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init python:
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if renpy.android:
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settings.default("crashdefendersetting", 0)
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# 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
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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
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def __call__(self, name):
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if renpy.is_init_phase() or self.limit == 0:
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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:
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print(f"Cache limit reached, purging cache... ({cache_size}/{cache_limit})\n{renpy.get_filename_line()}")
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cache.clear()
if renpy.game.interface is not None:
if config.developer:
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print(f"Statements limit reached, cleaning textures... ({self.limit})\n{renpy.get_filename_line()}")
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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()
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crashdefender = Android11TextureLeakFix()
config.statement_callbacks.append(crashdefender)
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python early hide:
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...
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import functools
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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("\\", "/")
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return renpy.loader.loadable(filename)
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renpy.loadable = _loadable
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# renpy.list_files does not use cached results, let's fix that.
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...
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@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
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renpy.list_files = _list_files
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# Default focus behaviour restarts the interaction whenever
# any element that contains a tooltip is being hovered or unhovered.
# Restarting interactions in a short timespan causes massive lag spikes,
# in order to fix it, we'll refresh just the tooltip screen and skip the rest.
def set_focused(widget, arg, screen):
global _tooltip
renpy.display.focus.argument = arg
renpy.display.focus.screen_of_focused = screen
if screen is not None:
renpy.display.focus.screen_of_focused_names = { screen.screen_name[0], screen.tag }
else:
renpy.display.focus.screen_of_focused_names = set()
renpy.game.context().scene_lists.focused = widget
renpy.display.tts.displayable(widget)
# Figure out the tooltip.
_tooltip = widget._get_tooltip() if widget else None
# setattr(renpy.store, "widget", widget) # DEBUG
# if renpy.display.focus.tooltip != new_tooltip:
# renpy.display.focus.tooltip = new_tooltip
# renpy.display.focus.capture_focus("tooltip")
# renpy.exports.restart_interaction()
# if renpy.display.focus.tooltip is not None:
# renpy.display.focus.last_tooltip = renpy.display.focus.tooltip
# renpy.display.focus.screen_of_last_focused_names = renpy.display.focus.screen_of_focused_names
renpy.display.focus.set_focused = set_focused
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# Add callbacks for label calls and jumps, we use them for the event class
# in order to figure out if the event was completed or if it's just a call,
# and also for debugging.
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# class _CallException(Exception):
# from_current = False
# def __init__(self, label, args, kwargs, from_current=False):
# Exception.__init__(self)
# self.label = label
# self.args = args
# self.kwargs = kwargs
# self.from_current = from_current
# for i in renpy.config.call_callbacks:
# i(label, args, kwargs)
# def __reduce__(self):
# return (_CallException, (self.label, self.args, self.kwargs, self.from_current))
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# class _JumpException(Exception):
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# def __init__(self, label):
# for i in renpy.config._label_callbacks:
# i(label)
# class _JumpOutException(Exception):
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# def __init__(self, label):
# for i in renpy.config._label_callbacks:
# i(label)
# renpy.game.CONTROL_EXCEPTIONS = tuple(list(renpy.game.CONTROL_EXCEPTIONS) + [_CallException, _JumpException, _JumpOutException])
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# renpy.game.CallException = _CallException
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# renpy.game.JumpException = _JumpException
# renpy.game.JumpOutException = _JumpOutException
# class _Call(renpy.ast.Call):
# def execute(self):
# statement_name("call")
# label = self.label
# if self.expression:
# label = renpy.python.py_eval(label)
# rv = renpy.game.context().call(label, return_site=self.next.name)
# next_node(rv)
# renpy.game.context().abnormal = True
# if self.arguments:
# args, kwargs = self.arguments.evaluate()
# renpy.store._args = args
# renpy.store._kwargs = kwargs
# else:
# renpy.store._args = None
# renpy.store._kwargs = None
# setattr(store, "_last_label_call", label)
# if config.developer:
# last_label = getattr(store, "_last_label_jump", None)
# caller_id = renpy.get_filename_line()
# print(f"Called '{stdcol.PURPLE}{label}{stdcol.END}' from '{stdcol.PURPLE}{last_label}{stdcol.END}' with ARGS:'{stdcol.YELLOW}{args}{stdcol.END}' KWARGS:'{stdcol.YELLOW}{kwargs}{stdcol.END}' caller '{stdcol.BLUE}{caller_id}{stdcol.END}'...")
# class _Jump(renpy.ast.Jump):
# def execute(self):
# statement_name("jump")
# target = self.target
# if self.expression:
# target = renpy.python.py_eval(target)
# rv = renpy.game.script.lookup(target)
# renpy.game.context().abnormal = True
# next_node(rv)
# setattr(store, "_last_label_jump", target)
# if config.developer:
# last_label = getattr(store, "_last_label_jump", None)
# caller_id = renpy.get_filename_line()
# print(f"Jumped '{stdcol.PURPLE}{target}{stdcol.END}' from '{stdcol.PURPLE}{last_label}{stdcol.END}' with ARGS:'{stdcol.YELLOW}{args}{stdcol.END}' KWARGS:'{stdcol.YELLOW}{kwargs}{stdcol.END}' caller '{stdcol.BLUE}{caller_id}{stdcol.END}'...")
# renpy.ast.Call = _Call
# renpy.ast.Jump = _Jump
default _last_label = None
python early:
def catch_label_call(label, abnormal):
if config.developer:
# last_label = renpy.game.context().come_from_label <- Doesn't work as expected, other methods are just as unreliable.
# from '{stdcol.PURPLE}{last_label}{stdcol.END}'
caller_id = renpy.get_filename_line()
print(f"Reached '{stdcol.PURPLE}{label}{stdcol.END}' caller '{stdcol.BLUE}{caller_id}{stdcol.END}'...")
setattr(store, "_last_label", label)
renpy.config.label_callbacks.append(catch_label_call)
# def catch_label_call(label, args, kwargs):
# # Used in event queue system to differentiate jumps from calls.
# if config.developer:
# last_label = getattr(store, "_last_label_jump", None)
# caller_id = renpy.get_filename_line()
# print(f"Called '{stdcol.PURPLE}{label}{stdcol.END}' from '{stdcol.PURPLE}{last_label}{stdcol.END}' with ARGS:'{stdcol.YELLOW}{args}{stdcol.END}' KWARGS:'{stdcol.YELLOW}{kwargs}{stdcol.END}' caller '{stdcol.BLUE}{caller_id}{stdcol.END}'...")
# setattr(store, "_last_label_call", label)
# def catch_label_jump(label):
# # if getattr(store, "_last_label_call", None) == label:
# # return
# if config.developer:
# last_label = getattr(store, "_last_label_jump", None)
# caller_id = renpy.get_filename_line()
# print(f"Jumped '{stdcol.PURPLE}{label}{stdcol.END}' from '{stdcol.PURPLE}{last_label}{stdcol.END}' caller '{stdcol.BLUE}{caller_id}{stdcol.END}'...")
# setattr(store, "_last_label_jump", label)
# renpy.config.call_callbacks = [catch_label_call] # CallException callback
# renpy.config._label_callbacks = [catch_label_jump] # JumpException and JumpOutException callbacks; Please note this is not the same as `config.label_callbacks`
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init -100 python:
# Due to the sheer number of Doll-type objects we create and keep per each character,
# we have to use each and every optimization technique we can get our hands on.
# The below code implements revertable __slots__ support, which reduces memory,
# without losing any functionality relevant to the objects that are using it.
#
# The code is taken from a PR proposed by Andykl:
# https://github.com/renpy/renpy/pull/3282
class _RevertableObject(_object):
# Reimplementation of the Ren'py class,
# but with slots support.
def __new__(cls, *args, **kwargs):
self = super(_RevertableObject, cls).__new__(cls)
log = renpy.game.log
if log is not None:
log.mutated[id(self)] = None
return self
def __init__(self, *args, **kwargs):
if (args or kwargs) and renpy.config.developer:
raise TypeError("object() takes no parameters.")
__setattr__ = renpy.revertable.mutator(object.__setattr__) # type: ignore
__delattr__ = renpy.revertable.mutator(object.__delattr__) # type: ignore
def _clean(self):
return None
def _compress(self, clean):
return clean
def _rollback(self, compressed):
pass
class SlottedObject(_RevertableObject):
__slots__ = ()
def __init_subclass__(cls):
if renpy.config.developer:
if hasattr(cls, "__getstate__"):
raise TypeError("slotted_object subclasses can't have "
"__getstate__ method. Use __reduce__ instead.")
for slot in cls.__dict__.get("__slots__", ()):
if slot.startswith("__") and not slot.endswith("__"):
raise ValueError("slotted_object __slots__ can not be mangled. "
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"If you need it, mangle it by yourself.")
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def _clean(self):
rv = object.__reduce_ex__(self, 2)[2]
# We need to make a copy of __dict__ to avoid its futher mutations.
# No attributes are set
if rv is None:
rv = { }
# Only __dict__ have attributes
elif isinstance(rv, dict):
rv = rv.copy()
# Only __slots__ have attributes
elif rv[0] is None:
rv = rv[1]
# Otherwise it is (__dict__, __slots__), so merge it together
else:
rv = dict(rv[0], **rv[1])
return rv
def _rollback(self, compressed):
if hasattr(self, "__dict__"):
self.__dict__.clear()
for k, v in compressed.items():
setattr(self, k, v)
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# The original does not support nested actions.
@renpy.pure
def If(expression, true=None, false=None):
if isinstance(expression, Action):
expression = expression()
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return true if expression else false
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# Adds support for nested stores for replay scope
def _call_replay(label, scope={}):
renpy.display.focus.clear_focus()
renpy.game.log.complete()
old_log = renpy.game.log
renpy.game.log = renpy.python.RollbackLog()
sb = renpy.python.StoreBackup()
renpy.python.clean_stores()
context = renpy.execution.Context(True)
renpy.game.contexts.append(context)
if renpy.display.interface is not None:
renpy.display.interface.enter_context()
# This has to be here, to ensure the scope stuff works.
renpy.exports.execute_default_statement()
for k, v in renpy.config.replay_scope.items():
stores = k.split(".")
current_obj = renpy.store
for store in stores[:-1]:
current_obj = getattr(current_obj, store)
setattr(current_obj, stores[-1], v)
for k, v in scope.items():
stores = k.split(".")
current_obj = renpy.store
for store in stores[:-1]:
current_obj = getattr(current_obj, store)
setattr(current_obj, stores[-1], v)
renpy.store._in_replay = label
try:
context.goto_label("_start_replay")
renpy.execution.run_context(False)
except renpy.game.EndReplay:
pass
finally:
context.pop_all_dynamic()
renpy.game.contexts.pop()
renpy.game.log = old_log
sb.restore()
if renpy.game.interface and renpy.game.interface.restart_interaction and renpy.game.contexts:
renpy.game.contexts[-1].scene_lists.focused = None
renpy.config.skipping = None
if renpy.config.after_replay_callback:
renpy.config.after_replay_callback()
renpy.call_replay = _call_replay