
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from evennia.commands import cmdsethandler
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if not cmdsethandler.import_cmdset(settings.CMDSET_UNLOGGEDIN, None):
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print("Warning: CMDSET_UNLOGGED failed to load!")
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if not cmdsethandler.import_cmdset(settings.CMDSET_CHARACTER, None):
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print("Warning: CMDSET_CHARACTER failed to load")
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if not cmdsethandler.import_cmdset(settings.CMDSET_PLAYER, None):
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print("Warning: CMDSET_PLAYER failed to load")
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# typeclasses
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imp(settings.BASE_PLAYER_TYPECLASS)
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imp(settings.BASE_OBJECT_TYPECLASS)
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imp(settings.BASE_CHARACTER_TYPECLASS)
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imp(settings.BASE_ROOM_TYPECLASS)
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imp(settings.BASE_EXIT_TYPECLASS)
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imp(settings.BASE_SCRIPT_TYPECLASS)
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gametime_deprecation = ("The settings TIME_SEC_PER_MIN, TIME_MIN_PER_HOUR,"
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"TIME_HOUR_PER_DAY, TIME_DAY_PER_WEEK, \n"
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"TIME_WEEK_PER_MONTH and TIME_MONTH_PER_YEAR "
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"are no longer supported. Remove them from your "
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"settings file to continue.\nIf you want to use "
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"and manipulate these time units, the tools from utils.gametime "
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"are now found in contrib/convert_gametime.py instead.")
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if any(hasattr(settings, value) for value in ("TIME_SEC_PER_MIN", "TIME_MIN_PER_HOUR",
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"TIME_HOUR_PER_DAY", "TIME_DAY_PER_WEEK", "TIME_WEEK_PER_MONTH",
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"TIME_MONTH_PER_YEAR")):
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raise DeprecationWarning(gametime_deprecation)
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def check_warnings(settings):
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"""
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Check deprecations that should produce warnings but which
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does not stop launch.
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"""
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pass
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@ -768,14 +768,11 @@ def error_check_python_modules():
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python source files themselves). Best they fail already here
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before we get any further.
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Raises:
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DeprecationWarning: For trying to access various modules
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(usually in `settings.py`) which are no longer supported.
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"""
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from django.conf import settings
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def imp(path, split=True):
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def _imp(path, split=True):
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"helper method"
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mod, fromlist = path, "None"
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if split:
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mod, fromlist = path.rsplit('.', 1)
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@ -783,16 +780,20 @@ def error_check_python_modules():
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# check the historical deprecations
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from evennia.server import deprecations
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deprecations.check_errors(settings)
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deprecations.check_warnings(settings)
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try:
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deprecations.check_errors(settings)
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deprecations.check_warnings(settings)
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except DeprecationWarning as err:
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print(err)
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sys.exit()
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# core modules
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imp(settings.COMMAND_PARSER)
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imp(settings.SEARCH_AT_RESULT)
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imp(settings.CONNECTION_SCREEN_MODULE)
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_imp(settings.COMMAND_PARSER)
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_imp(settings.SEARCH_AT_RESULT)
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_imp(settings.CONNECTION_SCREEN_MODULE)
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#imp(settings.AT_INITIAL_SETUP_HOOK_MODULE, split=False)
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for path in settings.LOCK_FUNC_MODULES:
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imp(path, split=False)
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_imp(path, split=False)
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from evennia.commands import cmdsethandler
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if not cmdsethandler.import_cmdset(settings.CMDSET_UNLOGGEDIN, None):
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@ -802,12 +803,12 @@ def error_check_python_modules():
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if not cmdsethandler.import_cmdset(settings.CMDSET_PLAYER, None):
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print("Warning: CMDSET_PLAYER failed to load")
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# typeclasses
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imp(settings.BASE_PLAYER_TYPECLASS)
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imp(settings.BASE_OBJECT_TYPECLASS)
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imp(settings.BASE_CHARACTER_TYPECLASS)
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imp(settings.BASE_ROOM_TYPECLASS)
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imp(settings.BASE_EXIT_TYPECLASS)
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imp(settings.BASE_SCRIPT_TYPECLASS)
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_imp(settings.BASE_PLAYER_TYPECLASS)
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_imp(settings.BASE_OBJECT_TYPECLASS)
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_imp(settings.BASE_CHARACTER_TYPECLASS)
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_imp(settings.BASE_ROOM_TYPECLASS)
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_imp(settings.BASE_EXIT_TYPECLASS)
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_imp(settings.BASE_SCRIPT_TYPECLASS)
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def init_game_directory(path, check_db=True):
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"""
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@ -7,7 +7,7 @@ Everything starts at handle_setup()
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"""
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from __future__ import print_function
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import django
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import time
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from django.conf import settings
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from django.utils.translation import ugettext as _
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from evennia.players.models import PlayerDB
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@ -160,6 +160,7 @@ def reset_server():
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also checks so the warm-reset mechanism works as it should.
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"""
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ServerConfig.objects.conf("server_epoch", time.time())
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from evennia.server.sessionhandler import SESSIONS
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logger.log_info(" Initial setup complete. Restarting Server once.")
