Source code for evennia.objects.models

"""
This module defines the database models for all in-game objects, that
is, all objects that has an actual existence in-game.

Each database object is 'decorated' with a 'typeclass', a normal
python class that implements all the various logics needed by the game
in question. Objects created of this class transparently communicate
with its related database object for storing all attributes. The
admin should usually not have to deal directly with this database
object layer.

Attributes are separate objects that store values persistently onto
the database object. Like everything else, they can be accessed
transparently through the decorating TypeClass.
"""
from django.conf import settings
from django.db import models
from django.core.exceptions import ObjectDoesNotExist
from django.core.validators import validate_comma_separated_integer_list

from evennia.typeclasses.models import TypedObject
from evennia.objects.manager import ObjectDBManager
from evennia.utils import logger
from evennia.utils.utils import make_iter, dbref, lazy_property


[docs]class ContentsHandler: """ Handles and caches the contents of an object to avoid excessive lookups (this is done very often due to cmdhandler needing to look for object-cmdsets). It is stored on the 'contents_cache' property of the ObjectDB. """
[docs] def __init__(self, obj): """ Sets up the contents handler. Args: obj (Object): The object on which the handler is defined """ self.obj = obj self._pkcache = {} self._idcache = obj.__class__.__instance_cache__ self.init()
[docs] def init(self): """ Re-initialize the content cache """ self._pkcache.update( dict((obj.pk, None) for obj in ObjectDB.objects.filter(db_location=self.obj) if obj.pk) )
[docs] def get(self, exclude=None): """ Return the contents of the cache. Args: exclude (Object or list of Object): object(s) to ignore Returns: objects (list): the Objects inside this location """ if exclude: pks = [pk for pk in self._pkcache if pk not in [excl.pk for excl in make_iter(exclude)]] else: pks = self._pkcache try: return [self._idcache[pk] for pk in pks] except KeyError: # this can happen if the idmapper cache was cleared for an object # in the contents cache. If so we need to re-initialize and try again. self.init() try: return [self._idcache[pk] for pk in pks] except KeyError: # this means the central instance_cache was totally flushed. # Re-fetching from database will rebuild the necessary parts of the cache # for next fetch. return list(ObjectDB.objects.filter(db_location=self.obj))
[docs] def add(self, obj): """ Add a new object to this location Args: obj (Object): object to add """ self._pkcache[obj.pk] = None
[docs] def remove(self, obj): """ Remove object from this location Args: obj (Object): object to remove """ self._pkcache.pop(obj.pk, None)
[docs] def clear(self): """ Clear the contents cache and re-initialize """ self._pkcache = {} self.init()
# ------------------------------------------------------------- # # ObjectDB # # -------------------------------------------------------------
[docs]class ObjectDB(TypedObject): """ All objects in the game use the ObjectDB model to store data in the database. This is handled transparently through the typeclass system. Note that the base objectdb is very simple, with few defined fields. Use attributes to extend your type class with new database-stored variables. The TypedObject supplies the following (inherited) properties: - key - main name - name - alias for key - db_typeclass_path - the path to the decorating typeclass - db_date_created - time stamp of object creation - permissions - perm strings - locks - lock definitions (handler) - dbref - #id of object - db - persistent attribute storage - ndb - non-persistent attribute storage The ObjectDB adds the following properties: - account - optional connected account (always together with sessid) - sessid - optional connection session id (always together with account) - location - in-game location of object - home - safety location for object (handler) - scripts - scripts assigned to object (handler from typeclass) - cmdset - active cmdset on object (handler from typeclass) - aliases - aliases for this object (property) - nicks - nicknames for *other* things in Evennia (handler) - sessions - sessions connected to this object (see also account) - has_account - bool if an active account is currently connected - contents - other objects having this object as location - exits - exits from this object """ # # ObjectDB Database model setup # # # inherited fields (from TypedObject): # db_key (also 'name' works), db_typeclass_path, db_date_created, # db_permissions # # These databse fields (including the inherited ones) should normally be # managed by their corresponding wrapper properties, named same as the # field, but without the db_* prefix (e.g. the db_key field is set with # self.key instead). The wrappers are created at the metaclass level and # will automatically save and cache the data more efficiently. # If this is a character object, the account is