Moved dummyrunner under bin/.
This commit is contained in:
parent
f075d4aec1
commit
8e020bfb62
10 changed files with 415 additions and 377 deletions
31
bin/evennia
31
bin/evennia
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@ -15,7 +15,7 @@ import signal
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import shutil
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import importlib
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from argparse import ArgumentParser
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from subprocess import Popen, check_output
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from subprocess import Popen, check_output, call
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import django
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# Signal processing
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@ -27,6 +27,8 @@ EVENNIA_BIN = os.path.join(EVENNIA_ROOT, "bin")
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EVENNIA_LIB = os.path.join(EVENNIA_ROOT, "evennia")
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EVENNIA_RUNNER = os.path.join(EVENNIA_BIN, "evennia_runner.py")
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EVENNIA_TEMPLATE = os.path.join(EVENNIA_ROOT, "game_template")
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EVENNIA_BINTESTING = os.path.join(EVENNIA_BIN, "testing")
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EVENNIA_DUMMYRUNNER = os.path.join(EVENNIA_BINTESTING, "dummyrunner.py")
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TWISTED_BINARY = "twistd"
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@ -675,6 +677,22 @@ def init_game_directory(path):
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print INFO_WINDOWS_BATFILE.format(twistd_path=twistd_path)
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def run_dummyrunner(number_of_dummies):
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"""
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Start an instance of the dummyrunner
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The dummy players' behavior can be customized by adding a
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dummyrunner_settings.py config file in the game's conf directory.
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"""
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number_of_dummies = str(int(number_of_dummies)) if number_of_dummies else 1
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cmdstr = [sys.executable, EVENNIA_DUMMYRUNNER, "-N", number_of_dummies]
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config_file = os.path.join(SETTINGS_PATH, "dummyrunner_settings.py")
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if os.path.exists(config_file):
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cmdstr.extend(["--config", config_file])
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try:
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call(cmdstr, env=getenv())
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except KeyboardInterrupt:
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pass
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def run_menu():
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"""
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@ -834,8 +852,10 @@ def main():
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help="Start given processes in interactive mode.")
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parser.add_argument('--init', action='store', dest="init", metavar="name",
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help="Creates a new game directory 'name' at the current location.")
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parser.add_argument('-p', '--prof', action='store_true', dest='profiler', default=False,
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parser.add_argument('--profile', action='store_true', dest='profiler', default=False,
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help="Start given server component under the Python profiler.")
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parser.add_argument('--dummyrunner', nargs=1, action='store', dest='dummyrunner', metavar="N",
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help="Tests a running server by connecting N dummy players to it.")
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parser.add_argument("mode", metavar="option", nargs='?', default="help",
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help="Operational mode or management option. Commonly start, stop, reload, migrate, or menu (default).")
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parser.add_argument("service", metavar="component", nargs='?', choices=["all", "server", "portal"], default="all",
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@ -858,7 +878,7 @@ def main():
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if args.show_version:
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print show_version_info(mode=="help")
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sys.exit()
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if mode == "help":
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if mode == "help" and not args.dummyrunner:
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print ABOUT_INFO
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sys.exit()
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@ -866,7 +886,10 @@ def main():
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# and initializes django for the game directory
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init_game_directory(CURRENT_DIR)
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if mode == 'menu':
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if args.dummyrunner:
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# launch the dummy runner
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run_dummyrunner(args.dummyrunner[0])
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elif mode == 'menu':
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# launch menu for operation
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run_menu()
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elif mode in ('start', 'reload', 'stop'):
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@ -31,36 +31,56 @@ for instructions on how to define this module.
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"""
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import os, sys, time, random
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from optparse import OptionParser
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import time, random
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from argparse import ArgumentParser
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from twisted.conch import telnet
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from twisted.internet import reactor, protocol
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# from twisted.application import internet, service
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# from twisted.web import client
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from twisted.internet.task import LoopingCall
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# Tack on the root evennia directory to the python path and initialize django settings
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#TODO
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#sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))))
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#os.environ["DJANGO_SETTINGS_MODULE"] = "game.settings"
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#from game import settings
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#try:
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# from django.conf import settings as settings2
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# settings2.configure()
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#except RuntimeError:
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# pass
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#finally:
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# del settings2
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from django.conf import settings
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from evennia.utils import utils
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from evennia.utils import mod_import
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# Load the dummyrunner settings module
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DUMMYRUNNER_SETTINGS = mod_import(settings.DUMMYRUNNER_SETTINGS_MODULE)
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DATESTRING = "%Y%m%d%H%M%S"
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# Settings
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# number of clients to launch if no input is given on command line
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NCLIENTS = 1
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# time between each 'tick', in seconds, if not set on command
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# line. All launched clients will be called upon to possibly do an
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# action with this frequency.
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TIMESTEP = DUMMYRUNNER_SETTINGS.TIMESTEP
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# chance of a client performing an action, per timestep. This helps to
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# spread out usage randomly, like it would be in reality.
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CHANCE_OF_ACTION = DUMMYRUNNER_SETTINGS.CHANCE_OF_ACTION
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# spread out the login action separately, having many players create accounts
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# and connect simultaneously is generally unlikely.
