From 8d2cb5bea44f4245dd17f2d82cbd0251d8090fd5 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 19 Apr 2009 12:46:39 +0000 Subject: 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 --- source/gameengine/Expressions/Value.h | 16 ---------------- 1 file changed, 16 deletions(-) (limited to 'source/gameengine/Expressions/Value.h') diff --git a/source/gameengine/Expressions/Value.h b/source/gameengine/Expressions/Value.h index bcee355cda2..a687e1a493c 100644 --- a/source/gameengine/Expressions/Value.h +++ b/source/gameengine/Expressions/Value.h @@ -225,21 +225,6 @@ public: virtual PyObject* py_getattro(PyObject *attr); - - void SpecialRelease() - { - if (ob_refcnt == 0) /* make sure python always holds a reference */ - { - _Py_NewReference(this); - - } - Release(); - } - static void PyDestructor(PyObject *P) // python wrapper - { - ((CValue*)P)->SpecialRelease(); - }; - virtual PyObject* ConvertValueToPython() { return NULL; } @@ -352,7 +337,6 @@ private: std::map* m_pNamedPropertyArray; // Properties for user/game etc ValueFlags m_ValFlags; // Frequently used flags in a bitfield (low memoryusage) int m_refcount; // Reference Counter - bool m_zombie; // Object is invalid put its still being referenced (by python) static double m_sZeroVec[3]; static bool m_ignore_deprecation_warnings; -- cgit v1.2.3