forked from bartvdbraak/blender
Recreating bge python modules instead of using existing
All of the initXPythonBinding functions are changed to always creating the module instead of importing if previously existing. I can instead only remove the module return when the import is ok, so that it always inits. But then, I don't see the point in importing. I make sure that these functions are called only once per run, inside initBGE. This was not the case with GameTypes. I moved initPyTypes inside of initGameTypesPythonBinding due to that. I reorganized initGamePlayerPythonScripting and initGamePythonScripting so that they run things in the same order. initGamePlayerPythonScripting imports mathutils and aud, the other only aud. Shouldn't it be the same for both? Reviewers: campbellbarton Subscribers: sybren Projects: #game_engine, #game_python Differential Revision: https://developer.blender.org/D1070
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@ -753,19 +753,8 @@ PyMODINIT_FUNC initConstraintPythonBinding()
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PyObject *d;
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PyObject *item;
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/* Use existing module where possible
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* be careful not to init any runtime vars after this */
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m = PyImport_ImportModule( "PhysicsConstraints" );
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if (m) {
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Py_DECREF(m);
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return m;
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}
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else {
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PyErr_Clear();
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m = PyModule_Create(&PhysicsConstraints_module_def);
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PyDict_SetItemString(PySys_GetObject("modules"), PhysicsConstraints_module_def.m_name, m);
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}
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// Add some symbolic constants to the module
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d = PyModule_GetDict(m);
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@ -1578,19 +1578,9 @@ PyMODINIT_FUNC initGameLogicPythonBinding()
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PyObjectPlus::ClearDeprecationWarning(); /* Not that nice to call here but makes sure warnings are reset between loading scenes */
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/* Use existing module where possible
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* be careful not to init any runtime vars after this */
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m = PyImport_ImportModule( "GameLogic" );
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if (m) {
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Py_DECREF(m);
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return m;
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}
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else {
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PyErr_Clear();
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// Create the module and add the functions
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m = PyModule_Create(&GameLogic_module_def);
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PyDict_SetItemString(PySys_GetObject("modules"), GameLogic_module_def.m_name, m);
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}
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// Add some symbolic constants to the module
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d = PyModule_GetDict(m);
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@ -2116,7 +2106,6 @@ PyMODINIT_FUNC initBGE(void)
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PyDict_SetItemString(sys_modules, PyModule_GetName(submodule), submodule);
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Py_INCREF(submodule);
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/* GameTypes is initted *after* in initPyTypes() */
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PyModule_AddObject(mod, "types", (submodule = initGameTypesPythonBinding()));
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PyDict_SetItemString(sys_modules, PyModule_GetName(submodule), submodule);
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Py_INCREF(submodule);
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@ -2196,8 +2185,6 @@ PyObject *initGamePlayerPythonScripting(Main *maggie, int argc, char** argv)
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initPySysObjects(maggie);
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PyDict_SetItemString(PyImport_GetModuleDict(), "bge", initBGE());
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/* mathutils types are used by the BGE even if we don't import them */
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{
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PyObject *mod = PyImport_ImportModuleLevel("mathutils", NULL, NULL, NULL, 0);
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@ -2212,7 +2199,7 @@ PyObject *initGamePlayerPythonScripting(Main *maggie, int argc, char** argv)
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}
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#endif
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initPyTypes();
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PyDict_SetItemString(PyImport_GetModuleDict(), "bge", initBGE());
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first_time = false;
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@ -2254,7 +2241,9 @@ PyObject *initGamePythonScripting(Main *maggie)
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{
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/* no need to Py_SetProgramName, it was already taken care of in BPY_python_start */
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PyDict_SetItemString(PyImport_GetModuleDict(), "bge", initBGE());
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bpy_import_main_set(maggie);
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initPySysObjects(maggie);
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#ifdef WITH_AUDASPACE
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/* accessing a SoundActuator's sound results in a crash if aud is not initialized... */
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@ -2264,11 +2253,7 @@ PyObject *initGamePythonScripting(Main *maggie)
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}
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#endif
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initPyTypes();
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bpy_import_main_set(maggie);
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initPySysObjects(maggie);
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PyDict_SetItemString(PyImport_GetModuleDict(), "bge", initBGE());
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PyObjectPlus::NullDeprecationWarning();
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@ -2342,20 +2327,9 @@ PyMODINIT_FUNC initRasterizerPythonBinding()
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PyObject *m;
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PyObject *d;
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/* Use existing module where possible
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* be careful not to init any runtime vars after this */
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m = PyImport_ImportModule( "Rasterizer" );
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if (m) {
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Py_DECREF(m);
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return m;
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}
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else {
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PyErr_Clear();
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// Create the module and add the functions
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m = PyModule_Create(&Rasterizer_module_def);
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PyDict_SetItemString(PySys_GetObject("modules"), Rasterizer_module_def.m_name, m);
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}
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// Add some symbolic constants to the module
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d = PyModule_GetDict(m);
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@ -2478,19 +2452,8 @@ PyMODINIT_FUNC initGameKeysPythonBinding()
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PyObject *m;
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PyObject *d;
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/* Use existing module where possible */
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m = PyImport_ImportModule( "GameKeys" );
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if (m) {
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Py_DECREF(m);
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return m;
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}
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else {
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PyErr_Clear();
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// Create the module and add the functions
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m = PyModule_Create(&GameKeys_module_def);
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PyDict_SetItemString(PySys_GetObject("modules"), GameKeys_module_def.m_name, m);
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}
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// Add some symbolic constants to the module
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d = PyModule_GetDict(m);
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@ -163,22 +163,33 @@ static void PyType_Ready_ADD(PyObject *dict, PyTypeObject *tp, PyAttributeDef *a
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#define PyType_Ready_Attr(d, n, i) PyType_Ready_ADD(d, &n::Type, n::Attributes, NULL, i)
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#define PyType_Ready_AttrPtr(d, n, i) PyType_Ready_ADD(d, &n::Type, n::Attributes, n::AttributesPtr, i)
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void initPyTypes(void)
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PyDoc_STRVAR(GameTypes_module_documentation,
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"This module provides access to the game engine data types."