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CHANCE_OF_LOGIN = DUMMYRUNNER_SETTINGS.CHANCE_OF_LOGIN
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# Port to use, if not specified on command line
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TELNET_PORT = DUMMYRUNNER_SETTINGS.TELNET_PORT or settings.TELNET_PORTS[0]
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#
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NLOGGED_IN = 0
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# Messages
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INFO_STARTING = \
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"""
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Dummyrunner starting, {N} dummy player(s).
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Use Ctrl-C to stop/disconnect clients.
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"""
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ERROR_FEW_ACTIONS = \
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"""
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Dummyrunner error: The ACTIONS tuple is too short: it must contain at
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least login- and logout functions.
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"""
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HELPTEXT = """
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Usage: dummyrunner.py [-h][-v][-V] [nclients]
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DO NOT RUN THIS ON A PRODUCTION SERVER! USE A CLEAN/TESTING DATABASE!
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This stand-alone program launches dummy telnet clients against a
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@ -81,60 +101,44 @@ Setup:
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PERMISSION_PLAYER_DEFAULT="Builders"
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3a) Start Evennia like normal.
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3b) If you want profiling, start Evennia like this instead:
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You can also customize the dummyrunner by modifying
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a setting file specified by DUMMYRUNNER_SETTINGS_MODULE
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python runner.py -S start
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3) Start Evennia like normal, optionally with profiling (--profile)
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4) run this dummy runner via the evennia launcher:
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this will start Evennia under cProfiler with output server.prof.
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4) run this dummy runner:
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python dummyclients.py <nr_of_clients> [timestep] [port]
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Default is to connect one client to port 4000, using a 5 second
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timestep. Increase the number of clients and shorten the
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timestep (minimum is 1s) to further stress the game.
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You can stop the dummy runner with Ctrl-C.
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evennia --dummyrunner <nr_of_clients>
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5) Log on and determine if game remains responsive despite the
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heavier load. Note that if you do profiling, there is an
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additional overhead from the profiler too!
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6) If you use profiling, let the game run long enough to gather
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data, then stop the server. You can inspect the server.prof file
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from a python prompt (see Python's manual on cProfiler).
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data, then stop the server, ideally from inside it with
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@shutdown. You can inspect the server.prof file from a python
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prompt (see Python's manual on cProfiler).
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"""
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# number of clients to launch if no input is given on command line
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DEFAULT_NCLIENTS = 1
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# time between each 'tick', in seconds, if not set on command
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# line. All launched clients will be called upon to possibly do an
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# action with this frequency.
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DEFAULT_TIMESTEP = 2
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# chance of a client performing an action, per timestep. This helps to
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# spread out usage randomly, like it would be in reality.
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CHANCE_OF_ACTION = 0.05
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# spread out the login action separately, having many players create accounts
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# and connect simultaneously is generally unlikely.
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CHANCE_OF_LOGIN = 0.5
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# Port to use, if not specified on command line
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DEFAULT_PORT = settings.TELNET_PORTS[0]
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#
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NLOGGED_IN = 0
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NCLIENTS = 0
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#------------------------------------------------------------
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# Helper functions
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#------------------------------------------------------------
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ICOUNT = 0
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def idcounter():
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"generates subsequent id numbers"
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idcount = 0
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while True:
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idcount += 1
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yield idcount
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OID = idcounter()
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CID = idcounter()
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"makes unique ids"
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global ICOUNT
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ICOUNT += 1
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return str(ICOUNT)
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GCOUNT = 0
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def gidcounter():
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"makes globally unique ids"
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global GCOUNT
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GCOUNT += 1
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return "%s-%s" % (time.strftime(DATESTRING), ICOUNT)
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def makeiter(obj):
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"makes everything iterable"
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@ -156,35 +160,38 @@ class DummyClient(telnet.StatefulTelnetProtocol):
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def connectionMade(self):
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# public properties
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self.cid = CID.next()
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self.cid = idcounter()
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self.key = "Dummy-%s" % self.cid
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self.gid = "%s-%s" % (time.strftime(DATESTRING), self.cid)
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self.istep = 0
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self.loggedin = False
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self.exits = [] # exit names created
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self.objs = [] # obj names created
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self._report = ""
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self._cmdlist = [] # already stepping in a cmd definition
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self._ncmds = 0
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self._actions = self.factory.actions
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self._echo_brief = self.factory.verbose == 1
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self._echo_all = self.factory.verbose == 2
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#print " ** client %i connected." % self.cid
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nactions = len(self.factory.actions) # this has already been normalized
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if nactions < 2:
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raise RuntimeError(ERROR_FEW_ACTIONS)
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self._login = self.factory.actions[0]
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self._logout = self.factory.actions[1]
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self._actions = self.factory.actions[2:]
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reactor.addSystemEventTrigger('before', 'shutdown', self.logout)
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# start client tick
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d = LoopingCall(self.step)
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# dissipate exact step by up to +/- 0.5 second
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timestep = self.factory.timestep + (-0.5 + (random.random()*1.0))
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timestep = TIMESTEP + (-0.5 + (random.random()*1.0))
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d.start(timestep, now=True).addErrback(self.error)
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def dataReceived(self, data):
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"Echo incoming data to stdout"
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if self._echo_all:
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print data
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pass
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def connectionLost(self, reason):
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"loosing the connection"
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#print " ** client %i lost connection." % self.cid
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def error(self, err):
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"error callback"
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@ -192,12 +199,12 @@ class DummyClient(telnet.StatefulTelnetProtocol):
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def counter(self):
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"produces a unique id, also between clients"
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return OID.next()
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return gidcounter()
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def logout(self):
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"Causes the client to log out of the server. Triggered by ctrl-c signal."
