blender/tests/python/bl_pyapi_idprop_datablock.py
Bastien Montagne ad6cccf058 Refactor duplicate of data-blocks.
Main change from user side, besides that all pointers should now be
properly remapped to new IDs, is that linked objects are no longer
preserved when doing a full copy of scenes.

Will open a task to check whether we actually still want that behavior
(and re-code it in a more correct way then).

This is the main part of work done here, it aims at uniformizing and
sanitizing that 'deep copy' process for supported IDs (currently scenes,
collections and objects).

Note that there will be more follow up commits after that one, but this
should be the most risky and changing one.
2020-06-17 17:06:05 +02:00

334 lines
10 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
import sys
import os
import tempfile
import inspect
from bpy.types import UIList
arr_len = 100
ob_cp_count = 100
lib_path = os.path.join(tempfile.gettempdir(), "lib.blend")
test_path = os.path.join(tempfile.gettempdir(), "test.blend")
def print_fail_msg_and_exit(msg):
def __LINE__():
try:
raise Exception
except:
return sys.exc_info()[2].tb_frame.f_back.f_back.f_back.f_lineno
def __FILE__():
return inspect.currentframe().f_code.co_filename
print("'%s': %d >> %s" % (__FILE__(), __LINE__(), msg), file=sys.stderr)
sys.stderr.flush()
sys.stdout.flush()
os._exit(1)
def abort_if_false(expr, msg=None):
if not expr:
if not msg:
msg = "test failed"
print_fail_msg_and_exit(msg)
class TestClass(bpy.types.PropertyGroup):
test_prop: bpy.props.PointerProperty(type=bpy.types.Object)
name: bpy.props.StringProperty()
def get_scene(lib_name, sce_name):
for s in bpy.data.scenes:
if s.name == sce_name:
if (
(s.library and s.library.name == lib_name) or
(lib_name is None and s.library is None)
):
return s
def check_crash(fnc, args=None):
try:
fnc(args) if args else fnc()
except:
return
print_fail_msg_and_exit("test failed")
def init():
bpy.utils.register_class(TestClass)
bpy.types.Object.prop_array = bpy.props.CollectionProperty(
name="prop_array",
type=TestClass)
bpy.types.Object.prop = bpy.props.PointerProperty(type=bpy.types.Object)
def make_lib():
bpy.ops.wm.read_factory_settings()
# datablock pointer to the Camera object
bpy.data.objects["Cube"].prop = bpy.data.objects['Camera']
# array of datablock pointers to the Light object
for i in range(0, arr_len):
a = bpy.data.objects["Cube"].prop_array.add()
a.test_prop = bpy.data.objects['Light']
a.name = a.test_prop.name
# make unique named copy of the cube
ob = bpy.data.objects["Cube"].copy()
bpy.context.collection.objects.link(ob)
bpy.data.objects["Cube.001"].name = "Unique_Cube"
# duplicating of Cube
for i in range(0, ob_cp_count):
ob = bpy.data.objects["Cube"].copy()
bpy.context.collection.objects.link(ob)
# nodes
bpy.data.scenes["Scene"].use_nodes = True
bpy.data.scenes["Scene"].node_tree.nodes['Render Layers']["prop"] =\
bpy.data.objects['Camera']
# rename scene and save
bpy.data.scenes["Scene"].name = "Scene_lib"
bpy.ops.wm.save_as_mainfile(filepath=lib_path)
def check_lib():
# check pointer
abort_if_false(bpy.data.objects["Cube"].prop == bpy.data.objects['Camera'])
# check array of pointers in duplicated object
for i in range(0, arr_len):
abort_if_false(bpy.data.objects["Cube.001"].prop_array[i].test_prop ==
bpy.data.objects['Light'])
def check_lib_linking():
# open startup file
bpy.ops.wm.read_factory_settings()
# link scene to the startup file
with bpy.data.libraries.load(lib_path, link=True) as (data_from, data_to):
data_to.scenes = ["Scene_lib"]
o = bpy.data.scenes["Scene_lib"].objects['Unique_Cube']
abort_if_false(o.prop_array[0].test_prop == bpy.data.scenes["Scene_lib"].objects['Light'])
abort_if_false(o.prop == bpy.data.scenes["Scene_lib"].objects['Camera'])
abort_if_false(o.prop.library == o.library)
bpy.ops.wm.save_as_mainfile(filepath=test_path)
def check_linked_scene_copying():
# full copy of the scene with datablock props
bpy.ops.wm.open_mainfile(filepath=test_path)
bpy.context.window.scene = bpy.data.scenes["Scene_lib"]
bpy.ops.scene.new(type='FULL_COPY')
# check save/open
bpy.ops.wm.save_as_mainfile(filepath=test_path)
bpy.ops.wm.open_mainfile(filepath=test_path)
intern_sce = get_scene(None, "Scene_lib")
extern_sce = get_scene("lib.blend", "Scene_lib")
# check node's props
# must point to own scene camera
abort_if_false(intern_sce.node_tree.nodes['Render Layers']["prop"] and
not (intern_sce.node_tree.nodes['Render Layers']["prop"] ==
extern_sce.node_tree.nodes['Render Layers']["prop"]))
def check_scene_copying():
# full copy of the scene with datablock props
bpy.ops.wm.open_mainfile(filepath=lib_path)
