Reshuffling the Evennia package into the new template paradigm.
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371 changed files with 17250 additions and 304 deletions
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"""
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This module provides a set of permission lock functions for use
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with Evennia's permissions system.
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To call these locks, make sure this module is included in the
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settings tuple PERMISSION_FUNC_MODULES then define a lock on the form
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'<access_type>:func(args)' and add it to the object's lockhandler.
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Run the access() method of the handler to execute the lock check.
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Note that accessing_obj and accessed_obj can be any object type
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with a lock variable/field, so be careful to not expect
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a certain object type.
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Appendix: MUX locks
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Below is a list nicked from the MUX help file on the locks available
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in standard MUX. Most of these are not relevant to core Evennia since
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locks in Evennia are considerably more flexible and can be implemented
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on an individual command/typeclass basis rather than as globally
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available like the MUX ones. So many of these are not available in
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basic Evennia, but could all be implemented easily if needed for the
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individual game.
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MUX Name: Affects: Effect:
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-------------------------------------------------------------------------------
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DefaultLock: Exits: controls who may traverse the exit to
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its destination.
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Evennia: "traverse:<lockfunc()>"
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Rooms: controls whether the player sees the SUCC
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or FAIL message for the room following the
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room description when looking at the room.
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Evennia: Custom typeclass
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Players/Things: controls who may GET the object.
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Evennia: "get:<lockfunc()"
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EnterLock: Players/Things: controls who may ENTER the object
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Evennia:
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GetFromLock: All but Exits: controls who may gets things from a given
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location.
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Evennia:
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GiveLock: Players/Things: controls who may give the object.
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Evennia:
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LeaveLock: Players/Things: controls who may LEAVE the object.
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Evennia:
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LinkLock: All but Exits: controls who may link to the location if the
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location is LINK_OK (for linking exits or
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setting drop-tos) or ABODE (for setting
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homes)
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Evennia:
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MailLock: Players: controls who may @mail the player.
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Evennia:
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OpenLock: All but Exits: controls who may open an exit.
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Evennia:
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PageLock: Players: controls who may page the player.
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Evennia: "send:<lockfunc()>"
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ParentLock: All: controls who may make @parent links to the
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object.
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Evennia: Typeclasses and "puppet:<lockstring()>"
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ReceiveLock: Players/Things: controls who may give things to the object.
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Evennia:
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SpeechLock: All but Exits: controls who may speak in that location
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Evennia:
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TeloutLock: All but Exits: controls who may teleport out of the
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location.
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Evennia:
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TportLock: Rooms/Things: controls who may teleport there
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Evennia:
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UseLock: All but Exits: controls who may USE the object, GIVE the
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object money and have the PAY attributes
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run, have their messages heard and possibly
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acted on by LISTEN and AxHEAR, and invoke
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$-commands stored on the object.
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Evennia: Commands and Cmdsets.
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DropLock: All but rooms: controls who may drop that object.
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Evennia:
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VisibleLock: All: Controls object visibility when the object
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is not dark and the looker passes the lock.
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In DARK locations, the object must also be
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set LIGHT and the viewer must pass the
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VisibleLock.
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Evennia: Room typeclass with Dark/light script
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"""
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from django.conf import settings
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from src.utils import utils
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_PERMISSION_HIERARCHY = [p.lower() for p in settings.PERMISSION_HIERARCHY]
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def _to_player(accessing_obj):
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"Helper function. Makes sure an accessing object is a player object"
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if utils.inherits_from(accessing_obj, "src.objects.objects.Object"):
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# an object. Convert to player.
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accessing_obj = accessing_obj.player
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return accessing_obj
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# lock functions
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def true(*args, **kwargs):
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"Always returns True."
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return True
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def all(*args, **kwargs):
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return True
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def false(*args, **kwargs):
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"Always returns False"
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return False
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def none(*args, **kwargs):
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return False
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def self(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Check if accessing_obj is the same as accessed_obj
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Usage:
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self()
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This can be used to lock specifically only to
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the same object that the lock is defined on.
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"""
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return accessing_obj == accessed_obj
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def perm(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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The basic permission-checker. Ignores case.
