Exemplo n.º 1
0
def pool_initializer(rendernode):
    logging.debug("Child process {0}".format(os.getpid()))
    #stash the quadtree objects in a global variable after fork() for windows compat.
    global child_rendernode
    child_rendernode = rendernode
    
    # make sure textures are generated for this process
    # and initialize c_overviewer
    textures.generate(path=rendernode.options.get('textures_path', None),
            north_direction=rendernode.options.get('north_direction', None))
    c_overviewer.init_chunk_render()
    
    # setup c_overviewer rendermode customs / options
    for mode in rendernode.options.custom_rendermodes:
        c_overviewer.add_custom_render_mode(mode, rendernode.options.custom_rendermodes[mode])
    for mode in rendernode.options.rendermode_options:
        c_overviewer.set_render_mode_options(mode, rendernode.options.rendermode_options[mode])
    
    # load biome data in each process, if needed
    for quadtree in rendernode.quadtrees:
        if quadtree.world.useBiomeData:
            # make sure we've at least *tried* to load the color arrays in this process...
            textures.prepareBiomeData(quadtree.world.worlddir)
            if not textures.grasscolor or not textures.foliagecolor:
                raise Exception("Can't find grasscolor.png or foliagecolor.png")
            # only load biome data once
            break
Exemplo n.º 2
0
    def __init__(self, chunkcoords, cachedir, worldobj, oldimg, queue):
        """Make a new chunk renderer for the given chunk coordinates.
        chunkcoors should be a tuple: (chunkX, chunkY)
        
        cachedir is a directory to save the resulting chunk images to
        """
        self.queue = queue
        # derive based on worlddir and chunkcoords
        self.regionfile = os.path.join(worldobj.worlddir, "region",
                "r.%d.%d.mcr" % (chunkcoords[0] // 32, chunkcoords[1]//32))
    
        if not os.path.exists(self.regionfile):
            raise ValueError("Could not find regionfile: %s" % self.regionfile)

        ## TODO TODO all of this class

        #destdir, filename = os.path.split(self.chunkfile)
        #filename_split = filename.split(".")
        #chunkcoords = filename_split[1:3]
        
        #self.coords = map(world.base36decode, chunkcoords)
        self.blockid = "%d.%d" % chunkcoords

        # chunk coordinates (useful to converting local block coords to 
        # global block coords)
        self.chunkX = chunkcoords[0]
        self.chunkY = chunkcoords[1]



        self.world = worldobj


        # Cachedir here is the base directory of the caches. We need to go 2
        # levels deeper according to the chunk file. Get the last 2 components
        # of destdir and use that
        ##moredirs, dir2 = os.path.split(destdir)
        ##_, dir1 = os.path.split(moredirs)
        self.cachedir = os.path.join(cachedir, 
                world.base36encode(self.chunkX%64), 
                world.base36encode(self.chunkY%64))

        #logging.debug("cache location for this chunk: %s", self.cachedir)
        self.oldimg, self.oldimg_path = oldimg


        if self.world.useBiomeData:
            # make sure we've at least *tried* to load the color arrays in this process...
            textures.prepareBiomeData(self.world.worlddir)
            if not textures.grasscolor or not textures.foliagecolor:
                raise Exception("Can't find grasscolor.png or foliagecolor.png")


        if not os.path.exists(self.cachedir):
            try:
                os.makedirs(self.cachedir)
            except OSError, e:
                import errno
                if e.errno != errno.EEXIST:
                    raise
Exemplo n.º 3
0
    def __init__(self, worlddir, cachedir, chunklist=None, lighting=False, night=False, spawn=False, useBiomeData=False):
        self.worlddir = worlddir
        self.caves = False
        self.lighting = lighting or night or spawn
        self.night = night or spawn
        self.spawn = spawn
        self.cachedir = cachedir
        self.useBiomeData = useBiomeData

        if self.useBiomeData:
            textures.prepareBiomeData(worlddir)

        self.chunklist = chunklist

        #  stores Points Of Interest to be mapped with markers
        #  a list of dictionaries, see below for an example
        self.POI = []

        # if it exists, open overviewer.dat, and read in the data structure
        # info self.persistentData.  This dictionary can hold any information
        # that may be needed between runs.
        # Currently only holds into about POIs (more more details, see quadtree)
        self.pickleFile = os.path.join(self.cachedir,"overviewer.dat")
        if os.path.exists(self.pickleFile):
            with open(self.pickleFile,"rb") as p:
                self.persistentData = cPickle.load(p)
        else:
            # some defaults
            self.persistentData = dict(POI=[])
Exemplo n.º 4
0
    def __init__(self, chunkcoords, cachedir, worldobj, oldimg, queue):
        """Make a new chunk renderer for the given chunk coordinates.
        chunkcoors should be a tuple: (chunkX, chunkY)
        
        cachedir is a directory to save the resulting chunk images to
        """
        self.queue = queue
        # derive based on worlddir and chunkcoords
        self.regionfile = os.path.join(
            worldobj.worlddir, "region",
            "r.%d.%d.mcr" % (chunkcoords[0] // 32, chunkcoords[1] // 32))

        if not os.path.exists(self.regionfile):
            raise ValueError("Could not find regionfile: %s" % self.regionfile)

        ## TODO TODO all of this class

        #destdir, filename = os.path.split(self.chunkfile)
        #filename_split = filename.split(".")
        #chunkcoords = filename_split[1:3]

        #self.coords = map(world.base36decode, chunkcoords)
        self.blockid = "%d.%d" % chunkcoords

        # chunk coordinates (useful to converting local block coords to
        # global block coords)
        self.chunkX = chunkcoords[0]
        self.chunkY = chunkcoords[1]

        self.world = worldobj

        # Cachedir here is the base directory of the caches. We need to go 2
        # levels deeper according to the chunk file. Get the last 2 components
        # of destdir and use that
        ##moredirs, dir2 = os.path.split(destdir)
        ##_, dir1 = os.path.split(moredirs)
        self.cachedir = os.path.join(cachedir,
                                     world.base36encode(self.chunkX % 64),
                                     world.base36encode(self.chunkY % 64))

        #logging.debug("cache location for this chunk: %s", self.cachedir)
        self.oldimg, self.oldimg_path = oldimg

        if self.world.useBiomeData:
            # make sure we've at least *tried* to load the color arrays in this process...
            textures.prepareBiomeData(self.world.worlddir)
            if not textures.grasscolor or not textures.foliagecolor:
                raise Exception(
                    "Can't find grasscolor.png or foliagecolor.png")

        if not os.path.exists(self.cachedir):
            try:
                os.makedirs(self.cachedir)
            except OSError, e:
                import errno
                if e.errno != errno.EEXIST:
                    raise
Exemplo n.º 5
0
    def __init__(self, worlddir, cachedir, chunklist=None, lighting=False, night=False, spawn=False, useBiomeData=False):
        self.worlddir = worlddir
        self.caves = False
        self.lighting = lighting or night or spawn
        self.night = night or spawn
        self.spawn = spawn
        self.cachedir = cachedir
        self.useBiomeData = useBiomeData

        # figure out chunk format is in use
        # if mcregion, error out early until we can add support
        data = nbt.load(os.path.join(self.worlddir, "level.dat"))[1]['Data']
        #print data
        if not ('version' in data and data['version'] == 19132):
            logging.error("Sorry, This version of Minecraft-Overviewer only works with the new McRegion chunk format")
            sys.exit(1)

        if self.useBiomeData:
            textures.prepareBiomeData(worlddir)

        self.chunklist = chunklist

        # In order to avoid having to look up the cache file names in
        # ChunkRenderer, get them all and store them here
        # TODO change how caching works
        for root, dirnames, filenames in os.walk(cachedir):
            for filename in filenames:
                if not filename.endswith('.png') or not filename.startswith("img."):
                    continue
                dirname, dir_b = os.path.split(root)
                _, dir_a = os.path.split(dirname)
                _, x, z, cave, _ = filename.split('.', 4)
                dir = '/'.join((dir_a, dir_b))
                bits = '.'.join((x, z, cave))
                cached[dir][bits] = os.path.join(root, filename)

        #  stores Points Of Interest to be mapped with markers
        #  a list of dictionaries, see below for an example
        self.POI = []

        # if it exists, open overviewer.dat, and read in the data structure
        # info self.persistentData.  This dictionary can hold any information
        # that may be needed between runs.
        # Currently only holds into about POIs (more more details, see quadtree)
        self.pickleFile = os.path.join(self.cachedir,"overviewer.dat")
        if os.path.exists(self.pickleFile):
            with open(self.pickleFile,"rb") as p:
                self.persistentData = cPickle.load(p)
        else:
            # some defaults
            self.persistentData = dict(POI=[])
Exemplo n.º 6
0
    def __init__(self, worlddir, useBiomeData=False,regionlist=None):
        self.worlddir = worlddir
        self.useBiomeData = useBiomeData
                
        #find region files, or load the region list
        #this also caches all the region file header info
        logging.info("Scanning regions")
        regionfiles = {}
        self.regions = {}
        self.regionlist = regionlist # a list of paths
        for x, y, regionfile in self._iterate_regionfiles():
            mcr = self.reload_region(regionfile) 
            mcr.get_chunk_info()
            regionfiles[(x,y)]	= (x,y,regionfile,mcr)
        self.regionfiles = regionfiles	
        # set the number of region file handles we will permit open at any time before we start closing them
#        self.regionlimit = 1000
        # the max number of chunks we will keep before removing them (includes emptry chunks)
        self.chunklimit = 1024 
        self.chunkcount = 0
        self.empty_chunk = [None,None]
        logging.debug("Done scanning regions")
        
        # figure out chunk format is in use
        # if not mcregion, error out early
        data = nbt.load(os.path.join(self.worlddir, "level.dat"))[1]['Data']
        #print data
        if not ('version' in data and data['version'] == 19132):
            logging.error("Sorry, This version of Minecraft-Overviewer only works with the new McRegion chunk format")
            sys.exit(1)

        if self.useBiomeData:
            textures.prepareBiomeData(worlddir)

        #  stores Points Of Interest to be mapped with markers
        #  a list of dictionaries, see below for an example
        self.POI = []

        # if it exists, open overviewer.dat, and read in the data structure
        # info self.persistentData.  This dictionary can hold any information
        # that may be needed between runs.
        # Currently only holds into about POIs (more more details, see quadtree)
        # TODO maybe store this with the tiles, not with the world?
        self.pickleFile = os.path.join(self.worlddir, "overviewer.dat")
        if os.path.exists(self.pickleFile):
            with open(self.pickleFile,"rb") as p:
                self.persistentData = cPickle.load(p)
        else:
            # some defaults
            self.persistentData = dict(POI=[])
Exemplo n.º 7
0
    def __init__(self, chunkfile, cachedir, worldobj, oldimg, queue):
        """Make a new chunk renderer for the given chunkfile.
        chunkfile should be a full path to the .dat file to process
        cachedir is a directory to save the resulting chunk images to
        """
        self.queue = queue
    
        if not os.path.exists(chunkfile):
            raise ValueError("Could not find chunkfile")
        self.chunkfile = chunkfile
        destdir, filename = os.path.split(self.chunkfile)
        filename_split = filename.split(".")
        chunkcoords = filename_split[1:3]
        
        self.coords = map(world.base36decode, chunkcoords)
        self.blockid = ".".join(chunkcoords)

        # chunk coordinates (useful to converting local block coords to 
        # global block coords)
        self.chunkX = int(filename_split[1], base=36)
        self.chunkY = int(filename_split[2], base=36)

        self.world = worldobj
        # Cachedir here is the base directory of the caches. We need to go 2
        # levels deeper according to the chunk file. Get the last 2 components
        # of destdir and use that
        moredirs, dir2 = os.path.split(destdir)
        _, dir1 = os.path.split(moredirs)
        self.cachedir = os.path.join(cachedir, dir1, dir2)
        self.oldimg, self.oldimg_path = oldimg


        if self.world.useBiomeData:
            # make sure we've at least *tried* to load the color arrays in this process...
            textures.prepareBiomeData(self.world.worlddir)
            if not textures.grasscolor or not textures.foliagecolor:
                raise Exception("Can't find grasscolor.png or foliagecolor.png")


        if not os.path.exists(self.cachedir):
            try:
                os.makedirs(self.cachedir)
            except OSError, e:
                import errno
                if e.errno != errno.EEXIST:
                    raise
Exemplo n.º 8
0
    def __init__(
        self, worlddir, cachedir, chunklist=None, lighting=False, night=False, spawn=False, useBiomeData=False
    ):
        self.worlddir = worlddir
        self.caves = False
        self.lighting = lighting or night or spawn
        self.night = night or spawn
        self.spawn = spawn
        self.cachedir = cachedir
        self.useBiomeData = useBiomeData

        if self.useBiomeData:
            textures.prepareBiomeData(worlddir)

        self.chunklist = chunklist

        # In order to avoid having to look up the cache file names in
        # ChunkRenderer, get them all and store them here
        for root, dirnames, filenames in os.walk(cachedir):
            for filename in filenames:
                if not filename.endswith(".png") or not filename.startswith("img."):
                    continue
                dirname, dir_b = os.path.split(root)
                _, dir_a = os.path.split(dirname)
                _, x, z, cave, _ = filename.split(".", 4)
                dir = "/".join((dir_a, dir_b))
                bits = ".".join((x, z, cave))
                cached[dir][bits] = os.path.join(root, filename)

        #  stores Points Of Interest to be mapped with markers
        #  a list of dictionaries, see below for an example
        self.POI = []

        # if it exists, open overviewer.dat, and read in the data structure
        # info self.persistentData.  This dictionary can hold any information
        # that may be needed between runs.
        # Currently only holds into about POIs (more more details, see quadtree)
        self.pickleFile = os.path.join(self.cachedir, "overviewer.dat")
        if os.path.exists(self.pickleFile):
            with open(self.pickleFile, "rb") as p:
                self.persistentData = cPickle.load(p)
        else:
            # some defaults
            self.persistentData = dict(POI=[])
Exemplo n.º 9
0
    def __init__(self,
                 worlddir,
                 cachedir,
                 chunklist=None,
                 lighting=False,
                 night=False,
                 spawn=False,
                 useBiomeData=False):
        self.worlddir = worlddir
        self.caves = False
        self.lighting = lighting or night or spawn
        self.night = night or spawn
        self.spawn = spawn
        self.cachedir = cachedir
        self.useBiomeData = useBiomeData

        # figure out chunk format is in use
        # if mcregion, error out early until we can add support
        data = nbt.load(os.path.join(self.worlddir, "level.dat"))[1]['Data']
        #print data
        if not ('version' in data and data['version'] == 19132):
            logging.error(
                "Sorry, This version of Minecraft-Overviewer only works with the new McRegion chunk format"
            )
            sys.exit(1)

        if self.useBiomeData:
            textures.prepareBiomeData(worlddir)

        self.chunklist = chunklist

        # In order to avoid having to look up the cache file names in
        # ChunkRenderer, get them all and store them here
        # TODO change how caching works
        for root, dirnames, filenames in os.walk(cachedir):
            for filename in filenames:
                if not filename.endswith('.png') or not filename.startswith(
                        "img."):
                    continue
                dirname, dir_b = os.path.split(root)
                _, dir_a = os.path.split(dirname)
                _, x, z, cave, _ = filename.split('.', 4)
                dir = '/'.join((dir_a, dir_b))
                bits = '.'.join((x, z, cave))
                cached[dir][bits] = os.path.join(root, filename)

        #  stores Points Of Interest to be mapped with markers
        #  a list of dictionaries, see below for an example
        self.POI = []

        # if it exists, open overviewer.dat, and read in the data structure
        # info self.persistentData.  This dictionary can hold any information
        # that may be needed between runs.
        # Currently only holds into about POIs (more more details, see quadtree)
        self.pickleFile = os.path.join(self.cachedir, "overviewer.dat")
        if os.path.exists(self.pickleFile):
            with open(self.pickleFile, "rb") as p:
                self.persistentData = cPickle.load(p)
        else:
            # some defaults
            self.persistentData = dict(POI=[])