evennia/evennia/players/players.py
2017-01-11 21:22:03 +01:00

937 lines
34 KiB
Python

"""
Typeclass for Player objects
Note that this object is primarily intended to
store OOC information, not game info! This
object represents the actual user (not their
character) and has NO actual precence in the
game world (this is handled by the associated
character object, so you should customize that
instead for most things).
"""
import time
from django.conf import settings
from django.utils import timezone
from evennia.typeclasses.models import TypeclassBase
from evennia.players.manager import PlayerManager
from evennia.players.models import PlayerDB
from evennia.objects.models import ObjectDB
from evennia.comms.models import ChannelDB
from evennia.commands import cmdhandler
from evennia.utils import logger
from evennia.utils.utils import (lazy_property,
make_iter, to_unicode, is_iter,
variable_from_module)
from evennia.typeclasses.attributes import NickHandler
from evennia.scripts.scripthandler import ScriptHandler
from evennia.commands.cmdsethandler import CmdSetHandler
from django.utils.translation import ugettext as _
from future.utils import with_metaclass
__all__ = ("DefaultPlayer",)
_SESSIONS = None
_AT_SEARCH_RESULT = variable_from_module(*settings.SEARCH_AT_RESULT.rsplit('.', 1))
_MULTISESSION_MODE = settings.MULTISESSION_MODE
_MAX_NR_CHARACTERS = settings.MAX_NR_CHARACTERS
_CMDSET_PLAYER = settings.CMDSET_PLAYER
_CONNECT_CHANNEL = None
class PlayerSessionHandler(object):
"""
Manages the session(s) attached to a player.
"""
def __init__(self, player):
"""
Initializes the handler.
Args:
player (Player): The Player on which this handler is defined.
"""
self.player = player
def get(self, sessid=None):
"""
Get the sessions linked to this object.
Args:
sessid (int, optional): Specify a given session by
session id.
Returns:
sessions (list): A list of Session objects. If `sessid`
is given, this is a list with one (or zero) elements.
"""
global _SESSIONS
if not _SESSIONS:
from evennia.server.sessionhandler import SESSIONS as _SESSIONS
if sessid:
return make_iter(_SESSIONS.session_from_player(self.player, sessid))
else:
return _SESSIONS.sessions_from_player(self.player)
def all(self):
"""
Alias to get(), returning all sessions.
Returns:
sessions (list): All sessions.
"""
return self.get()
def count(self):
"""
Get amount of sessions connected.
Returns:
sesslen (int): Number of sessions handled.
"""
return len(self.get())
class DefaultPlayer(with_metaclass(TypeclassBase, PlayerDB)):
"""
This is the base Typeclass for all Players. Players represent
the person playing the game and tracks account info, password
etc. They are OOC entities without presence in-game. A Player
can connect to a Character Object in order to "enter" the
game.
Player Typeclass API:
* Available properties (only available on initiated typeclass objects)
- key (string) - name of player
- name (string)- wrapper for user.username
- aliases (list of strings) - aliases to the object. Will be saved to
database as AliasDB entries but returned as strings.
- dbref (int, read-only) - unique #id-number. Also "id" can be used.
- date_created (string) - time stamp of object creation
- permissions (list of strings) - list of permission strings
- user (User, read-only) - django User authorization object
- obj (Object) - game object controlled by player. 'character' can also
be used.
- sessions (list of Sessions) - sessions connected to this player
- is_superuser (bool, read-only) - if the connected user is a superuser
* Handlers
- locks - lock-handler: use locks.add() to add new lock strings
- db - attribute-handler: store/retrieve database attributes on this
self.db.myattr=val, val=self.db.myattr
- ndb - non-persistent attribute handler: same as db but does not
create a database entry when storing data
- scripts - script-handler. Add new scripts to object with scripts.add()
- cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
- nicks - nick-handler. New nicks with nicks.add().
