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CHANGELOG.md

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Changelog

Evennia 0.8 (2018)

Requirements

  • Up requirements to Django 1.11.x, Twisted 18 and pillow 5.2.0
  • Add inflect dependency for automatic pluralization of object names.

Server/Portal

  • Removed evennia_runner, completely refactor evennia_launcher.py (the 'evennia' program) with different functionality).
  • Both Portal/Server are now stand-alone processes (easy to run as daemon)
  • Made Portal the AMP Server for starting/restarting the Server (the AMP client)
  • Dynamic logging now happens using evennia -l rather than by interactive mode.
  • Made AMP secure against erroneous HTTP requests on the wrong port (return error messages).
  • The evennia istart option will start/switch the Server in foreground (interactive) mode, where it logs to terminal and can be stopped with Ctrl-C. Using evennia reload, or reloading in-game, will return Server to normal daemon operation.
  • For validating passwords, use safe Django password-validation backend instead of custom Evennia one.
  • Alias evennia restart to mean the same as evennia reload.

Prototype changes

  • New OLC started from olc command for loading/saving/manipulating prototypes in a menu.
  • Moved evennia/utils/spawner.py into the new evennia/prototypes/ along with all new functionality around prototypes.
  • A new form of prototype - database-stored prototypes, editable from in-game, was added. The old, module-created prototypes remain as read-only prototypes.
  • All prototypes must have a key prototype_key identifying the prototype in listings. This is checked to be server-unique. Prototypes created in a module will use the global variable name they are assigned to if no prototype_key is given.
  • Prototype field prototype was renamed to prototype_parent to avoid mixing terms.
  • All prototypes must either have typeclass or prototype_parent defined. If using prototype_parent, typeclass must be defined somewhere in the inheritance chain. This is a change from Evennia 0.7 which allowed 'mixin' prototypes without typeclass/prototype_key. To make a mixin now, give it a default typeclass, like evennia.objects.objects.DefaultObject and just override in the child as needed.
  • Spawning an object using a prototype will automatically assign a new tag to it, named the same as the prototype_key and with the category from_prototype.
  • The spawn command was extended to accept a full prototype on one line.
  • The spawn command got the /save switch to save the defined prototype and its key
  • The command spawn/menu will now start an OLC (OnLine Creation) menu to load/save/edit/spawn prototypes.

EvMenu

  • Added EvMenu.helptext_formatter(helptext) to allow custom formatting of per-node help.
  • Added evennia.utils.evmenu.list_node decorator for turning an EvMenu node into a multi-page listing.
  • A goto option callable returning None (rather than the name of the next node) will now rerun the current node instead of failing.
  • Better error handling of in-node syntax errors.
  • Improve dedent of default text/helptext formatter. Right-strip whitespace.
  • Add debug option when creating menu - this turns off persistence and makes the menudebug command available for examining the current menu state.

Webclient

  • Webclient now uses a plugin system to inject new components from the html file.
  • Split-windows - divide input field into any number of horizontal/vertical panes and assign different types of server messages to them.
  • Lots of cleanup and bug fixes.
  • Hot buttons plugin (friarzen) (disabled by default).

Locks

  • New function evennia.locks.lockhandler.check_lockstring. This allows for checking an object against an arbitrary lockstring without needing the lock to be stored on an object first.
  • New function evennia.locks.lockhandler.validate_lockstring allows for stand-alone validation of a lockstring.
  • New function evennia.locks.lockhandler.get_all_lockfuncs gives a dict {"name": lockfunc} for all available lock funcs. This is useful for dynamic listings.

Utils

  • Added new columnize function for easily splitting text into multiple columns. At this point it is not working too well with ansi-colored text however.
  • Extend the dedent function with a new baseline_index kwarg. This allows to force all lines to the indentation given by the given line regardless of if other lines were already a 0 indentation. This removes a problem with the original textwrap.dedent which will only dedent to the least indented part of a text.
  • Added exit_cmd to EvMore pager, to allow for calling a command (e.g. 'look') when leaving the pager.
  • get_all_typeclasses will return dict {"path": typeclass, ...} for all typeclasses available in the system. This is used by the new @typeclass/list subcommand (useful for builders etc).
  • evennia.utils.dbserialize.deserialize(obj) is a new helper function to completely disconnect a mutable recovered from an Attribute from the database. This will convert all nested _Saver* classes to their plain-Python counterparts.

General

  • Start structuring the CHANGELOG to list features in more detail.
  • Docker image evennia/evennia:develop is now auto-built, tracking the develop branch.
  • Inflection and grouping of multiple objects in default room (an box, three boxes)
  • evennia.set_trace() is now a shortcut for launching pdb/pudb on a line in the Evennia event loop.
  • Removed the enforcing of MAX_NR_CHARACTERS=1 for MULTISESSION_MODE 0 and 1 by default.
  • Add evennia.utils.logger.log_sec for logging security-related messages (marked SS in log).

