forked from bartvdbraak/blender
Committing patch [#23278] (by me)
This patch allows a user to pass binary data to LibLoad() to load a blend file from memory instead of a file path. I don't know how useful this will be for others, but I've used it so far for: * Decrypting .blend files and loading them without having to store the .blend on the hard drive * Pulling .blend data out of an archive and loading it (again skipping the hard drive) So, it seems the biggest use for this is skipping a bit of file IO (and possibly some security problems). Example usage: import bge with f as open('myfile.blend', 'rb'): data = f.read() bge.logic.LibLoad('Name', 'Scene', data)
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@ -122,6 +122,19 @@ BLO_blendfiledata_free(
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BLO_blendhandle_from_file(
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char *file);
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/**
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* Open a blendhandle from memory.
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*
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* @param mem The data to load from.
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* @param memsize The size of the data.
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* @return A handle on success, or NULL on failure.
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*/
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BlendHandle*
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BLO_blendhandle_from_memory(
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void *mem,
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int memsize);
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/**
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* Gets the names of all the datablocks in a file
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* of a certain type (ie. All the scene names in
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@ -76,6 +76,15 @@ BlendHandle *BLO_blendhandle_from_file(char *file)
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return bh;
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}
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BlendHandle *BLO_blendhandle_from_memory(void *mem, int memsize)
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{
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BlendHandle *bh;
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bh= (BlendHandle*)blo_openblendermemory(mem, memsize, NULL);
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return bh;
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}
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void BLO_blendhandle_print_sizes(BlendHandle *bh, void *fp)
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{
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FileData *fd= (FileData*) bh;
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@ -932,13 +932,28 @@ Main* KX_BlenderSceneConverter::GetMainDynamicPath(const char *path)
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return NULL;
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}
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bool KX_BlenderSceneConverter::LinkBlendFile(const char *path, char *group, KX_Scene *scene_merge, char **err_str)
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bool KX_BlenderSceneConverter::LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str)
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{
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BlendHandle *bpy_openlib = BLO_blendhandle_from_memory(data, length);
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// Error checking is done in LinkBlendFile
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return LinkBlendFile(bpy_openlib, path, group, scene_merge, err_str);
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}
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bool KX_BlenderSceneConverter::LinkBlendFilePath(const char *path, char *group, KX_Scene *scene_merge, char **err_str)
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{
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BlendHandle *bpy_openlib = BLO_blendhandle_from_file( (char *)path );
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// Error checking is done in LinkBlendFile
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return LinkBlendFile(bpy_openlib, path, group, scene_merge, err_str);
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}
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bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str)
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{
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bContext *C;
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Main *main_newlib; /* stored as a dynamic 'main' until we free it */
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Main *main_tmp= NULL; /* created only for linking, then freed */
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LinkNode *names = NULL;
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BlendHandle *bpy_openlib = NULL; /* ptr to the open .blend file */
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int idcode= BKE_idcode_from_name(group);
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short flag= 0; /* dont need any special options */
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ReportList reports;
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@ -956,7 +971,6 @@ bool KX_BlenderSceneConverter::LinkBlendFile(const char *path, char *group, KX_S
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return false;
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}
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bpy_openlib = BLO_blendhandle_from_file( (char *)path );
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if(bpy_openlib==NULL) {
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snprintf(err_local, sizeof(err_local), "could not open blendfile \"%s\"\n", path);
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*err_str= err_local;
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@ -142,7 +142,9 @@ public:
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struct Main* GetMainDynamicPath(const char *path);
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vector<struct Main*> &GetMainDynamic();
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bool LinkBlendFile(const char *path, char *group, KX_Scene *scene_merge, char **err_str);
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bool LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str);
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bool LinkBlendFilePath(const char *path, char *group, KX_Scene *scene_merge, char **err_str);
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bool LinkBlendFile(struct BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str);
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bool MergeScene(KX_Scene *to, KX_Scene *from);
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RAS_MeshObject *ConvertMeshSpecial(KX_Scene* kx_scene, Main *maggie, const char *name);
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bool FreeBlendFile(struct Main *maggie);
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@ -626,13 +626,28 @@ static PyObject *gLibLoad(PyObject*, PyObject* args)
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KX_Scene *kx_scene= gp_KetsjiScene;
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char *path;
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char *group;
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Py_buffer py_buffer;
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py_buffer.buf = NULL;
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char *err_str= NULL;
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if (!PyArg_ParseTuple(args,"ss:LibLoad",&path, &group))
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if (!PyArg_ParseTuple(args,"ss|y*:LibLoad",&path, &group, &py_buffer))
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return NULL;
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if(kx_scene->GetSceneConverter()->LinkBlendFile(path, group, kx_scene, &err_str)) {
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Py_RETURN_TRUE;
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if (!py_buffer.buf)
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{
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if(kx_scene->GetSceneConverter()->LinkBlendFilePath(path, group, kx_scene, &err_str)) {
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Py_RETURN_TRUE;
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}
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}
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else
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{
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if(kx_scene->GetSceneConverter()->LinkBlendFileMemory(py_buffer.buf, py_buffer.len, path, group, kx_scene, &err_str)) {
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PyBuffer_Release(&py_buffer);
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Py_RETURN_TRUE;
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}
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PyBuffer_Release(&py_buffer);
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}
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if(err_str) {
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@ -173,14 +173,16 @@ General functions
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Restarts the current game by reloading the .blend file (the last saved version, not what is currently running).
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.. function:: LibLoad(blend, type)
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.. function:: LibLoad(blend, type, data)
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Converts the all of the datablocks of the given type from the given blend.
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:arg blend: The path to the blend file
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:arg blend: The path to the blend file (or the name to use for the library if data is supplied)
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:type blend: string
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:arg type: The datablock type (currently only "Scene" and "Mesh" are supported)
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:type type: string
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:arg data: Binary data from a blend file (optional)
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:type data: bytes
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.. function:: LibNew(name, type, data)
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