multi-user/net_operators.py

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import logging
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import random
import string
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import time
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import asyncio
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import queue
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from operator import itemgetter
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import uuid
import bgl
import blf
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import bpy
import gpu
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import mathutils
from bpy_extras import view3d_utils
from gpu_extras.batch import batch_for_shader
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from . import net_components, net_ui, net_draw
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from .libs import dump_anything
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logger = logging.getLogger(__name__)
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client = None
server = None
context = None
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drawer = None
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update_list = {}
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push_tasks = queue.Queue()
pull_tasks = queue.Queue()
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def add_update(type, item):
try:
if item not in update_list[type]:
update_list[type].append(item)
except KeyError:
update_list[type] = []
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def get_update(type):
try:
update = None
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if update_list[type]:
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update = update_list[type].pop()
except KeyError:
update_list[type] = []
return update
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SUPPORTED_DATABLOCKS = ['collections', 'meshes', 'objects',
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'materials', 'textures', 'lights', 'cameras', 'actions', 'armatures', 'grease_pencils']
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SUPPORTED_TYPES = ['Mesh', 'Grease Pencil', 'Material',
'Texture', 'Light', 'Camera', 'Object', 'Action', 'Armature','Collection', 'Scene']
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CORRESPONDANCE = {'Collection': 'collections', 'Mesh': 'meshes', 'Object': 'objects', 'Material': 'materials',
'Texture': 'textures', 'Scene': 'scenes', 'Light': 'lights', 'Camera': 'cameras', 'Action': 'actions', 'Armature': 'armatures', 'GreasePencil': 'grease_pencils'}
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# UTILITY FUNCTIONS
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def clean_scene(elements=SUPPORTED_DATABLOCKS):
for datablock in elements:
datablock_ref = getattr(bpy.data, datablock)
for item in datablock_ref:
datablock_ref.remove(item)
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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 randomColor():
r = random.random()
v = random.random()
b = random.random()
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return [r, v, b]
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def resolve_bpy_path(path):
"""
Get bpy property value from path
"""
item = None
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try:
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path = path.split('/')
item = getattr(bpy.data, CORRESPONDANCE[path[0]])[path[1]]
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except:
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pass
return item
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def refresh_window():
import bpy
bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
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def dump_datablock(datablock, depth):
if datablock:
print("sending {}".format(datablock.name))
dumper = dump_anything.Dumper()
dumper.type_subset = dumper.match_subset_all
dumper.depth = depth
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datablock_type = datablock.bl_rna.name
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key = "{}/{}".format(datablock_type, datablock.name)
data = dumper.dump(datablock)
client.push_update(key, datablock_type, data)
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def dump_datablock_attibute(datablock, attributes, depth=1):
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if datablock:
dumper = dump_anything.Dumper()
dumper.type_subset = dumper.match_subset_all
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dumper.depth = depth
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datablock_type = datablock.bl_rna.name
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key = "{}/{}".format(datablock_type, datablock.name)
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data = {}
for attr in attributes:
try:
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data[attr] = dumper.dump(getattr(datablock, attr))
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except:
pass
client.push_update(key, datablock_type, data)
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def upload_mesh(mesh):
if mesh.bl_rna.name == 'Mesh':
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dump_datablock_attibute(
mesh, ['name', 'polygons', 'edges', 'vertices'], 6)
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def upload_material(material):
if material.bl_rna.name == 'Material':
dump_datablock_attibute(material, ['name', 'node_tree'], 7)
