# 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 functools import re import shutil import collections import json import logging import util import cPickle import stat import errno import time import random from time import gmtime, strftime, sleep from PIL import Image import nbt import chunk from c_overviewer import get_render_mode_inheritance from optimizeimages import optimize_image import composite """ 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) class QuadtreeGen(object): def __init__(self, worldobj, destdir, bgcolor, depth=None, tiledir=None, forcerender=False, rerender_prob=0.0, imgformat=None, imgquality=95, optimizeimg=None, rendermode="normal"): """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. """ assert(imgformat) self.forcerender = forcerender self.rerender_probability = rerender_prob self.imgformat = imgformat self.imgquality = imgquality self.optimizeimg = optimizeimg self.bgcolor = bgcolor self.rendermode = rendermode # force png renderformat if we're using an overlay mode if 'overlay' in get_render_mode_inheritance(rendermode): self.imgformat = "png" # Make the destination dir if not os.path.exists(destdir): os.makedirs(os.path.abspath(destdir)) if tiledir is None: tiledir = rendermode self.tiledir = tiledir if depth is None: # Determine quadtree depth (midpoint is always 0,0) for p in xrange(64): # 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 if p < 15: self.p = p else: raise ValueError("Your map is waaaay too big! Use the 'zoom' option in 'settings.py'. Overviewer is estimating %i zoom levels, but you probably want less." % (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 self.full_tiledir = os.path.join(destdir, tiledir) def _get_cur_depth(self): """How deep is the quadtree currently in the destdir? This glances in config.js to see what maxZoom is set to. returns -1 if it couldn't be detected, file not found, or nothing in config.js matched """ indexfile = os.path.join(self.destdir, "overviewerConfig.js") if not os.path.exists(indexfile): return -1 matcher = re.compile(r"zoomLevels(?:\'|\")\s*:\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, self.tiledir) # 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)+"."+self.imgformat, str(dirnum)] newfiles = [str(newnum)+"."+self.imgformat, 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, self.tiledir) # 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 go(self, procs): """Processing before tile rendering""" curdepth = self._get_cur_depth() if curdepth != -1: if self.p > curdepth: logging.warning("Your map seemes to have expanded beyond its previous bounds.") logging.warning( "Doing some tile re-arrangements... just a sec...") for _ in xrange(self.p-curdepth): self._increase_depth() elif self.p < curdepth: logging.warning("Your map seems to have shrunk. Re-arranging tiles, just a sec...") for _ in xrange(curdepth - self.p): self._decrease_depth() 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 = [] unconvert_coords = self.world.unconvert_coords #get_region_path = self.world.get_region_path get_region = self.world.regionfiles.get regionx = None regiony = None c = None mcr = None for row in xrange(rowstart-16, rowend+1): for col in xrange(colstart, colend+1): # due to how chunks are arranged, we can only allow # even row, even column or odd row, odd column # otherwise, you end up with duplicates! if row % 2 != col % 2: continue chunkx, chunky = unconvert_coords(col, row) regionx_ = chunkx//32 regiony_ = chunky//32 if regionx_ != regionx or regiony_ != regiony: regionx = regionx_ regiony = regiony_ _, _, c, mcr = get_region((regionx, regiony),(None,None,None,None)) if c is not None and mcr.chunkExists(chunkx,chunky): chunklist.append((col, row, chunkx, chunky, c)) return chunklist def get_worldtiles(self): """Returns an iterator over the tiles of the most detailed layer """ 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(relative to the worker's destdir): tilepath = [str(x) for x in path] tilepath = os.sep.join(tilepath) #logging.debug("this is rendered at %s", dest) # Put this in the batch to be submited to the pool yield [self,colstart, colend, rowstart, rowend, tilepath] def get_innertiles(self,zoom): """Same as get_worldtiles but for the inntertile routine. """ for path in iterate_base4(zoom): # This image is rendered at(relative to the worker's destdir): tilepath = [str(x) for x in path[:-1]] tilepath = os.sep.join(tilepath) name = str(path[-1]) yield [self,tilepath, name] def render_innertile(self, dest, name): """ Renders a tile at os.path.join(dest, name)+".ext" by taking tiles from os.path.join(dest, name, "{0,1,2,3}.png") """ imgformat = self.imgformat imgpath = os.path.join(dest, name) + "." + imgformat if name == "base": quadPath = [[(0,0),os.path.join(dest, "0." + imgformat)],[(192,0),os.path.join(dest, "1." + imgformat)], [(0, 192),os.path.join(dest, "2." + imgformat)],[(192,192),os.path.join(dest, "3." + imgformat)]] else: quadPath = [[(0,0),os.path.join(dest, name, "0." + imgformat)],[(192,0),os.path.join(dest, name, "1." + imgformat)],[(0, 192),os.path.join(dest, name, "2." + imgformat)],[(192,192),os.path.join(dest, name, "3." + imgformat)]] #stat the tile, we need to know if it exists or it's mtime try: tile_mtime = os.stat(imgpath)[stat.ST_MTIME] except OSError, e: if e.errno != errno.ENOENT: raise tile_mtime = None #check mtimes on each part of the quad, this also checks if they exist needs_rerender = (tile_mtime is None) or self.forcerender quadPath_filtered = [] for path in quadPath: try: quad_mtime = os.stat(path[1])[stat.ST_MTIME]; quadPath_filtered.append(path) if quad_mtime > tile_mtime: needs_rerender = True except OSError: # We need to stat all the quad files, so keep looping pass # do they all not exist? if quadPath_filtered == []: if tile_mtime is not None: os.unlink(imgpath) return # quit now if we don't need rerender if not needs_rerender: return #logging.debug("writing out innertile {0}".format(imgpath)) # Create the actual image now img = Image.new("RGBA", (384, 384), self.bgcolor) # we'll use paste (NOT alpha_over) for quadtree generation because # this is just straight image stitching, not alpha blending for path in quadPath_filtered: try: quad = Image.open(path[1]).resize((192,192), Image.ANTIALIAS) img.paste(quad, path[0]) except Exception, e: logging.warning("Couldn't open %s. It may be corrupt, you may need to delete it. %s", path[1], e) # Save it if self.imgformat == 'jpg': img.save(imgpath, quality=self.imgquality, subsampling=0) else: # png img.save(imgpath) if self.optimizeimg: optimize_image(imgpath, self.imgformat, self.optimizeimg) def render_worldtile(self, chunks, colstart, colend, rowstart, rowend, path, poi_queue=None): """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, chunkx, chunky, filename) of chunk images that are relevant to this call (with their associated regions) The image is saved to path+"."+self.imgformat If there are no chunks, this tile is not saved (if it already exists, it is deleted) 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 imgpath = path + "." + self.imgformat world = self.world #stat the file, we need to know if it exists or it's mtime try: tile_mtime = os.stat(imgpath)[stat.ST_MTIME] except OSError, e: if e.errno != errno.ENOENT: raise tile_mtime = None if not chunks: # No chunks were found in this tile if tile_mtime is not None: os.unlink(imgpath) 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. if e.errno != errno.EEXIST: raise # check chunk mtimes to see if they are newer try: needs_rerender = False get_region_mtime = world.get_region_mtime for col, row, chunkx, chunky, regionfile in chunks: region, regionMtime = get_region_mtime(regionfile) # don't even check if it's not in the regionlist if self.world.regionlist and os.path.abspath(region._filename) not in self.world.regionlist: continue # bail early if forcerender is set if self.forcerender: needs_rerender = True break # check region file mtime first. # on windows (and possibly elsewhere) minecraft won't update # the region file mtime until after shutdown. # for servers this is unacceptable, so skip this check. #if regionMtime <= tile_mtime: # continue # checking chunk mtime if region.get_chunk_timestamp(chunkx, chunky) > tile_mtime: needs_rerender = True break # stochastic render check if not needs_rerender and self.rerender_probability > 0.0 and random.uniform(0, 1) < self.rerender_probability: needs_rerender = True # if after all that, we don't need a rerender, return if not needs_rerender: return None except OSError: # couldn't get tile mtime, skip check pass #logging.debug("writing out worldtile {0}".format(imgpath)) # Compile this image tileimg = Image.new("RGBA", (width, height), self.bgcolor) world = self.world rendermode = self.rendermode # 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, chunkx, chunky, regionfile in chunks: xpos = -192 + (col-colstart)*192 ypos = -96 + (row-rowstart)*96 # draw the chunk! try: a = chunk.ChunkRenderer((chunkx, chunky), world, rendermode, poi_queue) a.chunk_render(tileimg, xpos, ypos, None) except chunk.ChunkCorrupt: # an error was already printed pass # Save them if self.imgformat == 'jpg': tileimg.save(imgpath, quality=self.imgquality, subsampling=0) else: # png tileimg.save(imgpath) #Add tile to list of rendered tiles poi_queue.put(['rendered',imgpath]) if self.optimizeimg: optimize_image(imgpath, self.imgformat, self.optimizeimg)