multi-user/multi_user/delayable.py

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# 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 3 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, see <https://www.gnu.org/licenses/>.
#
# ##### END GPL LICENSE BLOCK #####
import logging
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import bpy
from . import presence, utils
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from replication.constants import (FETCHED,
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UP,
RP_COMMON,
STATE_INITIAL,
STATE_QUITTING,
STATE_ACTIVE,
STATE_SYNCING,
STATE_LOBBY,
STATE_SRV_SYNC,
REPARENT)
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from replication.interface import session
class Delayable():
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"""Delayable task interface
"""
def __init__(self):
self.is_registered = False
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def register(self):
raise NotImplementedError
def execute(self):
raise NotImplementedError
def unregister(self):
raise NotImplementedError
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class Timer(Delayable):
"""Timer binder interface for blender
Run a bpy.app.Timer in the background looping at the given rate
"""
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def __init__(self, duration=1):
super().__init__()
self._timeout = duration
self._running = True
def register(self):
"""Register the timer into the blender timer system
"""
if not self.is_registered:
bpy.app.timers.register(self.main)
self.is_registered = True
logging.debug(f"Register {self.__class__.__name__}")
else:
logging.debug(f"Timer {self.__class__.__name__} already registered")
def main(self):
self.execute()
if self._running:
return self._timeout
def execute(self):
"""Main timer loop
"""
raise NotImplementedError
def unregister(self):
"""Unnegister the timer of the blender timer system
"""
if bpy.app.timers.is_registered(self.main):
bpy.app.timers.unregister(self.main)
self._running = False
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class ApplyTimer(Timer):
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def __init__(self, timout=1, target_type=None):
self._type = target_type
super().__init__(timout)
def execute(self):
if session and session.state['STATE'] == STATE_ACTIVE:
if self._type:
nodes = session.list(filter=self._type)
else:
nodes = session.list()
for node in nodes:
node_ref = session.get(uuid=node)
if node_ref.state == FETCHED:
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try:
session.apply(node, force=True)
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except Exception as e:
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logging.error(f"Fail to apply {node_ref.uuid}: {e}")
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elif node_ref.state == REPARENT:
# Reload the node
node_ref.remove_instance()
node_ref.resolve()
session.apply(node, force=True)
for parent in session._graph.find_parents(node):
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logging.info(f"Applying parent {parent}")
session.apply(parent, force=True)
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node_ref.state = UP
class DynamicRightSelectTimer(Timer):
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def __init__(self, timout=.1):
super().__init__(timout)
self._last_selection = []
self._user = None
self._right_strategy = RP_COMMON
def execute(self):
settings = utils.get_preferences()
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if session and session.state['STATE'] == STATE_ACTIVE:
# Find user
if self._user is None:
self._user = session.online_users.get(settings.username)
if self._user:
current_selection = utils.get_selected_objects(
bpy.context.scene,
bpy.data.window_managers['WinMan'].windows[0].view_layer
)
if current_selection != self._last_selection:
obj_common = [
o for o in self._last_selection if o not in current_selection]
obj_ours = [
o for o in current_selection if o not in self._last_selection]
# change old selection right to common
for obj in obj_common:
node = session.get(uuid=obj)
if node and (node.owner == settings.username or node.owner == RP_COMMON):
recursive = True
if node.data and 'instance_type' in node.data.keys():
recursive = node.data['instance_type'] != 'COLLECTION'
session.change_owner(
node.uuid,
RP_COMMON,
recursive=recursive)
# change new selection to our
for obj in obj_ours:
node = session.get(uuid=obj)
if node and node.owner == RP_COMMON:
recursive = True
if node.data and 'instance_type' in node.data.keys():
recursive = node.data['instance_type'] != 'COLLECTION'
session.change_owner(
node.uuid,
settings.username,
recursive=recursive)
else:
return
self._last_selection = current_selection
user_metadata = {
'selected_objects': current_selection
}
session.update_user_metadata(user_metadata)
logging.debug("Update selection")
# Fix deselection until right managment refactoring (with Roles concepts)
if len(current_selection) == 0 and self._right_strategy == RP_COMMON:
