WTS/game/scripts/utility/engine.rpy
LoafyLemon c1b04f6ccd IO Overhaul, Refactoring, and more
* Refactored DollFace
* Refactored DollBody
* Refactored DollCum
* Refactored DollCloth
* Refactored Doll
* Refactored clothing item zorders
* Refactored implementation of body, face, cum, clothing layers
* Refactored function calls
* Removed DollLipstick
* Added DollMakeup class, allowing adding dynamic clothes tracking face states
* Added DollClothDynamic, allowing dynamic clothes tracking other cloth states with bangs support
* Added cache to frequently called functions, drastically reducing the overhead
* Added hash system, reducing clone redundancy
* Added layer modifiers support for all types (face, body, cum, clothes etc.)
* Added support for an arbitrary number of equipped multislot clothing items (makeup, tattoos, piercings, etc.)
* Simplified initialization for clothing items and dolls
* Simplified class function calls
* Reduced the number of image creation calls
* Added hue support for additional skin layers
* Added displayable support to image cropping function
* Replaced store cache with built-in functools cache for _list_files function
* Refactored all character files
* and more...
2023-01-14 23:04:54 +00:00

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init python:
if renpy.android:
settings.default("crashdefendersetting", 0)
# Attempts at fixing the texture leak plaguing
# android devices, mainly running on Android11 & Android 12.
class Android11TextureLeakFix(NoRollback):
def __init__(self, limit=100):
self.statements = 0
self.set_mode(settings.get("crashdefendersetting"))
def set_mode(self, mode):
if mode == 3:
self.limit = 15
elif mode == 2:
self.limit = 25
elif mode == 1:
self.limit = 55
else:
self.limit = 0
def __call__(self, name):
if renpy.is_init_phase() or self.limit == 0:
return
self.statements += 1
if self.statements > self.limit:
self.statements = 0
# Big thanks to Andykl (https://github.com/Andykl)
# for finding the issue and inventing this workaround.
# https://github.com/renpy/renpy/issues/3643
cache = renpy.display.im.cache
cache_size = cache.get_total_size()
cache_limit = cache.cache_limit * 0.95
if cache_size >= cache_limit:
if config.developer:
print("Cache limit reached, purging cache... ({}/{})\n{}".format(cache_size, cache_limit, renpy.get_filename_line()))
cache.clear()
if renpy.game.interface is not None:
if config.developer:
print("Statements limit reached, cleaning textures... ({})\n{}".format(self.limit, renpy.get_filename_line()))
renpy.game.interface.full_redraw = True
renpy.game.interface.restart_interaction = True
if renpy.display.draw is not None:
renpy.display.draw.kill_textures()
renpy.display.render.free_memory()
crashdefender = Android11TextureLeakFix()
config.statement_callbacks.append(crashdefender)
init python early:
import functools
if renpy.windows:
# On windows, Renpy does not support backslashes in some of its functions,
# but because the code needs to be platform-independent,
# we require to monkey patch those functions in order
# to remain compatible with all platforms without losing functionality.
@renpy.pure
def _loadable(filename):
filename = filename.replace("\\", "/")
return renpy.loader.loadable(filename)
renpy.loadable = _loadable
# renpy.list_files does not use cached results, let's fix that.
@functools.cache
def _list_files(common=False):
rv = [fn for dir, fn in renpy.loader.listdirfiles(common) if not fn.startswith("saves/")]
rv.sort()
return rv
renpy.list_files = _list_files