Core: change precollected_items to dict-style
Core: make sure there are enough threads available during generate_output to prevent deadlocks if event waiting is used
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@ -27,6 +27,7 @@ class MultiWorld():
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plando_connections: List
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worlds: Dict[int, Any]
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is_race: bool = False
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precollected_items: Dict[int, List[Item]]
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class AttributeProxy():
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def __init__(self, rule):
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@ -46,7 +47,7 @@ class MultiWorld():
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self.itempool = []
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self.seed = None
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self.seed_name: str = "Unavailable"
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self.precollected_items = []
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self.precollected_items = {player: [] for player in self.player_ids}
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self.state = CollectionState(self)
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self._cached_entrances = None
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self._cached_locations = None
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@ -266,7 +267,7 @@ class MultiWorld():
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def push_precollected(self, item: Item):
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item.world = self
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self.precollected_items.append(item)
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self.precollected_items[item.player].append(item)
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self.state.collect(item, True)
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def push_item(self, location: Location, item: Item, collect: bool = True):
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@ -473,8 +474,9 @@ class CollectionState(object):
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self.path = {}
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self.locations_checked = set()
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self.stale = {player: True for player in range(1, parent.players + 1)}
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for item in parent.precollected_items:
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self.collect(item, True)
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for items in parent.precollected_items.values():
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for item in items:
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self.collect(item, True)
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def update_reachable_regions(self, player: int):
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from worlds.alttp.EntranceShuffle import indirect_connections
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19
Main.py
19
Main.py
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@ -1,4 +1,4 @@
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from itertools import zip_longest
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from itertools import zip_longest, chain
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import logging
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import os
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import time
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@ -159,16 +159,15 @@ def main(args, seed=None):
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output = tempfile.TemporaryDirectory()
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with output as temp_dir:
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with concurrent.futures.ThreadPoolExecutor() as pool:
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with concurrent.futures.ThreadPoolExecutor(world.players+2) 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 = [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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@ -246,9 +245,8 @@ def main(args, seed=None):
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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_items = {player: [item.code for item in world_precollected]
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for player, world_precollected in world.precollected_items.items()}
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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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@ -397,7 +395,7 @@ def create_playthrough(world):
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# second phase, sphere 0
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removed_precollected = []
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for item in (i for i in world.precollected_items if i.advancement):
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for item in (i for i in chain(world.precollected_items.values()) if i.advancement):
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logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
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world.precollected_items.remove(item)
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world.state.remove(item)
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@ -463,7 +461,8 @@ def create_playthrough(world):
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get_path(state, world.get_region('Inverted Big Bomb Shop', player))
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# we can finally output our playthrough
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world.spoiler.playthrough = {"0": sorted([str(item) for item in world.precollected_items if item.advancement])}
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world.spoiler.playthrough = {"0": sorted([str(item) for item in chain(world.precollected_items.values())
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if item.advancement])}
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for i, sphere in enumerate(collection_spheres):
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world.spoiler.playthrough[str(i + 1)] = {str(location): str(location.item) for location in sorted(sphere)}
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@ -35,7 +35,7 @@ class TestInvertedOWG(TestBase):
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self.world.itempool.extend(ItemFactory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], 1))
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self.world.get_location('Agahnim 1', 1).item = None
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self.world.get_location('Agahnim 2', 1).item = None
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self.world.precollected_items.clear()
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self.world.precollected_items[1].clear()
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self.world.itempool.append(ItemFactory('Pegasus Boots', 1))
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mark_light_world_regions(self.world, 1)
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self.world.worlds[1].set_rules()
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@ -34,7 +34,7 @@ class TestVanillaOWG(TestBase):
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self.world.itempool.extend(ItemFactory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], 1))
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self.world.get_location('Agahnim 1', 1).item = None
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self.world.get_location('Agahnim 2', 1).item = None
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self.world.precollected_items.clear()
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self.world.precollected_items[1].clear()
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self.world.itempool.append(ItemFactory('Pegasus Boots', 1))
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mark_dark_world_regions(self.world, 1)
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self.world.worlds[1].set_rules()
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@ -1315,9 +1315,7 @@ def patch_rom(world, rom, player, enemized):
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equip[0x37B] = 1
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equip[0x36E] = 0x80
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for item in world.precollected_items:
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if item.player != player:
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continue
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for item in world.precollected_items[player]:
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if item.name in {'Bow', 'Silver Bow', 'Silver Arrows', 'Progressive Bow', 'Progressive Bow (Alt)',
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'Titans Mitts', 'Power Glove', 'Progressive Glove',
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@ -36,7 +36,6 @@ location_id_offset = 67000
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# OoT's generate_output doesn't benefit from more than 2 threads, instead it uses a lot of memory.
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i_o_limiter = threading.Semaphore(2)
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hint_data_available = threading.Event()
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class OOTWorld(World):
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@ -88,6 +87,10 @@ class OOTWorld(World):
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return super().__new__(cls)
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def __init__(self, world, player):
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self.hint_data_available = threading.Event()
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super(OOTWorld, self).__init__(world, player)
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def generate_early(self):
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# Player name MUST be at most 16 bytes ascii-encoded, otherwise won't write to ROM correctly
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if len(bytes(self.world.get_player_name(self.player), 'ascii')) > 16:
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@ -261,7 +264,7 @@ class OOTWorld(World):
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# Both two-handed swords can be required in glitch logic, so only consider them nonprogression in glitchless
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self.nonadvancement_items.add('Biggoron Sword')
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self.nonadvancement_items.add('Giants Knife')
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def load_regions_from_json(self, file_path):
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region_json = read_json(file_path)
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@ -456,9 +459,7 @@ class OOTWorld(World):
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junk_pool = get_junk_pool(self)
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removed_items = []
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# Determine starting items
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for item in self.world.precollected_items:
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if item.player != self.player:
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continue
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for item in self.world.precollected_items[self.player]:
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if item.name in self.remove_from_start_inventory:
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self.remove_from_start_inventory.remove(item.name)
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removed_items.append(item.name)
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@ -703,7 +704,7 @@ class OOTWorld(World):
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def generate_output(self, output_directory: str):
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if self.hints != 'none':
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hint_data_available.wait()
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self.hint_data_available.wait()
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with i_o_limiter:
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# Make ice traps appear as other random items
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@ -782,7 +783,8 @@ class OOTWorld(World):
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except Exception as e:
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raise e
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finally:
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hint_data_available.set()
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for autoworld in world.get_game_worlds("Ocarina of Time"):
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autoworld.hint_data_available.set()
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def modify_multidata(self, multidata: dict):
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for item_name in self.remove_from_start_inventory:
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