fix [#26951] blenderplayer and runtimes will not load

blenderplayer wasn't finding bundled python, eg: ./2.57/python/lib
This commit is contained in:
Campbell Barton 2011-04-18 08:27:50 +00:00
parent 75e1104d92
commit 0814cdf54e
4 changed files with 52 additions and 47 deletions

@ -30,6 +30,8 @@
#include "py_capi_utils.h"
#include "BKE_font.h" /* only for utf8towchar, should replace with py funcs but too late in release now */
#define PYC_INTERPRETER_ACTIVE (((PyThreadState*)_Py_atomic_load_relaxed(&_PyThreadState_Current)) != NULL)
/* for debugging */
@ -284,6 +286,48 @@ void PyC_MainModule_Restore(PyObject *main_mod)
Py_XDECREF(main_mod);
}
/* must be called before Py_Initialize, expects output of BLI_get_folder(BLENDER_PYTHON, NULL) */
void PyC_SetHomePath(const char *py_path_bundle)
{
if(py_path_bundle==NULL) {
/* Common enough to have bundled *nix python but complain on OSX/Win */
#if defined(__APPLE__) || defined(_WIN32)
fprintf(stderr, "Warning! bundled python not found and is expected on this platform. (if you built with CMake: 'install' target may have not been built)\n");
#endif
return;
}
/* set the environment path */
printf("found bundled python: %s\n", py_path_bundle);
#ifdef __APPLE__
/* OSX allow file/directory names to contain : character (represented as / in the Finder)
but current Python lib (release 3.1.1) doesn't handle these correctly */
if(strchr(py_path_bundle, ':'))
printf("Warning : Blender application is located in a path containing : or / chars\
\nThis may make python import function fail\n");
#endif
#ifdef _WIN32
/* cmake/MSVC debug build crashes without this, why only
in this case is unknown.. */
{
BLI_setenv("PYTHONPATH", py_path_bundle);
}
#endif
{
static wchar_t py_path_bundle_wchar[1024];
/* cant use this, on linux gives bug: #23018, TODO: try LANG="en_US.UTF-8" /usr/bin/blender, suggested 22008 */
/* mbstowcs(py_path_bundle_wchar, py_path_bundle, FILE_MAXDIR); */
utf8towchar(py_path_bundle_wchar, py_path_bundle);
Py_SetPythonHome(py_path_bundle_wchar);
// printf("found python (wchar_t) '%ls'\n", py_path_bundle_wchar);
}
}
/* Would be nice if python had this built in */
void PyC_RunQuicky(const char *filepath, int n, ...)
{

@ -48,4 +48,6 @@ void PyC_RunQuicky(const char *filepath, int n, ...);
void PyC_MainModule_Backup(PyObject **main_mod);
void PyC_MainModule_Restore(PyObject *main_mod);
void PyC_SetHomePath(const char *py_path_bundle);
#endif // PY_CAPI_UTILS_H

@ -164,52 +164,6 @@ void BPY_modules_update(bContext *C)
bpy_context_module->ptr.data= (void *)C;
}
/* must be called before Py_Initialize */
#ifndef WITH_PYTHON_MODULE
static void bpy_python_start_path(void)
{
char *py_path_bundle= BLI_get_folder(BLENDER_PYTHON, NULL);
if(py_path_bundle==NULL) {
/* Common enough to have bundled *nix python but complain on OSX/Win */
#if defined(__APPLE__) || defined(_WIN32)
fprintf(stderr, "Warning! bundled python not found and is expected on this platform. (if you built with CMake: 'install' target may have not been built)\n");
#endif
return;
}
/* set the environment path */
printf("found bundled python: %s\n", py_path_bundle);
#ifdef __APPLE__
/* OSX allow file/directory names to contain : character (represented as / in the Finder)
but current Python lib (release 3.1.1) doesn't handle these correctly */
if(strchr(py_path_bundle, ':'))
printf("Warning : Blender application is located in a path containing : or / chars\
\nThis may make python import function fail\n");
#endif
#ifdef _WIN32
/* cmake/MSVC debug build crashes without this, why only
in this case is unknown.. */
{
BLI_setenv("PYTHONPATH", py_path_bundle);
}
#endif
{
static wchar_t py_path_bundle_wchar[FILE_MAX];
/* cant use this, on linux gives bug: #23018, TODO: try LANG="en_US.UTF-8" /usr/bin/blender, suggested 22008 */
/* mbstowcs(py_path_bundle_wchar, py_path_bundle, FILE_MAXDIR); */
utf8towchar(py_path_bundle_wchar, py_path_bundle);
Py_SetPythonHome(py_path_bundle_wchar);
// printf("found python (wchar_t) '%ls'\n", py_path_bundle_wchar);
}
}
#endif
void BPY_context_set(bContext *C)
{
BPy_SetContext(C);
@ -242,7 +196,8 @@ void BPY_python_start(int argc, const char **argv)
/* must run before python initializes */
PyImport_ExtendInittab(bpy_internal_modules);
bpy_python_start_path(); /* allow to use our own included python */
/* allow to use our own included python */
PyC_SetHomePath(BLI_get_folder(BLENDER_PYTHON, NULL));
/* Python 3.2 now looks for '2.57/python/include/python3.2d/pyconfig.h' to parse
* from the 'sysconfig' module which is used by 'site', so for now disable site.

@ -1758,6 +1758,7 @@ static struct _inittab bge_internal_modules[]= {
/**
* Python is not initialised.
* see bpy_interface.c's BPY_python_start() which shares the same functionality in blender.
*/
PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecurityLevel level, Main *maggie, int argc, char** argv)
{
@ -1779,6 +1780,9 @@ PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecur
/* must run before python initializes */
PyImport_ExtendInittab(bge_internal_modules);
/* find local python installation */
PyC_SetHomePath(BLI_get_folder(BLENDER_PYTHON, NULL));
Py_Initialize();
if(argv && first_time) { /* browser plugins dont currently set this */