forked from bartvdbraak/blender
4c17f8e5de
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
526 lines
14 KiB
C++
526 lines
14 KiB
C++
/*
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* Execute Python scripts
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*
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/GameLogic/SCA_PythonController.cpp
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* \ingroup gamelogic
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*/
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#include <stddef.h>
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#include "SCA_PythonController.h"
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#include "SCA_LogicManager.h"
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#include "SCA_ISensor.h"
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#include "SCA_IActuator.h"
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#include "PyObjectPlus.h"
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#ifdef WITH_PYTHON
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#include "compile.h"
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#include "eval.h"
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#endif // WITH_PYTHON
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#include <algorithm>
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// initialize static member variables
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SCA_PythonController* SCA_PythonController::m_sCurrentController = NULL;
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SCA_PythonController::SCA_PythonController(SCA_IObject* gameobj, int mode)
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: SCA_IController(gameobj),
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#ifdef WITH_PYTHON
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m_bytecode(NULL),
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m_function(NULL),
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#endif
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m_function_argc(0),
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m_bModified(true),
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m_debug(false),
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m_mode(mode)
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#ifdef WITH_PYTHON
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, m_pythondictionary(NULL)
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#endif
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{
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}
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/*
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//debugging
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CValue* SCA_PythonController::AddRef()
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{
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//printf("AddRef refcount = %i\n",GetRefCount());
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return CValue::AddRef();
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}
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int SCA_PythonController::Release()
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{
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//printf("Release refcount = %i\n",GetRefCount());
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return CValue::Release();
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}
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*/
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SCA_PythonController::~SCA_PythonController()
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{
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#ifdef WITH_PYTHON
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//printf("released python byte script\n");
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Py_XDECREF(m_bytecode);
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Py_XDECREF(m_function);
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if (m_pythondictionary) {
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// break any circular references in the dictionary
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PyDict_Clear(m_pythondictionary);
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Py_DECREF(m_pythondictionary);
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}
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#endif
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}
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CValue* SCA_PythonController::GetReplica()
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{
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SCA_PythonController* replica = new SCA_PythonController(*this);
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#ifdef WITH_PYTHON
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/* why is this needed at all??? - m_bytecode is NULL'd below so this doesnt make sense
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* but removing it crashes blender (with YoFrankie). so leave in for now - Campbell */
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Py_XINCREF(replica->m_bytecode);
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Py_XINCREF(replica->m_function); // this is ok since its not set to NULL
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replica->m_bModified = replica->m_bytecode == NULL;
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// The replica->m_pythondictionary is stolen - replace with a copy.
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if (m_pythondictionary)
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replica->m_pythondictionary = PyDict_Copy(m_pythondictionary);
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/*
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// The other option is to incref the replica->m_pythondictionary -
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// the replica objects can then share data.
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if (m_pythondictionary)
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Py_INCREF(replica->m_pythondictionary);
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*/
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#endif
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// this will copy properties and so on...
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replica->ProcessReplica();
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return replica;
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}
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void SCA_PythonController::SetScriptText(const STR_String& text)
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{
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m_scriptText = text;
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m_bModified = true;
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}
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void SCA_PythonController::SetScriptName(const STR_String& name)
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{
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m_scriptName = name;
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}
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#ifdef WITH_PYTHON
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void SCA_PythonController::SetNamespace(PyObject* pythondictionary)
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{
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if (m_pythondictionary)
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{
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PyDict_Clear(m_pythondictionary);
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Py_DECREF(m_pythondictionary);
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}
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m_pythondictionary = PyDict_Copy(pythondictionary); /* new reference */
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/* Without __file__ set the sys.argv[0] is used for the filename
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* which ends up with lines from the blender binary being printed in the console */
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PyDict_SetItemString(m_pythondictionary, "__file__", PyUnicode_From_STR_String(m_scriptName));
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}
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#endif
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int SCA_PythonController::IsTriggered(class SCA_ISensor* sensor)
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{
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if (std::find(m_triggeredSensors.begin(), m_triggeredSensors.end(), sensor) !=
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m_triggeredSensors.end())
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return 1;
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return 0;
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}
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#ifdef WITH_PYTHON
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/* warning, self is not the SCA_PythonController, its a PyObjectPlus_Proxy */
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PyObject* SCA_PythonController::sPyGetCurrentController(PyObject *self)
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{
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if(m_sCurrentController==NULL)
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{
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PyErr_SetString(PyExc_SystemError, "bge.logic.getCurrentController(), this function is being run outside the python controllers context, or blenders internal state is corrupt.");
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return NULL;
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}
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return m_sCurrentController->GetProxy();
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}
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SCA_IActuator* SCA_PythonController::LinkedActuatorFromPy(PyObject *value)
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{
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// for safety, todo: only allow for registered actuators (pointertable)
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// we don't want to crash gameengine/blender by python scripts
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std::vector<SCA_IActuator*> lacts = m_sCurrentController->GetLinkedActuators();
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std::vector<SCA_IActuator*>::iterator it;
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if (PyUnicode_Check(value)) {
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/* get the actuator from the name */
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const char *name= _PyUnicode_AsString(value);
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for(it = lacts.begin(); it!= lacts.end(); ++it) {
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if( name == (*it)->GetName() ) {
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return *it;
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}
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}
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}
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else if (PyObject_TypeCheck(value, &SCA_IActuator::Type)) {
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PyObjectPlus *value_plus= BGE_PROXY_REF(value);
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for(it = lacts.begin(); it!= lacts.end(); ++it) {
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if( static_cast<SCA_IActuator*>(value_plus) == (*it) ) {
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return *it;
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}
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}