Contribs

  • Auditing (Johnny): Log and filter server input/output for security purposes
  • Build Menu (vincent-lg): New @edit command to edit object properties in a menu.
  • Field Fill (Tim Ashley Jenkins): Wraps EvMenu for creating submittable forms.
  • Health Bar (Tim Ashley Jenkins): Easily create colorful bars/meters.
  • Tree select (Fluttersprite): Wrap EvMenu to create a common type of menu from a string.
  • Turnbattle suite (Tim Ashley Jenkins)- the old turnbattle.py was moved into its own turnbattle/ package and reworked with many different flavors of combat systems:
  • tb_basic - The basic turnbattle system, with initiative/turn order attack/defense/damage.
  • tb_equip - Adds weapon and armor, wielding, accuracy modifiers.
  • tb_items - Extends tb_equip with item use with conditions/status effects.
  • tb_magic - Extends tb_equip with spellcasting.
  • tb_range - Adds system for abstract positioning and movement.
  • Updates and some cleanup of existing contribs.

Overviews

Sept 2017:

Release of Evennia 0.7; upgrade to Django 1.11, change 'Player' to 'Account', rework the website template and a slew of other updates. Info on what changed and how to migrate is found here: https://groups.google.com/forum/#!msg/evennia/0JYYNGY-NfE/cDFaIwmPBAAJ

Feb 2017:

New devel branch created, to lead up to Evennia 0.7.

Dec 2016:

Lots of bugfixes and considerable uptick in contributors. Unittest coverage and PEP8 adoption and refactoring.

May 2016:

Evennia 0.6 with completely reworked Out-of-band system, making the message path completely flexible and built around input/outputfuncs. A completely new webclient, split into the evennia.js library and a gui library, making it easier to customize.

Feb 2016:

Added the new EvMenu and EvMore utilities, updated EvEdit and cleaned up a lot of the batchcommand functionality. Started work on new Devel branch.

Sept 2015:

Evennia 0.5. Merged devel branch, full library format implemented.

Feb 2015:

Development currently in devel/ branch. Moved typeclasses to use django's proxy functionality. Changed the Evennia folder layout to a library format with a stand-alone launcher, in preparation for making an 'evennia' pypy package and using versioning. The version we will merge with will likely be 0.5. There is also work with an expanded testing structure and the use of threading for saves. We also now use Travis for automatic build checking.

Sept 2014:

Updated to Django 1.7+ which means South dependency was dropped and minimum Python version upped to 2.7. MULTISESSION_MODE=3 was added and the web customization system was overhauled using the latest functionality of django. Otherwise, mostly bug-fixes and implementation of various smaller feature requests as we got used to github. Many new users have appeared.

Jan 2014:

Moved Evennia project from Google Code to github.com/evennia/evennia.

Nov 2013:

Moved the internal webserver into the Server and added support for out-of-band protocols (MSDP initially). This large development push also meant fixes and cleanups of the way attributes were handled. Tags were added, along with proper handlers for permissions, nicks and aliases.

May 2013:

Made players able to control more than one Character at the same time, through the MULTISESSION_MODE=2 addition. This lead to a lot of internal changes for the server.

Oct 2012:

Changed Evennia from the Modified Artistic 1.0 license to the more standard and permissive BSD license. Lots of updates and bug fixes as more people start to use it in new ways. Lots of new caching and speed-ups.

March 2012:

Evennia's API has changed and simplified slightly in that the base-modules where removed from game/gamesrc. Instead admins are encouraged to explicitly create new modules under game/gamesrc/ when they want to implement their game - gamesrc/ is empty by default except for the example folders that contain template files to use for this purpose. We also added the ev.py file, implementing a new, flat API. Work is ongoing to add support for mud-specific telnet extensions, notably the MSDP and GMCP out-of-band extensions. On the community side, evennia's dev blog was started and linked on planet Mud-dev aggregator.

Nov 2011:

After creating several different proof-of-concept game systems (in contrib and privately) as well testing lots of things to make sure the implementation is basically sound, we are declaring Evennia out of Alpha. This can mean as much or as little as you want, admittedly - development is still heavy but the issue list is at an all-time low and the server is slowly stabilizing as people try different things with it. So Beta it is!

Aug 2011:

Split Evennia into two processes: Portal and Server. After a lot of work trying to get in-memory code-reloading to work, it's clear this is not Python's forte - it's impossible to catch all exceptions, especially in asynchronous code like this. Trying to do so results in hackish, flakey and unstable code. With the Portal-Server split, the Server can simply be rebooted while players connected to the Portal remain connected. The two communicates over twisted's AMP protocol.

May 2011:

The new version of Evennia, originally hitting trunk in Aug2010, is maturing. All commands from the pre-Aug version, including IRC/IMC2 support works again. An ajax web-client was added earlier in the year, including moving Evennia to be its own webserver (no more need for Apache or django-testserver). Contrib-folder added.

Aug 2010:

Evennia-griatch-branch is ready for merging with trunk. This marks a rather big change in the inner workings of the server, such as the introduction of TypeClasses and Scripts (as compared to the old ScriptParents and Events) but should hopefully bring everything together into one consistent package as code development continues.

May 2010:

Evennia is currently being heavily revised and cleaned from the years of gradual piecemeal development. It is thus in a very 'Alpha' stage at the moment. This means that old code snippets will not be backwards compatabile. Changes touch almost all parts of Evennia's innards, from the way Objects are handled to Events, Commands and Permissions.

April 2010:

Griatch takes over Maintainership of the Evennia project from the original creator Greg Taylor.

(Earlier revisions, with previous maintainer, go back to 2005)

Contact, Support and Development

Make a post to the mailing list or chat us up on IRC. We also have a bug tracker if you want to report bugs. Finally, if you are willing to help with the code work, we much appreciate all help! Visit either of the following resources: