# 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 itertools import logging import os import os.path import shutil import random from collections import namedtuple from .util import iterate_base4, convert_coords """ tileset.py contains the TileSet class, and in general, routines that manage a set of output tiles corresponding to a requested rendermode for a world. In general, there will be one TileSet object per world per rendermode requested by the user. The TileSet class implements the Worker interface. This interface has the following methods: do_preprocessing() This method is called before iterate_work_items(). It should do any work that needs to be done prior to iterate_work_items(). It is not called for instances that will not have iterate_work_items() called. get_num_phases() This method returns an integer indicating how many phases of work this worker has to perform. Each phase of work is completed serially with the other phases... all work done by one phase is done before the next phase is started. get_phase_length(phase) This method returns an integer indicating how many work items there are in this phase. This number is used for purely informational purposes. It can be exact, or an estimate. If there is no useful information on the size of a phase, return None. iterate_work_items(phase) Takes a phase number (a non-negative integer). This method should return an iterator over work items and a list of dependencies i.e. (work_item, [d1, d2, ...]). The work items and dependencies can be any pickelable object; they are treated as opaque by the Dispatcher. The work item objects are passed back in to the do_work() method (perhaps in a different, identically configured instance). The dependency items are other work items that are compared for equality with work items that are already in the queue. The dispatcher guarantees that dependent items which are currently in the queue or in progress finish before the corresponding work item is started. Note that dependencies must have already been yielded as work items before they can be used as dependencies; the dispatcher requires this ordering or it cannot guarantee the dependencies are met. do_work(workobj) Does the work for a given work object. This method is not expected to return anything, so the results of its work should be reflected on the filesystem or by sending signals. """ # A named tuple class storing the row and column bounds for the to-be-rendered # world Bounds = namedtuple("Bounds", ("mincol", "maxcol", "minrow", "maxrow")) __all__ = ["TileSet"] class TileSet(object): """The TileSet object manages the work required to produce a set of tiles on disk. It calculates the work that needs to be done and tells the dipatcher (through the Worker interface) this information. The Dispatcher then tells this object when and where to do the work of rendering the tiles. """ def __init__(self, regionsetobj, assetmanagerobj, options, outputdir): """Construct a new TileSet object with the given configuration options dictionary. options is a dictionary of configuration parameters (strings mapping to values) that are interpreted by the rendering engine. regionsetobj is the RegionSet object that is used to render the tiles. assetmanagerobj is the AssetManager object that represents the destination directory where we'll put our tiles. outputdir is the absolute path to the tile output directory where the tiles are saved. It is assumed to exist already. TODO: This should probably be relative to the asset manager's output directory to avoid redundancy. Current valid options for the options dictionary are shown below. All the options must be specified unless they are not relevant. If the given options do not conform to the specifications, behavior is undefined (this class does not do any error checking and assumes items are given in the correct form). bgcolor A hex string specifying the background color for jpeg output. e.g.: "#1A1A1A". Not relevant unless rendering jpeg. renderchecks An integer indicating how to determine which tiles need updating and which don't. This is one of three levels: 0 Only render tiles that have chunks with a greater mtime than the last render timestamp, and their ancestors. In other words, only renders parts of the map that have changed since last render, nothing more, nothing less. This is the fastest option, but will not detect tiles that have e.g. been deleted from the directory tree, or pick up where a partial interrupted render left off. 1 For render-tiles, render all whose chunks have an mtime greater than the mtime of the tile on disk, and their upper-tile ancestors. Also check all other upper-tiles and render any that have children with more rencent mtimes than itself. This is slower due to stat calls to determine tile mtimes, but safe if the last render was interrupted. 2 Render all tiles unconditionally. This is a "forcerender" and is the slowest, but SHOULD be specified if this is the first render because the scan will forgo tile stat calls. It's also useful for changing texture packs or other options that effect the output. imgformat A string indicating the output format. Must be one of 'png' or 'jpeg' imgquality An integer 1-100 indicating the quality of the jpeg output. Only relevant in jpeg mode. optimizeimg an integer indiating optimizations to perform on png outputs. 0 indicates no optimizations. Only relevant in png mode. 1 indicates pngcrush is run on all output images 2 indicates pngcrush and advdef are run on all output images with advdef -z2 3 indicates pngcrush and advdef are run on all output images with advdef -z4 rendermode Perhaps the most important/relevant option: a string indicating the render mode to render. This rendermode must have already been registered with the C extension module. rerender_prob A floating point number between 0 and 1 indicating the probability that a tile which is not marked for render by any mtime checks will be rendered anyways. 0 disables this option. """ self.options = options self.regionset = regionsetobj self.am = assetmanagerobj # Throughout the class, self.outputdir is an absolute path to the # directory where we output tiles. It is assumed to exist. self.outputdir = os.path.abspath(outputdir) # Set the image format according to the options if self.options['imgformat'] == 'png': self.imgextension = 'png' elif self.options['imgformat'] == 'jpeg': self.imgextension = 'jpg' def do_preprocessing(self): """For the preprocessing step of the Worker interface, this does the chunk scan and stores the resulting tree as a private instance attribute for later use in iterate_work_items() """ # REMEMBER THAT ATTRIBUTES ASSIGNED IN THIS METHOD ARE NOT AVAILABLE IN # THE do_work() METHOD # Calculate the min and max column over all the chunks. # This sets self.bounds to a Bounds namedtuple self.bounds = self._find_chunk_range() # Calculate the depth of the tree for p in xrange(1,33): # max 32 # 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 >= bounds.maxcol and -xradius <= bounds.mincol and \ yradius >= bounds.maxrow and -yradius <= bounds.minrow: break if p >= 15: logging.warning("Just letting you know, your map requries %s zoom levels. This is REALLY big!", p) self.treedepth = p # Do any tile re-arranging if necessary self._rearrange_tiles() # Do the chunk scan here self.dirtytree = self._chunk_scan() def get_num_phases(self): """Returns the number of levels in the quadtree, which is equal to the number of phases of work that need to be done. """ return 1 def get_phase_length(self, phase): """Returns the number of work items in a given phase, or None if there is no good estimate. """ return None def iterate_work_items(self, phase): """Iterates over the dirty tiles in the tree and return them in the appropriate order with the appropriate dependencies. This method returns an iterator over (obj, [dependencies, ...]) """ # With renderchecks set to 0 or 2, simply iterate over the dirty tiles # tree in post-traversal order and yield each tile path. # For 0 our caller has explicitly requested not to check mtimes on # disk, to speed up the chunk scan. # For 2, the chunk scan holds every tile that should exist and # therefore every upper tile that should exist as well. In both 0 and 2 # the dirtytile tree is authoritive on every tile that needs rendering. # With renderchecks set to 1, the chunk scan has checked mtimes of all # the render-tiles already and determined which render-tiles need to be # rendered. However, the dirtytile tree is authoritive on render-tiles # only. We still need to account for tiles at the upper levels in the # tree that may not exist or may need updating. So we can't just # iterate over the dirty tile tree because that tree only tells us # which render-tiles need rendering (and their ancestors) # For example, there may be an upper-tile that needs rendering down a # path of the tree that doesn't exist in the dirtytile tree because the # last render was interrupted after the render-tile was rendered, but # before its ancestors were. # The strategy for this situation is to do a post-traversal of the # quadtree on disk, while simultaneously keeping track of the next tile # (render or upper) that is returned by the dirtytile tree in memory. # If, during node expansion, a path is not going to be traversed but # the dirtytile tree indicates a node down that path, that path must be # taken. # When a node is visited, if it matches the next node from the # dirtytile tree, it must be rendered regardless of the tile's mtime. # Then the next tile from the dirtytile tree is yielded and the # traversal continues. # Otherwise, for every upper-tile, check the mtime and continue # traversing the tree. # This implementation is going to be a bit complicated. I think I need # to give it some more thought to figure out exactly how it's going to # work. pass def do_work(self, tileobj): """Renders the given tile. """ def get_persistent_data(self): """Returns a dictionary representing the persistent data of this TileSet. Typically this is called by AssetManager """ pass def _find_chunk_range(self): """Finds the chunk range in rows/columns and stores them in self.minrow, self.maxrow, self.mincol, self.maxcol """ minrow = mincol = maxrow = maxcol = 0 for c_x, c_z, _ in self.regionset.iterate_chunks(): # Convert these coordinates to row/col col, row = convert_coords(c_x, c_z) minrow = min(minrow, row) maxrow = max(maxrow, row) mincol = min(mincol, col) maxcol = max(maxcol, col) return Bounds(mincol, maxcol, minrow, maxrow) def _rearrange_tiles(self): """If the target size of the tree is not the same as the existing size on disk, do some re-arranging """ try: curdepth = get_dirdepth(self.outputdir) except Exception: logging.critical("Could not determine existing tile tree depth. Does it exist?") raise if self.treedepth != cur_depth: if self.treedepth > curdepth: logging.warning("Your map seems 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. Did you delete some chunks? No problem. Re-arranging tiles, just a sec...") for _ in xrange(curdepth - self.p): self._decrease_depth() def _increase_depth(self): """Moves existing tiles into place for a larger tree""" getpath = functools.partial(os.path.join, self.outputdir) # 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.imgextension, str(dirnum)] newfiles = [str(newnum)+"."+self.imgextension, 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.outputdir) # 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")) # Delete the files in the top directory to make sure they get re-created. files = [str(num)+"."+self.imgextension for num in xrange(4)] + ["base." + self.imgextension] for f in files: try: os.unlink(getpath(f)) except OSError, e: pass # doesn't exist maybe? def _chunk_scan(self): """Scans the chunks of this TileSet's world to determine which render-tiles need rendering. Returns a RendertileSet object. For rendercheck mode 0: only compares chunk mtimes against last render time of the map For rendercheck mode 1: compares chunk mtimes against the tile mtimes on disk For rendercheck mode 2: marks every tile, does not check any mtimes. """ depth = self.treedepth dirty = RendertileSet(depth) chunkcount = 0 stime = time.time() rendercheck = self.options['rendercheck'] rerender_prob = self.options['rerender_prob'] # XXX TODO: last_rendertime = 0 # TODO if rendercheck == 0: def compare_times(chunkmtime, tileobj): # Compare chunk mtime to last render time return chunkmtime > last_rendertime elif rendercheck == 1: def compare_times(chunkmtime, tileobj): # Compare chunk mtime to tile mtime on disk tile_path = tile.get_filepath(self.full_tiledir, self.imgformat) try: tile_mtime = os.stat(tile_path)[stat.ST_MTIME] except OSError, e: if e.errno != errno.ENOENT: raise # File doesn't exist. Render it. return True return chunkmtime > tile_mtime # For each chunk, do this: # For each tile that the chunk touches, do this: # Compare the last modified time of the chunk and tile. If the # tile is older, mark it in a RendertileSet object as dirty. for chunkx, chunkz, chunkmtime in self.regionset.iterate_chunks(): chunkcount += 1 # Convert to diagonal coordinates chunkcol, chunkrow = util.convert_coords(chunkx, chunkz) # find tile coordinates. Remember tiles are identified by the # address of the chunk in their upper left corner. tilecol = chunkcol - chunkcol % 2 tilerow = chunkrow - chunkrow % 4 # Determine if this chunk is in a column that spans two columns of # tiles, which are the even columns. if chunkcol % 2 == 0: x_tiles = 2 else: x_tiles = 1 # Loop over all tiles that this chunk potentially touches. # The tile at tilecol,tilerow obviously contains the chunk, but so # do the next 4 tiles down because chunks are very tall, and maybe # the next column over too. for i in xrange(x_tiles): for j in xrange(5): # This loop iteration is for the tile at this column and # row: c = tilecol - 2*i r = tilerow + 4*j # Make sure the tile is in the range according to the given # depth. This won't happen unless the user has given -z to # render a smaller area of the map than everything if ( c < self.bounds.mincol or c >= self.bounds.maxcol or r < self.bounds.minrow or r >= self.bounds.maxrow ): continue # Computes the path in the quadtree from the col,row coordinates tile = Tile.compute_path(c, r, depth) if rendercheck == 2: # Skip all other checks, mark tiles as dirty unconditionally dirty.add(tile.path) continue # Stochastic check. Since we're scanning by chunks and not # by tiles, and the tiles get checked multiple times for # each chunk, this is only an approximation. The given # probability is for a particular tile that needs # rendering, but since a tile gets touched up to 32 times # (once for each chunk in it), divide the probability by # 32. if rerender_prob and rerender_prob/32 > random.random(): dirty.add(tile.path) continue # Check if this tile has already been marked dirty. If so, # no need to do any of the below. if dirty.query_path(tile.path): continue # Check mtimes and conditionally add tile to dirty set if compare_mtimes(chunkmtime, tile): dirty.add(tile.path) t = int(time.time()-stime) logging.debug("%s finished chunk scan. %s chunks scanned in %s second%s", self, chunkcount, t, "s" if t != 1 else "") return dirty def __str__(self): return "" % os.basename(self.outputdir) def get_dirdepth(outputdir): """Returns the current depth of the tree on disk """ # Traverses down the first directory until it reaches one with no # subdirectories. While all paths of the tree may not exist, all paths # of the tree should and are assumed to be the same depth # This function returns a list of all subdirectories of the given # directory. It's slightly more complicated than you'd think it should be # because one must turn directory names returned by os.listdir into # relative/absolute paths before they can be passed to os.path.isdir() getsubdirs = lambda directory: [ abssubdir for abssubdir in (os.path.join(directory,subdir) for subdir in os.listdir(directory)) if os.path.isdir(abssubdir) ] depth = 1 subdirs = getsubdirs(outputdir) while subdirs: subdirs = getsubdirs(subdirs[0]) depth += 1 return depth class RendertileSet(object): """This object holds a set of render-tiles using a quadtree data structure. It is typically used to hold tiles that need rendering. This implementation collapses subtrees that are completely in or out of the set to save memory. Each instance of this class is a node in the tree, and therefore each instance is the root of a subtree. Each node knows its "level", which corresponds to the zoom level where 0 is the inner-most (most zoomed in) tiles. Instances hold the state of their children (in or out of the set). Leaf nodes are images and do not physically exist in the tree as objects, but are represented as booleans held by the objects at the second-to-last level; level 1 nodes keep track of leaf image state. Level 2 nodes keep track of level 1 state, and so fourth. """ __slots__ = ("depth", "children") def __init__(self, depth): """Initialize a new tree with the specified depth. This actually initializes a node, which is the root of a subtree, with `depth` levels beneath it. """ # Stores the depth of the tree according to this node. This is not the # depth of this node, but rather the number of levels below this node # (including this node). self.depth = depth # the self.children array holds the 4 children of this node. This # follows the same quadtree convention as elsewhere: children 0, 1, 2, # 3 are the upper-left, upper-right, lower-left, and lower-right # respectively # Values are: # False # All children down this subtree are not in the set # True # All children down this subtree are in the set # A RendertileSet instance # the instance defines which children down that subtree are in the # set. # A node with depth=1 cannot have a RendertileSet instance in its # children since its children are leaves, representing images, not more # tree self.children = [False] * 4 def posttraversal(self): """Returns an iterator over tile paths for every tile in the set, including the explictly marked render-tiles, as well as the implicitly marked ancestors of those render-tiles. Returns in post-traversal order, so that tiles with dependencies will always be yielded after their dependencies. """ # XXX Implement Me! raise NotImplementedError() def add(self, path): """Marks the requested leaf node as in this set Path is an iterable of integers representing the path to the leaf node that is to be added to the set """ path = list(path) assert len(path) == self.depth path.reverse() self._set_add_helper(path) def _set_add_helper(self, path): """Recursive helper for add() Expects path to be a list in reversed order If *all* the nodes below this one are in the set, this function returns true. Otherwise, returns None. """ if self.depth == 1: # Base case self.children[path[0]] = True # Check to see if all children are in the set if all(self.children): return True else: # Recursive case childnum = path.pop() child = self.children[childnum] if child == False: # Create a new node and recurse. # (The use of __class__ is so possible subclasses of this class # work as expected) child = self.__class__(self.depth-1) child._set_add_helper(path) self.children[childnum] = child elif child == True: # Every child is already in the set and the subtree is already # collapsed. Nothing to do. return else: # subtree is mixed. Recurse to the already existing child node ret = child._set_add_helper(path) if ret: # Child says every descendent is in the set, so we can # purge the subtree and mark it as such. The subtree will # be garbage collected when this method exits. self.children[childnum] = True # Since we've marked an entire sub-tree as in the set, we # may be able to signal to our parent to do the same if all(x is True for x in self.children): return True def __iter__(self): return self.iterate() def iterate(self, level=None): """Returns an iterator over every tile in this set. Each item yielded is a sequence of integers representing the quadtree path to the tiles in the set. Yielded sequences are of length self.depth. If level is None, iterates over tiles of the highest level, i.e. worldtiles. If level is a value between 0 and the depth of this tree, this method iterates over tiles at that level. Zoom level 0 is zoomed all the way out, zoom level `depth` is all the way in. In other words, specifying level causes the tree to be iterated as if it was only that depth. """ if level is None: todepth = 1 else: if not (level > 0 and level <= self.depth): raise ValueError("Level parameter must be between 1 and %s" % self.depth) todepth = self.depth - level + 1 return (tuple(reversed(rpath)) for rpath in self._iterate_helper(todepth)) def _iterate_helper(self, todepth): if self.depth == todepth: # Base case if self.children[0]: yield [0] if self.children[1]: yield [1] if self.children[2]: yield [2] if self.children[3]: yield [3] else: # Higher levels: for c, child in enumerate(self.children): if child == True: # All render-tiles are in the set down this subtree, # iterate over every leaf using iterate_base4 for x in iterate_base4(self.depth-todepth): x = list(x) x.append(c) yield x elif child != False: # Mixed in/out of the set down this subtree, recurse for path in child._iterate_helper(todepth): path.append(c) yield path def query_path(self, path): """Queries for the state of the given tile in the tree. Returns True for items in the set, False otherwise. Works for rendertiles as well as upper tiles (which are True if they have a descendent that is in the set) """ # Traverse the tree down the given path. If the tree has been # collapsed, then just return the stored boolean. Otherwise, if we find # the specific tree node requested, return its state using the # __nonzero__ call. treenode = self for pathelement in path: treenode = treenode.children[pathelement] if not isinstance(treenode, RendertileSet): return treenode # If the method has not returned at this point, treenode is the # requested node, but it is an inner node with possibly mixed state # subtrees. If any of the children are True return True. This call # relies on the __nonzero__ method return bool(treenode) def __nonzero__(self): """Returns the boolean context of this particular node. If any descendent of this node is True return True. Otherwise, False. """ # Any chilren that are True or are a RendertileSet that evaluate to # True # IDEA: look at all children for True before recursing Better idea: # every node except the root /must/ have a descendent in the set or it # wouldn't exist. This assumption is only valid as long as there is no # method to remove a tile from the set. return any(self.children) def count(self): """Returns the total number of render-tiles in this set. """ # TODO: Make this more efficient (although for even the largest trees, # this takes only seconds) c = 0 for _ in self.iterate(): c += 1 return c class Tile(object): """A simple container class that represents a single render-tile. A render-tile is a tile that is rendered, not a tile composed of other tiles (composite-tile). """ __slots__ = ("col", "row", "path") def __init__(self, col, row, path): """Initialize the tile obj with the given parameters. It's probably better to use one of the other constructors though """ self.col = col self.row = row self.path = tuple(path) def __repr__(self): return "%s(%r,%r,%r)" % (self.__class__.__name__, self.col, self.row, self.path) def __eq__(self,other): return self.col == other.col and self.row == other.row and tuple(self.path) == tuple(other.path) def __ne__(self, other): return not self == other def get_filepath(self, tiledir, imgformat): """Returns the path to this file given the directory to the tiles """ # os.path.join would be the proper way to do this path concatenation, # but it is surprisingly slow, probably because it checks each path # element if it begins with a slash. Since we know these components are # all relative, just concatinate with os.path.sep pathcomponents = [tiledir] pathcomponents.extend(str(x) for x in self.path) path = os.path.sep.join(pathcomponents) imgpath = ".".join((path, imgformat)) return imgpath @classmethod def from_path(cls, path): """Constructor that takes a path and computes the col,row address of the tile and constructs a new tile object. """ path = tuple(path) depth = len(path) # Radius of the world in chunk cols/rows # (Diameter in X is 2**depth, divided by 2 for a radius, multiplied by # 2 for 2 chunks per tile. Similarly for Y) xradius = 2**depth yradius = 2*2**depth col = -xradius row = -yradius xsize = xradius ysize = yradius for p in path: if p in (1,3): col += xsize if p in (2,3): row += ysize xsize //= 2 ysize //= 2 return cls(col, row, path) @classmethod def compute_path(cls, col, row, depth): """Constructor that takes a col,row of a tile and computes the path. """ assert col % 2 == 0 assert row % 4 == 0 xradius = 2**depth yradius = 2*2**depth colbounds = [-xradius, xradius] rowbounds = [-yradius, yradius] path = [] for level in xrange(depth): # Strategy: Find the midpoint of this level, and determine which # quadrant this row/col is in. Then set the bounds to that level # and repeat xmid = (colbounds[1] + colbounds[0]) // 2 ymid = (rowbounds[1] + rowbounds[0]) // 2 if col < xmid: if row < ymid: path.append(0) colbounds[1] = xmid rowbounds[1] = ymid else: path.append(2) colbounds[1] = xmid rowbounds[0] = ymid else: if row < ymid: path.append(1) colbounds[0] = xmid rowbounds[1] = ymid else: path.append(3) colbounds[0] = xmid rowbounds[0] = ymid return cls(col, row, path)