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authorCampbell Barton <ideasman42@gmail.com>2009-04-15 14:57:28 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-04-15 14:57:28 +0400
commite8f4d9322112e64677df11ba834a26159874b332 (patch)
treea26e20a97d0c6b79c06da995b6b64c01a0fb057c /source/gameengine/Ketsji/KX_GameObject.cpp
parent19c869ab64a0e14727217c7d221e03d32a614132 (diff)
Disable using KX_GameObjects in python that have been removed from the scene (zombie objects) by raising a RuntimeError when accessing methods, attributes or passing to a function.
Common cases of this are when python references an object from the AddObject actuator that has ended, or a scene has been loaded and the old objects freed. This means some scripts will raise errors now in certain cases but better give the error early rather then failing silently with strange hard to track down behavior & crashes. Added "isValid" attribute for checking objects are in a scene. At the moment it uses the SceneGraph Node to check of the objects valid but it might be better to do this in a more generic way so scenes, meshes etc also have this check.
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp152
1 files changed, 147 insertions, 5 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index fd9ba93f4b6..36fb9142adc 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -1106,6 +1106,8 @@ PyAttributeDef KX_GameObject::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("controllers", KX_GameObject, pyattr_get_controllers),
KX_PYATTRIBUTE_RO_FUNCTION("actuators", KX_GameObject, pyattr_get_actuators),
+ KX_PYATTRIBUTE_RO_FUNCTION("isValid", KX_GameObject, pyattr_get_is_valid),
+
{NULL} //Sentinel
};
@@ -1169,6 +1171,12 @@ PyObject* KX_GameObject::PyGetPosition(PyObject* self)
Py_ssize_t KX_GameObject::Map_Len(PyObject* self_v)
{
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+
+ if (ValidPythonToGameObject(self)==false) {
+ PyErr_Clear();
+ return 0;
+ }
+
Py_ssize_t len= self->GetPropertyCount();
if(self->m_attrlist)
len += PyDict_Size(self->m_attrlist);
@@ -1183,6 +1191,9 @@ PyObject *KX_GameObject::Map_GetItem(PyObject *self_v, PyObject *item)
CValue* resultattr;
PyObject* pyconvert;
+ if (ValidPythonToGameObject(self)==false)
+ return NULL;
+
/* first see if the attributes a string and try get the cvalue attribute */
if(attr_str && (resultattr=self->GetProperty(attr_str))) {
pyconvert = resultattr->ConvertValueToPython();
@@ -1212,6 +1223,9 @@ int KX_GameObject::Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
if(attr_str==NULL)
PyErr_Clear();
+ if (ValidPythonToGameObject(self)==false)
+ return -1;
+
if (val==NULL) { /* del ob["key"] */
int del= 0;
@@ -1537,7 +1551,7 @@ int KX_GameObject::pyattr_set_scaling(void *self_v, const KX_PYATTRIBUTE_DEF *at
PyObject* KX_GameObject::pyattr_get_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
- SG_Node* sg_parent= self->GetSGNode()->GetSGParent();
+ SG_Node* sg_parent= self->GetSGNode()->GetSGParent(); /* GetSGNode() is valid or exception would be raised */
if (sg_parent && sg_parent->IsSlowParent()) {
return PyFloat_FromDouble(static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->GetTimeOffset());
} else {
@@ -1549,7 +1563,7 @@ int KX_GameObject::pyattr_set_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF
{
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
MT_Scalar val = PyFloat_AsDouble(value);
- SG_Node* sg_parent= self->GetSGNode()->GetSGParent();
+ SG_Node* sg_parent= self->GetSGNode()->GetSGParent(); /* GetSGNode() is valid or exception would be raised */
if (val < 0.0f) { /* also accounts for non float */
PyErr_SetString(PyExc_AttributeError, "expected a float zero or above");
return 1;
@@ -1604,6 +1618,10 @@ PyObject* KX_GameObject::pyattr_get_meshes(void *self_v, const KX_PYATTRIBUTE_DE
return meshes;
}
+PyObject* KX_GameObject::pyattr_get_is_valid(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ Py_RETURN_TRUE;
+}
/* experemental! */
PyObject* KX_GameObject::pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
@@ -1642,7 +1660,6 @@ PyObject* KX_GameObject::pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE
return resultlist;
}
-
/* __dict__ only for the purpose of giving useful dir() results */
PyObject* KX_GameObject::pyattr_get_dir_dict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