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}
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/* set the exception */
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PyErr_Format(PyExc_ValueError,
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"%R not in this python controllers actuator list", value);
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return NULL;
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}
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const char* SCA_PythonController::sPyGetCurrentController__doc__ = "getCurrentController()";
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PyTypeObject SCA_PythonController::Type = {
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PyVarObject_HEAD_INIT(NULL, 0)
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"SCA_PythonController",
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sizeof(PyObjectPlus_Proxy),
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0,
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py_base_dealloc,
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0,
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0,
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0,
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0,
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py_base_repr,
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0,0,0,0,0,0,0,0,0,
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
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0,0,0,0,0,0,0,
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Methods,
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0,
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0,
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&SCA_IController::Type,
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0,0,0,0,0,0,
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py_base_new
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};
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PyMethodDef SCA_PythonController::Methods[] = {
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{"activate", (PyCFunction) SCA_PythonController::sPyActivate, METH_O},
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{"deactivate", (PyCFunction) SCA_PythonController::sPyDeActivate, METH_O},
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef SCA_PythonController::Attributes[] = {
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KX_PYATTRIBUTE_RW_FUNCTION("script", SCA_PythonController, pyattr_get_script, pyattr_set_script),
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KX_PYATTRIBUTE_INT_RO("mode", SCA_PythonController, m_mode),
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{ NULL } //Sentinel
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};
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void SCA_PythonController::ErrorPrint(const char *error_msg)
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{
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printf("%s - object '%s', controller '%s':\n", error_msg, GetParent()->GetName().Ptr(), GetName().Ptr());
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PyErr_Print();
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/* Added in 2.48a, the last_traceback can reference Objects for example, increasing
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* their user count. Not to mention holding references to wrapped data.
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* This is especially bad when the PyObject for the wrapped data is free'd, after blender
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* has already dealocated the pointer */
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PySys_SetObject( (char *)"last_traceback", NULL);
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PyErr_Clear(); /* just to be sure */
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}
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bool SCA_PythonController::Compile()
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{
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//printf("py script modified '%s'\n", m_scriptName.Ptr());
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m_bModified= false;
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// if a script already exists, decref it before replace the pointer to a new script
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if (m_bytecode) {
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Py_DECREF(m_bytecode);
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m_bytecode=NULL;
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}
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// recompile the scripttext into bytecode
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m_bytecode = Py_CompileString(m_scriptText.Ptr(), m_scriptName.Ptr(), Py_file_input);
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if (m_bytecode) {
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return true;
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} else {
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ErrorPrint("Python error compiling script");
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return false;
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}
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}
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bool SCA_PythonController::Import()
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{
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//printf("py module modified '%s'\n", m_scriptName.Ptr());
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m_bModified= false;
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/* incase we re-import */
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Py_XDECREF(m_function);
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m_function= NULL;
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STR_String mod_path_str= m_scriptText; /* just for storage, use C style string access */
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char *mod_path= mod_path_str.Ptr();
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char *function_string;
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function_string= strrchr(mod_path, '.');
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if(function_string == NULL) {
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printf("Python module name formatting error in object '%s', controller '%s':\n\texpected 'SomeModule.Func', got '%s'\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr());
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return false;
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}
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*function_string= '\0';
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function_string++;
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// Import the module and print an error if it's not found
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PyObject *mod = PyImport_ImportModule(mod_path);
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if (mod == NULL) {
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ErrorPrint("Python module can't be imported");
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return false;
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}
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if(m_debug)
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mod = PyImport_ReloadModule(mod);
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if (mod == NULL) {
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ErrorPrint("Python module can't be reloaded");
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return false;
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}
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// Get the function object
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m_function = PyObject_GetAttrString(mod, function_string);
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// DECREF the module as we don't need it anymore
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Py_DECREF(mod);
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if(m_function==NULL) {
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if(PyErr_Occurred())
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ErrorPrint("Python controller found the module but could not access the function");
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else
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printf("Python module error in object '%s', controller '%s':\n '%s' module found but function missing\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr());
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return false;
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}
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if(!PyCallable_Check(m_function)) {
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Py_DECREF(m_function);
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m_function = NULL;
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printf("Python module function error in object '%s', controller '%s':\n '%s' not callable\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr());
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return false;
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}
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m_function_argc = 0; /* rare cases this could be a function that isnt defined in python, assume zero args */
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if (PyFunction_Check(m_function)) {
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m_function_argc= ((PyCodeObject *)PyFunction_GET_CODE(m_function))->co_argcount;
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}
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if(m_function_argc > 1) {
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Py_DECREF(m_function);
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m_function = NULL;
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printf("Python module function in object '%s', controller '%s':\n '%s' takes %d args, should be zero or 1 controller arg\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr(), m_function_argc);
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return false;
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}
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return true;
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}
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void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
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{
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m_sCurrentController = this;
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m_sCurrentLogicManager = logicmgr;
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PyObject *excdict= NULL;
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PyObject* resultobj= NULL;
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switch(m_mode) {
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case SCA_PYEXEC_SCRIPT:
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{
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if (m_bModified)
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if (Compile()==false) // sets m_bModified to false
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return;
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if (!m_bytecode)
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return;
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/*
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* This part here with excdict is a temporary patch
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* to avoid python/gameengine crashes when python
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* inadvertently holds references to game objects
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* in global variables.