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cmd, report = self._actions[1](self)
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print "client %i %s (%s actions)" % (self.cid, report, self.istep)
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cmd = self._logout(self)
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print "client %s(%s) logout (%s actions)" % (self.key, self.cid, self.istep)
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self.sendLine(cmd)
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def step(self):
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@ -206,52 +213,49 @@ class DummyClient(telnet.StatefulTelnetProtocol):
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and causes the client to issue commands to the server.
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This holds all "intelligence" of the dummy client.
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"""
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if self.istep == 0 and random.random() > CHANCE_OF_LOGIN:
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return
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elif random.random() > CHANCE_OF_ACTION:
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return
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global NLOGGED_IN
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rand = random.random()
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if not self._cmdlist:
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# no cmdlist in store, get a new one
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if self.istep == 0:
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NLOGGED_IN += 1
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cfunc = self._actions[0]
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else: # random selection using cumulative probabilities
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rand = random.random()
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cfunc = [func for cprob, func in self._actions[2] if cprob >= rand][0]
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# assign to internal cmdlist
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cmd, self._report = cfunc(self)
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self._cmdlist = list(makeiter(cmd))
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self._ncmds = len(self._cmdlist)
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# output
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if self.istep == 0 and not (self._echo_brief or self._echo_all):
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# only print login
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print "client %i %s (%i/%i)" % (self.cid, self._report, NLOGGED_IN, NCLIENTS)
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elif self.istep == 0 or self._echo_brief or self._echo_all:
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print "client %i %s (%i/%i)" % (self.cid, self._report, self._ncmds-(len(self._cmdlist)-1), self._ncmds)
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# launch the action by popping the first element from cmdlist (don't hide tracebacks)
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self.sendLine(str(self._cmdlist.pop(0)))
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self.istep += 1 # only steps up if an action is taken
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# no commands ready. Load some.
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if not self.loggedin:
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if rand < CHANCE_OF_LOGIN:
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# get the login commands
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self._cmdlist = list(makeiter(self._login(self)))
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NLOGGED_IN += 1 # this is for book-keeping
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print "connecting client %s (%i/%i)..." % (self.key, NLOGGED_IN, NCLIENTS)
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self.loggedin = True
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else:
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# we always pick a cumulatively random function
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crand = random.random()
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cfunc = [func for cprob, func in self._actions if cprob >= crand][0]
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self._cmdlist = list(makeiter(cfunc(self)))
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# at this point we always have a list of commands
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if rand < CHANCE_OF_ACTION:
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# send to the game
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self.sendLine(str(self._cmdlist.pop(0)))
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self.istep += 1
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class DummyFactory(protocol.ClientFactory):
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protocol = DummyClient
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def __init__(self, actions, timestep, verbose):
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def __init__(self, actions):
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"Setup the factory base (shared by all clients)"
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self.actions = actions
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self.timestep = timestep
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self.verbose = verbose
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#------------------------------------------------------------
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# Access method:
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# Starts clients and connects them to a running server.
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#------------------------------------------------------------
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def start_all_dummy_clients(actions, nclients=1, timestep=5, telnet_port=4000, verbose=0):
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def start_all_dummy_clients(nclients):
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# validating and preparing the action tuple
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global NCLIENTS
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NCLIENTS = nclients
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NCLIENTS = int(nclients)
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actions = DUMMYRUNNER_SETTINGS.ACTIONS
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# make sure the probabilities add up to 1
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pratio = 1.0 / sum(tup[0] for tup in actions[2:])
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@ -262,9 +266,9 @@ def start_all_dummy_clients(actions, nclients=1, timestep=5, telnet_port=4000, v
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actions = (flogin, flogout, zip(cprobs, cfuncs))
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# setting up all clients (they are automatically started)
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factory = DummyFactory(actions, timestep, verbose)
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for i in range(nclients):
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reactor.connectTCP("localhost", telnet_port, factory)
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factory = DummyFactory(actions)
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for i in range(NCLIENTS):
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reactor.connectTCP("localhost", TELNET_PORT, factory)
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# start reactor
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reactor.run()
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@ -275,39 +279,14 @@ def start_all_dummy_clients(actions, nclients=1, timestep=5, telnet_port=4000, v
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if __name__ == '__main__':
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# parsing command line with default vals
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parser = OptionParser(usage="%prog [options] <nclients> [timestep, [port]]",
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description="This program requires some preparations to run properly. Start it without any arguments or options for full help.")
