liquidex
a35ac17b86
my VPS has 8 gigabytes of RAM. it's not exactly out of the question to buy a larger one, and in the future we could just, y'know, not preallocate _all_ the memory, and instead reallocate if a certain threshold is reached
124 lines
4.3 KiB
TOML
124 lines
4.3 KiB
TOML
[build]
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# The settings below control how the site is compiled down to static files.
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# List of Handlebars templates to render.
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render_templates = [
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{ template = "fonts.hbs.css", to_file = "static/fonts.css" },
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{ template = "index.hbs.html", to_file = "static/index.html" },
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{ template = "docs.hbs.html", from_dir = "docs", to_dir = "docs" },
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]
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# List of JavaScript `import` root directories.
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import_roots = [
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{ name = "rkgk", path = "static" },
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]
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[build.page_titles]
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# This is a mapping of filenames to page titles.
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# The Djot template mode exposes this data as the variable {{ title }}.
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# When a title is not provided, the path is used.
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"docs/rkgk.dj" = "Introduction to rakugaki"
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"docs/system.dj" = "System library"
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[wall_broker.default_wall_settings]
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# The settings below control the creation of new walls.
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# The maximum number of chunks on a wall.
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# It is recommended to cap this to something reasonable so that users can't trash the server's
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# disk space very easily.
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max_chunks = 65536
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# Maximum concurrent sessions connected to a wall.
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# Note that a single user can have multiple sessions at a time.
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max_sessions = 128
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# The size of chunks.
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# Choosing an appropriate size for chunks is a tradeoff between performance and disk space - 168 is
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# chosen as a reasonable default which is just small enough to perform operations on fairly quickly
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# and responsively.
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chunk_size = 168
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# The size of the area that can be drawn over by a brush, in pixels.
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# The larger this area, the more CPU-expensive brushes get overall, but the larger the image a brush
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# can produce.
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paint_area = 504
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[wall_broker.auto_save]
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# How often should modified chunks be saved to the database.
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interval_seconds = 10
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[haku]
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# The settings below control the Haku runtime on the server side.
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# Technically clients may override these settings with some hackery, but then the server may not
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# register changes they make to the canvas.
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# Maximum length of source code.
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max_source_code_len = 65536
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# Maximum amount of source code chunks.
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# This should be at least 2, to allow for loading in a standard library chunk.
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max_chunks = 2
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# Maximum amount of defs across all source code chunks.
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max_defs = 256
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# Maximum amount of tokens a single chunk can have.
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max_tokens = 65536
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# Maximum amount of events that the parser may emit in a single chunk.
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# These don't take up that much memory (a byte per event), so having many of these isn't a big deal.
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max_parser_events = 65536
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# Maximum amount of AST nodes in a single parse.
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ast_capacity = 65536
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# Maximum size of a bytecode chunk.
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# This must be <= 65536 due to bytecode limitations - offsets are stored as 16-bit integers.
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chunk_capacity = 65536
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# Maximum size of the value stack.
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# This defines how many local variables and temporary values can be in scope at a given moment.
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# Effectively, this limits how deep and complex a single expression can get.
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stack_capacity = 1024
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# Maximum call stack capacity.
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# This defines how much code is allowed to call itself recursively.
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call_stack_capacity = 256
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# Maximum amount of refs.
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# Refs are big, reused, unique values that do not fit on the value stack - akin to objects in
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# languages like Python, but immutable.
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ref_capacity = 2048
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# Amount of fuel given to the VM.
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# Each instruction executed by the VM consumes fuel. The VM will continue running until it runs out
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# of fuel completely.
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# An unfortunate side effect of this is that since Haku is a functional language, a brush running
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# out of fuel means it will not be rendered at all, because there is no complete value returned.
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fuel = 65536
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# Amount of heap memory available to the VM.
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# Heap memory is used to limit how much data refs can allocate.
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# In particular, large arrays use up this memory - such as list backing arrays.
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memory = 1048576
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# Capacity of the renderer's pixmap stack.
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# The pixmap stack is used for blending layers together within a brush.
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# Each (composite)-type scribble requires a single entry on this pixmap stack.
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# In the end, this defines how deep compositing operations may nest.
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pixmap_stack_capacity = 4
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# Capacity of the renderer's transformation stack.
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# The transformation stack is used for operations on the transform matrix, such as (translate).
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# To render each transformed operation, a single entry of the transform stack is used.
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# In the end, this defines how deep matrix transform operations may nest.
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transform_stack_capacity = 16
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