[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [19999] trunk/blender/source: BGE Python sys.path for the blenderplayer and blender
Campbell Barton
ideasman42 at gmail.com
Thu Apr 30 10:01:34 CEST 2009
Revision: 19999
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19999
Author: campbellbarton
Date: 2009-04-30 10:01:31 +0200 (Thu, 30 Apr 2009)
Log Message:
-----------
BGE Python sys.path for the blenderplayer and blender
sys.path is the search path for python modules. This is useful so people making games can put all their scripts in a folder and be sure they will always load into the BGE.
for each blend file a scripts directory is added to the path
/home/me/foo.blend
will look for modules in...
/home/me/scripts/*.py
It could also default to look for modules in the same directory as the blend file but I think this is messy.
Added a note in the tooltip about //scripts so its not such a hidden feature.
This works by storing the original sys.path, then adding the paths for the blendfile and all its libs,
when a new blendfile is loaded, the original sys.path is restored before adding the blendfiles paths again so the sys.path wont get junk in it.
One problem with this - when using linked libs the module names must be unique else it will load the wrong module for one of the controllers.
also fixed 2 bugs
- sys.path in the blenderplayer was growing by 1 for every file load in blenderplayer
- the relative path (gp_GamePythonPath), wasnt being set when loading files in the blenderlayer (as I wrongly said in the last commit).
Modified Paths:
--------------
trunk/blender/source/blender/src/buttons_logic.c
trunk/blender/source/gameengine/GamePlayer/ActiveX/BlenderPlayerCtl.cpp
trunk/blender/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
trunk/blender/source/gameengine/Ketsji/KX_PythonInit.cpp
Modified: trunk/blender/source/blender/src/buttons_logic.c
===================================================================
--- trunk/blender/source/blender/src/buttons_logic.c 2009-04-30 03:46:31 UTC (rev 19998)
+++ trunk/blender/source/blender/src/buttons_logic.c 2009-04-30 08:01:31 UTC (rev 19999)
@@ -1580,12 +1580,12 @@
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)");
+ 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 - faster)");
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)");
+ 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\", internal texts and //scripts/*.py on the filesystem can be used");
+ 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");
}
uiBlockEndAlign(block);
Modified: trunk/blender/source/gameengine/GamePlayer/ActiveX/BlenderPlayerCtl.cpp
===================================================================
--- trunk/blender/source/gameengine/GamePlayer/ActiveX/BlenderPlayerCtl.cpp 2009-04-30 03:46:31 UTC (rev 19998)
+++ trunk/blender/source/gameengine/GamePlayer/ActiveX/BlenderPlayerCtl.cpp 2009-04-30 08:01:31 UTC (rev 19999)
@@ -662,9 +662,6 @@
m_gamedata->curscene);
PyObject* m_dictionaryobject = initGamePlayerPythonScripting("Ketsji", psl_Highest, m_gamedata->main, 0, NULL);
- //PyObject* m_dictionaryobject = initGamePlayerPythonScripting("Ketsji", psl_Lowest, m_gamedata->main, 0, NULL);
-
- ///python scripting doesn't work
m_ketsjiengine->SetPythonDictionary(m_dictionaryobject);
initRasterizer(m_rasterizer, m_canvas);
Modified: trunk/blender/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
===================================================================
--- trunk/blender/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp 2009-04-30 03:46:31 UTC (rev 19998)
+++ trunk/blender/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp 2009-04-30 08:01:31 UTC (rev 19999)
@@ -704,10 +704,10 @@
BLI_strncpy(pathname, maggie->name, sizeof(pathname));
BLI_strncpy(G.sce, maggie->name, sizeof(G.sce));
+ setGamePythonPath(G.sce);
if (firstTimeRunning)
{
- setGamePythonPath(G.sce);
firstTimeRunning = false;
if (fullScreen)
Modified: trunk/blender/source/gameengine/Ketsji/KX_PythonInit.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_PythonInit.cpp 2009-04-30 03:46:31 UTC (rev 19998)
+++ trunk/blender/source/gameengine/Ketsji/KX_PythonInit.cpp 2009-04-30 08:01:31 UTC (rev 19999)
@@ -80,6 +80,10 @@
#include "KX_PythonInitTypes.h"
+/* we only need this to get a list of libraries from the main struct */
+#include "DNA_ID.h"
+#include "BKE_main.h"
+
extern "C" {
#include "Mathutils.h" // Blender.Mathutils module copied here so the blenderlayer can use.
#include "bpy_internal_import.h" /* from the blender python api, but we want to import text too! */
@@ -110,6 +114,7 @@
static KX_KetsjiEngine* gp_KetsjiEngine = NULL;
static RAS_IRasterizer* gp_Rasterizer = NULL;
static char gp_GamePythonPath[FILE_MAXDIR + FILE_MAXFILE] = "";
+static PyObject *gp_OrigPythonSysPath= NULL;
void KX_RasterizerDrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)
{
@@ -1522,11 +1527,111 @@
}
}
+/* Explanation of
+ *
+ * - backupPySysPath() : stores sys.path in gp_OrigPythonSysPath
+ * - initPySysPath(main) : initializes the blendfile and library paths
+ * - restorePySysPath() : restores sys.path from gp_OrigPythonSysPath
+ *
+ * These exist so the //scripts folder can always be used to import modules from.
+ * the reason we need a few functions for this is that python is not only used by the game engine
+ * so we cant just add to sys.path all the time, it would leave pythons state in a mess.
+ * It would also be incorrect since loading blend files for new levels etc would alwasy add to sys.path
+ *
+ * To play nice with blenders python, the sys.path is backed up and the current blendfile along
+ * with all its lib paths are added to the sys path.
+ * When loading a new blendfile, the original sys.path is restored and the new paths are added over the top.
+ */
+
/**
+ * So we can have external modules mixed with our blend files.
+ */
+static void backupPySysPath(void)
+{
+ PyObject *sys_path= PySys_GetObject("path"); /* should never fail */
+
+ /* just incase its set */
+ Py_XDECREF(gp_OrigPythonSysPath);
+ gp_OrigPythonSysPath= NULL;
+
+ gp_OrigPythonSysPath = PyList_GetSlice(sys_path, 0, INT_MAX); /* copy the list */
+}
+
+/* for initPySysPath only,
+ * takes a blend path and adds a scripts dir from it
+ *
+ * "/home/me/foo.blend" -> "/home/me/scripts"
+ */
+static void initPySysPath__append(PyObject *sys_path, char *filename)
+{
+ PyObject *item;
+ char expanded[FILE_MAXDIR + FILE_MAXFILE] = "//";
+
+ BLI_convertstringcode(expanded, filename);
+ BLI_join_dirfile(expanded, expanded, "scripts"); /* double checked and using the dir twice is safe */
+
+ item= PyString_FromString(expanded);
+
+ if(PySequence_Index(sys_path, item) == -1) {
+ PyList_Insert(sys_path, 0, item);
+ }
+
+ Py_DECREF(item);
+}
+static void initPySysPath(Main *maggie)
+{
+ PyObject *sys_path= PySys_GetObject("path"); /* should never fail */
+
+ if (gp_OrigPythonSysPath==NULL) {
+ /* backup */
+ backupPySysPath();
+ }
+ else {
+ /* get the original sys path when the BGE started */
+ PyList_SetSlice(sys_path, 0, INT_MAX, gp_OrigPythonSysPath);
+ }
+
+ Library *lib= (Library *)maggie->library.first;
+
+ while(lib) {
+ initPySysPath__append(sys_path, lib->name);
+ lib= (Library *)lib->id.next;
+ }
+
+ initPySysPath__append(sys_path, gp_GamePythonPath);
+
+// fprintf(stderr, "\nNew Path: %d ", PyList_Size(sys_path));
+// PyObject_Print(sys_path, stderr, 0);
+}
+
+static void restorePySysPath(void)
+{
+ if (gp_OrigPythonSysPath==NULL)
+ return;
+
+ PyObject *sys_path= PySys_GetObject("path"); /* should never fail */
+
+ PyList_SetSlice(sys_path, 0, INT_MAX, gp_OrigPythonSysPath);
+ Py_DECREF(gp_OrigPythonSysPath);
+ gp_OrigPythonSysPath= NULL;
+
+// fprintf(stderr, "\nRestore Path: %d ", PyList_Size(sys_path));
+// PyObject_Print(sys_path, stderr, 0);
+}
+
+/**
* Python is not initialised.
*/
PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecurityLevel level, Main *maggie, int argc, char** argv)
{
+ /* Yet another gotcha in the py api
+ * Cant run PySys_SetArgv more then once because this adds the
+ * binary dir to the sys.path each time.
+ * Id have thaught python being totally restarted would make this ok but
+ * somehow it remembers the sys.path - Campbell
+ */
+ static bool first_time = true;
+
#if (PY_VERSION_HEX < 0x03000000)
STR_String pname = progname;
Py_SetProgramName(pname.Ptr());
@@ -1536,7 +1641,7 @@
Py_Initialize();
#if (PY_VERSION_HEX < 0x03000000)
- if(argv) /* browser plugins dont currently set this */
+ if(argv && first_time) /* browser plugins dont currently set this */
PySys_SetArgv(argc, argv);
#endif
//importBlenderModules()
@@ -1546,6 +1651,10 @@
bpy_import_main_set(maggie);
+ initPySysPath(maggie);
+
+ first_time = false;
+
PyObject* moduleobj = PyImport_AddModule("__main__");
return PyModule_GetDict(moduleobj);
}
@@ -1553,10 +1662,16 @@
void exitGamePlayerPythonScripting()
{
//clearGameModules(); // were closing python anyway
+
+ /* since python restarts we cant let the python backup of the sys.path hang around in a global pointer */
+ restorePySysPath(); /* get back the original sys.path and clear the backup */
+
Py_Finalize();
bpy_import_main_set(NULL);
}
+
+
/**
* Python is already initialized.
*/
@@ -1574,6 +1689,8 @@
bpy_import_main_set(maggie);
+ initPySysPath(maggie);
+
/* clear user defined modules that may contain data from the last run */
clearGameModules();
@@ -1619,6 +1736,7 @@
void exitGamePythonScripting()
{
clearGameModules();
+ restorePySysPath(); /* get back the original sys.path and clear the backup */
bpy_import_main_set(NULL);
}
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