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parser.add_option('-v', '--verbose', action='store_const', const=1, dest='verbose',
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default=0,help="echo brief description of what clients do every timestep.")
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parser.add_option('-V', '--very-verbose', action='store_const',const=2, dest='verbose',
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default=0,help="echo all client returns to stdout (hint: use only with nclients=1!)")
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parser = ArgumentParser(description=HELPTEXT)
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parser.add_argument("-N", nargs=1, default=1, dest="nclients",
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help="Number of clients to start")
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options, args = parser.parse_args()
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args = parser.parse_args()
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nargs = len(args)
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nclients = DEFAULT_NCLIENTS
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timestep = DEFAULT_TIMESTEP
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port = DEFAULT_PORT
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try:
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if not args : raise Exception
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if nargs > 0: nclients = max(1, int(args[0]))
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if nargs > 1: timestep = max(1, int(args[1]))
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if nargs > 2: port = int(args[2])
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except Exception:
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print HELPTEXT
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sys.exit()
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# import the ACTION tuple from a given module
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try:
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action_modpath = settings.DUMMYRUNNER_ACTIONS_MODULE
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except AttributeError:
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# use default
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action_modpath = "evennia.utils.dummyrunner.dummyrunner_actions"
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actions = utils.variable_from_module(action_modpath, "ACTIONS")
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print "Connecting %i dummy client(s) to port %i using a %i second timestep ... " % (nclients, port, timestep)
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print INFO_STARTING.format(N=args.nclients[0])
|
||||
t0 = time.time()
|
||||
start_all_dummy_clients(actions, nclients, timestep, port,
|
||||
verbose=options.verbose)
|
||||
start_all_dummy_clients(nclients=args.nclients[0])
|
||||
ttot = time.time() - t0
|
||||
print "... dummy client runner finished after %i seconds." % ttot
|
||||
print "... dummy client runner stopped after %i seconds." % ttot
|
||||
264
bin/testing/dummyrunner_settings.py
Normal file
264
bin/testing/dummyrunner_settings.py
Normal file
|
|
@ -0,0 +1,264 @@
|
|||
"""
|
||||
Settings and actions for the dummyrunner
|
||||
|
||||
This module defines dummyrunner settings and sets up
|
||||
the actions available to dummy players.
|
||||
|
||||
The settings are global variables:
|
||||
|
||||
TIMESTEP - time in seconds between each 'tick'
|
||||
CHANCE_OF_ACTION - chance 0-1 of action happening
|
||||
CHANCE_OF_LOGIN - chance 0-1 of login happening
|
||||
TELNET_PORT - port to use, defaults to settings.TELNET_PORT
|
||||
ACTIONS - see below
|
||||
|
||||
ACTIONS is a tuple
|
||||
|
||||
(login_func, logout_func, (0.3, func1), (0.1, func2) ... )
|
||||
|
||||
where the first entry is the function to call on first connect, with a
|
||||
chance of occurring given by CHANCE_OF_LOGIN. This function is usually
|
||||
responsible for logging in the player. The second entry is always
|
||||
called when the dummyrunner disconnects from the server and should
|
||||
thus issue a logout command. The other entries are tuples (chance,
|
||||
func). They are picked randomly, their commonality based on the
|
||||
cumulative chance given (the chance is normalized between all options
|
||||
so if will still work also if the given chances don't add up to 1).
|
||||
Since each function can return a list of game-command strings, each
|
||||
function may result in multiple operations.
|
||||
|
||||
An action-function is called with a "client" argument which is a
|
||||
reference to the dummy client currently performing the action. It
|
||||
returns a string or a list of command strings to execute. Use the
|
||||
client object for optionally saving data between actions.
|
||||
|
||||
The client object has the following relevant properties and methods:
|
||||
key - an optional client key. This is only used for dummyrunner output.
|
||||
Default is "Dummy-<cid>"
|
||||
cid - client id
|
||||
gid - globally unique id, hashed with time stamp
|
||||
istep - the current step
|
||||
exits - an empty list. Can be used to store exit names
|
||||
objs - an empty list. Can be used to store object names
|
||||
counter() - returns a unique increasing id, hashed with time stamp
|
||||
to make it unique also between dummyrunner instances.
|
||||
|
||||
The return should either be a single command string or a tuple of
|
||||
command strings. This list of commands will always be executed every
|
||||
TIMESTEP with a chance given by CHANCE_OF_ACTION by in the order given
|
||||
(no randomness) and allows for setting up a more complex chain of
|
||||
commands (such as creating an account and logging in).
