blender/source/gameengine/GameLogic/SCA_PythonController.cpp
Campbell Barton 6b9f3b5f5c BGE Python API
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998)

* Use python subclasses rather then having fake subclassing through get/set attributes calling parent types.
* PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type.
* GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop']
* remove each class's get/set/dir functions.
* remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python.
* remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases.
* remove PyTypeObject that was being passed as the last argument to each class (the parent classes too).

TODO -
* Light and VertexProxy need to be converted to using attributes.
* memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-28 11:22:26 +00:00

578 lines
16 KiB
C++

/**
* Execute Python scripts
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "SCA_PythonController.h"
#include "SCA_LogicManager.h"
#include "SCA_ISensor.h"
#include "SCA_IActuator.h"
#include "PyObjectPlus.h"
#include "compile.h"
#include "eval.h"
#include <algorithm>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
// initialize static member variables
SCA_PythonController* SCA_PythonController::m_sCurrentController = NULL;
SCA_PythonController::SCA_PythonController(SCA_IObject* gameobj, int mode)
: SCA_IController(gameobj),
m_bytecode(NULL),
m_function(NULL),
m_function_argc(0),
m_bModified(true),
m_debug(false),
m_mode(mode),
m_pythondictionary(NULL)
{
}
/*
//debugging
CValue* SCA_PythonController::AddRef()
{
//printf("AddRef refcount = %i\n",GetRefCount());
return CValue::AddRef();
}
int SCA_PythonController::Release()
{
//printf("Release refcount = %i\n",GetRefCount());
return CValue::Release();
}
*/
SCA_PythonController::~SCA_PythonController()
{
//printf("released python byte script\n");
Py_XDECREF(m_bytecode);
Py_XDECREF(m_function);
if (m_pythondictionary) {
// break any circular references in the dictionary
PyDict_Clear(m_pythondictionary);
Py_DECREF(m_pythondictionary);
}
}
CValue* SCA_PythonController::GetReplica()
{
SCA_PythonController* replica = new SCA_PythonController(*this);
/* why is this needed at all??? - m_bytecode is NULL'd below so this doesnt make sense
* but removing it crashes blender (with YoFrankie). so leave in for now - Campbell */
Py_XINCREF(replica->m_bytecode);
Py_XINCREF(replica->m_function); // this is ok since its not set to NULL
replica->m_bModified = replica->m_bytecode == NULL;
// The replica->m_pythondictionary is stolen - replace with a copy.
if (m_pythondictionary)
replica->m_pythondictionary = PyDict_Copy(m_pythondictionary);
/*
// The other option is to incref the replica->m_pythondictionary -
// the replica objects can then share data.
if (m_pythondictionary)
Py_INCREF(replica->m_pythondictionary);
*/
// this will copy properties and so on...
replica->ProcessReplica();
return replica;
}
void SCA_PythonController::SetScriptText(const STR_String& text)
{
m_scriptText = text;
m_bModified = true;
}
void SCA_PythonController::SetScriptName(const STR_String& name)
{
m_scriptName = name;
}
void SCA_PythonController::SetDictionary(PyObject* pythondictionary)
{
if (m_pythondictionary)
{
PyDict_Clear(m_pythondictionary);
Py_DECREF(m_pythondictionary);
}
m_pythondictionary = PyDict_Copy(pythondictionary); /* new reference */
/* Without __file__ set the sys.argv[0] is used for the filename
* which ends up with lines from the blender binary being printed in the console */
PyDict_SetItemString(m_pythondictionary, "__file__", PyString_FromString(m_scriptName.Ptr()));
}
int SCA_PythonController::IsTriggered(class SCA_ISensor* sensor)
{
if (std::find(m_triggeredSensors.begin(), m_triggeredSensors.end(), sensor) !=
