Fix (harmless) error print about GameLogic.globalDict being lost. Also

fixed some memory leaks in this code and simplified it.
This commit is contained in:
Brecht Van Lommel 2008-09-16 19:25:35 +00:00
parent 75685a9ca8
commit c6d0be2a99
4 changed files with 44 additions and 64 deletions

@ -115,6 +115,7 @@ GPG_Application::GPG_Application(GHOST_ISystem* system)
m_cursor(GHOST_kStandardCursorFirstCursor),
m_engineInitialized(0),
m_engineRunning(0),
m_isEmbedded(false),
m_ketsjiengine(0),
m_kxsystem(0),
m_keyboard(0),
@ -128,8 +129,7 @@ GPG_Application::GPG_Application(GHOST_ISystem* system)
m_blendermat(0),
m_blenderglslmat(0),
m_pyGlobalDictString(0),
m_pyGlobalDictString_Length(0),
m_isEmbedded(false)
m_pyGlobalDictString_Length(0)
{
fSystem = system;
}
@ -138,6 +138,12 @@ GPG_Application::GPG_Application(GHOST_ISystem* system)
GPG_Application::~GPG_Application(void)
{
if(m_pyGlobalDictString) {
delete m_pyGlobalDictString;
m_pyGlobalDictString = 0;
m_pyGlobalDictString_Length = 0;
}
exitEngine();
fSystem->disposeWindow(m_mainWindow);
}
@ -680,7 +686,8 @@ bool GPG_Application::startEngine(void)
initPythonConstraintBinding();
initMathutils();
/* Restore the dict */
// Set the GameLogic.globalDict from marshal'd data, so we can
// load new blend files and keep data in GameLogic.globalDict
loadGamePythonConfig(m_pyGlobalDictString, m_pyGlobalDictString_Length);
m_sceneconverter->ConvertScene(
@ -718,13 +725,15 @@ bool GPG_Application::startEngine(void)
void GPG_Application::stopEngine()
{
// get the python dict and convert to a string for future use
char *marshal_buffer;
m_pyGlobalDictString_Length = saveGamePythonConfig(&marshal_buffer);
if (m_pyGlobalDictString_Length) {
m_pyGlobalDictString = static_cast<char *> (malloc(m_pyGlobalDictString_Length));
memcpy(m_pyGlobalDictString, marshal_buffer, m_pyGlobalDictString_Length);
}
// GameLogic.globalDict gets converted into a buffer, and sorted in
// m_pyGlobalDictString so we can restore after python has stopped
// and started between .blend file loads.
if(m_pyGlobalDictString) {
delete m_pyGlobalDictString;
m_pyGlobalDictString = 0;
}
m_pyGlobalDictString_Length = saveGamePythonConfig(&m_pyGlobalDictString);
// when exiting the mainloop
exitGamePythonScripting();

@ -74,29 +74,6 @@ public:
bool StartGameEngine(int stereoMode);
void StopGameEngine();
char*
GetPyGlobalDictMarshal()
{
return m_pyGlobalDictString;
};
void
SetPyGlobalDictMarshal( char* pyGlobalDictString, int length )
{
if (m_pyGlobalDictString && m_pyGlobalDictString != pyGlobalDictString)
free(m_pyGlobalDictString);
m_pyGlobalDictString = pyGlobalDictString;
m_pyGlobalDictString_Length = length;
};
int
GetPyGlobalDictMarshalLength()
{
return m_pyGlobalDictString_Length;
};
protected:
bool handleWheel(GHOST_IEvent* event);
bool handleButton(GHOST_IEvent* event, bool isDown);

