coder guide¶
This guide attempts to embody a rudimentary set of rules for developer submissions of source code and documentation targeted for inclusion within the mudpy project, as well as pointers to useful resources for those attempting to obtain a greater understanding of the software.
source¶
As with any project, the mudpy source code could always be better documented, and contributions to that end are heartily welcomed.
version control system¶
Git is used for version control on the project, and the archive can be browsed or cloned anonymously from the official https://mudpy.org/code/mudpy repository location. For now, detailed commits can be E-mailed to fungi@yuggoth.org, but there will most likely be a developer mailing list for more open presentation and discussion of patches eventually.
A ChangeLog
is generated automatically from repository
commit logs, and is included automatically in all sdist tarballs. It
can be regenerated easily by running tox -e dist from the
top level directory of the Git repository in a working developer
environment.
developer environment¶
Basic developer requirements are a POSIX Unix derivative (such as
Linux), a modern Python 3 interpreter (any of the minor revisions
mentioned in the metadata.classifier
section of
setup.cfg
) and a recent release of the tox utility (at least
the tox.minversion
mentioned in tox.ini
).
application program interface¶
The mudpy package API documentation is maintained within docstrings in the mudpy source code.
regression testing¶
All new commits are tested using an included
mudpy.test.selftest
script, to help ensure the software is
continually usable. Any new features should be accompanied by
suitable regression tests so that their functionality can be
maintained properly through future releases. The selftest can be
invoked with tox -e py3 which will automatically start
the daemon with the mudpy/tests/fixtures/test_daemon.yaml
test configuration.
style¶
This project follows Guido van Rossum and Barry Warsaw’s Style Guide for Python Code (a.k.a. “PEP-8”). When in need of sample code or other examples, any common source code file or text document file distributed as part of mudpy should serve as a suitable reference. Testing of all new patches with the flake8 utility should be performed by running tox -e flake8 from the repository working directory to ensure adherence to preferred style conventions.
test and demo walk-through¶
The included tox configuration provides testenv definitions for a
variety of analyzers, regression tests, documentation builds and
package generation. It also has a demo
testenv which will run
the server using the provided etc/mudpy.yaml
and other
sample files. By default it listens on TCP port 4000 at the IPv6
loopback address, streams its logging to the terminal via stdout,
and grants administrative rights automatically to an account named
admin
(once created).
Because all the dependencies besides the python3
interpreter itself are available from PyPI, installing them should
be fairly similar across most GNU/Linux distributions. For example,
on Debian 10 (a.k.a. Buster) you need to expressly install the
pip
and venv
modules since they’re packaged separately from
the rest of the Python standard library. Once that’s done, you can
perform a local install of tox
as a normal non-root user. We’re
also going to install system packages for the git
revision
control toolset and an extensible console-based MUD client called
tf5
(TinyFugue version 5):
sudo apt install git python3-pip python3-venv tf5
pip install --user tox
exit
The reason for exiting is that, if this is the first time you’ve
ever used pip’s --user
option, when you log back in your
~/.profile
should see that there’s now a ~/.local/bin
directory and add it to your $PATH
environment variable
automatically from that point on. Next, retrieve the project source
code and switch your current working directory to where you’ve
cloned it:
git clone https://mudpy.org/code/mudpy
cd mudpy
Now you should be able to invoke any tox testenv you like. Just running tox without any additional options will go through the default battery of checks and is a good way to make sure everything is installed and working. Once you’re ready to try out the server interactively, launch it like this:
tox -e demo
Now in another terminal/session (because the one you’ve been using is busy displaying the server’s logs) connect using a MUD client (such as tf5 which we installed above):
tf5 ip6-localhost 4000
Log in as admin
creating an account and then an avatar and
awaken it. Try out the help command and make sure you see
some command words in red (you’re using a color terminal, right?)
since those are admin-only commands and being able to see them
confirms you’re an administrator. When you’re ready to terminate the
service you can either give the halt command in your MUD
client terminal or press the control
and c
keys together in
the terminal where you ran tox. To exit the tf5 MUD client, give it
the /quit command.
miscellanea¶
This section is a collection of various coding-related discussions and treatises, mostly here because there’s not a better place, and so they don’t get lost in random E-mail threads.
avatar names¶
It comes up fairly often, so bears mentioning, there is no
assumption avatar names will be globally unique. This is part of
the reason the default choose_name
menu just runs
mudpy.misc.random_name()
, to make impersonation a bit harder.
The idea is to make sure to be able to support realistic settings
where multiple people are often given the same names and don’t
really have much choice as to what their parents decided to name
them at birth, but can still choose a name they like later (perhaps
through some cultural rite of passage quest, attaining a particular
guild rank, or just through a command they’re allowed to run as soon
as they awaken that avatar for the first time).
It may be possible to force globally-unique avatar names, but the need to treat avatars similarly to non-player characters (actors which aren’t associated with an account and may be driven by scripted routines instead) means it may also be desirable to prevent a user from choosing an avatar name which duplicates the name of any existing actor (whether or not that actor is a user’s avatar). This would entail scanning the full dataset to identify actors with similar names so they could be rejected or excluded for a new avatar, but then raises the question as to what to do when some new content adds NPCs with a name which is already in use.
