0

added an option to delete caches

This commit is contained in:
Andrew Brown
2010-09-15 21:17:37 -04:00
parent 6e323791e6
commit 9737a97d8a
2 changed files with 44 additions and 1 deletions

View File

@@ -111,6 +111,25 @@ You can throw these files up to a web server to let others view your map. You
do *not* need a Google Maps API key (as was the case with older versions of the
API), so just copying the directory to your web server should suffice.
Clearing the Cache
------------------
The Overviewer keeps two levels of cache: it saves each chunk rendered
individually along side your chunk files in your saved world directory, and it
keeps a hash file along side each tile in your output directory. Using these
cache files it will not re-render any image that has not changed.
If you want to clear the cache and re-render everything, run gmap.py with the
-d option::
python gmap.py -d <Path to World> <Output Directory>
The next time your map is rendered, it will re-render every chunk. This is
useful if you've changed texture packs or want to save disk space, but
otherwise not too useful.
This is probably *not* a good idea for very large worlds, since it will take
much longer to render the next time you do so.
Bugs
====
This program has bugs. They are mostly minor things, I wouldn't have released a

26
gmap.py
View File

@@ -11,7 +11,7 @@ import world
import quadtree
helptext = """
%prog [-p PROCS] <Path to World> <tiles dest dir>
%prog [-p PROCS] [-d] <Path to World> <tiles dest dir>
"""
def main():
@@ -21,6 +21,7 @@ def main():
cpus = 1
parser = OptionParser(usage=helptext)
parser.add_option("-p", "--processes", dest="procs", help="How many chunks to render in parallel. A good number for this is the number of cores in your computer. Default %s" % cpus, default=cpus, action="store", type="int")
parser.add_option("-d", "--delete", dest="delete", help="Clear all caches. Next time you render your world, it will have to start completely over again. This is probably not a good idea for large worlds. Use this if you change texture packs and want to re-render everything.", action="store_true")
options, args = parser.parse_args()
@@ -34,6 +35,9 @@ def main():
parser.error("Where do you want to save the tiles?")
destdir = args[1]
if options.delete:
return delete_all(worlddir, destdir)
# First generate the world's chunk images
w = world.WorldRenderer(worlddir)
w.go(options.procs)
@@ -42,5 +46,25 @@ def main():
q = quadtree.QuadtreeGen(w, destdir)
q.go(options.procs)
def delete_all(worlddir, tiledir):
# First delete all images in the world dir
imgre = r"img\.[^.]+\.[^.]+\.nocave\.\w+\.png$"
matcher = re.compile(imgre)
for dirpath, dirnames, filenames in os.walk(worlddir):
for f in filenames:
if matcher.match(f):
filepath = os.path.join(dirpath, f)
print "Deleting {0}".format(filepath)
os.unlink(filepath)
# Now delete all /hash/ files in the tile dir.
for dirpath, dirnames, filenames in os.walk(tiledir):
for f in filenames:
if f.endswith(".hash"):
filepath = os.path.join(dirpath, f)
print "Deleting {0}".format(filepath)
os.unlink(filepath)
if __name__ == "__main__":
main()