This commit cleanly splits IDProperties storage for its two very different usages: * "User-defined" data, also known as "custom properties". Mostly exposed in UI and as 'dictionary' in Python scripting, these are unique to each data (each object can have its own set of custom properties). * "System-defined" data, mainly as backend-storage for runtime RNA structures and properties. While these are not necessarily present in the storage, they are registered for a data type, and therefore always available to all data of that type through RNA access. See #123232 for rationales, designs and alternative investigated solutions. ## User-facing Changes When using Blender, the only noticeable change is that python-defined RNA data are not listed anymore in the Custom Properties panels (e.g. Cycles data). From a Python API perspective, the main changes are: * Runtime RNA structs defined by sub-classing `PropertyGroup` and registering them are no more accessible through the 'dict' syntax. * They remain accessible through a dedicated 'bl_system_properties_get()` callback, but its usages are only expected to be for testing and debugging. * The result of this call will be `None` by default when there has been nothing written into it yet, unless its optional `do_create` parameter is set to `True`. * Some types (like `Node`, `UIList`, etc.) cannot store raw IDProperties anymore (using the 'dict' syntax). ## Technical Details * Adds System idprops to some data types (IDs, ViewLayer...). * Moves some other containers (e.g operator properties, or some UI types like UILists) to only have system-defined properties. * For a few specific types (like `PropertyGroup`), the same storage is used, but exposed in RNA as both user and system properties. * Adds RNA API accessor callback to system idprops. * Adds a function `bl_system_properties_get()`, which wraps system-defined idprops and gives 'dict-like' access to them. Currently mainly used by some unittests. * System IDProps are always ignored by RNA diffing code (and therefore liboverride processing), as their value is already exposed through RNA properties, and should always be processed through these RNA properties. * Modifies bpy rna binding to use these new system idprops for property accesses, and keeps using user-defined idprops for 'dict-type' accesses. * Handles versioning by copying 'user idprops' (existing ones) into new 'system idprops'. ### IDProperties Split These types keep their historic IDProperty storage for user properties, and get a new `system_id_properties` storage for system properties: `ID`, `ViewLayers`, `Bone`, `EditBone`, `BoneCollection`, `PoseBone`, `Strip` These types can both be extended with registrable RNA properties, and expose Custom Properties in the UI. ### IDProperties become System Ones These types keep a single IDProperties storage (their DNA struct does not change), but it is now exclusively used for system-defined properties. `OperatorProperty`, `View3DShading`, `UIList`, `AddonPreferences`, `KeyConfigPreferences`, `GizmoProperties`, `GizmoGroupProperties`, `Node`, `NodeSocket`, `NodeTreeInterfaceSocket`, `TimelineMarker`, `AssetMetaData`` Since user properties were never available in the UI for them, they lose their 'dict-like' IDProperties access in the Python API. ### Single Storage, Exposed as Both in API These types still use a single IDProperty storage, but expose it both as user properties and as system ones through RNA API. * `PropertyGroup`: They need both access APIs since they are both used for raw IDProperty groups (the 'dict-like' access), and internally to access data of runtime-defined RNA structs. * `IDPropertyWrapPtr`: Done mainly to follow `PropertyGroup`. * `NodesModifier`: cannot become purely system idprops currently, as there is no other access than the 'raw ID properties' paths to their values. This can be changed once #132129 is finally implemented. Pull Request: https://projects.blender.org/blender/blender/pulls/135807
396 lines
12 KiB
Python
396 lines
12 KiB
Python
# SPDX-FileCopyrightText: 2017-2022 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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# ./blender.bin --background --python tests/python/bl_pyapi_idprop_datablock.py -- --verbose
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import contextlib
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import inspect
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import io
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import os
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import re
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import sys
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import tempfile
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import bpy
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from bpy.types import UIList
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arr_len = 100
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ob_cp_count = 100
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# Set before execution.
