- May 1, 2017
- 393
- 220
Code:
# Copyright 2004-2019 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
# This file contains code that handles the execution of python code
# contained within the script file. It also handles rolling back the
# game state to some time in the past.
from __future__ import print_function
# Import the python ast module, not ours.
ast = __import__("ast", { })
# Import the future module itself.
import __future__
import marshal
import random
import weakref
import re
import sys
import time
import renpy.audio
##############################################################################
# Code that implements the store.
# Deleted is a singleton object that's used to represent an object that has
# been deleted from the store.
class StoreDeleted(object):
def __reduce__(self):
return "deleted"
deleted = StoreDeleted()
class StoreModule(object):
"""
This class represents one of the modules containing the store of data.
"""
# Set our dict to be the StoreDict. Then proxy over setattr and delattr,
# since Python won't call them by default.
def __reduce__(self):
return (get_store_module, (self.__name__,))
def __init__(self, d):
object.__setattr__(self, "__dict__", d)
def __setattr__(self, key, value):
self.__dict__[key] = value
def __delattr__(self, key):
del self.__dict__[key]
# Used to unpickle a store module.
def get_store_module(name):
return sys.modules[name]
from renpy.pydict import DictItems, find_changes
EMPTY_DICT = { }
EMPTY_SET = set()
class StoreDict(dict):
"""
This class represents the dictionary of a store module. It logs
sets and deletes.
"""
def __reduce__(self):
raise Exception("Cannot pickle a reference to a store dictionary.")
def __init__(self):
# The value of this dictionary at the start of the current
# rollback period (when begin() was last called).
self.old = DictItems(self)
# The set of variables in this StoreDict that changed since the
# end of the init phase.
self.ever_been_changed = set()
def reset(self):
"""
Called to reset this to its initial conditions.
"""
self.ever_been_changed = set()
self.clear()
self.old = DictItems(self)
def begin(self):
"""
Called to mark the start of a rollback period.
"""
self.old = DictItems(self)
def get_changes(self, cycle):
"""
For every key that has changed since begin() was called, returns a
dictionary mapping the key to its value when begin was called, or
deleted if it did not exist when begin was called.
As a side-effect, updates self.ever_been_changed, and returns the
changes to ever_been_changed as well.
`cycle`
If true, this cycles the old changes to the new changes. If
False, does not.
"""
new = DictItems(self)
rv = find_changes(self.old, new, deleted)
if cycle:
self.old = new
if rv is None:
return EMPTY_DICT, EMPTY_SET
delta_ebc = set()
if cycle:
for k in rv:
if k not in self.ever_been_changed:
self.ever_been_changed.add(k)
delta_ebc.add(k)
return rv, delta_ebc
def begin_stores():
"""
Calls .begin on every store dict.
"""
for sd in store_dicts.itervalues():
sd.begin()
# A map from the name of a store dict to the corresponding StoreDict object.
# This isn't reset during a reload, so store objects stay the same in modules.
store_dicts = { }
# Same, for module objects.
store_modules = { }
# The store dicts that have been cleared and initialized during the current
# run.
initialized_store_dicts = set()
def create_store(name):
"""
Creates the store with `name`.
"""
parent, _, var = name.rpartition('.')
if parent:
create_store(parent)
name = str(name)
if name in initialized_store_dicts:
return
initialized_store_dicts.add(name)
# Create the dict.
d = store_dicts.setdefault(name, StoreDict())
d.reset()
# Set the name.
d["__name__"] = name
d["__package__"] = name
# Set up the default contents of the store.
eval("1", d)
for k, v in renpy.minstore.__dict__.iteritems():
if k not in d:
d[k] = v
# Create or reuse the corresponding module.
if name in store_modules:
sys.modules[name] = store_modules[name]
else:
store_modules[name] = sys.modules[name] = StoreModule(d)
if parent:
store_dicts[parent][var] = sys.modules[name]
class StoreBackup():
"""
This creates a copy of the current store, as it was at the start of
the current statement.
"""
def __init__(self):
# The contents of the store for each store.
self.store = { }
# The contents of old for each store.
self.old = { }
# The contents of ever_been_changed for each store.
self.ever_been_changed = { }
for k in store_dicts:
self.backup_one(k)
def backup_one(self, name):
d = store_dicts[name]
self.store[name] = dict(d)
self.old[name] = d.old.as_dict()
self.ever_been_changed[name] = set(d.ever_been_changed)
def restore_one(self, name):
sd = store_dicts[name]
sd.clear()
sd.update(self.store[name])
sd.old = DictItems(self.old[name])
sd.ever_been_changed.clear()
sd.ever_been_changed.update(self.ever_been_changed[name])
def restore(self):
for k in store_dicts:
self.restore_one(k)
clean_store_backup = None
def make_clean_stores():
"""
Copy the clean stores.
"""
global clean_store_backup
for _k, v in store_dicts.iteritems():
v.ever_been_changed.clear()
v.begin()
clean_store_backup = StoreBackup()
def clean_stores():
"""
Revert the store to the clean copy.
"""
clean_store_backup.restore()
def clean_store(name):
"""
Reverts the named store to its clean copy.
"""
if not name.startswith("store."):
name = "store." + name
clean_store_backup.restore_one(name)
def reset_store_changes(name):
if not name.startswith("store."):
name = "store." + name
sd = store_dicts[name]
sd.begin()
# Code that computes reachable objects, which is used to filter
# the rollback list before rollback or serialization.
class NoRollback(object):
"""
:doc: norollback class
Instances of classes inheriting from this class do not participate in
rollback. Objects reachable through an instance of a NoRollback class
only participate in rollback if they are reachable through other paths.
"""
pass
# parents = [ ]
def reached(obj, reachable, wait):
"""
[USER=305052]Param[/USER] obj: The object that was reached.
