1644 lines
66 KiB
Python
1644 lines
66 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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import functools
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import time
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import errno
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import stat
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from collections import namedtuple
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from itertools import product, izip
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from PIL import Image
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from .util import roundrobin
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from . import nbt
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from .files import FileReplacer
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from .optimizeimages import optimize_image
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import rendermodes
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import c_overviewer
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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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# small but useful
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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 product(xrange(4), repeat=d)
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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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# A note about the implementation of the different rendercheck modes:
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#
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# For reference, here's what the rendercheck modes are:
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# 0
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# Only render tiles that have chunks with a greater mtime than the last
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# render timestamp, and their ancestors.
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#
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# In other words, only renders parts of the map that have changed since
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# last render, nothing more, nothing less.
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#
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# This is the fastest option, but will not detect tiles that have e.g.
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# been deleted from the directory tree, or pick up where a partial
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# interrupted render left off.
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# 1
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# For render-tiles, render all whose chunks have an mtime greater than
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# the mtime of the tile on disk, and their composite-tile ancestors.
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#
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# Also check all other composite-tiles and render any that have children
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# with more rencent mtimes than itself.
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#
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# This is slower due to stat calls to determine tile mtimes, but safe if
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# the last render was interrupted.
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# 2
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# Render all tiles unconditionally. This is a "forcerender" and is the
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# slowest, but SHOULD be specified if this is the first render because
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# the scan will forgo tile stat calls. It's also useful for changing
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# texture packs or other options that effect the output.
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#
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# For 0 our caller has explicitly requested not to check mtimes on disk to
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# speed things up. So the mode 0 chunk scan only looks at chunk mtimes and the
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# last render mtime from the asset manager, and marks only the tiles that need
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# rendering based on that. Mode 0 then iterates over all dirty render-tiles
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# and composite-tiles that depend on them. It does not check mtimes of any
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# tiles on disk, so this is only a good option if the last render was not
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# 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 rendering, and
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# disregards mtimes completely. Mode 2 then iterates over all render-tiles and
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# composite-tiles that depend on them, which is every tile. It therefore
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# renders everything.
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# In both 0 and 2 the render iteration is the same: the dirtytile tree built is
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# authoritive on every tile that needs rendering.
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# In mode 1, things are most complicated. Mode 1 chunk scan is identical to a
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# forcerender, or mode 2 scan: every render tile that should exist is marked in
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# the dirtytile tree. But instead of iterating over that tree directly, a
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# special recursive algorithm goes through and checks every tile that should
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# exist and determines whether it needs rendering. This routine works in such a
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# way so that every tile is stat()'d at most once, so it shouldn't be too bad.
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# This logic happens in the iterate_work_items() method, and therefore in the
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# master process, not the worker processes.
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# In all three rendercheck modes, the results out of iterate_work_items() is
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# authoritive on what needs rendering. The do_work() method does not need to do
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# any additional checks.
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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, texturesobj, 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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texturesobj is the Textures object to pass into the rendering routine.
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This class does nothing with it except pass it through.
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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 created if it doesn't exist
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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 key is optional; if not specified, an
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appropriate mode is determined from the persistent config obtained
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from the asset manager. 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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"check-tiles" mode. For render-tiles, render all whose chunks
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have an mtime greater than the mtime of the tile on disk, and
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their upper-tile 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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Also remove tiles and directory trees that do exist but
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shouldn't.
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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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rerenderprob
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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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changelist
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Optional: A file descriptor which will be opened and used as the
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changelist output: each tile written will get outputted to the
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specified fd.
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Other options that must be specified but aren't really documented
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(oops. consider it a TODO):
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* worldname_orig
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* dimension
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* title
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* name
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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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self.textures = texturesobj
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self.outputdir = os.path.abspath(outputdir)
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config = self.am.get_tileset_config(self.options.get("name"))
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self.config = config
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self.last_rendertime = config.get('last_rendertime', 0)
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if "renderchecks" not in self.options:
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# renderchecks was not given, this indicates it was not specified
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# in either the config file or the command line. The following code
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# attempts to detect the most appropriate mode
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if not config:
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# No persistent config?
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if os.path.exists(self.outputdir):
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# Somehow there's no config but the output dir DOES exist.
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# That's strange!
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logging.warning(
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"For render '%s' I couldn't find any persistent config, "
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"but I did find my tile directory already exists. This "
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"shouldn't normally happen, something may be up, but I "
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"think I can continue...", self.options['name'])
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logging.info("Switching to --check-tiles mode")
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self.options['renderchecks'] = 1
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else:
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# This is the typical code path for an initial render, make
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# this a "forcerender"
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self.options['renderchecks'] = 2
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logging.debug("This is the first time rendering %s. Doing" +
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" a full-render",
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self.options['name'])
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elif not os.path.exists(self.outputdir):
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# Somehow the outputdir got erased but the metadata file is
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# still there. That's strange!
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logging.warning(
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"This is strange. There is metadata for render '%s' but "
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"the output directory is missing. This shouldn't "
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"normally happen. I guess we have no choice but to do a "
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"--forcerender", self.options['name'])
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self.options['renderchecks'] = 2
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elif config.get("render_in_progress", False):
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# The last render must have been interrupted. The default should be
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# a check-tiles render then
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logging.warning(
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"The last render for '%s' didn't finish. I'll be " +
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"scanning all the tiles to make sure everything's up "+
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"to date.",
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self.options['name'],
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)
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logging.warning("The total tile count will be (possibly "+
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"wildly) inaccurate, because I don't know how many "+
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"tiles need rendering. I'll be checking them as I go")
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self.options['renderchecks'] = 1
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else:
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logging.debug("No rendercheck mode specified for %s. "+
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"Rendering tile whose chunks have changed since %s",
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self.options['name'],
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time.strftime("%x %X", time.localtime(self.last_rendertime)),
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)
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self.options['renderchecks'] = 0
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if not os.path.exists(self.outputdir):
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if self.options['renderchecks'] != 2:
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logging.warning(
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"The tile directory didn't exist, but you have specified "
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"explicitly not to do a --fullrender (which is the default for "
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"this situation). I'm overriding your decision and setting "
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"--fullrender for just this run")
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self.options['rednerchecks'] = 2
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os.mkdir(self.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'] in ('jpeg', 'jpg'):
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self.imgextension = 'jpg'
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else:
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raise ValueError("imgformat must be one of: 'png' or 'jpg'")
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# This sets self.treedepth, self.xradius, and self.yradius
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self._set_map_size()
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# Only pickle the initial state. Don't pickle anything resulting from the
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# do_preprocessing step
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def __getstate__(self):
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return self.regionset, self.am, self.textures, self.options, self.outputdir
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def __setstate__(self, state):
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self.__init__(*state)
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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 (because this is only called in the main process
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# not the workers)
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# This warning goes here so it's only shown once
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if self.treedepth >= 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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self.treedepth)
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# Do any tile re-arranging if necessary. Skip if there was no config
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# from the asset-manager, which typically indicates this is a new
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# render
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if self.config:
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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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# Yeah functional programming!
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return {
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0: lambda: self.dirtytree.count_all(),
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#there is no good way to guess this so just give total count
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1: lambda: (4**(self.treedepth+1)-1)/3,
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2: lambda: self.dirtytree.count_all(),
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}[self.options['renderchecks']]()
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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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# The following block of code implementes the changelist functionality.
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fd = self.options.get("changelist", None)
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if fd:
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logging.debug("Changelist activated for %s (fileno %s)", self, fd)
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# This re-implements some of the logic from do_work()
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def write_out(tilepath):
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if len(tilepath) == self.treedepth:
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rt = RenderTile.from_path(tilepath)
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imgpath = rt.get_filepath(self.outputdir, self.imgextension)
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elif len(tilepath) == 0:
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imgpath = os.path.join(self.outputdir, "base."+self.imgextension)
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else:
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dest = os.path.join(self.outputdir, *(str(x) for x in tilepath[:-1]))
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name = str(tilepath[-1])
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imgpath = os.path.join(dest, name) + "." + self.imgextension
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# We use low-level file output because we don't want open file
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# handles being passed to subprocesses. fd is just an integer.
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# This method is only called from the master process anyways.
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# We don't use os.fdopen() because this fd may be shared by
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# many tileset objects, and as soon as this method exists the
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# file object may be garbage collected, closing the file.
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os.write(fd, imgpath + "\n")
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# See note at the top of this file about the rendercheck modes for an
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# explanation of what this method does in different situations.
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#
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# For modes 0 and 2, self.dirtytree holds exactly the tiles we need to
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# render. Iterate over the tiles in using the posttraversal() method.
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# Yield each item. Easy.
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if self.options['renderchecks'] in (0,2):
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for tilepath in self.dirtytree.posttraversal():
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dependencies = []
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# These tiles may or may not exist, but the dispatcher won't
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# care according to the worker interface protocol It will only
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# wait for the items that do exist and are in the queue.
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for i in range(4):
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dependencies.append( tilepath + (i,) )
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if fd:
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write_out(tilepath)
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yield tilepath, dependencies
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else:
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# For mode 1, self.dirtytree holds every tile that should exist,
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# but invoke _iterate_and_check_tiles() to determine which tiles
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# need rendering.
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for tilepath, mtime, needs_rendering in self._iterate_and_check_tiles(()):
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if needs_rendering:
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dependencies = []
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for i in range(4):
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dependencies.append( tilepath + (i,) )
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if fd:
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write_out(tilepath)
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yield tilepath, dependencies
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def do_work(self, tilepath):
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"""Renders the given tile.
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tilepath is yielded by iterate_work_items and is an iterable of
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integers representing the path of the tile to render.
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"""
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if len(tilepath) == self.treedepth:
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# A render-tile
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self._render_rendertile(RenderTile.from_path(tilepath))
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else:
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# A composite-tile
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if len(tilepath) == 0:
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# The base tile
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dest = self.outputdir
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name = "base"
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else:
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# All others
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dest = os.path.join(self.outputdir, *(str(x) for x in tilepath[:-1]))
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name = str(tilepath[-1])
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self._render_compositetile(dest, name)
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def get_initial_data(self):
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"""This is called similarly to get_persistent_data, but is called after
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do_preprocessing but before any work is acutally done.
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|
|
|
"""
|
|
d = self.get_persistent_data()
|
|
# This is basically the same as get_persistent_data() with the
|
|
# following exceptions:
|
|
# * last_rendertime is not changed
|
|
# * A key "render_in_progress" is set to True
|
|
d['last_rendertime'] = self.last_rendertime
|
|
d['render_in_progress'] = True
|
|
return d
|
|
|
|
def get_persistent_data(self):
|
|
"""Returns a dictionary representing the persistent data of this
|
|
TileSet. Typically this is called by AssetManager
|
|
|
|
"""
|
|
def bgcolorformat(color):
|
|
return "#%02x%02x%02x" % color[0:3]
|
|
isOverlay = not any(isinstance(x, rendermodes.Base) for x in self.options.get("rendermode"))
|
|
|
|
d = dict(name = self.options.get('title'),
|
|
zoomLevels = self.treedepth,
|
|
minZoom = 0,
|
|
defaultZoom = 1,
|
|
maxZoom = self.treedepth,
|
|
path = self.options.get('name'),
|
|
base = '',
|
|
bgcolor = bgcolorformat(self.options.get('bgcolor')),
|
|
world = self.options.get('worldname_orig') +
|
|
(" - " + self.options.get('dimension') if self.options.get('dimension') != 'default' else ''),
|
|
last_rendertime = self.max_chunk_mtime,
|
|
imgextension = self.imgextension,
|
|
isOverlay = isOverlay
|
|
)
|
|
if isOverlay:
|
|
d.update({"tilesets": self.options.get("overlay")})
|
|
|
|
if (self.regionset.get_type() == "overworld"):
|
|
d.update({"spawn": self.options.get("spawn")})
|
|
try:
|
|
d['north_direction'] = self.regionset.north_dir
|
|
except AttributeError:
|
|
d['north_direction'] = 0
|
|
|
|
return d
|
|
|
|
def _find_chunk_range(self):
|
|
"""Finds the chunk range in rows/columns and stores them in
|
|
self.minrow, self.maxrow, self.mincol, self.maxcol
|
|
|
|
"""
|
|
minrow = mincol = maxrow = maxcol = 0
|
|
|
|
for c_x, c_z, _ in self.regionset.iterate_chunks():
|
|
# Convert these coordinates to row/col
|
|
col, row = convert_coords(c_x, c_z)
|
|
|
|
minrow = min(minrow, row)
|
|
maxrow = max(maxrow, row)
|
|
mincol = min(mincol, col)
|
|
maxcol = max(maxcol, col)
|
|
return Bounds(mincol, maxcol, minrow, maxrow)
|
|
|
|
def _set_map_size(self):
|
|
"""Finds and sets the depth of the map's quadtree, as well as the
|
|
xradius and yradius of the resulting tiles.
|
|
|
|
Sets self.treedepth, self.xradius, self.yradius
|
|
|
|
"""
|
|
# Calculate the min and max column over all the chunks.
|
|
# This returns a Bounds namedtuple
|
|
bounds = self._find_chunk_range()
|
|
|
|
# Calculate the depth of the tree
|
|
for p in xrange(2,33): # max 32
|
|
# Will 2^p tiles wide and high suffice?
|
|
|
|
# X has twice as many chunks as tiles, then halved since this is a
|
|
# radius
|
|
xradius = 2**p
|
|
# Y has 4 times as many chunks as tiles, then halved since this is
|
|
# a radius
|
|
yradius = 2*2**p
|
|
# The +32 on the y bounds is because chunks are very tall, and in
|
|
# rare cases when the bottom of the map is close to a border, it
|
|
# could get cut off
|
|
if xradius >= bounds.maxcol and -xradius <= bounds.mincol and \
|
|
yradius >= bounds.maxrow + 32 and -yradius <= bounds.minrow:
|
|
break
|
|
self.treedepth = p
|
|
self.xradius = xradius
|
|
self.yradius = yradius
|
|
|
|
|
|
def _rearrange_tiles(self):
|
|
"""If the target size of the tree is not the same as the existing size
|
|
on disk, do some re-arranging
|
|
|
|
"""
|
|
try:
|
|
curdepth = self.config['zoomLevels']
|
|
except KeyError:
|
|
return
|
|
|
|
if curdepth == 1:
|
|
# Skip a depth 1 tree. A depth 1 tree pretty much can't happen, so
|
|
# when we detect this it usually means the tree is actually empty
|
|
return
|
|
logging.debug("Current tree depth for %s is reportedly %s. Target tree depth is %s",
|
|
self.options['name'],
|
|
curdepth, self.treedepth)
|
|
if self.treedepth != curdepth:
|
|
if self.treedepth > curdepth:
|
|
logging.warning("Your map seems to have expanded beyond its previous bounds.")
|
|
logging.warning( "Doing some tile re-arrangements... just a sec...")
|
|
for _ in xrange(self.treedepth-curdepth):
|
|
self._increase_depth()
|
|
elif self.treedepth < curdepth:
|
|
logging.warning("Your map seems to have shrunk. Did you delete some chunks? No problem. Re-arranging tiles, just a sec...")
|
|
for _ in xrange(curdepth - self.treedepth):
|
|
self._decrease_depth()
|
|
logging.info(
|
|
"There done. I'm switching to --check-tiles mode for "
|
|
"this one render. This will make sure any old tiles that "
|
|
"should no longer exist are deleted.")
|
|
self.options['renderchecks'] = 1
|
|
|
|
def _increase_depth(self):
|
|
"""Moves existing tiles into place for a larger tree"""
|
|
getpath = functools.partial(os.path.join, self.outputdir)
|
|
|
|
# At top level of the tree:
|
|
# quadrant 0 is now 0/3
|
|
# 1 is now 1/2
|
|
# 2 is now 2/1
|
|
# 3 is now 3/0
|
|
# then all that needs to be done is to regenerate the new top level
|
|
for dirnum in range(4):
|
|
newnum = (3,2,1,0)[dirnum]
|
|
|
|
newdir = "new" + str(dirnum)
|
|
newdirpath = getpath(newdir)
|
|
|
|
files = [str(dirnum)+"."+self.imgextension, str(dirnum)]
|
|
newfiles = [str(newnum)+"."+self.imgextension, str(newnum)]
|
|
|
|
os.mkdir(newdirpath)
|
|
for f, newf in zip(files, newfiles):
|
|
p = getpath(f)
|
|
if os.path.exists(p):
|
|
os.rename(p, getpath(newdir, newf))
|
|
os.rename(newdirpath, getpath(str(dirnum)))
|
|
|
|
def _decrease_depth(self):
|
|
"""If the map size decreases, or perhaps the user has a depth override
|
|
in effect, re-arrange existing tiles for a smaller tree"""
|
|
getpath = functools.partial(os.path.join, self.outputdir)
|
|
|
|
# quadrant 0/3 goes to 0
|
|
# 1/2 goes to 1
|
|
# 2/1 goes to 2
|
|
# 3/0 goes to 3
|
|
# Just worry about the directories here, the files at the top two
|
|
# levels are cheap enough to replace
|
|
if os.path.exists(getpath("0", "3")):
|
|
os.rename(getpath("0", "3"), getpath("new0"))
|
|
shutil.rmtree(getpath("0"))
|
|
os.rename(getpath("new0"), getpath("0"))
|
|
|
|
if os.path.exists(getpath("1", "2")):
|
|
os.rename(getpath("1", "2"), getpath("new1"))
|
|
shutil.rmtree(getpath("1"))
|
|
os.rename(getpath("new1"), getpath("1"))
|
|
|
|
if os.path.exists(getpath("2", "1")):
|
|
os.rename(getpath("2", "1"), getpath("new2"))
|
|
shutil.rmtree(getpath("2"))
|
|
os.rename(getpath("new2"), getpath("2"))
|
|
|
|
if os.path.exists(getpath("3", "0")):
|
|
os.rename(getpath("3", "0"), getpath("new3"))
|
|
shutil.rmtree(getpath("3"))
|
|
os.rename(getpath("new3"), getpath("3"))
|
|
|
|
# Delete the files in the top directory to make sure they get re-created.
|
|
files = [str(num)+"."+self.imgextension for num in xrange(4)] + ["base." + self.imgextension]
|
|
for f in files:
|
|
try:
|
|
os.unlink(getpath(f))
|
|
except OSError, e:
|
|
# Ignore file doesn't exist errors
|
|
if e.errno != errno.ENOENT:
|
|
raise
|
|
|
|
def _chunk_scan(self):
|
|
"""Scans the chunks of this TileSet's world to determine which
|
|
render-tiles need rendering. Returns a RendertileSet object.
|
|
|
|
For rendercheck mode 0: only compares chunk mtimes against last render
|
|
time of the map, and marks tiles as dirty if any chunk has a greater
|
|
mtime than the last render time.
|
|
|
|
For rendercheck modes 1 and 2: marks every tile in the tileset
|
|
unconditionally, does not check any mtimes.
|
|
|
|
As a side-effect, the scan sets self.max_chunk_mtime to the max of all
|
|
the chunks' mtimes
|
|
|
|
"""
|
|
# See note at the top of this file about the rendercheck modes for an
|
|
# explanation of what this method does in different situations.
|
|
|
|
# Local vars for slightly faster lookups
|
|
depth = self.treedepth
|
|
xradius = self.xradius
|
|
yradius = self.yradius
|
|
|
|
dirty = RendertileSet(depth)
|
|
|
|
chunkcount = 0
|
|
stime = time.time()
|
|
|
|
rendercheck = self.options['renderchecks']
|
|
markall = rendercheck in (1,2)
|
|
|
|
rerender_prob = self.options['rerenderprob']
|
|
|
|
last_rendertime = self.last_rendertime
|
|
|
|
max_chunk_mtime = 0
|
|
|
|
|
|
# For each chunk, do this:
|
|
# For each tile that the chunk touches, do this:
|
|
# Compare the last modified time of the chunk and tile. If the
|
|
# tile is older, mark it in a RendertileSet object as dirty.
|
|
|
|
for chunkx, chunkz, chunkmtime in self.regionset.iterate_chunks():
|
|
|
|
chunkcount += 1
|
|
|
|
if chunkmtime > max_chunk_mtime:
|
|
max_chunk_mtime = chunkmtime
|
|
|
|
# Convert to diagonal coordinates
|
|
chunkcol, chunkrow = convert_coords(chunkx, chunkz)
|
|
|
|
for c, r in get_tiles_by_chunk(chunkcol, chunkrow):
|
|
|
|
# Make sure the tile is in the boundary we're rendering.
|
|
# This can happen when rendering at lower treedepth than
|
|
# can contain the entire map, but shouldn't happen if the
|
|
# treedepth is correctly calculated.
|
|
if (
|
|
c < -xradius or
|
|
c >= xradius or
|
|
r < -yradius or
|
|
r >= yradius
|
|
):
|
|
continue
|
|
|
|
# Computes the path in the quadtree from the col,row coordinates
|
|
tile = RenderTile.compute_path(c, r, depth)
|
|
|
|
if markall:
|
|
# markall mode: Skip all other checks, mark tiles
|
|
# as dirty unconditionally
|
|
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
|
|
|
|
# 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 mtimes and conditionally add tile to the set
|
|
if chunkmtime > last_rendertime:
|
|
dirty.add(tile.path)
|
|
|
|
t = int(time.time()-stime)
|
|
logging.debug("Finished chunk scan for %s. %s chunks scanned in %s second%s",
|
|
self.options['name'], chunkcount, t,
|
|
"s" if t != 1 else "")
|
|
|
|
self.max_chunk_mtime = max_chunk_mtime
|
|
return dirty
|
|
|
|
def __str__(self):
|
|
return "<TileSet for %s>" % os.path.basename(self.outputdir)
|
|
|
|
def _render_compositetile(self, dest, name):
|
|
"""
|
|
Renders a tile at os.path.join(dest, name)+".ext" by taking tiles from
|
|
os.path.join(dest, name, "{0,1,2,3}.png")
|
|
|
|
If name is "base" then render tile at os.path.join(dest, "base.png") by
|
|
taking tiles from os.path.join(dest, "{0,1,2,3}.png")
|
|
"""
|
|
imgformat = self.imgextension
|
|
imgpath = os.path.join(dest, name) + "." + imgformat
|
|
|
|
if name == "base":
|
|
# Special case for the base tile. Its children are in the same
|
|
# directory instead of in a sub-directory
|
|
quadPath = [
|
|
((0,0),os.path.join(dest, "0." + imgformat)),
|
|
((192,0),os.path.join(dest, "1." + imgformat)),
|
|
((0, 192),os.path.join(dest, "2." + imgformat)),
|
|
((192,192),os.path.join(dest, "3." + imgformat)),
|
|
]
|
|
else:
|
|
quadPath = [
|
|
((0,0),os.path.join(dest, name, "0." + imgformat)),
|
|
((192,0),os.path.join(dest, name, "1." + imgformat)),
|
|
((0, 192),os.path.join(dest, name, "2." + imgformat)),
|
|
((192,192),os.path.join(dest, name, "3." + imgformat)),
|
|
]
|
|
|
|
# Check each of the 4 child tiles, getting their existance and mtime
|
|
# infomation. Also keep track of the max mtime of all children
|
|
max_mtime = 0
|
|
quadPath_filtered = []
|
|
for path in quadPath:
|
|
try:
|
|
quad_mtime = os.stat(path[1])[stat.ST_MTIME]
|
|
except OSError:
|
|
# This tile doesn't exist or some other error with the stat
|
|
# call. Move on.
|
|
continue
|
|
# The tile exists, so we need to use it in our rendering of this
|
|
# composite tile
|
|
quadPath_filtered.append(path)
|
|
if quad_mtime > max_mtime:
|
|
max_mtime = quad_mtime
|
|
|
|
# If no children exist, delete this tile
|
|
if not quadPath_filtered:
|
|
try:
|
|
os.unlink(imgpath)
|
|
except OSError, e:
|
|
# Ignore errors if it's "file doesn't exist"
|
|
if e.errno != errno.ENOENT:
|
|
raise
|
|
logging.warning("Tile %s was requested for render, but no children were found! This is probably a bug", imgpath)
|
|
return
|
|
|
|
#logging.debug("writing out compositetile {0}".format(imgpath))
|
|
|
|
# Create the actual image now
|
|
img = Image.new("RGBA", (384, 384), self.options['bgcolor'])
|
|
|
|
# we'll use paste (NOT alpha_over) for quadtree generation because
|
|
# this is just straight image stitching, not alpha blending
|
|
|
|
for path in quadPath_filtered:
|
|
try:
|
|
quad = Image.open(path[1]).resize((192,192), Image.ANTIALIAS)
|
|
img.paste(quad, path[0])
|
|
except Exception, e:
|
|
logging.warning("Couldn't open %s. It may be corrupt. Error was '%s'", path[1], e)
|
|
logging.warning("I'm going to try and delete it. You will need to run the render again and with --check-tiles")
|
|
try:
|
|
os.unlink(path[1])
|
|
except Exception, e:
|
|
logging.error("While attempting to delete corrupt image %s, an error was encountered. You will need to delete it yourself. Error was '%s'", path[1], e)
|
|
|
|
# Save it
|
|
with FileReplacer(imgpath) as tmppath:
|
|
if imgformat == 'jpg':
|
|
img.save(tmppath, "jpeg", quality=self.options['imgquality'], subsampling=0)
|
|
else: # png
|
|
img.save(tmppath, "png")
|
|
|
|
if self.options['optimizeimg']:
|
|
optimize_image(tmppath, imgformat, self.options['optimizeimg'])
|
|
|
|
os.utime(tmppath, (max_mtime, max_mtime))
|
|
|
|
def _render_rendertile(self, tile):
|
|
"""Renders the given render-tile.
|
|
|
|
This function is called from the public do_work() method in the child
|
|
process. The tile is assumed to need rendering and is rendered
|
|
unconditionally.
|
|
|
|
The argument is a RenderTile object
|
|
|
|
The image is rendered and saved to disk in the place this tileset is
|
|
configured to save images.
|
|
|
|
"""
|
|
|
|
imgpath = tile.get_filepath(self.outputdir, self.imgextension)
|
|
|
|
# Calculate which chunks are relevant to this tile
|
|
# This is a list of (col, row, chunkx, chunkz, chunk_mtime)
|
|
chunks = list(get_chunks_by_tile(tile, self.regionset))
|
|
|
|
if not chunks:
|
|
# No chunks were found in this tile
|
|
logging.warning("%s was requested for render, but no chunks found! This may be a bug", tile)
|
|
try:
|
|
os.unlink(imgpath)
|
|
except OSError, e:
|
|
# ignore only if the error was "file not found"
|
|
if e.errno != errno.ENOENT:
|
|
raise
|
|
else:
|
|
logging.debug("%s deleted", tile)
|
|
return
|
|
|
|
# Create the directory if not exists
|
|
dirdest = os.path.dirname(imgpath)
|
|
if not os.path.exists(dirdest):
|
|
try:
|
|
os.makedirs(dirdest)
|
|
except OSError, e:
|
|
# Ignore errno EEXIST: file exists. Due to a race condition,
|
|
# two processes could conceivably try and create the same
|
|
# directory at the same time
|
|
if e.errno != errno.EEXIST:
|
|
raise
|
|
|
|
#logging.debug("writing out worldtile {0}".format(imgpath))
|
|
|
|
# Compile this image
|
|
tileimg = Image.new("RGBA", (384, 384), self.options['bgcolor'])
|
|
|
|
colstart = tile.col
|
|
rowstart = tile.row
|
|
# col colstart will get drawn on the image starting at x coordinates -(384/2)
|
|
# row rowstart will get drawn on the image starting at y coordinates -(192/2)
|
|
max_chunk_mtime = 0
|
|
for col, row, chunkx, chunky, chunkz, chunk_mtime in chunks:
|
|
xpos = -192 + (col-colstart)*192
|
|
ypos = -96 + (row-rowstart)*96 + (16-1 - chunky)*192
|
|
|
|
if chunk_mtime > max_chunk_mtime:
|
|
max_chunk_mtime = chunk_mtime
|
|
|
|
# draw the chunk!
|
|
try:
|
|
c_overviewer.render_loop(self.regionset, chunkx, chunky,
|
|
chunkz, tileimg, xpos, ypos,
|
|
self.options['rendermode'], self.textures)
|
|
except nbt.CorruptionError:
|
|
# A warning and traceback was already printed by world.py's
|
|
# get_chunk()
|
|
logging.debug("Skipping the render of corrupt chunk at %s,%s and moving on.", chunkx, chunkz)
|
|
except Exception, e:
|
|
logging.warning("Could not render chunk %s,%s for some reason. I'm going to ignore this and continue", chunkx, chunkz)
|
|
logging.debug("Full error was:", exc_info=1)
|
|
|
|
## Semi-handy routine for debugging the drawing routine
|
|
## Draw the outline of the top of the chunk
|
|
#import ImageDraw
|
|
#draw = ImageDraw.Draw(tileimg)
|
|
## Draw top outline
|
|
#draw.line([(192,0), (384,96)], fill='red')
|
|
#draw.line([(192,0), (0,96)], fill='red')
|
|
#draw.line([(0,96), (192,192)], fill='red')
|
|
#draw.line([(384,96), (192,192)], fill='red')
|
|
## Draw side outline
|
|
#draw.line([(0,96),(0,96+192)], fill='red')
|
|
#draw.line([(384,96),(384,96+192)], fill='red')
|
|
## Which chunk this is:
|
|
#draw.text((96,48), "C: %s,%s" % (chunkx, chunkz), fill='red')
|
|
#draw.text((96,96), "c,r: %s,%s" % (col, row), fill='red')
|
|
|
|
# Save them
|
|
with FileReplacer(imgpath) as tmppath:
|
|
if self.imgextension == 'jpg':
|
|
tileimg.save(tmppath, "jpeg", quality=self.options['imgquality'], subsampling=0)
|
|
else: # png
|
|
tileimg.save(tmppath, "png")
|
|
|
|
if self.options['optimizeimg']:
|
|
optimize_image(tmppath, self.imgextension, self.options['optimizeimg'])
|
|
|
|
os.utime(tmppath, (max_chunk_mtime, max_chunk_mtime))
|
|
|
|
def _iterate_and_check_tiles(self, path):
|
|
"""A generator function over all tiles that should exist in the subtree
|
|
identified by path. This yields, in order, all tiles that need
|
|
rendering in a post-traversal order, including this node itself.
|
|
|
|
This method takes one parameter:
|
|
|
|
path
|
|
The path of a tile that should exist
|
|
|
|
|
|
This method yields tuples in this form:
|
|
(path, mtime, needs_rendering)
|
|
path
|
|
is the path tuple of the tile that needs rendering
|
|
mtime
|
|
if the tile does not need rendering, the parent call determines if
|
|
it should render itself by comparing its own mtime to the child
|
|
mtimes. This should be set to the tile's mtime in the event that
|
|
the tile does not need rendering, or None otherwise.
|
|
needs_rendering
|
|
is a boolean indicating this tile does in fact need rendering.
|
|
|
|
(Since this is a recursive generator, tiles that don't need rendering
|
|
are not propagated all the way out of the recursive stack, but are
|
|
still yielded to the immediate parent because it needs to know its
|
|
childs' mtimes)
|
|
|
|
"""
|
|
if len(path) == self.treedepth:
|
|
# Base case: a render-tile.
|
|
# Render this tile if any of its chunks are greater than its mtime
|
|
tileobj = RenderTile.from_path(path)
|
|
imgpath = tileobj.get_filepath(self.outputdir, self.imgextension)
|
|
try:
|
|
tile_mtime = os.stat(imgpath)[stat.ST_MTIME]
|
|
except OSError, e:
|
|
if e.errno != errno.ENOENT:
|
|
raise
|
|
tile_mtime = 0
|
|
|
|
max_chunk_mtime = max(c[5] for c in get_chunks_by_tile(tileobj, self.regionset))
|
|
|
|
if tile_mtime > 120 + max_chunk_mtime:
|
|
# If a tile has been modified more recently than any of its
|
|
# chunks, then this could indicate a potential issue with
|
|
# this or future renders.
|
|
logging.warning(
|
|
"I found a tile with a more recent modification time "
|
|
"than any of its chunks. This can happen when a tile has "
|
|
"been modified with an outside program, or by a copy "
|
|
"utility that doesn't preserve mtimes. Overviewer uses "
|
|
"the filesystem's mtimes to determine which tiles need "
|
|
"rendering and which don't, so it's important to "
|
|
"preserve the mtimes Overviewer sets. Please see our FAQ "
|
|
"page on docs.overviewer.org or ask us in IRC for more "
|
|
"information")
|
|
logging.warning("Tile was: %s", imgpath)
|
|
|
|
if max_chunk_mtime > tile_mtime:
|
|
# chunks have a more recent mtime than the tile. Render the tile
|
|
yield (path, None, True)
|
|
else:
|
|
# This doesn't need rendering. Return mtime to parent in case
|
|
# its mtime is less, indicating the parent DOES need a render
|
|
yield path, max_chunk_mtime, False
|
|
|
|
else:
|
|
# A composite-tile.
|
|
render_me = False
|
|
max_child_mtime = 0
|
|
|
|
# First, recurse to each of our children
|
|
for childnum in xrange(4):
|
|
childpath = path + (childnum,)
|
|
|
|
# Check if this sub-tree should actually exist, so that we only
|
|
# end up checking tiles that actually exist
|
|
if not self.dirtytree.query_path(childpath):
|
|
# Here check if it *does* exist, and if so, nuke it.
|
|
self._nuke_path(childpath)
|
|
continue
|
|
|
|
for child_path, child_mtime, child_needs_rendering in \
|
|
self._iterate_and_check_tiles(childpath):
|
|
if len(child_path) == len(path)+1:
|
|
# Do these checks for our immediate children
|
|
if child_needs_rendering:
|
|
render_me = True
|
|
elif child_mtime > max_child_mtime:
|
|
max_child_mtime = child_mtime
|
|
|
|
# Pass this on up and out.
|
|
# Optimization: if it does not need rendering, we don't
|
|
# need to pass it any further. A tile that doesn't need
|
|
# rendering is only relevant to its immediate parent, and
|
|
# only for its mtime information.
|
|
if child_needs_rendering:
|
|
yield child_path, child_mtime, child_needs_rendering
|
|
|
|
# Now that we're done with our children and descendents, see if
|
|
# this tile needs rendering
|
|
if render_me:
|
|
# yes. yes we do. This is set when one of our children needs
|
|
# rendering
|
|
yield path, None, True
|
|
else:
|
|
# Check this tile's mtime
|
|
imgpath = os.path.join(self.outputdir, *(str(x) for x in path))
|
|
imgpath += "." + self.imgextension
|
|
logging.debug("Testing mtime for composite-tile %s", imgpath)
|
|
try:
|
|
tile_mtime = os.stat(imgpath)[stat.ST_MTIME]
|
|
except OSError, e:
|
|
if e.errno != errno.ENOENT:
|
|
raise
|
|
tile_mtime = 0
|
|
|
|
if tile_mtime < max_child_mtime:
|
|
# If any child was updated more recently than ourself, then
|
|
# we need rendering
|
|
yield path, None, True
|
|
else:
|
|
# Nope.
|
|
yield path, max_child_mtime, False
|
|
|
|
def _nuke_path(self, path):
|
|
"""Given a quadtree path, erase it from disk. This is called by
|
|
_iterate_and_check_tiles() as a helper-method.
|
|
|
|
"""
|
|
if len(path) == self.treedepth:
|
|
# path referrs to a single tile
|
|
tileobj = RenderTile.from_path(path)
|
|
imgpath = tileobj.get_filepath(self.outputdir, self.imgextension)
|
|
if os.path.exists(imgpath):
|
|
# No need to catch ENOENT since this is only called from the
|
|
# master process
|
|
logging.debug("Found an image that shouldn't exist. Deleting it: %s", imgpath)
|
|
os.remove(imgpath)
|
|
else:
|
|
# path referrs to a composite tile, and by extension a directory
|
|
dirpath = os.path.join(self.outputdir, *(str(x) for x in path))
|
|
imgpath = dirpath + "." + self.imgextension
|
|
if os.path.exists(imgpath):
|
|
logging.debug("Found an image that shouldn't exist. Deleting it: %s", imgpath)
|
|
os.remove(imgpath)
|
|
if os.path.exists(dirpath):
|
|
logging.debug("Found a subtree that shouldn't exist. Deleting it: %s", dirpath)
|
|
shutil.rmtree(dirpath)
|
|
|
|
##
|
|
## Functions for converting (x, z) to (col, row) and back
|
|
##
|
|
|
|
def convert_coords(chunkx, chunkz):
|
|
"""Takes a coordinate (chunkx, chunkz) where chunkx and chunkz are
|
|
in the chunk coordinate system, and figures out the row and column
|
|
in the image each one should be. Returns (col, row)."""
|
|
|
|
# columns are determined by the sum of the chunk coords, rows are the
|
|
# difference
|
|
# change this function, and you MUST change unconvert_coords
|
|
return (chunkx + chunkz, chunkz - chunkx)
|
|
|
|
def unconvert_coords(col, row):
|
|
"""Undoes what convert_coords does. Returns (chunkx, chunkz)."""
|
|
|
|
# col + row = chunkz + chunkz => (col + row)/2 = chunkz
|
|
# col - row = chunkx + chunkx => (col - row)/2 = chunkx
|
|
return ((col - row) / 2, (col + row) / 2)
|
|
|
|
######################
|
|
# The following two functions define the mapping from chunks to tiles and back.
|
|
# The mapping from chunks to tiles (get_tiles_by_chunk()) is used during the
|
|
# chunk scan to determine which tiles need updating, while the mapping from a
|
|
# tile to chunks (get_chunks_by_tile()) is used by the tile rendering routines
|
|
# to get which chunks are needed.
|
|
def get_tiles_by_chunk(chunkcol, chunkrow):
|
|
"""For the given chunk, returns an iterator over Render Tiles that this
|
|
chunk touches. Iterates over (tilecol, tilerow)
|
|
|
|
"""
|
|
# find tile coordinates. Remember tiles are identified by the
|
|
# address of the chunk in their upper left corner.
|
|
tilecol = chunkcol - chunkcol % 2
|
|
tilerow = chunkrow - chunkrow % 4
|
|
|
|
# If this chunk is in an /even/ column, then it spans two tiles.
|
|
if chunkcol % 2 == 0:
|
|
colrange = (tilecol-2, tilecol)
|
|
else:
|
|
colrange = (tilecol,)
|
|
|
|
# If this chunk is in a row divisible by 4, then it touches the
|
|
# tile above it as well. Also touches the next 4 tiles down (16
|
|
# rows)
|
|
if chunkrow % 4 == 0:
|
|
rowrange = xrange(tilerow-4, tilerow+32+1, 4)
|
|
else:
|
|
rowrange = xrange(tilerow, tilerow+32+1, 4)
|
|
|
|
return product(colrange, rowrange)
|
|
|
|
def get_chunks_by_tile(tile, regionset):
|
|
"""Get chunk sections that are relevant to the given render-tile. Only
|
|
returns chunk sections that are in chunks that actually exist according to
|
|
the given regionset object. (Does not check to see if the chunk section
|
|
itself within the chunk exists)
|
|
|
|
This function is expected to return the chunk sections in the correct order
|
|
for rendering, i.e. back to front.
|
|
|
|
Returns an iterator over chunks tuples where each item is
|
|
(col, row, chunkx, chunky, chunkz, mtime)
|
|
"""
|
|
|
|
# This is not a documented usage of this function and is used only for
|
|
# debugging
|
|
if regionset is None:
|
|
get_mtime = lambda x,y: True
|
|
else:
|
|
get_mtime = regionset.get_chunk_mtime
|
|
|
|
# Each tile has two even columns and an odd column of chunks.
|
|
|
|
# First do the odd. For each chunk in the tile's odd column the tile
|
|
# "passes through" three chunk sections.
|
|
oddcol_sections = []
|
|
for i, y in enumerate(reversed(xrange(16))):
|
|
for row in xrange(tile.row + 3 - i*2, tile.row - 2 - i*2, -2):
|
|
oddcol_sections.append((tile.col+1, row, y))
|
|
|
|
evencol_sections = []
|
|
for i, y in enumerate(reversed(xrange(16))):
|
|
for row in xrange(tile.row + 4 - i*2, tile.row - 3 - i*2, -2):
|
|
evencol_sections.append((tile.col+2, row, y))
|
|
evencol_sections.append((tile.col, row, y))
|
|
|
|
eveniter = reversed(evencol_sections)
|
|
odditer = reversed(oddcol_sections)
|
|
|
|
# There are 4 rows of chunk sections per Y value on even columns, but 3
|
|
# rows on odd columns. This iteration order yields them in back-to-front
|
|
# order appropriate for rendering
|
|
for col, row, y in roundrobin((
|
|
eveniter,eveniter,
|
|
odditer,
|
|
eveniter,eveniter,
|
|
odditer,
|
|
eveniter,eveniter,
|
|
odditer,
|
|
eveniter,eveniter,
|
|
)):
|
|
chunkx, chunkz = unconvert_coords(col, row)
|
|
mtime = get_mtime(chunkx, chunkz)
|
|
if mtime:
|
|
yield (col, row, chunkx, y, chunkz, mtime)
|
|
|
|
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.
|
|
|
|
"""
|
|
return (tuple(reversed(rpath)) for rpath in self._posttraversal_helper())
|
|
|
|
def _posttraversal_helper(self):
|
|
"""Each node returns an iterator over lists of reversed paths"""
|
|
if self.depth == 1:
|
|
# 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:
|
|
for childnum, child in enumerate(self.children):
|
|
if child == True:
|
|
for path in post_traversal_complete_subtree_recursion_helper(self.depth-1):
|
|
path.append(childnum)
|
|
yield path
|
|
|
|
elif child == False:
|
|
pass # do nothing
|
|
|
|
else:
|
|
# Recurse
|
|
for path in child._posttraversal_helper():
|
|
path.append(childnum)
|
|
yield path
|
|
|
|
# Now do this node itself
|
|
if bool(self):
|
|
yield []
|
|
|
|
|
|
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. So this should
|
|
# check to see if any children are not False.
|
|
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
|
|
|
|
def count_all(self):
|
|
"""Returns the total number of render-tiles plus implicitly marked
|
|
upper-tiles in this set
|
|
|
|
"""
|
|
# TODO: Optimize this too with its own recursive method that avoids
|
|
# some of the overheads of posttraversal()
|
|
c = 0
|
|
for _ in self.posttraversal():
|
|
c += 1
|
|
return c
|
|
|
|
def post_traversal_complete_subtree_recursion_helper(depth):
|
|
"""Fakes the recursive calls for RendertileSet.posttraversal() for the case
|
|
that a subtree is collapsed, so that items are still yielded in the correct
|
|
order.
|
|
|
|
"""
|
|
if depth == 1:
|
|
# Base case
|
|
yield [0]
|
|
yield [1]
|
|
yield [2]
|
|
yield [3]
|
|
else:
|
|
for childnum in xrange(4):
|
|
for item in post_traversal_complete_subtree_recursion_helper(depth-1):
|
|
item.append(childnum)
|
|
yield item
|
|
|
|
yield []
|
|
|
|
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
|
|
|
|
# To support pickling
|
|
def __getstate__(self):
|
|
return self.col, self.row, self.path
|
|
def __setstate__(self, state):
|
|
self.__init__(*state)
|
|
|
|
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)
|