# Copyright 2004-2019 Tom Rothamel # # 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 ensures that renpy packages will be imported in the right # order. from __future__ import print_function import sys import os import copy import types import cPickle ################################################################################ # Version information ################################################################################ # Version numbers. try: from renpy.vc_version import vc_version; vc_version except ImportError: vc_version = 0 # The tuple giving the version number. version_tuple = (7, 3, 5, vc_version) # The name of this version. version_name = "The world (wide web) is not enough." # A string giving the version number only (8.0.1.123). version_only = ".".join(str(i) for i in version_tuple) # A verbose string giving the version. version = "Ren'Py " + version_only # Other versions. script_version = 5003000 savegame_suffix = "-LT1.save" bytecode_version = 1 ################################################################################ # Platform Information ################################################################################ # Information about the platform we're running on. We break the platforms # up into 5 groups - windows-like, mac-like, linux-like, android-like, # and ios-like. windows = False macintosh = False linux = False android = False ios = False emscripten = False # Should we enable experimental features and debugging? experimental = "RENPY_EXPERIMENTAL" in os.environ import platform def get_windows_version(): """ When called on windows, returns the windows version. """ import ctypes class OSVERSIONINFOEXW(ctypes.Structure): _fields_ = [('dwOSVersionInfoSize', ctypes.c_ulong), ('dwMajorVersion', ctypes.c_ulong), ('dwMinorVersion', ctypes.c_ulong), ('dwBuildNumber', ctypes.c_ulong), ('dwPlatformId', ctypes.c_ulong), ('szCSDVersion', ctypes.c_wchar*128), ('wServicePackMajor', ctypes.c_ushort), ('wServicePackMinor', ctypes.c_ushort), ('wSuiteMask', ctypes.c_ushort), ('wProductType', ctypes.c_byte), ('wReserved', ctypes.c_byte)] try: os_version = OSVERSIONINFOEXW() os_version.dwOSVersionInfoSize = ctypes.sizeof(os_version) retcode = ctypes.windll.Ntdll.RtlGetVersion(ctypes.byref(os_version)) # Om failure, assume we have a newer version of windows if retcode != 0: return (10, 0) return (os_version.dwMajorVersion, os_version.dwMinorVersion) except: return (10, 0) if platform.win32_ver()[0]: windows = get_windows_version() elif "RENPY_IOS" in os.environ: ios = True elif platform.mac_ver()[0]: macintosh = True elif "ANDROID_PRIVATE" in os.environ: android = True elif sys.platform == 'emscripten' or "RENPY_EMSCRIPTEN" in os.environ: emscripten = True else: linux = True # A flag that's true if we're on a smartphone or tablet-like platform. mobile = android or ios or emscripten # A flag that's set to true if the game directory is bundled inside a mac app. macapp = False ################################################################################ # Backup Data for Reload ################################################################################ # True if we're done with safe mode checks. safe_mode_checked = False # True if autoreload mode is enabled. This has to live here, because it # needs to survive through an utter restart. autoreload = False # A dict that persists through utter restarts. Accessible to all code as # renpy.session. session = { } # A list of modules beginning with "renpy" that we don't want # to backup. backup_blacklist = { "renpy", "renpy.object", "renpy.log", "renpy.bootstrap", "renpy.debug", "renpy.display", "renpy.display.pgrender", "renpy.display.scale", "renpy.display.presplash", "renpy.display.test", "renpy.six", "renpy.text.ftfont", "renpy.test", "renpy.test.testast", "renpy.test.testexecution", "renpy.test.testkey", "renpy.test.testmouse", "renpy.test.testparser", "renpy.gl2", "renpycoverage", } type_blacklist = ( types.ModuleType, ) name_blacklist = { "renpy.loadsave.autosave_not_running", "renpy.python.unicode_re", "renpy.python.string_re", "renpy.python.store_dicts", "renpy.python.store_modules", "renpy.text.text.VERT_FORWARD", "renpy.text.text.VERT_REVERSE", "renpy.savelocation.scan_thread_condition", "renpy.savelocation.disk_lock", "renpy.character.TAG_RE", "renpy.display.im.cache", "renpy.display.render.blit_lock", "renpy.display.render.IDENTITY", "renpy.loader.auto_lock", "renpy.display.screen.cprof", "renpy.audio.audio.lock", "renpy.audio.audio.periodic_condition", } class Backup(): """ This represents a backup of all of the fields in the python modules comprising Ren'Py, shortly after they were imported. This attempts to preserve object aliasing, but not object identity. If renpy.mod.a is renpy.mod.b before the restore, the same will be true after the restore - even though renpy.mod.a will have changed identity. """ def __init__(self): # A map from (module, field) to the id of the object in that field. self.variables = { } # A map from id(object) to objects. This is discarded after being # pickled. self.objects = { } # A map from module to the set of names in that module. self.names = { } if mobile: return for m in sys.modules.values(): if m is None: continue self.backup_module(m) # A pickled version of self.objects. self.objects_pickle = cPickle.dumps(self.objects, cPickle.HIGHEST_PROTOCOL) self.objects = None def backup_module(self, mod): """ Makes a backup of `mod`, which must be a Python module. """ try: name = mod.__name__ except: return if not name.startswith("renpy"): return if name in backup_blacklist: return if name.startswith("renpy.styledata"): return self.names[mod] = set(vars(mod).keys()) for k, v in vars(mod).iteritems(): if k.startswith("__") and k.endswith("__"): continue if isinstance(v, type_blacklist): continue if name + "." + k in name_blacklist: continue idv = id(v) self.variables[mod, k] = idv self.objects[idv] = v # If we have a problem pickling things, uncomment the next block. try: cPickle.dumps(v, cPickle.HIGHEST_PROTOCOL) except: print("Cannot pickle", name + "." + k, "=", repr(v)) print("Reduce Ex is:", repr(v.__reduce_ex__(cPickle.HIGHEST_PROTOCOL))) def restore(self): """ Restores the modules to a state similar to the state of the modules when the backup was created. """ if not self.names: return # Remove new variables from the module. for mod, names in self.names.iteritems(): modvars = vars(mod) for name in set(modvars.keys()) - names: del modvars[name] objects = cPickle.loads(self.objects_pickle) for k, v in self.variables.iteritems(): mod, field = k setattr(mod, field, objects[v]) # A backup of the Ren'Py modules after initial import. backup = None ################################################################################ # Import ################################################################################ def update_path(package): """ Update the __path__ of package, to import binary modules from a libexec directory. """ name = package.__name__.split(".") import _renpy if hasattr(_renpy, '__file__'): # .so/.dll libexec = os.path.dirname(_renpy.__file__) package.__path__.append(os.path.join(libexec, *name)) # Also find encodings, to deal with the way py2exe lays things out. import encodings libexec = os.path.dirname(encodings.__path__[0]) package.__path__.append(os.path.join(libexec, *name)) # Replaced below. def plog(level, even, *args): return def import_all(): # Note: If we add a new update_path, we have to add an equivalent # hook in the renpython hooks dir. # Note: If we add a new module, we need to add it to iOS. import renpy # @UnresolvedImport update_path(renpy) import renpy.arguments # @UnresolvedImport import renpy.config import renpy.log import renpy.display import renpy.debug # Should probably be early, as we will add it as a base to serialized things. import renpy.object import renpy.game import renpy.preferences # Adds in the Ren'Py loader. import renpy.loader import renpy.pyanalysis import renpy.ast import renpy.atl import renpy.curry import renpy.color import renpy.easy import renpy.execution import renpy.loadsave import renpy.savelocation # @UnresolvedImport import renpy.persistent import renpy.scriptedit import renpy.parser import renpy.performance import renpy.pydict import renpy.python import renpy.script import renpy.statements global plog plog = renpy.performance.log import renpy.styledata # @UnresolvedImport update_path(renpy.styledata) import renpy.style renpy.styledata.import_style_functions() sys.modules['renpy.styleclass'] = renpy.style import renpy.substitutions import renpy.translation import renpy.translation.scanstrings import renpy.translation.generation import renpy.translation.dialogue import renpy.translation.extract import renpy.translation.merge import renpy.display # @UnresolvedImport @Reimport update_path(renpy.display) import renpy.display.presplash import renpy.display.pgrender import renpy.display.scale import renpy.display.module import renpy.display.render # Most display stuff depends on this. @UnresolvedImport import renpy.display.core # object @UnresolvedImport import renpy.text update_path(renpy.text) import renpy.text.ftfont import renpy.text.font import renpy.text.textsupport import renpy.text.texwrap import renpy.text.text import renpy.text.extras sys.modules['renpy.display.text'] = renpy.text.text import renpy.gl update_path(renpy.gl) import renpy.gl2 update_path(renpy.gl2) import renpy.angle update_path(renpy.angle) import renpy.display.layout import renpy.display.viewport import renpy.display.transform import renpy.display.motion # layout @UnresolvedImport import renpy.display.behavior # layout @UnresolvedImport import renpy.display.transition # core, layout @UnresolvedImport import renpy.display.movetransition # core @UnresolvedImport import renpy.display.im import renpy.display.imagelike import renpy.display.image # core, behavior, im, imagelike @UnresolvedImport import renpy.display.video import renpy.display.focus import renpy.display.anim import renpy.display.particle import renpy.display.joystick import renpy.display.controller import renpy.display.minigame import renpy.display.screen import renpy.display.dragdrop import renpy.display.imagemap import renpy.display.predict import renpy.display.emulator import renpy.display.tts import renpy.display.gesture import renpy.display.error # Note: For windows to work, renpy.audio.audio needs to be after # renpy.display.module. import renpy.audio update_path(renpy.audio) import renpy.audio.audio import renpy.audio.music import renpy.audio.sound import renpy.ui import renpy.screenlang import renpy.sl2 update_path(renpy.sl2) import renpy.sl2.slast import renpy.sl2.slparser import renpy.sl2.slproperties import renpy.sl2.sldisplayables import renpy.lint import renpy.warp import renpy.editor import renpy.memory import renpy.exports import renpy.character # depends on exports. @UnresolvedImport import renpy.add_from import renpy.dump import renpy.minstore # depends on lots. @UnresolvedImport import renpy.defaultstore # depends on everything. @UnresolvedImport import renpy.test import renpy.test.testmouse import renpy.test.testfocus import renpy.test.testkey import renpy.test.testast import renpy.test.testparser import renpy.test.testexecution import renpy.main # Back up the Ren'Py modules. global backup if not mobile: backup = Backup() post_import() def post_import(): """ This is called after import or reload, to do further initialization of various modules. """ import renpy # @UnresolvedImport # Create the store. renpy.python.create_store("store") # Import the contents of renpy.defaultstore into renpy.store, and set # up an alias as we do. renpy.store = sys.modules['store'] renpy.exports.store = renpy.store sys.modules['renpy.store'] = sys.modules['store'] import subprocess sys.modules['renpy.subprocess'] = subprocess for k, v in renpy.defaultstore.__dict__.iteritems(): renpy.store.__dict__.setdefault(k, v) renpy.store.eval = renpy.defaultstore.eval # Import everything into renpy.exports, provided it isn't # already there. for k, v in globals().iteritems(): vars(renpy.exports).setdefault(k, v) def issubmodule(sub, module): return sub == module or sub.startswith(module + ".") def reload_all(): """ Resets all modules to the state they were in right after import_all returned. """ if mobile: raise Exception("Reloading is not supported on mobile platforms.") import renpy.style import renpy.display # Clear all pending exceptions. sys.exc_clear() # Reset the styles. renpy.style.reset() # @UndefinedVariable # Shut down the cache thread. renpy.display.im.cache.quit() # Shut down the importer. renpy.loader.quit_importer() # Free memory. renpy.exports.free_memory() # GC renders. renpy.display.render.screen_render = None renpy.display.render.mark_sweep() # Get rid of the draw module and interface. renpy.display.draw.quit() renpy.display.draw = None renpy.display.interface = None py_compile_cache = renpy.python.py_compile_cache reload_modules = renpy.config.reload_modules # Delete the store modules. for i in sys.modules.keys(): if issubmodule(i, "store") or i == "renpy.store": m = sys.modules[i] if m is not None: m.__dict__.reset() del sys.modules[i] elif any(issubmodule(i, m) for m in reload_modules): m = sys.modules[i] if m is not None: m.__dict__.clear() del sys.modules[i] # Restore the state of all modules from backup. backup.restore() renpy.python.old_py_compile_cache = py_compile_cache renpy.display.im.reset_module() post_import() # Re-initialize the importer. renpy.loader.init_importer() ################################################################################ # Fix things for code analysis ################################################################################ def setup_modulefinder(modulefinder): """ Informs modulefinder about the location of modules in nonstandard places. """ import _renpy libexec = os.path.dirname(_renpy.__file__) for i in [ "display", "gl", "angle", "text", "styledata" ]: displaypath = os.path.join(libexec, "renpy", i) if os.path.exists(displaypath): modulefinder.AddPackagePath('renpy.' + i, displaypath) def import_cython(): """ Never called, but necessary to ensure that modulefinder will properly grab the various cython modules. """ import renpy.arguments import renpy.display.accelerator import renpy.display.matrix import renpy.display.render import renpy.gl.gl import renpy.gl.gl1 import renpy.gl.gldraw import renpy.gl.glenviron_fixed import renpy.gl.glenviron_limited import renpy.gl.glenviron_shader import renpy.gl.glrtt_copy import renpy.gl.glrtt_fbo import renpy.gl.gltexture import renpy.angle.gl import renpy.angle.gldraw import renpy.angle.glenviron_shader import renpy.angle.glrtt_copy import renpy.angle.glrtt_fbo import renpy.angle.gltexture import renpy.gl2.gl2draw import renpy.gl2.gl2ftl import renpy.gl2.gl2geometry import renpy.gl2.gl2shader import renpy.gl2.gl2texture import renpy.gl2.uguu import renpy.gl2.uguugl if False: import renpy.defaultstore as store