modular_aphelion/modules/custom_sprites/code/limits.dm 
| CUSTOM_SPRITE_WORK_VIEW | Deferred work: draw the visible view's stale guide and preview. |
|---|---|
| CUSTOM_SPRITE_WORK_REFRESH | Deferred work: refresh the preview after edits settle. |
| CUSTOM_SPRITE_WORK_REBUILD | Deferred work: rebuild the preview body's resources, then the preview. |
| CUSTOM_SPRITE_WORK_NEW_BODY | Deferred work: the rebuild needs a fresh preview body rather than the current one. |
| CUSTOM_SPRITE_WORK_CANDIDATE | Deferred work: draw the previews of the import or restoration waiting for confirmation. |
| CUSTOM_SPRITE_REBUILD_SPACING | The shortest time between two pieces of a player's costly work. Faster changes still end on the latest state. |
| CUSTOM_SPRITE_BURST | Pieces of costly work a player may run back to back at the shortest spacing. |
| CUSTOM_SPRITE_REFILL | How long a used piece of the burst takes to come back, and so the pace of costly work that keeps coming. |
| CUSTOM_SPRITE_HAIRSTYLE_WINDOW | How long base hairstyle changes picked after one applies wait, to apply together as the latest pick. |
| CUSTOM_SPRITE_MAX_HISTORY_JUMP | The most history steps one undo or redo action may take. Windows only ever send one. |
| CUSTOM_SPRITE_STROKE_BUDGET | Stroke pixels a player may apply inside the action per second: four full tall-canvas strokes, far above a hand's pace. The rest queue. |
| CUSTOM_SPRITE_STROKE_QUEUE | Strokes an editor holds for the background before refusing more; no person reaches it. |
| CUSTOM_SPRITE_WORK_STROKES | Deferred work: apply the strokes that were over budget, in order. |
| CUSTOM_SPRITE_WORK_BASE_COPY | Deferred, explicitly requested base-layer clipboard capture. |
| CUSTOM_SPRITE_WORK_OTHER_VIEWS | Ready the views the window isn't showing that the last rebuild or refresh left for later. |
| CUSTOM_SPRITE_OVERRUN_BUDGET | Of each second, how many ms costly work may run past the ends of ticks. The budget refills whatever the server does, so waiting work always gets its turn. |
| CUSTOM_SPRITE_OVERRUN_BURST | How many ms past the ends of ticks may build up for a burst: a new body and the drawing on it. |
| /var/SScustom_sprite_work | Keeps the custom sprite editors cheap for the server, whatever a window sends. |
| /datum/custom_sprite_pace | Paces one player's costly custom sprite work: resource rebuilds, new editors and previews of a previous saved style. Up to CUSTOM_SPRITE_BURST pieces run CUSTOM_SPRITE_REBUILD_SPACING apart, and each piece used comes back after CUSTOM_SPRITE_REFILL. A few changes in a row never wait more than the shortest spacing, while a window asking for such work nonstop gets one piece per refill. The player's base hairstyle window and stroke budget are kept here too. |
| /datum/custom_sprite_work_owner | Anything SScustom_sprite_work runs deferred work for, which goes in its queue: the custom sprite editors, and other work
whose costly part shares their overrun budget, such as a graffiti paint job's steps. |
| /proc/custom_sprite_mask_tables | Reads compact stroke masks by character code, which text2ascii() takes far faster than copytext() cuts a character. |
| /proc/custom_sprite_mask_points | A stroke's points from its compact mask: CUSTOM_SPRITE_INDEX_ALPHABET characters, six canvas
pixels each, row-major from the top left, lowest bit first. A whole view fits in one short string,
so a long stroke reaches the server as one message instead of a point list tgui splits into many.
With allowed, the mask's six-pixel slots in the same layout, each character is cut down to the
pixels its slot allows as it is read, which checks the points for a canvas that paints only those. |
| /proc/custom_sprite_transaction_pixels | How many pixels a stroke or placement touches, from what the window sent, before any validation. |
| /proc/custom_sprite_mask_pixels | The pixels a compact stroke mask of size characters marks, or null when it is another size, which custom_sprite_mask_points() refuses unread, or a character isn't in the alphabet. |
| /proc/custom_sprite_history_jump | Clamps an undo or redo step count to what a window can ask for. Anything else passes through for the history to refuse. |
Define Details
CUSTOM_SPRITE_BURST 
Pieces of costly work a player may run back to back at the shortest spacing.
CUSTOM_SPRITE_HAIRSTYLE_WINDOW 
How long base hairstyle changes picked after one applies wait, to apply together as the latest pick.
CUSTOM_SPRITE_MAX_HISTORY_JUMP 
The most history steps one undo or redo action may take. Windows only ever send one.
CUSTOM_SPRITE_OVERRUN_BUDGET 
Of each second, how many ms costly work may run past the ends of ticks. The budget refills whatever the server does, so waiting work always gets its turn.
CUSTOM_SPRITE_OVERRUN_BURST 
How many ms past the ends of ticks may build up for a burst: a new body and the drawing on it.
CUSTOM_SPRITE_REBUILD_SPACING 
The shortest time between two pieces of a player's costly work. Faster changes still end on the latest state.
CUSTOM_SPRITE_REFILL 
How long a used piece of the burst takes to come back, and so the pace of costly work that keeps coming.
CUSTOM_SPRITE_STROKE_BUDGET 
Stroke pixels a player may apply inside the action per second: four full tall-canvas strokes, far above a hand's pace. The rest queue.
CUSTOM_SPRITE_STROKE_QUEUE 
Strokes an editor holds for the background before refusing more; no person reaches it.
CUSTOM_SPRITE_WORK_BASE_COPY 
Deferred, explicitly requested base-layer clipboard capture.
CUSTOM_SPRITE_WORK_CANDIDATE 
Deferred work: draw the previews of the import or restoration waiting for confirmation.
CUSTOM_SPRITE_WORK_NEW_BODY 
Deferred work: the rebuild needs a fresh preview body rather than the current one.
CUSTOM_SPRITE_WORK_OTHER_VIEWS 
Ready the views the window isn't showing that the last rebuild or refresh left for later.
CUSTOM_SPRITE_WORK_REBUILD 
Deferred work: rebuild the preview body's resources, then the preview.
CUSTOM_SPRITE_WORK_REFRESH 
Deferred work: refresh the preview after edits settle.
CUSTOM_SPRITE_WORK_STROKES 
Deferred work: apply the strokes that were over budget, in order.
CUSTOM_SPRITE_WORK_VIEW 
Deferred work: draw the visible view's stale guide and preview.