blender/source/gameengine/GameLogic/SCA_PythonController.cpp
Benoit Bolsee bc8f002a4c BGE state system improvement: the sensor with Level option enabled will trigger the controller of a newly activated state, even if the sensor is already connected to an active state; new isTriggered() python function to determine which sensor triggered the current controller.
Previously, this behaviour was available only for sensors
that were not connected to any active state, which was
forcing the game designer to duplicate sensors in some 
cases.
For example the Always sensors used to initialize the 
states needed to be duplicated for each state. With this
patch, a single Always sensor with Level option enabled
will suffice to initialize all the states. 
A Python controller can determine which sensor did trigger
with the new SCA_ISensor::isTriggered() function.

Notes:
- When a sensor with level option enabled is connected
  to multiple controllers, only those of newly activated
  states will be triggered. The controllers of already
  activated states will receive no trigger, unless the 
  sensor internal state toggled, in which case all the
  controllers are triggered as always.
- The old isPositive() function returns the internal
  state of the sensor, positive or negative; the new 
  isTriggered() function returns 1 only for sensors
  that generated an event in the current frame.
2008-08-23 11:54:27 +00:00

432 lines
11 KiB
C++

/**
* Execute Python scripts
*
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "SCA_PythonController.h"
#include "SCA_LogicManager.h"
#include "SCA_ISensor.h"
#include "SCA_IActuator.h"
#include "compile.h"
#include "eval.h"
#include <algorithm>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
// initialize static member variables
SCA_PythonController* SCA_PythonController::m_sCurrentController = NULL;
SCA_PythonController::SCA_PythonController(SCA_IObject* gameobj,
PyTypeObject* T)
: SCA_IController(gameobj, T),
m_bytecode(NULL),
m_bModified(true),
m_pythondictionary(NULL)
{
}
/*
//debugging
CValue* SCA_PythonController::AddRef()
{
//printf("AddRef refcount = %i\n",GetRefCount());
return CValue::AddRef();
}
int SCA_PythonController::Release()
{
//printf("Release refcount = %i\n",GetRefCount());
return CValue::Release();
}
*/
SCA_PythonController::~SCA_PythonController()
{
if (m_bytecode)
{
//
//printf("released python byte script\n");
Py_DECREF(m_bytecode);
}
if (m_pythondictionary)
{
// break any circular references in the dictionary
PyDict_Clear(m_pythondictionary);
Py_DECREF(m_pythondictionary);
}
}
CValue* SCA_PythonController::GetReplica()
{
SCA_PythonController* replica = new SCA_PythonController(*this);
// Copy the compiled bytecode if possible.
Py_XINCREF(replica->m_bytecode);
replica->m_bModified = replica->m_bytecode == NULL;
// The replica->m_pythondictionary is stolen - replace with a copy.
if (m_pythondictionary)
replica->m_pythondictionary = PyDict_Copy(m_pythondictionary);
/*
// The other option is to incref the replica->m_pythondictionary -
// the replica objects can then share data.
