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Minecraft-Overviewer/quadtree.py
2011-03-01 18:40:06 -05:00

676 lines
25 KiB
Python

# 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 <http://www.gnu.org/licenses/>.
import multiprocessing
import itertools
import os
import os.path
import hashlib
import functools
import re
import shutil
import collections
import json
import logging
import util
import cPickle
import stat
from time import gmtime, strftime, sleep
from PIL import Image
import nbt
import chunk
from optimizeimages import optimize_image
import composite
"""
This module has routines related to generating a quadtree of tiles
"""
def mirror_dir(src, dst, entities=None):
'''copies all of the entities from src to dst'''
if not os.path.exists(dst):
os.mkdir(dst)
if entities and type(entities) != list: raise Exception("Expected a list, got a %r instead" % type(entities))
for entry in os.listdir(src):
if entities and entry not in entities: continue
if os.path.isdir(os.path.join(src,entry)):
mirror_dir(os.path.join(src, entry), os.path.join(dst, entry))
elif os.path.isfile(os.path.join(src,entry)):
try:
shutil.copy(os.path.join(src, entry), os.path.join(dst, entry))
except IOError:
# maybe permission problems?
os.chmod(os.path.join(src, entry), stat.S_IRUSR)
os.chmod(os.path.join(dst, entry), stat.S_IWUSR)
shutil.copy(os.path.join(src, entry), os.path.join(dst, entry))
# if this stills throws an error, let it propagate up
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:
logging.error("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, imgformat=None, optimizeimg=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.
"""
assert(imgformat)
self.imgformat = imgformat
self.optimizeimg = optimizeimg
# TODO placeholders (use config!)
self.lighting = False
self.night = False
self.spawn = False
# Make the destination dir
if not os.path.exists(destdir):
os.mkdir(destdir)
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 print_statusline(self, complete, total, level, unconditional=False):
if unconditional:
pass
elif complete < 100:
if not complete % 25 == 0:
return
elif complete < 1000:
if not complete % 100 == 0:
return
else:
if not complete % 1000 == 0:
return
logging.info("{0}/{1} tiles complete on level {2}/{3}".format(
complete, total, level, self.p))
def write_html(self, skipjs=False):
"""Writes out config.js, marker.js, and region.js
Copies web assets into the destdir"""
zoomlevel = self.p
imgformat = self.imgformat
configpath = os.path.join(util.get_program_path(), "config.js")
config = open(configpath, 'r').read()
config = config.replace(
"{maxzoom}", str(zoomlevel))
config = config.replace(
"{imgformat}", str(imgformat))
with open(os.path.join(self.destdir, "config.js"), 'w') as output:
output.write(config)
# Write a blank image
blank = Image.new("RGBA", (1,1))
tileDir = os.path.join(self.destdir, "tiles")
if not os.path.exists(tileDir): os.mkdir(tileDir)
blank.save(os.path.join(tileDir, "blank."+self.imgformat))
# copy web assets into destdir:
mirror_dir(os.path.join(util.get_program_path(), "web_assets"), self.destdir)
# Add time in index.html
indexpath = os.path.join(self.destdir, "index.html")
index = open(indexpath, 'r').read()
index = index.replace(
"{time}", str(strftime("%a, %d %b %Y %H:%M:%S +0000", gmtime())))
with open(os.path.join(self.destdir, "index.html"), 'w') as output:
output.write(index)
if skipjs:
return
# since we will only discover PointsOfInterest in chunks that need to be
# [re]rendered, POIs like signs in unchanged chunks will not be listed
# in self.world.POI. To make sure we don't remove these from markers.js
# we need to merge self.world.POI with the persistant data in world.PersistentData
self.world.POI += filter(lambda x: x['type'] != 'spawn', self.world.persistentData['POI'])
# write out the default marker table
with open(os.path.join(self.destdir, "markers.js"), 'w') as output:
output.write("var markerData=%s" % json.dumps(self.world.POI))
# save persistent data
self.world.persistentData['POI'] = self.world.POI
with open(self.world.pickleFile,"wb") as f:
cPickle.dump(self.world.persistentData,f)
# write out the default (empty, but documented) region table
with open(os.path.join(self.destdir, "regions.js"), 'w') as output:
output.write('var regionData=[\n')
output.write(' // {"color": "#FFAA00", "opacity": 0.5, "closed": true, "path": [\n')
output.write(' // {"x": 0, "y": 0, "z": 0},\n')
output.write(' // {"x": 0, "y": 10, "z": 0},\n')
output.write(' // {"x": 0, "y": 0, "z": 10}\n')
output.write(' // ]},\n')
output.write('];')
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, "config.js")
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)+"."+self.imgformat, str(dirnum)+".hash", str(dirnum)]
newfiles = [str(newnum)+"."+self.imgformat, 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))
#logging.debug("this is rendered at %s", dest)
# And uses these chunks
tilechunks = self._get_chunks_in_range(colstart, colend, rowstart,
rowend)
#logging.debug(" tilechunks: %r", tilechunks)
# 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= (self,
tilechunks, colstart, colend, rowstart, rowend, dest))
def _apply_render_inntertile(self, pool, zoom):
"""Same as _apply_render_worltiles but for the inntertile routine.
Returns an iterator that yields result objects from tasks that have
been applied to the pool.
"""
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])
yield pool.apply_async(func=render_innertile, args= (dest, name, self.imgformat, self.optimizeimg))
def go(self, procs):
"""Renders all tiles"""
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()
# Create a pool
if procs == 1:
pool = FakePool()
else:
pool = multiprocessing.Pool(processes=procs)
# Render the highest level of tiles from the chunks
results = collections.deque()
complete = 0
total = 4**self.p
logging.info("Rendering highest zoom level of tiles now.")
logging.info("There are {0} tiles to render".format(total))
logging.info("There are {0} total levels to render".format(self.p))
logging.info("Don't worry, each level has only 25% as many tiles as the last.")
logging.info("The others will go faster")
for result in self._apply_render_worldtiles(pool):
results.append(result)
if len(results) > 10 + 2*procs:
# Empty the queue before adding any more, so that memory
# required has an upper bound
while len(results) > 10:
results.popleft().get()
complete += 1
self.print_statusline(complete, total, 1)
# Wait for the rest of the results
while len(results) > 0:
results.popleft().get()
complete += 1
self.print_statusline(complete, total, 1)
self.print_statusline(complete, total, 1, True)
# Now do the other layers
for zoom in xrange(self.p-1, 0, -1):
level = self.p - zoom + 1
assert len(results) == 0
complete = 0
total = 4**zoom
logging.info("Starting level {0}".format(level))
for result in self._apply_render_inntertile(pool, zoom):
results.append(result)
if len(results) > 10 + 2*procs:
while len(results) > 10:
results.popleft().get()
complete += 1
self.print_statusline(complete, total, level)
# Empty the queue
while len(results) > 0:
results.popleft().get()
complete += 1
self.print_statusline(complete, total, level)
self.print_statusline(complete, total, level, True)
logging.info("Done")
pool.close()
pool.join()
# Do the final one right here:
render_innertile(os.path.join(self.destdir, "tiles"), "base", self.imgformat, self.optimizeimg)
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):
# return (col, row, chunkx, chunky, regionpath)
chunkx, chunky = self.world.unconvert_coords(col, row)
c = self.world.get_region_path(chunkx, chunky)
if os.path.exists(c):
chunklist.append((col, row, chunkx, chunky, c))
return chunklist
@catch_keyboardinterrupt
def render_innertile(dest, name, imgformat, optimizeimg):
"""
Renders a tile at os.path.join(dest, name)+".ext" by taking tiles from
os.path.join(dest, name, "{0,1,2,3}.png")
"""
imgpath = os.path.join(dest, name) + "." + imgformat
if name == "base":
q0path = os.path.join(dest, "0." + imgformat)
q1path = os.path.join(dest, "1." + imgformat)
q2path = os.path.join(dest, "2." + imgformat)
q3path = os.path.join(dest, "3." + imgformat)
else:
q0path = os.path.join(dest, name, "0." + imgformat)
q1path = os.path.join(dest, name, "1." + imgformat)
q2path = os.path.join(dest, name, "2." + imgformat)
q3path = os.path.join(dest, name, "3." + imgformat)
# Check which ones exist
if not os.path.exists(q0path):
q0path = None
if not os.path.exists(q1path):
q1path = None
if not os.path.exists(q2path):
q2path = None
if not os.path.exists(q3path):
q3path = None
# do they all not exist?
if not (q0path or q1path or q2path or q3path):
if os.path.exists(imgpath):
os.unlink(imgpath)
return
# check the mtimes
try:
tile_mtime = os.path.getmtime(imgpath)
needs_rerender = False
# remove non-existant paths
components = [q0path, q1path, q2path, q3path]
components = filter(lambda p: p != None, components)
for mtime in [os.path.getmtime(path) for path in components]:
if mtime > tile_mtime:
needs_rerender = True
break
# quit now if we don't need rerender
if not needs_rerender:
return
except OSError:
# one of our mtime calls failed, so we'll continue
pass
#logging.debug("writing out innertile {0}".format(imgpath))
# Create the actual image now
img = Image.new("RGBA", (384, 384), (38,92,255,0))
# we'll use paste (NOT alpha_over) for quadtree generation because
# this is just straight image stitching, not alpha blending
if q0path:
try:
quad0 = Image.open(q0path).resize((192,192), Image.ANTIALIAS)
img.paste(quad0, (0,0))
except Exception, e:
logging.warning("Couldn't open %s. It may be corrupt, you may need to delete it. %s", q0path, e)
if q1path:
try:
quad1 = Image.open(q1path).resize((192,192), Image.ANTIALIAS)
img.paste(quad1, (192,0))
except Exception, e:
logging.warning("Couldn't open %s. It may be corrupt, you may need to delete it. %s", q1path, e)
if q2path:
try:
quad2 = Image.open(q2path).resize((192,192), Image.ANTIALIAS)
img.paste(quad2, (0, 192))
except Exception, e:
logging.warning("Couldn't open %s. It may be corrupt, you may need to delete it. %s", q2path, e)
if q3path:
try:
quad3 = Image.open(q3path).resize((192,192), Image.ANTIALIAS)
img.paste(quad3, (192, 192))
except Exception, e:
logging.warning("Couldn't open %s. It may be corrupt, you may need to delete it. %s", q3path, e)
# Save it
if imgformat == 'jpg':
img.save(imgpath, quality=95, subsampling=0)
else: # png
img.save(imgpath)
if optimizeimg:
optimize_image(imgpath, imgformat, optimizeimg)
@catch_keyboardinterrupt
def render_worldtile(quadtree, 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, chunkx, chunky, filename) of chunk
images that are relevant to this call (with their associated regions)
The image is saved to path+"."+quadtree.imgformat
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
imgpath = path + "." + quadtree.imgformat
# first, remove chunks from `chunks` that don't actually exist in
# their region files
def chunk_exists(chunk):
_, _, chunkx, chunky, region = chunk
return nbt.load_from_region(region, chunkx, chunky) != None
chunks = filter(chunk_exists, chunks)
if not chunks:
# No chunks were found in this tile
if os.path.exists(imgpath):
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.
import errno
if e.errno != errno.EEXIST:
raise
# check chunk mtimes to see if they are newer
try:
tile_mtime = os.path.getmtime(imgpath)
needs_rerender = False
for col, row, chunkx, chunky, regionfile in chunks:
# check region file mtime first
if os.path.getmtime(regionfile) <= tile_mtime:
continue
# checking chunk mtime
with open(regionfile, 'rb') as regionfile:
region = nbt.MCRFileReader(regionfile)
if region.get_chunk_timestamp(chunkx, chunky) > time_mtime:
needs_rerender = True
if needs_rerender:
break
# 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), (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, chunkx, chunky, regionfile in chunks:
xpos = -192 + (col-colstart)*192
ypos = -96 + (row-rowstart)*96
# draw the chunk!
# TODO cave, queue arguments
chunk.render_to_image((chunkx, chunky), tileimg, (xpos, ypos), quadtree, False, None)
# Save them
tileimg.save(imgpath)
if quadtree.optimizeimg:
optimize_image(imgpath, quadtree.imgformat, quadtree.optimizeimg)
class FakeResult(object):
def __init__(self, res):
self.res = res
def get(self):
return self.res
class FakePool(object):
"""A fake pool used to render things in sync. Implements a subset of
multiprocessing.Pool"""
def apply_async(self, func, args=(), kwargs=None):
if not kwargs:
kwargs = {}
result = func(*args, **kwargs)
return FakeResult(result)
def close(self):
pass
def join(self):
pass