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def upload_gpencil(gpencil):
if gpencil.bl_rna.name == 'Grease Pencil':
dump_datablock_attibute(gpencil, ['name', 'layers','materials'], 9)
def upload_client_position():
global client
if client:
key = "net/clients/{}".format(client.id.decode())
try:
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current_coords = net_draw.get_client_view_rect()
data = client.property_map[key].body
if data is None:
data = {}
data['location'] = current_coords
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color = bpy.context.scene.session_settings.client_color
data['color'] = (color.r, color.g, color.b, 1)
client.push_update(key, 'client', data)
elif current_coords[0] != data['location'][0]:
data['location'] = current_coords
client.push_update(key, 'client', data)
except:
pass
def update_selected_object(context):
global client
session = bpy.context.scene.session_settings
# Active object bounding box
if len(context.selected_objects) > 0:
if session.active_object is not context.selected_objects[0] or session.active_object.is_evaluated:
session.active_object = context.selected_objects[0]
key = "net/objects/{}".format(client.id.decode())
data = {}
data['color'] = [session.client_color.r,
session.client_color.g, session.client_color.b]
data['object'] = session.active_object.name
client.push_update(
key, 'clientObject', data)
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return True
elif len(context.selected_objects) == 0 and session.active_object:
session.active_object = None
data = {}
data['color'] = [session.client_color.r,
session.client_color.g, session.client_color.b]
data['object'] = None
key = "net/objects/{}".format(client.id.decode())
client.push_update(key, 'clientObject', data)
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return True
return False
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def init_scene():
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for gp in bpy.data.grease_pencils:
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upload_gpencil(gp)
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for cam in bpy.data.cameras:
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dump_datablock(cam, 1)
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for light in bpy.data.lights:
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dump_datablock(light, 1)
for mat in bpy.data.materials:
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dump_datablock(mat, 7)
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for mesh in bpy.data.meshes:
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upload_mesh(mesh)
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for object in bpy.data.objects:
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dump_datablock(object, 1)
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for collection in bpy.data.collections:
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dump_datablock(collection, 4)
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for scene in bpy.data.scenes:
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dump_datablock(scene, 4)
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def load_mesh(target=None, data=None, create=False):
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import bmesh
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# TODO: handle error
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mesh_buffer = bmesh.new()
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for i in data["vertices"]:
mesh_buffer.verts.new(data["vertices"][i]["co"])
mesh_buffer.verts.ensure_lookup_table()
for i in data["edges"]:
verts = mesh_buffer.verts
v1 = data["edges"][i]["vertices"][0]
v2 = data["edges"][i]["vertices"][1]
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mesh_buffer.edges.new([verts[v1], verts[v2]])
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for p in data["polygons"]:
verts = []
for v in data["polygons"][p]["vertices"]:
verts.append(mesh_buffer.verts[v])
if len(verts) > 0:
mesh_buffer.faces.new(verts)
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if target is None and create:
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target = bpy.data.meshes.new(data["name"])
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mesh_buffer.to_mesh(target)
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# Load other meshes metadata
dump_anything.load(target, data)
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def load_object(target=None, data=None, create=False):
try:
if target is None and create:
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pointer = None
# Object specific constructor...
if data["data"] in bpy.data.meshes.keys():
pointer = bpy.data.meshes[data["data"]]
elif data["data"] in bpy.data.lights.keys():
pointer = bpy.data.lights[data["data"]]
elif data["data"] in bpy.data.cameras.keys():
pointer = bpy.data.cameras[data["data"]]
elif data["data"] in bpy.data.curves.keys():
pointer = bpy.data.curves[data["data"]]
elif data["data"] in bpy.data.grease_pencils.keys():
pointer = bpy.data.grease_pencils[data["data"]]
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target = bpy.data.objects.new(data["name"], pointer)
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# Load other meshes metadata
dump_anything.load(target, data)
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import mathutils
target.matrix_world = mathutils.Matrix(data["matrix_world"])
except:
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print("Object {} loading error ".format(data["name"]))
