CONCEPT native (native driver mode) DESCRIPTION During the evolution of LPMud there has been a hiatus as the old driver became too restricting for the demands of modern muds: it did a lot of things the mudlib could do better or completely different. Removing these things from the driver weren't a problem, but to keep compatible with the existing mudlibs (namely the well-known 2.4.5 lib), it was possible to undo these changes. First by setting a runtime option, then by compiling the driver either in 'compat' or in 'native' mode. Starting with 3.2.1, the distinction between compat and native mode is more and more transferred into the mudlib, to finally have a modeless driver. For 3.2 and 3.2.1, the mode of the driver is determined by three preprocessor symbols to be defined/undefined in config.h: COMPAT_MODE: when defined, the compat mode specifics are activated. NATIVE_MODE: when defined, the native mode specifics are activated. EUIDS : when defined, the euid handling is activated (3.2.1 only) Almost any combination is possible. While defining COMPAT_MODE and undefining NATIVE_MODE configures the driver to run in true compat mode, it is possible to e.g. undefine both _MODEs and just define EUIDS to get an unspecific driver with euid handling, or to have both NATIVE_ and COMPAT_MODE defined. Note that NATIVE_MODE is only possible together with EUIDS. Following is the description of the changes (de) activated by these defines. A shorthand notation is used: 'compat' means 'if COMPAT_MODE is defined' and '!compat' means 'if COMPAT_MODE is not defined' (same for 'native' and 'euids'). Predefined Preprocessor Symbols If compat, the the symbol COMPAT_FLAG is defined for all LPC programs. Preloading Of Objects The driver has the possibility to preload objects before the game is actually opened to the world. This is done by calling master->epilog(), which has to return 0 or an array. If its an array, its elements (as long as they are strings) are given one by one as argument to master->preload() which may now preload the objects (or do anything else). Up to 3.2, compat mode used a different scheme: the file INIT_FILE (defined in config.h) was read and each line interpreted as filename of an object to preload. After this was done, master->epilog() was called. This was dumped in 3.2.1 as it can be simulated by the master. Initialisation Of Objects Since 3.2.1, it is task of the mudlib to call the initialisation lfuns in newly created objects, so the following table applies only up to 3.2: mode : init call : reset call -------------------------------------------- !compat & !native : create() : reset(1) !compat & native : create() : reset() compat & !native : reset(0) : reset(1) compat & native : reset(0) : reset(1) If INITIALIZATION_BY___INIT was defined, the lfun __INIT() is called first on creation to initialize the objects variables. Movement Of Objects Since 3.2.1, the efun move_object() is implemented in the mudlib. Before, move_object() could applied only to this_object() as the object to move if in native mode, and called the lfun exit() in the old environment if in compat mode. As a side effect, the lfun exit() may not be target of add_action()s in compat mode. In !native mode, objects may be moved using the transfer() efun. It does make assumptions about the design of the mudlib, though, as it calls the lfuns query_weight(), can_put_and_get(), get(), prevent_insert() and add_weight(). Efuns In General command() In native mode, this may just take the command string, which is always applied to this_object(). In !native mode, an object to apply the command to may be optionally specified. creator(), transfer() These are existing only in !native mode (creator() is identical with getuid()). getuid() Exists only in !compat mode (getuid() is identical with creator()). export_uid(), geteuid(), seteuid() These exist only in euids mode. file_name(),function_exists() In !compat mode, the returned filenames start with a leading '/', in compat mode they don't. parse_command() This command exists in two versions: the old is used with compat, the new with !compat. However, SUPPLY_PARSE_COMMAND must be defined in config.h in both cases (this efun is not very useful at all). process_string() In native & euids mode, if this_object() doesn't exist, it defaults to this_player() and gets the backbone uid (returned by master->get_bb_uid()) as euid. snoop() Besides that the call is verified with a call to master->verify_snoop(), up to 3.2 the snooper has to have a non-zero euid. Userids and Effective Userids This is probably the most important difference between the modes. LPMud always had userids (uids) attributing the objects, though they were called 'creator names' in compat mode. Internally, the compat mode uses the 'creator names' as (e)uid. With the introduction of native mode, additionally 'effective userids' (euids) were introduced to improve security