Revision: 19728
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19728
Author: campbellbarton
Date: 2009-04-15 12:57:28 +0200 (Wed, 15 Apr 2009)
Log Message:
-----------
Disable using KX_GameObjects in python that have been removed from the scene
(zombie objects) by raising a RuntimeError when accessing methods, attributes
or passing to a function.
Common cases of this are when python references an object from the AddObject
actuator that has ended, or a scene has been loaded and the old objects freed.
This means some scripts will raise errors now in certain cases but better give
the error early rather then failing silently with strange hard to track down
behavior & crashes.
Added "isValid" attribute for checking objects are in a scene.
At the moment it uses the SceneGraph Node to check of the objects valid but it
might be better to do this in a more generic way so scenes, meshes etc also
have this check.
Modified Paths:
--------------
trunk/blender/source/gameengine/Ketsji/KX_Camera.cpp
trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
trunk/blender/source/gameengine/Ketsji/KX_Light.cpp
trunk/blender/source/gameengine/PyDoc/KX_GameObject.py
Modified: trunk/blender/source/gameengine/Ketsji/KX_Camera.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Camera.cpp 2009-04-15
10:18:58 UTC (rev 19727)
+++ trunk/blender/source/gameengine/Ketsji/KX_Camera.cpp 2009-04-15
10:57:28 UTC (rev 19728)
@@ -534,11 +534,22 @@
PyObject* KX_Camera::py_getattro(PyObject *attr)
{
+ if (ValidPythonToGameObject(this)==false) {
+ if (!strcmp(PyString_AsString(attr), "isValid")) {
+ PyErr_Clear();
+ Py_RETURN_FALSE;
+ }
+ return NULL; /* ValidPythonToGameObject sets the error */
+ }
+
py_getattro_up(KX_GameObject);
}
int KX_Camera::py_setattro(PyObject *attr, PyObject *value)
{
+ if (ValidPythonToGameObject(this)==false)
+ return -1;
+
py_setattro_up(KX_GameObject);
}
Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2009-04-15
10:18:58 UTC (rev 19727)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2009-04-15
10:57:28 UTC (rev 19728)
@@ -1106,6 +1106,8 @@
KX_PYATTRIBUTE_RO_FUNCTION("controllers", KX_GameObject,
pyattr_get_controllers),
KX_PYATTRIBUTE_RO_FUNCTION("actuators", KX_GameObject,
pyattr_get_actuators),
+ KX_PYATTRIBUTE_RO_FUNCTION("isValid", KX_GameObject,
pyattr_get_is_valid),
+
{NULL} //Sentinel
};
@@ -1169,6 +1171,12 @@
Py_ssize_t KX_GameObject::Map_Len(PyObject* self_v)
{
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+
+ if (ValidPythonToGameObject(self)==false) {
+ PyErr_Clear();
+ return 0;
+ }
+
Py_ssize_t len= self->GetPropertyCount();
if(self->m_attrlist)
len += PyDict_Size(self->m_attrlist);
@@ -1183,6 +1191,9 @@
CValue* resultattr;
PyObject* pyconvert;
+ if (ValidPythonToGameObject(self)==false)
+ return NULL;
+
/* first see if the attributes a string and try get the cvalue
attribute */
if(attr_str && (resultattr=self->GetProperty(attr_str))) {
pyconvert = resultattr->ConvertValueToPython();
@@ -1212,6 +1223,9 @@
if(attr_str==NULL)
PyErr_Clear();
+ if (ValidPythonToGameObject(self)==false)
+ return -1;
+
if (val==NULL) { /* del ob["key"] */
int del= 0;
@@ -1537,7 +1551,7 @@
PyObject* KX_GameObject::pyattr_get_timeOffset(void *self_v, const
KX_PYATTRIBUTE_DEF *attrdef)
{
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
- SG_Node* sg_parent= self->GetSGNode()->GetSGParent();
+ SG_Node* sg_parent= self->GetSGNode()->GetSGParent(); /* GetSGNode() is
valid or exception would be raised */
if (sg_parent && sg_parent->IsSlowParent()) {
return PyFloat_FromDouble(static_cast<KX_SlowParentRelation
*>(sg_parent->GetParentRelation())->GetTimeOffset());
} else {
@@ -1549,7 +1563,7 @@
