Exemplo n.º 1
0
    def saveInPlaceGen(self):
        """
        Save all chunks to the database, and write the root_tag back to level.dat.
        """
        self.saving = True
        batch = leveldb_mcpe.WriteBatch()
        dirtyChunkCount = 0
        for chunk in self._loadedChunks.itervalues():
            if chunk.dirty:
                dirtyChunkCount += 1
                self.worldFile.saveChunk(chunk, batch=batch)
                chunk.dirty = False
            yield

        with nbt.littleEndianNBT():
            for p in self.players:
                playerData = self.playerTagCache[p]
                if playerData is not None:
                    playerData = playerData.save(compressed=False)  # It will get compressed in the DB itself
                    self.worldFile.savePlayer(p, playerData, batch=batch)

        with self.worldFile.world_db() as db:
            wop = self.worldFile.writeOptions
            db.Write(wop, batch)

        self.saving = False
        logger.info(u"Saved {0} chunks to the database".format(dirtyChunkCount))
        path = os.path.join(self.worldFile.path, 'level.dat')
        with nbt.littleEndianNBT():
            rootTagData = self.root_tag.save(compressed=False)
            rootTagData = struct.Struct('<i').pack(4) + struct.Struct('<i').pack(len(rootTagData)) + rootTagData
            with open(path, 'w') as f:
                f.write(rootTagData)
Exemplo n.º 2
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    def loadLevelDat(self, create=False, random_seed=None, last_played=None):
        """
        Loads the level.dat from the worldfolder.
        :param create: bool. If it's True, a fresh level.dat will be created instead.
        :param random_seed: long
        :param last_played: long
        :return: None
        """
        def _loadLevelDat(filename):
            root_tag_buf = open(filename, 'rb').read()
            magic, length, root_tag_buf = root_tag_buf[:4], root_tag_buf[4:8], root_tag_buf[8:]
            if struct.Struct('<i').unpack(magic)[0] < 3:
                logger.info("Found an old level.dat file. Aborting world load")
                raise InvalidPocketLevelDBWorldException()  # Maybe try convert/load old PE world?
            if len(root_tag_buf) != struct.Struct('<i').unpack(length)[0]:
                raise nbt.NBTFormatError()
            self.root_tag = nbt.load(buf=root_tag_buf)

        if create:
            self._createLevelDat(random_seed, last_played)
            return
        try:
            with nbt.littleEndianNBT():
                _loadLevelDat(os.path.join(self.worldFile.path, "level.dat"))
            return
        except (nbt.NBTFormatError, IOError) as err:
            logger.info("Failed to load level.dat, trying to load level.dat_old ({0})".format(err))
        try:
            with nbt.littleEndianNBT():
                _loadLevelDat(os.path.join(self.worldFile.path, "level.dat_old"))
            return
        except (nbt.NBTFormatError, IOError) as err:
            logger.info("Failed to load level.dat_old, creating new level.dat ({0})".format(err))
        self._createLevelDat(random_seed, last_played)
Exemplo n.º 3
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    def _createLevelDat(self, random_seed, last_played):
        """
        Creates a new level.dat root_tag, and puts it in self.root_tag.
        To write it to the disk, self.save() should be called.
        :param random_seed: long
        :param last_played: long
        :return: None
        """
        with nbt.littleEndianNBT():
            root_tag = nbt.TAG_Compound()
            root_tag["SpawnX"] = nbt.TAG_Int(0)
            root_tag["SpawnY"] = nbt.TAG_Int(2)
            root_tag["SpawnZ"] = nbt.TAG_Int(0)

            if last_played is None:
                last_played = long(time.time() * 100)
            if random_seed is None:
                random_seed = long(numpy.random.random() * 0xffffffffffffffffL) - 0x8000000000000000L

            self.root_tag = root_tag

            self.LastPlayed = long(last_played)
            self.RandomSeed = long(random_seed)
            self.SizeOnDisk = 0
            self.Time = 1
            self.LevelName = os.path.basename(self.worldFile.path)
Exemplo n.º 4
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def loadNBTCompoundList(data, littleEndian=True):
    """
    Loads a list of NBT Compound tags from a bunch of data.
    Uses sep to determine where the next Compound tag starts.
    :param data: str, the NBT to load from
    :param littleEndian: bool. Determines endianness
    :return: list of TAG_Compounds
    """
    if type(data) is unicode:
        data = str(data)

    def load(_data):
        sep = "\x00\x00\x00\x00\n"
        sep_data = _data.split(sep)
        compounds = []
        for d in sep_data:
            if len(d) != 0:
                if not d.startswith("\n"):
                    d = "\n" + d
                tag = (nbt.load(buf=(d + '\x00\x00\x00\x00')))
                compounds.append(tag)
        return compounds

    if littleEndian:
        with nbt.littleEndianNBT():
            return load(data)
    else:
        return load(data)
Exemplo n.º 5
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def loadNBTCompoundList(data, littleEndian=True):
    """
    Loads a list of NBT Compound tags from a bunch of data.
    Uses sep to determine where the next Compound tag starts.
    :param data: str, the NBT to load from
    :param littleEndian: bool. Determines endianness
    :return: list of TAG_Compounds
    """
    if type(data) is unicode:
        data = str(data)

    def load(_data):
        sep = "\x00\x00\x00\x00\n"
        sep_data = _data.split(sep)
        compounds = []
        for d in sep_data:
            if len(d) != 0:
                if not d.startswith("\n"):
                    d = "\n" + d
                tag = (nbt.load(buf=(d + '\x00\x00\x00\x00')))
                compounds.append(tag)
        return compounds

    if littleEndian:
        with nbt.littleEndianNBT():
            return load(data)
    else:
        return load(data)
Exemplo n.º 6
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    def _createLevelDat(self, random_seed, last_played):
        """
        Creates a new level.dat root_tag, and puts it in self.root_tag.
        To write it to the disk, self.save() should be called.
        :param random_seed: long
        :param last_played: long
        :return: None
        """
        with nbt.littleEndianNBT():
            root_tag = nbt.TAG_Compound()
            root_tag["SpawnX"] = nbt.TAG_Int(0)
            root_tag["SpawnY"] = nbt.TAG_Int(2)
            root_tag["SpawnZ"] = nbt.TAG_Int(0)

            if last_played is None:
                last_played = long(time.time() * 100)
            if random_seed is None:
                random_seed = long(numpy.random.random() *
                                   0xffffffffffffffffL) - 0x8000000000000000L

            self.root_tag = root_tag

            self.LastPlayed = long(last_played)
            self.RandomSeed = long(random_seed)
            self.SizeOnDisk = 0
            self.Time = 1
            self.LevelName = os.path.basename(self.worldFile.path)
Exemplo n.º 7
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    def saveInPlaceGen(self):
        """
        Save all chunks to the database, and write the root_tag back to level.dat.
        """
        if DEBUG_PE:
            print "*** saveInPlaceGen"
            open(dump_fName, 'a').write("*** saveInPlaceGen\n")
        self.saving = True
        batch = leveldb_mcpe.WriteBatch()
        dirtyChunkCount = 0
        for c in self.chunksNeedingLighting:
            self.getChunk(*c).genFastLights()

        for chunk in self._loadedChunks.itervalues():
            if chunk.dirty:
                dirtyChunkCount += 1
                self.worldFile.saveChunk(chunk, batch=batch)
                chunk.dirty = False
            yield

        with nbt.littleEndianNBT():
            for p in self.players:
                playerData = self.playerTagCache[p]
                if playerData is not None:
                    playerData = playerData.save(
                        compressed=False
                    )  # It will get compressed in the DB itself
                    self.worldFile.savePlayer(p, playerData, batch=batch)

        with self.worldFile.world_db() as db:
            wop = self.worldFile.writeOptions
            db.Write(wop, batch)

        self.saving = False
        logger.info(
            u"Saved {0} chunks to the database".format(dirtyChunkCount))
        path = os.path.join(self.worldFile.path, 'level.dat')
        with nbt.littleEndianNBT():
            rootTagData = self.root_tag.save(compressed=False)
            rootTagData = struct.Struct('<i').pack(4) + struct.Struct(
                '<i').pack(len(rootTagData)) + rootTagData
            with open(path, 'w') as f:
                f.write(rootTagData)
Exemplo n.º 8
0
    def loadLevelDat(self, create=False, random_seed=None, last_played=None):
        """
        Loads the level.dat from the worldfolder.
        :param create: bool. If it's True, a fresh level.dat will be created instead.
        :param random_seed: long
        :param last_played: long
        :return: None
        """
        def _loadLevelDat(filename):
            root_tag_buf = open(filename, 'rb').read()
            magic, length, root_tag_buf = root_tag_buf[:4], root_tag_buf[
                4:8], root_tag_buf[8:]
            if struct.Struct('<i').unpack(magic)[0] < 3:
                logger.info("Found an old level.dat file. Aborting world load")
                raise InvalidPocketLevelDBWorldException(
                )  # Maybe try convert/load old PE world?
            if len(root_tag_buf) != struct.Struct('<i').unpack(length)[0]:
                raise nbt.NBTFormatError()
            self.root_tag = nbt.load(buf=root_tag_buf)

        self.__gameVersion = 'PE'
        id_definitions.ids_loader('PE')
        if create:
            self._createLevelDat(random_seed, last_played)
            return
        try:
            with nbt.littleEndianNBT():
                _loadLevelDat(os.path.join(self.worldFile.path, "level.dat"))
            return
        except (nbt.NBTFormatError, IOError) as err:
            logger.info(
                "Failed to load level.dat, trying to load level.dat_old ({0})".
                format(err))
        try:
            with nbt.littleEndianNBT():
                _loadLevelDat(
                    os.path.join(self.worldFile.path, "level.dat_old"))
            return
        except (nbt.NBTFormatError, IOError) as err:
            logger.info(
                "Failed to load level.dat_old, creating new level.dat ({0})".
                format(err))
        self._createLevelDat(random_seed, last_played)
Exemplo n.º 9
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    def savedData(self):
        """
        Returns the data of the chunk to save to the database.
        :return: str of 83200 bytes of chunk data.
        """
        def packData(dataArray):
            """
            Repacks the terrain data to Mojang's leveldb library's format.
            """
            assert dataArray.shape[2] == self.world.Height

            data = numpy.array(dataArray).reshape(16, 16,
                                                  self.world.Height / 2, 2)
            data[..., 1] <<= 4
            data[..., 1] |= data[..., 0]
            return numpy.array(data[:, :, :, 1])

        if self.dirty:
            # elements of DirtyColumns are bitfields. Each bit corresponds to a
            # 16-block segment of the column. We set all of the bits because
            # we only track modifications at the chunk level.
            self.DirtyColumns[:] = 255

        with nbt.littleEndianNBT():
            entityData = ""
            tileEntityData = ""

            for ent in self.TileEntities:
                tileEntityData += ent.save(compressed=False)

            for ent in self.Entities:
                v = ent["id"].value
                #                 ent["id"] = nbt.TAG_Int(entity.PocketEntity.entityList[v])
                id = entity.PocketEntity.getNumId(v)
                #                 print id
                if id >= 1000:
                    print id
                    print type(ent)
                    print ent
                ent['id'] = nbt.TAG_Int(id)
                entityData += ent.save(compressed=False)
                # We have to re-invert after saving otherwise the next save will fail.
                ent["id"] = nbt.TAG_String(v)

        terrain = ''.join([
            self.Blocks.tostring(),
            packData(self.Data).tostring(),
            packData(self.SkyLight).tostring(),
            packData(self.BlockLight).tostring(),
            self.DirtyColumns.tostring(),
            self.GrassColors.tostring(),
        ])

        return terrain, tileEntityData, entityData
Exemplo n.º 10
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    def savedData(self):
        """
        Returns the data of the chunk to save to the database.
        :return: str of 83200 bytes of chunk data.
        """

        def packData(dataArray):
            """
            Repacks the terrain data to Mojang's leveldb library's format.
            """
            assert dataArray.shape[2] == self.world.Height

            data = numpy.array(dataArray).reshape(16, 16, self.world.Height / 2, 2)
            data[..., 1] <<= 4
            data[..., 1] |= data[..., 0]
            return numpy.array(data[:, :, :, 1])

        if self.dirty:
            # elements of DirtyColumns are bitfields. Each bit corresponds to a
            # 16-block segment of the column. We set all of the bits because
            # we only track modifications at the chunk level.
            self.DirtyColumns[:] = 255

        with nbt.littleEndianNBT():
            entityData = ""
            tileEntityData = ""

            for ent in self.TileEntities:
                tileEntityData += ent.save(compressed=False)

            for ent in self.Entities:
                v = ent["id"].value
#                 ent["id"] = nbt.TAG_Int(entity.PocketEntity.entityList[v])
                id = entity.PocketEntity.getNumId(v)
#                 print id
                if id >= 1000:
                    print id
                    print type(ent)
                    print ent
                ent['id'] = nbt.TAG_Int(id)
                entityData += ent.save(compressed=False)
                # We have to re-invert after saving otherwise the next save will fail.
                ent["id"] = nbt.TAG_String(v)

        terrain = ''.join([self.Blocks.tostring(),
                           packData(self.Data).tostring(),
                           packData(self.SkyLight).tostring(),
                           packData(self.BlockLight).tostring(),
                           self.DirtyColumns.tostring(),
                           self.GrassColors.tostring(),
                           ])

        return terrain, tileEntityData, entityData
Exemplo n.º 11
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 def getPlayerTag(self, player='Player'):
     """
     Obtains a player from the world.
     :param player: string of the name of the player. "Player" for SSP player, player_<client-id> for SMP player.
     :return: nbt.TAG_Compound, root tag of the player.
     """
     if player == '[No players]':  # Apparently this is being called somewhere?
         return None
     if player == 'Player':
         player = '~local_player'
     _player = self.playerTagCache.get(player)
     if _player is not None:
         return _player
     playerData = self.playerData[player]
     with nbt.littleEndianNBT():
         _player = nbt.load(buf=playerData)
         self.playerTagCache[player] = _player
     return _player
Exemplo n.º 12
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 def getPlayerTag(self, player='Player'):
     """
     Obtains a player from the world.
     :param player: string of the name of the player. "Player" for SSP player, player_<client-id> for SMP player.
     :return: nbt.TAG_Compound, root tag of the player.
     """
     if player == '[No players]':  # Apparently this is being called somewhere?
         return None
     if player == 'Player':
         player = '~local_player'
     _player = self.playerTagCache.get(player)
     if _player is not None:
         return _player
     playerData = self.playerData[player]
     with nbt.littleEndianNBT():
         _player = nbt.load(buf=playerData)
         self.playerTagCache[player] = _player
     return _player
Exemplo n.º 13
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        if DEBUG_PE:
            try:
                open(dump_fName, 'a').write(
                    "**********\nLongest data length: %s\nData:\n%s\n" %
                    (longest_complist_len, longest_complist))
                open(dump_fName, 'a').write(
                    "**********\nShortest data length: %s\nData:\n%s\n" %
                    (shortest_complist_len, shortest_complist))
            except Exception, e:
                print "Could not write debug info:", e

        return compounds

    if littleEndian:
        with nbt.littleEndianNBT():
            return load(data)
    else:
        return load(data)


def TagProperty(tagName, tagType, default_or_func=None):
    """
    Copied from infiniteworld.py. Custom property object to handle NBT-tag properties.
    :param tagName: str, Name of the NBT-tag
    :param tagType: int, (nbt.TAG_TYPE) Type of the NBT-tag
    :param default_or_func: function or default value. If function, function should return the default.
    :return: property
    """
    def getter(self):
        if tagName not in self.root_tag: