Esempio n. 1
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    def __init__(self, folder):
        """
        Load a world from disk.

        :Parameters:
            folder : str
                The directory containing the world.
        """

        self.folder = FilePath(folder)
        if not self.folder.exists():
            self.folder.makedirs()

        self.chunk_cache = weakref.WeakValueDictionary()
        self.dirty_chunk_cache = dict()

        self._pending_chunks = dict()

        self.spawn = (0, 0, 0)
        self.seed = random.randint(0, sys.maxint)

        level = self.folder.child("level%s" % extension())
        if level.exists() and level.getsize():
            self.load_from_tag(read_from_file(level.open("r")))

        write_to_file(self.save_to_tag(), level.open("w"))

        self.chunk_management_loop = LoopingCall(self.sort_chunks)
        self.chunk_management_loop.start(1)
Esempio n. 2
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    def load_chunk(self, x, z):
        """
        Retrieve a ``Chunk`` synchronously.

        This method does lots of automatic caching of chunks to ensure that
        disk I/O is kept to a minimum.
        """

        if (x, z) in self.chunk_cache:
            return self.chunk_cache[x, z]
        elif (x, z) in self.dirty_chunk_cache:
            return self.dirty_chunk_cache[x, z]

        chunk = Chunk(x, z)

        first, second, filename = names_for_chunk(x, z)
        f = self.folder.child(first).child(second)
        if not f.exists():
            f.makedirs()
        f = f.child(filename)
        if f.exists() and f.getsize():
            chunk.load_from_tag(read_from_file(f.open("r")))

        if chunk.populated:
            self.chunk_cache[x, z] = chunk
        else:
            self.populate_chunk(chunk)
            chunk.populated = True
            chunk.dirty = True

            self.dirty_chunk_cache[x, z] = chunk

        # Apply the current season to the chunk.
        if self.season:
            self.season.transform(chunk)

        # Since this chunk hasn't been given to any player yet, there's no
        # conceivable way that any meaningful damage has been accumulated;
        # anybody loading any part of this chunk will want the entire thing.
        # Thus, it should start out undamaged.
        chunk.clear_damage()

        return chunk
Esempio n. 3
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    def load_player(self, username):
        """
        Retrieve player data.
        """

        player = self.factory.create_entity(self.spawn[0], self.spawn[1],
            self.spawn[2], "Player", username=username)

        player.location.stance = self.spawn[1]
        player.username = username

        f = self.folder.child("players")
        if not f.exists():
            f.makedirs()
        f = f.child("%s%s" % (username, extension()))
        if f.exists() and f.getsize():
            player.load_from_tag(read_from_file(f.open("r")))

        return player
Esempio n. 4
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    def request_chunk(self, x, z):
        """
        Request a ``Chunk`` to be delivered later.

        :returns: Deferred that will be called with the Chunk
        """

        if not async:
            return deferLater(reactor, 0.000001, self.factory.world.load_chunk,
                x, z)

        if (x, z) in self.chunk_cache:
            return succeed(self.chunk_cache[x, z])
        elif (x, z) in self.dirty_chunk_cache:
            return succeed(self.dirty_chunk_cache[x, z])
        elif (x, z) in self._pending_chunks:
            # Rig up another Deferred and wrap it up in a to-go box.
            d = Deferred()
            self._pending_chunks[x, z].chainDeferred(d)
            return d

        chunk = Chunk(x, z)

        first, second, filename = names_for_chunk(x, z)
        f = self.folder.child(first).child(second)
        if not f.exists():
            f.makedirs()
        f = f.child(filename)
        if f.exists() and f.getsize():
            chunk.load_from_tag(read_from_file(f.open("r")))

        if chunk.populated:
            self.chunk_cache[x, z] = chunk
            return succeed(chunk)

        d = deferToAMPProcess(MakeChunk, x=x, z=z, seed=self.seed,
            generators=configuration.getlist("bravo", "generators"))
        self._pending_chunks[x, z] = d

        def pp(kwargs):
            chunk.blocks = fromstring(kwargs["blocks"],
                dtype=uint8).reshape(chunk.blocks.shape)
            chunk.heightmap = fromstring(kwargs["heightmap"],
                dtype=uint8).reshape(chunk.heightmap.shape)
            chunk.metadata = fromstring(kwargs["metadata"],
                dtype=uint8).reshape(chunk.metadata.shape)
            chunk.skylight = fromstring(kwargs["skylight"],
                dtype=uint8).reshape(chunk.skylight.shape)
            chunk.blocklight = fromstring(kwargs["blocklight"],
                dtype=uint8).reshape(chunk.blocklight.shape)

            chunk.populated = True
            chunk.dirty = True

            # Apply the current season to the chunk.
            if self.season:
                self.season.transform(chunk)

            # Since this chunk hasn't been given to any player yet, there's no
            # conceivable way that any meaningful damage has been accumulated;
            # anybody loading any part of this chunk will want the entire thing.
            # Thus, it should start out undamaged.
            chunk.clear_damage()

            self.dirty_chunk_cache[x, z] = chunk
            del self._pending_chunks[x, z]

            return chunk

        # Set up callbacks.
        d.addCallback(pp)
        # Multiple people might be subscribed to this pending callback. We're
        # going to keep it for ourselves and fork off another Deferred for our
        # caller.
        forked = Deferred()
        d.chainDeferred(forked)
        forked.addCallback(lambda none: chunk)
        return forked