[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [19974] trunk/blender/source: BGE alternative run mode for python controllers.

Campbell Barton ideasman42 at gmail.com
Wed Apr 29 14:43:09 CEST 2009


Revision: 19974
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19974
Author:   campbellbarton
Date:     2009-04-29 14:43:09 +0200 (Wed, 29 Apr 2009)

Log Message:
-----------
BGE alternative run mode for python controllers.
Option to run a function in a module rather then a script from a python controller, this has a number of advantages.

- No allocating and freeing the namespace dictionary for every time its triggered
  (hard to measure the overhead here, but in a test with calling 42240 scripts a second each defining 200 vars, using modules was ~25% faster)

- Ability to use external python scripts for game logic.

- Convenient debug option that lets you edit scripts while the game engine runs.

Modified Paths:
--------------
    trunk/blender/source/blender/makesdna/DNA_controller_types.h
    trunk/blender/source/blender/src/buttons_logic.c
    trunk/blender/source/gameengine/Converter/KX_ConvertControllers.cpp
    trunk/blender/source/gameengine/GameLogic/SCA_PythonController.cpp
    trunk/blender/source/gameengine/GameLogic/SCA_PythonController.h

Modified: trunk/blender/source/blender/makesdna/DNA_controller_types.h
===================================================================
--- trunk/blender/source/blender/makesdna/DNA_controller_types.h	2009-04-29 11:20:07 UTC (rev 19973)
+++ trunk/blender/source/blender/makesdna/DNA_controller_types.h	2009-04-29 12:43:09 UTC (rev 19974)
@@ -43,6 +43,9 @@
 
 typedef struct bPythonCont {
 	struct Text *text;
+	char module[64];
+	int mode;
+	int flag; /* only used for debug now */
 } bPythonCont;
 
 typedef struct bController {
@@ -77,5 +80,8 @@
 #define CONT_NEW		4
 #define CONT_MASK		8
 
+/* pyctrl->flag */
+#define CONT_PY_DEBUG	1
+
 #endif
 

Modified: trunk/blender/source/blender/src/buttons_logic.c
===================================================================
--- trunk/blender/source/blender/src/buttons_logic.c	2009-04-29 11:20:07 UTC (rev 19973)
+++ trunk/blender/source/blender/src/buttons_logic.c	2009-04-29 12:43:09 UTC (rev 19974)
@@ -1578,7 +1578,16 @@
 		glRects(xco, yco-ysize, xco+width, yco);
 		uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
 
-		uiDefIDPoinBut(block, test_scriptpoin_but, ID_SCRIPT, 1, "Script: ", xco+45,yco-24,width-90, 19, &pc->text, "");
+	
+		uiBlockBeginAlign(block);
+		uiDefButI(block, MENU, B_REDR, "Execution Method%t|Script%x0|Module%x1", xco+24,yco-24, 66, 19, &pc->mode, 0, 0, 0, 0, "Python script type (textblock or module)");
+		if(pc->mode==0)
+			uiDefIDPoinBut(block, test_scriptpoin_but, ID_SCRIPT, 1, "", xco+90,yco-24,width-90, 19, &pc->text, "Blender textblock to run as a script");
+		else {
+			uiDefBut(block, TEX, 1, "", xco+90,yco-24,(width-90)-25, 19, pc->module, 0, 63, 0, 0, "Module name and function to run eg \"someModule.main\"");
+			uiDefButBitI(block, TOG, CONT_PY_DEBUG, B_REDR, "D", (xco+width)-25, yco-24, 19, 19, &pc->flag, 0, 0, 0, 0, "Continuously reload the module from disk for editing external modules without restrting, (slow)");
+		}
+		uiBlockEndAlign(block);
 		
 		yco-= ysize;
 		break;

Modified: trunk/blender/source/gameengine/Converter/KX_ConvertControllers.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/KX_ConvertControllers.cpp	2009-04-29 11:20:07 UTC (rev 19973)
+++ trunk/blender/source/gameengine/Converter/KX_ConvertControllers.cpp	2009-04-29 12:43:09 UTC (rev 19974)
@@ -154,29 +154,38 @@
 			}
 			case CONT_PYTHON:
 			{
-					
-				// we should create a Python controller here
-							
-				SCA_PythonController* pyctrl = new SCA_PythonController(gameobj);
+				bPythonCont* pycont = (bPythonCont*) bcontr->data;
+				SCA_PythonController* pyctrl = new SCA_PythonController(gameobj, pycont->mode);
 				gamecontroller = pyctrl;
-					
-				bPythonCont* pycont = (bPythonCont*) bcontr->data;
+				
 				pyctrl->SetDictionary(pythondictionary);
-					
-				if (pycont->text)
-				{
-					char *buf;
-					// this is some blender specific code
-					buf= txt_to_buf(pycont->text);
-					if (buf)
+				
+				if(pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) {
+					if (pycont->text)
 					{
-						pyctrl->SetScriptText(STR_String(buf));
-						pyctrl->SetScriptName(pycont->text->id.name+2);
-						MEM_freeN(buf);
+						char *buf;
+						// this is some blender specific code
+						buf= txt_to_buf(pycont->text);
+						if (buf)
+						{
+							pyctrl->SetScriptText(STR_String(buf));
+							pyctrl->SetScriptName(pycont->text->id.name+2);
+							MEM_freeN(buf);
+						}
+						
 					}
-					
 				}
-					
+				else {
+					/* let the controller print any warnings here when importing */
+					pyctrl->SetScriptText(STR_String(pycont->module)); 
+					pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */
+				}
+
+				if(pycont->flag & CONT_PY_DEBUG) {
+					printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2);
+					pyctrl->SetDebug(true);
+				}
+				
 				LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
 				break;
 			}
@@ -202,9 +211,13 @@
 			converter->RegisterGameController(gamecontroller, bcontr);
 			
 			if (bcontr->type==CONT_PYTHON) {
+				SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller);
 				/* not strictly needed but gives syntax errors early on and
 				 * gives more pradictable performance for larger scripts */
-				(static_cast<SCA_PythonController*>(gamecontroller))->Compile();
+				if(pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
+					pyctrl->Compile();
+				else
+					pyctrl->Import();
 			}
 			
 			//done with gamecontroller

Modified: trunk/blender/source/gameengine/GameLogic/SCA_PythonController.cpp
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_PythonController.cpp	2009-04-29 11:20:07 UTC (rev 19973)
+++ trunk/blender/source/gameengine/GameLogic/SCA_PythonController.cpp	2009-04-29 12:43:09 UTC (rev 19974)
@@ -48,12 +48,17 @@
 
 
 SCA_PythonController::SCA_PythonController(SCA_IObject* gameobj,
+										   int mode,
 										   PyTypeObject* T)
 	: SCA_IController(gameobj, T),
 	m_bytecode(NULL),
+	m_function(NULL),
 	m_bModified(true),
+	m_debug(false),
+	m_mode(mode),
 	m_pythondictionary(NULL)
 {
+	
 }
 
 /*
@@ -74,15 +79,12 @@
 
 SCA_PythonController::~SCA_PythonController()
 {
-	if (m_bytecode)
-	{
-		//
-		//printf("released python byte script\n");
-		Py_DECREF(m_bytecode);
-	}
+	//printf("released python byte script\n");
 	
-	if (m_pythondictionary)
-	{
+	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);
@@ -95,7 +97,7 @@
 {
 	SCA_PythonController* replica = new SCA_PythonController(*this);
 	// Copy the compiled bytecode if possible.
-	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.
@@ -267,41 +269,90 @@
 	{ 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)
-	{
+	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);
-	m_bModified=false;
 	
-	if (m_bytecode)
-	{
-		
+	if (m_bytecode) {
 		return true;
+	} else {
+		ErrorPrint("Python error compiling script");
+		return false;
 	}
-	else {
-		// didn't compile, so instead of compile, complain
-		// something is wrong, tell the user what went wrong
-		printf("Python compile error from controller \"%s\": \n", 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::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> module_func = m_scriptText.Explode('.');
+	
+	if(module_func.size() != 2 || module_func[0].Length()==0 || module_func[1].Length()==0) {
+		printf("Python module name formatting error \"%s\":\n\texpected \"SomeModule.Func\", got \"%s\"", GetName().Ptr(), m_scriptText.Ptr());
 		return false;
 	}
+	
+	PyObject *mod = PyImport_ImportModule(module_func[0]);
+	if(mod && m_debug) {
+		Py_DECREF(mod); /* getting a new one so dont hold a ref to the old one */
+		mod= PyImport_ReloadModule(mod);
+	}
+	
+	if(mod==NULL) {
+		ErrorPrint("Python module not found");
+		return false;
+	}
+	Py_DECREF(mod); /* will be added to sys.modules so no need to keep a ref */
+	
+	
+	PyObject *dict=  PyModule_GetDict(mod);
+	m_function= PyDict_GetItemString(dict, module_func[1]); /* borrow */
+	
+	if(m_function==NULL) {
+		printf("Python module error \"%s\":\n \"%s\" module fount but function missing\n", GetName().Ptr(), m_scriptText.Ptr());
+		return false;
+	}
+	
+	if(!PyCallable_Check(m_function)) {
+		printf("Python module function error \"%s\":\n \"%s\" not callable", GetName().Ptr(), m_scriptText.Ptr());
+		return false;
+	}
+	
+	Py_INCREF(m_function);
+	Py_INCREF(mod);
+	
+	return true;
 }
 
 void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
@@ -309,16 +360,18 @@
 	m_sCurrentController = this;
 	m_sCurrentLogicManager = logicmgr;
 	
-	if (m_bModified)
+	PyObject *excdict=		NULL;
+	PyObject* resultobj=	NULL;
+	
+	switch(m_mode) {
+	case SCA_PYEXEC_SCRIPT:
 	{
-		if (Compile()==false) // sets m_bModified to false
+		if (m_bModified)
+			if (Compile()==false) // sets m_bModified to false
+				return;
+		if (!m_bytecode)
 			return;
-	}
-	if (!m_bytecode) {
-		return;
-	}
 		
-	
 		/*
 		 * This part here with excdict is a temporary patch
 		 * to avoid python/gameengine crashes when python
@@ -337,10 +390,28 @@
 		 * should always ensure excdict is cleared).
 		 */
 
-	PyObject *excdict= PyDict_Copy(m_pythondictionary);
-	PyObject* resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
-		excdict, excdict);
-
+		excdict= PyDict_Copy(m_pythondictionary);

@@ Diff output truncated at 10240 characters. @@




More information about the Bf-blender-cvs mailing list