* Helper methods
- msg(text=None, from_obj=None, session=None, options=None, **kwargs)
- execute_cmd(raw_string)
- search(ostring, global_search=False, attribute_name=None,
use_nicks=False, location=None,
ignore_errors=False, player=False)
- is_typeclass(typeclass, exact=False)
- swap_typeclass(new_typeclass, clean_attributes=False, no_default=True)
- access(accessing_obj, access_type='read', default=False, no_superuser_bypass=False)
- check_permstring(permstring)
* Hook methods
basetype_setup()
at_player_creation()
> note that the following hooks are also found on Objects and are
usually handled on the character level:
- at_init()
- at_access()
- at_cmdset_get(**kwargs)
- at_first_login()
- at_post_login(session=None)
- at_disconnect()
- at_message_receive()
- at_message_send()
- at_server_reload()
- at_server_shutdown()
"""
objects = PlayerManager()
# properties
@lazy_property
def cmdset(self):
return CmdSetHandler(self, True)
@lazy_property
def scripts(self):
return ScriptHandler(self)
@lazy_property
def nicks(self):
return NickHandler(self)
@lazy_property
def sessions(self):
return PlayerSessionHandler(self)
# session-related methods
def disconnect_session_from_player(self, session):
"""
Access method for disconnecting a given session from the
player (connection happens automatically in the
sessionhandler)
Args:
session (Session): Session to disconnect.
"""
global _SESSIONS
if not _SESSIONS:
from evennia.server.sessionhandler import SESSIONS as _SESSIONS
_SESSIONS.disconnect(session)
# puppeting operations
def puppet_object(self, session, obj):
"""
Use the given session to control (puppet) the given object (usually
a Character type).
Args:
session (Session): session to use for puppeting
obj (Object): the object to start puppeting
Raises:
RuntimeError: If puppeting is not possible, the
`exception.msg` will contain the reason.
"""
# safety checks
if not obj:
raise RuntimeError("Object not found")
if not session:
raise RuntimeError("Session not found")
if self.get_puppet(session) == obj:
# already puppeting this object
self.msg("You are already puppeting this object.")
return
if not obj.access(self, 'puppet'):
# no access
self.msg("You don't have permission to puppet '%s'." % obj.key)
return
if obj.player:
# object already puppeted
if obj.player == self:
if obj.sessions.count():
# we may take over another of our sessions
# output messages to the affected sessions
if _MULTISESSION_MODE in (1, 3):
txt1 = "Sharing |c%s|n with another of your sessions."
txt2 = "|c%s|n|G is now shared from another of your sessions.|n"
self.msg(txt1 % obj.name, session=session)
self.msg(txt2 % obj.name, session=obj.sessions.all())
else:
txt1 = "Taking over |c%s|n from another of your sessions."
txt2 = "|c%s|n|R is now acted from another of your sessions.|n"
self.msg(txt1 % obj.name, session=session)
self.msg(txt2 % obj.name, session=obj.sessions.all())
self.unpuppet_object(obj.sessions.get())
elif obj.player.is_connected:
# controlled by another player
self.msg("|c%s|R is already puppeted by another Player." % obj.key)
return
# do the puppeting
if session.puppet:
# cleanly unpuppet eventual previous object puppeted by this session
self.unpuppet_object(session)
# if we get to this point the character is ready to puppet or it
# was left with a lingering player/session reference from an unclean
# server kill or similar
obj.at_pre_puppet(self, session=session)
# do the connection
obj.sessions.add(session)
obj.player = self
session.puid = obj.id
session.puppet = obj
# validate/start persistent scripts on object
obj.scripts.validate()
# re-cache locks to make sure superuser bypass is updated
obj.locks.cache_lock_bypass(obj)
# final hook
obj.at_post_puppet()
def unpuppet_object(self, session):
"""
Disengage control over an object.
Args:
session (Session or list): The session or a list of
sessions to disengage from their puppets.
Raises:
RuntimeError With message about error.
"""
for session in make_iter(session):
obj = session.puppet
if obj:
# do the disconnect, but only if we are the last session to puppet
obj.at_pre_unpuppet()
obj.sessions.remove(session)
if not obj.sessions.count():
del obj.player
obj.at_post_unpuppet(self, session=session)
# Just to be sure we're always clear.
session.puppet = None
session.puid = None
def unpuppet_all(self):
"""
Disconnect all puppets. This is called by server before a
reset/shutdown.
"""
self.unpuppet_object(self.sessions.all())
def get_puppet(self, session):
"""
Get an object puppeted by this session through this player. This is
the main method for retrieving the puppeted object from the
player's end.
Args:
session (Session): Find puppeted object based on this session
Returns:
puppet (Object): The matching puppeted object, if any.
"""
return session.puppet
def get_all_puppets(self):
"""
Get all currently puppeted objects.