m_triggeredSensors.end())
return 1;
return 0;
}
/* warning, self is not the SCA_PythonController, its a PyObjectPlus_Proxy */
PyObject* SCA_PythonController::sPyGetCurrentController(PyObject *self)
{
if(m_sCurrentController==NULL)
{
PyErr_SetString(PyExc_SystemError, "GameLogic.getCurrentController(), this function is being run outside the python controllers context, or blenders internal state is corrupt.");
return NULL;
}
return m_sCurrentController->GetProxy();
}
SCA_IActuator* SCA_PythonController::LinkedActuatorFromPy(PyObject *value)
{
// for safety, todo: only allow for registered actuators (pointertable)
// we don't want to crash gameengine/blender by python scripts
std::vector<SCA_IActuator*> lacts = m_sCurrentController->GetLinkedActuators();
std::vector<SCA_IActuator*>::iterator it;
if (PyString_Check(value)) {
/* get the actuator from the name */
char *name= PyString_AsString(value);
for(it = lacts.begin(); it!= lacts.end(); ++it) {
if( name == (*it)->GetName() ) {
return *it;
}
}
}
else if (BGE_PROXY_CHECK_TYPE(value)) {
PyObjectPlus *value_plus= BGE_PROXY_REF(value);
for(it = lacts.begin(); it!= lacts.end(); ++it) {
if( static_cast<SCA_IActuator*>(value_plus) == (*it) ) {
return *it;
}
}
}
/* set the exception */
PyObject *value_str = PyObject_Repr(value); /* new ref */
PyErr_Format(PyExc_ValueError, "'%s' not in this python controllers actuator list", PyString_AsString(value_str));
Py_DECREF(value_str);
return false;
}
/* warning, self is not the SCA_PythonController, its a PyObjectPlus_Proxy */
PyObject* SCA_PythonController::sPyAddActiveActuator(PyObject* self, PyObject* args)
{
ShowDeprecationWarning("GameLogic.addActiveActuator(act, bool)", "controller.activate(act) or controller.deactivate(act)");
PyObject* ob1;
int activate;
if (!PyArg_ParseTuple(args, "Oi:addActiveActuator", &ob1,&activate))
return NULL;
SCA_IActuator* actu = LinkedActuatorFromPy(ob1);
if(actu==NULL)
return NULL;
bool boolval = (activate!=0);
m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu,boolval);
Py_RETURN_NONE;
}
const char* SCA_PythonController::sPyGetCurrentController__doc__ = "getCurrentController()";
const char* SCA_PythonController::sPyAddActiveActuator__doc__= "addActiveActuator(actuator,bool)";
PyTypeObject SCA_PythonController::Type = {
#if (PY_VERSION_HEX >= 0x02060000)
PyVarObject_HEAD_INIT(NULL, 0)
#else
/* python 2.5 and below */
PyObject_HEAD_INIT( NULL ) /* required py macro */
0, /* ob_size */
#endif
"SCA_PythonController",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,
NULL, //py_base_getattro,
NULL, //py_base_setattro,
0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&SCA_IController::Type
};
PyMethodDef SCA_PythonController::Methods[] = {
{"activate", (PyCFunction) SCA_PythonController::sPyActivate, METH_O},
{"deactivate", (PyCFunction) SCA_PythonController::sPyDeActivate, METH_O},
//Deprecated functions ------>
{"setScript", (PyCFunction) SCA_PythonController::sPySetScript, METH_O},
{"getScript", (PyCFunction) SCA_PythonController::sPyGetScript, METH_NOARGS},
//<----- Deprecated
{NULL,NULL} //Sentinel
};
PyAttributeDef SCA_PythonController::Attributes[] = {
KX_PYATTRIBUTE_RW_FUNCTION("script", SCA_PythonController, pyattr_get_script, pyattr_set_script),
KX_PYATTRIBUTE_INT_RO("mode", SCA_PythonController, m_mode),
{ NULL } //Sentinel
};
void SCA_PythonController::ErrorPrint(const char *error_msg)
{
// didn't compile, so instead of compile, complain
// something is wrong, tell the user what went wrong
printf("%s - controller \"%s\":\n", error_msg, GetName().Ptr());
//PyRun_SimpleString(m_scriptText.Ptr());
PyErr_Print();
/* Added in 2.48a, the last_traceback can reference Objects for example, increasing
* their user count. Not to mention holding references to wrapped data.
