Exemplo n.º 1
0
def launch_start(data):
    from launch import run
    if PY2:
        data = {
            k: v.encode('utf-8') if isinstance(v, unicode) else v
            for k, v in data.items()
        }
    prof_r, prof_w = os.pipe()
    try:
        child = os.fork()
        if not child:  # we are the child
            try:
                os.setpgrp()  # this pgrp is killed if the job fails
                os.close(prof_r)
                status_fd = int(os.getenv('BD_STATUS_FD'))
                keep = [prof_w, status_fd]
                dispatch.close_fds(keep)
                data['prof_fd'] = prof_w
                run(**data)
            finally:
                os._exit(0)
    except Exception:
        os.close(prof_r)
        raise
    finally:
        os.close(prof_w)
    return child, prof_r
Exemplo n.º 2
0
def mainLoop(lstWater, ground, bucket=None, sponge=[], block=[], collect=[]):
    pygame.init()
    pygame.display.set_caption('Water Simulation')
    pygame.font.init()
    myfont = pygame.font.SysFont('Monaco', 30)
    display = (600, 600)
    screen = pygame.display.set_mode(display)
    sim = System()
    sim.particles = copy.deepcopy(lstWater)
    sim.wall = copy.deepcopy(ground)
    sim.blockLst = copy.deepcopy(block)
    sim.dubLst = copy.deepcopy(collect)
    sim.bucketLoc = copy.deepcopy(bucket)
    sim.spongeLst = copy.deepcopy(sponge)
    sim.winningAmount = int(len(sim.particles) // 2)
    pygame.display.update()

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sim.particles = copy.deepcopy(lstWater)
                sim.wall = copy.deepcopy(ground)
                sim.blockLst = copy.deepcopy(block)
                sim.dubLst = copy.deepcopy(collect)
                sim.bucketLoc = copy.deepcopy(bucket)
                sim.spongeLst = copy.deepcopy(sponge)
                # sim.collectHit1 = 0
                # sim.collectHit2 = 0
                # sim.collectHit3 = 0
                sim.amountInBucket = 0
                launch.run()
                quit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_h:
                    sim.paused = not sim.paused
                if event.key == pygame.K_r:
                    sim.particles = copy.deepcopy(lstWater)
                    sim.wall = copy.deepcopy(ground)
                    sim.blockLst = copy.deepcopy(block)
                    sim.dubLst = copy.deepcopy(collect)
                    sim.bucketLoc = copy.deepcopy(bucket)
                    sim.spongeLst = copy.deepcopy(sponge)
                    # sim.collectHit1 = 0
                    # sim.collectHit2 = 0
                    # sim.collectHit3 = 0
                    sim.amountInBucket = 0
        if pygame.mouse.get_pressed()[0] and sim.removable > 0:
            pos = pygame.mouse.get_pos()
            for wall in sim.wall:
                if wall.collidepoint(pos):
                    sim.wall.remove(wall)
                    sim.removable -= 1
        update(sim, display)
        render(screen, sim)
        pygame.display.flip()
Exemplo n.º 3
0
def launch_start(data):
    from launch import run
    if PY2:
        data = {
            k: v.encode('utf-8') if isinstance(v, unicode) else v
            for k, v in data.items()
        }
    prof_r, prof_w = os.pipe()
    # Disable the GC here, leaving it disabled in the child (the method).
    # The idea is that most methods do not actually benefit from the GC, but
    # they may well be significantly slowed by it.
    # Additionally, as seen in https://bugs.python.org/issue31558
    # the GC sometimes causes considerable extra COW after fork.
    # (If prepare_res is something GC-tracked.)
    # Once gc.freeze is available we will probably want to call that before
    # splitting the analysis processes if the method has re-enabled gc.
    try:
        gc.disable()
        child = os.fork()
        if not child:  # we are the child
            try:
                os.setpgrp()  # this pgrp is killed if the job fails
                os.close(prof_r)
                status_fd = int(os.getenv('BD_STATUS_FD'))
                keep = [prof_w, status_fd]
                dispatch.close_fds(keep)
                data['prof_fd'] = prof_w
                run(**data)
            finally:
                os._exit(0)
    except Exception:
        os.close(prof_r)
        raise
    finally:
        os.close(prof_w)
        gc.enable()
    return child, prof_r
Exemplo n.º 4
0
def new_runners(config):
    from dispatch import run
    if 'py' in runners:
        del runners['py']
    for runner in itervalues(runners):
        runner.kill()
    runners.clear()
    py_v = 'py3' if PY3 else 'py2'
    todo = {py_v: sys.executable}
    for k, v in iteritems(config):
        if re.match(r"py\d+$", k):
            todo[k] = v
    for k, py_exe in iteritems(todo):
        sock_p, sock_c = socket.socketpair(socket.AF_UNIX, socket.SOCK_STREAM)
        cmd = [py_exe, './runner.py', str(sock_c.fileno())]
        pid = run(cmd, [sock_p.fileno()], [sock_c.fileno()], False)
        sock_c.close()
        runners[k] = Runner(pid=pid, sock=sock_p)
    runners['py'] = runners[py_v]
    return runners
Exemplo n.º 5
0
def mainLoop():
    #pygame adapted from pygame documentation and tutorial when making 3d water
    #http://pyopengl.sourceforge.net
    #https://pythonprogramming.net/opengl-rotating-cube-example-pyopengl-tutorial/
    pygame.init()
    pygame.display.set_caption('Water Simulation')
    pygame.font.init()
    myfont = pygame.font.SysFont('Monaco', 30)
    display = (600, 600)
    screen = pygame.display.set_mode(display)
    sim = System()
    pygame.display.update()

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                launch.run()
                quit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_s:
                    if sim.mode == "normal":
                        if sim.placing == "water":
                            sim.placing = "wall"
                        else:
                            sim.placing = "water"
                    else:
                        if sim.placing == "water":
                            sim.placing = "wall"
                        elif sim.placing == "wall":
                            sim.placing = "block"
                        elif sim.placing == "block":
                            sim.placing = "sponge"
                        elif sim.placing == "sponge" and sim.noBuckets:
                            sim.placing = "bucket"
                        elif (sim.placing == "sponge" or sim.placing == "block" \
                            or sim.placing == "bucket") and len(sim.dubLst) < 3:
                            sim.placing = "dubs"
                        else:
                            sim.placing = "water"
                if event.key == pygame.K_f:
                    sim.placing = "force"
                if event.key == pygame.K_h:
                    sim.help = not sim.help
                    if not sim.paused:
                        sim.paused
                if event.key == pygame.K_e and sim.mode == "builder":
                    if sim.placing != "erase":
                        sim.placing = "erase"
                    else:
                        sim.placing = "water"
                if event.key == pygame.K_p and sim.mode == "normal":
                    sim.paused = not sim.paused
                if event.key == pygame.K_m:
                    sim.mode = "builder"
                if event.key == pygame.K_r:
                    sim.newBoard()
                if event.key == pygame.K_SPACE and not sim.noBuckets \
                    and len(sim.dubLst) == 3:
                    pygame.quit()
                    game.mainLoop(sim.particles, sim.wall, sim.bucketLoc,
                                  sim.spongeLst, sim.blockLst, sim.dubLst)
                    quit()
            elif event.type == pygame.MOUSEMOTION and sim.placing == "force":
                mousePos = pygame.mouse.get_pos()
                pushParticles(mousePos, sim)
        if pygame.mouse.get_pressed()[0]:
            pos = pygame.mouse.get_pos()
            if sim.placing == "wall":
                placeItem(sim, pos, sim.wall, sim.particles, sim.blockPic,
                          sim.placing)
            elif sim.placing == "block":
                placeItem(sim, pos, sim.wall, sim.particles, sim.block,
                          sim.placing)
            elif sim.placing == "sponge":
                placeItem(sim, pos, sim.wall, sim.particles, sim.sponge,
                          sim.placing)
            elif sim.placing == "water":
                sim.particles = placeFluid(pos, sim.particles, sim.wall,
                                           sim.waterPic)
            elif sim.placing == "bucket":
                bucketsCollide(sim, pos)
            elif sim.placing == "dubs":
                dubsCollide(sim, pos)
            elif sim.placing == "erase":
                if sim.bucketLoc != None and sim.bucketLoc.collidepoint(pos):
                    sim.bucketLoc = None
                    sim.noBuckets = True
                for wall in sim.wall:
                    if wall.collidepoint(pos):
                        sim.wall.remove(wall)
                for sponge in sim.spongeLst:
                    if sponge.collidepoint(pos):
                        sim.spongeLst.remove(sponge)
                for block in sim.blockLst:
                    if block.collidepoint(pos):
                        sim.blockLst.remove(block)
                for dub in sim.dubLst:
                    if dub.collidepoint(pos):
                        sim.dubLst.remove(dub)
        update(sim, display)
        render(screen, sim)
        pygame.display.flip()