|
||||
|
||||
"""
|
||||
# Dummy runner settings
|
||||
|
||||
# Time between each dummyrunner "tick", in seconds. Each dummy
|
||||
# will be called with this frequency.
|
||||
TIMESTEP = 2
|
||||
|
||||
# Chance of a dummy actually performing an action on a given tick.
|
||||
# This spreads out usage randomly, like it would be in reality.
|
||||
CHANCE_OF_ACTION = 0.05
|
||||
|
||||
# Chance of a currently unlogged-in dummy performing its login
|
||||
# action every tick. This emulates not all players logging in
|
||||
# at exactly the same time.
|
||||
CHANCE_OF_LOGIN = 0.33
|
||||
|
||||
# Which telnet port to connect to. If set to None, uses the first
|
||||
# default telnet port of the running server.
|
||||
TELNET_PORT = None
|
||||
|
||||
|
||||
# Setup actions tuple
|
||||
|
||||
# some convenient templates
|
||||
|
||||
DUMMY_NAME = "Dummy-%s"
|
||||
DUMMY_PWD = "password-%s"
|
||||
START_ROOM = "testing_room_start_%s"
|
||||
ROOM_TEMPLATE = "testing_room_%s"
|
||||
EXIT_TEMPLATE = "exit_%s"
|
||||
OBJ_TEMPLATE = "testing_obj_%s"
|
||||
TOBJ_TEMPLATE = "testing_button_%s"
|
||||
TOBJ_TYPECLASS = "contrib.tutorial_examples.red_button.RedButton"
|
||||
|
||||
|
||||
# action function definitions (pick and choose from
|
||||
# these to build a client "usage profile"
|
||||
|
||||
# login/logout
|
||||
|
||||
def c_login(client):
|
||||
"logins to the game"
|
||||
# we always use a new client name
|
||||
cname = DUMMY_NAME % client.gid
|
||||
cpwd = DUMMY_PWD % client.gid
|
||||
|
||||
# set up for digging a first room (to move to and keep the
|
||||
# login room clean)
|
||||
roomname = ROOM_TEMPLATE % client.counter()
|
||||
exitname1 = EXIT_TEMPLATE % client.counter()
|
||||
exitname2 = EXIT_TEMPLATE % client.counter()
|
||||
client.exits.extend([exitname1, exitname2])
|
||||
|
||||
cmds = ('create %s %s' % (cname, cpwd),
|
||||
'connect %s %s' % (cname, cpwd),
|
||||
'@dig %s' % START_ROOM % client.cid,
|
||||
'@teleport %s' % START_ROOM % client.cid,
|
||||
'@dig %s = %s, %s' % (roomname, exitname1, exitname2)
|
||||
)
|
||||
return cmds
|
||||
|
||||
def c_login_nodig(client):
|
||||
"logins, don't dig its own room"
|
||||
cname = DUMMY_NAME % client.gid
|
||||
cpwd = DUMMY_PWD % client.gid
|
||||
|
||||
cmds = ('create %s %s' % (cname, cpwd),
|
||||
'connect %s %s' % (cname, cpwd))
|
||||
return cmds
|
||||
|
||||
def c_logout(client):
|
||||
"logouts of the game"
|
||||
return "@quit"
|
||||
|
||||
# random commands
|
||||
|
||||
def c_looks(client):
|
||||
"looks at various objects"
|
||||
cmds = ["look %s" % obj for obj in client.objs]
|
||||
if not cmds:
|
||||
cmds = ["look %s" % exi for exi in client.exits]
|
||||
if not cmds:
|
||||
cmds = "look"
|
||||
return cmds
|
||||
|
||||
def c_examines(client):
|
||||
"examines various objects"
|
||||
cmds = ["examine %s" % obj for obj in client.objs]
|
||||
if not cmds:
|
||||
cmds = ["examine %s" % exi for exi in client.exits]
|
||||
if not cmds:
|
||||
cmds = "examine me"
|
||||
return cmds
|
||||
|
||||
def c_help(client):
|
||||
"reads help files"
|
||||
cmds = ('help',
|
||||
'help @teleport',
|
||||
'help look',
|
||||
'help @tunnel',
|
||||
'help @dig')
|
||||
return cmds
|
||||
|
||||
def c_digs(client):
|
||||
"digs a new room, storing exit names on client"
|
||||
roomname = ROOM_TEMPLATE % client.counter()
|
||||
exitname1 = EXIT_TEMPLATE % client.counter()
|
||||
exitname2 = EXIT_TEMPLATE % client.counter()
|
||||
client.exits.extend([exitname1, exitname2])
|
||||
return '@dig/tel %s = %s, %s' % (roomname, exitname1, exitname2)
|
||||
|
||||
def c_creates_obj(client):
|
||||
"creates normal objects, storing their name on client"
|
||||
objname = OBJ_TEMPLATE % client.counter()
|
||||
client.objs.append(objname)
|
||||
cmds = ('@create %s' % objname,
|
||||
'@desc %s = "this is a test object' % objname,
|
||||
'@set %s/testattr = this is a test attribute value.' % objname,
|
||||
'@set %s/testattr2 = this is a second test attribute.' % objname)
|
||||
return cmds
|
||||
|
||||
def c_creates_button(client):
|
||||
"creates example button, storing name on client"
|
||||
objname = TOBJ_TEMPLATE % client.counter()
|
||||
client.objs.append(objname)
|
||||
cmds = ('@create %s:%s' % (objname, TOBJ_TYPECLASS),
|
||||
'@desc %s = test red button!' % objname)
|
||||
return cmds
|
||||
|
||||
def c_socialize(client):
|
||||
"socializechats on channel"
|
||||
cmds = ('ooc Hello!',
|
||||
'ooc Testing ...',
|
||||
'ooc Testing ... times 2',
|
||||
'say Yo!',
|
||||
'emote stands looking around.')
