904 lines
35 KiB
Python
904 lines
35 KiB
Python
# This file is part of the Minecraft Overviewer.
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#
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# Minecraft Overviewer is free software: you can redistribute it and/or
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# modify it under the terms of the GNU General Public License as published
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# by the Free Software Foundation, either version 3 of the License, or (at
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# your option) any later version.
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#
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# Minecraft Overviewer is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
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# Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along
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# with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
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import itertools
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import logging
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import os
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import os.path
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import shutil
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import random
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from collections import namedtuple
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from .util import iterate_base4, convert_coords
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"""
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tileset.py contains the TileSet class, and in general, routines that manage a
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set of output tiles corresponding to a requested rendermode for a world. In
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general, there will be one TileSet object per world per rendermode requested by
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the user.
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The TileSet class implements the Worker interface. This interface has the
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following methods:
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do_preprocessing()
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This method is called before iterate_work_items(). It should do any work
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that needs to be done prior to iterate_work_items(). It is not called for
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instances that will not have iterate_work_items() called.
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get_num_phases()
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This method returns an integer indicating how many phases of work this
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worker has to perform. Each phase of work is completed serially with the
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other phases... all work done by one phase is done before the next phase is
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started.
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get_phase_length(phase)
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This method returns an integer indicating how many work items there are in
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this phase. This number is used for purely informational purposes. It can
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be exact, or an estimate. If there is no useful information on the size of
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a phase, return None.
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iterate_work_items(phase)
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Takes a phase number (a non-negative integer). This method should return an
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iterator over work items and a list of dependencies i.e. (work_item, [d1,
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d2, ...]). The work items and dependencies can be any pickelable object;
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they are treated as opaque by the Dispatcher. The work item objects are
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passed back in to the do_work() method (perhaps in a different, identically
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configured instance).
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The dependency items are other work items that are compared for equality
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with work items that are already in the queue. The dispatcher guarantees
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that dependent items which are currently in the queue or in progress finish
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before the corresponding work item is started. Note that dependencies must
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have already been yielded as work items before they can be used as
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dependencies; the dispatcher requires this ordering or it cannot guarantee
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the dependencies are met.
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do_work(workobj)
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Does the work for a given work object. This method is not expected to
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return anything, so the results of its work should be reflected on the
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filesystem or by sending signals.
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"""
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# A named tuple class storing the row and column bounds for the to-be-rendered
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# world
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Bounds = namedtuple("Bounds", ("mincol", "maxcol", "minrow", "maxrow"))
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__all__ = ["TileSet"]
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class TileSet(object):
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"""The TileSet object manages the work required to produce a set of tiles
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on disk. It calculates the work that needs to be done and tells the
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dipatcher (through the Worker interface) this information. The Dispatcher
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then tells this object when and where to do the work of rendering the tiles.
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"""
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def __init__(self, regionsetobj, assetmanagerobj, options, outputdir):
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"""Construct a new TileSet object with the given configuration options
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dictionary.
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options is a dictionary of configuration parameters (strings mapping to
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values) that are interpreted by the rendering engine.
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regionsetobj is the RegionSet object that is used to render the tiles.
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assetmanagerobj is the AssetManager object that represents the
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destination directory where we'll put our tiles.
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outputdir is the absolute path to the tile output directory where the
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tiles are saved. It is assumed to exist already.
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TODO: This should probably be relative to the asset manager's output
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directory to avoid redundancy.
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Current valid options for the options dictionary are shown below. All
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the options must be specified unless they are not relevant. If the
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given options do not conform to the specifications, behavior is
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undefined (this class does not do any error checking and assumes items
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are given in the correct form).
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bgcolor
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A hex string specifying the background color for jpeg output.
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e.g.: "#1A1A1A". Not relevant unless rendering jpeg.
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renderchecks
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An integer indicating how to determine which tiles need updating
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and which don't. This is one of three levels:
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0
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Only render tiles that have chunks with a greater mtime than
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the last render timestamp, and their ancestors.