owned_keys = session.list(
filter_owner=settings.username)
for key in owned_keys:
node = session.get(uuid=key)
session.change_owner(
key,
RP_COMMON,
recursive=recursive)
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for user, user_info in session.online_users.items():
if user != settings.username:
metadata = user_info.get('metadata')
if 'selected_objects' in metadata:
# Update selectionnable objects
for obj in bpy.data.objects:
if obj.hide_select and obj.uuid not in metadata['selected_objects']:
obj.hide_select = False
elif not obj.hide_select and obj.uuid in metadata['selected_objects']:
obj.hide_select = True
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class ClientUpdate(Timer):
def __init__(self, timout=.1):
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super().__init__(timout)
self.handle_quit = False
self.users_metadata = {}
def execute(self):
settings = utils.get_preferences()
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renderer = getattr(presence, 'renderer', None)
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if session and renderer:
if session.state['STATE'] in [STATE_ACTIVE, STATE_LOBBY]:
local_user = session.online_users.get(
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settings.username)
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if not local_user:
return
else:
for username, user_data in session.online_users.items():
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if username != settings.username:
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cached_user_data = self.users_metadata.get(
username)
new_user_data = session.online_users[username]['metadata']
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if cached_user_data is None:
self.users_metadata[username] = user_data['metadata']
elif 'view_matrix' in cached_user_data and 'view_matrix' in new_user_data and cached_user_data['view_matrix'] != new_user_data['view_matrix']:
presence.refresh_3d_view()
self.users_metadata[username] = user_data['metadata']
break
else:
self.users_metadata[username] = user_data['metadata']
local_user_metadata = local_user.get('metadata')
scene_current = bpy.context.scene.name
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local_user = session.online_users.get(settings.username)
current_view_corners = presence.generate_user_camera()
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# Init client metadata
if not local_user_metadata or 'color' not in local_user_metadata.keys():
metadata = {
'view_corners': presence.get_view_matrix(),
'view_matrix': presence.get_view_matrix(),
'color': (settings.client_color.r,
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settings.client_color.g,
settings.client_color.b,
1),
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'frame_current': bpy.context.scene.frame_current,
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'scene_current': scene_current
}
session.update_user_metadata(metadata)
# Update client representation
# Update client current scene
elif scene_current != local_user_metadata['scene_current']:
local_user_metadata['scene_current'] = scene_current
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session.update_user_metadata(local_user_metadata)
elif 'view_corners' in local_user_metadata and current_view_corners != local_user_metadata['view_corners']:
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local_user_metadata['view_corners'] = current_view_corners
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local_user_metadata['view_matrix'] = presence.get_view_matrix(
)
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session.update_user_metadata(local_user_metadata)
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class SessionStatusUpdate(Timer):
def __init__(self, timout=1):
super().__init__(timout)
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def execute(self):
presence.refresh_sidebar_view()
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class SessionUserSync(Timer):
def __init__(self, timout=1):
super().__init__(timout)
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def execute(self):
renderer = getattr(presence, 'renderer', None)
if session and renderer:
# sync online users
session_users = session.online_users
ui_users = bpy.context.window_manager.online_users
for index, user in enumerate(ui_users):
if user.username not in session_users.keys():
ui_users.remove(index)
break
for user in session_users:
if user not in ui_users:
new_key = ui_users.add()
new_key.name = user
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new_key.username = user
presence.renderer.register(presence.UserWidget(user))
presence.renderer.register(presence.UserSelectionWidget(user))
class MainThreadExecutor(Timer):
def __init__(self, timout=1, execution_queue=None):
super().__init__(timout)
self.execution_queue = execution_queue
def execute(self):
while not self.execution_queue.empty():
function = self.execution_queue.get()
logging.debug(f"Executing {function.__name__}")
function()