bpy.context.window.scene = bpy.data.scenes["Scene_lib"]
bpy.ops.scene.new(type='FULL_COPY')
path = test_path + "_"
# check save/open
bpy.ops.wm.save_as_mainfile(filepath=path)
bpy.ops.wm.open_mainfile(filepath=path)
first_sce = get_scene(None, "Scene_lib")
second_sce = get_scene(None, "Scene_lib.001")
# check node's props
# must point to own scene camera
abort_if_false(not (first_sce.node_tree.nodes['Render Layers']["prop"] ==
second_sce.node_tree.nodes['Render Layers']["prop"]))
# count users
def test_users_counting():
bpy.ops.wm.read_factory_settings()
Light_us = bpy.data.objects["Light"].data.users
n = 1000
for i in range(0, n):
bpy.data.objects["Cube"]["a%s" % i] = bpy.data.objects["Light"].data
abort_if_false(bpy.data.objects["Light"].data.users == Light_us + n)
for i in range(0, int(n / 2)):
bpy.data.objects["Cube"]["a%s" % i] = 1
abort_if_false(bpy.data.objects["Light"].data.users == Light_us + int(n / 2))
# linking
def test_linking():
make_lib()
check_lib()
check_lib_linking()
check_linked_scene_copying()
check_scene_copying()
# check restrictions for datablock pointers for some classes; GUI for manual testing
def test_restrictions1():
class TEST_Op(bpy.types.Operator):
bl_idname = 'scene.test_op'
bl_label = 'Test'
bl_options = {"INTERNAL"}
str_prop: bpy.props.StringProperty(name="str_prop")
# disallow registration of datablock properties in operators
# will be checked in the draw method (test manually)
# also, see console:
# ValueError: bpy_struct "SCENE_OT_test_op" doesn't support datablock properties
id_prop: bpy.props.PointerProperty(type=bpy.types.Object)
def execute(self, context):
return {'FINISHED'}
# just panel for testing the poll callback with lots of objects
class TEST_PT_DatablockProp(bpy.types.Panel):
bl_label = "Datablock IDProp"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
def draw(self, context):
self.layout.prop_search(context.scene, "prop", bpy.data, "objects")
self.layout.template_ID(context.scene, "prop1")
self.layout.prop_search(context.scene, "prop2", bpy.data, "node_groups")
op = self.layout.operator("scene.test_op")
op.str_prop = "test string"
def test_fnc(op):
op["ob"] = bpy.data.objects['Unique_Cube']
check_crash(test_fnc, op)
abort_if_false(not hasattr(op, "id_prop"))
bpy.utils.register_class(TEST_PT_DatablockProp)
bpy.utils.register_class(TEST_Op)
def poll(self, value):
return value.name in bpy.data.scenes["Scene_lib"].objects
def poll1(self, value):
return True
bpy.types.Scene.prop = bpy.props.PointerProperty(type=bpy.types.Object)
bpy.types.Scene.prop1 = bpy.props.PointerProperty(type=bpy.types.Object, poll=poll)
bpy.types.Scene.prop2 = bpy.props.PointerProperty(type=bpy.types.NodeTree, poll=poll1)
# check poll effect on UI (poll returns false => red alert)
bpy.context.scene.prop = bpy.data.objects["Light.001"]
bpy.context.scene.prop1 = bpy.data.objects["Light.001"]
# check incorrect type assignment
def sub_test():
# NodeTree id_prop
bpy.context.scene.prop2 = bpy.data.objects["Light.001"]
check_crash(sub_test)
bpy.context.scene.prop2 = bpy.data.node_groups.new("Shader", "ShaderNodeTree")
print("Please, test GUI performance manually on the Render tab, '%s' panel" %
TEST_PT_DatablockProp.bl_label, file=sys.stderr)
sys.stderr.flush()
# check some possible regressions
def test_regressions():
bpy.types.Object.prop_str = bpy.props.StringProperty(name="str")
bpy.data.objects["Unique_Cube"].prop_str = "test"
bpy.types.Object.prop_gr = bpy.props.PointerProperty(
name="prop_gr",
type=TestClass,
description="test")
bpy.data.objects["Unique_Cube"].prop_gr = None
# test restrictions for datablock pointers
def test_restrictions2():
class TestClassCollection(bpy.types.PropertyGroup):
prop: bpy.props.CollectionProperty(
name="prop_array",
type=TestClass)
bpy.utils.register_class(TestClassCollection)
class TestPrefs(bpy.types.AddonPreferences):
bl_idname = "testprefs"
# expecting crash during registering
my_prop2: bpy.props.PointerProperty(type=TestClass)
prop: bpy.props.PointerProperty(
name="prop",
type=TestClassCollection,
description="test")
bpy.types.Addon.a = bpy.props.PointerProperty(type=bpy.types.Object)
class TestUIList(UIList):
test: bpy.props.PointerProperty(type=bpy.types.Object)
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.prop(item, "name", text="", emboss=False, icon_value=icon)
check_crash(bpy.utils.register_class, TestPrefs)
check_crash(bpy.utils.register_class, TestUIList)
bpy.utils.unregister_class(TestClassCollection)
def main():
init()
test_users_counting()
test_linking()
test_restrictions1()
check_crash(test_regressions)
test_restrictions2()
if __name__ == "__main__":
main()