chunk scans are now done in parallel for multiple rendermodes
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@@ -503,7 +503,7 @@ class QuadtreeGen(object):
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dirty = DirtyTiles(depth)
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logging.debug(" Scanning chunks for tiles that need rendering...")
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#logging.debug(" Scanning chunks for tiles that need rendering...")
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chunkcount = 0
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stime = time.time()
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@@ -516,8 +516,8 @@ class QuadtreeGen(object):
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# circuit checking mtimes of all chunks in a region
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for chunkx, chunky, chunkmtime in self.world.iterate_chunk_metadata():
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chunkcount += 1
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if chunkcount % 10000 == 0:
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logging.info(" %s chunks scanned", chunkcount)
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#if chunkcount % 10000 == 0:
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# logging.info(" %s chunks scanned", chunkcount)
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chunkcol, chunkrow = self.world.convert_coords(chunkx, chunky)
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#logging.debug("Looking at chunk %s,%s", chunkcol, chunkrow)
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@@ -588,17 +588,18 @@ class QuadtreeGen(object):
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#logging.debug(" Setting tile as dirty. Will render.")
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t = int(time.time()-stime)
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logging.debug(" Done. %s chunks scanned in %s second%s", chunkcount, t,
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logging.debug("Done with scan for '%s'. %s chunks scanned in %s second%s",
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self.rendermode, chunkcount, t,
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"s" if t != 1 else "")
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if logging.getLogger().isEnabledFor(logging.DEBUG):
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logging.debug(" Counting tiles that need rendering...")
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tilecount = 0
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stime = time.time()
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for _ in dirty.iterate_dirty():
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tilecount += 1
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logging.debug(" Done. %s tiles need to be rendered. (count took %s seconds)",
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tilecount, int(time.time()-stime))
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#if logging.getLogger().isEnabledFor(logging.DEBUG):
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# logging.debug(" Counting tiles that need rendering...")
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# tilecount = 0
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# stime = time.time()
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# for _ in dirty.iterate_dirty():
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# tilecount += 1
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# logging.debug(" Done. %s tiles need to be rendered. (count took %s seconds)",
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# tilecount, int(time.time()-stime))
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return dirty
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@@ -159,8 +159,14 @@ class RenderNode(object):
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def go(self, procs):
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"""Renders all tiles"""
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logging.debug("Parent process {0}".format(os.getpid()))
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# Signal to the quadtrees to scan the chunks and their respective tile
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# directories to find what needs to be rendered. We get from this the
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# total tiles that need to be rendered (at the highest level across all
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# quadtrees) as well as a list of [qtree, DirtyTiles object]
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total_rendertiles, dirty_list = self._get_dirty_tiles(procs)
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# Create a pool
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logging.debug("Parent process {0}".format(os.getpid()))
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if procs == 1:
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pool = FakePool()
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pool_initializer(self)
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@@ -188,12 +194,6 @@ class RenderNode(object):
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max_p = q.p
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self.max_p = max_p
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# Signal to the quadtrees to scan the chunks and their respective tile
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# directories to find what needs to be rendered. We get from this the
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# total tiles that need to be rendered (at the highest level across all
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# quadtrees) as well as a list of [qtree, DirtyTiles object]
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total_rendertiles, dirty_list = self._get_dirty_tiles()
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if total_rendertiles == 0:
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logging.info(r"There is no work to do, your map is up to date! \o/")
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return
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@@ -212,6 +212,8 @@ class RenderNode(object):
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logging.info("")
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logging.info("Rendering highest zoom level of tiles now.")
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logging.info("Rendering {0} rendermode{1}".format(len(quadtrees),'s' if len(quadtrees) > 1 else '' ))
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logging.info("Started {0} worker process{1}".format(
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procs, "es" if procs != 1 else ""))
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logging.info("There are {0} tiles to render at this level".format(total_rendertiles))
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logging.info("There are {0} total levels".format(self.max_p))
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@@ -375,7 +377,7 @@ class RenderNode(object):
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for q in quadtrees:
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q.render_innertile(os.path.join(q.destdir, q.tiledir), "base")
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def _get_dirty_tiles(self):
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def _get_dirty_tiles(self, procs):
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"""Returns two items:
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1) The total number of tiles needing rendering
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2) a list of (qtree, DirtyTiles) objects holding which tiles in the
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@@ -384,17 +386,40 @@ class RenderNode(object):
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"""
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all_dirty = []
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total = 0
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numqtrees = len(self.quadtrees)
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procs = min(procs, numqtrees)
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logging.info("Scanning for tiles to update. This shouldn't take too long...")
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for i, q in enumerate(self.quadtrees):
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logging.info("Scanning for tiles in rendermode %s", q.rendermode)
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dirty = q.scan_chunks()
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if procs == 1:
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pool = FakePool()
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else:
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pool = multiprocessing.Pool(processes=procs)
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total += dirty.count()
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logging.info("Scanning chunks and determining tiles to update for each rendermode requested.")
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logging.info("Doing %s scan%s in %s worker process%s",
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numqtrees, "s" if numqtrees != 1 else "",
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procs, "es" if procs != 1 else "",
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)
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# Push all scan jobs to the workers
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results = []
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for q in self.quadtrees:
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r = pool.apply_async(scan_quadtree_chunks, (q,))
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results.append(r)
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pool.close()
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# Wait for workers to finish
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for q, r in zip(self.quadtrees, results):
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dirty, numtiles = r.get()
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total += numtiles
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all_dirty.append((q, dirty))
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pool.join() # ought to be redundant
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logging.info("Scan finished. %s total tiles need to be rendered at the highest level", total)
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logging.info("%s finished. %s %s to be rendered at the highest level",
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"All scans" if numqtrees != 1 else "Scan",
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total,
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# Probably won't happen, but just in case:
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"total tiles need" if total != 1 else "tile needs",
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)
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return total, all_dirty
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def _apply_render_worldtiles(self, tileset, pool,batch_size):
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@@ -468,6 +493,10 @@ class RenderNode(object):
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if jobcount > 0:
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yield pool.apply_async(func=render_innertile_batch, args= [batch])
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########################################################################################
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# The following three functions are entry points for workers in the multiprocessing pool
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@catch_keyboardinterrupt
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def render_worldtile_batch(batch):
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"""Main entry point for workers processing a render-tile (also called a
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@@ -503,6 +532,19 @@ def render_innertile_batch(batch):
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quadtree.render_innertile(dest=dest,name=job[2])
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return count
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@catch_keyboardinterrupt
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def scan_quadtree_chunks(qtree):
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"""The entry point for workers when scanning chunks for tiles needing
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updating. Builds and returns a dirtytiles tree.
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Returns two things: the dirtytree from qtree.scan_chunks(), and the total
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from the tree.count() method
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"""
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logging.debug("Scanning chunks for rendermode '%s'", qtree.rendermode)
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tree = qtree.scan_chunks()
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return tree, tree.count()
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class FakeResult(object):
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def __init__(self, res):
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self.res = res
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