"""
Commands that are available from the connect screen.
"""
import datetime
import re
from codecs import lookup as codecs_lookup
from django.conf import settings
from evennia.commands.cmdhandler import CMD_LOGINSTART
from evennia.comms.models import ChannelDB
from evennia.server.sessionhandler import SESSIONS
from evennia.utils import class_from_module, create, gametime, logger, utils
COMMAND_DEFAULT_CLASS = utils.class_from_module(settings.COMMAND_DEFAULT_CLASS)
# limit symbol import for API
__all__ = (
"CmdUnconnectedConnect",
"CmdUnconnectedCreate",
"CmdUnconnectedQuit",
"CmdUnconnectedLook",
"CmdUnconnectedHelp",
"CmdUnconnectedEncoding",
"CmdUnconnectedInfo",
"CmdUnconnectedScreenreader",
)
CONNECTION_SCREEN_MODULE = settings.CONNECTION_SCREEN_MODULE
def create_guest_account(session):
"""
Creates a guest account/character for this session, if one is available.
Args:
session (Session): the session which will use the guest account/character.
Returns:
GUEST_ENABLED (boolean), account (Account):
the boolean is whether guest accounts are enabled at all.
the Account which was created from an available guest name.
"""
enabled = settings.GUEST_ENABLED
address = session.address
# Get account class
Guest = class_from_module(settings.BASE_GUEST_TYPECLASS)
# Get an available guest account
# authenticate() handles its own throttling
account, errors = Guest.authenticate(ip=address)
if account:
return enabled, account
else:
session.msg("|R%s|n" % "\n".join(errors))
return enabled, None
def create_normal_account(session, name, password):
"""
Creates an account with the given name and password.
Args:
session (Session): the session which is requesting to create an account.
name (str): the name that the account wants to use for login.
password (str): the password desired by this account, for login.
Returns:
account (Account): the account which was created from the name and password.
"""
# Get account class
Account = class_from_module(settings.BASE_ACCOUNT_TYPECLASS)
address = session.address
# Match account name and check password
# authenticate() handles all its own throttling
account, errors = Account.authenticate(
username=name, password=password, ip=address, session=session
)
if not account:
# No accountname or password match
session.msg("|R%s|n" % "\n".join(errors))
return None
return account
[docs]class CmdUnconnectedConnect(COMMAND_DEFAULT_CLASS):
"""
connect to the game
Usage (at login screen):
connect accountname password
connect "account name" "pass word"
Use the create command to first create an account before logging in.
If you have spaces in your name, enclose it in double quotes.
"""
key = "connect"
aliases = ["conn", "con", "co"]
locks = "cmd:all()" # not really needed
arg_regex = r"\s.*?|$"
[docs] def func(self):
"""
Uses the Django admin api. Note that unlogged-in commands
have a unique position in that their func() receives
a session object instead of a source_object like all
other types of logged-in commands (this is because
there is no object yet before the account has logged in)
"""
session = self.caller
address = session.address
args = self.args
# extract double quote parts
parts = [part.strip() for part in re.split(r"\"", args) if part.strip()]
if len(parts) == 1:
# this was (hopefully) due to no double quotes being found, or a guest login
parts = parts[0].split(None, 1)
# Guest login
if len(parts) == 1 and parts[0].lower() == "guest":
# Get Guest typeclass
Guest = class_from_module(settings.BASE_GUEST_TYPECLASS)
account, errors = Guest.authenticate(ip=address)
if account:
session.sessionhandler.login(session, account)
return
else:
session.msg("|R%s|n" % "\n".join(errors))
return
if len(parts) != 2:
session.msg("\n\r Usage (without <>): connect <name> <password>")
return
# Get account class
Account = class_from_module(settings.BASE_ACCOUNT_TYPECLASS)
name, password = parts
account, errors = Account.authenticate(
username=name, password=password, ip=address, session=session
)
if account:
session.sessionhandler.login(session, account)
else:
session.msg("|R%s|n" % "\n".join(errors))
[docs]class CmdUnconnectedCreate(COMMAND_DEFAULT_CLASS):
"""
create a new account account
Usage (at login screen):
create <accountname> <password>
create "account name" "pass word"
This creates a new account account.
If you have spaces in your name, enclose it in double quotes.
"""
key = "create"
aliases = ["cre", "cr"]
locks = "cmd:all()"
arg_regex = r"\s.*?|$"
[docs] def func(self):
"""Do checks and create account"""
session = self.caller
args = self.args.strip()
address = session.address
# Get account class
Account = class_from_module(settings.BASE_ACCOUNT_TYPECLASS)
# extract double quoted parts
parts = [part.strip() for part in re.split(r"\"", args) if part.strip()]
if len(parts) == 1:
# this was (hopefully) due to no quotes being found
parts = parts[0].split(None, 1)
if len(parts) != 2:
string = (
"\n Usage (without <>): create <name> <password>"
"\nIf <name> or <password> contains spaces, enclose it in double quotes."