@ -301,8 +301,6 @@ int main(int argc, char** argv)
GHOST_TUns32 fullScreenHeight= 0;
int fullScreenBpp = 32;
int fullScreenFrequency = 60;
char* pyGlobalDictString = NULL; /* store python dict data between blend file loading */
int pyGlobalDictString_Length = 0;
GHOST_TEmbedderWindowID parentWindow = 0;
@ -658,10 +656,6 @@ int main(int argc, char** argv)
titlename = maggie->name;
// Set the GameLogic.globalDict from marshal'd data, so we can load new blend files
// abd keep data in GameLogic.globalDict
app.SetPyGlobalDictMarshal(pyGlobalDictString, pyGlobalDictString_Length);
// Check whether the game should be displayed full-screen
if ((!fullScreenParFound) && (!windowParFound))
{
@ -790,12 +784,7 @@ int main(int argc, char** argv)
}
}
app.StopGameEngine();
// GameLogic.globalDict has been converted into a buffer
// store in pyGlobalDictString so we can restore after python has stopped and started.
pyGlobalDictString = app.GetPyGlobalDictMarshal();
pyGlobalDictString_Length = app.GetPyGlobalDictMarshalLength();
BLO_blendfiledata_free(bfd);
}
} while (exitcode == KX_EXIT_REQUEST_RESTART_GAME || exitcode == KX_EXIT_REQUEST_START_OTHER_GAME);
@ -814,11 +803,6 @@ int main(int argc, char** argv)
free_nodesystem();
if (pyGlobalDictString) {
free(pyGlobalDictString);
pyGlobalDictString = NULL;
}
return error ? -1 : 0;
}

@ -1393,17 +1393,21 @@ int saveGamePythonConfig( char **marshal_buffer)
PyObject* pyGlobalDictMarshal = PyMarshal_WriteObjectToString( pyGlobalDict );
#endif
if (pyGlobalDictMarshal) {
marshal_length= PyString_Size(pyGlobalDictMarshal);
// for testing only
// PyObject_Print(pyGlobalDictMarshal, stderr, 0);
*marshal_buffer = PyString_AsString(pyGlobalDictMarshal);
marshal_length= PyString_Size(pyGlobalDictMarshal);
*marshal_buffer = new char[marshal_length + 1];
memcpy(*marshal_buffer, PyString_AsString(pyGlobalDictMarshal), marshal_length);
Py_DECREF(pyGlobalDictMarshal);
} else {
printf("Error, GameLogic.globalDict could not be marshal'd\n");
}
Py_DECREF(gameLogic);
} else {
printf("Error, GameLogic.globalDict was removed\n");
}
Py_DECREF(gameLogic);
} else {
printf("Error, GameLogic failed to import GameLogic.globalDict will be lost\n");
}
@ -1412,20 +1416,26 @@ int saveGamePythonConfig( char **marshal_buffer)
int loadGamePythonConfig(char *marshal_buffer, int marshal_length)
{
PyObject* gameLogic = PyImport_ImportModule("GameLogic");
/* Restore the dict */
if (marshal_buffer) {
PyObject* pyGlobalDict = PyMarshal_ReadObjectFromString(marshal_buffer, marshal_length);
if (pyGlobalDict) {
PyDict_SetItemString(PyModule_GetDict(gameLogic), "globalDict", pyGlobalDict); // Same as importing the module.
return 1;
PyObject* gameLogic = PyImport_ImportModule("GameLogic");
if (gameLogic) {
PyObject* pyGlobalDict = PyMarshal_ReadObjectFromString(marshal_buffer, marshal_length);
if (pyGlobalDict) {
PyDict_SetItemString(PyModule_GetDict(gameLogic), "globalDict", pyGlobalDict); // Same as importing the module.
Py_DECREF(gameLogic);
return 1;
} else {
Py_DECREF(gameLogic);
PyErr_Clear();
printf("Error could not marshall string\n");
}
} else {
PyErr_Clear();
printf("Error could not marshall string\n");
}
} else {
printf("Error, GameLogic failed to import GameLogic.globalDict will be lost\n");
}
printf("Error, GameLogic failed to import GameLogic.globalDict will be lost\n");
}
}
return 0;
}