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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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moved route 1 battle location again, added transparency to bottom battle menu
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@@ -0,0 +1,65 @@
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-- Voxel world mode: decoded pixels, kept.
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--
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-- Assets.imageData is deliberately uncached upstream -- "pixel-level reads
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-- resolve the same way but stay uncached: the caller keeps the derived
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-- product" (src/render/Assets.lua) -- which is the right contract for the
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-- flat renderer, whose one caller decodes a strip once and keeps the strip.
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--
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-- This mod is not that caller. It reads the same handful of images over and
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-- over, from several places that do not know about each other:
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--
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-- * the tileset atlas, decoded by Structures (its own cache), by
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-- TerrainAtlas twice (the SGB bake and the RED++ rebake), by
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-- TerrainAtlas again to learn a tile's shades, and by GlassMask;
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-- * the FLOWER FRAME files, decoded inside patch() -- which runs every
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-- time the animation step turns over, about three times a second, for
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-- as long as the map is on screen. That one is not a load cost at all,
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-- it is a recurring per-second cost on the render thread, and it was
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-- the single clearest waste the first profile turned up.
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--
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-- So: one table, keyed by the path as the CALLER gave it, holding the
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-- decoded ImageData. Registered with Assets.invalidate so a hot reload
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-- drops it alongside every other downstream cache.
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--
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-- The entries are never evicted by size. That is deliberate and bounded:
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-- what lands here is tileset art and animation frames -- a few dozen small
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-- images for a whole session, tens of kilobytes each -- not per-map bakes,
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-- which have their own eviction in TerrainAtlas.setLive.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local Assets = require("src.render.Assets")
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local Perf = V.require("Perf")
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local ImageCache = {}
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local cache = {}
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-- The decoded pixels for `path`, or nil when it cannot be read.
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--
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-- `false` is cached for an unreadable path, so a missing or corrupt asset
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-- costs one failed decode for the session rather than one per frame -- the
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-- same sticky-failure shape the rest of this mod uses for GPU objects.
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function ImageCache.get(path)
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if not path then return nil end
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local hit = cache[path]
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if hit ~= nil then
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Perf.count("imageCache.hit")
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return hit or nil
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end
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local t0 = Perf.now()
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local ok, data = pcall(Assets.imageData, path)
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Perf.add("ImageCache.decode", t0)
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Perf.count("imageCache.miss")
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cache[path] = (ok and data) or false
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return cache[path] or nil
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end
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function ImageCache.invalidate()
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cache = {}
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end
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Assets.register(ImageCache.invalidate)
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return ImageCache
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