def __init__(self, server): super(WorldServer, self).__init__() import savingsystem #This module doesn't like being imported at modulescope self.savingsystem = savingsystem if not os.path.lexists(os.path.join(G.game_dir, "world", "players")): os.makedirs(os.path.join(G.game_dir, "world", "players")) self.sectors = defaultdict(list) self.exposed_cache = dict() self.urgent_queue = deque() self.lazy_queue = deque() self.sector_queue = OrderedDict() self.generation_queue = deque() self.spreading_mutable_blocks = deque() self.server_lock = threading.Lock() self.server = server if os.path.exists(os.path.join(G.game_dir, G.SAVE_FILENAME, "seed")): with open(os.path.join(G.game_dir, G.SAVE_FILENAME, "seed"), "rb") as f: G.SEED = f.read() else: if not os.path.exists(os.path.join(G.game_dir, G.SAVE_FILENAME)): os.makedirs(os.path.join(G.game_dir, G.SAVE_FILENAME)) with open(os.path.join(G.game_dir, G.SAVE_FILENAME, "seed"), "wb") as f: f.write(self.generate_seed()) self.terraingen = terrain.TerrainGeneratorSimple(self, G.SEED)
def __init__(self, server): super(WorldServer, self).__init__() if not os.path.lexists(os.path.join(G.game_dir, "world", "players")): os.makedirs(os.path.join(G.game_dir, "world", "players")) self.sectors = defaultdict(list) self.exposed_cache = dict() self.spreading_mutable_blocks = deque() self.server_lock = threading.Lock() self.server = server if os.path.exists(os.path.join(G.game_dir, G.SAVE_FILENAME, "seed")): with open(os.path.join(G.game_dir, G.SAVE_FILENAME, "seed"), "rb") as f: G.SEED = int(f.read().decode('utf-8')) else: if not os.path.exists(os.path.join(G.game_dir, G.SAVE_FILENAME)): os.makedirs(os.path.join(G.game_dir, G.SAVE_FILENAME)) with open(os.path.join(G.game_dir, G.SAVE_FILENAME, "seed"), "wb") as f: f.write(str(self.generate_seed()).encode('utf-8')) self.terraingen = terrain.TerrainGeneratorSimple(self, G.SEED)