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Commit Graph

2402 Commits

Author SHA1 Message Date
Andrew Chin
0a73d3af56 Merge remote branch 'origin/master' 2010-09-26 01:32:16 -04:00
Andrew Brown
f5f572a92b fixed corrupt chunk handling code.
Instead of re-gening the chunk, it now removes it and leaves it alone.
The reason is that, now that the cache dir is separated from the chunk
data files, there's no way for that code to know where it came from. For
now, it's easier to just omit that one chunk, it'll be re-generated on
the next run anyways.
2010-09-25 23:10:49 -04:00
Andrew Brown
8d2c575758 properly loads the image and detects corrupted images 2010-09-25 15:07:41 -04:00
Andrew Brown
3c75c60f61 overhauled options descriptions in readme 2010-09-25 01:33:39 -04:00
Andrew Chin
80c15a3910 Added initial work on a structure to allow map annocations
The spawn point is automatically added to the gmap as a marker.
Adding other markers (signs, mob spawners, etc) should be fairly
easy.  Note: the math that converts from in-game block coordinates
to pixel coordinates is iffy.  it requires a careful codereview
2010-09-24 23:26:43 -04:00
Andrew Brown
32b776e6cc Tile task pool gets a maximum of 10000 tasks at a time
This should help memory problems for really large maps. I haven't
extensively tested this yet, but I think it should do the trick.
2010-09-24 00:36:33 -04:00
Andrew Brown
b64ea5ad23 program is now completely single threaded/processed with -p1 2010-09-23 00:08:20 -04:00
Andrew Brown
c53070304f can now specify a chunk cache directory manually 2010-09-22 23:51:31 -04:00
Andrew Brown
0c803608f3 moved a bit of code to a generator function
This'll make it easier to incrementally add tasks to the queue. I would
have gone ahead and done that now, but I'm out of time for the night.
2010-09-22 00:06:48 -04:00
Andrew Brown
d6f5afc40f Added GPL license to all files.
If anyone is interested in using this software under different
conditions, contact me.
2010-09-21 22:51:12 -04:00
Andrew Brown
95f6342154 added a link to the world examples in the readme.
Also clarified an error message
2010-09-21 22:37:45 -04:00
Andrew Brown
7278286599 get_worlds only considers world dirs of length 6
(I like to store backups of my worlds in the same dir as World1.tar and
it was trying to open up world number 'r')
2010-09-21 22:36:06 -04:00
Ryan Hitchman
07145bef3b make it easier for the user to use a map in an expected location, show some information about found saves 2010-09-21 15:09:11 -05:00
Andrew Brown
e0929d06f4 explicitly create dest dir to fix race condition 2010-09-18 11:37:03 -04:00
Andrew Brown
b12e2d1c8c fixed race condition in creating directories 2010-09-18 10:53:50 -04:00
Andrew Brown
7e62ab355f readme update 2010-09-18 00:32:59 -04:00
Andrew Brown
430ee24830 added existance checks before moving dirs.
Also removed a debug print
2010-09-18 00:24:22 -04:00
Andrew Brown
c8c16d5fd3 big commits to a bunch of stuff. See expanded message
Added an option to enter your own zoom level. Use -z to set the map at a
particular zoom level. Zoom levels define the width and height in tiles
of the highest zoom level, each new zoom level is twice as wide and
tall. (z=6 -> 2^6 tiles wide and tall)

Implemented tile re-arrangement on map expansion. Now most tiles will
get re-used if your map needs another zoom level! No longer does it need
to re-generate everything.

No longer creates empty directories for tiles, only creates directories
if needed.

Fixed some minor off-by-one logic (and the code that canceled it out to
make it work)
2010-09-18 00:14:02 -04:00
Andrew Brown
7d11f4ecef Avoid a complete re-gen when world expands.
When the world expands and the Overviewer is forced to create a new zoom
level, use to be all tiles needed to be regenerated. Now that the world
center is always anchored, I can do some simple renaming of folders so
now when a world expands, tiles are re-used and it's very quick!
2010-09-16 23:41:07 -04:00
Andrew Brown
72090ff099 readme update 2010-09-15 21:55:55 -04:00
Andrew Brown
612307ff15 implemented hack to fix water grids. Water looks okay now! 2010-09-15 21:52:57 -04:00
Andrew Brown
9737a97d8a added an option to delete caches 2010-09-15 21:17:37 -04:00
Andrew Brown
6e323791e6 removed unneeded imports 2010-09-15 19:13:55 -04:00
Andrew Brown
0368a9b53c more readme updates 2010-09-15 19:07:00 -04:00
Andrew Brown
340229c690 readme updates 2010-09-15 00:10:33 -04:00
Andrew Brown
b7ee3cb9e7 correct tiles dir 2010-09-15 00:03:34 -04:00
Andrew Brown
2d4f0cc082 I believe I now have a usable program again 2010-09-14 23:53:28 -04:00
Andrew Brown
230e6ad480 Re-wrote most of the quad-tree tile code and world code.
Doesn't work yet.
2010-09-14 22:55:27 -04:00
Andrew Brown
206c8a4c41 Merge branch 'master' of github.com:brownan/Minecraft-Overviewer 2010-09-14 18:12:50 -04:00
Andrew Brown
44fc65d753 I think this should fix windows support 2010-09-14 18:12:02 -04:00
Andrew Brown
3ddd1d26e1 -p1 has fewer output lines for chunk process 2010-09-14 12:37:36 -04:00
Andrew Brown
0003950c5e tile generation works for -p1 2010-09-12 22:23:01 -04:00
Gregory Short
c10f267041 Removed the scale control as it was completely wrong, dur. 2010-09-12 14:13:54 -05:00
Gregory Short
768a82cc13 Fixed the debug overlay to properly use config.tileSize instead of a hard-coded 384, also explicitly set which map controls will be displayed so that the map type controls allowing the user to switch back to the default google maps don't appear. 2010-09-12 14:12:49 -05:00
Gregory Short
70805f3a67 Added a debug option to the config options in template.html. Setting this to true displays a tile boundary overlay as well as x, y, and z values for each tile, and the tile's url. Defaults to false. 2010-09-12 14:05:36 -05:00
Andrew Brown
51d30a77d0 how embarrassing, I left some debug code in 2010-09-12 10:10:16 -04:00
Andrew Brown
8870e1d22a Merge remote branch 'munki/master' 2010-09-12 01:06:04 -04:00
Andrew Brown
a3a4877e6a no longer validates images, runs MUCH faster to scan existing chunks.
If a chunk image can't be loaded, it re-generates it on the fly.
2010-09-12 01:04:31 -04:00
Andrew Brown
55d596fc26 chunk progress prints fewer lines. Made a perhaps insignificant
algorithm change
2010-09-11 22:34:07 -04:00
Andrew Brown
5726f7e23e chunk generation checks mtime before hashing block array 2010-09-11 22:07:46 -04:00
Gregory Short
699fe0889c Merge branch 'master' of http://github.com/brownan/Minecraft-Overviewer 2010-09-11 14:33:40 -05:00
Andrew Brown
07d6df1cbe fixed minecraft.jar path on macs 2010-09-11 15:33:00 -04:00
Gregory Short
7e5deed0f5 Merge branch 'master' of http://github.com/brownan/Minecraft-Overviewer 2010-09-11 14:27:23 -05:00
Andrew Brown
9309fd6c96 Uses a shared semaphore to spawn new processes when needed.
This more effectively utilizes as many cores as you tell it. It should
now spawn a new process whenever an old branch of the recursive tree
finishes, to always use as many processes as you specify.
2010-09-11 13:21:13 -04:00
Gregory Short
8bc789a4d0 Minor documentation update (alleged default was incorrect) 2010-09-11 11:13:57 -05:00
Andrew Brown
be146385e4 readme updates 2010-09-11 00:36:43 -04:00
Andrew Brown
f9783d7a20 Tile rendering is now mostly parallel up to 4 procs.
The initial recursive call for tile generation will spawn up to 3 extra
processes to work on each quadrant. It's not perfect yet since some
quadrants may have more or less work to do, and only 4 total workers are
supported.

Also, it waits for all chunks are finished before it dives into the
tiles, to prevent it from using more resources than requested.
2010-09-11 00:15:59 -04:00
Andrew Brown
1e296e858a readme updates, texture code updates.
Re-factored the way the textures and blocks are being built. It should
be easier to understand and add new exceptions (sorta). Also fixed the
water and lava with other texture packs by putting a static water.png
and lava.png in with the code.
2010-09-10 00:04:02 -04:00
Andrew Brown
0b77c02a62 Merge remote branch 'munki/master' 2010-09-09 22:43:35 -04:00
Andrew Brown
91440ec621 subprocesses catch keyboardinterrupt and raise a proper exception.
This causes the parent process to re-raise the exception when it
eventually tries to get() the result from the child, instead of hanging
forever on a ctrl-C. It doesn't happen immediately, which is not ideal,
but at least things will eventually exit on ctrl-C now.
2010-09-09 22:41:28 -04:00