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Usage:
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perm(<permission>)
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where <permission> is the permission accessing_obj must
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have in order to pass the lock.
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If the given permission is part of settings.PERMISSION_HIERARCHY,
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permission is also granted to all ranks higher up in the hierarchy.
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If accessing_object is an Object controlled by a Player, the
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permissions of the Player is used unless the Attribute _quell
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is set to True on the Object. In this case however, the
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LOWEST hieararcy-permission of the Player/Object-pair will be used
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(this is order to avoid Players potentially escalating their own permissions
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by use of a higher-level Object)
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"""
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# this allows the perm_above lockfunc to make use of this function too
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gtmode = kwargs.pop("_greater_than", False)
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try:
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perm = args[0].lower()
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perms_object = [p.lower() for p in accessing_obj.permissions.all()]
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except (AttributeError, IndexError):
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return False
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if utils.inherits_from(accessing_obj, "src.objects.objects.Object") and accessing_obj.player:
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player = accessing_obj.player
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perms_player = [p.lower() for p in player.permissions.all()]
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is_quell = player.attributes.get("_quell")
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if perm in _PERMISSION_HIERARCHY:
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# check hierarchy without allowing escalation obj->player
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hpos_target = _PERMISSION_HIERARCHY.index(perm)
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hpos_player = [hpos for hpos, hperm in enumerate(_PERMISSION_HIERARCHY) if hperm in perms_player]
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hpos_player = hpos_player and hpos_player[-1] or -1
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if is_quell:
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hpos_object = [hpos for hpos, hperm in enumerate(_PERMISSION_HIERARCHY) if hperm in perms_object]
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hpos_object = hpos_object and hpos_object[-1] or -1
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if gtmode:
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return hpos_target < min(hpos_player, hpos_object)
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else:
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return hpos_target <= min(hpos_player, hpos_object)
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elif gtmode:
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return gtmode and hpos_target < hpos_player
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else:
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return hpos_target <= hpos_player
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elif not is_quell and perm in perms_player:
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# if we get here, check player perms first, otherwise
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# continue as normal
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return True
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if perm in perms_object:
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# simplest case - we have direct match
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return True
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if perm in _PERMISSION_HIERARCHY:
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# check if we have a higher hierarchy position
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hpos_target = _PERMISSION_HIERARCHY.index(perm)
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return any(1 for hpos, hperm in enumerate(_PERMISSION_HIERARCHY)
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if hperm in perms_object and hpos_target < hpos)
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return False
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def perm_above(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Only allow objects with a permission *higher* in the permission
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hierarchy than the one given. If there is no such higher rank,
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it's assumed we refer to superuser. If no hierarchy is defined,
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this function has no meaning and returns False.
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"""
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kwargs["_greater_than"] = True
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return perm(accessing_obj, accessed_obj, *args, **kwargs)
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def pperm(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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The basic permission-checker only for Player objects. Ignores case.
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Usage:
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pperm(<permission>)
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where <permission> is the permission accessing_obj must
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have in order to pass the lock. If the given permission
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is part of _PERMISSION_HIERARCHY, permission is also granted
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to all ranks higher up in the hierarchy.
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"""
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return perm(_to_player(accessing_obj), accessed_obj, *args, **kwargs)
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def pperm_above(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Only allow Player objects with a permission *higher* in the permission
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hierarchy than the one given. If there is no such higher rank,
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it's assumed we refer to superuser. If no hierarchy is defined,
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this function has no meaning and returns False.
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"""
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return perm_above(_to_player(accessing_obj), accessed_obj, *args, **kwargs)
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def dbref(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Usage:
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dbref(3)
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This lock type checks if the checking object
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has a particular dbref. Note that this only
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works for checking objects that are stored
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in the database (e.g. not for commands)
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"""
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if not args:
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return False
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try:
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dbref = int(args[0].strip().strip('#'))
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except ValueError:
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return False
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if hasattr(accessing_obj, 'dbid'):
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return dbref == accessing_obj.dbid
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return False
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def pdbref(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Same as dbref, but making sure accessing_obj is a player.
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"""
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return dbref(_to_player(accessing_obj), accessed_obj, *args, **kwargs)
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def id(accessing_obj, accessed_obj, *args, **kwargs):
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"Alias to dbref"
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return dbref(accessing_obj, accessed_obj, *args, **kwargs)
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def pid(accessing_obj, accessed_obj, *args, **kwargs):
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"Alias to dbref, for Players"
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return dbref(_to_player(accessing_obj), accessed_obj, *args, **kwargs)
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# this is more efficient than multiple if ... elif statments
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CF_MAPPING = {'eq': lambda val1, val2: val1 == val2 or int(val1) == int(val2),
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'gt': lambda val1, val2: int(val1) > int(val2),
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'lt': lambda val1, val2: int(val1) < int(val2),
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'ge': lambda val1, val2: int(val1) >= int(val2),
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'le': lambda val1, val2: int(val1) <= int(val2),
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'ne': lambda val1, val2: int(val1) != int(val2),
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'default': lambda val1, val2: False}
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def attr(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Usage:
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attr(attrname)
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attr(attrname, value)
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attr(attrname, value, compare=type)
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where compare's type is one of (eq,gt,lt,ge,le,ne) and signifies
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how the value should be compared with one on accessing_obj (so
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compare=gt means the accessing_obj must have a value greater than
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the one given).
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Searches attributes *and* properties stored on the checking
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object. The first form works like a flag - if the
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attribute/property exists on the object, the value is checked for
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True/False. The second form also requires that the value of the
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attribute/property matches. Note that all retrieved values will be
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converted to strings before doing the comparison.
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"""
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# deal with arguments
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if not args:
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return False
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attrname = args[0].strip()
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value = None
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if len(args) > 1:
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value = args[1].strip()
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compare = 'eq'
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if kwargs:
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compare = kwargs.get('compare', 'eq')
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def valcompare(val1, val2, typ='eq'):
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"compare based on type"
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try:
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return CF_MAPPING.get(typ, 'default')(val1, val2)
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except Exception:
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# this might happen if we try to compare two things
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# that cannot be compared
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return False
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# first, look for normal properties on the object trying to gain access
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if hasattr(accessing_obj, attrname):
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if value:
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return valcompare(str(getattr(accessing_obj, attrname)), value, compare)
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# will return Fail on False value etc
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return bool(getattr(accessing_obj, attrname))
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# check attributes, if they exist
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if (hasattr(accessing_obj, 'attributes') and accessing_obj.attributes.has(attrname)):
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if value:
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return (hasattr(accessing_obj, 'attributes')
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and valcompare(accessing_obj.attributes.get(attrname), value, compare))
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# fails on False/None values
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return bool(accessing_obj.attributes.get(attrname))
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return False
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def objattr(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Usage:
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objattr(attrname)
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objattr(attrname, value)
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objattr(attrname, value, compare=type)
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Works like attr, except it looks for an attribute on
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accessing_obj.obj, if such an entity exists. Suitable
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for commands.
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"""
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if hasattr(accessing_obj, "obj"):
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return attr(accessing_obj.obj, accessed_obj, *args, **kwargs)
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def locattr(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Usage:
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locattr(attrname)
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locattr(attrname, value)
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locattr(attrname, value, compare=type)
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Works like attr, except it looks for an attribute on
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accessing_obj.location, if such an entity exists.
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"""
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if hasattr(accessing_obj, "location"):
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return attr(accessing_obj.location, accessed_obj, *args, **kwargs)
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def attr_eq(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Usage:
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attr_gt(attrname, 54)
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"""
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return attr(accessing_obj, accessed_obj, *args, **kwargs)
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def attr_gt(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Usage:
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attr_gt(attrname, 54)
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Only true if access_obj's attribute > the value given.
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"""
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return attr(accessing_obj, accessed_obj, *args, **{'compare': 'gt'})
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def attr_ge(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Usage:
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attr_gt(attrname, 54)
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Only true if access_obj's attribute >= the value given.
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"""
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return attr(accessing_obj, accessed_obj, *args, **{'compare': 'ge'})
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def attr_lt(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Usage:
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attr_gt(attrname, 54)
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Only true if access_obj's attribute < the value given.
