BGE alternative run mode for python controllers.
Option to run a function in a module rather then a script from a python controller, this has a number of advantages. - No allocating and freeing the namespace dictionary for every time its triggered (hard to measure the overhead here, but in a test with calling 42240 scripts a second each defining 200 vars, using modules was ~25% faster) - Ability to use external python scripts for game logic. - Convenient debug option that lets you edit scripts while the game engine runs.
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@@ -154,29 +154,38 @@ void BL_ConvertControllers(
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}
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case CONT_PYTHON:
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{
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// we should create a Python controller here
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SCA_PythonController* pyctrl = new SCA_PythonController(gameobj);
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gamecontroller = pyctrl;
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bPythonCont* pycont = (bPythonCont*) bcontr->data;
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SCA_PythonController* pyctrl = new SCA_PythonController(gameobj, pycont->mode);
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gamecontroller = pyctrl;
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pyctrl->SetDictionary(pythondictionary);
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if (pycont->text)
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{
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char *buf;
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// this is some blender specific code
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buf= txt_to_buf(pycont->text);
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if (buf)
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if(pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) {
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if (pycont->text)
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{
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pyctrl->SetScriptText(STR_String(buf));
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pyctrl->SetScriptName(pycont->text->id.name+2);
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MEM_freeN(buf);
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char *buf;
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// this is some blender specific code
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buf= txt_to_buf(pycont->text);
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if (buf)
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{
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pyctrl->SetScriptText(STR_String(buf));
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pyctrl->SetScriptName(pycont->text->id.name+2);
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MEM_freeN(buf);
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}
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}
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}
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else {
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/* let the controller print any warnings here when importing */
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pyctrl->SetScriptText(STR_String(pycont->module));
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pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */
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}
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if(pycont->flag & CONT_PY_DEBUG) {
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printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2);
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pyctrl->SetDebug(true);
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}
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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break;
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}
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@@ -202,9 +211,13 @@ void BL_ConvertControllers(
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converter->RegisterGameController(gamecontroller, bcontr);
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if (bcontr->type==CONT_PYTHON) {
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SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller);
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/* not strictly needed but gives syntax errors early on and
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* gives more pradictable performance for larger scripts */
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(static_cast<SCA_PythonController*>(gamecontroller))->Compile();
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if(pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
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pyctrl->Compile();
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else
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pyctrl->Import();
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}
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//done with gamecontroller
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