connected here. db_account = models.ForeignKey( "accounts.AccountDB", null=True, verbose_name="account", on_delete=models.SET_NULL, help_text="an Account connected to this object, if any.", ) # the session id associated with this account, if any db_sessid = models.CharField( null=True, max_length=32, validators=[validate_comma_separated_integer_list], verbose_name="session id", help_text="csv list of session ids of connected Account, if any.", ) # The location in the game world. Since this one is likely # to change often, we set this with the 'location' property # to transparently handle Typeclassing. db_location = models.ForeignKey( "self", related_name="locations_set", db_index=True, on_delete=models.SET_NULL, blank=True, null=True, verbose_name="game location", ) # a safety location, this usually don't change much. db_home = models.ForeignKey( "self", related_name="homes_set", on_delete=models.SET_NULL, blank=True, null=True, verbose_name="home location", ) # destination of this object - primarily used by exits. db_destination = models.ForeignKey( "self", related_name="destinations_set", db_index=True, on_delete=models.SET_NULL, blank=True, null=True, verbose_name="destination", help_text="a destination, used only by exit objects.", ) # database storage of persistant cmdsets. db_cmdset_storage = models.CharField( "cmdset", max_length=255, null=True, blank=True, help_text="optional python path to a cmdset class.", ) # Database manager objects = ObjectDBManager() # defaults __settingsclasspath__ = settings.BASE_OBJECT_TYPECLASS __defaultclasspath__ = "evennia.objects.objects.DefaultObject" __applabel__ = "objects"
[docs] @lazy_property def contents_cache(self): return ContentsHandler(self)
# cmdset_storage property handling def __cmdset_storage_get(self): """getter""" storage = self.db_cmdset_storage return [path.strip() for path in storage.split(",")] if storage else [] def __cmdset_storage_set(self, value): """setter""" self.db_cmdset_storage = ",".join(str(val).strip() for val in make_iter(value)) self.save(update_fields=["db_cmdset_storage"]) def __cmdset_storage_del(self): """deleter""" self.db_cmdset_storage = None self.save(update_fields=["db_cmdset_storage"]) cmdset_storage = property(__cmdset_storage_get, __cmdset_storage_set, __cmdset_storage_del) # location getsetter def __location_get(self): """Get location""" return self.db_location def __location_set(self, location): """Set location, checking for loops and allowing dbref""" if isinstance(location, (str, int)): # allow setting of #dbref dbid = dbref(location, reqhash=False) if dbid: try: location = ObjectDB.objects.get(id=dbid) except ObjectDoesNotExist: # maybe it is just a name that happens to look like a dbid pass try: def is_loc_loop(loc, depth=0): """Recursively traverse target location, trying to catch a loop.""" if depth > 10: return None elif loc == self: raise RuntimeError elif loc is None: raise RuntimeWarning return is_loc_loop(loc.db_location, depth + 1) try: is_loc_loop(location) except RuntimeWarning: # we caught an infinite location loop! # (location1 is in location2 which is in location1 ...) pass # if we get to this point we are ready to change location old_location = self.db_location # this is checked in _db_db_location_post_save below self._safe_contents_update = True # actually set the field (this will error if location is invalid) self.db_location = location self.save(update_fields=["db_location"]) # remove the safe flag del self._safe_contents_update # update the contents cache if old_location: old_location.contents_cache.remove(self) if self.db_location: self.db_location.contents_cache.add(self) except RuntimeError: errmsg = "Error: %s.location = %s creates a location loop." % (self.key, location) raise RuntimeError(errmsg) except Exception as e: errmsg = "Error (%s): %s is not a valid location." % (str(e), location) raise RuntimeError(errmsg) return def __location_del(self): """Cleanly delete the location reference""" self.db_location = None self.save(update_fields=["db_location"]) location = property(__location_get, __location_set, __location_del)
[docs] def at_db_location_postsave(self, new): """ This is called automatically after the location field was saved, no matter how. It checks for a variable _safe_contents_update to know if the save was triggered via the location handler (which updates the contents cache) or not. Args: new (bool): Set if this location has not yet been saved before. """ if not hasattr(self, "_safe_contents_update"): # changed/set outside of the location handler if new: # if new, there is no previous location to worry about if self.db_location: self.db_location.contents_cache.add(self) else: # Since we cannot know at this point was old_location was, we # trigger a full-on contents_cache update here. logger.log_warn( "db_location direct save triggered contents_cache.init() for all objects!" ) [o.contents_cache.init() for o in self.__dbclass__.get_all_cached_instances()]
class Meta(object): """Define Django meta options""" verbose_name = "Object" verbose_name_plural = "Objects"