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In other words, only renders parts of the map that have changed
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since last render, nothing more, nothing less.
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This is the fastest option, but will not detect tiles that have
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e.g. been deleted from the directory tree, or pick up where a
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partial interrupted render left off.
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1
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For render-tiles, render all whose chunks have an mtime greater
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than the mtime of the tile on disk, and their upper-tile
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ancestors.
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Also check all other upper-tiles and render any that have
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children with more rencent mtimes than itself.
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This is slower due to stat calls to determine tile mtimes, but
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safe if the last render was interrupted.
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2
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Render all tiles unconditionally. This is a "forcerender" and
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is the slowest, but SHOULD be specified if this is the first
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render because the scan will forgo tile stat calls. It's also
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useful for changing texture packs or other options that effect
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the output.
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imgformat
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A string indicating the output format. Must be one of 'png' or
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'jpeg'
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imgquality
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An integer 1-100 indicating the quality of the jpeg output. Only
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relevant in jpeg mode.
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optimizeimg
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an integer indiating optimizations to perform on png outputs. 0
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indicates no optimizations. Only relevant in png mode.
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1 indicates pngcrush is run on all output images
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2 indicates pngcrush and advdef are run on all output images with advdef -z2
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3 indicates pngcrush and advdef are run on all output images with advdef -z4
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rendermode
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Perhaps the most important/relevant option: a string indicating the
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render mode to render. This rendermode must have already been
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registered with the C extension module.
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rerender_prob
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A floating point number between 0 and 1 indicating the probability
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that a tile which is not marked for render by any mtime checks will
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be rendered anyways. 0 disables this option.
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"""
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self.options = options
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self.regionset = regionsetobj
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self.am = assetmanagerobj
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# Throughout the class, self.outputdir is an absolute path to the
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# directory where we output tiles. It is assumed to exist.
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self.outputdir = os.path.abspath(outputdir)
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# Set the image format according to the options
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if self.options['imgformat'] == 'png':
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self.imgextension = 'png'
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elif self.options['imgformat'] == 'jpeg':
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self.imgextension = 'jpg'
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def do_preprocessing(self):
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"""For the preprocessing step of the Worker interface, this does the
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chunk scan and stores the resulting tree as a private instance
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attribute for later use in iterate_work_items()
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"""
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# REMEMBER THAT ATTRIBUTES ASSIGNED IN THIS METHOD ARE NOT AVAILABLE IN
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# THE do_work() METHOD
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# Calculate the min and max column over all the chunks.
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# This sets self.bounds to a Bounds namedtuple
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self.bounds = self._find_chunk_range()
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# Calculate the depth of the tree
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for p in xrange(1,33): # max 32
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# Will 2^p tiles wide and high suffice?
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# X has twice as many chunks as tiles, then halved since this is a
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# radius
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xradius = 2**p
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# Y has 4 times as many chunks as tiles, then halved since this is
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# a radius
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yradius = 2*2**p
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if xradius >= bounds.maxcol and -xradius <= bounds.mincol and \
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yradius >= bounds.maxrow and -yradius <= bounds.minrow:
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break
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if p >= 15:
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logging.warning("Just letting you know, your map requries %s zoom levels. This is REALLY big!",
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p)
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self.treedepth = p
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# Do any tile re-arranging if necessary
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self._rearrange_tiles()
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# Do the chunk scan here
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self.dirtytree = self._chunk_scan()
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def get_num_phases(self):
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"""Returns the number of levels in the quadtree, which is equal to the
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number of phases of work that need to be done.
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"""
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return 1
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def get_phase_length(self, phase):
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"""Returns the number of work items in a given phase, or None if there
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is no good estimate.
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"""
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return None
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def iterate_work_items(self, phase):
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"""Iterates over the dirty tiles in the tree and return them in the
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appropriate order with the appropriate dependencies.
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This method returns an iterator over (obj, [dependencies, ...])
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"""
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# With renderchecks set to 0 or 2, simply iterate over the dirty tiles
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# tree in post-traversal order and yield each tile path.
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# For 0 our caller has explicitly requested not to check mtimes on
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# disk, to speed things up. So the mode 0 chunk scan only looks at
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# chunk mtimes and the last render mtime, and has marked only the
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# render-tiles that need rendering. Mode 0 then iterates over all dirty
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# render-tiles and upper-tiles that depend on them. It does not check
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# mtimes of upper-tiles, so this is only a good option if the last
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# render was not interrupted.
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# For mode 2, this is a forcerender, the caller has requested we render
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# everything. The mode 2 chunk scan marks every tile as needing
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# rendering, and disregards mtimes completely. Mode 2 then iterates
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# over all render-tiles and upper-tiles that depend on them, which is
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# every tile that should exist.
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# In both 0 and 2 the render iteration is the same: the dirtytile tree
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# built is authoritive on every tile that needs rendering.
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# In mode 1, things are most complicated. The mode 2 chunk scan checks
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# every render tile's mtime for each chunk that touches it, so it can
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# determine accurately which tiles need rendering regardless of the
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# state on disk. The chunk scan also builds a RendertileSet of *every*
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# render-tile that exists.
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# The mode 1 render iteration then manually iterates over the set of
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# all render-tiles in a post-traversal order. When it visits a
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# render-node, it does the following:
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# * Checks the set of dirty render-tiles to see if the node needs
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# rendering, and if so, renders it
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# * If the tile was rendered, set the mtime using os.utime() to the max
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# of the chunk mtimes.
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# * If the tile was rendered, return (True, mtime).
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# * If the tile was not rendered, return (False, mtime)
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#
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# Then, for upper-tiles, it does the following:
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# * Gathers the return values of each child call.
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# * If any child returned True, render this tile.
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# * Otherwise, check this tile's mtime. If any child's mtime is greater
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# than this tile's mtime, render this tile.
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# * If the tile was rendered, set the mtime using os.utime() to the max
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# of the child mtimes.
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# * If the tile was rendered, return (True, mtime).
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# * If the tile was not rendered, return (False, mtime)
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pass
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def do_work(self, tileobj):
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"""Renders the given tile.
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"""
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def get_persistent_data(self):
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"""Returns a dictionary representing the persistent data of this
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TileSet. Typically this is called by AssetManager
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"""
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pass
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def _find_chunk_range(self):
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"""Finds the chunk range in rows/columns and stores them in
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self.minrow, self.maxrow, self.mincol, self.maxcol
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"""
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minrow = mincol = maxrow = maxcol = 0
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for c_x, c_z, _ in self.regionset.iterate_chunks():
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# Convert these coordinates to row/col
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col, row = convert_coords(c_x, c_z)
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minrow = min(minrow, row)
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maxrow = max(maxrow, row)
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mincol = min(mincol, col)
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maxcol = max(maxcol, col)
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return Bounds(mincol, maxcol, minrow, maxrow)
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def _rearrange_tiles(self):
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"""If the target size of the tree is not the same as the existing size
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on disk, do some re-arranging
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"""
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try:
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curdepth = get_dirdepth(self.outputdir)
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except Exception:
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logging.critical("Could not determine existing tile tree depth. Does it exist?")
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raise
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if self.treedepth != cur_depth:
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if self.treedepth > curdepth:
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logging.warning("Your map seems to have expanded beyond its previous bounds.")
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logging.warning( "Doing some tile re-arrangements... just a sec...")
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for _ in xrange(self.p-curdepth):
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self._increase_depth()
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elif self.p < curdepth:
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logging.warning("Your map seems to have shrunk. Did you delete some chunks? No problem. Re-arranging tiles, just a sec...")
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for _ in xrange(curdepth - self.p):
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self._decrease_depth()
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def _increase_depth(self):
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"""Moves existing tiles into place for a larger tree"""
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getpath = functools.partial(os.path.join, self.outputdir)
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# At top level of the tree:
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# quadrant 0 is now 0/3
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# 1 is now 1/2
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# 2 is now 2/1
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# 3 is now 3/0
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# then all that needs to be done is to regenerate the new top level
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for dirnum in range(4):
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newnum = (3,2,1,0)[dirnum]
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newdir = "new" + str(dirnum)
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newdirpath = getpath(newdir)
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files = [str(dirnum)+"."+self.imgextension, str(dirnum)]
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newfiles = [str(newnum)+"."+self.imgextension, str(newnum)]
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os.mkdir(newdirpath)
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for f, newf in zip(files, newfiles):
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p = getpath(f)
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if os.path.exists(p):
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os.rename(p, getpath(newdir, newf))
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os.rename(newdirpath, getpath(str(dirnum)))
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def _decrease_depth(self):
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"""If the map size decreases, or perhaps the user has a depth override
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in effect, re-arrange existing tiles for a smaller tree"""
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getpath = functools.partial(os.path.join, self.outputdir)
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# quadrant 0/3 goes to 0
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# 1/2 goes to 1
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# 2/1 goes to 2
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# 3/0 goes to 3
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# Just worry about the directories here, the files at the top two
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# levels are cheap enough to replace
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if os.path.exists(getpath("0", "3")):
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os.rename(getpath("0", "3"), getpath("new0"))
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shutil.rmtree(getpath("0"))
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os.rename(getpath("new0"), getpath("0"))
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if os.path.exists(getpath("1", "2")):
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os.rename(getpath("1", "2"), getpath("new1"))
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shutil.rmtree(getpath("1"))
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os.rename(getpath("new1"), getpath("1"))
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if os.path.exists(getpath("2", "1")):
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os.rename(getpath("2", "1"), getpath("new2"))
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shutil.rmtree(getpath("2"))
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os.rename(getpath("new2"), getpath("2"))
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if os.path.exists(getpath("3", "0")):
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os.rename(getpath("3", "0"), getpath("new3"))
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shutil.rmtree(getpath("3"))
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os.rename(getpath("new3"), getpath("3"))
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# Delete the files in the top directory to make sure they get re-created.
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files = [str(num)+"."+self.imgextension for num in xrange(4)] + ["base." + self.imgextension]
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for f in files:
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try:
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os.unlink(getpath(f))
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except OSError, e:
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pass # doesn't exist maybe?
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def _chunk_scan(self):
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"""Scans the chunks of this TileSet's world to determine which
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render-tiles need rendering. Returns a RendertileSet object.
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For rendercheck mode 0: only compares chunk mtimes against last render
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time of the map
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For rendercheck mode 1: compares chunk mtimes against the tile mtimes
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on disk
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For rendercheck mode 2: marks every tile, does not check any mtimes.
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"""
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depth = self.treedepth
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dirty = RendertileSet(depth)
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chunkcount = 0
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stime = time.time()
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rendercheck = self.options['rendercheck']
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rerender_prob = self.options['rerender_prob']
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# XXX TODO:
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last_rendertime = 0 # TODO
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if rendercheck == 0:
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def compare_times(chunkmtime, tileobj):
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# Compare chunk mtime to last render time
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return chunkmtime > last_rendertime
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elif rendercheck == 1:
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def compare_times(chunkmtime, tileobj):
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# Compare chunk mtime to tile mtime on disk
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tile_path = tile.get_filepath(self.full_tiledir, self.imgformat)
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try:
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tile_mtime = os.stat(tile_path)[stat.ST_MTIME]
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except OSError, e:
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if e.errno != errno.ENOENT:
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raise
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# File doesn't exist. Render it.
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return True
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return chunkmtime > tile_mtime
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# For each chunk, do this:
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# For each tile that the chunk touches, do this:
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# Compare the last modified time of the chunk and tile. If the
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# tile is older, mark it in a RendertileSet object as dirty.
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for chunkx, chunkz, chunkmtime in self.regionset.iterate_chunks():
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chunkcount += 1
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# Convert to diagonal coordinates
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chunkcol, chunkrow = util.convert_coords(chunkx, chunkz)
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# find tile coordinates. Remember tiles are identified by the
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# address of the chunk in their upper left corner.
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tilecol = chunkcol - chunkcol % 2
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tilerow = chunkrow - chunkrow % 4
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# Determine if this chunk is in a column that spans two columns of
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# tiles, which are the even columns.
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if chunkcol % 2 == 0:
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x_tiles = 2
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else:
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x_tiles = 1
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# Loop over all tiles that this chunk potentially touches.
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# The tile at tilecol,tilerow obviously contains the chunk, but so
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# do the next 4 tiles down because chunks are very tall, and maybe
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# the next column over too.
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for i in xrange(x_tiles):
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for j in xrange(5):
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# This loop iteration is for the tile at this column and
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# row:
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c = tilecol - 2*i
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r = tilerow + 4*j
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# Make sure the tile is in the range according to the given
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# depth. This won't happen unless the user has given -z to
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# render a smaller area of the map than everything
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if (
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c < self.bounds.mincol or
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c >= self.bounds.maxcol or
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r < self.bounds.minrow or
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r >= self.bounds.maxrow
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):
|
|
continue
|
|
|
|
# Computes the path in the quadtree from the col,row coordinates
|
|
tile = RenderTile.compute_path(c, r, depth)
|
|
|
|
if rendercheck == 2:
|
|
# Skip all other checks, mark tiles as dirty unconditionally
|
|
dirty.add(tile.path)
|
|
continue
|
|
|
|
# Stochastic check. Since we're scanning by chunks and not
|
|
# by tiles, and the tiles get checked multiple times for
|
|
# each chunk, this is only an approximation. The given
|
|
# probability is for a particular tile that needs
|
|
# rendering, but since a tile gets touched up to 32 times
|
|
# (once for each chunk in it), divide the probability by
|
|
# 32.
|
|
if rerender_prob and rerender_prob/32 > random.random():
|
|
dirty.add(tile.path)
|
|
continue
|
|
|
|
# Check if this tile has already been marked dirty. If so,
|
|
# no need to do any of the below.
|
|
if dirty.query_path(tile.path):
|
|
continue
|
|
|
|
# Check mtimes and conditionally add tile to dirty set
|
|
if compare_mtimes(chunkmtime, tile):
|
|
dirty.add(tile.path)
|
|
|
|
t = int(time.time()-stime)
|
|
logging.debug("%s finished chunk scan. %s chunks scanned in %s second%s",
|
|
self, chunkcount, t,
|
|
"s" if t != 1 else "")
|
|
|
|
return dirty
|
|
|
|
def __str__(self):
|
|
return "<TileSet for %s>" % os.basename(self.outputdir)
|
|
|
|
|
|
def get_dirdepth(outputdir):
|
|
"""Returns the current depth of the tree on disk
|
|
|
|
"""
|
|
# Traverses down the first directory until it reaches one with no
|
|
# subdirectories. While all paths of the tree may not exist, all paths
|
|
# of the tree should and are assumed to be the same depth
|
|
|
|
# This function returns a list of all subdirectories of the given
|
|
# directory. It's slightly more complicated than you'd think it should be
|
|
# because one must turn directory names returned by os.listdir into
|
|
# relative/absolute paths before they can be passed to os.path.isdir()
|
|
getsubdirs = lambda directory: [
|
|
abssubdir
|
|
for abssubdir in
|
|
(os.path.join(directory,subdir) for subdir in os.listdir(directory))
|
|
if os.path.isdir(abssubdir)
|
|
]
|
|
|
|
depth = 1
|
|
subdirs = getsubdirs(outputdir)
|
|
while subdirs:
|
|
subdirs = getsubdirs(subdirs[0])
|
|
depth += 1
|
|
|
|
return depth
|
|
|
|
class RendertileSet(object):
|
|
"""This object holds a set of render-tiles using a quadtree data structure.
|
|
It is typically used to hold tiles that need rendering. This implementation
|
|
collapses subtrees that are completely in or out of the set to save memory.
|
|
|
|
Each instance of this class is a node in the tree, and therefore each
|
|
instance is the root of a subtree.
|
|
|
|
Each node knows its "level", which corresponds to the zoom level where 0 is
|
|
the inner-most (most zoomed in) tiles.
|
|
|
|
Instances hold the state of their children (in or out of the set). Leaf
|
|
nodes are images and do not physically exist in the tree as objects, but
|
|
are represented as booleans held by the objects at the second-to-last
|
|
level; level 1 nodes keep track of leaf image state. Level 2 nodes keep
|
|
track of level 1 state, and so fourth.
|
|
|
|
|
|
"""
|
|
__slots__ = ("depth", "children")
|
|
def __init__(self, depth):
|
|
"""Initialize a new tree with the specified depth. This actually
|
|
initializes a node, which is the root of a subtree, with `depth` levels
|
|
beneath it.
|
|
|
|
"""
|
|
# Stores the depth of the tree according to this node. This is not the
|
|
# depth of this node, but rather the number of levels below this node
|
|
# (including this node).
|
|
self.depth = depth
|
|
|
|
# the self.children array holds the 4 children of this node. This
|
|
# follows the same quadtree convention as elsewhere: children 0, 1, 2,
|
|
# 3 are the upper-left, upper-right, lower-left, and lower-right
|
|
# respectively
|
|
# Values are:
|
|
# False
|
|
# All children down this subtree are not in the set
|
|
# True
|
|
# All children down this subtree are in the set
|
|
# A RendertileSet instance
|
|
# the instance defines which children down that subtree are in the
|
|
# set.
|
|
# A node with depth=1 cannot have a RendertileSet instance in its
|
|
# children since its children are leaves, representing images, not more
|
|
# tree
|
|
self.children = [False] * 4
|
|
|
|
def posttraversal(self):
|
|
"""Returns an iterator over tile paths for every tile in the
|
|
set, including the explictly marked render-tiles, as well as the
|
|
implicitly marked ancestors of those render-tiles. Returns in
|
|
post-traversal order, so that tiles with dependencies will always be
|
|
yielded after their dependencies.
|
|
|
|
"""
|
|
# XXX Implement Me!
|
|
raise NotImplementedError()
|
|
|
|
def add(self, path):
|
|
"""Marks the requested leaf node as in this set
|
|
|
|
Path is an iterable of integers representing the path to the leaf node
|
|
that is to be added to the set
|
|
|
|
"""
|
|
path = list(path)
|
|
assert len(path) == self.depth
|
|
path.reverse()
|
|
self._set_add_helper(path)
|
|
|
|
def _set_add_helper(self, path):
|
|
"""Recursive helper for add()
|
|
|
|
Expects path to be a list in reversed order
|
|
|
|
If *all* the nodes below this one are in the set, this function returns
|
|
true. Otherwise, returns None.
|
|
|
|
"""
|
|
|
|
if self.depth == 1:
|
|
# Base case
|
|
self.children[path[0]] = True
|
|
|
|
# Check to see if all children are in the set
|
|
if all(self.children):
|
|
return True
|
|
else:
|
|
# Recursive case
|
|
|
|
childnum = path.pop()
|
|
child = self.children[childnum]
|
|
|
|
if child == False:
|
|
# Create a new node and recurse.
|
|
# (The use of __class__ is so possible subclasses of this class
|
|
# work as expected)
|
|
child = self.__class__(self.depth-1)
|
|
child._set_add_helper(path)
|
|
self.children[childnum] = child
|
|
elif child == True:
|
|
# Every child is already in the set and the subtree is already
|
|
# collapsed. Nothing to do.
|
|
return
|
|
else:
|
|
# subtree is mixed. Recurse to the already existing child node
|
|
ret = child._set_add_helper(path)
|
|
if ret:
|
|
# Child says every descendent is in the set, so we can
|
|
# purge the subtree and mark it as such. The subtree will
|
|
# be garbage collected when this method exits.
|
|
self.children[childnum] = True
|
|
|
|
# Since we've marked an entire sub-tree as in the set, we
|
|
# may be able to signal to our parent to do the same
|
|
if all(x is True for x in self.children):
|
|
return True
|
|
|
|
def __iter__(self):
|
|
return self.iterate()
|
|
def iterate(self, level=None):
|
|
"""Returns an iterator over every tile in this set. Each item yielded
|
|
is a sequence of integers representing the quadtree path to the tiles
|
|
in the set. Yielded sequences are of length self.depth.
|
|
|
|
If level is None, iterates over tiles of the highest level, i.e.
|
|
worldtiles. If level is a value between 0 and the depth of this tree,
|
|
this method iterates over tiles at that level. Zoom level 0 is zoomed
|
|
all the way out, zoom level `depth` is all the way in.
|
|
|
|
In other words, specifying level causes the tree to be iterated as if
|
|
it was only that depth.
|
|
|
|
"""
|
|
if level is None:
|
|
todepth = 1
|
|
else:
|
|
if not (level > 0 and level <= self.depth):
|
|
raise ValueError("Level parameter must be between 1 and %s" % self.depth)
|
|
todepth = self.depth - level + 1
|
|
|
|
return (tuple(reversed(rpath)) for rpath in self._iterate_helper(todepth))
|
|
|
|
def _iterate_helper(self, todepth):
|
|
if self.depth == todepth:
|
|
# Base case
|
|
if self.children[0]: yield [0]
|
|
if self.children[1]: yield [1]
|
|
if self.children[2]: yield [2]
|
|
if self.children[3]: yield [3]
|
|
|
|
else:
|
|
# Higher levels:
|
|
for c, child in enumerate(self.children):
|
|
if child == True:
|
|
# All render-tiles are in the set down this subtree,
|
|
# iterate over every leaf using iterate_base4
|
|
for x in iterate_base4(self.depth-todepth):
|
|
x = list(x)
|
|
x.append(c)
|
|
yield x
|
|
elif child != False:
|
|
# Mixed in/out of the set down this subtree, recurse
|
|
for path in child._iterate_helper(todepth):
|
|
path.append(c)
|
|
yield path
|
|
|
|
def query_path(self, path):
|
|
"""Queries for the state of the given tile in the tree.
|
|
|
|
Returns True for items in the set, False otherwise. Works for
|
|
rendertiles as well as upper tiles (which are True if they have a
|
|
descendent that is in the set)
|
|
|
|
"""
|
|
# Traverse the tree down the given path. If the tree has been
|
|
# collapsed, then just return the stored boolean. Otherwise, if we find
|
|
# the specific tree node requested, return its state using the
|
|
# __nonzero__ call.
|
|
treenode = self
|
|
for pathelement in path:
|
|
treenode = treenode.children[pathelement]
|
|
if not isinstance(treenode, RendertileSet):
|
|
return treenode
|
|
|
|
# If the method has not returned at this point, treenode is the
|
|
# requested node, but it is an inner node with possibly mixed state
|
|
# subtrees. If any of the children are True return True. This call
|
|
# relies on the __nonzero__ method
|
|
return bool(treenode)
|
|
|
|
def __nonzero__(self):
|
|
"""Returns the boolean context of this particular node. If any
|
|
descendent of this node is True return True. Otherwise, False.
|
|
|
|
"""
|
|
# Any chilren that are True or are a RendertileSet that evaluate to
|
|
# True
|
|
# IDEA: look at all children for True before recursing Better idea:
|
|
# every node except the root /must/ have a descendent in the set or it
|
|
# wouldn't exist. This assumption is only valid as long as there is no
|
|
# method to remove a tile from the set.
|
|
return any(self.children)
|
|
|
|
def count(self):
|
|
"""Returns the total number of render-tiles in this set.
|
|
|
|
"""
|
|
# TODO: Make this more efficient (although for even the largest trees,
|
|
# this takes only seconds)
|
|
c = 0
|
|
for _ in self.iterate():
|
|
c += 1
|
|
return c
|
|
|
|
class RenderTile(object):
|
|
"""A simple container class that represents a single render-tile.
|
|
|
|
A render-tile is a tile that is rendered, not a tile composed of other
|
|
tiles (composite-tile).
|
|
|
|
"""
|
|
__slots__ = ("col", "row", "path")
|
|
def __init__(self, col, row, path):
|
|
"""Initialize the tile obj with the given parameters. It's probably
|
|
better to use one of the other constructors though
|
|
|
|
"""
|
|
self.col = col
|
|
self.row = row
|
|
self.path = tuple(path)
|
|
|
|
def __repr__(self):
|
|
return "%s(%r,%r,%r)" % (self.__class__.__name__, self.col, self.row, self.path)
|
|
|
|
def __eq__(self,other):
|
|
return self.col == other.col and self.row == other.row and tuple(self.path) == tuple(other.path)
|
|
|
|
def __ne__(self, other):
|
|
return not self == other
|
|
|
|
def get_filepath(self, tiledir, imgformat):
|
|
"""Returns the path to this file given the directory to the tiles
|
|
|
|
"""
|
|
# os.path.join would be the proper way to do this path concatenation,
|
|
# but it is surprisingly slow, probably because it checks each path
|
|
# element if it begins with a slash. Since we know these components are
|
|
# all relative, just concatinate with os.path.sep
|
|
pathcomponents = [tiledir]
|
|
pathcomponents.extend(str(x) for x in self.path)
|
|
path = os.path.sep.join(pathcomponents)
|
|
imgpath = ".".join((path, imgformat))
|
|
return imgpath
|
|
|
|
@classmethod
|
|
def from_path(cls, path):
|
|
"""Constructor that takes a path and computes the col,row address of
|
|
the tile and constructs a new tile object.
|
|
|
|
"""
|
|
path = tuple(path)
|
|
|
|
depth = len(path)
|
|
|
|
# Radius of the world in chunk cols/rows
|
|
# (Diameter in X is 2**depth, divided by 2 for a radius, multiplied by
|
|
# 2 for 2 chunks per tile. Similarly for Y)
|
|
xradius = 2**depth
|
|
yradius = 2*2**depth
|
|
|
|
col = -xradius
|
|
row = -yradius
|
|
xsize = xradius
|
|
ysize = yradius
|
|
|
|
for p in path:
|
|
if p in (1,3):
|
|
col += xsize
|
|
if p in (2,3):
|
|
row += ysize
|
|
xsize //= 2
|
|
ysize //= 2
|
|
|
|
return cls(col, row, path)
|
|
|
|
@classmethod
|
|
def compute_path(cls, col, row, depth):
|
|
"""Constructor that takes a col,row of a tile and computes the path.
|
|
|
|
"""
|
|
assert col % 2 == 0
|
|
assert row % 4 == 0
|
|
|
|
xradius = 2**depth
|
|
yradius = 2*2**depth
|
|
|
|
colbounds = [-xradius, xradius]
|
|
rowbounds = [-yradius, yradius]
|
|
|
|
path = []
|
|
|
|
for level in xrange(depth):
|
|
# Strategy: Find the midpoint of this level, and determine which
|
|
# quadrant this row/col is in. Then set the bounds to that level
|
|
# and repeat
|
|
|
|
xmid = (colbounds[1] + colbounds[0]) // 2
|
|
ymid = (rowbounds[1] + rowbounds[0]) // 2
|
|
|
|
if col < xmid:
|
|
if row < ymid:
|
|
path.append(0)
|
|
colbounds[1] = xmid
|
|
rowbounds[1] = ymid
|
|
else:
|
|
path.append(2)
|
|
colbounds[1] = xmid
|
|
rowbounds[0] = ymid
|
|
else:
|
|
if row < ymid:
|
|
path.append(1)
|
|
colbounds[0] = xmid
|
|
rowbounds[1] = ymid
|
|
else:
|
|
path.append(3)
|
|
colbounds[0] = xmid
|
|
rowbounds[0] = ymid
|
|
|
|
return cls(col, row, path)
|