715 lines
27 KiB
Python
715 lines
27 KiB
Python
import multiprocessing
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import itertools
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import os
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import os.path
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import hashlib
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import functools
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from PIL import Image
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"""
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This module has routines related to generating a quadtree of tiles
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"""
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def iterate_base4(d):
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"""Iterates over a base 4 number with d digits"""
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return itertools.product(xrange(4), repeat=d)
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def catch_keyboardinterrupt(func):
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"""Decorator that catches a keyboardinterrupt and raises a real exception
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so that multiprocessing will propagate it properly"""
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@functools.wraps(func)
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def newfunc(*args, **kwargs):
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try:
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return func(*args, **kwargs)
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except KeyboardInterrupt:
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print "Ctrl-C caught!"
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raise Exception("Exiting")
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except:
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import traceback
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traceback.print_exc()
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raise
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return newfunc
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class QuadtreeGen(object):
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def __init__(self, worldobj, destdir):
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"""Generates a quadtree from the world given into the
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given dest directory
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worldobj is a world.WorldRenderer object that has already been processed
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"""
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# Determine quadtree depth (midpoint is always 0,0)
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for p in xrange(15):
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xdiameter = 2*2**p
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ydiameter = 4*2**p
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if xdiameter >= worldobj.maxcol and -xdiameter <= worldobj.mincol and \
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ydiameter >= worldobj.maxrow and -ydiameter <= worldobj.minrow:
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break
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else:
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raise ValueError("Your map is waaaay to big!")
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self.p = p
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# Make new row and column ranges
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self.mincol = -xdiameter
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self.maxcol = xdiameter
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self.minrow = -ydiameter
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self.maxrow = ydiameter
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self.world = worldobj
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self.destdir = destdir
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def go(self, procs):
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"""Renders all tiles"""
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# Create a pool
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pool = multiprocessing.Pool(processes=procs)
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# Render the highest level of tiles from the chunks
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print "Computing the tile ranges and starting tile processers for inner-most tiles..."
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results = []
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for path in iterate_base4(self.p+1):
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# Get the range for this tile
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colstart, rowstart = self._get_range_by_path(path)
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colend = colstart + 2
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rowend = rowstart + 4
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# This image is rendered at:
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dest = os.path.join(self.destdir, *(str(x) for x in path))
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# The directory, create it if not exists
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dirdest = os.path.dirname(dest)
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if not os.path.exists(dirdest):
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os.makedirs(dirdest)
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# And uses these chunks
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tilechunks = self._get_chunks_in_range(colstart, colend, rowstart,
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rowend)
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# Put this in the pool
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# (even if tilechunks is empty, render_worldtile will delete
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# existing images if appropriate)
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results.append(
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pool.apply_async(func=render_worldtile, args=
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(tilechunks, colstart, colend, rowstart, rowend, dest)
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)
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)
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# Wait for all results to finish
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print "Rendering inner most zoom level tiles now!"
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for i, result in enumerate(results):
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# get() instead of wait() so we can see errors
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result.get()
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if i > 0 and (i % 100 == 0 or 100 % i == 0):
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print "{0}/{1} tiles complete on level {2}/{3}".format(
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i, len(results), 1, self.p+1)
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# Now do the other layers
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for zoom in xrange(self.p, 0, -1):
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level = self.p+2-zoom
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print "Preparing level", level
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results = []
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for path in iterate_base4(zoom):
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# This image is rendered at:
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dest = os.path.join(self.destdir, *(str(x) for x in path[:-1]))
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name = str(path[-1])
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print "Applying", path, dest, name
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results.append(
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pool.apply_async(func=render_innertile, args=
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(dest, name)
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)
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)
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print "Rendering level {0}/{1} now!".format(level, self.p+1)
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for i, result in enumerate(results):
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# get() instead of wait() so we can see errors
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result.get()
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if i > 0 and (i % 100 == 0 or 100 % i == 0):
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print "{0}/{1} tiles complete on level {2}/{3}".format(
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i, len(results), level, self.p+1)
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# Do the final one right here:
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render_innertile(self.destdir, "base")
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print "Done!"