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);
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static struct PyModuleDef GameTypes_module_def = {
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PyModuleDef_HEAD_INIT,
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"GameTypes", /* m_name */
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GameTypes_module_documentation, /* m_doc */
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0, /* m_size */
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NULL, /* m_methods */
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NULL, /* m_reload */
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NULL, /* m_traverse */
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NULL, /* m_clear */
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NULL, /* m_free */
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};
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PyMODINIT_FUNC initGameTypesPythonBinding(void)
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{
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PyObject *m;
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PyObject *dict;
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/*
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* initPyObjectPlusType(BL_ActionActuator::Parents);
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* .....
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*/
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/* Use existing module where possible */
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PyObject *mod = initGameTypesPythonBinding();
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/* For now just do PyType_Ready */
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PyObject *dict = PyModule_GetDict(mod);
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PyDict_SetItemString(PySys_GetObject("modules"), "GameTypes", mod);
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Py_DECREF(mod);
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m = PyModule_Create(&GameTypes_module_def);
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PyDict_SetItemString(PySys_GetObject("modules"), GameTypes_module_def.m_name, m);
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dict = PyModule_GetDict(m);
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for (int init_getset= 1; init_getset > -1; init_getset--) { /* run twice, once to init the getsets another to run PyType_Ready */
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PyType_Ready_Attr(dict, BL_ActionActuator, init_getset);
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@ -269,42 +280,6 @@ void initPyTypes(void)
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KX_GameObject_Mathutils_Callback_Init();
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KX_ObjectActuator_Mathutils_Callback_Init();
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#endif
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}
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PyDoc_STRVAR(GameTypes_module_documentation,
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"This module provides access to the game engine data types."
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);
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static struct PyModuleDef GameTypes_module_def = {
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PyModuleDef_HEAD_INIT,
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"GameTypes", /* m_name */
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GameTypes_module_documentation, /* m_doc */
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0, /* m_size */
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NULL, /* m_methods */
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NULL, /* m_reload */
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NULL, /* m_traverse */
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NULL, /* m_clear */
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NULL, /* m_free */
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};
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PyMODINIT_FUNC initGameTypesPythonBinding(void)
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{
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PyObject *m;
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/* Use existing module where possible */
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m = PyImport_ImportModule( "GameTypes" );
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if (m) {
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Py_DECREF(m);
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return m;
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}
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else {
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PyErr_Clear();
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// Create the module and add the functions
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m = PyModule_Create(&GameTypes_module_def);
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PyDict_SetItemString(PySys_GetObject("modules"), GameTypes_module_def.m_name, m);
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}
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return m;
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}
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@ -34,7 +34,6 @@
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#ifdef WITH_PYTHON
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#include <Python.h>
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void initPyTypes(void);
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PyMODINIT_FUNC initGameTypesPythonBinding(void);
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#endif
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@ -191,19 +191,8 @@ PyMODINIT_FUNC initVideoTexturePythonBinding(void)
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if (PyType_Ready(&TextureType) < 0)
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return NULL;
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/* Use existing module where possible
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* be careful not to init any runtime vars after this */
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m = PyImport_ImportModule( "VideoTexture" );
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if (m) {
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Py_DECREF(m);
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return m;
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}
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else {
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PyErr_Clear();
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m = PyModule_Create(&VideoTexture_module_def);
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PyDict_SetItemString(PySys_GetObject("modules"), VideoTexture_module_def.m_name, m);
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}
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if (m == NULL)
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return NULL;
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