)
session.msg(string)
return
username, password = parts
# pre-normalize username so the user know what they get
non_normalized_username = username
username = Account.normalize_username(username)
if non_normalized_username != username:
session.msg(
"Note: your username was normalized to strip spaces and remove characters "
"that could be visually confusing."
)
# have the user verify their new account was what they intended
answer = yield (
f"You want to create an account '{username}' with password '{password}'."
"\nIs this what you intended? [Y]/N?"
)
if answer.lower() in ("n", "no"):
session.msg("Aborted. If your user name contains spaces, surround it by quotes.")
return
# everything's ok. Create the new player account.
account, errors = Account.create(
username=username, password=password, ip=address, session=session
)
if account:
# tell the caller everything went well.
string = "A new account '%s' was created. Welcome!"
if " " in username:
string += (
"\n\nYou can now log in with the command 'connect \"%s\" <your password>'."
)
else:
string += "\n\nYou can now log with the command 'connect %s <your password>'."
session.msg(string % (username, username))
else:
session.msg("|R%s|n" % "\n".join(errors))
[docs]class CmdUnconnectedQuit(COMMAND_DEFAULT_CLASS):
"""
quit when in unlogged-in state
Usage:
quit
We maintain a different version of the quit command
here for unconnected accounts for the sake of simplicity. The logged in
version is a bit more complicated.
"""
key = "quit"
aliases = ["q", "qu"]
locks = "cmd:all()"
[docs] def func(self):
"""Simply close the connection."""
session = self.caller
session.sessionhandler.disconnect(session, "Good bye! Disconnecting.")
[docs]class CmdUnconnectedLook(COMMAND_DEFAULT_CLASS):
"""
look when in unlogged-in state
Usage:
look
This is an unconnected version of the look command for simplicity.
This is called by the server and kicks everything in gear.
All it does is display the connect screen.
"""
key = CMD_LOGINSTART
aliases = ["look", "l"]
locks = "cmd:all()"
[docs] def func(self):
"""Show the connect screen."""
callables = utils.callables_from_module(CONNECTION_SCREEN_MODULE)
if "connection_screen" in callables:
connection_screen = callables["connection_screen"]()
else:
connection_screen = utils.random_string_from_module(CONNECTION_SCREEN_MODULE)
if not connection_screen:
connection_screen = "No connection screen found. Please contact an admin."
self.caller.msg(connection_screen)
[docs]class CmdUnconnectedHelp(COMMAND_DEFAULT_CLASS):
"""
get help when in unconnected-in state
Usage:
help
This is an unconnected version of the help command,
for simplicity. It shows a pane of info.
"""
key = "help"
aliases = ["h", "?"]
locks = "cmd:all()"
[docs] def func(self):
"""Shows help"""
string = """
You are not yet logged into the game. Commands available at this point:
|wcreate|n - create a new account
|wconnect|n - connect with an existing account
|wlook|n - re-show the connection screen
|whelp|n - show this help
|wencoding|n - change the text encoding to match your client
|wscreenreader|n - make the server more suitable for use with screen readers
|wquit|n - abort the connection
First create an account e.g. with |wcreate Anna c67jHL8p|n
(If you have spaces in your name, use double quotes: |wcreate "Anna the Barbarian" c67jHL8p|n
Next you can connect to the game: |wconnect Anna c67jHL8p|n
You can use the |wlook|n command if you want to see the connect screen again.
"""
if settings.STAFF_CONTACT_EMAIL:
string += "For support, please contact: %s" % settings.STAFF_CONTACT_EMAIL
self.caller.msg(string)
[docs]class CmdUnconnectedEncoding(COMMAND_DEFAULT_CLASS):
"""
set which text encoding to use in unconnected-in state
Usage:
encoding/switches [<encoding>]
Switches:
clear - clear your custom encoding
This sets the text encoding for communicating with Evennia. This is mostly
an issue only if you want to use non-ASCII characters (i.e. letters/symbols
not found in English). If you see that your characters look strange (or you
get encoding errors), you should use this command to set the server
encoding to be the same used in your client program.
Common encodings are utf-8 (default), latin-1, ISO-8859-1 etc.
If you don't submit an encoding, the current encoding will be displayed
instead.
"""
key = "encoding"
aliases = "encode"
locks = "cmd:all()"
[docs] def func(self):
"""
Sets the encoding.
"""
if self.session is None:
return
sync = False
if "clear" in self.switches:
# remove customization
old_encoding = self.session.protocol_flags.get("ENCODING", None)
if old_encoding:
string = "Your custom text encoding ('%s') was cleared." % old_encoding
else:
string = "No custom encoding was set."
self.session.protocol_flags["ENCODING"] = "utf-8"
sync = True
elif not self.args:
# just list the encodings supported
pencoding = self.session.protocol_flags.get("ENCODING", None)
string = ""
if pencoding:
string += (
"Default encoding: |g%s|n (change with |wencoding <encoding>|n)" % pencoding
)
encodings = settings.ENCODINGS
if encodings:
string += (
"\nServer's alternative encodings (tested in this order):\n |g%s|n"
% ", ".join(encodings)
)
if not string:
string = "No encodings found."
else:
# change encoding
old_encoding = self.session.protocol_flags.get("ENCODING", None)
encoding = self.args
try:
codecs_lookup(encoding)
except LookupError:
string = (
"|rThe encoding '|w%s|r' is invalid. Keeping the previous encoding '|w%s|r'.|n"
% (encoding, old_encoding)
)
else:
self.session.protocol_flags["ENCODING"] = encoding
string = "Your custom text encoding was changed from '|w%s|n' to '|w%s|n'." % (
old_encoding,
encoding,
)
sync = True
if sync:
self.session.sessionhandler.session_portal_sync(self.session)
self.caller.msg(string.strip())
[docs]class CmdUnconnectedScreenreader(COMMAND_DEFAULT_CLASS):
"""
Activate screenreader mode.
Usage:
screenreader
Used to flip screenreader mode on and off before logging in (when
logged in, use option screenreader on).
"""
key = "screenreader"
[docs] def func(self):
"""Flips screenreader setting."""
new_setting = not self.session.protocol_flags.get("SCREENREADER", False)
self.session.protocol_flags["SCREENREADER"] = new_setting
string = "Screenreader mode turned |w%s|n." % ("on" if new_setting else "off")
self.caller.msg(string)
self.session.sessionhandler.session_portal_sync(self.session)
[docs]class CmdUnconnectedInfo(COMMAND_DEFAULT_CLASS):
"""
Provides MUDINFO output, so that Evennia games can be added to Mudconnector
and Mudstats. Sadly, the MUDINFO specification seems to have dropped off the
face of the net, but it is still used by some crawlers. This implementation
was created by looking at the MUDINFO implementation in MUX2, TinyMUSH, Rhost,
and PennMUSH.
"""
key = "info"
locks = "cmd:all()"
[docs] def func(self):
self.caller.msg(
"## BEGIN INFO 1.1\nName: %s\nUptime: %s\nConnected: %d\nVersion: Evennia %s\n## END"
" INFO"
% (
settings.SERVERNAME,
datetime.datetime.fromtimestamp(gametime.SERVER_START_TIME).ctime(),
SESSIONS.account_count(),
utils.get_evennia_version(),
)
)
def _create_account(session, accountname, password, permissions, typeclass=None, email=None):
"""
Helper function, creates an account of the specified typeclass.
"""
try:
new_account = create.create_account(
accountname, email, password, permissions=permissions, typeclass=typeclass
)
except Exception as e:
session.msg(
"There was an error creating the Account:\n%s\n If this problem persists, contact an"
" admin." % e
)
logger.log_trace()
return False
# This needs to be set so the engine knows this account is
# logging in for the first time. (so it knows to call the right
# hooks during login later)
new_account.db.FIRST_LOGIN = True
# join the new account to the public channel
pchannel = ChannelDB.objects.get_channel(settings.DEFAULT_CHANNELS[0]["key"])
if not pchannel or not pchannel.connect(new_account):
string = "New account '%s' could not connect to public channel!" % new_account.key
logger.log_err(string)
return new_account
def _create_character(session, new_account, typeclass, home, permissions):
"""
Helper function, creates a character based on an account's name.
This is meant for Guest and AUTO_CREATRE_CHARACTER_WITH_ACCOUNT=True situations.
"""
try:
new_character = create.create_object(
typeclass, key=new_account.key, home=home, permissions=permissions
)
# set playable character list
new_account.db._playable_characters.append(new_character)
# allow only the character itself and the account to puppet this character (and Developers).
new_character.locks.add(
"puppet:id(%i) or pid(%i) or perm(Developer) or pperm(Developer)"
% (new_character.id, new_account.id)
)
# If no description is set, set a default description
if not new_character.db.desc:
new_character.db.desc = "This is a character."
# We need to set this to have ic auto-connect to this character
new_account.db._last_puppet = new_character
except Exception as e:
session.msg(
"There was an error creating the Character:\n%s\n If this problem persists, contact an"
" admin." % e
)
logger.log_trace()