if (m_pythondictionary)
Py_INCREF(replica->m_pythondictionary);
*/
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
}
void SCA_PythonController::SetScriptText(const STR_String& text)
{
m_scriptText = text;
m_bModified = true;
}
void SCA_PythonController::SetScriptName(const STR_String& name)
{
m_scriptName = name;
}
void SCA_PythonController::SetDictionary(PyObject* pythondictionary)
{
if (m_pythondictionary)
{
PyDict_Clear(m_pythondictionary);
Py_DECREF(m_pythondictionary);
}
m_pythondictionary = PyDict_Copy(pythondictionary); /* new reference */
}
int SCA_PythonController::IsTriggered(class SCA_ISensor* sensor)
{
if (std::find(m_triggeredSensors.begin(), m_triggeredSensors.end(), sensor) !=
m_triggeredSensors.end())
return 1;
return 0;
}
#if 0
static char* sPyGetCurrentController__doc__;
#endif
PyObject* SCA_PythonController::sPyGetCurrentController(PyObject* self)
{
m_sCurrentController->AddRef();
return m_sCurrentController;
}
#if 0
static char* sPyAddActiveActuator__doc__;
#endif
PyObject* SCA_PythonController::sPyAddActiveActuator(
PyObject* self,
PyObject* args)
{
PyObject* ob1;
int activate;
if (!PyArg_ParseTuple(args, "Oi", &ob1,&activate))
return NULL;
// for safety, todo: only allow for registered actuators (pointertable)
// we don't want to crash gameengine/blender by python scripts
std::vector<SCA_IActuator*> lacts = m_sCurrentController->GetLinkedActuators();
std::vector<SCA_IActuator*>::iterator it;
bool found = false;
CValue* act = (CValue*)ob1;
for(it = lacts.begin(); it!= lacts.end(); it++) {
if( static_cast<SCA_IActuator*>(act) == (*it) ) {
found=true;
break;
}
}
if(found){
CValue* boolval = new CBoolValue(activate!=0);
m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)act,boolval);
boolval->Release();
}
Py_RETURN_NONE;
}
char* SCA_PythonController::sPyGetCurrentController__doc__ = "getCurrentController()";
char* SCA_PythonController::sPyAddActiveActuator__doc__= "addActiveActuator(actuator,bool)";
char SCA_PythonController::GetActuators_doc[] = "getActuator";
PyTypeObject SCA_PythonController::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"SCA_PythonController",
sizeof(SCA_PythonController),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject SCA_PythonController::Parents[] = {
&SCA_PythonController::Type,
&SCA_IController::Type,
&CValue::Type,
NULL
};
PyMethodDef SCA_PythonController::Methods[] = {
{"getActuators", (PyCFunction) SCA_PythonController::sPyGetActuators, METH_NOARGS, SCA_PythonController::GetActuators_doc},
{"getActuator", (PyCFunction) SCA_PythonController::sPyGetActuator, METH_O, SCA_PythonController::GetActuator_doc},
{"getSensors", (PyCFunction) SCA_PythonController::sPyGetSensors, METH_NOARGS, SCA_PythonController::GetSensors_doc},
{"getSensor", (PyCFunction) SCA_PythonController::sPyGetSensor, METH_O, SCA_PythonController::GetSensor_doc},
{"getScript", (PyCFunction) SCA_PythonController::sPyGetScript, METH_NOARGS},
{"setScript", (PyCFunction) SCA_PythonController::sPySetScript, METH_O},
{"getState", (PyCFunction) SCA_PythonController::sPyGetState, METH_NOARGS},
{NULL,NULL} //Sentinel
};
void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
{
m_sCurrentController = this;
m_sCurrentLogicManager = logicmgr;
if (m_bModified)
{
// if a script already exists, decref it before replace the pointer to a new script
if (m_bytecode)
{
Py_DECREF(m_bytecode);
m_bytecode=NULL;
}
// recompile the scripttext into bytecode
m_bytecode = Py_CompileString(m_scriptText.Ptr(), m_scriptName.Ptr(), Py_file_input);
if (!m_bytecode)
{
// didn't compile, so instead of compile, complain
// something is wrong, tell the user what went wrong
printf("Python compile error from controller \"%s\": \n", GetName().Ptr());
//PyRun_SimpleString(m_scriptText.Ptr());
PyErr_Print();
return;
}
m_bModified=false;
}
/*
* This part here with excdict is a temporary patch
* to avoid python/gameengine crashes when python
* inadvertently holds references to game objects
* in global variables.
*
* The idea is always make a fresh dictionary, and
* destroy it right after it is used to make sure
* python won't hold any gameobject references.
*
* Note that the PyDict_Clear _is_ necessary before
* the Py_DECREF() because it is possible for the
* variables inside the dictionary to hold references
* to the dictionary (ie. generate a cycle), so we
* break it by hand, then DECREF (which in this case
* should always ensure excdict is cleared).