Returns:
puppets (list): All puppeted objects currently controlled
by this Player.
"""
return list(set(session.puppet for session in self.sessions.all()
if session.puppet))
def __get_single_puppet(self):
"""
This is a legacy convenience link for use with `MULTISESSION_MODE`.
Returns:
puppets (Object or list): Users of `MULTISESSION_MODE` 0 or 1 will
always get the first puppet back. Users of higher `MULTISESSION_MODE`s will
get a list of all puppeted objects.
"""
puppets = self.get_all_puppets()
if _MULTISESSION_MODE in (0, 1):
return puppets and puppets[0] or None
return puppets
character = property(__get_single_puppet)
puppet = property(__get_single_puppet)
# utility methods
def delete(self, *args, **kwargs):
"""
Deletes the player permanently.
Notes:
`*args` and `**kwargs` are passed on to the base delete
mechanism (these are usually not used).
"""
for session in self.sessions.all():
# unpuppeting all objects and disconnecting the user, if any
# sessions remain (should usually be handled from the
# deleting command)
try:
self.unpuppet_object(session)
except RuntimeError:
# no puppet to disconnect from
pass
session.sessionhandler.disconnect(session, reason=_("Player being deleted."))
self.scripts.stop()
self.attributes.clear()
self.nicks.clear()
self.aliases.clear()
super(PlayerDB, self).delete(*args, **kwargs)
## methods inherited from database model
def msg(self, text=None, from_obj=None, session=None, options=None, **kwargs):
"""
Evennia -> User
This is the main route for sending data back to the user from the
server.
Args:
text (str, optional): text data to send
from_obj (Object or Player, optional): Object sending. If given,
its at_msg_send() hook will be called.
session (Session or list, optional): Session object or a list of
Sessions to receive this send. If given, overrules the
default send behavior for the current
MULTISESSION_MODE.
options (list): Protocol-specific options. Passed on to the protocol.
Kwargs:
any (dict): All other keywords are passed on to the protocol.
"""
if from_obj:
# call hook
try:
from_obj.at_msg_send(text=text, to_obj=self, **kwargs)
except Exception:
pass
try:
if not self.at_msg_receive(text=text, **kwargs):
# abort message to this player
return
except Exception:
pass
kwargs["options"] = options
# session relay
sessions = make_iter(session) if session else self.sessions.all()
for session in sessions:
session.data_out(text=text, **kwargs)
def execute_cmd(self, raw_string, session=None, **kwargs):
"""
Do something as this player. This method is never called normally,
but only when the player object itself is supposed to execute the
command. It takes player nicks into account, but not nicks of
eventual puppets.
Args:
raw_string (str): Raw command input coming from the command line.
session (Session, optional): The session to be responsible
for the command-send
Kwargs:
kwargs (any): Other keyword arguments will be added to the
found command object instance as variables before it
executes. This is unused by default Evennia but may be
used to set flags and change operating paramaters for
commands at run-time.
"""
raw_string = to_unicode(raw_string)
raw_string = self.nicks.nickreplace(raw_string,
categories=("inputline", "channel"), include_player=False)
if not session and _MULTISESSION_MODE in (0, 1):
# for these modes we use the first/only session
sessions = self.sessions.get()
session = sessions[0] if sessions else None
return cmdhandler.cmdhandler(self, raw_string,
callertype="player", session=session, **kwargs)
def search(self, searchdata, return_puppet=False, search_object=False,
typeclass=None, nofound_string=None, multimatch_string=None, **kwargs):
"""
This is similar to `DefaultObject.search` but defaults to searching
for Players only.
Args:
searchdata (str or int): Search criterion, the Player's
key or dbref to search for.
return_puppet (bool, optional): Instructs the method to
return matches as the object the Player controls rather
than the Player itself (or None) if nothing is puppeted).
search_object (bool, optional): Search for Objects instead of
Players. This is used by e.g. the @examine command when
wanting to examine Objects while OOC.
typeclass (Player typeclass, optional): Limit the search
only to this particular typeclass. This can be used to
limit to specific player typeclasses or to limit the search
to a particular Object typeclass if `search_object` is True.
nofound_string (str, optional): A one-time error message
to echo if `searchdata` leads to no matches. If not given,
will fall back to the default handler.
multimatch_string (str, optional): A one-time error
message to echo if `searchdata` leads to multiple matches.
