diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-04-19 16:46:39 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-04-19 16:46:39 +0400 |
commit | 8d2cb5bea44f4245dd17f2d82cbd0251d8090fd5 (patch) | |
tree | b28e45f1edaf083c15d2176079836a4497685e57 /source/gameengine/Ketsji/KX_TouchSensor.cpp | |
parent | 92cea7c1b1540d11ed9729bacfabd23ccb7a79c7 (diff) |
BGE Python API
This changes how the BGE classes and Python work together, which hasnt changed since blender went opensource.
The main difference is PyObjectPlus - the base class for most game engine classes, no longer inherit from PyObject, and cannot be cast to a PyObject.
This has the advantage that the BGE does not have to keep 2 reference counts valid for C++ and Python.
Previously C++ classes would never be freed while python held a reference, however this reference could be problematic eg: a GameObject that isnt in a scene anymore should not be used by python, doing so could even crash blender in some cases.
Instead PyObjectPlus has a member "PyObject *m_proxy" which is lazily initialized when python needs it. m_proxy reference counts are managed by python, though it should never be freed while the C++ class exists since it holds a reference to avoid making and freeing it all the time.
When the C++ class is free'd it sets the m_proxy reference to NULL, If python accesses this variable it will raise a RuntimeError, (check the isValid attribute to see if its valid without raising an error).
- This replaces the m_zombie bool and IsZombie() tests added recently.
In python return values that used to be..
return value->AddRef();
Are now
return value->GetProxy();
or...
return value->NewProxy(true); // true means python owns this C++ value which will be deleted when the PyObject is freed
Diffstat (limited to 'source/gameengine/Ketsji/KX_TouchSensor.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_TouchSensor.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.cpp b/source/gameengine/Ketsji/KX_TouchSensor.cpp index 70fa6326c19..7265ade6789 100644 --- a/source/gameengine/Ketsji/KX_TouchSensor.cpp +++ b/source/gameengine/Ketsji/KX_TouchSensor.cpp @@ -342,7 +342,7 @@ PyObject* KX_TouchSensor::PyGetHitObject(PyObject* self) /* otherwise, this leaks memory */ if (m_hitObject) { - return m_hitObject->AddRef(); + return m_hitObject->GetProxy(); } Py_RETURN_NONE; } @@ -356,7 +356,7 @@ PyObject* KX_TouchSensor::PyGetHitObjectList(PyObject* self) ShowDeprecationWarning("getHitObjectList()", "the objectHitList property"); /* to do: do Py_IncRef if the object is already known in Python */ /* otherwise, this leaks memory */ /* Edit, this seems ok and not to leak memory - Campbell */ - return m_colliders->AddRef(); + return m_colliders->GetProxy(); } /*getTouchMaterial and setTouchMaterial were never added to the api, @@ -400,7 +400,7 @@ PyObject* KX_TouchSensor::pyattr_get_object_hit(void *self_v, const KX_PYATTRIBU KX_TouchSensor* self= static_cast<KX_TouchSensor*>(self_v); if (self->m_hitObject) - return self->m_hitObject->AddRef(); + return self->m_hitObject->GetProxy(); else Py_RETURN_NONE; } @@ -408,7 +408,7 @@ PyObject* KX_TouchSensor::pyattr_get_object_hit(void *self_v, const KX_PYATTRIBU PyObject* KX_TouchSensor::pyattr_get_object_hit_list(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_TouchSensor* self= static_cast<KX_TouchSensor*>(self_v); - return self->m_colliders->AddRef(); + return self->m_colliders->GetProxy(); } |