Working rendering with the new McRegion format.
Notes: * Currently only works with -p 1 * Caching is mostly compatible with existing caches, but not completly. This needs more testing and more code reviews * There are probably many code paths that will throw exceptions. * Not ready for general use yet, but is OK for testing
This commit is contained in:
109
world.py
109
world.py
@@ -22,6 +22,7 @@ import sys
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import logging
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import cPickle
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import collections
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import itertools
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import numpy
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@@ -45,7 +46,10 @@ def _convert_coords(chunks):
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the image each one should be.
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returns mincol, maxcol, minrow, maxrow, chunks_translated
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chunks_translated is a list of (col, row, filename)
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chunks_translated is a list of (col, row, (chunkX, chunkY))
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The (chunkX, chunkY) tuple is the chunkCoords, used to identify the
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chunk file
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"""
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chunks_translated = []
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# columns are determined by the sum of the chunk coords, rows are the
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@@ -60,7 +64,7 @@ def _convert_coords(chunks):
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row = c[1] - c[0]
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minrow = min(minrow, row)
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maxrow = max(maxrow, row)
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chunks_translated.append((col, row, c[2]))
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chunks_translated.append((col, row, (c[0],c[1])))
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return mincol, maxcol, minrow, maxrow, chunks_translated
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@@ -118,7 +122,7 @@ class WorldRenderer(object):
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#print data
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if 'version' in data and data['version'] == 19132:
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logging.error("Sorry, Minecraft-Overviewer doesn't yet know how to read McRegion chunks")
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sys.exit(1)
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#sys.exit(1)
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if self.useBiomeData:
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textures.prepareBiomeData(worlddir)
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@@ -127,6 +131,7 @@ class WorldRenderer(object):
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# In order to avoid having to look up the cache file names in
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# ChunkRenderer, get them all and store them here
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# TODO change how caching works
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for root, dirnames, filenames in os.walk(cachedir):
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for filename in filenames:
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if not filename.endswith('.png') or not filename.startswith("img."):
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@@ -138,7 +143,6 @@ class WorldRenderer(object):
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bits = '.'.join((x, z, cave))
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cached[dir][bits] = os.path.join(root, filename)
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# stores Points Of Interest to be mapped with markers
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# a list of dictionaries, see below for an example
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self.POI = []
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@@ -163,6 +167,7 @@ class WorldRenderer(object):
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if not self.chunklist:
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return None
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raise Exception("not yet working") ## TODO correctly reimplement this for mcregion
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# Get a list of the (chunks, chunky, filename) from the passed in list
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# of filenames
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chunklist = []
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@@ -190,15 +195,12 @@ class WorldRenderer(object):
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return inclusion_set
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def get_chunk_path(self, chunkX, chunkY):
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"""Returns the path to the chunk file at (chunkX, chunkY), if
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it exists."""
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chunkFile = "%s/%s/c.%s.%s.dat" % (base36encode(chunkX % 64),
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base36encode(chunkY % 64),
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base36encode(chunkX),
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base36encode(chunkY))
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def get_region_path(self, chunkX, chunkY):
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"""Returns the path to the region that contains chunk (chunkX, chunkY)
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"""
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chunkFile = "region/r.%s.%s.mcr" % (chunkX//32, chunkY//32)
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return os.path.join(self.worlddir, chunkFile)
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def findTrueSpawn(self):
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@@ -217,9 +219,9 @@ class WorldRenderer(object):
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chunkY = spawnZ/16
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## The filename of this chunk
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chunkFile = self.get_chunk_path(chunkX, chunkY)
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chunkFile = self.get_region_path(chunkX, chunkY)
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data=nbt.load(chunkFile)[1]
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data=nbt.load_from_region(chunkFile, chunkX, chunkY)[1]
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level = data['Level']
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blockArray = numpy.frombuffer(level['Blocks'], dtype=numpy.uint8).reshape((16,16,128))
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@@ -240,14 +242,17 @@ class WorldRenderer(object):
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"""Starts the render. This returns when it is finished"""
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logging.info("Scanning chunks")
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raw_chunks = self._find_chunkfiles()
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raw_chunks = self._get_chunklist()
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logging.debug("Done scanning chunks")
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# Translate chunks to our diagonal coordinate system
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# TODO
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mincol, maxcol, minrow, maxrow, chunks = _convert_coords(raw_chunks)
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del raw_chunks # Free some memory
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self.chunkmap = self._render_chunks_async(chunks, procs)
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logging.debug("world chunkmap has len %d", len(self.chunkmap))
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self.mincol = mincol
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self.maxcol = maxcol
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@@ -272,35 +277,47 @@ class WorldRenderer(object):
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os.path.join(dirpath, f)))
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return all_chunks
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def _find_chunkfiles(self):
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"""Returns a list of all the chunk file locations, and the file they
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correspond to.
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Returns a list of (chunkx, chunky, filename) where chunkx and chunky are
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given in chunk coordinates. Use convert_coords() to turn the resulting list
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into an oblique coordinate system.
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Usually this scans the given worlddir, but will use the chunk list
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given to the constructor if one was provided."""
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def _get_chunklist(self):
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"""Returns a list of all possible chunk coordinates, based on the
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available regions files. Note that not all chunk coordinates will
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exists. The chunkrender will know how to ignore non-existant chunks
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returns a list of (chunkx, chunky, regionfile) where regionfile is
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the region file that contains this chunk
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TODO, a --cachedir implemetation should involved thie method
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"""
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all_chunks = []
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for dirpath, dirnames, filenames in os.walk(self.worlddir):
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if not dirnames and filenames and "DIM-1" not in dirpath:
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for f in filenames:
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if f.startswith("c.") and f.endswith(".dat"):
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p = f.split(".")
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all_chunks.append((base36decode(p[1]), base36decode(p[2]),
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os.path.join(dirpath, f)))
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regions = self._find_regionfiles()
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print "found %d regions" % len(regions)
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for region in regions:
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print "region %d, %d --> %s" % region
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these_chunks = list(itertools.product(
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range(region[0]*32,region[0]*32 + 32),
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range(region[1]*32,region[1]*32 + 32)
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))
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print "region %d,%d will go from:"
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print " %r" % range(region[0]*32,region[0]*32 + 32)
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print " %r" % range(region[1]*32,region[1]*32 + 32)
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these_chunks = map(lambda x: (x[0], x[1], region[2]), these_chunks)
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assert(len(these_chunks) == 1024)
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all_chunks += these_chunks
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if not all_chunks:
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logging.error("Error: No chunks found!")
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sys.exit(1)
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logging.debug("Total possible chunks: %d", len(all_chunks))
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return all_chunks
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def _render_chunks_async(self, chunks, processes):
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"""Starts up a process pool and renders all the chunks asynchronously.
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chunks is a list of (col, row, chunkfile)
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chunks is a list of (col, row, (chunkX, chunkY)). Use chunkX,chunkY
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to find the chunk data in a region file
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Returns a dictionary mapping (col, row) to the file where that
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chunk is rendered as an image
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@@ -318,21 +335,23 @@ class WorldRenderer(object):
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if processes == 1:
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# Skip the multiprocessing stuff
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logging.debug("Rendering chunks synchronously since you requested 1 process")
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for i, (col, row, chunkfile) in enumerate(chunks):
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if inclusion_set and (col, row) not in inclusion_set:
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# Skip rendering, just find where the existing image is
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_, imgpath = chunk.find_oldimage(chunkfile, cached, self.caves)
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if imgpath:
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results[(col, row)] = imgpath
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continue
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for i, (col, row, chunkXY) in enumerate(chunks):
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##TODO##/if inclusion_set and (col, row) not in inclusion_set:
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##TODO##/ # Skip rendering, just find where the existing image is
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##TODO##/ _, imgpath = chunk.find_oldimage(chunkfile, cached, self.caves)
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##TODO##/ if imgpath:
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##TODO##/ results[(col, row)] = imgpath
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##TODO##/ continue
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oldimg = chunk.find_oldimage(chunkfile, cached, self.caves)
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if chunk.check_cache(chunkfile, oldimg):
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oldimg = chunk.find_oldimage(chunkXY, cached, self.caves)
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# TODO remove this shortcircuit
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if oldimg[1]:## or chunk.check_cache(chunkfile, oldimg):
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result = oldimg[1]
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else:
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result = chunk.render_and_save(chunkfile, self.cachedir, self, oldimg, queue=q)
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results[(col, row)] = result
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result = chunk.render_and_save(chunkXY, self.cachedir, self, oldimg, queue=q)
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if result:
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results[(col, row)] = result
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if i > 0:
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try:
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item = q.get(block=False)
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