# 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 contains code responsible for managing the execution of a # renpy object, as well as the context object. from __future__ import print_function import sys import time import renpy.display import renpy.test from renpy import six pyast = __import__("ast", { }) # The number of statements that have been run since the last infinite loop # check. il_statements = 0 # The deadline for reporting we're not in an infinite loop. il_time = 0 def check_infinite_loop(): global il_statements il_statements += 1 if il_statements <= 1000: return il_statements = 0 global il_time now = time.time() if now > il_time: il_time = now + 60 raise Exception("Possible infinite loop.") if renpy.config.developer and (il_time > now + 60): il_time = now + 60 return def not_infinite_loop(delay): """ :doc: other Resets the infinite loop detection timer to `delay` seconds. """ # Give more time in non-developer mode, since computers can be crazy slow # and the player can't do much about it. if not renpy.config.developer: delay *= 5 global il_time il_time = time.time() + delay class Delete(object): pass class PredictInfo(renpy.object.Object): """ Not used anymore, but needed for backwards compatibility. """ class LineLogEntry(object): def __init__(self, filename, line, node, abnormal): self.filename = filename self.line = line self.node = node self.abnormal = abnormal for i in renpy.config.line_log_callbacks: i(self) def __eq__(self, other): if not isinstance(other, LineLogEntry): return False return (self.filename == other.filename) and (self.line == other.line) and (self.node is other.node) def __ne__(self, other): return not (self == other) class Context(renpy.object.Object): """ This is the context object which stores the current context of the game interpreter. @ivar current: The name of the node that is currently being executed. @ivar return_stack: A list of names of nodes that should be returned to when the return statement executes. (When a return occurs, the name is looked up, and name.text is then executed.) @ivar scene_lists: The scene lists associated with the current context. @ivar rollback: True if this context participates in rollbacks. @ivar runtime: The time spent in this context, in milliseconds. @ivar info: An object that is made available to user code. This object does participates in rollback. """ __version__ = 16 nosave = [ 'next_node' ] next_node = None force_checkpoint = False come_from_name = None come_from_label = None temporary_attributes = None deferred_translate_identifier = None def __repr__(self): if not self.current: return "" node = renpy.game.script.lookup(self.current) return "".format( node.filename, node.linenumber, node.diff_info(), ) def after_upgrade(self, version): if version < 1: self.scene_lists.image_predict_info = self.predict_info.images if version < 2: self.abnormal = False self.last_abnormal = False if version < 3: self.music = { } if version < 4: self.interacting = False if version < 5: self.modes = renpy.python.RevertableList([ "start" ]) self.use_modes = True if version < 6: self.images = self.predict_info.images if version < 7: self.init_phase = False self.next_node = None if version < 8: self.defer_rollback = None if version < 9: self.translate_language = None self.translate_identifier = None if version < 10: self.exception_handler = None if version < 11: self.say_attributes = None if version < 13: self.line_log = [ ] if version < 14: self.movie = { } if version < 15: self.abnormal_stack = [ False ] * len(self.return_stack) if version < 16: self.alternate_translate_identifier = None def __init__(self, rollback, context=None, clear=False): """ `clear` True if we should clear out the context_clear_layers. """ super(Context, self).__init__() self.current = None self.call_location_stack = [ ] self.return_stack = [ ] # The value of abnormal at the time of the call. self.abnormal_stack = [ ] # Two deeper then the return stack and call location stack. # 1 deeper is for the context top-level, 2 deeper is for # _args, _kwargs, and _return. self.dynamic_stack = [ { } ] self.rollback = rollback self.runtime = 0 self.info = renpy.python.RevertableObject() self.seen = False # True if there has just been an abnormal transfer of control, # like the start of a context, a jump, or a call. (Returns are # considered to be normal.) # # Set directly by ast.Call and ast.Jump. self.abnormal = True # True if the last statement caused an abnormal transfer of # control. self.last_abnormal = False # A map from the name of a music channel to the MusicContext # object corresponding to that channel. self.music = renpy.python.RevertableDict() # True if we're in the middle of a call to ui.interact. This # will cause Ren'Py to generate an error if we call ui.interact # again. self.interacting = False # True if we're in the init phase. (Isn't inherited.) self.init_phase = False # When deferring a rollback, the