Bugfix: in the game engine, errors in a particular python script caused
somewhat random crashes, which I think was caused by the error print using python objects that were freed too soon. Now it frees the dictionary after the print.
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@@ -273,36 +273,16 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
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* break it by hand, then DECREF (which in this case
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* should always ensure excdict is cleared).
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*/
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/* PyObject *excdict= myPyDict_Copy(m_pythondictionary);
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struct _object* resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
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excdict,
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excdict
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);
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PyDict_Clear(excdict);
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Py_DECREF(excdict);*/
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#if 1
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PyObject *excdict= PyDict_Copy(m_pythondictionary);
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PyObject* resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
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excdict,
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excdict
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);
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PyDict_Clear(excdict);
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Py_DECREF(excdict);
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#else
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PyObject* resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
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m_pythondictionary,
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m_pythondictionary
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);
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#endif
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excdict, excdict);
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if (resultobj)
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{
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Py_DECREF(resultobj);
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} else
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}
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else
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{
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// something is wrong, tell the user what went wrong
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printf("PYTHON SCRIPT ERROR:\n");
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@@ -310,6 +290,11 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
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//PyRun_SimpleString(m_scriptText.Ptr());
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}
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// clear after PyErrPrint - seems it can be using
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// something in this dictionary and crash?
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PyDict_Clear(excdict);
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Py_DECREF(excdict);
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m_sCurrentController = NULL;
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}
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