|
||||
return cmds
|
||||
|
||||
def c_moves(client):
|
||||
"moves to a previously created room, using the stored exits"
|
||||
cmds = client.exits # try all exits - finally one will work
|
||||
return "look" if not cmds else cmds
|
||||
|
||||
def c_moves_n(client):
|
||||
"move through north exit if available"
|
||||
return "north"
|
||||
|
||||
def c_moves_s(client):
|
||||
"move through south exit if available"
|
||||
return "south"
|
||||
|
||||
# Action tuple (required)
|
||||
#
|
||||
# This is a tuple of client action functions. The first element is the
|
||||
# function the client should use to log into the game and move to
|
||||
# STARTROOM . The second element is the logout command, for cleanly
|
||||
# exiting the mud. The following elements are 2-tuples of (probability,
|
||||
# action_function). The probablities should normally sum up to 1,
|
||||
# otherwise the system will normalize them.
|
||||
#
|
||||
|
||||
## "normal builder" definitionj
|
||||
#ACTIONS = ( c_login,
|
||||
# c_logout,
|
||||
# (0.5, c_looks),
|
||||
# (0.08, c_examines),
|
||||
# (0.1, c_help),
|
||||
# (0.01, c_digs),
|
||||
# (0.01, c_creates_obj),
|
||||
# (0.3, c_moves))
|
||||
## "heavy" builder definition
|
||||
#ACTIONS = ( c_login,
|
||||
# c_logout,
|
||||
# (0.2, c_looks),
|
||||
# (0.1, c_examines),
|
||||
# (0.2, c_help),
|
||||
# (0.1, c_digs),
|
||||
# (0.1, c_creates_obj),
|
||||
# #(0.01, c_creates_button),
|
||||
# (0.2, c_moves))
|
||||
## "passive player" definition
|
||||
#ACTIONS = ( c_login,
|
||||
# c_logout,
|
||||
# (0.7, c_looks),
|
||||
# #(0.1, c_examines),
|
||||
# (0.3, c_help))
|
||||
# #(0.1, c_digs),
|
||||
# #(0.1, c_creates_obj),
|
||||
# #(0.1, c_creates_button),
|
||||
# #(0.4, c_moves))
|
||||
## "normal player" definition
|
||||
ACTIONS = ( c_login,
|
||||
c_logout,
|
||||
(0.01, c_digs),
|
||||
(0.39, c_looks),
|
||||
(0.2, c_help),
|
||||
(0.4, c_moves))
|
||||
#ACTIONS = (c_login_nodig,
|
||||
# c_logout,
|
||||
# (1.0, c_moves_n))
|
||||
## "socializing heavy builder" definition
|
||||
#ACTIONS = (c_login,
|
||||
# c_logout,
|
||||
# (0.1, c_socialize),
|
||||
# (0.1, c_looks),
|
||||
# (0.2, c_help),
|
||||
# (0.1, c_creates_obj),
|
||||
# (0.2, c_digs),
|
||||
# (0.3, c_moves))
|
||||
## "heavy digger memory tester" definition
|
||||
#ACTIONS = (c_login,
|
||||
# c_logout,
|
||||
# (1.0, c_digs))
|
||||
|
|
@ -243,6 +243,9 @@ LOCK_FUNC_MODULES = ("evennia.locks.lockfuncs", "server.conf.lockfuncs",)
|
|||
# and expansion of which hooks OOB protocols are allowed to call on the server
|
||||
# protocols for attaching tracker hooks for when various object field change
|
||||
OOB_PLUGIN_MODULES = ["evennia.server.oob_cmds", "server.conf.oobfuncs"]
|
||||
# Module holding settings/actions for the dummyrunner program (see the
|
||||
# dummyrunner for more information)
|
||||
DUMMYRUNNER_SETTINGS_MODULE = os.path.join(ROOT_DIR, "bin/testing/dummyrunner_settings")
|
||||
|
||||
######################################################################
|
||||
# Default command sets
|
||||
|
|
|
|||
|
|
@ -1,231 +0,0 @@
|
|||
"""
|
||||
These are actions for the dummy client runner, using
|
||||
the default command set and intended for unmodified Evennia.
|
||||
|
||||
Each client action is defined as a function. The clients
|
||||
will perform these actions randomly (except the login action).
|
||||
|
||||
Each action-definition function should take one argument- "client",
|
||||
which is a reference to the client currently performing the action
|
||||
Use the client object for saving data between actions.
|
||||
|
||||
The client object has the following relevant properties and methods:
|
||||
cid - unique client id
|
||||
istep - the current step
|
||||
exits - an empty list. Can be used to store exit names
|
||||
objs - an empty list. Can be used to store object names
|
||||
counter() - get an integer value. This counts up for every call and
|
||||
is always unique between clients.
|
||||
|
||||
The action-definition function should return the command that the
|
||||
client should send to the server (as if it was input in a mud client).
|
||||
It should also return a string detailing the action taken. This string is
|
||||
used by the "brief verbose" mode of the runner and is prepended by
|
||||
"Client N " to produce output like "Client 3 is creating objects ..."
|
||||
|
||||
This module *must* also define a variable named ACTIONS. This is a tuple
|
||||
where the first element is the function object for the action function
|
||||
to call when the client logs onto the server. The following elements
|
||||
are 2-tuples (probability, action_func), where probability defines how
|
||||
common it is for that particular action to happen. The runner will
|
||||
randomly pick between those functions based on the probability.
|
||||
|
||||
ACTIONS = (login_func, (0.3, func1), (0.1, func2) ... )
|
||||
|
||||
To change the runner to use your custom ACTION and/or action
|
||||
definitions, edit settings.py and add
|
||||
|
||||
DUMMYRUNNER_ACTIONS_MODULE = "path.to.your.module"
|
||||
|
||||
"""
|
||||
|
||||
# it's very useful to have a unique id for this run to avoid any risk
|
||||
# of clashes
|
||||
|
||||
import time
|
||||
RUNID = time.time()
|
||||
|
||||
# some convenient templates
|
||||
|
||||
START_ROOM = "testing_room_start-%s-%s" % (RUNID, "%i")
|
||||
ROOM_TEMPLATE = "testing_room_%s-%s" % (RUNID, "%i")
|
||||
EXIT_TEMPLATE = "exit_%s-%s" % (RUNID, "%i")
|
||||
OBJ_TEMPLATE = "testing_obj_%s-%s" % (RUNID, "%i")
|
||||
TOBJ_TEMPLATE = "testing_button_%s-%s" % (RUNID, "%i")
|
||||
TOBJ_TYPECLASS = "examples.red_button.RedButton"
|
||||
|
||||
# action function definitions
|
||||
|
||||
def c_login(client):
|
||||
"logins to the game"
|
||||
cname = "Dummy-%s-%i" % (RUNID, client.cid)
|
||||
#cemail = "%s@dummy.com" % (cname.lower())
|
||||
cpwd = "%s-%s" % (RUNID, client.cid)
|
||||
# set up for digging a first room (to move to)
|
||||
roomname = ROOM_TEMPLATE % client.counter()
|
||||
exitname1 = EXIT_TEMPLATE % client.counter()
|
||||
exitname2 = EXIT_TEMPLATE % client.counter()
|
||||
client.exits.extend([exitname1, exitname2])
|
||||
#cmd = '@dig %s = %s, %s' % (roomname, exitname1, exitname2)
|
||||
cmd = ('create %s %s' % (cname, cpwd),
|
||||
'connect %s %s' % (cname, cpwd),
|
||||
'@dig %s' % START_ROOM % client.cid,
|
||||
'@teleport %s' % START_ROOM % client.cid,
|
||||
'@dig %s = %s, %s' % (roomname, exitname1, exitname2)
|
||||
)
|
||||
|
||||
return cmd, "logs in as %s ..." % cname
|
||||
|
||||
def c_login_nodig(client):
|
||||
"logins, don't dig its own room"
|
||||
cname = "Dummy-%s-%i" % (RUNID, client.cid)
|
||||
cpwd = "%s-%s" % (RUNID, client.cid)
|
||||
cmd = ('create %s %s' % (cname, cpwd),
|
||||
'connect %s %s' % (cname, cpwd))
|
||||
return cmd, "logs in as %s ..." % cname
|
||||
|
||||
def c_logout(client):
|
||||
"logouts of the game"
|
||||
return "@quit", "logs out"
|
||||
|
||||
def c_looks(client):
|
||||
"looks at various objects"
|
||||
cmd = ["look %s" % obj for obj in client.objs]
|
||||
if not cmd:
|
||||
cmd = ["look %s" % exi for exi in client.exits]
|
||||
if not cmd:
|
||||
cmd = "look"
|
||||
return cmd, "looks ..."
|
||||
|
||||
def c_examines(client):
|
||||
"examines various objects"
|
||||
cmd = ["examine %s" % obj for obj in client.objs]
|
||||
if not cmd:
|
||||
cmd = ["examine %s" % exi for exi in client.exits]
|
||||
if not cmd:
|
||||
cmd = "examine me"
|
||||
return cmd, "examines objs ..."
|
||||
|
||||
def c_help(client):
|
||||
"reads help files"
|
||||
cmd = ('help',
|
||||
'help @teleport',
|
||||
'help look',
|
||||
'help @tunnel',
|
||||
'help @dig')
|
||||
return cmd, "reads help ..."
|
||||
|
||||
def c_digs(client):
|
||||
"digs a new room, storing exit names on client"
|
||||
roomname = ROOM_TEMPLATE % client.counter()
|
||||
exitname1 = EXIT_TEMPLATE % client.counter()
|
||||
exitname2 = EXIT_TEMPLATE % client.counter()
|
||||
client.exits.extend([exitname1, exitname2])
|
||||
cmd = '@dig/tel %s = %s, %s' % (roomname, exitname1, exitname2)
|
||||
return cmd, "digs ..."
|
||||
|
||||
def c_creates_obj(client):
|
||||
"creates normal objects, storing their name on client"
|
||||
objname = OBJ_TEMPLATE % client.counter()
|
||||
client.objs.append(objname)
|
||||
cmd = ('@create %s' % objname,
|
||||
'@desc %s = "this is a test object' % objname,
|
||||
'@set %s/testattr = this is a test attribute value.' % objname,
|
||||
'@set %s/testattr2 = this is a second test attribute.' % objname)
|
||||
return cmd, "creates obj ..."
|
||||
|
||||
def c_creates_button(client):
|
||||
"creates example button, storing name on client"
|
||||
objname = TOBJ_TEMPLATE % client.counter()
|
||||
client.objs.append(objname)
|
||||
cmd = ('@create %s:%s' % (objname, TOBJ_TYPECLASS),
|
||||
'@desc %s = test red button!' % objname)
|
||||
return cmd, "creates button ..."
|
||||
|
||||
def c_socialize(client):
|
||||
"socializechats on channel"
|
||||
cmd = ('ooc Hello!',
|
||||
'ooc Testing ...',
|
||||
'ooc Testing ... times 2',
|
||||
'say Yo!',
|
||||
'emote stands looking around.')
|
||||
return cmd, "socializes ..."
|
||||
|
||||
def c_moves(client):
|
||||
"moves to a previously created room, using the stored exits"
|
||||
cmd = client.exits # try all exits - finally one will work
|
||||
if not cmd: cmd = "look"
|
||||
return cmd, "moves ..."
|
||||
|
||||
def c_moves_n(client):
|
||||
"move through north exit if available"
|
||||
cmd = ("north",)
|
||||
return cmd, "moves n..."
|
||||
|
||||
def c_moves_s(client):
|
||||
"move through north exit if available"
|
||||
cmd = ("north",)
|
||||
return cmd, "moves s..."
|
||||
|
||||
# Action tuple (required)
|
||||
#
|
||||
# This is a tuple of client action functions. The first element is the
|
||||
# function the client should use to log into the game and move to
|
||||
# STARTROOM . The second element is the logout command, for cleanly
|
||||
# exiting the mud. The following elements are 2-tuples of (probability,
|
||||
# action_function). The probablities should normally sum up to 1,
|
||||
# otherwise the system will normalize them.
|
||||
#
|
||||
|
||||
## "normal builder" definitionj
|
||||
#ACTIONS = ( c_login,
|
||||
# c_logout,
|
||||
# (0.5, c_looks),
|
||||
# (0.08, c_examines),
|
||||
# (0.1, c_help),
|
||||
# (0.01, c_digs),
|
||||
# (0.01, c_creates_obj),
|
||||
# (0.3, c_moves))
|
||||
## "heavy" builder definition
|
||||
#ACTIONS = ( c_login,
|
||||
# c_logout,
|
||||
# (0.2, c_looks),
|
||||
# (0.1, c_examines),
|
||||
# (0.2, c_help),
|
||||
# (0.1, c_digs),
|
||||
# (0.1, c_creates_obj),
|
||||
# #(0.01, c_creates_button),
|
||||
# (0.2, c_moves))
|
||||
## "passive player" definition
|
||||
#ACTIONS = ( c_login,
|
||||
# c_logout,
|
||||
# (0.7, c_looks),
|
||||
# #(0.1, c_examines),
|
||||
# (0.3, c_help))
|
||||
# #(0.1, c_digs),
|
||||
# #(0.1, c_creates_obj),
|
||||
# #(0.1, c_creates_button),
|
||||
# #(0.4, c_moves))
|
||||
## "normal player" definition
|
||||
ACTIONS = ( c_login,
|
||||
c_logout,
|
||||
(0.01, c_digs),
|
||||
(0.39, c_looks),
|
||||
(0.2, c_help),
|
||||
(0.4, c_moves))
|
||||
#ACTIONS = (c_login_nodig,
|
||||
# c_logout,
|
||||
# (1.0, c_moves_n))
|
||||
## "socializing heavy builder" definition
|
||||
#ACTIONS = (c_login,
|
||||
# c_logout,
|
||||
# (0.1, c_socialize),
|
||||
# (0.1, c_looks),
|
||||
# (0.2, c_help),
|
||||
# (0.1, c_creates_obj),
|
||||
# (0.2, c_digs),
|
||||
# (0.3, c_moves))
|
||||
## "heavy digger memory tester" definition
|
||||
#ACTIONS = (c_login,
|
||||
# c_logout,
|
||||
# (1.0, c_digs))
|
||||
|
|
@ -765,7 +765,7 @@ def mod_import(module):
|
|||
module - this can be either a Python path (dot-notation like
|
||||
evennia.objects.models), an absolute path
|
||||
(e.g. /home/eve/evennia/evennia/objects.models.py)
|
||||
or an already import module object (e.g. models)
|
||||
or an already imported module object (e.g. models)
|
||||
Returns:
|
||||
an imported module. If the input argument was already a model,
|
||||
this is returned as-is, otherwise the path is parsed and imported.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue