forked from bartvdbraak/blender
ad6cccf058
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.
334 lines
10 KiB
Python
334 lines
10 KiB
Python
# ##### 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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# ##### END GPL LICENSE BLOCK #####
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import bpy
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import sys
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import os
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import tempfile
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import inspect
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from bpy.types import UIList
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arr_len = 100
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ob_cp_count = 100
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lib_path = os.path.join(tempfile.gettempdir(), "lib.blend")
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test_path = os.path.join(tempfile.gettempdir(), "test.blend")
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def print_fail_msg_and_exit(msg):
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def __LINE__():
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try:
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raise Exception
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except:
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return sys.exc_info()[2].tb_frame.f_back.f_back.f_back.f_lineno
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def __FILE__():
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return inspect.currentframe().f_code.co_filename
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print("'%s': %d >> %s" % (__FILE__(), __LINE__(), msg), file=sys.stderr)
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sys.stderr.flush()
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sys.stdout.flush()
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os._exit(1)
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def abort_if_false(expr, msg=None):
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if not expr:
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if not msg:
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msg = "test failed"
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print_fail_msg_and_exit(msg)
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class TestClass(bpy.types.PropertyGroup):
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test_prop: bpy.props.PointerProperty(type=bpy.types.Object)
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name: bpy.props.StringProperty()
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def get_scene(lib_name, sce_name):
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for s in bpy.data.scenes:
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if s.name == sce_name:
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if (
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(s.library and s.library.name == lib_name) or
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(lib_name is None and s.library is None)
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):
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return s
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def check_crash(fnc, args=None):
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try:
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fnc(args) if args else fnc()
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except:
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return
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print_fail_msg_and_exit("test failed")
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def init():
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bpy.utils.register_class(TestClass)
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bpy.types.Object.prop_array = bpy.props.CollectionProperty(
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name="prop_array",
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type=TestClass)
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bpy.types.Object.prop = bpy.props.PointerProperty(type=bpy.types.Object)
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def make_lib():
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bpy.ops.wm.read_factory_settings()
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# datablock pointer to the Camera object
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bpy.data.objects["Cube"].prop = bpy.data.objects['Camera']
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# array of datablock pointers to the Light object
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for i in range(0, arr_len):
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a = bpy.data.objects["Cube"].prop_array.add()
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a.test_prop = bpy.data.objects['Light']
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a.name = a.test_prop.name
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# make unique named copy of the cube
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ob = bpy.data.objects["Cube"].copy()
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bpy.context.collection.objects.link(ob)
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bpy.data.objects["Cube.001"].name = "Unique_Cube"
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# duplicating of Cube
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for i in range(0, ob_cp_count):
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ob = bpy.data.objects["Cube"].copy()
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bpy.context.collection.objects.link(ob)
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# nodes
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bpy.data.scenes["Scene"].use_nodes = True
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bpy.data.scenes["Scene"].node_tree.nodes['Render Layers']["prop"] =\
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bpy.data.objects['Camera']
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# rename scene and save
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bpy.data.scenes["Scene"].name = "Scene_lib"
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bpy.ops.wm.save_as_mainfile(filepath=lib_path)
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def check_lib():
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# check pointer
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abort_if_false(bpy.data.objects["Cube"].prop == bpy.data.objects['Camera'])
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# check array of pointers in duplicated object
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for i in range(0, arr_len):
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abort_if_false(bpy.data.objects["Cube.001"].prop_array[i].test_prop ==
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bpy.data.objects['Light'])
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def check_lib_linking():
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# open startup file
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bpy.ops.wm.read_factory_settings()
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# link scene to the startup file
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with bpy.data.libraries.load(lib_path, link=True) as (data_from, data_to):
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data_to.scenes = ["Scene_lib"]
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o = bpy.data.scenes["Scene_lib"].objects['Unique_Cube']
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abort_if_false(o.prop_array[0].test_prop == bpy.data.scenes["Scene_lib"].objects['Light'])
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abort_if_false(o.prop == bpy.data.scenes["Scene_lib"].objects['Camera'])
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abort_if_false(o.prop.library == o.library)
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bpy.ops.wm.save_as_mainfile(filepath=test_path)
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def check_linked_scene_copying():
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# full copy of the scene with datablock props
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bpy.ops.wm.open_mainfile(filepath=test_path)
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bpy.context.window.scene = bpy.data.scenes["Scene_lib"]
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bpy.ops.scene.new(type='FULL_COPY')
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# check save/open
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bpy.ops.wm.save_as_mainfile(filepath=test_path)
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bpy.ops.wm.open_mainfile(filepath=test_path)
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intern_sce = get_scene(None, "Scene_lib")
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extern_sce = get_scene("lib.blend", "Scene_lib")
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# check node's props
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# must point to own scene camera
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abort_if_false(intern_sce.node_tree.nodes['Render Layers']["prop"] and
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not (intern_sce.node_tree.nodes['Render Layers']["prop"] ==
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extern_sce.node_tree.nodes['Render Layers']["prop"]))
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def check_scene_copying():
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# full copy of the scene with datablock props
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bpy.ops.wm.open_mainfile(filepath=lib_path)
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bpy.context.window.scene = bpy.data.scenes["Scene_lib"]
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bpy.ops.scene.new(type='FULL_COPY')
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path = test_path + "_"
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# check save/open
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bpy.ops.wm.save_as_mainfile(filepath=path)
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bpy.ops.wm.open_mainfile(filepath=path)
