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authorCampbell Barton <ideasman42@gmail.com>2009-02-19 16:42:07 +0300
committerCampbell Barton <ideasman42@gmail.com>2009-02-19 16:42:07 +0300
commitcdec2b3d15ab0448e4df70496285ed95681e5972 (patch)
treef6d2d49a28c45d035c0c047c9488d687a75d459b /source/gameengine/GameLogic/SCA_RandomSensor.cpp
parentc597863783e1001dca599e6dcbc28048f0ef4ce1 (diff)
BGE Python API
Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes. Each attribute and method access from python was allocating and freeing the string. A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
Diffstat (limited to 'source/gameengine/GameLogic/SCA_RandomSensor.cpp')
-rw-r--r--source/gameengine/GameLogic/SCA_RandomSensor.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/GameLogic/SCA_RandomSensor.cpp b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
index 8fae0bbeaba..5a1bd10e044 100644
--- a/source/gameengine/GameLogic/SCA_RandomSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
@@ -165,22 +165,22 @@ PyAttributeDef SCA_RandomSensor::Attributes[] = {
{NULL} //Sentinel
};
-PyObject* SCA_RandomSensor::_getattr(const STR_String& attr) {
+PyObject* SCA_RandomSensor::_getattr(const char *attr) {
PyObject* object = _getattr_self(Attributes, this, attr);
if (object != NULL)
return object;
- if (attr == "seed") {
+ if (!strcmp(attr,"seed")) {
return PyInt_FromLong(m_basegenerator->GetSeed());
}
_getattr_up(SCA_ISensor);
}
-int SCA_RandomSensor::_setattr(const STR_String& attr, PyObject *value)
+int SCA_RandomSensor::_setattr(const char *attr, PyObject *value)
{
int ret = _setattr_self(Attributes, this, attr, value);
if (ret >= 0)
return ret;
- if (attr == "seed") {
+ if (!strcmp(attr,"seed")) {
if (PyInt_Check(value)) {
int ival = PyInt_AsLong(value);
m_basegenerator->SetSeed(ival);