*/
PyObject *excdict= PyDict_Copy(m_pythondictionary);
PyObject* resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
excdict, excdict);
if (resultobj)
{
Py_DECREF(resultobj);
}
else
{
// something is wrong, tell the user what went wrong
printf("Python script error from controller \"%s\": \n", GetName().Ptr());
PyErr_Print();
//PyRun_SimpleString(m_scriptText.Ptr());
}
// clear after PyErrPrint - seems it can be using
// something in this dictionary and crash?
PyDict_Clear(excdict);
Py_DECREF(excdict);
m_triggeredSensors.erase(m_triggeredSensors.begin(), m_triggeredSensors.end());
m_sCurrentController = NULL;
}
PyObject* SCA_PythonController::_getattr(const STR_String& attr)
{
_getattr_up(SCA_IController);
}
PyObject* SCA_PythonController::PyGetActuators(PyObject* self)
{
PyObject* resultlist = PyList_New(m_linkedactuators.size());
for (unsigned int index=0;index<m_linkedactuators.size();index++)
{
PyList_SET_ITEM(resultlist,index,m_linkedactuators[index]->AddRef());
}
return resultlist;
}
char SCA_PythonController::GetSensor_doc[] =
"GetSensor (char sensorname) return linked sensor that is named [sensorname]\n";
PyObject*
SCA_PythonController::PyGetSensor(PyObject* self, PyObject* value)
{
char *scriptArg = PyString_AsString(value);
if (scriptArg==NULL) {
PyErr_SetString(PyExc_TypeError, "expected a string (sensor name)");
return NULL;
}
for (unsigned int index=0;index<m_linkedsensors.size();index++)
{
SCA_ISensor* sensor = m_linkedsensors[index];
STR_String realname = sensor->GetName();
if (realname == scriptArg)
{
return sensor->AddRef();
}
}
char emsg[96];
PyOS_snprintf( emsg, sizeof( emsg ), "Unable to find requested sensor \"%s\"", scriptArg );
PyErr_SetString(PyExc_AttributeError, emsg);
return NULL;
}
char SCA_PythonController::GetActuator_doc[] =
"GetActuator (char sensorname) return linked actuator that is named [actuatorname]\n";
PyObject*
SCA_PythonController::PyGetActuator(PyObject* self, PyObject* value)
{
char *scriptArg = PyString_AsString(value);
if (scriptArg==NULL) {
PyErr_SetString(PyExc_TypeError, "expected a string (actuator name)");
return NULL;
}
for (unsigned int index=0;index<m_linkedactuators.size();index++)
{
SCA_IActuator* actua = m_linkedactuators[index];
STR_String realname = actua->GetName();
if (realname == scriptArg)
{
return actua->AddRef();
}
}
char emsg[96];
PyOS_snprintf( emsg, sizeof( emsg ), "Unable to find requested actuator \"%s\"", scriptArg );
PyErr_SetString(PyExc_AttributeError, emsg);
return NULL;
}
char SCA_PythonController::GetSensors_doc[] = "getSensors returns a list of all attached sensors";
PyObject*
SCA_PythonController::PyGetSensors(PyObject* self)
{
PyObject* resultlist = PyList_New(m_linkedsensors.size());
for (unsigned int index=0;index<m_linkedsensors.size();index++)
{
PyList_SET_ITEM(resultlist,index,m_linkedsensors[index]->AddRef());
}
return resultlist;
}
/* 1. getScript */
PyObject* SCA_PythonController::PyGetScript(PyObject* self)
{
return PyString_FromString(m_scriptText);
}
/* 2. setScript */
PyObject* SCA_PythonController::PySetScript(PyObject* self, PyObject* value)
{
char *scriptArg = PyString_AsString(value);
if (scriptArg==NULL) {
PyErr_SetString(PyExc_TypeError, "expected a string (script name)");
return NULL;
}
/* set scripttext sets m_bModified to true,
so next time the script is needed, a reparse into byte code is done */
this->SetScriptText(scriptArg);
Py_RETURN_NONE;
}
/* 1. getScript */
PyObject* SCA_PythonController::PyGetState(PyObject* self)
{
return PyInt_FromLong(m_statemask);
}
/* eof */