Gouvernathor
36582d0f9c
some uses of str.format remain, but converting them would be more trouble than it's worth
(cherry picked from commit f17cffa3ec
)
406 lines
14 KiB
Plaintext
406 lines
14 KiB
Plaintext
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
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# android devices, mainly running on Android11 & Android 12.
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class Android11TextureLeakFix(NoRollback):
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def __init__(self, limit=100):
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self.statements = 0
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self.set_mode(settings.get("crashdefendersetting"))
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def set_mode(self, mode):
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if mode == 3:
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self.limit = 15
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elif mode == 2:
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self.limit = 25
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elif mode == 1:
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self.limit = 55
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else:
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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
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self.statements += 1
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if self.statements > self.limit:
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self.statements = 0
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# Big thanks to Andykl (https://github.com/Andykl)
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# for finding the issue and inventing this workaround.
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# https://github.com/renpy/renpy/issues/3643
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cache = renpy.display.im.cache
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cache_size = cache.get_total_size()
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cache_limit = cache.cache_limit * 0.95
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if cache_size >= cache_limit:
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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()
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if renpy.game.interface is not None:
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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
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renpy.game.interface.restart_interaction = True
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if renpy.display.draw is not None:
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renpy.display.draw.kill_textures()
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renpy.display.render.free_memory()
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crashdefender = Android11TextureLeakFix()
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config.statement_callbacks.append(crashdefender)
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python early hide:
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import functools
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if renpy.windows:
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# On windows, Renpy does not support backslashes in some of its functions,
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# but because the code needs to be platform-independent,
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# we require to monkey patch those functions in order
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# to remain compatible with all platforms without losing functionality.
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@renpy.pure
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def _loadable(filename):
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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.
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@functools.cache
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def _list_files(common=False):
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rv = [fn for dir, fn in renpy.loader.listdirfiles(common) if not fn.startswith("saves/")]
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rv.sort()
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return rv
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renpy.list_files = _list_files
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# Default focus behaviour restarts the interaction whenever
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# any element that contains a tooltip is being hovered or unhovered.
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# Restarting interactions in a short timespan causes massive lag spikes,
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# in order to fix it, we'll refresh just the tooltip screen and skip the rest.
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def set_focused(widget, arg, screen):
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global _tooltip
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renpy.display.focus.argument = arg
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renpy.display.focus.screen_of_focused = screen
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if screen is not None:
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renpy.display.focus.screen_of_focused_names = { screen.screen_name[0], screen.tag }
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else:
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renpy.display.focus.screen_of_focused_names = set()
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renpy.game.context().scene_lists.focused = widget
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renpy.display.tts.displayable(widget)
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# Figure out the tooltip.
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_tooltip = widget._get_tooltip() if widget else None
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# setattr(renpy.store, "widget", widget) # DEBUG
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# if renpy.display.focus.tooltip != new_tooltip:
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# renpy.display.focus.tooltip = new_tooltip
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# renpy.display.focus.capture_focus("tooltip")
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# renpy.exports.restart_interaction()
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# if renpy.display.focus.tooltip is not None:
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# renpy.display.focus.last_tooltip = renpy.display.focus.tooltip
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# renpy.display.focus.screen_of_last_focused_names = renpy.display.focus.screen_of_focused_names
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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
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# in order to figure out if the event was completed or if it's just a call,
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# and also for debugging.
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# class _CallException(Exception):
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# from_current = False
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# def __init__(self, label, args, kwargs, from_current=False):
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# Exception.__init__(self)
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# self.label = label
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# self.args = args
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# self.kwargs = kwargs
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# self.from_current = from_current
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# for i in renpy.config.call_callbacks:
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# i(label, args, kwargs)
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# def __reduce__(self):
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# 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):
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# for i in renpy.config._label_callbacks:
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# i(label)
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# class _JumpOutException(Exception):
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# def __init__(self, label):
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# for i in renpy.config._label_callbacks:
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# i(label)
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# 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
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# renpy.game.JumpOutException = _JumpOutException
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# class _Call(renpy.ast.Call):
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# def execute(self):
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# statement_name("call")
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# label = self.label
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# if self.expression:
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# label = renpy.python.py_eval(label)
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# rv = renpy.game.context().call(label, return_site=self.next.name)
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# next_node(rv)
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# renpy.game.context().abnormal = True
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# if self.arguments:
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# args, kwargs = self.arguments.evaluate()
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# renpy.store._args = args
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# renpy.store._kwargs = kwargs
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# else:
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# renpy.store._args = None
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# renpy.store._kwargs = None
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# setattr(store, "_last_label_call", label)
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# if config.developer:
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# last_label = getattr(store, "_last_label_jump", None)
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# caller_id = renpy.get_filename_line()
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# 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}'...")
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# class _Jump(renpy.ast.Jump):
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# def execute(self):
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# statement_name("jump")
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# target = self.target
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# if self.expression:
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# target = renpy.python.py_eval(target)
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# rv = renpy.game.script.lookup(target)
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# renpy.game.context().abnormal = True
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# next_node(rv)
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# setattr(store, "_last_label_jump", target)
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# if config.developer:
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# last_label = getattr(store, "_last_label_jump", None)
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# caller_id = renpy.get_filename_line()
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# 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}'...")
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# renpy.ast.Call = _Call
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# renpy.ast.Jump = _Jump
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default _last_label = None
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python early:
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def catch_label_call(label, abnormal):
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if config.developer:
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# last_label = renpy.game.context().come_from_label <- Doesn't work as expected, other methods are just as unreliable.
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# from '{stdcol.PURPLE}{last_label}{stdcol.END}'
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caller_id = renpy.get_filename_line()
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print(f"Reached '{stdcol.PURPLE}{label}{stdcol.END}' caller '{stdcol.BLUE}{caller_id}{stdcol.END}'...")
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setattr(store, "_last_label", label)
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renpy.config.label_callbacks.append(catch_label_call)
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# def catch_label_call(label, args, kwargs):
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# # Used in event queue system to differentiate jumps from calls.
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# if config.developer:
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# last_label = getattr(store, "_last_label_jump", None)
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# caller_id = renpy.get_filename_line()
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# 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}'...")
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# setattr(store, "_last_label_call", label)
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# def catch_label_jump(label):
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# # if getattr(store, "_last_label_call", None) == label:
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# # return
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# if config.developer:
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# last_label = getattr(store, "_last_label_jump", None)
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# caller_id = renpy.get_filename_line()
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# print(f"Jumped '{stdcol.PURPLE}{label}{stdcol.END}' from '{stdcol.PURPLE}{last_label}{stdcol.END}' caller '{stdcol.BLUE}{caller_id}{stdcol.END}'...")
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# setattr(store, "_last_label_jump", label)
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# renpy.config.call_callbacks = [catch_label_call] # CallException callback
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# 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:
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# Due to the sheer number of Doll-type objects we create and keep per each character,
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# we have to use each and every optimization technique we can get our hands on.
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# The below code implements revertable __slots__ support, which reduces memory,
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# without losing any functionality relevant to the objects that are using it.
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#
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# The code is taken from a PR proposed by Andykl:
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# https://github.com/renpy/renpy/pull/3282
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class _RevertableObject(_object):
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# Reimplementation of the Ren'py class,
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# but with slots support.
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def __new__(cls, *args, **kwargs):
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self = super(_RevertableObject, cls).__new__(cls)
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log = renpy.game.log
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if log is not None:
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log.mutated[id(self)] = None
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return self
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def __init__(self, *args, **kwargs):
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if (args or kwargs) and renpy.config.developer:
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raise TypeError("object() takes no parameters.")
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__setattr__ = renpy.revertable.mutator(object.__setattr__) # type: ignore
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__delattr__ = renpy.revertable.mutator(object.__delattr__) # type: ignore
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def _clean(self):
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return None
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def _compress(self, clean):
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return clean
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def _rollback(self, compressed):
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pass
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class SlottedObject(_RevertableObject):
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__slots__ = ()
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def __init_subclass__(cls):
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if renpy.config.developer:
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if hasattr(cls, "__getstate__"):
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raise TypeError("slotted_object subclasses can't have "
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"__getstate__ method. Use __reduce__ instead.")
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for slot in cls.__dict__.get("__slots__", ()):
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if slot.startswith("__") and not slot.endswith("__"):
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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):
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rv = object.__reduce_ex__(self, 2)[2]
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# We need to make a copy of __dict__ to avoid its futher mutations.
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# No attributes are set
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if rv is None:
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rv = { }
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# Only __dict__ have attributes
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elif isinstance(rv, dict):
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rv = rv.copy()
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# Only __slots__ have attributes
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elif rv[0] is None:
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rv = rv[1]
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# Otherwise it is (__dict__, __slots__), so merge it together
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else:
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rv = dict(rv[0], **rv[1])
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return rv
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def _rollback(self, compressed):
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if hasattr(self, "__dict__"):
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self.__dict__.clear()
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for k, v in compressed.items():
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setattr(self, k, v)
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# The original does not support nested actions.
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@renpy.pure
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def If(expression, true=None, false=None):
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if isinstance(expression, Action):
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expression = expression()
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return true if expression else false
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# Adds support for nested stores for replay scope
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def _call_replay(label, scope={}):
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renpy.display.focus.clear_focus()
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renpy.game.log.complete()
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old_log = renpy.game.log
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renpy.game.log = renpy.python.RollbackLog()
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sb = renpy.python.StoreBackup()
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renpy.python.clean_stores()
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context = renpy.execution.Context(True)
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renpy.game.contexts.append(context)
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if renpy.display.interface is not None:
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renpy.display.interface.enter_context()
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# This has to be here, to ensure the scope stuff works.
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renpy.exports.execute_default_statement()
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for k, v in renpy.config.replay_scope.items():
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stores = k.split(".")
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current_obj = renpy.store
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for store in stores[:-1]:
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current_obj = getattr(current_obj, store)
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setattr(current_obj, stores[-1], v)
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for k, v in scope.items():
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stores = k.split(".")
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current_obj = renpy.store
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for store in stores[:-1]:
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current_obj = getattr(current_obj, store)
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setattr(current_obj, stores[-1], v)
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renpy.store._in_replay = label
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try:
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context.goto_label("_start_replay")
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renpy.execution.run_context(False)
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except renpy.game.EndReplay:
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pass
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finally:
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context.pop_all_dynamic()
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renpy.game.contexts.pop()
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renpy.game.log = old_log
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sb.restore()
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if renpy.game.interface and renpy.game.interface.restart_interaction and renpy.game.contexts:
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renpy.game.contexts[-1].scene_lists.focused = None
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renpy.config.skipping = None
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if renpy.config.after_replay_callback:
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renpy.config.after_replay_callback()
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renpy.call_replay = _call_replay
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