arguments to pass to renpy.exports.rollback. self.defer_rollback = None # The exception handler that is called when an exception occurs while executing # code. If None, a default handler is used. This is reset when run is called. self.exception_handler = None # The attributes that are used by the current say statement. self.say_attributes = None self.temporary_attributes = None # A list of lines that were run since the last time this log was # cleared. self.line_log = [ ] # Do we want to force a checkpoint before the next statement # executed? self.force_checkpoint = False # A map from a channel to the Movie playing on that channel. self.movie = { } if context: oldsl = context.scene_lists self.runtime = context.runtime vars(self.info).update(vars(context.info)) for k, v in context.music.items(): self.music[k] = v.copy() self.movie = dict(context.movie) self.images = renpy.display.image.ShownImageInfo(context.images) else: oldsl = None self.images = renpy.display.image.ShownImageInfo(None) self.scene_lists = renpy.display.core.SceneLists(oldsl, self.images) for i in renpy.config.context_copy_remove_screens: self.scene_lists.remove("screens", i, None) self.make_dynamic([ "_return", "_args", "_kwargs", "mouse_visible", "suppress_overlay", "_side_image_attributes" ]) self.dynamic_stack.append({ }) if clear: for i in renpy.config.context_clear_layers: self.scene_lists.clear(layer=i) # A list of modes that the context has been in. self.modes = renpy.python.RevertableList([ "start" ]) self.use_modes = True # The language we started with. self.translate_language = renpy.game.preferences.language # The identifier of the current translate block. self.translate_identifier = None # The alternate identifier of the current translate block. self.alternate_translate_identifier = None # The translate identifier of the last say statement with # interact = False. self.deferred_translate_identifier = None def replace_node(self, old, new): def replace_one(name): n = renpy.game.script.lookup(name) if n is old: return new.name return name self.current = replace_one(self.current) self.return_stack = [ replace_one(i) for i in self.return_stack ] def make_dynamic(self, names, context=False): """ Makes the variable names listed in names dynamic, by backing up their current value (if not already dynamic in the current call). """ store = renpy.store.__dict__ if context: index = 0 else: index = -1 for i in names: if i in self.dynamic_stack[index]: continue if i in store: self.dynamic_stack[index][i] = store[i] else: self.dynamic_stack[index][i] = Delete() def pop_dynamic(self): """ Pops one level of the dynamic stack. Called when the return statement is run. """ if not self.dynamic_stack: return store = renpy.store.__dict__ dynamic = self.dynamic_stack.pop() for k, v in dynamic.iteritems(): if isinstance(v, Delete): store.pop(k, None) else: store[k] = v def pop_all_dynamic(self): """ Pops all levels of the dynamic stack. Called when we jump out of a context. """ while self.dynamic_stack: self.pop_dynamic() def pop_dynamic_roots(self, roots): for dynamic in reversed(self.dynamic_stack): for k, v in dynamic.iteritems(): name = "store." + k if isinstance(v, Delete) and (name in roots): del roots[name] else: roots[name] = v def goto_label(self, node_name): """ Sets the name of the node that will be run when this context next executes. """ self.current = node_name def check_stacks(self): """ Check and fix stack corruption. """ if len(self.dynamic_stack) != len(self.return_stack) + 2: e = Exception("Potential return stack corruption: dynamic={} return={}".format(len(self.dynamic_stack), len(self.return_stack))) while len(self.dynamic_stack) < len(self.return_stack) + 2: self.dynamic_stack.append({}) while len(self.dynamic_stack) > len(self.return_stack) + 2: self.pop_dynamic() raise e def report_traceback(self, name, last): if last: return rv = [ ] for i in self.call_location_stack: try: node = renpy.game.script.lookup(i) if not node.filename.replace("\\", "/").startswith("common/"): rv.append((node.filename, node.linenumber, "script call", None)) except: pass try: node = renpy.game.script.lookup(self.current) if not node.filename.replace("\\", "/").startswith("common/"): rv.append((node.filename, node.linenumber, "script", None)) except: pass return rv def report_coverage(self, node): """ Execs a python pass statement on the line of code corresponding to `node`. This indicates to python coverage tools that this line has been executed. """ ps = pyast.Pass(lineno=node.linenumber, col_offset=0) module = pyast.Module(lineno=node.linenumber, col_offset=0, body=[ ps ]) code = compile(module, node.filename, 'exec') exec(code) def come_from(self, name, label): """ When control reaches name, call label. Only for internal use. """ self.come_from_name = name self.come_from_label = label def run(self, node=None): """ Executes as many nodes as possible in the current context. If the node argument is given, starts executing from that node. Otherwise, looks up the node given in self.current, and executes from there. """ self.exception_handler = None self.abnormal = True if node is None: node = renpy.game.script.lookup(self.current) developer = renpy.config.developer tracing = sys.gettrace() is not None # Is this the first time through the loop? first = True while node: if node.name == self.come_from_name: self.come_from_name = None node = self.call(self.come_from_label, return_site=node.name) self.make_dynamic([ "_return", "_begin_rollback" ]) renpy.store._begin_rollback = False this_node = node type_node_name = type(node).__name__ renpy.plog(1, "--- start {} ({}:{})", type_node_name, node.filename, node.linenumber) self.current = node.name self.last_abnormal = self.abnormal self.abnormal = False self.defer_rollback = None if renpy.config.line_log: ll_entry = LineLogEntry(node.filename, node.linenumber, node, self.last_abnormal) if ll_entry not in self.line_log: self.line_log.append(ll_entry) if not renpy.store._begin_rollback: update_rollback = False force_rollback = False elif first or self.force_checkpoint or (node.rollback == "force"): update_rollback = True force_rollback = True elif not renpy.config.all_nodes_rollback and (node.rollback == "never"): update_rollback = False force_rollback = False else: update_rollback = True force_rollback = False # Force a new rollback to start to match things in the forward log. if renpy.game.log.forward and renpy.game.log.forward[0][0] == node.name: update_rollback = True force_rollback = True first = False if update_rollback: if self.rollback and renpy.game.log: renpy.game.log.begin(force=force_rollback) if self.rollback and self.force_checkpoint: renpy.game.log.force_checkpoint = True self.force_checkpoint = False self.seen = False renpy.test.testexecution.take_name(self.current) try: try: check_infinite_loop() if tracing: self.report_coverage(node) renpy.game.exception_info = "While running game code:" self.next_node = None renpy.plog(2, " before execute {} ({}:{})", type_node_name, node.filename, node.linenumber) node.execute() renpy.plog(2, " after execute {} ({}:{})", type_node_name, node.filename, node.linenumber) if developer and self.next_node: self.check_stacks() except renpy.game.CONTROL_EXCEPTIONS as e: # An exception ends the current translation. self.translate_interaction = None raise except Exception as e: self.translate_interaction = None exc_info = sys.exc_info() short, full, traceback_fn = renpy.error.report_exception(e, editor=False) try: handled = False if self.exception_handler is not None: self.exception_handler(short, full, traceback_fn) handled = True elif renpy.config.exception_handler is not None: handled = renpy.config.exception_handler(short, full, traceback_fn) if not handled: if renpy.display.error.report_exception(short, full, traceback_fn): raise except renpy.game.CONTROL_EXCEPTIONS as ce: raise ce except Exception as ce: six.reraise(exc_info[0], exc_info[1], exc_info[2]) node = self.next_node except renpy.game.JumpException as e: node = renpy.game.script.lookup(e.args[0]) self.abnormal = True except renpy.game.CallException as e: if e.from_current: return_site = getattr(node, "statement_start", node).name else: if self.next_node is None: raise Exception("renpy.call can't be used when the next node is undefined.") return_site = self.next_node.name node = self.call(e.label, return_site=return_site) self.abnormal = True renpy.store._args = e.args renpy.store._kwargs = e.kwargs if self.seen: renpy.game.persistent._seen_ever[self.current] = True # @UndefinedVariable renpy.game.seen_session[self.current] = True renpy.plog(2, " end {} ({}:{})", type_node_name, this_node.filename, this_node.linenumber) if self.rollback and renpy.game.log: renpy.game.log.complete() def mark_seen(self): """ Marks the current statement as one that has been seen by the user. """ self.seen = True def call(self, label, return_site=None): """ Calls the named label. """ if not self.current: raise Exception("Context not capable of executing Ren'Py code.") if return_site is None: return_site = self.current self.call_location_stack.append(self.current) self.return_stack.append(return_site) self.dynamic_stack.append({ }) self.abnormal_stack.append(self.last_abnormal) self.current = label self.make_dynamic([ "_args", "_kwargs" ]) renpy.store._args = None renpy.store._kwargs = None return renpy.game.script.lookup(label) def pop_call(self): """ Blindly pops the top call record from the stack. """ if not self.return_stack: if renpy.config.developer: raise Exception("No call on call stack.") return self.return_stack.pop() self.call_location_stack.pop() self.pop_dynamic() self.abnormal_stack.pop() def lookup_return(self, pop=True): """ Returns the node to return to, or None if there is no such node. """ while self.return_stack: node = None if renpy.game.script.has_label(self.return_stack[-1]): node = renpy.game.script.lookup(self.return_stack[-1]) elif renpy.game.script.has_label(self.call_location_stack[-1]): node = renpy.game.script.lookup(self.call_location_stack[-1]).next if node is None: if renpy.config.developer: raise Exception("Could not find return label {!r}.".format(self.return_stack[-1])) self.return_stack.pop() self.call_location_stack.pop() self.pop_dynamic() self.abnormal = self.abnormal_stack.pop() continue if pop: self.return_stack.pop() self.call_location_stack.pop() self.abnormal = self.abnormal_stack.pop() return node return None def rollback_copy(self): """ Makes a copy of this object, suitable for rolling back to. """ rv = Context(self.rollback, self) rv.call_location_stack = self.call_location_stack[:] rv.return_stack = self.return_stack[:] rv.dynamic_stack = [ i.copy() for i in self.dynamic_stack ] rv.current = self.current rv.runtime = self.runtime rv.info = self.info rv.translate_language = self.translate_language rv.translate_identifier = self.translate_identifier rv.abnormal = self.abnormal rv.last_abnormal = self.last_abnormal rv.abnormal_stack = list(self.abnormal_stack) return rv def predict_call(self, label, return_site): """ This is called by the prediction code to indicate that a call to `label` will occur. `return_site` The name of the return site to push on the predicted return stack. Returns the node corresponding to `label` """ self.predict_return_stack = list(self.predict_return_stack) self.predict_return_stack.append(return_site) return renpy.game.script.lookup(label) def predict_return(self): """ This predicts that a return will occur. It returns the node we predict will be returned to. """ if not self.predict_return_stack: return None self.predict_return_stack = list(self.predict_return_stack) label = self.predict_return_stack.pop() return renpy.game.script.lookup(label) def predict(self): """ Performs image prediction, calling the given callback with each images that we predict to be loaded, in the rough order that they will be potentially loaded. """ if not self.current: return if renpy.config.predict_statements_callback is None: return old_images = self.images # A worklist of (node, images, return_stack) tuples. nodes = [ ] # The set of nodes we've seen. (We only consider each node once.) seen = set() # Find the roots. for label in renpy.config.predict_statements_callback(self.current): if not renpy.game.script.has_label(label): return node = renpy.game.script.lookup(label) if node in seen: continue nodes.append((node, self.images, self.return_stack)) seen.add(node) # Predict statements. for i in range(0, renpy.config.predict_statements): if i >= len(nodes): break node, images, return_stack = nodes[i] self.images = renpy.display.image.ShownImageInfo(images) self.predict_return_stack = return_stack try: for n in node.predict(): if n is None: continue if n not in seen: nodes.append((n, self.images, self.predict_return_stack)) seen.add(n) except: if renpy.config.debug_image_cache: import traceback print() traceback.print_exc() print("While predicting images.") self.images = old_images self.predict_return_stack = None yield True yield False def seen_current(self, ever): """ Returns a true value if we have finshed the current statement at least once before. @param ever: If True, we're checking to see if we've ever finished this statement. If False, we're checking to see if we've finished this statement in the current session. """ if not self.current: return False if ever: seen = renpy.game.persistent._seen_ever # @UndefinedVariable else: seen = renpy.game.seen_session return self.current in seen def do_deferred_rollback(self): """ Called to cause deferred rollback to occur. """ if not self.defer_rollback: return force, checkpoints = self.defer_rollback self.defer_rollback = None renpy.exports.rollback(force, checkpoints) def get_return_stack(self): return list(self.return_stack) def set_return_stack(self, return_stack): self.return_stack = list(return_stack) while len(self.call_location_stack) > len(self.return_stack): self.call_location_stack.pop() d = self.dynamic_stack.pop() d.update(self.dynamic_stack[-1]) self.dynamic_stack[-1] = d while len(self.call_location_stack) < len(self.return_stack): self.call_location_stack.append("unknown location") self.dynamic_stack.append({}) def run_context(top): """ Runs the current context until it can't be run anymore, while handling the RestartContext and RestartTopContext exceptions. """ if renpy.config.context_callback is not None: renpy.config.context_callback() while True: try: context = renpy.game.context() context.run() rv = renpy.store._return context.pop_all_dynamic() return rv except renpy.game.RestartContext as e: # Apply defaults. renpy.exports.execute_default_statement(False) continue except renpy.game.RestartTopContext as e: if top: # Apply defaults. renpy.exports.execute_default_statement(False) continue else: raise except: context.pop_all_dynamic() raise