- implemented @destroy as per the MUX help specifications. As part of this, fixed the object recycling routines to actually properly replace GARBAGE-flagged objects (it crashed before).

- Set up a global cleaner event to clean all @destroyed objects every 30 minutes (makes their dbrefs available).
- Added the @recover command for recovering @destroyed objects up until the point that the cleaner runs and actually destroys them. This can recover @destroyed objects, rooms and exits to the same state as before @destroy. It could easily be made to recover player objects too, but I'm thinking this would be a security issue.
- Added to @dig in order to allow for creating rooms with a particular parent. Also auto-creates exits in each room if desired. The only things that is not implemented is the aliases of the exits, I don't really know how to do that.
- Changed the @create command format to match the @dig (it uses : to mark the parent instead of = now, since MUX' @dig reserve = to the exit list.)
- Added extra security in the example event to guard against the bug that causes the whole scheduler to freak out if the event_function() gives a traceback.
- Changed many instances of type to point to the defines_global.OTYPE instead of giving the integer explicitly.
/Starkiel
This commit is contained in:
Griatch 2009-04-30 15:01:59 +00:00
parent 8799a0fd55
commit 3eb4cddf42
8 changed files with 274 additions and 77 deletions

View file

@ -13,8 +13,8 @@ from src.events import IntervalEvent
from src.scheduler import add_event
from src.objects.models import Object
#the logger is useful for debugging since there is no source object to send to
from src.logger import log_infomsg
#the logger is useful for debugging
from src.logger import log_errmsg
#Example of the event system. This example adds an event to the red_button parent
#in parents/examples. It makes the button blink temptingly at a regular interval.
@ -46,7 +46,6 @@ class EventBlinkButton(IntervalEvent):
#stored with the gamesrc/parent/ drawer as a base)
parent = 'examples.red_button'
buttons = Object.objects.global_object_script_parent_search(parent)
#log_infomsg("buttons found: %s" % buttons)
for b in buttons:
try:
@ -55,10 +54,10 @@ class EventBlinkButton(IntervalEvent):
#button has no blink() method. Just ignore.
pass
except:
#show other tracebacks to owner of object.
#this is important, we must handle this exception
#gracefully!
#show other tracebacks to log and owner of object.
#This is important, we must handle these exceptions gracefully!
b.get_owner().emit_to(sys.exc_info()[1])
log_errmsg(sys.exc_info()[1])
#create and add the event to the global handler
blink_event = EventBlinkButton()

View file

@ -6,7 +6,7 @@ gamesrc/parents and set SCRIPT_DEFAULT_OBJECT = 'custom_basicobject'
in game/settings.py.
Generally, if you want to conveniently set future objects to inherit from this
script parent (not as a default), this files and others like it need to be
script parent, this files and others like it need to be
located under the game/gamesrc/parent directory.
"""
from game.gamesrc.parents.base.basicobject import BasicObject

View file

@ -5,7 +5,7 @@ particular object. See example.py in gamesrc/commands for more info
on the pluggable command system.
Assuming this script remains in gamesrc/parents/examples, create an object
of this type using @create button=examples.red_button
of this type using @create button:examples.red_button
This file also shows the use of the Event system to make the button
send a message to the players at regular intervals. Note that if you create a