The best way to side-step this challenge is to not rely on avatar names for programmatic interaction and instead reference the corresponding ID for an avatar’s element in the universe contents. IDs are already guaranteed to be globally unique, so there is no ambiguity when using them (an avatar’s element ID is constructed from the owning account name plus an index integer). Exactly what variables you have to work from will depend on the context where your hypothetical routine is called.
Taking as an example, let’s say what you want is to be able to have an area’s owner permit a specific avatar to pass through the portals (doorways, gates, whatever) which connect it to other areas. This is similar to how guild houses work in some classical MUDs. Here’s how I’d go about implementing it:
Extend the area element to have two new facets: owners (type list) and visitors (type list). The first will contain references to the element IDs for the avatars who are allowed to alter the entries of both lists, while the second will be the element IDs for avatars who are allowed to enter the area (maybe also allow owners to enter an area so they don’t need to be duplicated in both lists).
Implement a command which allows someone to see the corresponding ID for an element (alternatively make it an acquirable ability, skill, spell, item, or however finding that information would best fit into your setting). This is stored in the element’s
.key
attribute, and you can play around with it on the command line with evaluate like this:> look Center Sample Location This is the Center Sample Location. It is merely provided as an example of what an area might look like. [ Exits: down, east, north, south, up, west ] A sample prop sits here. Utso is here. > evaluate [ a.key.split('_', 1)[1] for a in actor.universe.contents[ actor.get('location') ].contents.values() if a.key.startswith('actor.avatar_') and a.get('name') == 'Utso' ][0] 'luser0_0'
[Put the command on one line, It’s merely wrapped here for readability.] In short, this list comprehension takes the internal IDs for elements present in the calling actor’s current location, filtered by whether they’re avatars and a specific actor name, then splits the group and prefix off (relying on the fact that it uses
_
as a prefix separator) and returns the first result. In a non-prototype implementation, the command would probably include a routine which looked something like:location_id = actor.get("location") also_here = actor.universe.contents[location_id].contents for who in also_here.values(): if (who.key.startswith("actor.avatar_") and who.get("name") == parameters[0]: message += "Avatar ID: %s" % .key.split("_", 1)[1] break
That’s a rough approximation, and not terribly immersive, but hopefully you get the idea. We could also improve the element attributes with pre-populated backlink references for some of these relationships to reduce code complexity.
Implement a command which allows a user to add and remove entries in the owners and visitors lists for their current location, which takes this avatar ID as a parameter.
Hook in the
mudpy.misc.Element.go_to()
method to test the owners and visitors lists for the area parameter to make sure self is in one of those lists. Probably also stick in an override to make sure that if the actor’s owner account is flagged as administrative then they’re also allowed even if they’re not on the allowed list.
The resulting workflow this would enable is that after an avatar A has been set as an owner for area X (perhaps by an admin or a world builder), A when in another area Y at the same time as some avatar B whom they would like to be allowed to visit X could run the identification command from part #2 above, then they would later travel to X and run the safe passage command from part #3 adding B to the visitors list for X. After that, B is able freely enter X until A runs a similar command to remove them from the visitors list for X again.
To tackle the immersion problem, an optional substitution cipher could be implemented to (reversibly) turn those IDs into something more mystical-looking. Also the identification command (or ability, skill, spell, tool, whatever) could be limited to only work when the area you’re running it in is flagged a certain way. Taking this concept further, all sorts of elements could have access lists for which avatars own them and which avatars are allowed to interact with them (in which case maybe the term visitor for the latter is too area-specific and it needs a slightly more general term?).
However, a far more immersive solution would be to get closable and lockable elements (and inventory management) implemented, have a means of crafting keys which unlock specific elements, and then when creating an area you want to restrict to specific avatars, put locked doors for all its portals and give keys for them to anyone you want to be able to visit. Or implement non-avatar actors, then create guards you can hire or summon or construct to police your doorways and check whether visitors are on a list. That list itself could even be a piece of paper or a book (a prop), created with appropriate materials and some skill which allows the actor to write and edit paper notes, given to the guard and held by it as an inventory item.
custom commands¶
Command definitions are split into metadata and procedure. The
metadata needs to be in an element like the basic ones shipped in
the share/command.yaml
file, and then a handler function
added to the mudpy.command
module. There’s not yet a plugin
layer to allow those to be added to a separate module. The function
name needs to match the element base name, or you have to add an
action facet to the element indicating the name of the function you
want it to call; the command.set
element has an example of this,
so that we avoid shadowing Python’s built-in set()
function
and call mudpy.command.c_set()
instead.
The mudpy.misc.Element.set()
method takes two parameters, the
name of the facet and the value to pass into it. An example of it in
action is mudpy.misc.User.authenticate()
where the user’s
administrator facet is set to the value True if their username
is in the .mudpy.limit.admins
list used to bootstrap
administrators:
def authenticate(self):
"""Flag the user as authenticated and disconnect duplicates."""
if self.state != "authenticated":
self.authenticated = True
log("User %s authenticated for account %s." % (
self, self.account.subkey), 2)
if ("mudpy.limit" in universe.contents and self.account.subkey in
universe.contents["mudpy.limit"].get("admins")):
self.account.set("administrator", True)
log("Account %s is an administrator." % (
self.account.subkey), 2)