Updated ReST documentation.

This commit is contained in:
Griatch 2012-05-01 17:37:37 +02:00
parent 36b15b4ad8
commit a8139feb1a
37 changed files with 963 additions and 910 deletions

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@ -52,9 +52,9 @@ function on the database model or if it in fact sat on the script parent
By contrast, a typeclass is a normal python class that inherits from the
*!TypeClass* parent. There are no other required functions to define.
This class uses **getattribute** and **setattr** transparently behind
the scenes to store data onto the persistent django object. Also the
django model is aware of the typeclass in the reverse direction. The
This class uses **\ getattribute\ ** and **\ setattr\ ** transparently
behind the scenes to store data onto the persistent django object. Also
the django model is aware of the typeclass in the reverse direction. The
admin don't really have to worry about this connection, they can usually
consider the two objects (typeclass and django model) to be one.
@ -74,14 +74,15 @@ Command functions + !StateCommands-> Command classes + CmdSets
--------------------------------------------------------------
In trunk, there was one default group of commands in a list
GLOBAL*CMD*TABLE. Every player in game used this. There was a second
dictionary GLOBAL*STATE*TABLE that held commands valid only for certain
*states* the player might end up in - like entering a dark room, a text
editor, or whatever. The problem with this state system, was that it was
limited in its use - every player could ever only be in one state at a
time for example, never two at the same time. The way the system was set
up also explicitly made states something unique to players - an object
could not offer different commands dependent on its state, for example.
GLOBAL\ *CMD*\ TABLE. Every player in game used this. There was a second
dictionary GLOBAL\ *STATE*\ TABLE that held commands valid only for
certain *states* the player might end up in - like entering a dark room,
a text editor, or whatever. The problem with this state system, was that
it was limited in its use - every player could ever only be in one state
at a time for example, never two at the same time. The way the system
was set up also explicitly made states something unique to players - an
object could not offer different commands dependent on its state, for
example.
In devel, *every* command definition is grouped in what's called a
*!CmdSet* (this is, like most things in Devel, defined as a class). A
@ -319,7 +320,7 @@ where it might be unclear if you receive a session or a player object
(especially during login/logout), you can now use simply use ``msg()``
without having to check (however, you *can* still use ``emit_to`` for
legacy code, it's an alias to msg() now). Same is true with
emit*to*contents() -> msg*to*contents().
emit\ *to*\ contents() -> msg\ *to*\ contents().
``source_object`` in default commands are now consistently named
*caller* instead.