If not given, will fall back to the default handler.
Return:
match (Player, Object or None): A single Player or Object match.
Notes:
Extra keywords are ignored, but are allowed in call in
order to make API more consistent with
objects.objects.DefaultObject.search.
"""
# handle me, self and *me, *self
if isinstance(searchdata, basestring):
# handle wrapping of common terms
if searchdata.lower() in ("me", "*me", "self", "*self",):
return self
if search_object:
matches = ObjectDB.objects.object_search(searchdata, typeclass=typeclass)
else:
matches = PlayerDB.objects.player_search(searchdata, typeclass=typeclass)
matches = _AT_SEARCH_RESULT(matches, self, query=searchdata,
nofound_string=nofound_string,
multimatch_string=multimatch_string)
if matches and return_puppet:
try:
return matches.puppet
except AttributeError:
return None
return matches
def access(self, accessing_obj, access_type='read', default=False, no_superuser_bypass=False, **kwargs):
"""
Determines if another object has permission to access this
object in whatever way.
Args:
accessing_obj (Object): Object trying to access this one.
access_type (str, optional): Type of access sought.
default (bool, optional): What to return if no lock of
access_type was found
no_superuser_bypass (bool, optional): Turn off superuser
lock bypassing. Be careful with this one.
Kwargs:
kwargs (any): Passed to the at_access hook along with the result.
Returns:
result (bool): Result of access check.
"""
result = super(DefaultPlayer, self).access(accessing_obj, access_type=access_type,
default=default, no_superuser_bypass=no_superuser_bypass)
self.at_access(result, accessing_obj, access_type, **kwargs)
return result
@property
def idle_time(self):
"""
Returns the idle time of the least idle session in seconds. If
no sessions are connected it returns nothing.
"""
idle = [session.cmd_last_visible for session in self.sessions.all()]
if idle:
return time.time() - float(max(idle))
@property
def connection_time(self):
"""
Returns the maximum connection time of all connected sessions
in seconds. Returns nothing if there are no sessions.
"""
conn = [session.conn_time for session in self.sessions.all()]
if conn:
return time.time() - float(min(conn))
## player hooks
def basetype_setup(self):
"""
This sets up the basic properties for a player. Overload this
with at_player_creation rather than changing this method.
"""
# A basic security setup
lockstring = "examine:perm(Wizards);edit:perm(Wizards);" \
"delete:perm(Wizards);boot:perm(Wizards);msg:all()"
self.locks.add(lockstring)
# The ooc player cmdset
self.cmdset.add_default(_CMDSET_PLAYER, permanent=True)
def at_player_creation(self):
"""
This is called once, the very first time the player is created
(i.e. first time they register with the game). It's a good
place to store attributes all players should have, like
configuration values etc.
"""
# set an (empty) attribute holding the characters this player has
lockstring = "attrread:perm(Admins);attredit:perm(Admins);" \
"attrcreate:perm(Admins)"
self.attributes.add("_playable_characters", [], lockstring=lockstring)
self.attributes.add("_saved_protocol_flags", {}, lockstring=lockstring)
def at_init(self):
"""
This is always called whenever this object is initiated --
that is, whenever it its typeclass is cached from memory. This
happens on-demand first time the object is used or activated
in some way after being created but also after each server
restart or reload. In the case of player objects, this usually
happens the moment the player logs in or reconnects after a
reload.
"""
pass
# Note that the hooks below also exist in the character object's
# typeclass. You can often ignore these and rely on the character
# ones instead, unless you are implementing a multi-character game
# and have some things that should be done regardless of which
# character is currently connected to this player.
def at_first_save(self):
"""
This is a generic hook called by Evennia when this object is
saved to the database the very first time. You generally
don't override this method but the hooks called by it.
"""
self.basetype_setup()
self.at_player_creation()
permissions = settings.PERMISSION_PLAYER_DEFAULT
if hasattr(self, "_createdict"):
# this will only be set if the utils.create_player
# function was used to create the object.
cdict = self._createdict
if cdict.get("locks"):
self.locks.add(cdict["locks"])
if cdict.get("permissions"):
permissions = cdict["permissions"]
del self._createdict
self.permissions.add(permissions)
def at_access(self, result, accessing_obj, access_type, **kwargs):
"""
This is triggered after an access-call on this Player has
completed.
Args:
result (bool): The result of the access check.
accessing_obj (any): The object requesting the access
check.
access_type (str): The type of access checked.
Kwargs:
kwargs (any): These are passed on from the access check
and can be used to relay custom instructions from the
check mechanism.
Notes:
This method cannot affect the result of the lock check and
its return value is not used in any way. It can be used
e.g. to customize error messages in a central location or
create other effects based on the access result.
"""
pass
def at_cmdset_get(self, **kwargs):
"""
Called just *before* cmdsets on this player are requested by
the command handler. The cmdsets are available as
`self.cmdset`. If changes need to be done on the fly to the
cmdset before passing them on to the cmdhandler, this is the
place to do it. This is called also if the player currently
have no cmdsets. kwargs are usually not used unless the
cmdset is generated dynamically.
"""
pass
def at_first_login(self):
"""
Called the very first time this player logs into the game.
Note that this is called *before* at_pre_login, so no session
is established and usually no character is yet assigned at
this point. This hook is intended for player-specific setup
like configurations.
"""
pass
def at_pre_login(self):
"""
Called every time the user logs in, just before the actual
login-state is set.
"""
pass
def _send_to_connect_channel(self, message):
"""
Helper method for loading and sending to the comm channel
dedicated to connection messages.
Args:
message (str): A message to send to the connect channel.
"""
global _CONNECT_CHANNEL
if not _CONNECT_CHANNEL:
try:
_CONNECT_CHANNEL = ChannelDB.objects.filter(db_key=settings.DEFAULT_CHANNELS[1]["key"])[0]
except Exception:
logger.log_trace()
now = timezone.now()
now = "%02i-%02i-%02i(%02i:%02i)" % (now.year, now.month,
now.day, now.hour, now.minute)
if _CONNECT_CHANNEL:
_CONNECT_CHANNEL.tempmsg("[%s, %s]: %s" % (_CONNECT_CHANNEL.key, now, message))
else:
logger.log_info("[%s]: %s" % (now, message))
def at_post_login(self, session=None):
"""
Called at the end of the login process, just before letting
the player loose.
Args:
session (Session, optional): Session logging in, if any.
Notes:
This is called *before* an eventual Character's
`at_post_login` hook. By default it is used to set up
auto-puppeting based on `MULTISESSION_MODE`.
"""
# if we have saved protocol flags on ourselves, load them here.
protocol_flags = self.attributes.get("_saved_protocol_flags", None)
if session and protocol_flags:
session.update_flags(**protocol_flags)
# inform the client that we logged in through an OOB message
if session:
session.msg(logged_in={})
self._send_to_connect_channel("|G%s connected|n" % self.key)
if _MULTISESSION_MODE == 0:
# in this mode we should have only one character available. We
# try to auto-connect to our last conneted object, if any
try:
self.puppet_object(session, self.db._last_puppet)
except RuntimeError:
self.msg("The Character does not exist.")
return
elif _MULTISESSION_MODE == 1:
# in this mode all sessions connect to the same puppet.
try:
self.puppet_object(session, self.db._last_puppet)
except RuntimeError:
self.msg("The Character does not exist.")
return
elif _MULTISESSION_MODE in (2, 3):
# In this mode we by default end up at a character selection
# screen. We execute look on the player.
# we make sure to clean up the _playable_characers list in case
# any was deleted in the interim.
self.db._playable_characters = [char for char in self.db._playable_characters if char]
self.msg(self.at_look(target=self.db._playable_characters,
session=session))
def at_failed_login(self, session):
"""
Called by the login process if a user account is targeted correctly
but provided with an invalid password. By default it does nothing,
but exists to be overriden.
Args:
session (session): Session logging in.
"""
pass
def at_disconnect(self, reason=None):
"""
Called just before user is disconnected.
Args:
reason (str, optional): The reason given for the disconnect,
(echoed to the connection channel by default).
"""
reason = reason and "(%s)" % reason or ""
self._send_to_connect_channel("|R%s disconnected %s|n" % (self.key, reason))
def at_post_disconnect(self):
"""
This is called *after* disconnection is complete. No messages
can be relayed to the player from here. After this call, the
player should not be accessed any more, making this a good
spot for deleting it (in the case of a guest player account,
for example).
"""
pass
def at_message_receive(self, message, from_obj=None):
"""
This is currently unused.
"""
return True
def at_message_send(self, message, to_object):
"""
This is currently unused.