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def load_collection(target=None, data=None, create=False):
try:
if target is None and create:
target = bpy.data.collections.new(data["name"])
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# Load other meshes metadata
# dump_anything.load(target, data)
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# load objects into collection
for object in data["objects"]:
target.objects.link(bpy.data.objects[object])
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for object in target.objects.keys():
if object not in data["objects"]:
target.objects.unlink(bpy.data.objects[object])
except:
print("Collection loading error")
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def load_scene(target=None, data=None, create=False):
try:
if target is None and create:
target = bpy.data.scenes.new(data["name"])
# Load other meshes metadata
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dump_anything.load(target, data)
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# Load master collection
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for object in data["collection"]["objects"]:
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if object not in target.collection.objects.keys():
target.collection.objects.link(bpy.data.objects[object])
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for object in target.collection.objects.keys():
if object not in data["collection"]["objects"]:
target.collection.objects.unlink(bpy.data.objects[object])
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# load collections
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# TODO: Recursive link
for collection in data["collection"]["children"]:
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if collection not in target.collection.children.keys():
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target.collection.children.link(
bpy.data.collections[collection])
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# Load annotation
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if data["grease_pencil"]:
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target.grease_pencil = bpy.data.grease_pencils[data["grease_pencil"]["name"]]
except:
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print("Scene loading error")
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def load_material(target=None, data=None, create=False):
try:
if target is None and create:
target = bpy.data.materials.new(data["name"])
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# Load other meshes metadata
dump_anything.load(target, data)
# load nodes
for node in data["node_tree"]["nodes"]:
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index = target.node_tree.nodes.find(node)
if index is -1:
node_type = data["node_tree"]["nodes"][node]["bl_idname"]
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target.node_tree.nodes.new(type=node_type)
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dump_anything.load(
target.node_tree.nodes[index], data["node_tree"]["nodes"][node])
for input in data["node_tree"]["nodes"][node]["inputs"]:
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try:
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target.node_tree.nodes[index].inputs[input].default_value = data[
"node_tree"]["nodes"][node]["inputs"][input]["default_value"]
except:
pass
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# Load nodes links
target.node_tree.links.clear()
for link in data["node_tree"]["links"]:
current_link = data["node_tree"]["links"][link]
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input_socket = target.node_tree.nodes[current_link['to_node']
['name']].inputs[current_link['to_socket']['name']]
output_socket = target.node_tree.nodes[current_link['from_node']
['name']].outputs[current_link['from_socket']['name']]
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target.node_tree.links.new(input_socket, output_socket)
except:
print("Material loading error")
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def load_gpencil_layer(target=None,data=None, create=False):
dump_anything.load(target, data)
for frame in data["frames"]:
try:
tframe = target.frames[frame]
except:
tframe = target.frames.new(frame)
dump_anything.load(tframe, data["frames"][frame])
for stroke in data["frames"][frame]["strokes"]:
try:
tstroke = tframe.strokes[stroke]
except:
tstroke = tframe.strokes.new()
dump_anything.load(tstroke, data["frames"][frame]["strokes"][stroke])
for point in data["frames"][frame]["strokes"][stroke]["points"]:
p = data["frames"][frame]["strokes"][stroke]["points"][point]
try:
tpoint = tstroke.points[point]
except:
tpoint = tstroke.points.add(1)
tpoint = tstroke.points[len(tstroke.points)-1]
dump_anything.load(tpoint, p)
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def load_gpencil(target=None, data=None, create=False):
try:
if target is None and create:
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target = bpy.data.grease_pencils.new(data["name"])
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if "layers" in data.keys():
for layer in data["layers"]:
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if layer not in target.layers.keys():
gp_layer = target.layers.new(data["layers"][layer]["info"])
else:
gp_layer = target.layers[layer]
load_gpencil_layer(target=gp_layer,data=data["layers"][layer],create=create)
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# Load other meshes metadata
dump_anything.load(target, data)
except:
print("default loading error")
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def load_light(target=None, data=None, create=False, type=None):
