forked from SilverStudioGames/WTS
Bug fix
* Fixed stale images being displayed when threading is enabled and no image was called in a while
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parent
b41a4263ea
commit
ebc865b798
@ -155,25 +155,25 @@ init python:
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def _image(self, st, at):
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def _image(self, st, at):
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return self._sprite.get_with_default(Null()), None
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return self._sprite.get_with_default(Null()), None
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def is_stale(self):
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curr_hash = self.generate_hash()
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stale = curr_hash != self._hash
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self._hash = curr_hash
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if stale and settings.get("multithreading"):
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self.build_image()
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return stale
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@property
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@property
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def image(self):
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def image(self):
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if not renpy.is_skipping() and self.is_stale():
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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if settings.get("multithreading"):
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if settings.get("multithreading"):
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if not renpy.is_skipping() and self.is_stale():
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self.build_image()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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# elif renpy.in_rollback():
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# self.build_image()
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return DynamicDisplayable(self._image)
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return DynamicDisplayable(self._image)
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else:
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else:
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if not renpy.is_skipping() and self.is_stale():
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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return self._build_image(self._hash)
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return self._build_image(self._hash)
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def equip(self, obj, remove_old=True):
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def equip(self, obj, remove_old=True):
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