"""
pass
def at_server_reload(self):
"""
This hook is called whenever the server is shutting down for
restart/reboot. If you want to, for example, save
non-persistent properties across a restart, this is the place
to do it.
"""
pass
def at_server_shutdown(self):
"""
This hook is called whenever the server is shutting down fully
(i.e. not for a restart).
"""
pass
def at_look(self, target=None, session=None):
"""
Called when this object executes a look. It allows to customize
just what this means.
Args:
target (Object or list, optional): An object or a list
objects to inspect.
session (Session, optional): The session doing this look.
Returns:
look_string (str): A prepared look string, ready to send
off to any recipient (usually to ourselves)
"""
if target and not is_iter(target):
# single target - just show it
return target.return_appearance(self)
else:
# list of targets - make list to disconnect from db
characters = list(tar for tar in target if tar) if target else []
sessions = self.sessions.all()
is_su = self.is_superuser
# text shown when looking in the ooc area
string = "Account |g%s|n (you are Out-of-Character)" % (self.key)
nsess = len(sessions)
string += nsess == 1 and "\n\n|wConnected session:|n" or "\n\n|wConnected sessions (%i):|n" % nsess
for isess, sess in enumerate(sessions):
csessid = sess.sessid
addr = "%s (%s)" % (sess.protocol_key, isinstance(sess.address, tuple) and str(sess.address[0]) or str(sess.address))
string += "\n %s %s" % (session.sessid == csessid and "|w* %s|n" % (isess + 1) or " %s" % (isess + 1), addr)
string += "\n\n |whelp|n - more commands"
string += "\n |wooc <Text>|n - talk on public channel"
charmax = _MAX_NR_CHARACTERS if _MULTISESSION_MODE > 1 else 1
if is_su or len(characters) < charmax:
if not characters:
string += "\n\n You don't have any characters yet. See |whelp @charcreate|n for creating one."
else:
string += "\n |w@charcreate <name> [=description]|n - create new character"
string += "\n |w@chardelete <name>|n - delete a character (cannot be undone!)"
if characters:
string_s_ending = len(characters) > 1 and "s" or ""
string += "\n |w@ic <character>|n - enter the game (|w@ooc|n to get back here)"
if is_su:
string += "\n\nAvailable character%s (%i/unlimited):" % (string_s_ending, len(characters))
else:
string += "\n\nAvailable character%s%s:" % (string_s_ending,
charmax > 1 and " (%i/%i)" % (len(characters), charmax) or "")
for char in characters:
csessions = char.sessions.all()
if csessions:
for sess in csessions:
# character is already puppeted
sid = sess in sessions and sessions.index(sess) + 1
if sess and sid:
string += "\n - |G%s|n [%s] (played by you in session %i)" % (char.key, ", ".join(char.permissions.all()), sid)
else:
string += "\n - |R%s|n [%s] (played by someone else)" % (char.key, ", ".join(char.permissions.all()))
else:
# character is "free to puppet"
string += "\n - %s [%s]" % (char.key, ", ".join(char.permissions.all()))
string = ("-" * 68) + "\n" + string + "\n" + ("-" * 68)
return string
class DefaultGuest(DefaultPlayer):
"""
This class is used for guest logins. Unlike Players, Guests and
their characters are deleted after disconnection.
"""
def at_post_login(self, session=None):
"""
In theory, guests only have one character regardless of which
MULTISESSION_MODE we're in. They don't get a choice.
Args:
session (Session, optional): Session connecting.
"""
self._send_to_connect_channel("|G%s connected|n" % self.key)
self.puppet_object(session, self.db._last_puppet)
def at_disconnect(self):
"""
A Guest's characters aren't meant to linger on the server.
When a Guest disconnects, we remove its character.
"""
super(DefaultGuest, self).at_disconnect()
characters = self.db._playable_characters
for character in characters:
if character: character.delete()
def at_server_shutdown(self):
"""
We repeat the functionality of `at_disconnect()` here just to
be on the safe side.
"""
super(DefaultGuest, self).at_server_shutdown()
characters = self.db._playable_characters
for character in characters:
if character: character.delete()
def at_post_disconnect(self):
"""
Guests aren't meant to linger on the server, either. We need
to wait until after the Guest disconnects to delete it,
though.
"""
super(DefaultGuest, self).at_post_disconnect()
self.delete()