Wednesday, February 15, 2012

Such a small thing ...

Lately I went back to clean up and optimize the workings of Evennia's Attributes. I had a nice idea for making the code easier to read and also faster by caching more aggressively. The end result was of course that I managed to break things. In the end it took me two weeks to get my new scheme to a state where it did what it already did before (although faster).

Doing so, some of the trickier aspects of implementing easily accessible Attributes came back into view, and I thought I'd cover them here. Python intricacies and black magic to follow. You have been warned. 

Attributes are, in Evennia lingo, arbitrary things a user may want to permanently store on an object, script or player. It could be numbers or strings like health, mana or short descriptions, but also more advanced stuff like lists, dictionaries or custom Python objects.

Now, Evennia allows this syntax for defining an attribute on e.g. the object myobj:
myobj.db.test = [1,2,3,4]
This very Pythonic-looking thing allows a user to transparently save that list (or whatever) to an attribute named, in this example, test. This will save to the database.
 What happens is that db, which is a special object defined on all Evennia objects, takes all attributes on itself and saves them by overloading its __setattr__ default method (you can actually skip writing db most of the time, and just use this like you would any Python attribute, but that's another story).

Vice-versa,
value = myobj.db.test
This makes use of the db object's custom __get_attribute__ method behind the scenes. The test attribute is transparently retrieved from the database (or cache) for you.

Now, the (that is, my) headache comes when you try to do this:
myobj.db.test[3] = 5
Such a small, normal thing to do! Looks simple, right? It is actually trickier than it looks to allow for this basic functionality.
The problem is that Python do everything by reference. The list is a separate object and has no idea it is connected to db. db's __get_attribute__ is called, and happily hands over the list test. And then db is out of the picture!. My nifty save-to-database feature (which sits in db) knows nothing about how the 3rd index of the list test now has a 5 instead of a 4.

Now, of course, you could always do this:
temp = myobj.db.test
temp[3] = 5
myobj.db.test = temp
This will work fine. It is however also clumsy and hardly intuitive. The only solution I have been able to come up with is to have db return something which is almost a list but not quite. It's in fact returning an object I not-so-imaginatively named a PackedList. This object works just like a list, except all modifying methods on it makes sure to save the result to the database. So for example, what is called when you do mylist[3] = 4 is a method on the list named __setitem__. I overload this, lets it do its usual thing, then call the save.
myobj.db.test[3] = 5
now works fine, since test is in fact a PackedList and knows that changes to it should be saved to the database. I do the same for dictionaries and for nested combinations of lists and dictionaries. So all is nice and dandy, right?  Things work just like Python now?

No, unfortunately not. Consider this:
myobj.db.test = [1, 3, 4, [5, 6, 7]]
A list with a list inside it. This is perfectly legal, and you can access all parts of this just fine:
val = myobj.db.test[3][2] # returns 7!
But how about assigning data to that internal nested list?
myobj.db.test[3][2] = 8
We would now expect test to be [1, 3, 4, [5, 6, 8]]. It is not. It is infact only [5, 6, 8]. The inner list has replaced the entire attribute! 

What actually happens here? db returns a nested structure of two PackedLists. All nice and dandy.  But Python thinks they are two separate objects! The main list holds a reference to the internal list, but as far as I know there is no way for the nested list to get the back-reference to the list holding it! As far as the nested list knows, it is all alone in the world, and therefore there is no way to trigger a save in the "parent" list.
 The result is that we update the nested list just fine - and that triggers the save operation to neatly overwrite the main list in the cache and the database.
 
This latter problem is not something I've been able to solve. The only way around it seems to use a temporary variable, assign properly, then save it back, as suggested earlier. I'm thinking this is a fundamental limitation in the way cPython is implemented, but maybe I'm missing some clever hack here (so anyone reading who has a better solution)?

Either way, the db functionality makes for easy coding when saving things to the database, so despite it not working quite like normal Python, I think it's pretty useful.

Sunday, February 5, 2012

Evennia's open bottlenecks

Since Evennia hit beta I have been mostly looking behind the scenes to see what can be cleaned up and not in the core server. One way to do that is to check where the bottlenecks are. Since a few commits, Evennia's runner has additions for launching the Python cProfiler at startup. This can be done for both the Portal and the Server separately.
I have created a test runner (soon to hit trunk) that launches dummy clients. They log on and then goes about their way executing commands, creating objects and so on. The result of looking at the profiling data (using e.g. runsnake) has been very interesting.

Firstly, a comparably small part of execution time is actually spent in Evennia modules - most is spent using Python built-ins and in the Twisted/Django libraries. This is promising in a way - at least there are no expensive loops in the Evennia code itself that sucks up cycles. Of course it also means we depend heavily on django/twisted (no surprise there) and especially when it comes to database access, I know there could be more caching going on so as to cut down on db calls. 

Of the Evennia modules, a lot of time is spent in getting properties off objects - this is hard to avoid, it a side effect of Evennia's typeclass system - and this is cached very aggressively already. What also stands out as taking a considerable time is the command system - the merging of command sets in particular does a lot of comparing operations. This happens every time a command is called, so there are things to be done there. The same goes for the help system; it needs to collect all the currently active command sets for the calling player. Maybe this could be cached somehow.

More work on this is needed, but as usual optimization is a double-edged sword. Evennia is written to have a very readable code. Optimization is usually the opposite of readable, so one needs to thread carefully. 

About this dev blog

This is to be my Evennia dev blog, but it will also cover various other musings concerning programming in general and mud designing in particular. Whereas the Evennia mailing list remains the main venue for discussion, I will probably use this blog for announcing features too.

Some background:
Evennia is a Python MUD/MUX/MU* server. More correct is probably to call it a "MUD-building system". The developer codes their entire game using normal Python modules. All development is done with the full power of Python - gritty stuff like database operations and network communication are hidden away behind custom classes that you can treat and modify mostly like any Python primitives.

Since the server is based on the Twisted and Django technologies we can offer many modern features out of the box. Evennia is for example its own web server and comes with both its own website and an "comet"-style browser mud client. But before this turns into even more of a sales pitch, I'll just just direct you to the evennia website if you want to know more. :)

I, Griatch, took over the development of Evennia from the original author, Greg Taylor, in 2010.