Esempio n. 1
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	def dump_data(self, obj, dumper, s):
		if (not soya._SAVING is obj) and obj._filename: # self is saved in another file, save filename only
			return cerealizer.Handler.dump_data(self, obj, dumper, s)
		else: cerealizer.ObjHandler.dump_data(self, obj, dumper, s)
		
	def undump_obj(self, dumper, s):
		filename = dumper.undump_ref(s)
		if filename: return self.Class._reffed(filename)
		return cerealizer.ObjHandler.undump_obj(self, dumper, s)
	
	def undump_data(self, obj, dumper, s):
		if not getattr(obj, "_filename", 0): # else, has been get'ed
			cerealizer.ObjHandler.undump_data(self, obj, dumper, s)

cerealizer.register_class(soya.Vertex)
cerealizer.register_class(soya.World, SavedInAPathHandler(soya.World))
cerealizer.register_class(soya.NoBackgroundAtmosphere)
cerealizer.register_class(soya.FixTraveling)
cerealizer.register_class(soya.SimpleModel, SavedInAPathHandler(soya.SimpleModel))
cerealizer.register_class(soya.Material, SavedInAPathHandler(soya.Material))
cerealizer.register_class(soya.CylinderSprite)
cerealizer.register_class(soya.Light)
cerealizer.register_class(soya.TravelingCamera)
cerealizer.register_class(soya.CoordSystState)
cerealizer.register_class(soya.CoordSystSpeed)
cerealizer.register_class(soya.Vector)
cerealizer.register_class(soya.Point)
cerealizer.register_class(soya.Image, SavedInAPathHandler(soya.Image))
cerealizer.register_class(soya.CellShadingModel, SavedInAPathHandler(soya.CellShadingModel))
cerealizer.register_class(soya._soya._AnimatedModelData)
Esempio n. 2
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#    a = random.random()*100000000000000000L
#  data = str(t)+' '+str(r)+' '+str(a)+' '+str(args)
#  data = md5.md5(data).hexdigest()
#  return data


class GameLevel(object):
    def __init__(self):
        self.splines = []
        self.triggers = []
        self.obstacles = []
        self.enemies = []
        self.triggers = []


cerealizer.register_class(GameLevel)


def get_mod(modulePath):
    return __import__(modulePath, globals(), locals(), ["*"])


def get_attr(fullAttrName):
    """Retrieve a module attribute from a full dotted-package name."""
    # Parse out the path, module, and function
    lastDot = fullAttrName.rfind(u".")
    attrName = fullAttrName[lastDot + 1 :]
    modPath = fullAttrName[:lastDot]
    aMod = get_mod(modPath)
    aAttr = getattr(aMod, attrName)
    # Return a reference to the function itself,
Esempio n. 3
0
#  except:
#    # if we can't get a network address, just imagine one
#    a = random.random()*100000000000000000L
#  data = str(t)+' '+str(r)+' '+str(a)+' '+str(args)
#  data = md5.md5(data).hexdigest()
#  return data

class GameLevel(object):
    def __init__(self):
        self.splines = []
        self.triggers = []
        self.obstacles = []
        self.enemies = []
        self.triggers = []
        
cerealizer.register_class(GameLevel)

def get_mod(modulePath):
    return __import__(modulePath, globals(), locals(), ['*'])

def get_attr(fullAttrName):
    """Retrieve a module attribute from a full dotted-package name."""
    # Parse out the path, module, and function
    lastDot = fullAttrName.rfind(u".")
    attrName = fullAttrName[lastDot + 1:]
    modPath = fullAttrName[:lastDot]
    aMod = get_mod(modPath)
    aAttr = getattr(aMod, attrName)
    # Return a reference to the function itself,
    # not the results of the function.
    return aAttr