First steps towards a full account system (multiple Character with one Player); added the Player-level methods.
This commit is contained in:
parent
91281e6bb8
commit
261454ff0a
2 changed files with 90 additions and 10 deletions
|
|
@ -163,6 +163,7 @@ class PlayerDB(TypedObject):
|
|||
# Use the property 'obj' to access.
|
||||
db_obj = models.ForeignKey("objects.ObjectDB", null=True, blank=True,
|
||||
verbose_name="character", help_text='In-game object.')
|
||||
db_objs = models.ManyToManyField("objects.ObjectDB", null=True, verbose_name="characters", help_text="In-game objects.")
|
||||
# store a connected flag here too, not just in sessionhandler.
|
||||
# This makes it easier to track from various out-of-process locations
|
||||
db_is_connected = models.BooleanField(default=False, verbose_name="is_connected", help_text="If player is connected to game or not")
|
||||
|
|
@ -224,7 +225,7 @@ class PlayerDB(TypedObject):
|
|||
#@property
|
||||
def character_get(self):
|
||||
"Getter. Allows for value = self.character"
|
||||
return get_field_cache(self, "obj")
|
||||
return get_field_cache(self, "obj)
|
||||
#@character.setter
|
||||
def character_set(self, character):
|
||||
"Setter. Allows for self.character = value"
|
||||
|
|
@ -236,6 +237,7 @@ class PlayerDB(TypedObject):
|
|||
"Deleter. Allows for del self.character"
|
||||
del_field_cache(self, "obj")
|
||||
character = property(character_get, character_set, character_del)
|
||||
|
||||
# cmdset_storage property
|
||||
# This seems very sensitive to caching, so leaving it be for now /Griatch
|
||||
#@property
|
||||
|
|
@ -358,26 +360,101 @@ class PlayerDB(TypedObject):
|
|||
# PlayerDB class access methods
|
||||
#
|
||||
|
||||
def msg(self, outgoing_string, from_obj=None, data=None):
|
||||
def msg(self, outgoing_string, from_obj=None, data=None, sessid=None):
|
||||
"""
|
||||
Evennia -> User
|
||||
This is the main route for sending data back to the user from the server.
|
||||
"""
|
||||
if from_obj:
|
||||
# call hook
|
||||
try:
|
||||
_GA(from_obj, "at_msg_send")(outgoing_string, to_obj=self, data=data)
|
||||
except Exception:
|
||||
pass
|
||||
if (_GA(self, "character") and not
|
||||
_GA(self, "character").at_msg_receive(outgoing_string, from_obj=from_obj, data=data)):
|
||||
# the at_msg_receive() hook may block receiving of certain messages
|
||||
return
|
||||
|
||||
outgoing_string = utils.to_str(outgoing_string, force_string=True)
|
||||
|
||||
for session in _GA(self, 'sessions'):
|
||||
session = None
|
||||
if sessid:
|
||||
session = _GA(self, "get_session")(sessid)
|
||||
if session:
|
||||
char = _GA(self, "get_character")(sessid)
|
||||
if char and not char.at_msg_receive(outgoing_string, from_obj=from_obj, data=data)):
|
||||
# if hook returns false, cancel send
|
||||
return
|
||||
session.msg(outgoing_string, data)
|
||||
else:
|
||||
# if no session was specified, send to them all
|
||||
for sess in _GA(self, 'get_sessions'):
|
||||
sess.msg(outgoing_string, data)
|
||||
|
||||
def inmsg(self, ingoing_string, data, session):
|
||||
"""
|
||||
This is the reverse of msg - used by sessions to relay
|
||||
messages/data back into the game. It is normally not called
|
||||
from inside game code but only by the serversessions directly.
|
||||
|
||||
ingoing_string - text string (i.e. command string)
|
||||
data - dictionary of optional data
|
||||
sessid - session sending this data
|
||||
"""
|
||||
character = _GA(self, "get_character")(session.sessid)
|
||||
if character:
|
||||
# execute command on character
|
||||
character.execute_cmd(ingoing_string)
|
||||
else:
|
||||
# a non-character session; this goes to player directly
|
||||
self.execute_cmd(ingoing_message)
|
||||
|
||||
|
||||
def get_sessions(self, sessid=None):
|
||||
"""
|
||||
Return session with given sessid connected to this player. If sessid is
|
||||
not given, return all connected sessions.
|
||||
Note that this method will always return a list, even if it only has one
|
||||
(or zero) element(s).
|
||||
"""
|
||||
return SESSIONS.get_session_from_player(self, sessid=sessid)
|
||||
|
||||
def get_character(self, sessid):
|
||||
"""
|
||||
Get the character connected through this sessid, if any
|
||||
"""
|
||||
if not sessid: # sessid is always > 0
|
||||
return None
|
||||
try:
|
||||
char = get_prop_cache(self, "_characters").get(sessid)
|
||||
except AttributeError:
|
||||
set_prop_cache(self, "_characters", {})
|
||||
char = None
|
||||
if not char:
|
||||
char = self.db_objs.filter(player=self, sessid=sessid)
|
||||
if char.count():
|
||||
chars_cache = get_prop_cache(self, "_characters")
|
||||
chars_cache[sessid] = char[0]
|
||||
set_prop_cache(self, "_characters")
|
||||
return char
|
||||
|
||||
def connect_character(self, character, sessid):
|
||||
"""
|
||||
Use the Player to connect a Character to a session. Note
|
||||
that we don't do any access checks at this point.
|
||||
"""
|
||||
character = character.dbobj
|
||||
character.player = self
|
||||
character.sessid = sessid
|
||||
self.db_objs.add(character)
|
||||
self.save()
|
||||
|
||||
def disconnect_character(self, character):
|
||||
"""
|
||||
Disconnect a character from this player.
|
||||
"""
|
||||
character = character.dbobj
|
||||
if self.db_objs.filter(id=_GA(character,"id")):
|
||||
self.db_objs.remove(character)
|
||||
character.player = None
|
||||
character.sessid = None
|
||||
self.save()
|
||||
|
||||
def swap_character(self, new_character, delete_old_character=False):
|
||||
"""
|
||||
|
|
|
|||
|
|
@ -228,12 +228,15 @@ class ServerSessionHandler(SessionHandler):
|
|||
"""
|
||||
return len(set(session.uid for session in self.sessions.values() if session.logged_in))
|
||||
|
||||
def sessions_from_player(self, player):
|
||||
def sessions_from_player(self, player, sessid=None):
|
||||
"""
|
||||
Given a player, return any matching sessions.
|
||||
"""
|
||||
uid = player.uid
|
||||
return [session for session in self.sessions.values() if session.logged_in and session.uid == uid]
|
||||
if sessid:
|
||||
return [session for session in self.sessions.values() if session.logged_in and session.sessid == sessid and session.uid == uid]
|
||||
else
|
||||
return [session for session in self.sessions.values() if session.logged_in and session.uid == uid]
|
||||
|
||||
def sessions_from_character(self, character):
|
||||
"""
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue