importing "pygame" failed when running the BGE for the second time. Rather then clearing modules, backup and restore them (as its doing with sys.path) This way the BGE will never remember any modules imported during game play (which can cause bugs/crashes), but it also wont break pythons state by possibly removing modules that are being used internally.
341 lines
8.9 KiB
C
341 lines
8.9 KiB
C
/*
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* This is a new part of Blender.
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*
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* Contributor(s): Willian P. Germano
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "bpy_internal_import.h"
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#include "DNA_text_types.h"
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#include "DNA_ID.h"
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#include "BKE_global.h"
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#include "MEM_guardedalloc.h"
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#include "BKE_text.h" /* txt_to_buf */
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#include "BKE_main.h"
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static Main *bpy_import_main= NULL;
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static void free_compiled_text(Text *text)
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{
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if(text->compiled) {
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Py_DECREF(( PyObject * )text->compiled);
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}
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text->compiled= NULL;
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}
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struct Main *bpy_import_main_get(void)
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{
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return bpy_import_main;
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}
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void bpy_import_main_set(struct Main *maggie)
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{
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bpy_import_main= maggie;
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}
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PyObject *bpy_text_import( char *name, int *found )
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{
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Text *text;
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char txtname[22]; /* 21+NULL */
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char *buf = NULL;
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int namelen = strlen( name );
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Main *maggie= bpy_import_main ? bpy_import_main:G.main;
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*found= 0;
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if (namelen>21-3) return NULL; /* we know this cant be importable, the name is too long for blender! */
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memcpy( txtname, name, namelen );
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memcpy( &txtname[namelen], ".py", 4 );
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for(text = maggie->text.first; text; text = text->id.next) {
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if( !strcmp( txtname, text->id.name+2 ) )
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break;
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}
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if( !text )
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return NULL;
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else
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*found = 1;
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if( !text->compiled ) {
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buf = txt_to_buf( text );
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text->compiled = Py_CompileString( buf, text->id.name+2, Py_file_input );
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MEM_freeN( buf );
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if( PyErr_Occurred( ) ) {
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PyErr_Print( );
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PyErr_Clear( );
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PySys_SetObject("last_traceback", NULL);
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free_compiled_text( text );
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return NULL;
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}
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}
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return PyImport_ExecCodeModule( name, text->compiled );
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}
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/*
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* find in-memory module and recompile
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*/
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PyObject *bpy_text_reimport( PyObject *module, int *found )
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{
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Text *text;
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char *txtname;
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char *name;
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char *buf = NULL;
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Main *maggie= bpy_import_main ? bpy_import_main:G.main;
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*found= 0;
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/* get name, filename from the module itself */
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txtname = PyModule_GetFilename( module );
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name = PyModule_GetName( module );
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if( !txtname || !name)
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return NULL;
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/* look up the text object */
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text = ( Text * ) & ( maggie->text.first );
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while( text ) {
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if( !strcmp( txtname, text->id.name+2 ) )
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break;
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text = text->id.next;
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}
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/* uh-oh.... didn't find it */
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if( !text )
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return NULL;
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else
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*found = 1;
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/* if previously compiled, free the object */
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/* (can't see how could be NULL, but check just in case) */
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if( text->compiled ){
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Py_DECREF( (PyObject *)text->compiled );
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}
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/* compile the buffer */
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buf = txt_to_buf( text );
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text->compiled = Py_CompileString( buf, text->id.name+2, Py_file_input );
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MEM_freeN( buf );
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/* if compile failed.... return this error */
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if( PyErr_Occurred( ) ) {
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PyErr_Print( );
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PyErr_Clear( );
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PySys_SetObject("last_traceback", NULL);
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free_compiled_text( text );
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return NULL;
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}
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/* make into a module */
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return PyImport_ExecCodeModule( name, text->compiled );
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}
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static PyObject *blender_import( PyObject * self, PyObject * args, PyObject * kw)
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{
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PyObject *exception, *err, *tb;
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char *name;
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int found= 0;
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PyObject *globals = NULL, *locals = NULL, *fromlist = NULL;
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PyObject *newmodule;
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//PyObject_Print(args, stderr, 0);
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#if (PY_VERSION_HEX >= 0x02060000)
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int dummy_val; /* what does this do?*/
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static char *kwlist[] = {"name", "globals", "locals", "fromlist", "level", 0};
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if( !PyArg_ParseTupleAndKeywords( args, kw, "s|OOOi:bpy_import_meth", kwlist,
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&name, &globals, &locals, &fromlist, &dummy_val) )
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return NULL;
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#else
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static char *kwlist[] = {"name", "globals", "locals", "fromlist", 0};
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if( !PyArg_ParseTupleAndKeywords( args, kw, "s|OOO:bpy_import_meth", kwlist,
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&name, &globals, &locals, &fromlist ) )
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return NULL;
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#endif
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/* import existing builtin modules or modules that have been imported alredy */
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newmodule = PyImport_ImportModuleEx( name, globals, locals, fromlist );
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if(newmodule)
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return newmodule;
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PyErr_Fetch( &exception, &err, &tb ); /* get the python error incase we cant import as blender text either */
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/* importing from existing modules failed, see if we have this module as blender text */
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newmodule = bpy_text_import( name, &found );
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if( newmodule ) {/* found module as blender text, ignore above exception */
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PyErr_Clear( );
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Py_XDECREF( exception );
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Py_XDECREF( err );
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Py_XDECREF( tb );
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/* printf( "imported from text buffer...\n" ); */
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}
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else if (found==1) { /* blender text module failed to execute but was found, use its error message */
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Py_XDECREF( exception );
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Py_XDECREF( err );
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Py_XDECREF( tb );
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return NULL;
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}
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else {
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/* no blender text was found that could import the module
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* rause the original error from PyImport_ImportModuleEx */
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PyErr_Restore( exception, err, tb );
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}
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return newmodule;
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}
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/*
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* our reload() module, to handle reloading in-memory scripts
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*/
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static PyObject *blender_reload( PyObject * self, PyObject * args )
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{
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PyObject *exception, *err, *tb;
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PyObject *module = NULL;
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PyObject *newmodule = NULL;
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int found= 0;
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/* check for a module arg */
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if( !PyArg_ParseTuple( args, "O:bpy_reload_meth", &module ) )
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return NULL;
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/* try reimporting from file */
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newmodule = PyImport_ReloadModule( module );
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if( newmodule )
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return newmodule;
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/* no file, try importing from memory */
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PyErr_Fetch( &exception, &err, &tb ); /*restore for probable later use */
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newmodule = bpy_text_reimport( module, &found );
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if( newmodule ) {/* found module as blender text, ignore above exception */
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PyErr_Clear( );
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Py_XDECREF( exception );
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Py_XDECREF( err );
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Py_XDECREF( tb );
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/* printf( "imported from text buffer...\n" ); */
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}
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else if (found==1) { /* blender text module failed to execute but was found, use its error message */
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Py_XDECREF( exception );
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Py_XDECREF( err );
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Py_XDECREF( tb );
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return NULL;
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}
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else {
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/* no blender text was found that could import the module
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* rause the original error from PyImport_ImportModuleEx */
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PyErr_Restore( exception, err, tb );
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}
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return newmodule;
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}
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PyMethodDef bpy_import_meth[] = { {"bpy_import_meth", blender_import, METH_KEYWORDS, "blenders import"} };
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PyMethodDef bpy_reload_meth[] = { {"bpy_reload_meth", blender_reload, METH_VARARGS, "blenders reload"} };
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/* Clear user modules.
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* This is to clear any modules that could be defined from running scripts in blender.
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*
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* Its also needed for the BGE Python api so imported scripts are not used between levels
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*
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* This clears every modules that has a __file__ attribute (is not a builtin)
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*
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* Note that clearing external python modules is important for the BGE otherwise
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* it wont reload scripts between loading different blend files or while making the game.
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* - use 'clear_all' arg in this case.
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*
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* Since pythons bultins include a full path even for win32.
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* even if we remove a python module a reimport will bring it back again.
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*/
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#if 0 // not used anymore but may still come in handy later
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#if defined(WIN32) || defined(WIN64)
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#define SEPSTR "\\"
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#else
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#define SEPSTR "/"
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#endif
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void bpy_text_clear_modules(int clear_all)
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{
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PyObject *modules= PySys_GetObject("modules");
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char *fname;
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char *file_extension;
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/* looping over the dict */
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PyObject *key, *value;
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int pos = 0;
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/* new list */
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PyObject *list;
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if (modules==NULL)
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return; /* should never happen but just incase */
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list= PyList_New(0);
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/* go over sys.modules and remove anything with a
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* sys.modukes[x].__file__ thats ends with a .py and has no path
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*/
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while (PyDict_Next(modules, &pos, &key, &value)) {
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fname= PyModule_GetFilename(value);
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if(fname) {
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if (clear_all || ((strstr(fname, SEPSTR))==0)) { /* no path ? */
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file_extension = strstr(fname, ".py");
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if(file_extension && (*(file_extension + 3) == '\0' || *(file_extension + 4) == '\0')) { /* .py or pyc extension? */
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/* now we can be fairly sure its a python import from the blendfile */
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PyList_Append(list, key); /* free'd with the list */
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}
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}
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}
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else {
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PyErr_Clear();
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}
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}
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/* remove all our modules */
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for(pos=0; pos < PyList_Size(list); pos++) {
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/* PyObject_Print(key, stderr, 0); */
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key= PyList_GET_ITEM(list, pos);
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PyDict_DelItem(modules, key);
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}
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Py_DECREF(list); /* removes all references from append */
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}
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#endif
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