* This is especially bad when the PyObject for the wrapped data is free'd, after blender
* has alredy dealocated the pointer */
PySys_SetObject( (char *)"last_traceback", NULL);
PyErr_Clear(); /* just to be sure */
}
bool SCA_PythonController::Compile()
{
//printf("py script modified '%s'\n", m_scriptName.Ptr());
m_bModified= false;
// if a script already exists, decref it before replace the pointer to a new script
if (m_bytecode) {
Py_DECREF(m_bytecode);
m_bytecode=NULL;
}
// recompile the scripttext into bytecode
m_bytecode = Py_CompileString(m_scriptText.Ptr(), m_scriptName.Ptr(), Py_file_input);
if (m_bytecode) {
return true;
} else {
ErrorPrint("Python error compiling script");
return false;
}
}
bool SCA_PythonController::Import()
{
//printf("py module modified '%s'\n", m_scriptName.Ptr());
m_bModified= false;
/* incase we re-import */
Py_XDECREF(m_function);
m_function= NULL;
vector<STR_String> py_function_path = m_scriptText.Explode('.');
if(py_function_path.size() < 2) {
printf("Python module name formatting error \"%s\":\n\texpected \"SomeModule.Func\", got \"%s\"\n", GetName().Ptr(), m_scriptText.Ptr());
return false;
}
PyObject *mod = PyImport_ImportModule((char *)py_function_path[0].Ptr());
/* Dont reload yet, do this within the loop so packages reload too */
if(mod==NULL) {
ErrorPrint("Python module not found");
return false;
}
/* 'mod' will be DECREF'd as 'base'
* 'm_function' will be left holding a reference that the controller owns */
PyObject *base= mod;
for(unsigned int i=1; i < py_function_path.size(); i++) {
if(m_debug && PyModule_Check(base)) { /* base could be a class */
Py_DECREF(base); /* getting a new one so dont hold a ref to the old one */
base= PyImport_ReloadModule(base);
if (base==NULL) {
m_function= NULL;
break;
}
}
m_function = PyObject_GetAttrString(base, py_function_path[i].Ptr());
Py_DECREF(base);
base = m_function; /* for the next loop if there is on */
if(m_function==NULL) {
break;
}
}
if(m_function==NULL) {
if(PyErr_Occurred())
ErrorPrint("Python controller found the module but could not access the function");
else
printf("Python module error \"%s\":\n \"%s\" module found but function missing\n", GetName().Ptr(), m_scriptText.Ptr());
return false;
}
if(!PyCallable_Check(m_function)) {
Py_DECREF(m_function);
printf("Python module function error \"%s\":\n \"%s\" not callable\n", GetName().Ptr(), m_scriptText.Ptr());
return false;
}
m_function_argc = 0; /* rare cases this could be a function that isnt defined in python, assume zero args */
if (PyFunction_Check(m_function)) {
PyObject *py_arg_count = PyObject_GetAttrString(PyFunction_GET_CODE(m_function), "co_argcount");
if(py_arg_count) {
m_function_argc = PyLong_AsLong(py_arg_count);
Py_DECREF(py_arg_count);
}
else {
PyErr_Clear(); /* unlikely to fail but just incase */
}
}
if(m_function_argc > 1) {
Py_DECREF(m_function);
printf("Python module function has \"%s\":\n \"%s\" takes %d args, should be zero or 1 controller arg\n", GetName().Ptr(), m_scriptText.Ptr(), m_function_argc);
return false;
}
return true;
}
void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
{
m_sCurrentController = this;
m_sCurrentLogicManager = logicmgr;
PyObject *excdict= NULL;
PyObject* resultobj= NULL;
switch(m_mode) {
case SCA_PYEXEC_SCRIPT:
{
if (m_bModified)
if (Compile()==false) // sets m_bModified to false
return;
if (!m_bytecode)
return;
/*
* This part here with excdict is a temporary patch
* to avoid python/gameengine crashes when python
* inadvertently holds references to game objects
* in global variables.
*
* The idea is always make a fresh dictionary, and
* destroy it right after it is used to make sure
* python won't hold any gameobject references.
*
* Note that the PyDict_Clear _is_ necessary before
* the Py_DECREF() because it is possible for the
* variables inside the dictionary to hold references
* to the dictionary (ie. generate a cycle), so we
* break it by hand, then DECREF (which in this case
* should always ensure excdict is cleared).
*/
excdict= PyDict_Copy(m_pythondictionary);
resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode, excdict, excdict);
/* PyRun_SimpleString(m_scriptText.Ptr()); */
break;
}
case SCA_PYEXEC_MODULE:
{
if (m_bModified || m_debug)
if (Import()==false) // sets m_bModified to false
return;
if (!m_function)
return;
PyObject *args= NULL;
if(m_function_argc==1) {
args = PyTuple_New(1);
PyTuple_SET_ITEM(args, 0, GetProxy());
}
resultobj = PyObject_CallObject(m_function, args);
Py_XDECREF(args);
break;
}
} /* end switch */
/* Free the return value and print the error */
if (resultobj)
{
Py_DECREF(resultobj);
}
else
{
// something is wrong, tell the user what went wrong
printf("Python script error from controller \"%s\":\n", GetName().Ptr());
PyErr_Print();
/* Added in 2.48a, the last_traceback can reference Objects for example, increasing
* their user count. Not to mention holding references to wrapped data.
* This is especially bad when the PyObject for the wrapped data is free'd, after blender
* has alredy dealocated the pointer */
PySys_SetObject( (char *)"last_traceback", NULL);
PyErr_Clear(); /* just to be sure */
}
if(excdict) /* Only for SCA_PYEXEC_SCRIPT types */
{
/* clear after PyErrPrint - seems it can be using
* something in this dictionary and crash? */
PyDict_Clear(excdict);
Py_DECREF(excdict);
}
m_triggeredSensors.clear();
m_sCurrentController = NULL;
}
PyObject* SCA_PythonController::PyActivate(PyObject *value)
{
if(m_sCurrentController != this) {
PyErr_SetString(PyExc_SystemError, "Cannot add an actuator from a non-active controller");
return NULL;
}
SCA_IActuator* actu = LinkedActuatorFromPy(value);
if(actu==NULL)
return NULL;
m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, true);
Py_RETURN_NONE;
}
PyObject* SCA_PythonController::PyDeActivate(PyObject *value)
{
if(m_sCurrentController != this) {
PyErr_SetString(PyExc_SystemError, "Cannot add an actuator from a non-active controller");
return NULL;
}
SCA_IActuator* actu = LinkedActuatorFromPy(value);
if(actu==NULL)
return NULL;
m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, false);
Py_RETURN_NONE;
}
/* 1. getScript */
PyObject* SCA_PythonController::PyGetScript()
{
ShowDeprecationWarning("getScript()", "the script property");
return PyString_FromString(m_scriptText);
}
/* 2. setScript */
PyObject* SCA_PythonController::PySetScript(PyObject* value)
{
char *scriptArg = PyString_AsString(value);
ShowDeprecationWarning("setScript()", "the script property");
if (scriptArg==NULL) {
PyErr_SetString(PyExc_TypeError, "expected a string (script name)");
return NULL;
}
/* set scripttext sets m_bModified to true,
so next time the script is needed, a reparse into byte code is done */
this->SetScriptText(scriptArg);
Py_RETURN_NONE;
}
PyObject* SCA_PythonController::pyattr_get_script(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
//SCA_PythonController* self= static_cast<SCA_PythonController*>(static_cast<SCA_IController*>(static_cast<SCA_ILogicBrick*>(static_cast<CValue*>(static_cast<PyObjectPlus*>(self_v)))));
// static_cast<void *>(dynamic_cast<Derived *>(obj)) - static_cast<void *>(obj)
SCA_PythonController* self= static_cast<SCA_PythonController*>(self_v);
return PyString_FromString(self->m_scriptText);
}
int SCA_PythonController::pyattr_set_script(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
SCA_PythonController* self= static_cast<SCA_PythonController*>(self_v);
char *scriptArg = PyString_AsString(value);
if (scriptArg==NULL) {
PyErr_SetString(PyExc_TypeError, "controller.script = string: Python Controller, expected a string script text");
return PY_SET_ATTR_FAIL;
}
/* set scripttext sets m_bModified to true,
so next time the script is needed, a reparse into byte code is done */
self->SetScriptText(scriptArg);
return PY_SET_ATTR_SUCCESS;
}
/* eof */