Fix for [#31396] "bge.logic.LibLoad fails to import text blocks" reported by Leonard Ritter.

Blender's import function check's the Text datablocks in main for additional modules for importing. However, libloaded scenes were 1) not loading Text datablocks and 2) not letting bpy know about them. Text datablocks are now loaded if a Scene is loaded and bpy can now looking through extra Mains to find additional modules.
This commit is contained in:
Mitchell Stokes 2012-06-21 05:41:06 +00:00
parent 501922782f
commit d8e2c475a0
5 changed files with 56 additions and 3 deletions

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@ -52,6 +52,7 @@
#include "BKE_main.h"
static Main *bpy_import_main = NULL;
static ListBase bpy_import_main_list;
/* 'builtins' is most likely PyEval_GetBuiltins() */
void bpy_import_init(PyObject *builtins)
@ -92,6 +93,16 @@ void bpy_import_main_set(struct Main *maggie)
bpy_import_main = maggie;
}
void bpy_import_main_extra_add(struct Main *maggie)
{
BLI_addhead(&bpy_import_main_list, maggie);
}
void bpy_import_main_extra_remove(struct Main *maggie)
{
BLI_remlink_safe(&bpy_import_main_list, maggie);
}
/* returns a dummy filename for a textblock so we can tell what file a text block comes from */
void bpy_text_filename_get(char *fn, size_t fn_len, Text *text)
{
@ -150,6 +161,18 @@ PyObject *bpy_text_import_name(const char *name, int *found)
text = BLI_findstring(&maggie->text, txtname, offsetof(ID, name) + 2);
if (text) {
*found = 1;
return bpy_text_import(text);
}
/* If we still haven't found the module try additional modules form bpy_import_main_list */
maggie = bpy_import_main_list.first;
while (maggie && !text) {
text = BLI_findstring(&maggie->text, txtname, offsetof(ID, name) + 2);
maggie = maggie->next;
}
if (!text)
return NULL;
else

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@ -62,4 +62,8 @@ extern PyMethodDef bpy_reload_meth;
struct Main *bpy_import_main_get(void);
void bpy_import_main_set(struct Main *maggie);
/* This is used for importing text from dynamically loaded libraries in the game engine */
void bpy_import_main_extra_add(struct Main *maggie);
void bpy_import_main_extra_remove(struct Main *maggie);
#endif /* __BPY_INTERNAL_IMPORT_H__ */

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@ -42,6 +42,7 @@
#include "KX_PhysicsEngineEnums.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_KetsjiEngine.h"
#include "KX_PythonInit.h" // So we can handle adding new text datablocks for Python to import
#include "KX_IPhysicsController.h"
#include "BL_Material.h"
#include "BL_ActionActuator.h"
@ -173,9 +174,9 @@ KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
#endif
/* free any data that was dynamically loaded */
for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) {
Main *main= *it;
free_main(main);
while (m_DynamicMaggie.size() != 0)
{
FreeBlendFile(m_DynamicMaggie[0]);
}
m_DynamicMaggie.clear();
@ -987,6 +988,11 @@ bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const cha
load_datablocks(main_newlib, bpy_openlib, path, idcode);
if (idcode==ID_SCE) {
/* assume we want text blocks too */
load_datablocks(main_newlib, bpy_openlib, path, ID_TXT);
}
/* now do another round of linking for Scenes so all actions are properly loaded */
if (idcode==ID_SCE && options & LIB_LOAD_LOAD_ACTIONS) {
load_datablocks(main_newlib, bpy_openlib, path, ID_AC);
@ -1038,6 +1044,10 @@ bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const cha
delete other;
}
/* Handle any text datablocks */
addImportMain(main_newlib);
/* Now handle all the actions */
if (options & LIB_LOAD_LOAD_ACTIONS) {
ID *action;
@ -1330,6 +1340,9 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
}
}
/* make sure this maggie is removed from the import list if it's there (this operation is safe if it isn't in the list) */
removeImportMain(maggie);
free_main(maggie);
return true;

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@ -1821,6 +1821,16 @@ static void restorePySysObjects(void)
// PyObject_Print(sys_path, stderr, 0);
}
void addImportMain(struct Main *maggie)
{
bpy_import_main_extra_add(maggie);
}
void removeImportMain(struct Main *maggie)
{
bpy_import_main_extra_remove(maggie);
}
// Copied from bpy_interface.c
static struct _inittab bge_internal_modules[]= {
{(char *)"mathutils", PyInit_mathutils},

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@ -61,6 +61,9 @@ int saveGamePythonConfig( char **marshal_buffer);
int loadGamePythonConfig(char *marshal_buffer, int marshal_length);
#endif
void addImportMain(struct Main *maggie);
void removeImportMain(struct Main *maggie);
class KX_KetsjiEngine;
class KX_Scene;