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"""
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return attr(accessing_obj, accessed_obj, *args, **{'compare': 'lt'})
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def attr_le(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Usage:
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attr_gt(attrname, 54)
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Only true if access_obj's attribute <= the value given.
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"""
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return attr(accessing_obj, accessed_obj, *args, **{'compare': 'le'})
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def attr_ne(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Usage:
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attr_gt(attrname, 54)
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Only true if access_obj's attribute != the value given.
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"""
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return attr(accessing_obj, accessed_obj, *args, **{'compare': 'ne'})
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def inside(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Usage:
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inside()
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Only true if accessing_obj is "inside" accessed_obj
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"""
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return accessing_obj.location == accessed_obj
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def holds(accessing_obj, accessed_obj, *args, **kwargs):
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"""
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Usage:
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holds() checks if accessed_obj or accessed_obj.obj
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is held by accessing_obj
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holds(key/dbref) checks if accessing_obj holds an object
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with given key/dbref
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holds(attrname, value) checks if accessing_obj holds an
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object with the given attrname and value
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This is passed if accessed_obj is carried by accessing_obj (that is,
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accessed_obj.location == accessing_obj), or if accessing_obj itself holds
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an object matching the given key.
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"""
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try:
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# commands and scripts don't have contents, so we are usually looking
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# for the contents of their .obj property instead (i.e. the object the
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# command/script is attached to).
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contents = accessing_obj.contents
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except AttributeError:
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try:
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contents = accessing_obj.obj.contents
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except AttributeError:
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return False
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def check_holds(objid):
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# helper function. Compares both dbrefs and keys/aliases.
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objid = str(objid)
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dbref = utils.dbref(objid, reqhash=False)
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if dbref and any((True for obj in contents if obj.dbid == dbref)):
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return True
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objid = objid.lower()
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return any((True for obj in contents
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if obj.key.lower() == objid or objid in [al.lower() for al in obj.aliases.all()]))
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if not args:
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# holds() - check if accessed_obj or accessed_obj.obj is held by accessing_obj
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try:
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if check_holds(accessed_obj.dbid):
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return True
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except Exception:
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pass
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return hasattr(accessed_obj, "obj") and check_holds(accessed_obj.obj.dbid)
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if len(args) == 1:
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# command is holds(dbref/key) - check if given objname/dbref is held by accessing_ob
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return check_holds(args[0])
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elif len(args = 2):
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||||
# command is holds(attrname, value) check if any held object has the given attribute and value
|
||||
for obj in contents:
|
||||
if obj.attributes.get(args[0]) == args[1]:
|
||||
return True
|
||||
|
||||
|
||||
def superuser(*args, **kwargs):
|
||||
"""
|
||||
Only accepts an accesing_obj that is superuser (e.g. user #1)
|
||||
|
||||
Since a superuser would not ever reach this check (superusers
|
||||
bypass the lock entirely), any user who gets this far cannot be a
|
||||
superuser, hence we just return False. :)
|
||||
"""
|
||||
return False
|
||||
|
||||
|
||||
def serversetting(accessing_obj, accessed_obj, *args, **kwargs):
|
||||
"""
|
||||
Only returns true if the Evennia settings exists, alternatively has
|
||||
a certain value.
|
||||
|
||||
Usage:
|
||||
serversetting(IRC_ENABLED)
|
||||
serversetting(BASE_SCRIPT_PATH, [game.gamesrc.scripts])
|
||||
|
||||
A given True/False or integers will be converted properly.
|
||||
"""
|
||||
if not args or not args[0]:
|
||||
return False
|
||||
if len(args) < 2:
|
||||
setting = args[0]
|
||||
val = "True"
|
||||
else:
|
||||
setting, val = args[0], args[1]
|
||||
# convert
|
||||
if val == 'True':
|
||||
val = True
|
||||
elif val == 'False':
|
||||
val = False
|
||||
elif val.isdigit():
|
||||
val = int(val)
|
||||
if setting in settings._wrapped.__dict__:
|
||||
return settings._wrapped.__dict__[setting] == val
|
||||
return False
|
||||
Loading…
Add table
Add a link
Reference in a new issue