Segfault fixes. Switching scenes broke some assumptions. All PyObject calls from userspace now handle (discard) exceptions and return values.
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5 changed files with 41 additions and 4 deletions
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@ -162,7 +162,16 @@ void GameEngine::sUserInput()
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else if (currentScene()->key_callable != NULL && currentScene()->key_callable != Py_None)
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{
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PyObject* args = Py_BuildValue("(ss)", ActionCode::key_str(event.key.code).c_str(), actionType.c_str());
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PyObject_Call(currentScene()->key_callable, args, NULL);
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PyObject* retval = PyObject_Call(currentScene()->key_callable, args, NULL);
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if (!retval)
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{
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std::cout << "key_callable has raised an exception. It's going to STDERR and being dropped:" << std::endl;
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PyErr_Print();
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PyErr_Clear();
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} else if (retval != Py_None)
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{
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std::cout << "key_callable returned a non-None value. It's not an error, it's just not being saved or used." << std::endl;
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}
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}
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else
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{
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