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first_sce = get_scene(None, "Scene_lib")
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second_sce = get_scene(None, "Scene_lib.001")
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# check node's props
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# must point to own scene camera
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abort_if_false(not (first_sce.node_tree.nodes['Render Layers']["prop"] ==
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second_sce.node_tree.nodes['Render Layers']["prop"]))
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# count users
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def test_users_counting():
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bpy.ops.wm.read_factory_settings()
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Light_us = bpy.data.objects["Light"].data.users
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n = 1000
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for i in range(0, n):
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bpy.data.objects["Cube"]["a%s" % i] = bpy.data.objects["Light"].data
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abort_if_false(bpy.data.objects["Light"].data.users == Light_us + n)
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for i in range(0, int(n / 2)):
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bpy.data.objects["Cube"]["a%s" % i] = 1
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abort_if_false(bpy.data.objects["Light"].data.users == Light_us + int(n / 2))
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# linking
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def test_linking():
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make_lib()
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check_lib()
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check_lib_linking()
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check_linked_scene_copying()
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check_scene_copying()
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# check restrictions for datablock pointers for some classes; GUI for manual testing
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def test_restrictions1():
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class TEST_Op(bpy.types.Operator):
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bl_idname = 'scene.test_op'
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bl_label = 'Test'
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bl_options = {"INTERNAL"}
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str_prop: bpy.props.StringProperty(name="str_prop")
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# disallow registration of datablock properties in operators
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# will be checked in the draw method (test manually)
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# also, see console:
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# ValueError: bpy_struct "SCENE_OT_test_op" doesn't support datablock properties
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id_prop: bpy.props.PointerProperty(type=bpy.types.Object)
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def execute(self, context):
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return {'FINISHED'}
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# just panel for testing the poll callback with lots of objects
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class TEST_PT_DatablockProp(bpy.types.Panel):
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bl_label = "Datablock IDProp"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "render"
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def draw(self, context):
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self.layout.prop_search(context.scene, "prop", bpy.data, "objects")
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self.layout.template_ID(context.scene, "prop1")
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self.layout.prop_search(context.scene, "prop2", bpy.data, "node_groups")
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op = self.layout.operator("scene.test_op")
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op.str_prop = "test string"
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def test_fnc(op):
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op["ob"] = bpy.data.objects['Unique_Cube']
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check_crash(test_fnc, op)
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abort_if_false(not hasattr(op, "id_prop"))
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bpy.utils.register_class(TEST_PT_DatablockProp)
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bpy.utils.register_class(TEST_Op)
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def poll(self, value):
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return value.name in bpy.data.scenes["Scene_lib"].objects
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def poll1(self, value):
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return True
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bpy.types.Scene.prop = bpy.props.PointerProperty(type=bpy.types.Object)
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bpy.types.Scene.prop1 = bpy.props.PointerProperty(type=bpy.types.Object, poll=poll)
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bpy.types.Scene.prop2 = bpy.props.PointerProperty(type=bpy.types.NodeTree, poll=poll1)
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# check poll effect on UI (poll returns false => red alert)
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bpy.context.scene.prop = bpy.data.objects["Light.001"]
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bpy.context.scene.prop1 = bpy.data.objects["Light.001"]
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# check incorrect type assignment
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def sub_test():
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# NodeTree id_prop
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bpy.context.scene.prop2 = bpy.data.objects["Light.001"]
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check_crash(sub_test)
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bpy.context.scene.prop2 = bpy.data.node_groups.new("Shader", "ShaderNodeTree")
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print("Please, test GUI performance manually on the Render tab, '%s' panel" %
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TEST_PT_DatablockProp.bl_label, file=sys.stderr)
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sys.stderr.flush()
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# check some possible regressions
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def test_regressions():
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bpy.types.Object.prop_str = bpy.props.StringProperty(name="str")
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bpy.data.objects["Unique_Cube"].prop_str = "test"
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bpy.types.Object.prop_gr = bpy.props.PointerProperty(
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name="prop_gr",
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type=TestClass,
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description="test")
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bpy.data.objects["Unique_Cube"].prop_gr = None
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# test restrictions for datablock pointers
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def test_restrictions2():
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class TestClassCollection(bpy.types.PropertyGroup):
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prop: bpy.props.CollectionProperty(
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name="prop_array",
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type=TestClass)
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bpy.utils.register_class(TestClassCollection)
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class TestPrefs(bpy.types.AddonPreferences):
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bl_idname = "testprefs"
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# expecting crash during registering
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my_prop2: bpy.props.PointerProperty(type=TestClass)
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prop: bpy.props.PointerProperty(
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name="prop",
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type=TestClassCollection,
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description="test")
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bpy.types.Addon.a = bpy.props.PointerProperty(type=bpy.types.Object)
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class TestUIList(UIList):
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test: bpy.props.PointerProperty(type=bpy.types.Object)
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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layout.prop(item, "name", text="", emboss=False, icon_value=icon)
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check_crash(bpy.utils.register_class, TestPrefs)
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check_crash(bpy.utils.register_class, TestUIList)
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bpy.utils.unregister_class(TestClassCollection)
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def main():
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init()
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test_users_counting()
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test_linking()
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test_restrictions1()
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check_crash(test_regressions)
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test_restrictions2()
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if __name__ == "__main__":
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main()
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