[Bf-committers] Proposal for handling string encoding in blender.

Remo Pini remo.pini at avexys.com
Fri Aug 13 11:56:42 CEST 2010


Maybe I'm dense, but why would the letter "é" not be UTF-8 compliant? According to my sources that would be é = c3 a9 (LATIN SMALL LETTER E WITH ACUTE) which is perfectly fine...

So mesh.name = "numéro" should NOT raise an error IMHO if the system is truly UTF-8.

Cheers

Remo

> -----Original Message-----
> From: bf-committers-bounces at blender.org [mailto:bf-committers-
> bounces at blender.org] On Behalf Of Campbell Barton
> Sent: Freitag, 13. August 2010 11:40
> To: bf-blender developers
> Subject: [Bf-committers] Proposal for handling string encoding in blender.
> 
> At moment we have have a problem with decoding strings in blender
> which is caused by blend files not having any encoding information.
> We have a number of reports about this in the tracker - eg
> https://projects.blender.org/tracker/index.php?func=detail&aid=23285&gro
> up_id=9&atid=498.
> This also gave us trouble for models given to us for the durian
> sprint, I ended up having to manually rename objects so scripts would
> work.
> 
> In practice this means the following can raise an error:
>  fn = bpy.data.filename # the file path may not be utf8 compatible
>  print(bpy.context.object.name) # the person who made this file may
> have cyrillic characters which blender lets them enter.
> 
> If your not into scripting this means simple things like importing a
> file from your home directory can be impossible if your name isnt utf8
> compliant, so I dont think this is a problem we can ignore.
> 
> The stupid/simple solution is not to use strings, just use byte arrays
> all over - then you never have any encoding problems.
> Normally I like stupid solutions but it means every string needs to
> have a 'b' prefix. eg:  b"Some String", and I think this is too
> annoying & ugly.
> 
> We could just enforce one encoding for all blend files except as
> hinted at earlier this wont work for peoples filepaths are not utf8
> compatible.
> 
> ---
> 
> So heres my proposed solution:
> (in brief.  strings: utf8, except for filepaths: fs-natve)
> 
> * Enforce UTF8 for all blenders internal strings, this can be handled
> at the UI & python level so that you are not allowed to set
> utf8-incompatible strings.
>  - This means that if you enter a non-utf8 compatible character in an
> object name it will reject the name.
>  - If you try to do: mesh.name = "numéro" # an error will be raised.
> 
> * filenames can't have this limitation imposed because blender needs
> to be able to reference paths on the users system which we have no
> control over, however we have a FILENAME type in RNA, we can exempt
> these strings from the utf8 check, instead these need to follow the
> filesystems encoding.
>  - Python can handle this with - Py_FileSystemDefaultEncoding
>  - This means the string encoding for a file path and an object name
> for instance may differ.
> 
> The flaw in this solution is that someone may create a blend file with
> an image in //numéro/foo.png, then they give this to someone else who
> can open the file, but get a python error when they try to export it
> as an OBJ.
> 
> I think this is an acceptable limitation, we can just tell users that
> if they want to share their projects to use ascii filenames, people
> already need to use relative paths if they share projects in that ase
> the name of their home directory wont matter.
> Its a lot better then the current state which stops people from
> exporting a file to their own home directory (under certain
> conditions).
> 
> If this is ok I can go ahead with this before the next release, its
> not really all that much work but since this limits mesh/object/bone
> names, and the string input field its not just the python api thats
> affected.
> 
> --
> - Campbell
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