view orpg/mapper/images.py @ 15:cab94a90f9dc traipse_dev

Added 1.8.0 fix to log. Fixed problem with images that do not load the first time. Problem was in the fetching dict. del path instead.
author sirebral
date Tue, 21 Jul 2009 02:34:21 -0500
parents 28ad6bd3ac71
children 83fb9a73a30f
line wrap: on
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# Copyright (C) 2000-2001 The OpenRPG Project
#
#    openrpg-dev@lists.sourceforge.net
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
# --
#
# File: mapper/images.py
# Author: OpenRPG
# Maintainer:
# Version:
#   $Id: images.py,v 1.21 2007/12/11 04:07:15 digitalxero Exp $
#
# Description:
#
__version__ = "$Id: images.py,v 1.21 2007/12/11 04:07:15 digitalxero Exp $"

import urllib
import Queue
import thread
from threading import Lock
import time
from orpg.orpg_wx import *
from orpg.orpgCore import *

def singleton(cls):
    instances = {}
    def getinstance():
        if cls not in instances:
            instances[cls] = cls()
        return instances[cls]
    return getinstance()

class ImageHandlerClass(object):
    __cache = {}
    __fetching = {}
    __queue = Queue.Queue(0)
    __lock = Lock()

    def load(self, path, image_type, imageId):
        # Load an image, with a intermideary fetching image shown while it loads in a background thread
        if self.__cache.has_key(path):
            return wx.ImageFromMime(self.__cache[path][1], self.__cache[path][2]).ConvertToBitmap()
        if not self.__fetching.has_key(path):
            self.__fetching[path] = True
            #Start Image Loading Thread
            thread.start_new_thread(self.__loadThread, (path, image_type, imageId))
        else:
            if self.__fetching[path] is True:
                thread.start_new_thread(self.__loadCacheThread, (path, image_type, imageId))
        return wx.Bitmap(open_rpg.get_component("dir_struct")["icon"] + "fetching.png", wx.BITMAP_TYPE_PNG)

    def directLoad(self, path):
        # Directly load an image, no threads
        if self.__cache.has_key(path):
            return wx.ImageFromMime(self.__cache[path][1], self.__cache[path][2]).ConvertToBitmap()
        uriPath = urllib.unquote(path)
        try:
            d = urllib.urlretrieve(uriPath)
            # We have to make sure that not only did we fetch something, but that
            # it was an image that we got back.
            if d[0] and d[1].getmaintype() == "image":
                self.__cache[path] = (path, d[0], d[1].gettype(), None)
                return wx.ImageFromMime(self.__cache[path][1], self.__cache[path][2]).ConvertToBitmap()
            else:
                open_rpg.get_component('log').log("Image refused to load or URI did not reference a valid image: " + path, ORPG_GENERAL, True)
                return None
        except IOError:
            open_rpg.get_component('log').log("Unable to resolve/open the specified URI; image was NOT loaded: " + path, ORPG_GENERAL, True)
            return None

    def cleanCache(self):
        # Shrinks the Cache down to the proper size
        try:
            cacheSize = int(open_rpg.get_component('settings').get_setting("ImageCacheSize"))
        except:
            cacheSize = 32
        cache = self.__cache.keys()
        cache.sort()
        for key in cache[cacheSize:]:
            del self.__cache[key]

    def flushCache(self):
        #    This function will flush all images contained within the image cache.
        self.__lock.acquire()
        try:
            keyList = self.__cache.keys()
            for key in keyList:
                del self.__cache[key]
        finally:
            self.__lock.release()
        urllib.urlcleanup()

#Private Methods
    def __loadThread(self, path, image_type, imageId):
        uriPath = urllib.unquote(path)
        self.__lock.acquire()
        try:
            d = urllib.urlretrieve(uriPath)
            # We have to make sure that not only did we fetch something, but that
            # it was an image that we got back.
            if d[0] and d[1].getmaintype() == "image":
                self.__cache[path] = (path, d[0], d[1].gettype(), imageId)
                self.__queue.put((self.__cache[path], image_type, imageId))
                if self.__fetching.has_key(path):
                    del self.__fetching[path]
            else:
                open_rpg.get_component('log').log("Image refused to load or URI did not reference a valid image: " + path, ORPG_GENERAL, True)
                del self.__fetching[path]
        except IOError:
            del self.__fetching[path]
            open_rpg.get_component('log').log("Unable to resolve/open the specified URI; image was NOT laoded: " + path, ORPG_GENERAL, False)
        finally:
            self.__lock.release()

    def __loadCacheThread(self, path, image_type, imageId):
        try:
            st = time.time()
            while self.__fetching.has_key(path) and self.__fetching[path] is not False:
                time.sleep(0.025)
                if (time.time()-st) > 120:
                    open_rpg.get_component('log').log("Timeout: " + path, ORPG_GENERAL, True)
                    break
        except:
            self.__fetching[path] = False
            open_rpg.get_component('log').log("Unable to resolve/open the specified URI; image was NOT loaded: " + path, ORPG_GENERAL, True)
            return 
        self.__lock.acquire()
        try:
            open_rpg.get_component('log').log("Adding Image to Queue from Cache: " + str(self.__cache[path]), ORPG_DEBUG)
            self.__queue.put((self.__cache[path], image_type, imageId))
        finally:
            self.__lock.release()

#Property Methods
    def _getCache(self):
        return self.__cache

    def _getQueue(self):
        return self.__queue

#Properties
    Cache = property(_getCache)
    Queue = property(_getQueue)

ImageHandler = singleton(ImageHandlerClass)