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lib_path = None
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test_path = None
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def print_fail_msg_and_exit(msg):
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def __LINE__():
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try:
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raise Exception
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except:
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return sys.exc_info()[2].tb_frame.f_back.f_back.f_back.f_lineno
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def __FILE__():
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return inspect.currentframe().f_code.co_filename
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print("'%s': %d >> %s" % (__FILE__(), __LINE__(), msg), file=sys.stderr)
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sys.stderr.flush()
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sys.stdout.flush()
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os._exit(1)
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def expect_false_or_abort(expr, msg=None):
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if not expr:
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if not msg:
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msg = "test failed"
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print_fail_msg_and_exit(msg)
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def expect_exception_or_abort(*, fn, ex, finalize=None):
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try:
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fn()
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exception = False
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except ex:
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exception = True
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finally:
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if finalize:
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finalize()
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if exception:
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return # OK
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print_fail_msg_and_exit("test failed")
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def expect_output_or_abort(*, fn, match_stderr=None, match_stdout=None, finalize=None):
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stdout, stderr = io.StringIO(), io.StringIO()
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with (contextlib.redirect_stderr(stderr), contextlib.redirect_stdout(stdout)):
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fn()
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for (handle, match) in ((stdout, match_stdout), (stderr, match_stderr)):
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if not match:
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continue
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output = handle.getvalue()
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if not re.match(match, output):
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print_fail_msg_and_exit("%r not found in %r" % (match, output))
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if finalize:
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finalize()
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class TestClass(bpy.types.PropertyGroup):
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test_prop: bpy.props.PointerProperty(type=bpy.types.Object)
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name: bpy.props.StringProperty()
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def get_scene(lib_name, sce_name):
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for s in bpy.data.scenes:
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if s.name == sce_name:
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if (
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(s.library and s.library.name == lib_name) or
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(lib_name is None and s.library is None)
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):
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return s
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def init():
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bpy.utils.register_class(TestClass)
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bpy.types.Object.prop_array = bpy.props.CollectionProperty(
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name="prop_array",
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type=TestClass)
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bpy.types.Object.prop = bpy.props.PointerProperty(type=bpy.types.Object)
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def finalize():
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del bpy.types.Object.prop_array
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del bpy.types.Object.prop
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bpy.utils.unregister_class(TestClass)
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def make_lib():
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bpy.ops.wm.read_factory_settings()
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# datablock pointer to the Camera object
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bpy.data.objects["Cube"].prop = bpy.data.objects['Camera']
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# array of datablock pointers to the Light object
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for i in range(0, arr_len):
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a = bpy.data.objects["Cube"].prop_array.add()
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a.test_prop = bpy.data.objects['Light']
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a.name = a.test_prop.name
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# make unique named copy of the cube
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ob = bpy.data.objects["Cube"].copy()
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bpy.context.collection.objects.link(ob)
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bpy.data.objects["Cube.001"].name = "Unique_Cube"
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# duplicating of Cube
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for i in range(0, ob_cp_count):
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ob = bpy.data.objects["Cube"].copy()
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bpy.context.collection.objects.link(ob)
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# nodes
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bpy.data.scenes["Scene"].use_nodes = True
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sys_idprops = bpy.data.scenes["Scene"].node_tree.nodes['Render Layers'].bl_system_properties_get(do_create=True)
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sys_idprops["prop"] = bpy.data.objects['Camera']
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# rename scene and save
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bpy.data.scenes["Scene"].name = "Scene_lib"
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bpy.ops.wm.save_as_mainfile(filepath=lib_path)
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def check_lib():
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# check pointer
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expect_false_or_abort(bpy.data.objects["Cube"].prop == bpy.data.objects['Camera'])
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# check array of pointers in duplicated object
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for i in range(0, arr_len):
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expect_false_or_abort(
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bpy.data.objects["Cube.001"].prop_array[i].test_prop ==
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bpy.data.objects['Light'])
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def check_lib_linking():
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# open startup file
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bpy.ops.wm.read_factory_settings()
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# link scene to the startup file
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with bpy.data.libraries.load(lib_path, link=True) as (data_from, data_to):
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data_to.scenes = ["Scene_lib"]
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bpy.context.window.scene = bpy.data.scenes["Scene_lib"]
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o = bpy.data.scenes["Scene_lib"].objects['Unique_Cube']
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expect_false_or_abort(o.prop_array[0].test_prop == bpy.data.scenes["Scene_lib"].objects['Light'])
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expect_false_or_abort(o.prop == bpy.data.scenes["Scene_lib"].objects['Camera'])
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expect_false_or_abort(o.prop.library == o.library)
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bpy.ops.wm.save_as_mainfile(filepath=test_path)
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def check_linked_scene_copying():
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# full copy of the scene with datablock props
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bpy.ops.wm.open_mainfile(filepath=test_path)
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bpy.ops.scene.new(type='FULL_COPY')
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bpy.context.window.scene = get_scene("lib.blend", "Scene_lib")
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# check save/open
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bpy.ops.wm.save_as_mainfile(filepath=test_path)
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bpy.ops.wm.open_mainfile(filepath=test_path)
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intern_sce = get_scene(None, "Scene_lib")
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extern_sce = get_scene("lib.blend", "Scene_lib")
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# check node's props
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# must point to own scene camera
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intern_sys_idprops = intern_sce.node_tree.nodes['Render Layers'].bl_system_properties_get()
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extern_sys_idprops = extern_sce.node_tree.nodes['Render Layers'].bl_system_properties_get()
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expect_false_or_abort(
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intern_sys_idprops["prop"] and not (intern_sys_idprops["prop"] == extern_sys_idprops["prop"]))
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def check_scene_copying():
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# full copy of the scene with datablock props
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bpy.ops.wm.open_mainfile(filepath=lib_path)
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bpy.context.window.scene = bpy.data.scenes["Scene_lib"]
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bpy.ops.scene.new(type='FULL_COPY')
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path = test_path + "_"
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# check save/open
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bpy.ops.wm.save_as_mainfile(filepath=path)
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bpy.ops.wm.open_mainfile(filepath=path)
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first_sce = get_scene(None, "Scene_lib")
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second_sce = get_scene(None, "Scene_lib.001")
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# check node's props
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# must point to own scene camera
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first_sys_idprops = first_sce.node_tree.nodes['Render Layers'].bl_system_properties_get()
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second_sys_idprops = second_sce.node_tree.nodes['Render Layers'].bl_system_properties_get()
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expect_false_or_abort(not (first_sys_idprops["prop"] == second_sys_idprops["prop"]))
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# count users
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def test_users_counting():
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bpy.ops.wm.read_factory_settings()
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Light_us = bpy.data.objects["Light"].data.users
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n = 1000
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for i in range(0, n):
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bpy.data.objects["Cube"]["a%s" % i] = bpy.data.objects["Light"].data
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expect_false_or_abort(bpy.data.objects["Light"].data.users == Light_us + n)
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for i in range(0, int(n / 2)):
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bpy.data.objects["Cube"]["a%s" % i] = 1
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expect_false_or_abort(bpy.data.objects["Light"].data.users == Light_us + int(n / 2))
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# linking
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def test_linking():
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make_lib()
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check_lib()
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check_lib_linking()
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check_linked_scene_copying()
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check_scene_copying()
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# check restrictions for datablock pointers for some classes; GUI for manual testing
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def test_restrictions1():
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class TEST_Op(bpy.types.Operator):
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bl_idname = 'scene.test_op'
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bl_label = 'Test'
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bl_options = {"INTERNAL"}
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str_prop: bpy.props.StringProperty(name="str_prop")
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# disallow registration of datablock properties in operators
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# will be checked in the draw method (test manually)
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# also, see console:
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# ValueError: bpy_struct "SCENE_OT_test_op" doesn't support datablock properties
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id_prop: bpy.props.PointerProperty(type=bpy.types.Object)
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def execute(self, context):
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return {'FINISHED'}
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# just panel for testing the poll callback with lots of objects
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class TEST_PT_DatablockProp(bpy.types.Panel):
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bl_label = "Datablock IDProp"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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def draw(self, context):
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self.layout.prop_search(context.scene, "prop", bpy.data, "objects")
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self.layout.template_ID(context.scene, "prop1")
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self.layout.prop_search(context.scene, "prop2", bpy.data, "node_groups")
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op = self.layout.operator(TEST_Op.bl_idname)
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op.str_prop = "test string"
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def test_fn(op):
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op["ob"] = bpy.data.objects['Unique_Cube']
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expect_exception_or_abort(
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fn=lambda: test_fn(op),
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ex=ImportError,
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)
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expect_false_or_abort(not hasattr(op, "id_prop"))
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bpy.utils.register_class(TEST_PT_DatablockProp)
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expect_output_or_abort(
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fn=lambda: bpy.utils.register_class(TEST_Op),
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match_stderr="^ValueError: bpy_struct \"SCENE_OT_test_op\" registration error:",
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finalize=lambda: bpy.utils.unregister_class(TEST_Op),
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)
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bpy.utils.unregister_class(TEST_PT_DatablockProp)
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def poll(self, value):
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return value.name in bpy.data.scenes["Scene_lib"].objects
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def poll1(self, value):
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return True
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bpy.types.Scene.prop = bpy.props.PointerProperty(type=bpy.types.Object)
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bpy.types.Scene.prop1 = bpy.props.PointerProperty(type=bpy.types.Object, poll=poll)
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bpy.types.Scene.prop2 = bpy.props.PointerProperty(type=bpy.types.NodeTree, poll=poll1)
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# check poll effect on UI (poll returns false => red alert)
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bpy.context.scene.prop = bpy.data.objects["Light.001"]
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bpy.context.scene.prop1 = bpy.data.objects["Light.001"]
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# check incorrect type assignment
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def sub_test():
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# NodeTree id_prop
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bpy.context.scene.prop2 = bpy.data.objects["Light.001"]
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expect_exception_or_abort(
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fn=sub_test,
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ex=TypeError,
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)
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bpy.context.scene.prop2 = bpy.data.node_groups.new("Shader", "ShaderNodeTree")
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# NOTE: keep since the author thought this useful information.
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# print(
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# "Please, test GUI performance manually on the Render tab, '%s' panel" %
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# TEST_PT_DatablockProp.bl_label, file=sys.stderr,
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# )
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sys.stderr.flush()
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# check some possible regressions
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def test_regressions():
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bpy.types.Object.prop_str = bpy.props.StringProperty(name="str")
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bpy.data.objects["Unique_Cube"].prop_str = "test"
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bpy.types.Object.prop_gr = bpy.props.PointerProperty(
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name="prop_gr",
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type=TestClass,
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description="test")
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bpy.data.objects["Unique_Cube"].prop_gr = None
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# test restrictions for datablock pointers
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def test_restrictions2():
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class TestClassCollection(bpy.types.PropertyGroup):
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prop: bpy.props.CollectionProperty(
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name="prop_array",
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type=TestClass)
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bpy.utils.register_class(TestClassCollection)
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class TestPrefs(bpy.types.AddonPreferences):
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bl_idname = "testprefs"
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# expecting crash during registering
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my_prop2: bpy.props.PointerProperty(type=TestClass)
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prop: bpy.props.PointerProperty(
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name="prop",
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type=TestClassCollection,
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description="test")
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bpy.types.Addon.a = bpy.props.PointerProperty(type=bpy.types.Object)
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class TEST_UL_list(UIList):
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test: bpy.props.PointerProperty(type=bpy.types.Object)
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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layout.prop(item, "name", text="", emboss=False, icon_value=icon)
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expect_exception_or_abort(
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fn=lambda: bpy.utils.register_class(TestPrefs),
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ex=ValueError,
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finalize=lambda: bpy.utils.unregister_class(TestPrefs),
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)
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expect_exception_or_abort(
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fn=lambda: bpy.utils.register_class(TEST_UL_list),
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ex=ValueError,
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finalize=lambda: bpy.utils.unregister_class(TEST_UL_list),
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)
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bpy.utils.unregister_class(TestClassCollection)
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def main():
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global lib_path
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global test_path
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with tempfile.TemporaryDirectory() as temp_dir:
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lib_path = os.path.join(temp_dir, "lib.blend")
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test_path = os.path.join(temp_dir, "test.blend")
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init()
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test_users_counting()
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test_linking()
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test_restrictions1()
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expect_exception_or_abort(
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fn=test_regressions,
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ex=AttributeError,
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)
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test_restrictions2()
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finalize()
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if __name__ == "__main__":
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main()
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