multi-user/net_operators.py

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import bpy
from . import net_components
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import time
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import logging
import mathutils
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import random
import string
import gpu
from gpu_extras.batch import batch_for_shader
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logger = logging.getLogger(__name__)
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client = None
server = None
context = None
NATIVE_TYPES = (
bpy.types.IntProperty,
bpy.types.FloatProperty,
bpy.types.BoolProperty,
bpy.types.StringProperty,
)
class RNAFactory(net_components.RCFFactory):
def load_getter(self, data):
get, set = match_supported_types(data)
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def on_scene_evalutation(scene):
# TODO: viewer representation
# TODO: Live update only selected object
# TODO: Scene representation
pass
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def randomStringDigits(stringLength=6):
"""Generate a random string of letters and digits """
lettersAndDigits = string.ascii_letters + string.digits
return ''.join(random.choice(lettersAndDigits) for i in range(stringLength))
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def match_supported_types(value):
type_factory = None
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if isinstance(value, bool):
print("float")
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elif isinstance(value, mathutils.Vector):
print("vector")
type_factory = VectorTypeTranslation()
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elif isinstance(value, mathutils.Euler):
print("Euler")
elif type(value) in NATIVE_TYPES:
print("native")
else:
raise NotImplementedError
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return type_factory
# TODO: Less ugly method
def from_bpy(value):
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logger.debug(' casting from bpy')
value_type = type(value)
value_casted = None
if value_type is mathutils.Vector:
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value_casted = [value.x, value.y, value.z]
elif value_type is bpy.props.collection:
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pass # TODO: Collection replication
elif value_type is mathutils.Euler:
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value_casted = [value.x, value.y, value.z]
elif value_type is NATIVE_TYPES:
value_casted = value
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return str(value.__class__.__name__), value_casted
def to_bpy(store_item):
"""
Get bpy value from store
"""
value_type = store_item.mtype
value_casted = None
store_value = store_item.body
if value_type == 'Vector':
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value_casted = mathutils.Vector(
(store_value[0], store_value[1], store_value[2]))
return value_casted
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def resolve_bpy_path(path):
"""
Get bpy property value from path
"""
t = time.perf_counter()
path = path.split('/')
obj = None
attribute = path[2]
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logger.debug("resolving {}".format(path))
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try:
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obj = getattr(bpy.data, path[0])[path[1]]
attribute = getattr(obj, path[2])
logger.debug("done {} : {}".format(obj, attribute))
except AttributeError:
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logger.debug(" Attribute not found")
return obj, attribute
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def observer():
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global client
try:
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for key, values in client.property_map.items():
# if values.id == client.id:
obj, attr = resolve_bpy_path(key)
if attr != to_bpy(client.property_map[key]):
value_type, value = from_bpy(attr)
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client.push_update(key, value_type, value)
except:
pass
return bpy.context.scene.session_settings.update_frequency
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# CLIENT-SERVER
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def refresh_window():
import bpy
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bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
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def patch_scene(msg):
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global client
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if msg.id != client.id:
value = None
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obj, attr = resolve_bpy_path(msg.key)
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attr_name = msg.key.split('/')[2]
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value = to_bpy(msg)
# print(msg.get)
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logger.debug("Updating scene:\n object: {} attribute: {} , value: {}".format(
obj, attr_name, value))
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try:
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setattr(obj, attr_name, value)
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except:
pass
else:
logger.debug('no need to update scene on our own')
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recv_callbacks = [patch_scene]
post_init_callbacks = [refresh_window]
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class session_join(bpy.types.Operator):
bl_idname = "session.join"
bl_label = "join"
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bl_description = "connect to a net server"
bl_options = {"REGISTER"}
@classmethod
def poll(cls, context):
return True
def execute(self, context):
global client
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net_settings = context.scene.session_settings
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if net_settings.username == "DefaultUser":
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net_settings.username = "{}_{}".format(
net_settings.username, randomStringDigits())
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username = str(context.scene.session_settings.username)
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client = net_components.Client(
id=username, on_recv=recv_callbacks, on_post_init=post_init_callbacks)
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# time.sleep(1)
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bpy.ops.asyncio.loop()
bpy.app.timers.register(observer)
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net_settings.is_running = True
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return {"FINISHED"}
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class session_add_property(bpy.types.Operator):
bl_idname = "session.add_prop"
bl_label = "add"
bl_description = "broadcast a property to connected clients"
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bl_options = {"REGISTER"}
property_path: bpy.props.StringProperty(default="None")
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@classmethod
def poll(cls, context):
return True
def execute(self, context):
global client
obj, attr = resolve_bpy_path(self.property_path)
if obj and attr:
key = self.property_path
value_type, value = from_bpy(attr)
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client.push_update(key, value_type, value)
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return {"FINISHED"}
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class session_remove_property(bpy.types.Operator):
bl_idname = "session.remove_prop"
bl_label = "remove"
bl_description = "broadcast a property to connected clients"
bl_options = {"REGISTER"}
property_path: bpy.props.StringProperty(default="None")
@classmethod
def poll(cls, context):
return True
def execute(self, context):
global client
try:
del client.property_map[self.property_path]
return {"FINISHED"}
except:
return {"CANCELED"}
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class session_create(bpy.types.Operator):
bl_idname = "session.create"
bl_label = "create"
bl_description = "create to a net session"
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bl_options = {"REGISTER"}
@classmethod
def poll(cls, context):
return True
def execute(self, context):
global server
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global client
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server = net_components.Server()
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time.sleep(0.1)
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bpy.ops.session.join()
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bpy.app.timers.register(observer)
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return {"FINISHED"}
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class session_stop(bpy.types.Operator):
bl_idname = "session.stop"
bl_label = "close"
bl_description = "stop net service"
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bl_options = {"REGISTER"}
@classmethod
def poll(cls, context):
return True
def execute(self, context):
global server
global client
net_settings = context.scene.session_settings
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if server:
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server.stop()
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del server
server = None
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if client:
client.stop()
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del client
client = None
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bpy.ops.asyncio.stop()
bpy.app.timers.unregister(observer)
net_settings.is_running = False
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else:
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logger.debug("No server/client running.")
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return {"FINISHED"}
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class session_settings(bpy.types.PropertyGroup):
username = bpy.props.StringProperty(
name="Username", default="user_{}".format(randomStringDigits()))
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ip = bpy.props.StringProperty(name="localhost")
port = bpy.props.IntProperty(name="5555")
buffer = bpy.props.StringProperty(name="None")
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is_running = bpy.props.BoolProperty(name="is_running", default=False)
update_frequency = bpy.props.FloatProperty(
name="update_frequency", default=0.008)
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# TODO: Rename to match official blender convention
classes = (
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session_join,
session_add_property,
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session_stop,
session_create,
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session_settings,
session_remove_property,
)
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def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
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bpy.types.Scene.session_settings = bpy.props.PointerProperty(
type=session_settings)
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# bpy.app.handlers.depsgraph_update_post.append(on_scene_evalutation)
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def unregister():
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from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
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# bpy.app.handlers.depsgraph_update_post.remove(on_scene_evalutation)
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del bpy.types.Scene.session_settings
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if __name__ == "__main__":
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register()