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SCA_PythonController.cpp

/**
 * Execute Python scripts
 *
 * $Id: SCA_PythonController.cpp,v 1.7 2004/06/04 02:10:58 kester Exp $
 *
 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 */

#include "SCA_PythonController.h"
#include "SCA_LogicManager.h"
#include "SCA_ISensor.h"
#include "SCA_IActuator.h"
#include "compile.h"
#include "eval.h"

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

// initialize static member variables
SCA_PythonController* SCA_PythonController::m_sCurrentController = NULL;


SCA_PythonController::SCA_PythonController(SCA_IObject* gameobj,
                                                               PyTypeObject* T)
      : SCA_IController(gameobj, T),
      m_bytecode(NULL),
      m_bModified(true),
      m_pythondictionary(NULL)
{
}



SCA_PythonController::~SCA_PythonController()
{
      if (m_bytecode)
      {
            //
            //printf("released python byte script\n");
            Py_DECREF(m_bytecode);
      }
}



CValue* SCA_PythonController::GetReplica()
{
      SCA_PythonController* replica = new SCA_PythonController(*this);
      replica->m_bytecode = NULL;
      replica->m_bModified = true;
      // this will copy properties and so on...
      CValue::AddDataToReplica(replica);

      return replica;
}



void SCA_PythonController::SetScriptText(const STR_String& text)
{ 
      m_scriptText = text;
      m_bModified = true;
}



void SCA_PythonController::SetScriptName(const STR_String& name)
{
      m_scriptName = name;
}



void SCA_PythonController::SetDictionary(PyObject*    pythondictionary)
{
      m_pythondictionary = pythondictionary;
}


static char* sPyGetCurrentController__doc__;


PyObject* SCA_PythonController::sPyGetCurrentController(PyObject* self, 
                                                                   PyObject* args, 
                                                                   PyObject* kwds)
{
      m_sCurrentController->AddRef();
      return m_sCurrentController;
}


static char* sPyAddActiveActuator__doc__;
      
  
PyObject* SCA_PythonController::sPyAddActiveActuator(
        
            PyObject* self, 
            PyObject* args, 
            PyObject* kwds)
{
      
      PyObject* ob1;
      int activate;
      if (!PyArg_ParseTuple(args, "Oi", &ob1,&activate))
      {
            return NULL;
            
      }
      // for safety, todo: only allow for registered actuators (pointertable)
      // we don't want to crash gameengine/blender by python scripts
      
      CValue* ac = (CValue*)ob1;
      CValue* boolval = new CBoolValue(activate!=0);
      m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)ac,boolval);
      boolval->Release();
      
      Py_INCREF(Py_None);
      return Py_None;
}


char* SCA_PythonController::sPyGetCurrentController__doc__ = "getCurrentController()";
char* SCA_PythonController::sPyAddActiveActuator__doc__= "addActiveActuator(actuator,bool)";
char SCA_PythonController::GetActuators_doc[] = "getActuator";

PyTypeObject SCA_PythonController::Type = {
      PyObject_HEAD_INIT(&PyType_Type)
            0,
            "SCA_PythonController",
            sizeof(SCA_PythonController),
            0,
            PyDestructor,
            0,
            __getattr,
            __setattr,
            0, //&MyPyCompare,
            __repr,
            0, //&cvalue_as_number,
            0,
            0,
            0,
            0
};

PyParentObject SCA_PythonController::Parents[] = {
      &SCA_PythonController::Type,
      &SCA_IController::Type,
      &CValue::Type,
      NULL
};
PyMethodDef SCA_PythonController::Methods[] = {
      {"getActuators", (PyCFunction) SCA_PythonController::sPyGetActuators, 
            METH_VARARGS, SCA_PythonController::GetActuators_doc},
      {"getActuator", (PyCFunction) SCA_PythonController::sPyGetActuator, 
      METH_VARARGS, SCA_PythonController::GetActuator_doc},
      {"getSensors", (PyCFunction) SCA_PythonController::sPyGetSensors, 
      METH_VARARGS, SCA_PythonController::GetSensors_doc},
      {"getSensor", (PyCFunction) SCA_PythonController::sPyGetSensor, 
      METH_VARARGS, SCA_PythonController::GetSensor_doc},
      {"getScript", (PyCFunction) SCA_PythonController::sPyGetScript, METH_VARARGS},
      {"setScript", (PyCFunction) SCA_PythonController::sPySetScript, METH_VARARGS},
      {NULL,NULL} //Sentinel
};



      /* XXX, function should be removed and PyDict_Copy used
       * once we switch to all builds using Python 2.0 - zr */
static PyObject *myPyDict_Copy(PyObject *odict)
{
      PyObject *ndict= PyDict_New();
      PyObject *key, *val;
      int ppos= 0;
      
      while (PyDict_Next(odict, &ppos, &key, &val))
            PyDict_SetItem(ndict, key, val);
      
      return ndict;
}

void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
{
      m_sCurrentController = this;
      m_sCurrentLogicManager = logicmgr;
      
      if (m_bModified)
      {
            // if a script already exists, decref it before replace the pointer to a new script
            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);
            if (m_bytecode)
            {
                  // store the
                  PyRun_SimpleString("import GameLogic\n");
            } else
            {
                  // didn't compile, so instead of compile, complain
                  // something is wrong, tell the user what went wrong
                  printf("PYTHON SCRIPT ERROR:\n");
                  PyRun_SimpleString(m_scriptText.Ptr());
                  return;
            }
            m_bModified=false;
      }
      
            /*
             * This part here with excdict is a temporary patch
             * to avoid python/gameengine crashes when python
             * inadvertently holds references to game objects
             * in global variables.
             * 
             * The idea is always make a fresh dictionary, and
             * destroy it right after it is used to make sure
             * python won't hold any gameobject references.
             * 
             * Note that the PyDict_Clear _is_ necessary before
             * the Py_DECREF() because it is possible for the
             * variables inside the dictionary to hold references
             * to the dictionary (ie. generate a cycle), so we
             * break it by hand, then DECREF (which in this case
             * should always ensure excdict is cleared).
             */
      PyObject *excdict= myPyDict_Copy(m_pythondictionary);
      struct _object* resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
            excdict, 
            excdict
            );
      PyDict_Clear(excdict);
      Py_DECREF(excdict);
      
      if (resultobj)
      {
            Py_DECREF(resultobj);
      } else
      {
            // something is wrong, tell the user what went wrong
            printf("PYTHON SCRIPT ERROR:\n");
            PyRun_SimpleString(m_scriptText.Ptr());
      }

      m_sCurrentController = NULL;
}



PyObject* SCA_PythonController::_getattr(const STR_String& attr)
{
      _getattr_up(SCA_IController);
}



PyObject* SCA_PythonController::PyGetActuators(PyObject* self, 
                                                   PyObject* args, 
                                                   PyObject* kwds)
{
      PyObject* resultlist = PyList_New(m_linkedactuators.size());
      for (unsigned int index=0;index<m_linkedactuators.size();index++)
      {
            PyList_SetItem(resultlist,index,m_linkedactuators[index]->AddRef());
      }

      return resultlist;
}

char SCA_PythonController::GetSensor_doc[] = 
"GetSensor (char sensorname) return linked sensor that is named [sensorname]\n";
PyObject*
SCA_PythonController::PyGetSensor(PyObject* self, 
                                                 PyObject* args, 
                                                 PyObject* kwds)
{

      char *scriptArg;

      if (!PyArg_ParseTuple(args, "s", &scriptArg)) {
            return NULL;
      }
      
      for (unsigned int index=0;index<m_linkedsensors.size();index++)
      {
            SCA_ISensor* sensor = m_linkedsensors[index];
            STR_String realname = sensor->GetName();
            if (realname == scriptArg)
            {
                  return sensor->AddRef();
            }
      }
            
      PyErr_SetString(PyExc_AttributeError, "Unable to find requested sensor");
      return NULL;
}



char SCA_PythonController::GetActuator_doc[] = 
"GetActuator (char sensorname) return linked actuator that is named [actuatorname]\n";
PyObject*
SCA_PythonController::PyGetActuator(PyObject* self, 
                                                 PyObject* args, 
                                                 PyObject* kwds)
{

      char *scriptArg;

      if (!PyArg_ParseTuple(args, "s", &scriptArg)) {
            return NULL;
      }
      
      for (unsigned int index=0;index<m_linkedactuators.size();index++)
      {
            SCA_IActuator* actua = m_linkedactuators[index];
            STR_String realname = actua->GetName();
            if (realname == scriptArg)
            {
                  return actua->AddRef();
            }
      }
            
      PyErr_SetString(PyExc_AttributeError, "Unable to find requested actuator");
      return NULL;
}


char SCA_PythonController::GetSensors_doc[]   = "getSensors returns a list of all attached sensors";
PyObject*
SCA_PythonController::PyGetSensors(PyObject* self, 
                                                 PyObject* args, 
                                                 PyObject* kwds)
{
      PyObject* resultlist = PyList_New(m_linkedsensors.size());
      for (unsigned int index=0;index<m_linkedsensors.size();index++)
      {
            PyList_SetItem(resultlist,index,m_linkedsensors[index]->AddRef());
      }
      
      return resultlist;
}

/* 1. getScript */
PyObject* SCA_PythonController::PyGetScript(PyObject* self, 
                                                               PyObject* args, 
                                                               PyObject* kwds)
{
      return PyString_FromString(m_scriptText);
}

/* 2. setScript */
PyObject* SCA_PythonController::PySetScript(PyObject* self, 
                                                               PyObject* args, 
                                                               PyObject* kwds)
{
      char *scriptArg;
      if (!PyArg_ParseTuple(args, "s", &scriptArg)) {
            return NULL;
      }
      
      /* set scripttext sets m_bModified to true, 
            so next time the script is needed, a reparse into byte code is done */

      this->SetScriptText(scriptArg);
      
      Py_Return;
}

/* eof */

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