# This file is part of the Minecraft Overviewer. # # Minecraft Overviewer is free software: you can redistribute it and/or # modify it under the terms of the GNU General Public License as published # by the Free Software Foundation, either version 3 of the License, or (at # your option) any later version. # # Minecraft Overviewer is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General # Public License for more details. # # You should have received a copy of the GNU General Public License along # with the Overviewer. If not, see . import multiprocessing import itertools import os import os.path import hashlib import functools import re import shutil from PIL import Image """ This module has routines related to generating a quadtree of tiles """ def iterate_base4(d): """Iterates over a base 4 number with d digits""" return itertools.product(xrange(4), repeat=d) def catch_keyboardinterrupt(func): """Decorator that catches a keyboardinterrupt and raises a real exception so that multiprocessing will propagate it properly""" @functools.wraps(func) def newfunc(*args, **kwargs): try: return func(*args, **kwargs) except KeyboardInterrupt: print "Ctrl-C caught!" raise Exception("Exiting") except: import traceback traceback.print_exc() raise return newfunc class QuadtreeGen(object): def __init__(self, worldobj, destdir, depth=None): """Generates a quadtree from the world given into the given dest directory worldobj is a world.WorldRenderer object that has already been processed If depth is given, it overrides the calculated value. Otherwise, the minimum depth that contains all chunks is calculated and used. """ if depth is None: # Determine quadtree depth (midpoint is always 0,0) for p in xrange(15): # Will 2^p tiles wide and high suffice? # X has twice as many chunks as tiles, then halved since this is a # radius xradius = 2**p # Y has 4 times as many chunks as tiles, then halved since this is # a radius yradius = 2*2**p if xradius >= worldobj.maxcol and -xradius <= worldobj.mincol and \ yradius >= worldobj.maxrow and -yradius <= worldobj.minrow: break else: raise ValueError("Your map is waaaay too big!") self.p = p else: self.p = depth xradius = 2**depth yradius = 2*2**depth # Make new row and column ranges self.mincol = -xradius self.maxcol = xradius self.minrow = -yradius self.maxrow = yradius self.world = worldobj self.destdir = destdir def write_html(self, zoomlevel): """Writes out index.html""" templatepath = os.path.join(os.path.split(__file__)[0], "template.html") html = open(templatepath, 'r').read() html = html.replace( "{maxzoom}", str(zoomlevel)) with open(os.path.join(self.destdir, "index.html"), 'w') as output: output.write(html) def _get_cur_depth(self): """How deep is the quadtree currently in the destdir? This glances in index.html to see what maxZoom is set to. returns -1 if it couldn't be detected, file not found, or nothing in index.html matched """ indexfile = os.path.join(self.destdir, "index.html") if not os.path.exists(indexfile): return -1 matcher = re.compile(r"maxZoom:\s*(\d+)") p = -1 for line in open(indexfile, "r"): res = matcher.search(line) if res: p = int(res.group(1)) break return p def _increase_depth(self): """Moves existing tiles into place for a larger tree""" getpath = functools.partial(os.path.join, self.destdir, "tiles") # At top level of the tree: # quadrant 0 is now 0/3 # 1 is now 1/2 # 2 is now 2/1 # 3 is now 3/0 # then all that needs to be done is to regenerate the new top level for dirnum in range(4): newnum = (3,2,1,0)[dirnum] newdir = "new" + str(dirnum) newdirpath = getpath(newdir) files = [str(dirnum)+".png", str(dirnum)+".hash", str(dirnum)] newfiles = [str(newnum)+".png", str(newnum)+".hash", str(newnum)] os.mkdir(newdirpath) for f, newf in zip(files, newfiles): p = getpath(f) if os.path.exists(p): os.rename(p, getpath(newdir, newf)) os.rename(newdirpath, getpath(str(dirnum))) def _decrease_depth(self): """If the map size decreases, or perhaps the user has a depth override in effect, re-arrange existing tiles for a smaller tree""" getpath = functools.partial(os.path.join, self.destdir, "tiles") # quadrant 0/3 goes to 0 # 1/2 goes to 1 # 2/1 goes to 2 # 3/0 goes to 3 # Just worry about the directories here, the files at the top two # levels are cheap enough to replace if os.path.exists(getpath("0", "3")): os.rename(getpath("0", "3"), getpath("new0")) shutil.rmtree(getpath("0")) os.rename(getpath("new0"), getpath("0")) if os.path.exists(getpath("1", "2")): os.rename(getpath("1", "2"), getpath("new1")) shutil.rmtree(getpath("1")) os.rename(getpath("new1"), getpath("1")) if os.path.exists(getpath("2", "1")): os.rename(getpath("2", "1"), getpath("new2")) shutil.rmtree(getpath("2")) os.rename(getpath("new2"), getpath("2")) if os.path.exists(getpath("3", "0")): os.rename(getpath("3", "0"), getpath("new3")) shutil.rmtree(getpath("3")) os.rename(getpath("new3"), getpath("3")) def _apply_render_worldtiles(self, pool): """Returns an iterator over result objects. Each time a new result is requested, a new task is added to the pool and a result returned. """ for path in iterate_base4(self.p): # Get the range for this tile colstart, rowstart = self._get_range_by_path(path) colend = colstart + 2 rowend = rowstart + 4 # This image is rendered at: dest = os.path.join(self.destdir, "tiles", *(str(x) for x in path)) # And uses these chunks tilechunks = self._get_chunks_in_range(colstart, colend, rowstart, rowend) # Put this in the pool # (even if tilechunks is empty, render_worldtile will delete # existing images if appropriate) yield pool.apply_async(func=render_worldtile, args= (tilechunks, colstart, colend, rowstart, rowend, dest)) def go(self, procs): """Renders all tiles""" # Make the destination dir if not os.path.exists(self.destdir): os.mkdir(self.destdir) curdepth = self._get_cur_depth() if curdepth != -1: if self.p > curdepth: print "Your map seemes to have expanded beyond its previous bounds." print "Doing some tile re-arrangements... just a sec..." for _ in xrange(self.p-curdepth): self._increase_depth() elif self.p < curdepth: print "Your map seems to have shrunk. Re-arranging tiles, just a sec..." for _ in xrange(curdepth - self.p): self._decrease_depth() # Create a pool pool = multiprocessing.Pool(processes=procs) # Render the highest level of tiles from the chunks print "Computing the tile ranges and starting tile processers for inner-most tiles..." print "This takes the longest. The other levels will go quicker" results = [] for result in self._apply_render_worldtiles(pool): results.append(result) self.write_html(self.p) # Wait for all results to finish print "Rendering inner most zoom level tiles now!" for i, result in enumerate(results): # get() instead of wait() so we can see errors result.get() if i > 0 and (i % 100 == 0 or 100 % i == 0): print "{0}/{1} tiles complete on level 1/{2}".format( i, len(results), self.p) print "Done" # Now do the other layers for zoom in xrange(self.p-1, 0, -1): level = self.p - zoom + 1 print "Starting level", level results = [] for path in iterate_base4(zoom): # This image is rendered at: dest = os.path.join(self.destdir, "tiles", *(str(x) for x in path[:-1])) name = str(path[-1]) results.append( pool.apply_async(func=render_innertile, args= (dest, name) ) ) for i, result in enumerate(results): # get() instead of wait() so we can see errors result.get() if i > 0 and (i % 100 == 0 or 100 % i == 0): print "{0}/{1} tiles complete for level {2}/{3}".format( i, len(results), level, self.p) print "Done" # Do the final one right here: render_innertile(os.path.join(self.destdir, "tiles"), "base") pool.close() pool.join() def _get_range_by_path(self, path): """Returns the x, y chunk coordinates of this tile""" x, y = self.mincol, self.minrow xsize = self.maxcol ysize = self.maxrow for p in path: if p in (1, 3): x += xsize if p in (2, 3): y += ysize xsize //= 2 ysize //= 2 return x, y def _get_chunks_in_range(self, colstart, colend, rowstart, rowend): """Get chunks that are relevant to the tile rendering function that's rendering that range""" chunklist = [] for row in xrange(rowstart-16, rowend+1): for col in xrange(colstart, colend+1): c = self.world.chunkmap.get((col, row), None) if c: chunklist.append((col, row, c)) return chunklist @catch_keyboardinterrupt def render_innertile(dest, name): """ Renders a tile at os.path.join(dest, name)+".png" by taking tiles from os.path.join(dest, name, "{0,1,2,3}.png") """ imgpath = os.path.join(dest, name) + ".png" hashpath = os.path.join(dest, name) + ".hash" if name == "base": q0path = os.path.join(dest, "0.png") q1path = os.path.join(dest, "1.png") q2path = os.path.join(dest, "2.png") q3path = os.path.join(dest, "3.png") q0hash = os.path.join(dest, "0.hash") q1hash = os.path.join(dest, "1.hash") q2hash = os.path.join(dest, "2.hash") q3hash = os.path.join(dest, "3.hash") else: q0path = os.path.join(dest, name, "0.png") q1path = os.path.join(dest, name, "1.png") q2path = os.path.join(dest, name, "2.png") q3path = os.path.join(dest, name, "3.png") q0hash = os.path.join(dest, name, "0.hash") q1hash = os.path.join(dest, name, "1.hash") q2hash = os.path.join(dest, name, "2.hash") q3hash = os.path.join(dest, name, "3.hash") # Check which ones exist if not os.path.exists(q0hash): q0path = None q0hash = None if not os.path.exists(q1hash): q1path = None q1hash = None if not os.path.exists(q2hash): q2path = None q2hash = None if not os.path.exists(q3hash): q3path = None q3hash = None # do they all not exist? if not (q0path or q1path or q2path or q3path): if os.path.exists(imgpath): os.unlink(imgpath) if os.path.exists(hashpath): os.unlink(hashpath) return # Now check the hashes hasher = hashlib.md5() if q0hash: hasher.update(open(q0hash, "rb").read()) if q1hash: hasher.update(open(q1hash, "rb").read()) if q2hash: hasher.update(open(q2hash, "rb").read()) if q3hash: hasher.update(open(q3hash, "rb").read()) if os.path.exists(hashpath): oldhash = open(hashpath, "rb").read() else: oldhash = None newhash = hasher.digest() if newhash == oldhash: # Nothing to do return # Create the actual image now img = Image.new("RGBA", (384, 384), (38,92,255,0)) if q0path: quad0 = Image.open(q0path).resize((192,192), Image.ANTIALIAS) img.paste(quad0, (0,0)) if q1path: quad1 = Image.open(q1path).resize((192,192), Image.ANTIALIAS) img.paste(quad1, (192,0)) if q2path: quad2 = Image.open(q2path).resize((192,192), Image.ANTIALIAS) img.paste(quad2, (0, 192)) if q3path: quad3 = Image.open(q3path).resize((192,192), Image.ANTIALIAS) img.paste(quad3, (192, 192)) # Save it img.save(imgpath) with open(hashpath, "wb") as hashout: hashout.write(newhash) @catch_keyboardinterrupt def render_worldtile(chunks, colstart, colend, rowstart, rowend, path): """Renders just the specified chunks into a tile and save it. Unlike usual python conventions, rowend and colend are inclusive. Additionally, the chunks around the edges are half-way cut off (so that neighboring tiles will render the other half) chunks is a list of (col, row, filename) of chunk images that are relevant to this call The image is saved to path+".png" and a hash is saved to path+".hash" If there are no chunks, this tile is not saved (if it already exists, it is deleted) If the hash file already exists, it is checked against the hash of each chunk. Standard tile size has colend-colstart=2 and rowend-rowstart=4 There is no return value """ # width of one chunk is 384. Each column is half a chunk wide. The total # width is (384 + 192*(numcols-1)) since the first column contributes full # width, and each additional one contributes half since they're staggered. # However, since we want to cut off half a chunk at each end (384 less # pixels) and since (colend - colstart + 1) is the number of columns # inclusive, the equation simplifies to: width = 192 * (colend - colstart) # Same deal with height height = 96 * (rowend - rowstart) # The standard tile size is 3 columns by 5 rows, which works out to 384x384 # pixels for 8 total chunks. (Since the chunks are staggered but the grid # is not, some grid coordinates do not address chunks) The two chunks on # the middle column are shown in full, the two chunks in the middle row are # half cut off, and the four remaining chunks are one quarter shown. # The above example with cols 0-3 and rows 0-4 has the chunks arranged like this: # 0,0 2,0 # 1,1 # 0,2 2,2 # 1,3 # 0,4 2,4 # Due to how the tiles fit together, we may need to render chunks way above # this (since very few chunks actually touch the top of the sky, some tiles # way above this one are possibly visible in this tile). Render them # anyways just in case). "chunks" should include up to rowstart-16 # Before we render any tiles, check the hash of each image in this tile to # see if it's changed. hashpath = path + ".hash" imgpath = path + ".png" if not chunks: # No chunks were found in this tile if os.path.exists(imgpath): os.unlink(imgpath) if os.path.exists(hashpath): os.unlink(hashpath) return None # Create the directory if not exists dirdest = os.path.dirname(path) if not os.path.exists(dirdest): try: os.makedirs(dirdest) except OSError, e: # Ignore errno EEXIST: file exists. Since this is multithreaded, # two processes could conceivably try and create the same directory # at the same time. import errno if e.errno != errno.EEXIST: raise imghash = hashlib.md5() for col, row, chunkfile in chunks: # Get the hash of this image and add it to our hash for this tile imghash.update( os.path.basename(chunkfile).split(".")[4] ) digest = imghash.digest() if os.path.exists(hashpath): oldhash = open(hashpath, 'rb').read() else: oldhash = None if digest == oldhash: # All the chunks for this tile have not changed according to the hash return # Compile this image tileimg = Image.new("RGBA", (width, height), (38,92,255,0)) # col colstart will get drawn on the image starting at x coordinates -(384/2) # row rowstart will get drawn on the image starting at y coordinates -(192/2) for col, row, chunkfile in chunks: try: chunkimg = Image.open(chunkfile) except IOError, e: print "Error opening file", chunkfile print "Attempting to re-generate it..." os.unlink(chunkfile) # Do some string manipulation to determine what the chunk file is # that goes with this image. Then call chunk.render_and_save dirname, imagename = os.path.split(chunkfile) parts = imagename.split(".") datafile = "c.{0}.{1}.dat".format(parts[1],parts[2]) #print "Chunk came from data file", datafile # XXX Don't forget to set cave mode here when it gets implemented! chunk.render_and_save(os.path.join(dirname, datafile), False) chunkimg = Image.open(chunkfile) print "Success" xpos = -192 + (col-colstart)*192 ypos = -96 + (row-rowstart)*96 tileimg.paste(chunkimg.convert("RGB"), (xpos, ypos), chunkimg) # Save them tileimg.save(imgpath) with open(hashpath, "wb") as hashout: hashout.write(digest)