Noah Petherbridge
c5353df211
Instead of the loadscreen eager-loading ALL level chunks to Go Images, only load the chunks within the "LoadingViewport" - which is the on-screen Viewport plus a margin of chunks off the screen edges. During gameplay, every few ticks, reevaluate which chunks are inside or outside the LoadingViewport; for chunks outside, free their SDL2 textures and free their cached bitmaps to keep overall memory usage down. The AzulianTag-Forest level now stays under 200 Textures at any given time and the loadscreen goes faster as it doesn't have to load every chunk's images up front. The LoadUnloadChunk feature can be turned on/off with feature flags. If disabled the old behavior is restored: loadscreen loads all images and the LoadUnloadChunks function is not run. Other changes: * loadscreen: do not free textures in the Hide() function as this runs on a different goroutine and may break. The 4 wallpaper textures are OK to keep in memory anyway, the loadscreen is reused often! * Free more leaked textures: on the Inventory frame and when an actor calls Self.Destroy() * Stop leaking goroutines in the PubSub feature of the doodad script engine; scripting.Supervisor.Teardown() sends a stop signal to all scripts to clean up neatly. Canvas.Destroy() tears down its scripting supervisor automatically.
44 lines
1.2 KiB
Go
44 lines
1.2 KiB
Go
package balance
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// Feature Flags to turn on/off experimental content.
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var Feature = feature{
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/////////
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// Experimental features that are off by default
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ViewportWindow: false, // Open new viewport into your level
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/////////
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// Fully activated features
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// Attach custom wallpaper img to levels
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CustomWallpaper: true,
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// Allow embedded doodads in levels.
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EmbeddableDoodads: true,
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// Enable the zoom in/out feature (kinda buggy still)
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Zoom: true,
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// Reassign an existing level's palette to a different builtin.
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ChangePalette: true,
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// LoadUnloadChunk feature to better optimize memory. Set it to false and the
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// loadscreen will eager load all chunk bitmaps (stable, but uses a lot of
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// memory), set true and the Canvas will load/unload bitmaps + free SDL textures
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// for chunks falling outside the LoadingViewport (new, maybe unstable).
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LoadUnloadChunk: true,
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}
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// FeaturesOn turns on all feature flags, from CLI --experimental option.
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func FeaturesOn() {
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Feature.ViewportWindow = true
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}
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type feature struct {
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Zoom bool
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CustomWallpaper bool
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ChangePalette bool
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EmbeddableDoodads bool
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ViewportWindow bool
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LoadUnloadChunk bool
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}
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