Core: don't start threads for 'pass'
Core: print output progress every 10 files (OoT output may take a while, so let's give some user feedback on progress) Subnautica: remove empty output method
This commit is contained in:
parent
2e2ca1665b
commit
89984a0d09
287
Main.py
287
Main.py
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@ -185,169 +185,166 @@ def main(args, seed=None):
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logger.info(f'Beginning output...')
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outfilebase = 'AP_' + world.seed_name
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pool = concurrent.futures.ThreadPoolExecutor()
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output = tempfile.TemporaryDirectory()
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with output as temp_dir:
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check_accessibility_task = pool.submit(world.fulfills_accessibility)
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with concurrent.futures.ThreadPoolExecutor() as pool:
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check_accessibility_task = pool.submit(world.fulfills_accessibility)
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output_file_futures = []
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output_file_futures = []
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for player in world.player_ids:
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# skip starting a thread for methods that say "pass".
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if AutoWorld.World.generate_output.__code__ is not world.worlds[player].generate_output.__code__:
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output_file_futures.append(pool.submit(AutoWorld.call_single, world, "generate_output", player, temp_dir))
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output_file_futures.append(pool.submit(AutoWorld.call_stage, world, "generate_output", temp_dir))
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for player in world.player_ids:
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# skip starting a thread for methods that say "pass".
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if AutoWorld.World.generate_output.__code__ is not world.worlds[player].generate_output.__code__:
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output_file_futures.append(pool.submit(AutoWorld.call_single, world, "generate_output", player, temp_dir))
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output_file_futures.append(pool.submit(AutoWorld.call_stage, world, "generate_output", temp_dir))
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def get_entrance_to_region(region: Region):
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for entrance in region.entrances:
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if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld, RegionType.Generic):
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return entrance
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for entrance in region.entrances: # BFS might be better here, trying DFS for now.
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return get_entrance_to_region(entrance.parent_region)
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def get_entrance_to_region(region: Region):
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for entrance in region.entrances:
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if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld, RegionType.Generic):
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return entrance
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for entrance in region.entrances: # BFS might be better here, trying DFS for now.
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return get_entrance_to_region(entrance.parent_region)
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# collect ER hint info
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er_hint_data = {player: {} for player in world.get_game_players("A Link to the Past") if
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world.shuffle[player] != "vanilla" or world.retro[player]}
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# collect ER hint info
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er_hint_data = {player: {} for player in world.get_game_players("A Link to the Past") if
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world.shuffle[player] != "vanilla" or world.retro[player]}
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for region in world.regions:
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if region.player in er_hint_data and region.locations:
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main_entrance = get_entrance_to_region(region)
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for location in region.locations:
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if type(location.address) == int: # skips events and crystals
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if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name:
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er_hint_data[region.player][location.address] = main_entrance.name
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for region in world.regions:
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if region.player in er_hint_data and region.locations:
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main_entrance = get_entrance_to_region(region)
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for location in region.locations:
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if type(location.address) == int: # skips events and crystals
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if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name:
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er_hint_data[region.player][location.address] = main_entrance.name
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ordered_areas = ('Light World', 'Dark World', 'Hyrule Castle', 'Agahnims Tower', 'Eastern Palace', 'Desert Palace',
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'Tower of Hera', 'Palace of Darkness', 'Swamp Palace', 'Skull Woods', 'Thieves Town', 'Ice Palace',
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'Misery Mire', 'Turtle Rock', 'Ganons Tower', "Total")
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ordered_areas = ('Light World', 'Dark World', 'Hyrule Castle', 'Agahnims Tower', 'Eastern Palace', 'Desert Palace',
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'Tower of Hera', 'Palace of Darkness', 'Swamp Palace', 'Skull Woods', 'Thieves Town', 'Ice Palace',
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'Misery Mire', 'Turtle Rock', 'Ganons Tower', "Total")
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checks_in_area = {player: {area: list() for area in ordered_areas}
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for player in range(1, world.players + 1)}
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checks_in_area = {player: {area: list() for area in ordered_areas}
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for player in range(1, world.players + 1)}
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for player in range(1, world.players + 1):
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checks_in_area[player]["Total"] = 0
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for player in range(1, world.players + 1):
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checks_in_area[player]["Total"] = 0
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for location in world.get_filled_locations():
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if type(location.address) is int:
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main_entrance = get_entrance_to_region(location.parent_region)
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if location.game != "A Link to the Past":
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checks_in_area[location.player]["Light World"].append(location.address)
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elif location.parent_region.dungeon:
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dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower',
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'Inverted Ganons Tower': 'Ganons Tower'} \
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.get(location.parent_region.dungeon.name, location.parent_region.dungeon.name)
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checks_in_area[location.player][dungeonname].append(location.address)
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elif main_entrance.parent_region.type == RegionType.LightWorld:
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checks_in_area[location.player]["Light World"].append(location.address)
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elif main_entrance.parent_region.type == RegionType.DarkWorld:
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checks_in_area[location.player]["Dark World"].append(location.address)
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checks_in_area[location.player]["Total"] += 1
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oldmancaves = []
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takeanyregions = ["Old Man Sword Cave", "Take-Any #1", "Take-Any #2", "Take-Any #3", "Take-Any #4"]
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for index, take_any in enumerate(takeanyregions):
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for region in [world.get_region(take_any, player) for player in range(1, world.players + 1) if
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world.retro[player]]:
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item = world.create_item(region.shop.inventory[(0 if take_any == "Old Man Sword Cave" else 1)]['item'],
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region.player)
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player = region.player
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location_id = SHOP_ID_START + total_shop_slots + index
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main_entrance = get_entrance_to_region(region)
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if main_entrance.parent_region.type == RegionType.LightWorld:
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checks_in_area[player]["Light World"].append(location_id)
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else:
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checks_in_area[player]["Dark World"].append(location_id)
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checks_in_area[player]["Total"] += 1
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er_hint_data[player][location_id] = main_entrance.name
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oldmancaves.append(((location_id, player), (item.code, player)))
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FillDisabledShopSlots(world)
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def write_multidata():
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import NetUtils
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slot_data = {}
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client_versions = {}
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minimum_versions = {"server": (0, 1, 1), "clients": client_versions}
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games = {}
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for slot in world.player_ids:
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client_versions[slot] = world.worlds[slot].get_required_client_version()
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games[slot] = world.game[slot]
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precollected_items = {player: [] for player in range(1, world.players + 1)}
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for item in world.precollected_items:
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precollected_items[item.player].append(item.code)
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precollected_hints = {player: set() for player in range(1, world.players + 1)}
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# for now special case Factorio tech_tree_information
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sending_visible_players = set()
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for player in world.get_game_players("Factorio"):
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if world.tech_tree_information[player].value == 2:
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sending_visible_players.add(player)
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for slot in world.player_ids:
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slot_data[slot] = world.worlds[slot].fill_slot_data()
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locations_data: Dict[int, Dict[int, Tuple[int, int]]] = {player: {} for player in world.player_ids}
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for location in world.get_filled_locations():
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if type(location.address) == int:
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# item code None should be event, location.address should then also be None
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assert location.item.code is not None
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locations_data[location.player][location.address] = location.item.code, location.item.player
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if location.player in sending_visible_players and location.item.player != location.player:
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hint = NetUtils.Hint(location.item.player, location.player, location.address,
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location.item.code, False)
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precollected_hints[location.player].add(hint)
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precollected_hints[location.item.player].add(hint)
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elif location.item.name in args.start_hints[location.item.player]:
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hint = NetUtils.Hint(location.item.player, location.player, location.address,
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location.item.code, False,
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er_hint_data.get(location.player, {}).get(location.address, ""))
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precollected_hints[location.player].add(hint)
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precollected_hints[location.item.player].add(hint)
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if type(location.address) is int:
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main_entrance = get_entrance_to_region(location.parent_region)
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if location.game != "A Link to the Past":
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checks_in_area[location.player]["Light World"].append(location.address)
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elif location.parent_region.dungeon:
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dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower',
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'Inverted Ganons Tower': 'Ganons Tower'} \
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.get(location.parent_region.dungeon.name, location.parent_region.dungeon.name)
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checks_in_area[location.player][dungeonname].append(location.address)
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elif main_entrance.parent_region.type == RegionType.LightWorld:
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checks_in_area[location.player]["Light World"].append(location.address)
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elif main_entrance.parent_region.type == RegionType.DarkWorld:
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checks_in_area[location.player]["Dark World"].append(location.address)
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checks_in_area[location.player]["Total"] += 1
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multidata = {
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"slot_data": slot_data,
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"games": games,
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"names": [[name for player, name in sorted(world.player_name.items())]],
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"connect_names": {name: (0, player) for player, name in world.player_name.items()},
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"remote_items": {player for player in world.player_ids if
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world.worlds[player].remote_items},
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"locations": locations_data,
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"checks_in_area": checks_in_area,
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"server_options": get_options()["server_options"],
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"er_hint_data": er_hint_data,
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"precollected_items": precollected_items,
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"precollected_hints": precollected_hints,
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"version": tuple(version_tuple),
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"tags": ["AP"],
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"minimum_versions": minimum_versions,
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"seed_name": world.seed_name
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}
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AutoWorld.call_all(world, "modify_multidata", multidata)
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oldmancaves = []
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takeanyregions = ["Old Man Sword Cave", "Take-Any #1", "Take-Any #2", "Take-Any #3", "Take-Any #4"]
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for index, take_any in enumerate(takeanyregions):
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for region in [world.get_region(take_any, player) for player in range(1, world.players + 1) if
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world.retro[player]]:
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item = world.create_item(region.shop.inventory[(0 if take_any == "Old Man Sword Cave" else 1)]['item'],
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region.player)
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player = region.player
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location_id = SHOP_ID_START + total_shop_slots + index
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multidata = zlib.compress(pickle.dumps(multidata), 9)
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main_entrance = get_entrance_to_region(region)
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if main_entrance.parent_region.type == RegionType.LightWorld:
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checks_in_area[player]["Light World"].append(location_id)
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else:
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checks_in_area[player]["Dark World"].append(location_id)
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checks_in_area[player]["Total"] += 1
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with open(os.path.join(temp_dir, f'{outfilebase}.archipelago'), 'wb') as f:
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f.write(bytes([1])) # version of format
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f.write(multidata)
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er_hint_data[player][location_id] = main_entrance.name
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oldmancaves.append(((location_id, player), (item.code, player)))
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multidata_task = pool.submit(write_multidata)
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if not check_accessibility_task.result():
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if not world.can_beat_game():
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raise Exception("Game appears as unbeatable. Aborting.")
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else:
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logger.warning("Location Accessibility requirements not fulfilled.")
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FillDisabledShopSlots(world)
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# retrieve exceptions via .result() if they occured.
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if multidata_task:
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multidata_task.result()
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for i, future in enumerate(concurrent.futures.as_completed(output_file_futures)):
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if i % 10 == 0:
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logger.info(f'Generating output files ({i}/{len(output_file_futures)}).')
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future.result()
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def write_multidata():
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import NetUtils
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slot_data = {}
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client_versions = {}
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minimum_versions = {"server": (0, 1, 1), "clients": client_versions}
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games = {}
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for slot in world.player_ids:
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client_versions[slot] = world.worlds[slot].get_required_client_version()
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games[slot] = world.game[slot]
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precollected_items = {player: [] for player in range(1, world.players + 1)}
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for item in world.precollected_items:
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precollected_items[item.player].append(item.code)
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precollected_hints = {player: set() for player in range(1, world.players + 1)}
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# for now special case Factorio tech_tree_information
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sending_visible_players = set()
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for player in world.get_game_players("Factorio"):
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if world.tech_tree_information[player].value == 2:
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sending_visible_players.add(player)
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pool.shutdown() # wait for all queued tasks to complete
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for slot in world.player_ids:
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slot_data[slot] = world.worlds[slot].fill_slot_data()
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locations_data: Dict[int, Dict[int, Tuple[int, int]]] = {player: {} for player in world.player_ids}
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for location in world.get_filled_locations():
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if type(location.address) == int:
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# item code None should be event, location.address should then also be None
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assert location.item.code is not None
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locations_data[location.player][location.address] = location.item.code, location.item.player
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if location.player in sending_visible_players and location.item.player != location.player:
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hint = NetUtils.Hint(location.item.player, location.player, location.address,
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location.item.code, False)
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precollected_hints[location.player].add(hint)
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precollected_hints[location.item.player].add(hint)
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elif location.item.name in args.start_hints[location.item.player]:
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hint = NetUtils.Hint(location.item.player, location.player, location.address,
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location.item.code, False,
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er_hint_data.get(location.player, {}).get(location.address, ""))
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precollected_hints[location.player].add(hint)
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precollected_hints[location.item.player].add(hint)
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multidata = {
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"slot_data": slot_data,
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"games": games,
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"names": [[name for player, name in sorted(world.player_name.items())]],
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"connect_names": {name: (0, player) for player, name in world.player_name.items()},
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"remote_items": {player for player in world.player_ids if
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world.worlds[player].remote_items},
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"locations": locations_data,
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"checks_in_area": checks_in_area,
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"server_options": get_options()["server_options"],
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"er_hint_data": er_hint_data,
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"precollected_items": precollected_items,
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"precollected_hints": precollected_hints,
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"version": tuple(version_tuple),
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"tags": ["AP"],
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"minimum_versions": minimum_versions,
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"seed_name": world.seed_name
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}
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AutoWorld.call_all(world, "modify_multidata", multidata)
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multidata = zlib.compress(pickle.dumps(multidata), 9)
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with open(os.path.join(temp_dir, f'{outfilebase}.archipelago'), 'wb') as f:
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f.write(bytes([1])) # version of format
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f.write(multidata)
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multidata_task = pool.submit(write_multidata)
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if not check_accessibility_task.result():
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if not world.can_beat_game():
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raise Exception("Game appears as unbeatable. Aborting.")
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else:
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logger.warning("Location Accessibility requirements not fulfilled.")
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# retrieve exceptions via .result() if they occured.
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if multidata_task:
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multidata_task.result()
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for i, future in enumerate(concurrent.futures.as_completed(output_file_futures)):
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if i % 10 == 0:
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logger.info(f'Generating output files ({i}/{len(output_file_futures)}).')
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future.result()
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if not args.skip_playthrough:
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logger.info('Calculating playthrough.')
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@ -9,6 +9,7 @@ Currently, the following games are supported:
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* Subnautica
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* Slay the Spire
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* Risk of Rain 2
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* The Legend of Zelda: Ocarina of Time
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For setup and instructions check out our [tutorials page](http://archipelago.gg:48484/tutorial).
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Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled
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@ -39,6 +40,7 @@ This project makes use of multiple other projects. We wouldn't be here without t
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* [z3randomizer](https://github.com/CaitSith2/z3randomizer)
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* [Enemizer](https://github.com/Ijwu/Enemizer)
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* [Ocarina of Time Randomizer](https://github.com/TestRunnerSRL/OoT-Randomizer)
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## Contributing
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Contributions are welcome. We have a few asks of any new contributors.
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