This module contains the core methods for the Batch-command- and Batch-code-processors respectively. In short, these are two different ways to build a game world using a normal text-editor without having to do so ‘on the fly’ in-game. They also serve as an automatic backup so you can quickly recreate a world also after a server reset. The functions in this module is meant to form the backbone of a system called and accessed through game commands.

The Batch-command processor is the simplest. It simply runs a list of in-game commands in sequence by reading them from a text file. The advantage of this is that the builder only need to remember the normal in-game commands. They are also executing with full permission checks etc, making it relatively safe for builders to use. The drawback is that in-game there is really a builder-character walking around building things, and it can be important to create rooms and objects in the right order, so the character can move between them. Also objects that affects players (such as mobs, dark rooms etc) will affect the building character too, requiring extra care to turn off/on.

The Batch-code processor is a more advanced system that accepts full Python code, executing in chunks. The advantage of this is much more power; practically anything imaginable can be coded and handled using the batch-code processor. There is no in-game character that moves and that can be affected by what is being built - the database is populated on the fly. The drawback is safety and entry threshold - the code is executed as would any server code, without mud-specific permission-checks, and you have full access to modifying objects etc. You also need to know Python and Evennia’s API. Hence it’s recommended that the batch-code processor is limited only to superusers or highly trusted staff.

Batch-command processor file syntax

The batch-command processor accepts ‘batchcommand files’ e.g batch.ev, containing a sequence of valid Evennia commands in a simple format. The engine runs each command in sequence, as if they had been run at the game prompt.

Each Evennia command must be delimited by a line comment to mark its end.

# delimiting comment
create/drop box
# another required comment

One can also inject another batchcmdfile:

#INSERT path.batchcmdfile

This way entire game worlds can be created and planned offline; it is especially useful in order to create long room descriptions where a real offline text editor is often much better than any online text editor or prompt.

Example of batch.ev file:

# batch file
# all lines starting with # are comments; they also indicate
# that a command definition is over.

create box

# this comment ends the @create command.

set box/desc = A large box.

Inside are some scattered piles of clothing.

It seems the bottom of the box is a bit loose.

# Again, this comment indicates the @set command is over. Note how
# the description could be freely added. Excess whitespace on a line
# is ignored.  An empty line in the command definition is parsed as a

# (so two empty lines becomes a new paragraph).

teleport #221

# (Assuming #221 is a warehouse or something.)
# (remember, this comment ends the @teleport command! Don'f forget it)

# Example of importing another file at this point.
#IMPORT examples.batch

drop box

# Done, the box is in the warehouse! (this last comment is not necessary to
# close the drop command since it's the end of the file)

An example batch file is contrib/examples/batch_example.ev.

Batch-code processor file syntax

The Batch-code processor accepts full python modules (e.g. batch.py) that looks identical to normal Python files. The difference from importing and running any Python module is that the batch-code module is loaded as a file and executed directly, so changes to the file will apply immediately without a server @reload.

Optionally, one can add some special commented tokens to split the execution of the code for the benefit of the batchprocessor’s interactive- and debug-modes. This allows to conveniently step through the code and re-run sections of it easily during development.

Code blocks are marked by commented tokens alone on a line:

  • #HEADER - This denotes code that should be pasted at the top of all other code. Multiple HEADER statements - regardless of where it exists in the file - is the same as one big block. Observe that changes to variables made in one block is not preserved between blocks!

  • #CODE - This designates a code block that will be executed like a stand-alone piece of code together with any HEADER(s) defined. It is mainly used as a way to mark stop points for the interactive mode of the batchprocessor. If no CODE block is defined in the module, the entire module (including HEADERS) is assumed to be a CODE block.

  • #INSERT path.filename - This imports another batch_code.py file and runs it in the given position. The inserted file will retain its own HEADERs which will not be mixed with the headers of this file.

Importing works as normal. The following variables are automatically made available in the script namespace.

  • caller - The object executing the batchscript

  • DEBUG - This is a boolean marking if the batchprocessor is running

    in debug mode. It can be checked to e.g. delete created objects when running a CODE block multiple times during testing. (avoids creating a slew of same-named db objects)

Example batch.py file


from django.conf import settings
from evennia.utils import create
from types import basetypes

GOLD = 10


obj = create.create_object(basetypes.Object)
obj2 = create.create_object(basetypes.Object)
obj.location = caller.location
obj.db.gold = GOLD
caller.msg("The object was created!")


#INSERT another_batch_file


script = create.create_script()
evennia.utils.batchprocessors.read_batchfile(pythonpath, file_ending='.py')[source]

This reads the contents of a batch-file. Filename is considered to be a python path to a batch file relative the directory specified in settings.py.

file_ending specify which batchfile ending should be assumed (.ev or .py). The ending should not be included in the python path.

  • pythonpath (str) – A dot-python path to a file.

  • file_ending (str) – The file ending of this file (.ev or .py)


text (str) – The text content of the batch file.


IOError – If problems reading file.

class evennia.utils.batchprocessors.BatchCommandProcessor[source]

Bases: object

This class implements a batch-command processor.


This parses the lines of a batch-command-file.


pythonpath (str) – The dot-python path to the file.


list – A list of all parsed commands with arguments, as strings.


Parsing follows the following rules:

  1. A # at the beginning of a line marks the end of the command before it. It is also a comment and any number of # can exist on subsequent lines (but not inside comments).

  2. #INSERT at the beginning of a line imports another batch-cmd file file and pastes it into the batch file as if it was written there.

  3. Commands are placed alone at the beginning of a line and their arguments are considered to be everything following (on any number of lines) until the next comment line beginning with #.

  4. Newlines are ignored in command definitions

  5. A completely empty line in a command line definition is condered a newline (so two empty lines is a paragraph).

  6. Excess spaces and indents inside arguments are stripped.


Helper to get filename from traceback


Traceback iterator.

class evennia.utils.batchprocessors.BatchCodeProcessor[source]

Bases: object

This implements a batch-code processor


This parses the lines of a batch-code file


pythonpath (str) – The dot-python path to the file.



A list of all #CODE blocks, each with

prepended #HEADER block data. If no #CODE blocks were found, this will be a list of one element containing all code in the file (so a normal Python file).


Parsing is done according to the following rules:

  1. Code before a #CODE/HEADER block are considered part of the first code/header block or is the ONLY block if no #CODE/HEADER blocks are defined.

  2. Lines starting with #HEADER starts a header block (ends other blocks)

  3. Lines starting with #CODE begins a code block (ends other blocks)

  4. Lines starting with #INSERT are on form #INSERT filename. Code from this file are processed with their headers separately before being inserted at the point of the #INSERT.

  5. Code after the last block is considered part of the last header/code block

code_exec(code, extra_environ=None, debug=False)[source]

Execute a single code block, including imports and appending global vars.

  • code (str) – Code to run.

  • extra_environ (dict) – Environment variables to run with code.

  • debug (bool, optional) – Set the DEBUG variable in the execution namespace.


err (str or None) – An error code or None (ok).