[USER=305052]Param[/USER] path: The path from the store via which it was reached.
`reachable`
A map from id(obj) to int. The int is 1 if the object was reached
normally, and 0 if it was reached, but inherits from NoRollback.
"""
if wait:
wait()
idobj = id(obj)
if idobj in reachable:
return
if isinstance(obj, (NoRollback, real_file)): # @UndefinedVariable
reachable[idobj] = 0
return
reachable[idobj] = 1
# Since the store module is the roots, there's no need to
# look into it.
if isinstance(obj, StoreModule):
return
# parents.append(obj)
try:
# Treat as fields, indexed by strings.
for v in vars(obj).itervalues():
reached(v, reachable, wait)
except:
pass
try:
# Treat as iterable
if not isinstance(obj, basestring):
for v in obj.__iter__():
reached(v, reachable, wait)
except:
pass
try:
# Treat as dict.
for v in obj.itervalues():
reached(v, reachable, wait)
except:
pass
# parents.pop()
def reached_vars(store, reachable, wait):
"""
Marks everything reachable from the variables in the store
or from the context info objects as reachable.
[USER=305052]Param[/USER] store: A map from variable name to variable value.
[USER=305052]Param[/USER] reachable: A dictionary mapping reached object ids to
the path by which the object was reached.
"""
for v in store.itervalues():
reached(v, reachable, wait)
for c in renpy.game.contexts:
reached(c.info, reachable, wait)
reached(c.music, reachable, wait)
for d in c.dynamic_stack:
for v in d.itervalues():
reached(v, reachable, wait)
# Code that replaces literals will calls to magic constructors.
class WrapNode(ast.NodeTransformer):
def visit_ClassDef(self, n):
n = self.generic_visit(n)
if not n.bases:
n.bases.append(ast.Name(id="object", ctx=ast.Load()))
return n
def visit_SetComp(self, n):
return ast.Call(
func=ast.Name(
id="__renpy__set__",
ctx=ast.Load()
),
args=[ self.generic_visit(n) ],
keywords=[ ],
starargs=None,
kwargs=None)
def visit_Set(self, n):
return ast.Call(
func=ast.Name(
id="__renpy__set__",
ctx=ast.Load()
),
args=[ self.generic_visit(n) ],
keywords=[ ],
starargs=None,
kwargs=None)
def visit_ListComp(self, n):
return ast.Call(
func=ast.Name(
id="__renpy__list__",
ctx=ast.Load()
),
args=[ self.generic_visit(n) ],
keywords=[ ],
starargs=None,
kwargs=None)
def visit_List(self, n):
if not isinstance(n.ctx, ast.Load):
return self.generic_visit(n)
return ast.Call(
func=ast.Name(
id="__renpy__list__",
ctx=ast.Load()
),
args=[ self.generic_visit(n) ],
keywords=[ ],
starargs=None,
kwargs=None)
def visit_DictComp(self, n):
return ast.Call(
func=ast.Name(
id="__renpy__dict__",
ctx=ast.Load()
),
args=[ self.generic_visit(n) ],
keywords=[ ],
starargs=None,
kwargs=None)
def visit_Dict(self, n):
return ast.Call(
func=ast.Name(
id="__renpy__dict__",
ctx=ast.Load()
),
args=[ self.generic_visit(n) ],
keywords=[ ],
starargs=None,
kwargs=None)
wrap_node = WrapNode()
def wrap_hide(tree):
"""
Wraps code inside a python hide or python early hide block inside a
function, so it gets its own scope that works the way Python expects
it to.
"""
hide = ast.parse("""\
def _execute_python_hide(): pass;
_execute_python_hide()
""")
for i in ast.walk(hide):
ast.copy_location(i, hide.body[0])
hide.body[0].body = tree.body
tree.body = hide.body
unicode_re = re.compile(ur'[\u0080-\uffff]')
def unicode_sub(m):
"""
If the string s contains a unicode character, make it into a
unicode string.
"""
s = m.group(0)
if not unicode_re.search(s):
return s
prefix = m.group(1)
sep = m.group(2)
body = m.group(3)
if "u" not in prefix and "U" not in prefix:
prefix = 'u' + prefix
rv = prefix + sep + body + sep
return rv
string_re = re.compile(r'([uU]?[rR]?)("""|"|\'\'\'|\')((\\.|.)*?)\2')
def escape_unicode(s):
if unicode_re.search(s):
s = string_re.sub(unicode_sub, s)
return s
# Flags used by py_compile.
old_compile_flags = ( __future__.nested_scopes.compiler_flag
| __future__.with_statement.compiler_flag
)
new_compile_flags = ( old_compile_flags
| __future__.absolute_import.compiler_flag
| __future__.print_function.compiler_flag
| __future__.unicode_literals.compiler_flag
)
# A cache for the results of py_compile.
py_compile_cache = { }
# An old version of the same, that's preserved across reloads.
old_py_compile_cache = { }
# Duplicated from ast.py to prevent a gc cycle.
def fix_missing_locations(node, lineno, col_offset):
if 'lineno' in node._attributes:
if not hasattr(node, 'lineno'):
node.lineno = lineno
else:
lineno = node.lineno
if 'col_offset' in node._attributes:
if not hasattr(node, 'col_offset'):
node.col_offset = col_offset
else:
col_offset = node.col_offset
for child in ast.iter_child_nodes(node):
fix_missing_locations(child, lineno, col_offset)
def py_compile(source, mode, filename='<none>', lineno=1, ast_node=False, cache=True):
"""
Compiles the given source code using the supplied codegenerator.
Lists, List Comprehensions, and Dictionaries are wrapped when
appropriate.
`source`
The source code, as a either a string, pyexpr, or ast module
node.
`mode`
One of "exec" or "eval".
`filename`
The filename the source comes from. If a pyexpr is given, the
filename embedded in the pyexpr is used.
`lineno`
The line number of the first line of source code. If a pyexpr is
given, the filename embedded in the pyexpr is used.
`ast_node`
Rather than returning compiled bytecode, returns the AST object
that would be used.
"""
if ast_node:
cache = False
if isinstance(source, ast.Module):
return compile(source, filename, mode)
if isinstance(source, renpy.ast.PyExpr):
filename = source.filename
lineno = source.linenumber
if cache:
key = (lineno, filename, unicode(source), mode, renpy.script.MAGIC)
rv = py_compile_cache.get(key, None)
if rv is not None:
return rv
rv = old_py_compile_cache.get(key, None)
if rv is not None:
old_py_compile_cache[key] = rv
return rv
bytecode = renpy.game.script.bytecode_oldcache.get(key, None)
if bytecode is not None:
renpy.game.script.bytecode_newcache[key] = bytecode
rv = marshal.loads(bytecode)
py_compile_cache[key] = rv
return rv
source = unicode(source)
source = source.replace("\r", "")
source = escape_unicode(source)
try:
line_offset = lineno - 1
if mode == "hide":
py_mode = "exec"
else:
py_mode = mode
try:
flags = new_compile_flags
tree = compile(source, filename, py_mode, ast.PyCF_ONLY_AST | flags, 1)
except:
flags = old_compile_flags
tree = compile(source, filename, py_mode, ast.PyCF_ONLY_AST | flags, 1)
tree = wrap_node.visit(tree)
if mode == "hide":
wrap_hide(tree)
fix_missing_locations(tree, 1, 0)
ast.increment_lineno(tree, lineno - 1)
line_offset = 0
if ast_node:
return tree.body
rv = compile(tree, filename, py_mode, flags, 1)
if cache:
py_compile_cache[key] = rv
renpy.game.script.bytecode_newcache[key] = marshal.dumps(rv)
renpy.game.script.bytecode_dirty = True
return rv
except SyntaxError as e:
if e.lineno is not None:
e.lineno += line_offset
raise e
def py_compile_exec_bytecode(source, **kwargs):
code = py_compile(source, 'exec', cache=False, **kwargs)
return marshal.dumps(code)
def py_compile_hide_bytecode(source, **kwargs):
code = py_compile(source, 'hide', cache=False, **kwargs)
return marshal.dumps(code)
def py_compile_eval_bytecode(source, **kwargs):
source = source.strip()
code = py_compile(source, 'eval', cache=False, **kwargs)
return marshal.dumps(code)
# Classes that are exported in place of the normal list, dict, and
# object.
# This is set to True whenever a mutation occurs. The save code uses
# this to check to see if a background-save is valid.
mutate_flag = True
def mutator(method):
def do_mutation(self, *args, **kwargs):
global mutate_flag
mutated = renpy.game.log.mutated # @UndefinedVariable
if id(self) not in mutated:
mutated[id(self)] = ( weakref.ref(self), self._clean())
mutate_flag = True
return method(self, *args, **kwargs)
return do_mutation
class CompressedList(object):
"""
Compresses the changes in a queue-like list. What this does is to try
to find a central sub-list for which has objects in both lists. It
stores the location of that in the new list, and then elements before
and after in the sub-list.
This only really works if the objects in the list are unique, but the
results are efficient even if this doesn't work.
"""
def __init__(self, old, new):
# Pick out a pivot element near the center of the list.
new_center = (len(new) - 1) // 2
new_pivot = new[new_center]
# Find an element in the old list corresponding to the pivot.
old_half = (len(old) - 1) // 2
for i in range(0, old_half + 1):
if old[old_half - i] is new_pivot:
old_center = old_half - i
break
if old[old_half + i] is new_pivot:
old_center = old_half + i
break
else:
# If we couldn't, give up.
self.pre = old
self.start = 0
self.end = 0
self.post = [ ]
return
# Figure out the position of the overlap in the center of the two lists.
new_start = new_center
new_end = new_center + 1
old_start = old_center
old_end = old_center + 1
len_new = len(new)
len_old = len(old)
while new_start and old_start and (new[new_start - 1] is old[old_start - 1]):
new_start -= 1
old_start -= 1
while (new_end < len_new) and (old_end < len_old) and (new[new_end] is old[old_end]):
new_end += 1
old_end += 1
# Now that we have this, we can put together the object.
self.pre = list.__getslice__(old, 0, old_start)
self.start = new_start
self.end = new_end
self.post = list.__getslice__(old, old_end, len_old)
def decompress(self, new):
return self.pre + new[self.start:self.end] + self.post
def __repr__(self):
return "<CompressedList {} [{}:{}] {}>".format(
self.pre,
self.start,
self.end,
self.post)
class RevertableList(list):
def __init__(self, *args):
log = renpy.game.log
if log is not None:
log.mutated[id(self)] = None
list.__init__(self, *args)
__delitem__ = mutator(list.__delitem__)
__delslice__ = mutator(list.__delslice__)
__setitem__ = mutator(list.__setitem__)
__iadd__ = mutator(list.__iadd__)
__imul__ = mutator(list.__imul__)
append = mutator(list.append)
extend = mutator(list.extend)
insert = mutator(list.insert)
pop = mutator(list.pop)
remove = mutator(list.remove)
reverse = mutator(list.reverse)
sort = mutator(list.sort)
def wrapper(method): # E0213 [USER=3293592]NoSelf[/USER]
def newmethod(*args, **kwargs):
l = method(*args, **kwargs)
return RevertableList(l)
return newmethod
__add__ = wrapper(list.__add__)
__getslice__ = wrapper(list.__getslice__)
def __mul__(self, other):
if not isinstance(other, int):
raise TypeError("can't multiply sequence by non-int of type '{}'.".format(type(other).__name__))
return RevertableList(list.__mul__(self, other))
__rmul__ = __mul__
def _clean(self):
"""
Gets a clean copy of this object before any mutation occurs.
"""
return self[:]
def _compress(self, clean):
"""
Takes a clean copy of this object, compresses it, and returns compressed
information that can be passed to rollback.
"""
if not self or not clean:
return clean
if renpy.config.list_compression_length is None:
return clean
if len(self) < renpy.config.list_compression_length or len(clean) < renpy.config.list_compression_length:
return clean
return CompressedList(clean, self)
def _rollback(self, compressed):
"""
Rolls this object back, using the information created by _compress.
Since compressed can come from a save file, this method also has to
recognize and deal with old data.
"""
if isinstance(compressed, CompressedList):
self[:] = compressed.decompress(self)
else:
self[:] = compressed
def revertable_range(*args):
return RevertableList(range(*args))
def revertable_sorted(*args, **kwargs):
return RevertableList(sorted(*args, **kwargs))
class RevertableDict(dict):
def __init__(self, *args, **kwargs):
log = renpy.game.log
if log is not None:
log.mutated[id(self)] = None
dict.__init__(self, *args, **kwargs)
__delitem__ = mutator(dict.__delitem__)
__setitem__ = mutator(dict.__setitem__)
clear = mutator(dict.clear)
pop = mutator(dict.pop)
popitem = mutator(dict.popitem)
setdefault = mutator(dict.setdefault)
update = mutator(dict.update)
def list_wrapper(method): # E0213 [USER=3293592]NoSelf[/USER]
def newmethod(*args, **kwargs):
return RevertableList(method(*args, **kwargs)) # E1102
return newmethod
keys = list_wrapper(dict.keys)
values = list_wrapper(dict.values)
items = list_wrapper(dict.items)
del list_wrapper
def copy(self):
rv = RevertableDict()
rv.update(self)
return rv
def _clean(self):
return self.items()
def _compress(self, clean):
return clean
def _rollback(self, compressed):
self.clear()
for k, v in compressed:
self[k] = v
class RevertableSet(set):
def __setstate__(self, state):
if isinstance(state, tuple):
self.update(state[0].keys())
else:
self.update(state)
def __getstate__(self):
rv = ({ i : True for i in self}, )
return rv
# Required to ensure that getstate and setstate are called.
__reduce__ = object.__reduce__
__reduce_ex__ = object.__reduce_ex__
def __init__(self, *args):
log = renpy.game.log
if log is not None:
log.mutated[id(self)] = None
set.__init__(self, *args)
__iand__ = mutator(set.__iand__)
__ior__ = mutator(set.__ior__)
__isub__ = mutator(set.__isub__)
__ixor__ = mutator(set.__ixor__)
add = mutator(set.add)
clear = mutator(set.clear)
difference_update = mutator(set.difference_update)
discard = mutator(set.discard)
intersection_update = mutator(set.intersection_update)
pop = mutator(set.pop)
remove = mutator(set.remove)
symmetric_difference_update = mutator(set.symmetric_difference_update)
union_update = mutator(set.update)
update = mutator(set.update)
def wrapper(method): # [USER=3293592]NoSelf[/USER]
def newmethod(*args, **kwargs):
rv = method(*args, **kwargs)
if isinstance(rv, (set, frozenset)):
return RevertableSet(rv)
else:
return rv
return newmethod
__and__ = wrapper(set.__and__)
__sub__ = wrapper(set.__sub__)
__xor__ = wrapper(set.__xor__)
__or__ = wrapper(set.__or__)
copy = wrapper(set.copy)
difference = wrapper(set.difference)
intersection = wrapper(set.intersection)
symmetric_difference = wrapper(set.symmetric_difference)
union = wrapper(set.union)
del wrapper
def _clean(self):
return list(self)
def _compress(self, clean):
return clean
def _rollback(self, compressed):
set.clear(self)
set.update(self, compressed)
class RevertableObject(object):
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.")
def __setattr__(self, attr, value):
object.__setattr__(self, attr, value)
def __delattr__(self, attr):
object.__delattr__(self, attr)
__setattr__ = mutator(__setattr__)
__delattr__ = mutator(__delattr__)
def _clean(self):
return self.__dict__.copy()
def _compress(self, clean):
return clean
def _rollback(self, compressed):
self.__dict__.clear()
self.__dict__.update(compressed)
class RollbackRandom(random.Random):
"""
This is used for Random objects returned by renpy.random.Random.
"""
def __init__(self):
log = renpy.game.log
if log is not None:
log.mutated[id(self)] = None
super(RollbackRandom, self).__init__()
def _clean(self):
return self.getstate()
def _compress(self, clean):
return clean
def _rollback(self, compressed):
super(RollbackRandom, self).setstate(compressed)
setstate = mutator(random.Random.setstate)
jumpahead = mutator(random.Random.jumpahead)
getrandbits = mutator(random.Random.getrandbits)
seed = mutator(random.Random.seed)
random = mutator(random.Random.random)
def Random(self, seed=None):
"""
Returns a new RNG object separate from the main one.
"""
if seed is None:
seed = self.random()
new = RollbackRandom()
new.seed(seed)
return new
class DetRandom(random.Random):
"""
This is renpy.random.
"""
def __init__(self):
super(DetRandom, self).__init__()
self.stack = [ ]
def random(self):
if self.stack:
rv = self.stack.pop()
else:
rv = super(DetRandom, self).random()
log = renpy.game.log
if log.current is not None:
log.current.random.append(rv)
return rv
def pushback(self, l):
"""
Pushes the random numbers in l onto the stack so they will be generated
in the order given.
"""
ll = l[:]
ll.reverse()
self.stack.extend(ll)
def reset(self):
"""
Resets the RNG, removing all of the pushbacked numbers.
"""
del self.stack[:]
def Random(self, seed=None):
"""
Returns a new RNG object separate from the main one.
"""
if seed is None:
seed = self.random()
new = RollbackRandom()
new.seed(seed)
return new
rng = DetRandom()
# This is the code that actually handles the logging and managing
# of the rollbacks.
generation = time.time()
serial = 0
class Rollback(renpy.object.Object):
"""
Allows the state of the game to be rolled back to the point just
before a node began executing.
[USER=285527]ivar[/USER] context: A shallow copy of the context we were in before
we started executing the node. (Shallow copy also includes
a copy of the associated SceneList.)
[USER=285527]ivar[/USER] objects: A list of tuples, each containing an object and a
token of information that, when passed to the rollback method on
that object, causes that object to rollback.
[USER=285527]ivar[/USER] store: A list of updates to store that will cause the state
of the store to be rolled back to the start of node
execution. This is a list of tuples, either (key, value) tuples
representing a value that needs to be assigned to a key, or (key,)
tuples that mean the key should be deleted.
[USER=285527]ivar[/USER] checkpoint: True if this is a user-visible checkpoint,
false otherwise.
[USER=285527]ivar[/USER] purged: True if purge_unreachable has already been called on
this Rollback, False otherwise.
[USER=285527]ivar[/USER] random: A list of random numbers that were generated during the
execution of this element.
"""
__version__ = 5
identifier = None
def __init__(self):
super(Rollback, self).__init__()
self.context = renpy.game.context().rollback_copy()
self.objects = [ ]
self.purged = False
self.random = [ ]
self.forward = None
# A map of maps name -> (variable -> value)
self.stores = { }
# A map from store name to the changes to ever_been_changed that
# need to be reverted.
self.delta_ebc = { }
# If true, we retain the data in this rollback when a load occurs.
self.retain_after_load = False
# True if this is a checkpoint we can roll back to.
self.checkpoint = False
# True if this is a hard checkpoint, where the rollback counter
# decreases.
self.hard_checkpoint = False
# A unique identifier for this rollback object.
global serial
self.identifier = (generation, serial)
serial += 1
def after_upgrade(self, version):
if version < 2:
self.stores = { "store" : { } }
for i in self.store:
if len(i) == 2:
k, v = i
self.stores["store"][k] = v
else:
k, = i
self.stores["store"][k] = deleted
if version < 3:
self.retain_after_load = False
if version < 4:
self.hard_checkpoint = self.checkpoint
if version < 5:
self.delta_ebc = { }
def purge_unreachable(self, reachable, wait):
"""
Adds objects that are reachable from the store of this
rollback to the set of reachable objects, and purges
information that is stored about totally unreachable objects.
Returns True if this is the first time this method has been
called, or False if it has already been called once before.
"""
if self.purged:
return False
self.purged = True
# Add objects reachable from the stores. (Objects that might be
# unreachable at the moment.)
for changes in self.stores.itervalues():
for _k, v in changes.iteritems():
if v is not deleted:
reached(v, reachable, wait)
# Add in objects reachable through the context.
reached(self.context.info, reachable, wait)
for d in self.context.dynamic_stack:
for v in d.itervalues():
reached(v, reachable, wait)
# Add in objects reachable through displayables.
reached(self.context.scene_lists.get_all_displayables(), reachable, wait)
# Purge object update information for unreachable objects.
new_objects = [ ]
for o, rb in self.objects:
if reachable.get(id(o), 0):
new_objects.append((o, rb))
reached(rb, reachable, wait)
else:
if renpy.config.debug:
print("Removing unreachable:", o, file=renpy.log.real_stdout)
pass
del self.objects[:]
self.objects.extend(new_objects)
return True
def rollback(self):
"""
Reverts the state of the game to what it was at the start of the
previous checkpoint.
"""
for obj, roll in reversed(self.objects):
if roll is not None:
obj._rollback(roll)
for name, changes in self.stores.iteritems():
store = store_dicts.get(name, None)
if store is None:
continue
for name, value in changes.iteritems():
if value is deleted:
if name in store:
del store[name]
else:
store[name] = value
for name, changes in self.delta_ebc.iteritems():
store = store_dicts.get(name, None)
if store is None:
continue
store.ever_been_changed -= changes
rng.pushback(self.random)
renpy.game.contexts.pop()
renpy.game.contexts.append(self.context)
def rollback_control(self):
"""
This rolls back only the control information, while leaving
the data information intact.
"""
renpy.game.contexts.pop()
renpy.game.contexts.append(self.context)
class RollbackLog(renpy.object.Object):
"""
This class manages the list of Rollback objects.
[USER=285527]ivar[/USER] log: The log of rollback objects.
[USER=285527]ivar[/USER] current: The current rollback object. (Equivalent to
log[-1])
[USER=285527]ivar[/USER] rollback_limit: The number of steps left that we can
interactively rollback.
Not serialized:
[USER=285527]ivar[/USER] mutated: A dictionary that maps object ids to a tuple of
(weakref to object, information needed to rollback that object)
"""
__version__ = 5
nosave = [ 'old_store', 'mutated', 'identifier_cache' ]
identifier_cache = None
force_checkpoint = False
def __init__(self):
super(RollbackLog, self).__init__()
self.log = [ ]
self.current = None
self.mutated = { }
self.rollback_limit = 0
self.rollback_is_fixed = False
self.checkpointing_suspended = False
self.fixed_rollback_boundary = None
self.forward = [ ]
self.old_store = { }
# Did we just do a roll forward?
self.rolled_forward = False
# Reset the RNG on the creation of a new game.
rng.reset()
# True if we should retain data from here to the next checkpoint
# on load.
self.retain_after_load_flag = False
# Has there been an interaction since the last time this log was
# reset?
self.did_interaction = True
# Should we force a checkpoint before completing the current
# statement.
self.force_checkpoint = False
def after_setstate(self):
self.mutated = { }
self.rolled_forward = False
def after_upgrade(self, version):
if version < 2:
self.ever_been_changed = { "store" : set(self.ever_been_changed) }
if version < 3:
self.rollback_is_fixed = False
self.fixed_rollback_boundary = None
if version < 4:
self.retain_after_load_flag = False
if version < 5:
# We changed what the rollback limit represents, so recompute it
# here.
if self.rollback_limit:
nrbl = 0
for rb in self.log[-self.rollback_limit:]:
if rb.hard_checkpoint:
nrbl += 1
self.rollback_limit = nrbl
def begin(self, force=False):
"""
Called before a node begins executing, to indicate that the
state needs to be saved for rollbacking.
"""
self.identifier_cache = None
context = renpy.game.context()
if not context.rollback:
return
# We only begin a checkpoint if the previous statement reached a checkpoint,
# or an interaction took place. (Or we're forced.)
ignore = True
if force:
ignore = False
elif self.did_interaction:
ignore = False
elif self.current is not None:
if self.current.checkpoint:
ignore = False
elif self.current.retain_after_load:
ignore = False
if ignore:
return
self.did_interaction = False
if self.current is not None:
self.complete(True)
else:
begin_stores()
# If the log is too long, prune it.
while len(self.log) > renpy.config.rollback_length:
self.log.pop(0)
# check for the end of fixed rollback
if self.log and self.log[-1] == self.current:
if self.current.context.current == self.fixed_rollback_boundary:
self.rollback_is_fixed = False
elif self.rollback_is_fixed and not self.forward:
# A lack of rollback data in fixed rollback mode ends rollback.
self.fixed_rollback_boundary = self.current.context.current
self.rollback_is_fixed = False
self.current = Rollback()
self.current.retain_after_load = self.retain_after_load_flag
self.log.append(self.current)
self.mutated.clear()
# Flag a mutation as having happened. This is used by the
# save code.
global mutate_flag
mutate_flag = True
self.rolled_forward = False
def replace_node(self, old, new):
"""
Replaces references to the `old` ast node with a reference to the
`new` ast node.
"""
for i in self.log:
i.context.replace_node(old, new)
def complete(self, begin=False):
"""
Called after a node is finished executing, before a save
begins, or right before a rollback is attempted. This may be
called more than once between calls to begin, and should always
be called after an update to the store but before a rollback
occurs.
`begin`
Should be true if called from begin().
"""
if self.force_checkpoint:
self.checkpoint(hard=False)
self.force_checkpoint = False
# Update self.current.stores with the changes from each store.
# Also updates .ever_been_changed.
for name, sd in store_dicts.iteritems():
self.current.stores[name], self.current.delta_ebc[name] = sd.get_changes(begin)
# Update the list of mutated objects and what we need to do to
# restore them.
for _i in xrange(4):
del self.current.objects[:]
try:
for _k, v in self.mutated.iteritems():
if v is None:
continue
(ref, clean) = v
obj = ref()
if obj is None:
continue
compressed = obj._compress(clean)
self.current.objects.append((obj, compressed))
break
except RuntimeError:
# This can occur when self.mutated is changed as we're
# iterating over it.
pass
def get_roots(self):
"""
Return a map giving the current roots of the store. This is a
map from a variable name in the store to the value of that
variable. A variable is only in this map if it has ever been
changed since the init phase finished.
"""
rv = { }
for store_name, sd in store_dicts.iteritems():
for name in sd.ever_been_changed:
if name in sd:
rv[store_name + "." + name] = sd[name]
else:
rv[store_name + "." + name] = deleted
for i in reversed(renpy.game.contexts[1:]):
i.pop_dynamic_roots(rv)
return rv
def purge_unreachable(self, roots, wait=None):
"""
This is called to purge objects that are unreachable from the
roots from the object rollback lists inside the Rollback entries.
This should be called immediately after complete(), so that there
are no changes queued up.
"""
reachable = { }
reached_vars(roots, reachable, wait)
revlog = self.log[:]
revlog.reverse()
for i in revlog:
if not i.purge_unreachable(reachable, wait):
break
def in_rollback(self):
if self.forward:
return True
else:
return False
def in_fixed_rollback(self):
return self.rollback_is_fixed
def forward_info(self):
"""
Returns the current forward info, if any.
"""
if self.forward:
name, data = self.forward[0]
if self.current.context.current == name:
return data
return None
def checkpoint(self, data=None, keep_rollback=False, hard=True):
"""
Called to indicate that this is a checkpoint, which means
that the user may want to rollback to just before this
node.
"""
if self.checkpointing_suspended:
hard = False
self.retain_after_load_flag = False
if self.current.checkpoint:
return
if not renpy.game.context().rollback:
return
self.current.checkpoint = True
if hard and (not self.current.hard_checkpoint):
if self.rollback_limit < renpy.config.hard_rollback_limit:
self.rollback_limit += 1
self.current.hard_checkpoint = hard
if self.in_fixed_rollback() and self.forward:
# use data from the forward stack
fwd_name, fwd_data = self.forward[0]
if self.current.context.current == fwd_name:
self.current.forward = fwd_data
self.forward.pop(0)
else:
self.current.forward = data
del self.forward[:]
elif data is not None:
if self.forward:
# If the data is the same, pop it from the forward stack.
# Otherwise, clear the forward stack.
fwd_name, fwd_data = self.forward[0]
if (self.current.context.current == fwd_name
and data == fwd_data
and (keep_rollback or self.rolled_forward)
):
self.forward.pop(0)
else:
del self.forward[:]
# Log the data in case we roll back again.
self.current.forward = data
def suspend_checkpointing(self, flag):
"""
Called to temporarily suspend checkpointing, so any rollback
will jump to prior to this statement
"""
self.checkpointing_suspended = flag
def block(self, purge=False):
"""
Called to indicate that the user should not be able to rollback
through this checkpoint.
"""
self.rollback_limit = 0
renpy.game.context().force_checkpoint = True
if purge:
del self.log[:]
def retain_after_load(self):
"""
Called to return data from this statement until the next checkpoint
when the game is loaded.
"""
if renpy.display.predict.predicting:
return
self.retain_after_load_flag = True
self.current.retain_after_load = True
renpy.game.context().force_checkpoint = True
def fix_rollback(self):
if not self.rollback_is_fixed and len(self.log) > 1:
self.fixed_rollback_boundary = self.log[-2].context.current
def can_rollback(self):
"""
Returns True if we can rollback.
"""
return self.rollback_limit > 0
def load_failed(self):
"""
This is called to try to recover when rollback fails.
"""
if not renpy.config.load_failed_label:
raise Exception("Couldn't find a place to stop rolling back. Perhaps the script changed in an incompatible way?")
rb = self.log.pop()
rb.rollback()
while renpy.exports.call_stack_depth():
renpy.exports.pop_call()
renpy.game.contexts[0].force_checkpoint = True
renpy.game.contexts[0].goto_label(renpy.config.load_failed_label)
raise renpy.game.RestartTopContext()
def rollback(self, checkpoints, force=False, label=None, greedy=True, on_load=False, abnormal=True, current_label=None):
"""
This rolls the system back to the first valid rollback point
after having rolled back past the specified number of checkpoints.
If we're currently executing code, it's expected that complete()
will be called before a rollback is attempted.
force makes us throw an exception if we can't find a place to stop
rolling back, otherwise if we run out of log this call has no
effect.
`label`
A label that is called after rollback has finished, if the
label exists.
`greedy`
If true, rollback will keep going until just after the last
checkpoint. If False, it will stop immediately before the
current statement.
`on_load`
Should be true if this rollback is being called in response to a
load. Used to implement .retain_after_load()
`abnormal`
If true, treats this as an abnormal event, suppressing transitions
and so on.
`current_label`
A lable that is called when control returns to the current statement,
after rollback. (At most one of `current_label` and `label` can be
provided.)
"""
# If we have exceeded the rollback limit, and don't have force,
# give up.
if checkpoints and (self.rollback_limit <= 0) and (not force):
return
self.suspend_checkpointing(False)
# will always rollback to before suspension
self.purge_unreachable(self.get_roots())
revlog = [ ]
# Find the place to roll back to.
while self.log:
rb = self.log.pop()
revlog.append(rb)
if rb.hard_checkpoint:
self.rollback_limit -= 1
if rb.hard_checkpoint or (on_load and rb.checkpoint):
checkpoints -= 1
if checkpoints <= 0:
if renpy.game.script.has_label(rb.context.current):
break
else:
# Otherwise, just give up.
revlog.reverse()
self.log.extend(revlog)
if force:
self.load_failed()
else:
print("Can't find a place to rollback to. Not rolling back.")
return
force_checkpoint = False
# Try to rollback to just after the previous checkpoint.
while greedy and self.log and (self.rollback_limit > 0):
rb = self.log[-1]
if not renpy.game.script.has_label(rb.context.current):
break
if rb.hard_checkpoint:
break
revlog.append(self.log.pop())
# Decide if we're replacing the current context (rollback command),
# or creating a new set of contexts (loading).
if renpy.game.context().rollback:
replace_context = False
other_contexts = [ ]
else:
replace_context = True
other_contexts = renpy.game.contexts[1:]
renpy.game.contexts = renpy.game.contexts[0:1]
if on_load and revlog[-1].retain_after_load:
retained = revlog.pop()
self.retain_after_load_flag = True
else:
retained = None
come_from = None
if current_label is not None:
come_from = renpy.game.context().current
label = current_label
# Actually roll things back.
for rb in revlog:
rb.rollback()
if rb.context.current == self.fixed_rollback_boundary:
self.rollback_is_fixed = True
if rb.forward is not None:
self.forward.insert(0, (rb.context.current, rb.forward))
if retained is not None:
retained.rollback_control()
self.log.append(retained)
if (label is not None) and (come_from is None):
come_from = renpy.game.context().current
if come_from is not None:
renpy.game.context().come_from(come_from, label)
# Disable the next transition, as it's pointless. (Only when not used with a label.)
renpy.game.interface.suppress_transition = abnormal
# If necessary, reset the RNG.
if force:
rng.reset()
del self.forward[:]
# Flag that we're in the transition immediately after a rollback.
renpy.game.after_rollback = abnormal
# Stop the sounds.
renpy.audio.audio.rollback()
# Stop any hiding in progress.
for i in renpy.game.contexts:
i.scene_lists.remove_all_hidden()
renpy.game.contexts.extend(other_contexts)
begin_stores()
# Restart the context or the top context.
if replace_context:
if force_checkpoint:
renpy.game.contexts[0].force_checkpoint = True
raise renpy.game.RestartTopContext()
else:
if force_checkpoint:
renpy.game.context().force_checkpoint = True
raise renpy.game.RestartContext()
def freeze(self, wait=None):
"""
This is called to freeze the store and the log, in preparation
for serialization. The next call on log should either be
unfreeze (called after a serialization reload) or discard_freeze()
(called after the save is complete).
"""
# Purge unreachable objects, so we don't save them.
self.complete(False)
roots = self.get_roots()
self.purge_unreachable(roots, wait=wait)
# The current is not purged.
self.current.purged = False
return roots
def discard_freeze(self):
"""
Called to indicate that we will not be restoring from the
frozen state.
"""
def unfreeze(self, roots, label=None):
"""
Used to unfreeze the game state after a load of this log
object. This call will always throw an exception. If we're
lucky, it's the one that indicates load was successful.
[USER=305052]Param[/USER] roots: The roots returned from freeze.
[USER=305052]Param[/USER] label: The label that is jumped to in the game script
after rollback has finished, if it exists.
"""
# Fix up old screens.
renpy.display.screen.before_restart() # @UndefinedVariable
# Set us up as the game log.
renpy.game.log = self
clean_stores()
renpy.translation.init_translation()
for name, value in roots.iteritems():
if "." in name:
store_name, name = name.rsplit(".", 1)
else:
store_name = "store"
if store_name not in store_dicts:
continue
store = store_dicts[store_name]
store.ever_been_changed.add(name)
if value is deleted:
if name in store:
del store[name]
else:
store[name] = value
# Now, rollback to an acceptable point.
greedy = renpy.session.pop("_greedy_rollback", False)
self.rollback(0, force=True, label=label, greedy=greedy, on_load=True)
# Because of the rollback, we never make it this far.
def build_identifier_cache(self):
if self.identifier_cache is not None:
return
rollback_limit = self.rollback_limit
checkpoints = 1
self.identifier_cache = { }
for i in reversed(self.log):
if i.identifier is not None:
if renpy.game.script.has_label(i.context.current):
self.identifier_cache[i.identifier] = checkpoints
if i.hard_checkpoint:
checkpoints += 1
if i.checkpoint:
rollback_limit -= 1
if not rollback_limit:
break
def get_identifier_checkpoints(self, identifier):
self.build_identifier_cache()
return self.identifier_cache.get(identifier, None)
def py_exec_bytecode(bytecode, hide=False, globals=None, locals=None, store="store"): # @ReservedAssignment
if hide:
locals = { } # @ReservedAssignment
if globals is None:
globals = store_dicts[store] # @ReservedAssignment
if locals is None:
locals = globals # @ReservedAssignment
exec bytecode in globals, locals
def py_exec(source, hide=False, store=None):
if store is None:
store = store_dicts["store"]
if hide:
locals = { } # @ReservedAssignment
else:
locals = store # @ReservedAssignment
exec py_compile(source, 'exec') in store, locals
def py_eval_bytecode(bytecode, globals=None, locals=None): # @ReservedAssignment
if globals is None:
globals = store_dicts["store"] # @ReservedAssignment
if locals is None:
locals = globals # @ReservedAssignment
return eval(bytecode, globals, locals)
def py_eval(code, globals=None, locals=None): # @ReservedAssignment
if isinstance(code, basestring):
code = py_compile(code, 'eval')
return py_eval_bytecode(code, globals, locals)
def store_eval(code, globals=None, locals=None):
if globals is None:
globals = sys._getframe(1).f_globals
return py_eval(code, globals, locals)
def raise_at_location(e, loc):
"""
Raises `e` (which must be an Exception object) at location `loc`.
`loc`
A location, which should be a (filename, line_number) tuple.
"""
filename, line = loc
node = ast.parse("raise e", filename)
ast.increment_lineno(node, line - 1)
code = compile(node, filename, 'exec')
# PY3 - need to change to exec().
exec code in { "e" : e }
# This was used to proxy accesses to the store. Now it's kept around to deal
# with cases where it might have leaked into a pickle.
class StoreProxy(object):
def __getattr__(self, k):
return getattr(renpy.store, k) # @UndefinedVariable
def __setattr__(self, k, v):
setattr(renpy.store, k, v) # @UndefinedVariable
def __delattr__(self, k):
delattr(renpy.store, k) # @UndefinedVariable
# Code for pickling bound methods.
def method_pickle(method):
name = method.im_func.__name__
obj = method.im_self
if obj is None:
obj = method.im_class
return method_unpickle, (obj, name)
def method_unpickle(obj, name):
return getattr(obj, name)
# Code for pickling modules.
def module_pickle(module):
if renpy.config.developer:
raise Exception("Could not pickle {!r}.".format(module))
return module_unpickle, (module.__name__,)
def module_unpickle(name):
return __import__(name)
import copy_reg
import types
copy_reg.pickle(types.MethodType, method_pickle)
copy_reg.pickle(types.ModuleType, module_pickle)
.......
.....
thats the long version the short version.
Code:
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/script.rpy", line 2, in script
if steamConfig:
File "game/script.rpy", line 2, in <module>
if steamConfig:
NameError: name 'steamConfig' is not defined
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/script.rpy", line 2, in script
if steamConfig:
File "C:\Program Files (x86)\fuck you bitch\steamapps\common\Being a DIK\renpy\ast.py", line 1830, in execute
if renpy.python.py_eval(condition):
File "C:\Program Files (x86)\fuck you bitch\steamapps\common\Being a DIK\renpy\python.py", line 2035, in py_eval
return py_eval_bytecode(code, globals, locals)
File "C:\Program Files (x86)\fuck you bitch\steamapps\common\Being a DIK\renpy\python.py", line 2028, in py_eval_bytecode
return eval(bytecode, globals, locals)
File "game/script.rpy", line 2, in <module>
if steamConfig:
NameError: name 'steamConfig' is not defined
Windows-8-6.2.9200
Ren'Py 7.3.2.320
Sun Jan 24 23:21:12 2021