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)
This commit is contained in:
Mitchell Stokes 2010-08-28 02:07:55 +00:00
parent 5729b991fa
commit 5c23537daa
6 changed files with 64 additions and 9 deletions

@ -122,6 +122,19 @@ BLO_blendfiledata_free(
BLO_blendhandle_from_file(
char *file);
/**
* Open a blendhandle from memory.
*
* @param mem The data to load from.
* @param memsize The size of the data.
* @return A handle on success, or NULL on failure.
*/
BlendHandle*
BLO_blendhandle_from_memory(
void *mem,
int memsize);
/**
* Gets the names of all the datablocks in a file
* of a certain type (ie. All the scene names in

@ -76,6 +76,15 @@ BlendHandle *BLO_blendhandle_from_file(char *file)
return bh;
}
BlendHandle *BLO_blendhandle_from_memory(void *mem, int memsize)
{
BlendHandle *bh;
bh= (BlendHandle*)blo_openblendermemory(mem, memsize, NULL);
return bh;
}
void BLO_blendhandle_print_sizes(BlendHandle *bh, void *fp)
{
FileData *fd= (FileData*) bh;

@ -932,13 +932,28 @@ Main* KX_BlenderSceneConverter::GetMainDynamicPath(const char *path)
return NULL;
}
bool KX_BlenderSceneConverter::LinkBlendFile(const char *path, char *group, KX_Scene *scene_merge, char **err_str)
bool KX_BlenderSceneConverter::LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str)
{
BlendHandle *bpy_openlib = BLO_blendhandle_from_memory(data, length);
// Error checking is done in LinkBlendFile
return LinkBlendFile(bpy_openlib, path, group, scene_merge, err_str);
}
bool KX_BlenderSceneConverter::LinkBlendFilePath(const char *path, char *group, KX_Scene *scene_merge, char **err_str)
{
BlendHandle *bpy_openlib = BLO_blendhandle_from_file( (char *)path );
// Error checking is done in LinkBlendFile
return LinkBlendFile(bpy_openlib, path, group, scene_merge, err_str);
}
bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str)
{
bContext *C;
Main *main_newlib; /* stored as a dynamic 'main' until we free it */
Main *main_tmp= NULL; /* created only for linking, then freed */
LinkNode *names = NULL;
BlendHandle *bpy_openlib = NULL; /* ptr to the open .blend file */
int idcode= BKE_idcode_from_name(group);
short flag= 0; /* dont need any special options */
ReportList reports;
@ -956,7 +971,6 @@ bool KX_BlenderSceneConverter::LinkBlendFile(const char *path, char *group, KX_S
return false;
}
bpy_openlib = BLO_blendhandle_from_file( (char *)path );
if(bpy_openlib==NULL) {
snprintf(err_local, sizeof(err_local), "could not open blendfile \"%s\"\n", path);
*err_str= err_local;

@ -142,7 +142,9 @@ public:
struct Main* GetMainDynamicPath(const char *path);
vector<struct Main*> &GetMainDynamic();
bool LinkBlendFile(const char *path, char *group, KX_Scene *scene_merge, char **err_str);
bool LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str);
bool LinkBlendFilePath(const char *path, char *group, KX_Scene *scene_merge, char **err_str);
bool LinkBlendFile(struct BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str);
bool MergeScene(KX_Scene *to, KX_Scene *from);
RAS_MeshObject *ConvertMeshSpecial(KX_Scene* kx_scene, Main *maggie, const char *name);
bool FreeBlendFile(struct Main *maggie);

@ -626,13 +626,28 @@ static PyObject *gLibLoad(PyObject*, PyObject* args)
KX_Scene *kx_scene= gp_KetsjiScene;
char *path;
char *group;
Py_buffer py_buffer;
py_buffer.buf = NULL;
char *err_str= NULL;
if (!PyArg_ParseTuple(args,"ss:LibLoad",&path, &group))
if (!PyArg_ParseTuple(args,"ss|y*:LibLoad",&path, &group, &py_buffer))
return NULL;
if(kx_scene->GetSceneConverter()->LinkBlendFile(path, group, kx_scene, &err_str)) {
Py_RETURN_TRUE;
if (!py_buffer.buf)
{
if(kx_scene->GetSceneConverter()->LinkBlendFilePath(path, group, kx_scene, &err_str)) {
Py_RETURN_TRUE;
}
}
else
{
if(kx_scene->GetSceneConverter()->LinkBlendFileMemory(py_buffer.buf, py_buffer.len, path, group, kx_scene, &err_str)) {
PyBuffer_Release(&py_buffer);
Py_RETURN_TRUE;
}
PyBuffer_Release(&py_buffer);
}
if(err_str) {

@ -173,14 +173,16 @@ General functions
Restarts the current game by reloading the .blend file (the last saved version, not what is currently running).
.. function:: LibLoad(blend, type)
.. function:: LibLoad(blend, type, data)
Converts the all of the datablocks of the given type from the given blend.
:arg blend: The path to the blend file
:arg blend: The path to the blend file (or the name to use for the library if data is supplied)
:type blend: string
:arg type: The datablock type (currently only "Scene" and "Mesh" are supported)
:type type: string
:arg data: Binary data from a blend file (optional)
:type data: bytes
.. function:: LibNew(name, type, data)