{
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
MT_Scalar val = PyFloat_AsDouble(value);
- SG_Node* sg_parent= self->GetSGNode()->GetSGParent();
+ SG_Node* sg_parent= self->GetSGNode()->GetSGParent(); /* GetSGNode() is
valid or exception would be raised */
if (val < 0.0f) { /* also accounts for non float */
PyErr_SetString(PyExc_AttributeError, "expected a float zero or
above");
return 1;
@@ -1604,6 +1618,10 @@
return meshes;
}
+PyObject* KX_GameObject::pyattr_get_is_valid(void *self_v, const
KX_PYATTRIBUTE_DEF *attrdef)
+{
+ Py_RETURN_TRUE;
+}
/* experemental! */
PyObject* KX_GameObject::pyattr_get_sensors(void *self_v, const
KX_PYATTRIBUTE_DEF *attrdef)
@@ -1642,7 +1660,6 @@
return resultlist;
}
-
/* __dict__ only for the purpose of giving useful dir() results */
PyObject* KX_GameObject::pyattr_get_dir_dict(void *self_v, const
KX_PYATTRIBUTE_DEF *attrdef)
{
@@ -1674,7 +1691,6 @@
return dict;
}
-
PyObject* KX_GameObject::py_getattro(PyObject *attr)
{
py_getattro_up(SCA_IObject);
@@ -1685,6 +1701,113 @@
py_setattro_up(SCA_IObject);
}
+
+/* we need our own getattr and setattr types */
+/* See m_attrlist definition for rules on how this works */
+PyObject *KX_GameObject::py_base_getattro_gameobject(PyObject * self, PyObject
*attr)
+{
+ if(((KX_GameObject *) self)->GetSGNode()==NULL) {
+ if (!strcmp(PyString_AsString(attr), "isValid")) {
+ PyErr_Clear();
+ Py_INCREF(Py_False);
+ return Py_False;
+ }
+
+ ValidPythonToGameObject(((KX_GameObject *) self)); // we know
its invalid, just get the error
+ return NULL;
+ }
+
+ PyObject *object= ((KX_GameObject *) self)->py_getattro(attr);
+
+ if (object==NULL && ((KX_GameObject *) self)->m_attrlist) {
+ /* backup the exception incase the attr doesnt exist in the
dict either */
+ PyObject *err_type, *err_value, *err_tb;
+ PyErr_Fetch(&err_type, &err_value, &err_tb);
+
+ object= PyDict_GetItem(((KX_GameObject *) self)->m_attrlist,
attr);
+ if (object) {
+ Py_INCREF(object);
+
+ PyErr_Clear();
+ Py_XDECREF( err_type );
+ Py_XDECREF( err_value );
+ Py_XDECREF( err_tb );
+ }
+ else {
+ PyErr_Restore(err_type, err_value, err_tb); /* use the
error from the parent function */
+ }
+ }
+ return object;
+}
+
+int KX_GameObject::py_base_setattro_gameobject(PyObject * self, PyObject
*attr, PyObject *value)
+{
+ int ret;
+
+ /* Delete the item */
+ if (value==NULL)
+ {
+ ret= ((PyObjectPlus*) self)->py_delattro(attr);
+
+ if (ret != 0) /* CValue attribute failed, try KX_GameObject
m_attrlist dict */
+ {
+ if (((KX_GameObject *) self)->m_attrlist)
+ {
+ /* backup the exception incase the attr doesnt
exist in the dict either */
+ PyObject *err_type, *err_value, *err_tb;
+ PyErr_Fetch(&err_type, &err_value, &err_tb);
+
+ if (PyDict_DelItem(((KX_GameObject *)
self)->m_attrlist, attr) == 0)
+ {
+ ret= 0;
+ PyErr_Clear();
+ Py_XDECREF( err_type );
+ Py_XDECREF( err_value );
+ Py_XDECREF( err_tb );
+ }
+ else {
+ PyErr_Restore(err_type, err_value,
err_tb); /* use the error from the parent function */
+ }
+ }
+ }
+ return ret;
+ }
+
+
+ ret= ((PyObjectPlus*) self)->py_setattro(attr, value);
+
+ if (ret==PY_SET_ATTR_SUCCESS) {
+ /* remove attribute in our own dict to avoid double ups */
+ if (((KX_GameObject *) self)->m_attrlist) {
+ if (PyDict_DelItem(((KX_GameObject *)
self)->m_attrlist, attr) != 0)
+ PyErr_Clear();
+ }
+ }
+
+ if (ret==PY_SET_ATTR_COERCE_FAIL) {
+ /* CValue attribute exists, remove and add dict value */
+ ((KX_GameObject *)
self)->RemoveProperty(STR_String(PyString_AsString(attr)));
+ ret= PY_SET_ATTR_MISSING;
+ }
+
+ if (ret==PY_SET_ATTR_MISSING) {
+ /* Lazy initialization */
+ if (((KX_GameObject *) self)->m_attrlist==NULL)
+ ((KX_GameObject *) self)->m_attrlist = PyDict_New();
+
+ if (PyDict_SetItem(((KX_GameObject *) self)->m_attrlist, attr,
value)==0) {
+ PyErr_Clear();
+ ret= PY_SET_ATTR_SUCCESS;
+ }
+ else {
+ PyErr_Format(PyExc_AttributeError, "failed assigning
value to KX_GameObject internal dictionary");
+ ret= PY_SET_ATTR_FAIL;
+ }
+ }
+
+ return ret;
+}
+
PyObject* KX_GameObject::PyApplyForce(PyObject* self, PyObject* args)
{
int local = 0;
@@ -1992,7 +2115,7 @@
PyObject* KX_GameObject::PyGetChildren(PyObject* self)
{
CListValue* list = new CListValue();
- walk_children(m_pSGNode, list, 0);
+ walk_children(GetSGNode(), list, 0); /* GetSGNode() is always valid or
it would have raised an exception before this */
return list;
}
@@ -2569,6 +2692,11 @@
if (PyObject_TypeCheck(value, &KX_GameObject::Type)) {
*object = static_cast<KX_GameObject*>(value);
+
+ /* sets the error */
+ if (ValidPythonToGameObject(*object)==false)
+ return false;
+
return true;
}
@@ -2582,3 +2710,17 @@
return false;
}
+
+bool ValidPythonToGameObject(KX_GameObject *object)
+{
+ if (object->GetSGNode()==NULL) {
+ PyErr_Format(
+ PyExc_RuntimeError,
+ "KX_GameObject \"%s\" is not longer in a scene,
"
+ "check for this case with the \"isValid\"
attribute",
+ object->GetName().ReadPtr() );
+ return false;
+ }
+
+ return true;
+}
\ No newline at end of file
Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.h 2009-04-15
10:18:58 UTC (rev 19727)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.h 2009-04-15
10:57:28 UTC (rev 19728)
@@ -51,7 +51,6 @@
#include "SCA_LogicManager.h" /* for ConvertPythonToGameObject to search
object names */
#define KX_OB_DYNAMIC 1
-
//Forward declarations.
struct KX_ClientObjectInfo;
class KX_RayCast;
@@ -61,6 +60,10 @@
class PHY_IPhysicsEnvironment;
struct Object;
+/* utility conversion function */
+bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool
py_none_ok);
+bool ValidPythonToGameObject(KX_GameObject *object);
+
/**
* KX_GameObject is the main class for dynamic objects.
*/
@@ -811,105 +814,16 @@
virtual PyObject* py_getattro(PyObject *attr);
virtual int py_setattro(PyObject *attr, PyObject *value);
// py_setattro method
- virtual PyObject* py_repr(void) { return
PyString_FromString(GetName().ReadPtr()); }
-
- /* we need our own getattr and setattr types */
- /* See m_attrlist definition for rules on how this works */
- static PyObject *py_base_getattro_gameobject(PyObject * self, PyObject
*attr)
+ virtual PyObject* py_repr(void)
{
- PyObject *object= ((KX_GameObject *) self)->py_getattro(attr);
-
- if (object==NULL && ((KX_GameObject *) self)->m_attrlist) {
- /* backup the exception incase the attr doesnt exist in
the dict either */
- PyObject *err_type, *err_value, *err_tb;
- PyErr_Fetch(&err_type, &err_value, &err_tb);
-
- object= PyDict_GetItem(((KX_GameObject *)
self)->m_attrlist, attr);
- if (object) {
- Py_INCREF(object);
-
- PyErr_Clear();
- Py_XDECREF( err_type );
- Py_XDECREF( err_value );
- Py_XDECREF( err_tb );
- }
- else {
- PyErr_Restore(err_type, err_value, err_tb); /*
use the error from the parent function */
- }
- }
- return object;
+ if (ValidPythonToGameObject(this)==false)
+ return NULL;
+ return PyString_FromString(GetName().ReadPtr());
}
- static int py_base_setattro_gameobject(PyObject * self, PyObject *attr,
PyObject *value)
- {
- int ret;
-
- /* Delete the item */
- if (value==NULL)
- {
- ret= ((PyObjectPlus*) self)->py_delattro(attr);
-
- if (ret != 0) /* CValue attribute failed, try
KX_GameObject m_attrlist dict */
- {
- if (((KX_GameObject *) self)->m_attrlist)
- {
@@ Diff output truncated at 10240 characters. @@
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