@@ -1674,7 +1691,6 @@ PyObject* KX_GameObject::pyattr_get_dir_dict(void *self_v, const KX_PYATTRIBUTE_
return dict;
}
-
PyObject* KX_GameObject::py_getattro(PyObject *attr)
{
py_getattro_up(SCA_IObject);
@@ -1685,6 +1701,113 @@ int KX_GameObject::py_setattro(PyObject *attr, PyObject *value) // py_setattro m
py_setattro_up(SCA_IObject);
}
+
+/* we need our own getattr and setattr types */
+/* See m_attrlist definition for rules on how this works */
+PyObject *KX_GameObject::py_base_getattro_gameobject(PyObject * self, PyObject *attr)
+{
+ if(((KX_GameObject *) self)->GetSGNode()==NULL) {
+ if (!strcmp(PyString_AsString(attr), "isValid")) {
+ PyErr_Clear();
+ Py_INCREF(Py_False);
+ return Py_False;
+ }
+
+ ValidPythonToGameObject(((KX_GameObject *) self)); // we know its invalid, just get the error
+ return NULL;
+ }
+
+ PyObject *object= ((KX_GameObject *) self)->py_getattro(attr);
+
+ if (object==NULL && ((KX_GameObject *) self)->m_attrlist) {
+ /* backup the exception incase the attr doesnt exist in the dict either */
+ PyObject *err_type, *err_value, *err_tb;
+ PyErr_Fetch(&err_type, &err_value, &err_tb);
+
+ object= PyDict_GetItem(((KX_GameObject *) self)->m_attrlist, attr);
+ if (object) {
+ Py_INCREF(object);
+
+ PyErr_Clear();
+ Py_XDECREF( err_type );
+ Py_XDECREF( err_value );
+ Py_XDECREF( err_tb );
+ }
+ else {
+ PyErr_Restore(err_type, err_value, err_tb); /* use the error from the parent function */
+ }
+ }
+ return object;
+}
+
+int KX_GameObject::py_base_setattro_gameobject(PyObject * self, PyObject *attr, PyObject *value)
+{
+ int ret;
+
+ /* Delete the item */
+ if (value==NULL)
+ {
+ ret= ((PyObjectPlus*) self)->py_delattro(attr);
+
+ if (ret != 0) /* CValue attribute failed, try KX_GameObject m_attrlist dict */
+ {
+ if (((KX_GameObject *) self)->m_attrlist)
+ {
+ /* backup the exception incase the attr doesnt exist in the dict either */
+ PyObject *err_type, *err_value, *err_tb;
+ PyErr_Fetch(&err_type, &err_value, &err_tb);
+
+ if (PyDict_DelItem(((KX_GameObject *) self)->m_attrlist, attr) == 0)
+ {
+ ret= 0;
+ PyErr_Clear();
+ Py_XDECREF( err_type );
+ Py_XDECREF( err_value );
+ Py_XDECREF( err_tb );
+ }
+ else {
+ PyErr_Restore(err_type, err_value, err_tb); /* use the error from the parent function */
+ }
+ }
+ }
+ return ret;
+ }
+
+
+ ret= ((PyObjectPlus*) self)->py_setattro(attr, value);
+
+ if (ret==PY_SET_ATTR_SUCCESS) {
+ /* remove attribute in our own dict to avoid double ups */
+ if (((KX_GameObject *) self)->m_attrlist) {
+ if (PyDict_DelItem(((KX_GameObject *) self)->m_attrlist, attr) != 0)
+ PyErr_Clear();
+ }
+ }
+
+ if (ret==PY_SET_ATTR_COERCE_FAIL) {
+ /* CValue attribute exists, remove and add dict value */
+ ((KX_GameObject *) self)->RemoveProperty(STR_String(PyString_AsString(attr)));
+ ret= PY_SET_ATTR_MISSING;
+ }
+
+ if (ret==PY_SET_ATTR_MISSING) {
+ /* Lazy initialization */
+ if (((KX_GameObject *) self)->m_attrlist==NULL)
+ ((KX_GameObject *) self)->m_attrlist = PyDict_New();
+
+ if (PyDict_SetItem(((KX_GameObject *) self)->m_attrlist, attr, value)==0) {
+ PyErr_Clear();
+ ret= PY_SET_ATTR_SUCCESS;
+ }
+ else {
+ PyErr_Format(PyExc_AttributeError, "failed assigning value to KX_GameObject internal dictionary");
+ ret= PY_SET_ATTR_FAIL;
+ }
+ }
+
+ return ret;
+}
+
PyObject* KX_GameObject::PyApplyForce(PyObject* self, PyObject* args)
{
int local = 0;
@@ -1992,7 +2115,7 @@ static void walk_children(SG_Node* node, CListValue* list, bool recursive)
PyObject* KX_GameObject::PyGetChildren(PyObject* self)
{
CListValue* list = new CListValue();
- walk_children(m_pSGNode, list, 0);
+ walk_children(GetSGNode(), list, 0); /* GetSGNode() is always valid or it would have raised an exception before this */
return list;
}
@@ -2569,6 +2692,11 @@ bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py
if (PyObject_TypeCheck(value, &KX_GameObject::Type)) {
*object = static_cast<KX_GameObject*>(value);
+
+ /* sets the error */
+ if (ValidPythonToGameObject(*object)==false)
+ return false;
+
return true;
}
@@ -2582,3 +2710,17 @@ bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py
return false;
}
+
+bool ValidPythonToGameObject(KX_GameObject *object)
+{
+ if (object->GetSGNode()==NULL) {
+ PyErr_Format(
+ PyExc_RuntimeError,
+ "KX_GameObject \"%s\" is not longer in a scene, "
+ "check for this case with the \"isValid\" attribute",
+ object->GetName().ReadPtr() );
+ return false;
+ }
+
+ return true;
+} \ No newline at end of file