More World->RegionSet conversions. still broken
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@@ -72,13 +72,15 @@ def pool_initializer(rendernode):
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# load biome data in each process, if needed
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for qtree in rendernode.quadtrees:
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if qtree.world.useBiomeData:
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# make sure we've at least *tried* to load the color arrays in this process...
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textures.prepareBiomeData(qtree.world.worlddir)
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if not textures.grasscolor or not textures.foliagecolor:
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raise Exception("Can't find grasscolor.png or foliagecolor.png")
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# only load biome data once
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break
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## TODO biome stuffs
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pass
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#if qtree.world.useBiomeData:
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# # make sure we've at least *tried* to load the color arrays in this process...
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# textures.prepareBiomeData(qtree.world.worlddir)
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# if not textures.grasscolor or not textures.foliagecolor:
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# raise Exception("Can't find grasscolor.png or foliagecolor.png")
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# # only load biome data once
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# break
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class RenderNode(object):
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@@ -110,12 +112,12 @@ class RenderNode(object):
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#bind an index value to the quadtree so we can find it again
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#and figure out which worlds are where
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self.worlds = []
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self.regionsets = []
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for i, q in enumerate(quadtrees):
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q._render_index = i
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i += 1
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if q.world not in self.worlds:
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self.worlds.append(q.world)
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if q.regionobj not in self.regionsets:
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self.regionsets.append(q.regionobj)
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# queue for receiving interesting events from the renderer
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# (like the discovery of signs!)
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@@ -127,7 +129,7 @@ class RenderNode(object):
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# is to ease debugging and profiling by keeping everything in one
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# process/thread)
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manager = multiprocessing.Manager()
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for world in self.worlds:
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for world in self.regionsets:
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world.poi_q = manager.Queue()
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self._last_print_count = 0
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