handling (which was only a partial success (Stop grinning, Macbeth! :-)). The hardcoded handling of euids and uids was quite complex and too mudlib-insensitive, so most of it got moved from the driver into the mudlib with 3.2.1. In euids mode, the wizlist data is extended by a field holding the euid of the wizard in question, and euids are managed at all. Every following mention of 'euid' implies that the euid is available only if euids mode is used at all. Remember that native mode implies euids mode as well. In native mode, only objects with a non-zero euid may load or create new objects. --- 3.2.1 --- Userids of the Master The masters (e)uid is determined by a call to master->get_master_uid(). In native mode, the result has to be a 0 or a string, else the driver won't start up at all. If the result is valid it is set as the masters uid (and also euid if in native && euids mode). In !native mode, the result may be any value: 0 or a string are treated as the uid to set, a non-zero integer leads to the use of the uid set in the default 'global' wizlist entry, and any other value defaults to 0. In !native && euids mode, the euid is either set to the returned string (if any), or to 0. The masters uid is determined only on startup this way, at runtime the uids of a reloaded master determined as for every object by a call to the appropriate driver hooks. Userids of New Objects To determine the (e)uids for a new object (loaded or inherited, or cloned), the appropriate driver hook is evaluated (H_LOAD_UIDS, H_CLONE_UIDS) and the result set as (e)uid. In euids mode the result may be a single value, then the euid is set to 0, or an array ({ uid, euid }). In native mode, both uid and must be 0 or a string, any other value causes the load/clone to fail. In !native mode, the uid (however returned) may also be a non-zero integer to use the uid of the global wizlist entry as uid. In euids mode, the euid is then set to either 0 or the second entry of the returned array if it's a string. --- 3.2 --- LPMud <= 3.2 in !compat mode has the algorithm deciding _which_ (e)uid to set hardcoded into the driver. For this it features two builtin uids: the root uid (queried by a call to master->get_root_uid()) and the backbone uid (master->get_bb_uid()). Both uids should be a string: if not, the driver in native mode will terminate, else print a warning to stderr. The backbone uid is queried just once at startup. Userids of the Master In compat mode, the master's (e)uid is the (e)uid as determined for every other object as well. The following therefore applies only to !compat mode. The initial (e)uid is those determined using the normal algorithm for newly created objects (see below). After the master being loaded, master->get_root_uid() is called to query the (e)uid to use for real. If the result is a string, it is used as real (e)uid, else the default setting. In native mode, get_root_uid() must return a string, else the driver will terminate. Userids of New Objects If an object has been newly created, it is equipped with a default uid: 0 in !native mode, "NONAME" in native mode. The default euid (if needed) is equal to the uid, or 0 if no master object exists. The basic idea is simple: the master is asked, which (e)uid the new object should have. Objects loaded by the game, in compat model, or by an object of the same creator will get the suggested e/uid. Backbone objects will get the euid of the loader. Other objects will get 0 as euid. The details are a bit more complicated...: Then master->creator_file() is asked for the 'creator uid' (cuid) of this object. If the lfun doesn't exist, the new object is destructed. The cuid must be a string, the number 0 or an array of two elements, !native mode also allows other non-array values. If the cuid is non of these (native mode restricts this further to the string or array), the object is destructed again. If the cuid is an array of two elements ({ uid, euid }), these are set as e/uid (non-strings are treated as 0). If the cuid is neither string, array or the number 0, the object gets 0 as e/uid (!native mode only). If the cuid is a string (all other cases are treated above) is it always set as the objects uid. The objects euid needs further treatment. If all following cases (checked in the order listed here) fail, it is set to 0. In compat mode, the euid is set to the uid. In !native mode, if the object is loaded (not cloned) or the loader has as 0 uid, the euid is set to the cuid. Also in !native mode, if the loader has a 0 euid, the objects euid is set to 0. If the cuid is equal to the loaders uid, the objects euid is set to the cuid == uid. If the cuid is the backbone uid (and in !native mode the loader has a non-zero euid), the objects e/uid are both set to the loaders euid. ------ Now you know another reason why 'effective userids' are a bad idea. SEE ALSO hooks(C), uids(C), move_object(E), initialisation(LPC)