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
This commit is contained in:
Fabian Dill
2021-10-10 16:50:01 +02:00
parent 96ffe95404
commit e66a2a7c30
6 changed files with 27 additions and 26 deletions

19
Main.py
View File

@@ -1,4 +1,4 @@
from itertools import zip_longest
from itertools import zip_longest, chain
import logging
import os
import time
@@ -159,16 +159,15 @@ def main(args, seed=None):
output = tempfile.TemporaryDirectory()
with output as temp_dir:
with concurrent.futures.ThreadPoolExecutor() as pool:
with concurrent.futures.ThreadPoolExecutor(world.players+2) as pool:
check_accessibility_task = pool.submit(world.fulfills_accessibility)
output_file_futures = []
output_file_futures = [pool.submit(AutoWorld.call_stage, world, "generate_output", temp_dir)]
for player in world.player_ids:
# skip starting a thread for methods that say "pass".
if AutoWorld.World.generate_output.__code__ is not world.worlds[player].generate_output.__code__:
output_file_futures.append(pool.submit(AutoWorld.call_single, world, "generate_output", player, temp_dir))
output_file_futures.append(pool.submit(AutoWorld.call_stage, world, "generate_output", temp_dir))
def get_entrance_to_region(region: Region):
for entrance in region.entrances:
@@ -246,9 +245,8 @@ def main(args, seed=None):
for slot in world.player_ids:
client_versions[slot] = world.worlds[slot].get_required_client_version()
games[slot] = world.game[slot]
precollected_items = {player: [] for player in range(1, world.players + 1)}
for item in world.precollected_items:
precollected_items[item.player].append(item.code)
precollected_items = {player: [item.code for item in world_precollected]
for player, world_precollected in world.precollected_items.items()}
precollected_hints = {player: set() for player in range(1, world.players + 1)}
# for now special case Factorio tech_tree_information
sending_visible_players = set()
@@ -397,7 +395,7 @@ def create_playthrough(world):
# second phase, sphere 0
removed_precollected = []
for item in (i for i in world.precollected_items if i.advancement):
for item in (i for i in chain(world.precollected_items.values()) if i.advancement):
logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
world.precollected_items.remove(item)
world.state.remove(item)
@@ -463,7 +461,8 @@ def create_playthrough(world):
get_path(state, world.get_region('Inverted Big Bomb Shop', player))
# we can finally output our playthrough
world.spoiler.playthrough = {"0": sorted([str(item) for item in world.precollected_items if item.advancement])}
world.spoiler.playthrough = {"0": sorted([str(item) for item in chain(world.precollected_items.values())
if item.advancement])}
for i, sphere in enumerate(collection_spheres):
world.spoiler.playthrough[str(i + 1)] = {str(location): str(location.item) for location in sorted(sphere)}