Fix/refactor initial_setup function. Resolve #2438.
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4 changed files with 135 additions and 126 deletions
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@ -1,7 +1,7 @@
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"""
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This module handles initial database propagation, which is only run the first
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time the game starts. It will create some default channels, objects, and
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other things.
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This module handles initial database propagation, which is only run the first time the game starts.
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It will create some default objects (notably give #1 its evennia-specific properties, and create the
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Limbo room). It will also hooks, and then perform an initial restart.
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Everything starts at handle_setup()
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"""
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@ -41,16 +41,22 @@ WARNING_POSTGRESQL_FIX = """
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"""
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def get_god_account():
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def _get_superuser_account():
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"""
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Creates the god user and don't take no for an answer.
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Get the superuser (created at the command line) and don't take no for an answer.
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Returns:
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Account: The first superuser (User #1).
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Raises:
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AccountDB.DoesNotExist: If the superuser couldn't be found.
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"""
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try:
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god_account = AccountDB.objects.get(id=1)
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superuser = AccountDB.objects.get(id=1)
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except AccountDB.DoesNotExist:
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raise AccountDB.DoesNotExist(ERROR_NO_SUPERUSER)
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return god_account
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return superuser
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def create_objects():
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@ -63,84 +69,68 @@ def create_objects():
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# Set the initial User's account object's username on the #1 object.
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# This object is pure django and only holds name, email and password.
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god_account = get_god_account()
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superuser = _get_superuser_account()
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from evennia.objects.models import ObjectDB
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# Create an Account 'user profile' object to hold eventual
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# mud-specific settings for the AccountDB object.
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account_typeclass = settings.BASE_ACCOUNT_TYPECLASS
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# run all creation hooks on god_account (we must do so manually
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# run all creation hooks on superuser (we must do so manually
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# since the manage.py command does not)
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god_account.swap_typeclass(account_typeclass, clean_attributes=True)
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god_account.basetype_setup()
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god_account.at_account_creation()
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god_account.locks.add(
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superuser.swap_typeclass(account_typeclass, clean_attributes=True)
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superuser.basetype_setup()
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superuser.at_account_creation()
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superuser.locks.add(
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"examine:perm(Developer);edit:false();delete:false();boot:false();msg:all()"
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)
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# this is necessary for quelling to work correctly.
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god_account.permissions.add("Developer")
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superuser.permissions.add("Developer")
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# Limbo is the default "nowhere" starting room
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# Create the in-game god-character for account #1 and set
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# it to exist in Limbo.
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character_typeclass = settings.BASE_CHARACTER_TYPECLASS
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god_character = create.create_object(character_typeclass, key=god_account.username, nohome=True)
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try:
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superuser_character = ObjectDB.objects.get(id=1)
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except ObjectDB.DoesNotExist:
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superuser_character = create.create_object(
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character_typeclass, key=superuser.username, nohome=True)
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god_character.id = 1
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god_character.save()
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god_character.db.desc = _("This is User #1.")
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god_character.locks.add(
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superuser_character.db_typeclass_path = character_typeclass
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superuser_character.db.desc = _("This is User #1.")
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superuser_character.locks.add(
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"examine:perm(Developer);edit:false();delete:false();boot:false();msg:all();puppet:false()"
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)
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# we set this low so that quelling is more useful
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god_character.permissions.add("Player")
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superuser_character.permissions.add("Player")
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superuser_character.save()
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god_account.attributes.add("_first_login", True)
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god_account.attributes.add("_last_puppet", god_character)
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superuser.attributes.add("_first_login", True)
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superuser.attributes.add("_last_puppet", superuser_character)
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try:
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god_account.db._playable_characters.append(god_character)
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superuser.db._playable_characters.append(superuser_character)
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except AttributeError:
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god_account.db_playable_characters = [god_character]
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superuser.db_playable_characters = [superuser_character]
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room_typeclass = settings.BASE_ROOM_TYPECLASS
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limbo_obj = create.create_object(room_typeclass, _("Limbo"), nohome=True)
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limbo_obj.id = 2
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limbo_obj.save()
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try:
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limbo_obj = ObjectDB.objects.get(id=2)
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except ObjectDB.DoesNotExist:
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limbo_obj = create.create_object(room_typeclass, _("Limbo"), nohome=True)
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limbo_obj.db_typeclass_path = room_typeclass
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limbo_obj.db.desc = LIMBO_DESC.strip()
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limbo_obj.save()
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# Now that Limbo exists, try to set the user up in Limbo (unless
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# the creation hooks already fixed this).
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if not god_character.location:
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god_character.location = limbo_obj
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if not god_character.home:
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god_character.home = limbo_obj
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def create_channels():
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"""
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Creates some sensible default channels.
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"""
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logger.log_info("Initial setup: Creating default channels ...")
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goduser = get_god_account()
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channel_mudinfo = settings.CHANNEL_MUDINFO
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if channel_mudinfo:
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channel = create.create_channel(**channel_mudinfo)
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channel.connect(goduser)
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channel_connectinfo = settings.CHANNEL_CONNECTINFO
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if channel_connectinfo:
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channel = create.create_channel(**channel_connectinfo)
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for channeldict in settings.DEFAULT_CHANNELS:
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channel = create.create_channel(**channeldict)
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channel.connect(goduser)
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if not superuser_character.location:
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superuser_character.location = limbo_obj
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if not superuser_character.home:
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superuser_character.home = limbo_obj
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def at_initial_setup():
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"""
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@ -188,49 +178,46 @@ def reset_server():
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SESSIONS.portal_reset_server()
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def handle_setup(last_step):
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def handle_setup(last_step=None):
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"""
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Main logic for the module. It allows for restarting the
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initialization at any point if one of the modules should crash.
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Args:
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last_step (int): The last stored successful step, for starting
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over on errors. If `< 0`, initialization has finished and no
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steps need to be redone.
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last_step (str, None): The last stored successful step, for starting
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over on errors. None if starting from scratch. If this is 'done',
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the function will exit immediately.
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"""
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if last_step < 0:
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if last_step in('done', -1):
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# this means we don't need to handle setup since
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# it already ran sucessfully once.
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# it already ran sucessfully once. -1 is the legacy
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# value for existing databases.
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return
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# if None, set it to 0
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last_step = last_step or 0
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# setting up the list of functions to run
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setup_queue = [create_objects, create_channels, at_initial_setup, collectstatic, reset_server]
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# setup sequence
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setup_sequence = {
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'create_objects': create_objects,
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'at_initial_setup': at_initial_setup,
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'collectstatic': collectstatic,
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'done': reset_server,
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}
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# step through queue, from last completed function
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for num, setup_func in enumerate(setup_queue[last_step:]):
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# run the setup function. Note that if there is a
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# traceback we let it stop the system so the config
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# step is not saved.
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# determine the sequence so we can skip ahead
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steps = list(setup_sequence)
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steps = steps[steps.index(last_step) + 1 if last_step is not None else 0:]
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# step through queue from last completed function. Once completed,
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# the 'done' key should be set.
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for stepname in steps:
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try:
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setup_func()
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setup_sequence[stepname]()
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except Exception:
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if last_step + num == 1:
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from evennia.objects.models import ObjectDB
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for obj in ObjectDB.objects.all():
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obj.delete()
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elif last_step + num == 2:
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from evennia.comms.models import ChannelDB
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ChannelDB.objects.all().delete()
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# we re-raise to make sure to stop startup
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raise
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# save this step
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ServerConfig.objects.conf("last_initial_setup_step", last_step + num + 1)
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# We got through the entire list. Set last_step to -1 so we don't
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# have to run this again.
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ServerConfig.objects.conf("last_initial_setup_step", -1)
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else:
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# save the step
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ServerConfig.objects.conf("last_initial_setup_step", stepname)
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if stepname == 'done':
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# always exit on 'done'
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break
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