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SESSIONS.server.shutdown(mode='reset')
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@ -433,19 +433,12 @@ BASE_BATCHPROCESS_PATHS = ['world', 'evennia.contrib', 'evennia.contrib.tutorial
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# The time factor dictates if the game world runs faster (timefactor>1)
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# or slower (timefactor<1) than the real world.
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TIME_FACTOR = 2.0
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# These measures might or might not make sense to your game world.
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TIME_SEC_PER_MIN = 60
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TIME_MIN_PER_HOUR = 60
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TIME_HOUR_PER_DAY = 24
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TIME_DAY_PER_WEEK = 7
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TIME_WEEK_PER_MONTH = 4
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TIME_MONTH_PER_YEAR = 12
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# The initial timestamp of your virtual time (in-game)
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# You can set this setting to set a fixed, initial timestamp. Your
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# game time will be this timestamp plus your current variable game time.
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# You can set this setting to a timestamp in 1980, or 2020, or 2500 if
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# you want to. Leave it to None to deduce the timestamp from the runtime.
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TIME_VIRTUAL_START = None
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# The starting point of your game time (the epoch), in seconds.
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# In Python a value of 0 means Jan 1 1970. All absolute game times
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# will be calculated relative to this. Defaults to the first time
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# the server was started. This is mainly useful if you want to
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# convert to real-world times.
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TIME_GAME_EPOCH = None
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######################################################################
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# Inlinefunc
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@ -14,7 +14,6 @@ from evennia.server.models import ServerConfig
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# to real time.
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TIMEFACTOR = settings.TIME_FACTOR
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TIME_VIRTUAL_START = settings.TIME_VIRTUAL_START
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# Only set if gametime_reset was called at some point.
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GAME_TIME_OFFSET = ServerConfig.objects.conf("gametime_offset", default=0)
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@ -22,55 +21,19 @@ GAME_TIME_OFFSET = ServerConfig.objects.conf("gametime_offset", default=0)
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# Common real-life time measure, in seconds.
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# You should not change this.
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REAL_MIN = 60.0 # seconds per minute in real world
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# Game-time units, in real-life seconds. These are supplied as
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# a convenient measure for determining the current in-game time,
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# e.g. when defining in-game events. The words month, week and year can
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# be used to mean whatever units of time are used in the game.
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MIN = settings.TIME_SEC_PER_MIN
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HOUR = MIN * settings.TIME_MIN_PER_HOUR
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DAY = HOUR * settings.TIME_HOUR_PER_DAY
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WEEK = DAY * settings.TIME_DAY_PER_WEEK
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MONTH = WEEK * settings.TIME_WEEK_PER_MONTH
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YEAR = MONTH * settings.TIME_MONTH_PER_YEAR
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# these are kept updated by the server maintenance loop
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SERVER_START_TIME = 0.0
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SERVER_RUNTIME_LAST_UPDATED = 0.0
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SERVER_RUNTIME = 0.0
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def _format(seconds, *divisors) :
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"""
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Helper function. Creates a tuple of even dividends given a range
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of divisors.
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Args:
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seconds (int): Number of seconds to format
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*divisors (int): a sequence of numbers of integer dividends. The
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number of seconds will be integer-divided by the first number in
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this sequence, the remainder will be divided with the second and
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so on.
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Returns:
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time (tuple): This tuple has length len(*args)+1, with the
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last element being the last remaining seconds not evenly
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divided by the supplied dividends.
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"""
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results = []
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seconds = int(seconds)
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for divisor in divisors:
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results.append(seconds // divisor)
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seconds %= divisor
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results.append(seconds)
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return tuple(results)
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# note that these should not be accessed directly since they may
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# need further processing. Access from server_epoch() and game_epoch().
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_SERVER_EPOCH = None
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_GAME_EPOCH = None
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# Access functions
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def runtime(format=False):
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def runtime():
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"""
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Get the total runtime of the server since first start (minus
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downtimes)
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@ -83,13 +46,22 @@ def runtime(format=False):
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into time units.
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"""
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rtime = SERVER_RUNTIME + (time.time() - SERVER_RUNTIME_LAST_UPDATED)
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if format:
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return _format(rtime, 31536000, 2628000, 604800, 86400, 3600, 60)
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return rtime
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return SERVER_RUNTIME + time.time() - SERVER_RUNTIME_LAST_UPDATED
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def uptime(format=False):
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def server_epoch():
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"""
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Get the server epoch. We may need to calculate this on the fly.
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"""
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global _SERVER_EPOCH
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if not _SERVER_EPOCH:
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_SERVER_EPOCH = ServerConfig.objects.conf("server_epoch", default=None) \
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or time.time() - runtime()
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return _SERVER_EPOCH
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def uptime():
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"""
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Get the current uptime of the server since last reload
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@ -101,130 +73,48 @@ def uptime(format=False):
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into time units.
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"""
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utime = time.time() - SERVER_START_TIME
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if format:
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return _format(utime, 31536000, 2628000, 604800, 86400, 3600, 60)
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return utime
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return time.time() - SERVER_START_TIME
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def virtual_epoch():
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"""Return the number of VIRTUAL seconds since the server started.
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This number is set in the TIME_VIRTUAL_START setting. If not
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set, it will be deduced from the current time and server runtime.
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Notice, in this case, that it will be slightly fluctuant every
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reload or restart.
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Returns:
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The number of virtual seconds since the game first started.
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def game_epoch():
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"""
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Get the game epoch.
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"""
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if TIME_VIRTUAL_START is None:
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virtual_start = time.time() - runtime()
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else:
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virtual_start = TIME_VIRTUAL_START
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return settings.TIME_GAME_EPOCH or server_epoch()
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return virtual_start
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def abs_gametime():
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"""Return the absolute number of virtual seconds (in game time).
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This function returns the number of seconds, using your configured
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virtual start (setting TIME_VIRTUAL_START), and adding the
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current relative gametime(). If you want to use a standard
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calendar, it might save you time and efforts. You could easily
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convert the value like this:
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>>> from datetime import datetime
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>>> current = datetime.fromtimestamp(abs_gametime())
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Returns:
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The number of virtual seconds using the virtual epoch as a basis.
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"""
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virtual_start = virtual_epoch()
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return virtual_start + gametime()
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def gametime(format=False):
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def gametime(absolute=False):
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"""
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Get the total gametime of the server since first start (minus downtimes)
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Args:
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format (bool, optional): Format into time representation.
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absolute (bool, optional): Get the absolute game time, including
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the epoch. This could be converted to an absolute in-game
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date.
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Returns:
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time (float or tuple): The gametime or the same time split up
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into time units.
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Notes:
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If one is using a standard calendar, one could convert the unformatted
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return to a date using Python's standard `datetime` module like this:
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`datetime.datetime.fromtimestamp(gametime(absolute=True))`
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"""
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gtime = (runtime() - GAME_TIME_OFFSET) * TIMEFACTOR
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if format:
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return _format(gtime, YEAR, MONTH, WEEK, DAY, HOUR, MIN)
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epoch = game_epoch() if absolute else 0
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gtime = epoch + (runtime() - GAME_TIME_OFFSET) * TIMEFACTOR
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return gtime
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|
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def reset_gametime():
|
||||
"""
|
||||
Resets the game time to make it start from the current time.
|
||||
Resets the game time to make it start from the current time. Note that
|
||||
the epoch set by `settings.TIME_GAME_EPOCH` will still apply.
|
||||
|
||||
"""
|
||||
global GAME_TIME_OFFSET
|
||||
GAME_TIME_OFFSET = runtime()
|
||||
ServerConfig.objects.conf("gametime_offset", GAME_TIME_OFFSET)
|
||||
|
||||
|
||||
# Conversion functions
|
||||
|
||||
|
||||
def gametime_to_realtime(secs=0, mins=0, hrs=0, days=0,
|
||||
weeks=0, months=0, yrs=0, format=False):
|
||||
"""
|
||||
This method helps to figure out the real-world time it will take until an
|
||||
in-game time has passed. E.g. if an event should take place a month later
|
||||
in-game, you will be able to find the number of real-world seconds this
|
||||
corresponds to (hint: Interval events deal with real life seconds).
|
||||
|
||||
Kwargs:
|
||||
times (int): The various components of the time.
|
||||
format (bool): Formatting the output.
|
||||
|
||||
Returns:
|
||||
time (float or tuple): The realtime difference or the same
|
||||
time split up into time units.
|
||||
|
||||
Example:
|
||||
gametime_to_realtime(days=2) -> number of seconds in real life from
|
||||
now after which 2 in-game days will have passed.
|
||||
|
||||
"""
|
||||
rtime = (secs + mins * MIN + hrs * HOUR + days * DAY + weeks * WEEK + \
|
||||
months * MONTH + yrs * YEAR) / TIMEFACTOR
|
||||
if format:
|
||||
return _format(rtime, 31536000, 2628000, 604800, 86400, 3600, 60)
|
||||
return rtime
|
||||
|
||||
|
||||
def realtime_to_gametime(secs=0, mins=0, hrs=0, days=0,
|
||||
weeks=0, months=0, yrs=0, format=False):
|
||||
"""
|
||||
This method calculates how much in-game time a real-world time
|
||||
interval would correspond to. This is usually a lot less
|
||||
interesting than the other way around.
|
||||
|
||||
Kwargs:
|
||||
times (int): The various components of the time.
|
||||
format (bool): Formatting the output.
|
||||
|
||||
Returns:
|
||||
time (float or tuple): The gametime difference or the same
|
||||
time split up into time units.
|
||||
|
||||
Example:
|
||||
realtime_to_gametime(days=2) -> number of game-world seconds
|
||||
corresponding to 2 real days.
|
||||
|
||||
"""
|
||||
gtime = TIMEFACTOR * (secs + mins * 60 + hrs * 3600 + days * 86400 +
|
||||
weeks * 604800 + months * 2628000 + yrs * 31536000)
|
||||
if format:
|
||||
return _format(gtime, YEAR, MONTH, WEEK, DAY, HOUR, MIN)
|
||||
return gtime
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue