That's true, and I realize the difficulty in getting this 100% reliable.
In the past, artists have downloaded gizmos, plugins etc and installed them
locally, which collide with plugins which are loaded from a network
installation via init.py. Versionitis, if you will.

And primarily, this is to avoid malfunction of plugins on workstations. I'm
tracking this now by walking the nuke.pluginPath() and raising a warning in
case a local path has been found which is not among the local paths we
consider being valid/approved local paths. Works okay.

Thanks for the help,
Fredrik

On Tue Dec 09 2014 at 3:14:30 PM Erwan Leroy <er...@erwanleroy.com> wrote:

> Also, if it's a nuke script they imported and not a gizmo, you won't be
> able to make the difference with their original scripts as it would just be
> copy/pasted in and look similar to real code.
> Is it a matter of not having some plugins installed on the farm? Or render
> errors/corrupted channels?
> On 9 Dec 2014 21:55, "Johannes Hezer" <j.he...@studiorakete.de> wrote:
>
>>  Hi
>> you can run through nuke.pluginPath and glob for *.gizmo...
>> (I dont have a nuke in front of me but sth like this)
>> foundGizmos = list()
>> for path in nuke.pluginPath:
>>     foundGizmos += glob.glob(os.path.join(path,'*.gizmo'))
>>
>> Then compare that to all node classes in the comp ?
>> Cheers
>> Johannes
>>
>>
>> Am 12/9/14 13:39 PM, schrieb Fredrik Averpil:
>>
>> This check is part of a bigger validation process our nuke comps needs to
>> pass here before being sent off to the render farm.
>>
>> I want to make sure no artists have installed any custom gizmos, scripts
>> etc outside of a certain network share location where it is allowed. You
>> initial suggestion kind of solves my problem, as I assume artists won't
>> touch the init.py or the menu.py.
>>
>>  However, it would have been nice to be able to list all plugins and all
>> gizmos, even the ones that was imported through init.py or menu.py.
>>
>>  Regards,
>> Fredrik
>>
>>
>> On Tue Dec 09 2014 at 1:14:04 PM Erwan Leroy <er...@erwanleroy.com>
>> wrote:
>>
>>> Oh.. I've only ever used it on a script that gets run after nuke is up
>>> and running. (To check what gizmos are actually used in the scene, rather
>>> than what gets loaded from any of the init/menu.py).
>>>
>>> Not sure what would be the answer to you at the moment. What are you
>>> trying to achieve exactly?
>>> Maybe looping through nuke.pluginPath(), listing any init.py or menu.py
>>> in there and look into there for import statements? (Sounds like a bad idea
>>> though)
>>> On 9 Dec 2014 19:53, "Fredrik Averpil" <fredrik.aver...@gmail.com>
>>> wrote:
>>>
>>>> Thanks Erwan,
>>>>
>>>> This is nice. However, I notice the command does not return any of the
>>>> plugins / gizmos / scripts loaded from within init.py.
>>>>
>>>>  From init.py, I'm adding scripts and gizmos
>>>> using nuke.pluginAppendPath(). Should I load the plugins / gizmos /
>>>> scripts in a different way to be able to list them using the nuke.plugins()
>>>> command?
>>>>
>>>>  // Fredrik
>>>>
>>>>
>>>>
>>>> On Tue Dec 09 2014 at 12:12:12 PM Erwan Leroy <er...@erwanleroy.com>
>>>> wrote:
>>>>
>>>>> nuke.plugins(0,'*.gizmo')
>>>>> On 9 Dec 2014 18:23, "Fredrik Averpil" <fredrik.aver...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Hi,
>>>>>>
>>>>>>  I'm trying to figure out whether I can find the location of all
>>>>>> loaded plugins, scripts, gizmos from within Nuke.
>>>>>>
>>>>>>  Any ideas?
>>>>>>
>>>>>>  Regards,
>>>>>> Fredrik
>>>>>>
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