Instead of reading all Players and especially Entities and TileEntities into RAM and than applying the filter functions onto them, filter functions are used after each parsed chunk to get only the markers of this chunk and not all Entities. This reduced the RAM usage dramatically: On a 233 MB map over 200 MB of RAM was used before. Using these changes (and only having two filter functions for signs) not more than 36 MB of RAM was used.
433 lines
16 KiB
Python
Executable File
433 lines
16 KiB
Python
Executable File
#!/usr/bin/python2
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'''
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genPOI.py
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Scans regionsets for TileEntities and Entities, filters them, and writes out
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POI/marker info.
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A markerSet is list of POIs to display on a tileset. It has a display name,
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and a group name.
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markersDB.js holds a list of POIs in each group
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markers.js holds a list of which markerSets are attached to each tileSet
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'''
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import os
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import logging
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import json
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import sys
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import re
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import urllib2
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import multiprocessing
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import itertools
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from collections import defaultdict
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from multiprocessing import Pool
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from optparse import OptionParser
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from overviewer_core import logger
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from overviewer_core import nbt
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from overviewer_core import configParser, world
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from overviewer_core import rendermodes
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UUID_LOOKUP_URL = 'https://sessionserver.mojang.com/session/minecraft/profile/'
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def replaceBads(s):
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"Replaces bad characters with good characters!"
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bads = [" ", "(", ")"]
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x=s
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for bad in bads:
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x = x.replace(bad,"_")
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return x
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# yes there's a double parenthesis here
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# see below for when this is called, and why we do this
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# a smarter way would be functools.partial, but that's broken on python 2.6
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# when used with multiprocessing
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def parseBucketChunks((bucket, rset, filters)):
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pid = multiprocessing.current_process().pid
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markers = defaultdict(list)
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i = 0
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cnt = 0
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for b in bucket:
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try:
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data = rset.get_chunk(b[0],b[1])
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for poi in itertools.chain(data['TileEntities'], data['Entities']):
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for name, filter_function in filters:
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result = filter_function(poi)
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if result:
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d = create_marker_from_filter_result(poi, result)
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markers[name].append(d)
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except nbt.CorruptChunkError:
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logging.warning("Ignoring POIs in corrupt chunk %d,%d", b[0], b[1])
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# Perhaps only on verbose ?
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i = i + 1
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if i == 250:
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i = 0
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cnt = 250 + cnt
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logging.info("Found %d markers in thread %d so far at %d chunks", sum(len(v) for v in markers.itervalues()), pid, cnt);
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return markers
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def handleEntities(rset, config, filters, markers):
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"""
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Add markers for Entities or TileEntities.
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For this every chunk of the regionset is parsed and filtered using multiple
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processes, if so configured.
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This function will not return anything, but it will update the parameter
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`markers`.
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"""
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logging.info("Looking for entities in %r", rset)
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numbuckets = config['processes'];
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if numbuckets < 0:
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numbuckets = multiprocessing.cpu_count()
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if numbuckets == 1:
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for (x, z, mtime) in rset.iterate_chunks():
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try:
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data = rset.get_chunk(x, z)
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for poi in itertools.chain(data['TileEntities'], data['Entities']):
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for name, __, filter_function, __, __, __ in filters:
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result = filter_function(poi)
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if result:
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d = create_marker_from_filter_result(poi, result)
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markers[name]['raw'].append(d)
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except nbt.CorruptChunkError:
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logging.warning("Ignoring POIs in corrupt chunk %d,%d", x,z)
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else:
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buckets = [[] for i in range(numbuckets)];
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for (x, z, mtime) in rset.iterate_chunks():
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i = x / 32 + z / 32
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i = i % numbuckets
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buckets[i].append([x, z])
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for b in buckets:
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logging.info("Buckets has %d entries", len(b));
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# Create a pool of processes and run all the functions
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pool = Pool(processes=numbuckets)
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# simplify the filters dict, so pickle doesn't have to do so much
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filters = [(name, filter_function) for name, __, filter_function, __, __, __ in filters]
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results = pool.map(parseBucketChunks, ((buck, rset, filters) for buck in buckets))
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logging.info("All the threads completed")
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for marker_dict in results:
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for name, marker_list in marker_dict.iteritems():
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markers[name]['raw'].extend(marker_list)
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logging.info("Done.")
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class PlayerDict(dict):
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use_uuid = False
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_name = ''
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def __getitem__(self, item):
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if item == "EntityId":
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if not super(PlayerDict, self).has_key("EntityId"):
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if self.use_uuid:
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super(PlayerDict, self).__setitem__("EntityId", self.get_name_from_uuid())
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else:
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super(PlayerDict, self).__setitem__("EntityId", self._name)
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return super(PlayerDict, self).__getitem__(item)
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def get_name_from_uuid(self):
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try:
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profile = json.loads(urllib2.urlopen(UUID_LOOKUP_URL + self._name.replace('-','')).read())
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if 'name' in profile:
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return profile['name']
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except (ValueError, urllib2.URLError):
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logging.warning("Unable to get player name for UUID %s", self._name)
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def handlePlayers(worldpath, filters, markers):
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"""
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Add markers for players to the list of markers.
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For this the player files under the given `worldpath` are parsed and
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filtered.
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This function will not return anything, but it will update the parameter
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`markers`.
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"""
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playerdir = os.path.join(worldpath, "playerdata")
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useUUIDs = True
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if not os.path.isdir(playerdir):
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playerdir = os.path.join(worldpath, "players")
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useUUIDs = False
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if os.path.isdir(playerdir):
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playerfiles = os.listdir(playerdir)
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playerfiles = [x for x in playerfiles if x.endswith(".dat")]
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isSinglePlayer = False
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else:
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playerfiles = [os.path.join(worldpath, "level.dat")]
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isSinglePlayer = True
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for playerfile in playerfiles:
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try:
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data = PlayerDict(nbt.load(os.path.join(playerdir, playerfile))[1])
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data.use_uuid = useUUIDs
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if isSinglePlayer:
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data = data['Data']['Player']
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except IOError:
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logging.warning("Skipping bad player dat file %r", playerfile)
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continue
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playername = playerfile.split(".")[0]
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if isSinglePlayer:
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playername = 'Player'
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data._name = playername
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# Position at last logout
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data['id'] = "Player"
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data['x'] = int(data['Pos'][0])
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data['y'] = int(data['Pos'][1])
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data['z'] = int(data['Pos'][2])
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# Spawn position (bed or main spawn)
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if "SpawnX" in data:
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spawn = PlayerDict()
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spawn._name = playername
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spawn["id"] = "PlayerSpawn"
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spawn["x"] = data['SpawnX']
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spawn["y"] = data['SpawnY']
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spawn["z"] = data['SpawnZ']
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for name, __, filter_function, rset, __, __ in filters:
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# get the dimension for the filter
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# This has do be done every time, because we have filters for
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# different regionsets.
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if rset.get_type():
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dimension = int(re.match(r"^DIM(_MYST)?(-?\d+)$", rset.get_type()).group(2))
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else:
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dimension = 0
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if data['Dimension'] == dimension:
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result = filter_function(data)
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if result:
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d = create_marker_from_filter_result(data, result)
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markers[name]['raw'].append(d)
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if dimension == 0 and "SpawnX" in data:
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result = filter_function(spawn)
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if result:
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d = create_marker_from_filter_result(spawn, result)
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markers[name]['raw'].append(d)
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def handleManual(manualpois, filters, markers):
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"""
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Add markers for manually defined POIs to the list of markers.
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This function will not return anything, but it will update the parameter
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`markers`.
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"""
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for poi in manualpois:
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for name, __, filter_function, __, __, __ in filters:
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result = filter_function(poi)
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if result:
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d = create_marker_from_filter_result(poi, result)
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markers[name]['raw'].append(d)
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def create_marker_from_filter_result(poi, result):
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"""
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Takes a POI and the return value of a filter function for it and creates a
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marker dict depending on the type of the returned value.
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"""
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# every marker has a position either directly via attributes x, y, z or
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# via tuple attribute Pos
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if 'Pos' in poi:
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d = dict((v, poi['Pos'][i]) for i, v in enumerate('xyz'))
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else:
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d = dict((v, poi[v]) for v in 'xyz')
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if isinstance(result, basestring):
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d.update(dict(text=result, hovertext=result))
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elif type(result) == tuple:
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d.update(dict(text=result[1], hovertext=result[0]))
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# Dict support to allow more flexible things in the future as well as polylines on the map.
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elif type(result) == dict:
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d['text'] = result['text']
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# Use custom hovertext if provided...
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if 'hovertext' in result and isinstance(result['hovertext'], basestring):
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d['hovertext'] = result['hovertext']
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else: # ...otherwise default to display text.
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d['hovertext'] = result['text']
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if 'polyline' in result and type(result['polyline']) == tuple: #if type(result.get('polyline', '')) == tuple:
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d['polyline'] = []
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for point in result['polyline']:
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# This poor man's validation code almost definately needs improving.
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if type(point) == dict:
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d['polyline'].append(dict(x=point['x'], y=point['y'], z=point['z']))
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if isinstance(result['color'], basestring):
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d['strokeColor'] = result['color']
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if "icon" in poi:
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d.update({"icon": poi['icon']})
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if "createInfoWindow" in poi:
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d.update({"createInfoWindow": poi['createInfoWindow']})
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return d
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def main():
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if os.path.basename(sys.argv[0]) == """genPOI.py""":
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helptext = """genPOI.py
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%prog --config=<config file> [--quiet]"""
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else:
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helptext = """genPOI
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%prog --genpoi --config=<config file> [--quiet]"""
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logger.configure()
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parser = OptionParser(usage=helptext)
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parser.add_option("-c", "--config", dest="config", action="store", help="Specify the config file to use.")
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parser.add_option("--quiet", dest="quiet", action="count", help="Reduce logging output")
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parser.add_option("--skip-scan", dest="skipscan", action="store_true", help="Skip scanning for entities when using GenPOI")
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parser.add_option("--skip-players", dest="skipplayers", action="store_true", help="Skip getting player data when using GenPOI")
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options, args = parser.parse_args()
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if not options.config:
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parser.print_help()
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return
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if options.quiet > 0:
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logger.configure(logging.WARN, False)
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# Parse the config file
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mw_parser = configParser.MultiWorldParser()
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mw_parser.parse(options.config)
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try:
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config = mw_parser.get_validated_config()
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except Exception:
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logging.exception("An error was encountered with your configuration. See the info below.")
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return 1
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destdir = config['outputdir']
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# saves us from creating the same World object over and over again
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worldcache = {}
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filters = set()
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marker_groups = defaultdict(list)
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# collect all filters and get regionsets
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for rname, render in config['renders'].iteritems():
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# Convert render['world'] to the world path, and store the original
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# in render['worldname_orig']
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try:
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worldpath = config['worlds'][render['world']]
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except KeyError:
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logging.error("Render %s's world is '%s', but I could not find a corresponding entry in the worlds dictionary.",
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rname, render['world'])
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return 1
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render['worldname_orig'] = render['world']
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render['world'] = worldpath
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# find or create the world object
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if (render['world'] not in worldcache):
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w = world.World(render['world'])
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worldcache[render['world']] = w
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else:
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w = worldcache[render['world']]
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# get the regionset for this dimension
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rset = w.get_regionset(render['dimension'][1])
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if rset == None: # indicates no such dimension was found:
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logging.error("Sorry, you requested dimension '%s' for the render '%s', but I couldn't find it", render['dimension'][0], rname)
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return 1
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# find filters for this render
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for f in render['markers']:
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# internal identifier for this filter
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name = replaceBads(f['name']) + hex(hash(f['filterFunction']))[-4:] + "_" + hex(hash(rset))[-4:]
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# we need to make the function pickleable for multiprocessing to
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# work
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# We set a custom prefix here to not override any functions there.
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# These functions are only pickleable if they are bound to a
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# module. Since rendermodes imports the config, they are bound to
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# it anyway, but don't end up importable as
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# `rendermodes.filter_fn`. That's why we set it here explicitly on
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# the module.
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f['filterFunction'].__name__ = "custom_filter_" + f['filterFunction'].__name__
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setattr(rendermodes, f['filterFunction'].__name__, f['filterFunction'])
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# add it to the list of filters
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filters.add((name, f['name'], f['filterFunction'], rset, worldpath, rname))
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# add an entry in the menu to show markers found by this filter
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group = dict(groupName=name,
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displayName = f['name'],
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icon=f.get('icon', 'signpost_icon.png'),
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createInfoWindow=f.get('createInfoWindow', True),
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checked = f.get('checked', False))
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marker_groups[rname].append(group)
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# initialize the structure for the markers
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markers = dict((name, dict(created=False, raw=[], name=filter_name))
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for name, filter_name, __, __, __, __ in filters)
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# apply filters to regionsets
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if not options.skipscan:
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# group filters by rset
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keyfunc = lambda x: x[3]
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sfilters = sorted(filters, key=keyfunc)
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for rset, rset_filters in itertools.groupby(sfilters, keyfunc):
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handleEntities(rset, config, rset_filters, markers)
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# apply filters to players
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if not options.skipplayers:
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# group filters by worldpath, so we only search for players once per
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# world
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keyfunc = lambda x: x[4]
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sfilters = sorted(filters, key=keyfunc)
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for worldpath, worldpath_filters in itertools.groupby(sfilters, keyfunc):
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handlePlayers(worldpath, worldpath_filters, markers)
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# add manual POIs
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# group filters by name of the render, because only filter functions for
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# the current render should be used on the current render's manualpois
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keyfunc = lambda x: x[5]
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sfilters = sorted(filters, key=keyfunc)
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for rname, rname_filters in itertools.groupby(sfilters, keyfunc):
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manualpois = config['renders'][rname]['manualpois']
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handleManual(manualpois, rname_filters, markers)
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logging.info("Done handling POIs")
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logging.info("Writing out javascript files")
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with open(os.path.join(destdir, "markersDB.js"), "w") as output:
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output.write("var markersDB=")
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json.dump(markers, output, indent=2)
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output.write(";\n");
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with open(os.path.join(destdir, "markers.js"), "w") as output:
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output.write("var markers=")
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json.dump(marker_groups, output, indent=2)
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output.write(";\n");
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with open(os.path.join(destdir, "baseMarkers.js"), "w") as output:
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output.write("overviewer.util.injectMarkerScript('markersDB.js');\n")
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output.write("overviewer.util.injectMarkerScript('markers.js');\n")
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output.write("overviewer.collections.haveSigns=true;\n")
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logging.info("Done")
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if __name__ == "__main__":
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main()
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