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def _get_range_by_path(self, path):
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"""Returns the x, y chunk coordinates of this tile"""
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x, y = self.mincol, self.minrow
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xsize = self.maxcol
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ysize = self.maxrow
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for p in path:
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if p in (1, 3):
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x += xsize
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if p in (2, 3):
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y += ysize
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xsize //= 2
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ysize //= 2
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return x, y
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def _get_chunks_in_range(self, colstart, colend, rowstart, rowend):
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"""Get chunks that are relevant to the tile rendering function that's
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rendering that range"""
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chunklist = []
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for row in xrange(rowstart-16, rowend+1):
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for col in xrange(colstart, colend+1):
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c = self.world.chunkmap.get((col, row), None)
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if c:
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chunklist.append((col, row, c))
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return chunklist
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@catch_keyboardinterrupt
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def render_innertile(dest, name):
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"""
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Renders a tile at os.path.join(dest, name)+".png" by taking tiles from
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os.path.join(dest, name, "{0,1,2,3}.png")
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"""
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imgpath = os.path.join(dest, name) + ".png"
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hashpath = os.path.join(dest, name) + ".hash"
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if name == "base":
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q0path = os.path.join(dest, "0.png")
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q1path = os.path.join(dest, "1.png")
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q2path = os.path.join(dest, "2.png")
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q3path = os.path.join(dest, "3.png")
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q0hash = os.path.join(dest, "0.hash")
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q1hash = os.path.join(dest, "1.hash")
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q2hash = os.path.join(dest, "2.hash")
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q3hash = os.path.join(dest, "3.hash")
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else:
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q0path = os.path.join(dest, name, "0.png")
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q1path = os.path.join(dest, name, "1.png")
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q2path = os.path.join(dest, name, "2.png")
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q3path = os.path.join(dest, name, "3.png")
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q0hash = os.path.join(dest, name, "0.hash")
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q1hash = os.path.join(dest, name, "1.hash")
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q2hash = os.path.join(dest, name, "2.hash")
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q3hash = os.path.join(dest, name, "3.hash")
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# Check which ones exist
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if not os.path.exists(q0hash):
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q0path = None
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q0hash = None
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if not os.path.exists(q1hash):
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q1path = None
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q1hash = None
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if not os.path.exists(q2hash):
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q2path = None
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q2hash = None
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if not os.path.exists(q3hash):
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q3path = None
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q3hash = None
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# do they all not exist?
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if not (q0path or q1path or q2path or q3path):
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if os.path.exists(imgpath):
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os.unlink(imgpath)
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if os.path.exists(hashpath):
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os.unlink(hashpath)
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print "Not generating due to non-existance of subtiles"
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print "\t", dest, name
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return
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# Now check the hashes
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hasher = hashlib.md5()
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if q0hash:
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hasher.update(open(q0hash, "rb").read())
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if q1hash:
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hasher.update(open(q1hash, "rb").read())
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if q2hash:
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hasher.update(open(q2hash, "rb").read())
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if q3hash:
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hasher.update(open(q3hash, "rb").read())
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if os.path.exists(hashpath):
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oldhash = open(hashpath, "rb").read()
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else:
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oldhash = None
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newhash = hasher.digest()
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if newhash == oldhash:
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# Nothing to do
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print "Not generating due to hash match"
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print "\t", dest, name
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return
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# Create the actual image now
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img = Image.new("RGBA", (384, 384))
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if q0path:
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quad0 = Image.open(q0path).resize((192,192), Image.ANTIALIAS)
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img.paste(quad0, (0,0))
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if q1path:
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quad1 = Image.open(q1path).resize((192,192), Image.ANTIALIAS)
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img.paste(quad1, (192,0))
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if q2path:
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quad2 = Image.open(q2path).resize((192,192), Image.ANTIALIAS)
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img.paste(quad2, (0, 192))
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if q3path:
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quad3 = Image.open(q3path).resize((192,192), Image.ANTIALIAS)
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img.paste(quad3, (192, 192))
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# Save it
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print "Saving", imgpath
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img.save(imgpath)
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with open(hashpath, "wb") as hashout:
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hashout.write(newhash)
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@catch_keyboardinterrupt
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def render_worldtile(chunks, colstart, colend, rowstart, rowend, path):
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"""Renders just the specified chunks into a tile and save it. Unlike usual
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python conventions, rowend and colend are inclusive. Additionally, the
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chunks around the edges are half-way cut off (so that neighboring tiles
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will render the other half)
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chunks is a list of (col, row, filename) of chunk images that are relevant
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to this call
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The image is saved to path+".png" and a hash is saved to path+".hash"
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If there are no chunks, this tile is not saved (if it already exists, it is
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deleted)
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If the hash file already exists, it is checked against the hash of each chunk.
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Standard tile size has colend-colstart=2 and rowend-rowstart=4
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There is no return value
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"""
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# width of one chunk is 384. Each column is half a chunk wide. The total
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# width is (384 + 192*(numcols-1)) since the first column contributes full
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# width, and each additional one contributes half since they're staggered.
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# However, since we want to cut off half a chunk at each end (384 less
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# pixels) and since (colend - colstart + 1) is the number of columns
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# inclusive, the equation simplifies to:
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width = 192 * (colend - colstart)
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# Same deal with height
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height = 96 * (rowend - rowstart)
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# The standard tile size is 3 columns by 5 rows, which works out to 384x384
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# pixels for 8 total chunks. (Since the chunks are staggered but the grid
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# is not, some grid coordinates do not address chunks) The two chunks on
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# the middle column are shown in full, the two chunks in the middle row are
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# half cut off, and the four remaining chunks are one quarter shown.
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# The above example with cols 0-3 and rows 0-4 has the chunks arranged like this:
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# 0,0 2,0
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# 1,1
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# 0,2 2,2
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# 1,3
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# 0,4 2,4
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# Due to how the tiles fit together, we may need to render chunks way above
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# this (since very few chunks actually touch the top of the sky, some tiles
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# way above this one are possibly visible in this tile). Render them
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# anyways just in case). "chunks" should include up to rowstart-16
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# Before we render any tiles, check the hash of each image in this tile to
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# see if it's changed.
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hashpath = path + ".hash"
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imgpath = path + ".png"
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if not chunks:
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# No chunks were found in this tile
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if os.path.exists(imgpath):
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os.unlink(imgpath)
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if os.path.exists(hashpath):
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os.unlink(hashpath)
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return None
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imghash = hashlib.md5()
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for col, row, chunkfile in chunks:
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# Get the hash of this image and add it to our hash for this tile
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imghash.update(
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os.path.basename(chunkfile).split(".")[4]
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)
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digest = imghash.digest()
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if os.path.exists(hashpath):
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oldhash = open(hashpath, 'rb').read()
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else:
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oldhash = None
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if digest == oldhash:
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# All the chunks for this tile have not changed according to the hash
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return
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# Compile this image
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tileimg = Image.new("RGBA", (width, height))
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# col colstart will get drawn on the image starting at x coordinates -(384/2)
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# row rowstart will get drawn on the image starting at y coordinates -(192/2)
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for col, row, chunkfile in chunks:
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try:
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chunkimg = Image.open(chunkfile)
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except IOError, e:
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print "Error opening file", chunkfile
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print "Attempting to re-generate it"
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os.unlink(chunkfile)
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# Do some string manipulation to determine what the chunk file is
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# that goes with this image. Then call chunk.render_and_save
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dirname, imagename = os.path.split(chunkfile)
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parts = imagename.split(".")
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datafile = "c.{0}.{1}.dat".format(parts[1],parts[2])
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print "Chunk came from data file", datafile
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# XXX Don't forget to set cave mode here when it gets implemented!
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chunk.render_and_save(os.path.join(dirname, datafile), False)
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chunkimg = Image.open(chunkfile)
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print "Success"
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xpos = -192 + (col-colstart)*192
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ypos = -96 + (row-rowstart)*96
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tileimg.paste(chunkimg.convert("RGB"), (xpos, ypos), chunkimg)
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# Save them
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tileimg.save(imgpath)
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with open(hashpath, "wb") as hashout:
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hashout.write(digest)
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def get_quadtree_depth(colstart, colend, rowstart, rowend):
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"""Determines the zoom depth of a requested quadtree.
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Return value is an integer >= 0. Higher integers mean higher resolution
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maps. This is one less than the maximum zoom (level 0 is a single tile,
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level 1 is 2 tiles wide by 2 tiles high, etc.)
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"""
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# This determines how many zoom levels we need to encompass the entire map.
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# We need to make sure that each recursive call splits both dimensions
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# evenly into a power of 2 tiles wide and high, so this function determines
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# how many splits to make, and generate_quadtree() uses this to adjust the
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# row and column limits so that everything splits just right.
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#
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# This comment makes more sense if you consider it inlined in its call from
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# generate_quadtree()
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# Since a single tile has 3 columns of chunks and 5 rows of chunks, this
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# split needs to be sized into the void so that it is some number of rows
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# in the form 2*2^p. And columns must be in the form 4*2^p
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# They need to be the same power
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# In other words, I need to find the smallest power p such that
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# colmid + 2*2^p >= colend and rowmid + 4*2^p >= rowend
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# I hope that makes some sense. I don't know how to explain this very well,
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# it was some trial and error.
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colmid = (colstart + colend) // 2
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rowmid = (rowstart + rowend) // 2
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for p in xrange(15): # That should be a high enough upper limit
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if colmid + 2*2**p >= colend and rowmid + 4*2**p >= rowend:
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break
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else:
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raise Exception("Your map is waaaay to big")
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return p
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def generate_quadtree(chunkmap, colstart, colend, rowstart, rowend, prefix, procs):
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"""Base call for quadtree_recurse. This sets up the recursion and generates
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a quadtree given a chunkmap and the ranges.
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"""
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p = get_quadtree_depth(colstart, colend, rowstart, rowend);
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colmid = (colstart + colend) // 2
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rowmid = (rowstart + rowend) // 2
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# Modify the lower and upper bounds to be sized correctly. See comments in
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# get_quadtree_depth()
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colstart = colmid - 2*2**p
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colend = colmid + 2*2**p
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rowstart = rowmid - 4*2**p
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rowend = rowmid + 4*2**p
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#print " power is", p
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#print " new bounds: {0},{1} {2},{3}".format(colstart, colend, rowstart, rowend)
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# procs is -1 here since the main process always runs as well, only spawn
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# procs-1 /new/ processes
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sem = multiprocessing.BoundedSemaphore(procs-1)
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quadtree_recurse(chunkmap, colstart, colend, rowstart, rowend, prefix, "base", sem)
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def quadtree_recurse(chunkmap, colstart, colend, rowstart, rowend, prefix, quadrant, sem):
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"""Recursive method that generates a quadtree.
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A single call generates, saves, and returns an image with the range
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specified by colstart,colend,rowstart, and rowend.
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The image is saved as os.path.join(prefix, quadrant+".png")
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If the requested range is larger than a certain threshold, this method will
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instead make 4 calls to itself to render the 4 quadrants of the image. The
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four pieces are then resized and pasted into one image that is saved and
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returned.
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If the requested range is not too large, it is generated with
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render_worldtile()
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The path "prefix" should be a directory where this call should save its
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image.
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quadrant is used in recursion. If it is "base", the image is saved in the
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directory named by prefix, and recursive calls will have quadrant set to
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"0" "1" "2" or "3" and prefix will remain unchanged.
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If quadrant is anything else, the tile will be saved just the same, but for
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recursive calls a directory named quadrant will be created (if it doesn't
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exist) and prefix will be set to os.path.join(prefix, quadrant)
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So the first call will have prefix "tiles" (e.g.) and quadrant "base" and
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will save its image as "tiles/base.png"
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The second call will have prefix "tiles" and quadrant "0" and will save its
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image as "tiles/0.png". It will create the directory "tiles/0/"
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The third call will have prefix "tiles/0", quadrant "0" and will save its image as
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"tile/0/0.png"
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Each tile outputted is always 384 by 384 pixels.
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The last parameter, sem, should be a multiprocessing.Semaphore or
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BoundedSemaphore object. Before each recursive call, the semaphore is
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acquired without blocking. If the acquire is successful, the recursive call
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will spawn a new process. If it is not successful, the recursive call is
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run in the same thread. The semaphore is passed to each recursive call, so
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any call could spawn new processes if another one exits at some point.
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The return from this function is (path, hash) where path is the path to the
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file saved, and hash is a byte string that depends on the tile's contents.
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If the tile is blank, path will be None, but hash will still be valid.
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"""
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cols = colend - colstart
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rows = rowend - rowstart
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# Get the tile's existing hash. Maybe it hasn't changed. Whether this
|
|
# function invocation is destined to recurse, or whether we end up calling
|
|
# render_worldtile(), the hash will help us short circuit a lot of pixel
|
|
# copying.
|
|
hashpath = os.path.join(prefix, quadrant+".hash")
|
|
if os.path.exists(hashpath):
|
|
oldhash = open(hashpath, "rb").read()
|
|
else:
|
|
# This method (should) never actually return None for a hash, this is
|
|
# used so it will always compare unequal.
|
|
oldhash = None
|
|
|
|
if cols == 2 and rows == 4:
|
|
# base case: just render the image
|
|
img, newhash = render_worldtile(chunkmap, colstart, colend, rowstart, rowend, oldhash)
|
|
# There are a few cases to handle here:
|
|
# 1) img is None: the image doesn't exist (would have been blank, no
|
|
# chunks exist for that range.
|
|
# 2) img is True: the image hasn't changed according to the hashes. The
|
|
# image object is not returned by render_worldtile, but we do need to
|
|
# return the path to it.
|
|
# 3) img is a PIL.Image.Image object, a new tile was computed, we need
|
|
# to save it and its hash (newhash) to disk.
|
|
|
|
if not img:
|
|
# The image returned is blank, there should not be an image here.
|
|
# If one does exist, from a previous world or something, it is not
|
|
# deleted, but None is returned to indicate to our caller this tile
|
|
# is blank.
|
|
remove_tile(prefix, quadrant)
|
|
return None, newhash
|
|
if img is True:
|
|
# No image was returned because the hashes matched. Return the path
|
|
# to the image that already exists and is up to date according to
|
|
# the hash
|
|
path = os.path.join(prefix, quadrant+".png")
|
|
if not os.path.exists(path):
|
|
# Oops, the image doesn't actually exist. User must have
|
|
# deleted it, or must be some bug?
|
|
raise Exception("Error, this image should have existed according to the hashes, but didn't")
|
|
return path, newhash
|
|
|
|
# If img was not None or True, it is an image object. The image exists
|
|
# and the hashes did not match, so it must have changed. Fall through
|
|
# to the last part of this function which saves the image and its hash.
|
|
assert isinstance(img, Image.Image)
|
|
elif cols < 2 or rows < 4:
|
|
raise Exception("Something went wrong, this tile is too small. (Please send "
|
|
"me the traceback so I can fix this)")
|
|
else:
|
|
# Recursively generate each quadrant for this tile
|
|
|
|
# Find the midpoint
|
|
colmid = (colstart + colend) // 2
|
|
rowmid = (rowstart + rowend) // 2
|
|
|
|
# Assert that the split in the center still leaves everything sized
|
|
# exactly right by checking divisibility by the final row and
|
|
# column sizes. This isn't sufficient, but is necessary for
|
|
# success. (A better check would make sure the dimensions fit the
|
|
# above equations for the same power of 2)
|
|
assert (colmid - colstart) % 2 == 0
|
|
assert (colend - colmid) % 2 == 0
|
|
assert (rowmid - rowstart) % 4 == 0
|
|
assert (rowend - rowmid) % 4 == 0
|
|
|
|
if quadrant == "base":
|
|
newprefix = prefix
|
|
else:
|
|
# Make the directory for the recursive subcalls
|
|
newprefix = os.path.join(prefix, quadrant)
|
|
if not os.path.exists(newprefix):
|
|
os.mkdir(newprefix)
|
|
|
|
# Keep a hash of the concatenation of each returned hash. If it matches
|
|
# oldhash from above, skip rendering this tile
|
|
hasher = hashlib.md5()
|
|
|
|
# Recurse to generate each quadrant of images
|
|
if sem.acquire(False):
|
|
Procobj = ReturnableProcess
|
|
else:
|
|
Procobj = FakeProcess
|
|
|
|
quad0result = Procobj(sem, target=quadtree_recurse,
|
|
args=(chunkmap, colstart, colmid, rowstart, rowmid, newprefix, "0", sem)
|
|
)
|
|
|
|
if sem.acquire(False):
|
|
Procobj = ReturnableProcess
|
|
else:
|
|
Procobj = FakeProcess
|
|
quad1result = Procobj(sem, target=quadtree_recurse,
|
|
args=(chunkmap, colmid, colend, rowstart, rowmid, newprefix, "1", sem)
|
|
)
|
|
|
|
if sem.acquire(False):
|
|
Procobj = ReturnableProcess
|
|
else:
|
|
Procobj = FakeProcess
|
|
quad2result = Procobj(sem, target=quadtree_recurse,
|
|
args=(chunkmap, colstart, colmid, rowmid, rowend, newprefix, "2", sem)
|
|
)
|
|
|
|
# Start the processes. If one is a fakeprocess, it will do the
|
|
# processing right here instead.
|
|
quad0result.start()
|
|
quad1result.start()
|
|
quad2result.start()
|
|
|
|
# 3rd quadrent always runs in this process, no need to spawn a new one
|
|
# since we're just going to turn around and wait for it.
|
|
quad3file, hash3 = quadtree_recurse(chunkmap,
|
|
colmid, colend, rowmid, rowend,
|
|
newprefix, "3", sem)
|
|
|
|
quad0file, hash0 = quad0result.get()
|
|
quad1file, hash1 = quad1result.get()
|
|
quad2file, hash2 = quad2result.get()
|
|
|
|
# Check the hashes. This is checked even if the tile files returned
|
|
# None, since that could happen if either the tile was blank or it
|
|
# hasn't changed. So the hashes returned should tell us whether we need
|
|
# to update this tile or not.
|
|
hasher.update(hash0)
|
|
hasher.update(hash1)
|
|
hasher.update(hash2)
|
|
hasher.update(hash3)
|
|
newhash = hasher.digest()
|
|
if newhash == oldhash:
|
|
# Nothing left to do, this tile already exists and hasn't changed.
|
|
#if dbg: print "hashes match, nothing to do"
|
|
return os.path.join(prefix, quadrant+".png"), oldhash
|
|
|
|
# Check here if this tile is actually blank. If all 4 returned quadrant
|
|
# filenames are None, this tile should not be rendered. However, we
|
|
# still need to return a valid hash for it, so that's why this check is
|
|
# below the hash check.
|
|
if not (bool(quad0file) or bool(quad1file) or bool(quad2file) or
|
|
bool(quad3file)):
|
|
remove_tile(prefix, quadrant)
|
|
return None, newhash
|
|
|
|
img = Image.new("RGBA", (384, 384))
|
|
|
|
if quad0file:
|
|
quad0 = Image.open(quad0file).resize((192,192), Image.ANTIALIAS)
|
|
img.paste(quad0, (0,0))
|
|
if quad1file:
|
|
quad1 = Image.open(quad1file).resize((192,192), Image.ANTIALIAS)
|
|
img.paste(quad1, (192,0))
|
|
if quad2file:
|
|
quad2 = Image.open(quad2file).resize((192,192), Image.ANTIALIAS)
|
|
img.paste(quad2, (0, 192))
|
|
if quad3file:
|
|
quad3 = Image.open(quad3file).resize((192,192), Image.ANTIALIAS)
|
|
img.paste(quad3, (192, 192))
|
|
|
|
# At this point, if the tile hasn't change or is blank, the function should
|
|
# have returned by now.
|
|
assert bool(img)
|
|
|
|
# Save the image
|
|
path = os.path.join(prefix, quadrant+".png")
|
|
img.save(path)
|
|
|
|
print "Saving image", path
|
|
|
|
# Save the hash
|
|
with open(os.path.join(prefix, quadrant+".hash"), 'wb') as hashout:
|
|
hashout.write(newhash)
|
|
|
|
# Return the location and hash of this tile
|
|
return path, newhash
|
|
|
|
def remove_tile(prefix, quadrent):
|
|
"""Called when a tile doesn't exist, this deletes an existing tile if it
|
|
does
|
|
"""
|
|
path = os.path.join(prefix, quadrent)
|
|
img = path + ".png"
|
|
hash = path + ".hash"
|
|
|
|
if os.path.exists(img):
|
|
print "removing", img
|
|
os.unlink(img)
|
|
if os.path.exists(hash):
|
|
os.unlink(hash)
|
|
|
|
class ReturnableProcess(multiprocessing.Process):
|
|
"""Like the standard multiprocessing.Process class, but the return value of
|
|
the target method is available by calling get().
|
|
|
|
The given semaphore is released when the target finishes running"""
|
|
def __init__(self, semaphore, *args, **kwargs):
|
|
self.__sem = semaphore
|
|
multiprocessing.Process.__init__(self, *args, **kwargs)
|
|
|
|
def run(self):
|
|
try:
|
|
results = self._target(*self._args, **self._kwargs)
|
|
except BaseException, e:
|
|
self._respipe_in.send(e)
|
|
else:
|
|
self._respipe_in.send(results)
|
|
finally:
|
|
self.__sem.release()
|
|
|
|
def get(self):
|
|
self.join()
|
|
ret = self._respipe_out.recv()
|
|
if isinstance(ret, BaseException):
|
|
raise ret
|
|
return ret
|
|
|
|
def start(self):
|
|
self._respipe_out, self._respipe_in = multiprocessing.Pipe()
|
|
multiprocessing.Process.start(self)
|
|
|
|
class FakeProcess(object):
|
|
"""Identical interface to the above class, but runs in the same thread.
|
|
Used to make the code simpler in quadtree_recurse
|
|
|
|
"""
|
|
def __init__(self, semaphore, target, args=None, kwargs=None):
|
|
self._target = target
|
|
self._args = args if args else ()
|
|
self._kwargs = kwargs if kwargs else {}
|
|
def start(self):
|
|
self.ret = self._target(*self._args, **self._kwargs)
|
|
def get(self):
|
|
return self.ret
|