Each of the games has a "wiztool" port at XX98 (e.g. 11098 for your default setup), which can be used to access a number of functions that sit between the Layers of DGD's Kernel Library functionality, and the underlying SkotOS LPC code that runs the ChatTheatre.
You should rarely need to use this functionality as a maintainer, and you should be aware that you have the opportunity to do basically permanent damage to your server (depending on when/how you do backups, etc.)
For your account to be able to access the wiztool, you'll need to make sure your account is marked "developer" or "staff". That's a type of user you can choose in thin-auth, and Wafer (the local-only auth server) will choose staff automatically unless you tell it not to.
You'll also need the correct "access" flag, which is "gables" by default. Again, Wafer will do this for you and you'll need to add it in thin-auth for a VPS-hosted game.
From the same machine (your local server, or the VPS server) you can telnet to port 11098 (with the default portbase). By default the local config will allow you to give any account name and password successfully. By default your VPS installation will allow the "skott" account with the master password you configured in the StackScript. If you change your thin-auth password that will be reflected for the telnet port as well.
So:
telnet localhost 11098
Or:
telnet gables.my-subdomain.com 11098
Available commands in the wiztool:
Coding / compiling / upgrading:
upgrade issues unfreed leaves patch possess depossess
command dbstatus debug clones code history clear
compile clone destruct clonetree inherited inherits
Files / directories:
cd pwd ls cp mv rm mkdir
rmdir ed
Access / resources:
access grant ungrant quota rsrc
Miscellaneous:
people status swapout statedump shutdown reboot
> help access
Command: access
Synopsis: access [<user>]
access <directory>
access global
Description: Shows what access you or someone else has.
See also: grant, ungrant
Command: code
Synopsis: code <LPC-code>
Description: Allows you to execute LPC code without having to specifically
create an object, as this has been automated for you. For your
convenience the files <float.h>, <limits.h>, <status.h>,
<trace.h> and <type.h> are automatically included and there are
26 variables (a..z) of type mixed to use.
See also: clear, clone, compile, history
If you make a local change to your DGD code, by editing it or with "git pull", you'll need to recompile the files individually.
To compile a concrete (non-library) DGD object, you'll cd into its directory and use the compile command. So to compile skoot/some/path/obj/here.c, you'd type:
cd /some/path/obj
compile here.c
For a library you'll instead need to "upgrade" it, which will recompile all objects that depend on it.
(Note: this is for SkotOS games that use StoryPoints.)
This will allow you to grant story-point-granting permissions to certain staff accounts:
This allows you to list current SP granters:
code "/usr/TextIF/sys/storypoints"->query_accounts() $171 = ({ "alice", "bob" }) You can add people by referencing that return value ($171):
code "/usr/TextIF/sys/storypoints"->set_accounts($171 + ({ "charlie" })) $172 = nil You can similarly remove people:
code "/usr/TextIF/sys/storypoints"->set_accounts($171 - ({ "bob" })) $172 = nil Or you could just bypass all of that and create a totally new list of people:
code "/usr/TextIF/sys/storypoints"->set_accounts(({"charlie", "dan"})) $172 = nil