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*
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* The idea is always make a fresh dictionary, and
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* destroy it right after it is used to make sure
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* python won't hold any gameobject references.
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*
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* Note that the PyDict_Clear _is_ necessary before
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* the Py_DECREF() because it is possible for the
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* variables inside the dictionary to hold references
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* to the dictionary (ie. generate a cycle), so we
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* break it by hand, then DECREF (which in this case
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* should always ensure excdict is cleared).
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*/
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excdict= PyDict_Copy(m_pythondictionary);
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resultobj = PyEval_EvalCode((PyObject *)m_bytecode, excdict, excdict);
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/* PyRun_SimpleString(m_scriptText.Ptr()); */
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break;
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}
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case SCA_PYEXEC_MODULE:
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{
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if (m_bModified || m_debug)
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if (Import()==false) // sets m_bModified to false
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return;
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if (!m_function)
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return;
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PyObject *args= NULL;
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if(m_function_argc==1) {
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args = PyTuple_New(1);
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PyTuple_SET_ITEM(args, 0, GetProxy());
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}
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resultobj = PyObject_CallObject(m_function, args);
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Py_XDECREF(args);
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break;
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}
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} /* end switch */
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/* Free the return value and print the error */
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if (resultobj)
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Py_DECREF(resultobj);
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else
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ErrorPrint("Python script error");
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if(excdict) /* Only for SCA_PYEXEC_SCRIPT types */
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{
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/* clear after PyErrPrint - seems it can be using
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* something in this dictionary and crash? */
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// This doesn't appear to be needed anymore
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//PyDict_Clear(excdict);
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Py_DECREF(excdict);
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}
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m_triggeredSensors.clear();
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m_sCurrentController = NULL;
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}
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PyObject* SCA_PythonController::PyActivate(PyObject *value)
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{
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if(m_sCurrentController != this) {
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PyErr_SetString(PyExc_SystemError, "Cannot add an actuator from a non-active controller");
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return NULL;
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}
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SCA_IActuator* actu = LinkedActuatorFromPy(value);
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if(actu==NULL)
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return NULL;
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m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, true);
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Py_RETURN_NONE;
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}
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PyObject* SCA_PythonController::PyDeActivate(PyObject *value)
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{
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if(m_sCurrentController != this) {
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PyErr_SetString(PyExc_SystemError, "Cannot add an actuator from a non-active controller");
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return NULL;
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}
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SCA_IActuator* actu = LinkedActuatorFromPy(value);
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if(actu==NULL)
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return NULL;
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m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, false);
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Py_RETURN_NONE;
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}
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PyObject* SCA_PythonController::pyattr_get_script(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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//SCA_PythonController* self= static_cast<SCA_PythonController*>(static_cast<SCA_IController*>(static_cast<SCA_ILogicBrick*>(static_cast<CValue*>(static_cast<PyObjectPlus*>(self_v)))));
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// static_cast<void *>(dynamic_cast<Derived *>(obj)) - static_cast<void *>(obj)
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SCA_PythonController* self= static_cast<SCA_PythonController*>(self_v);
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return PyUnicode_From_STR_String(self->m_scriptText);
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}
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int SCA_PythonController::pyattr_set_script(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
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{
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SCA_PythonController* self= static_cast<SCA_PythonController*>(self_v);
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const char *scriptArg = _PyUnicode_AsString(value);
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if (scriptArg==NULL) {
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PyErr_SetString(PyExc_TypeError, "controller.script = string: Python Controller, expected a string script text");
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return PY_SET_ATTR_FAIL;
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}
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/* set scripttext sets m_bModified to true,
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so next time the script is needed, a reparse into byte code is done */
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self->SetScriptText(scriptArg);
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return PY_SET_ATTR_SUCCESS;
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}
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#else // WITH_PYTHON
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void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
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{
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/* intentionally blank */
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}
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#endif // WITH_PYTHON
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/* eof */
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