try:
if target is None and create:
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bpy.data.lights.new(data["name"], data["type"])
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# Load other meshes metadata
dump_anything.load(target, data)
except:
print("light loading error")
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def load_default(target=None, data=None, create=False, type=None):
try:
if target is None and create:
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getattr(bpy.data, CORRESPONDANCE[type]).new(data["name"])
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# Load other meshes metadata
dump_anything.load(target, data)
except:
print("default loading error")
def update_scene(msg):
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global client
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net_vars = bpy.context.scene.session_settings
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pull_tasks.put(msg.key)
# if net_vars.active_object:
# if net_vars.active_object.name in msg.key:
# raise ValueError()
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# if 'net' not in msg.key:
# target = resolve_bpy_path(msg.key)
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# if target:
# target.is_updating = True
# if msg.mtype == 'Object':
# load_object(target=target, data=msg.body,
# create=net_vars.load_data)
# global drawer
# drawer.draw()
# elif msg.mtype == 'Mesh':
# load_mesh(target=target, data=msg.body,
# create=net_vars.load_data)
# elif msg.mtype == 'Collection':
# load_collection(target=target, data=msg.body,
# create=net_vars.load_data)
# elif msg.mtype == 'Material':
# load_material(target=target, data=msg.body,
# create=net_vars.load_data)
# elif msg.mtype == 'Grease Pencil':
# load_gpencil(target=target, data=msg.body,
# create=net_vars.load_data)
# elif msg.mtype == 'Scene':
# load_scene(target=target, data=msg.body,
# create=net_vars.load_data)
# elif 'Light' in msg.mtype:
# load_light(target=target, data=msg.body,
# create=net_vars.load_data)
# else:
# load_default(target=target, data=msg.body,
# create=net_vars.load_data, type=msg.mtype)
# else:
# if msg.mtype == 'client':
# refresh_window()
# elif msg.mtype == 'clientObject':
# selected_objects = []
# for k, v in client.property_map.items():
# if v.mtype == 'clientObject':
# if client.id != v.id:
# selected_objects.append(v.body['object'])
# for obj in bpy.data.objects:
# if obj.name in selected_objects:
# obj.hide_select = True
# else:
# obj.hide_select = False
# refresh_window()
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def push(data_type,id):
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if data_type == 'Material':
upload_material(bpy.data.materials[id])
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if data_type == 'Grease Pencil':
upload_gpencil(bpy.data.grease_pencils[id])
if data_type == 'Camera':
dump_datablock(bpy.data.cameras[id], 1)
if data_type == 'Light':
dump_datablock(bpy.data.lights[id], 1)
if data_type == 'Mesh':
upload_mesh(bpy.data.meshes[id])
if data_type == 'Object':
dump_datablock(bpy.data.objects[id], 1)
if data_type == 'Collection':
dump_datablock(bpy.data.collections[id], 4)
if data_type == 'Scene':
dump_datablock(bpy.data.scenes[id], 4)
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def pull(keystore):
global client
net_vars = bpy.context.scene.session_settings
body = client.property_map[keystore].body
data_type = client.property_map[keystore].mtype
target = resolve_bpy_path(keystore)
if target:
target.is_updating = True
if data_type == 'Object':
load_object(target=target, data=body,
create=net_vars.load_data)
global drawer
drawer.draw()
elif data_type == 'Mesh':
load_mesh(target=target, data=body,
create=net_vars.load_data)
elif data_type == 'Collection':
load_collection(target=target, data=body,
create=net_vars.load_data)
elif data_type == 'Material':
load_material(target=target, data=body,
create=net_vars.load_data)
elif data_type == 'Grease Pencil':
load_gpencil(target=target, data=body,
create=net_vars.load_data)
elif data_type == 'Scene':
load_scene(target=target, data=body,
create=net_vars.load_data)
elif 'Light' in data_type:
load_light(target=target, data=body,
create=net_vars.load_data)
elif data_type == 'Camera':
load_default(target=target, data=body,
create=net_vars.load_data, type=mtype)
elif data_type == 'client':
refresh_window()
elif data_type == 'clientObject':
selected_objects = []
for k, v in client.property_map.items():
if v.mtype == 'clientObject':
if client.id != v.id:
selected_objects.append(v.body['object'])
for obj in bpy.data.objects:
if obj.name in selected_objects:
obj.hide_select = True
else:
obj.hide_select = False
refresh_window()
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recv_callbacks = [update_scene]
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post_init_callbacks = [refresh_window]
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def default_tick():
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# for op in bpy.context.window_manager.operators:
# try:
# if isinstance(op.uuid,tuple):
# op.uuid = str(uuid.uuid4())
# except Exception as e:
# print("error on {} {}".format(op.name,e))
if not push_tasks.empty():
update = push_tasks.get()
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print(update)
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try:
push(update[0],update[1])
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except Exception as e:
print("push error: {}".format(e))
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if not pull_tasks.empty():
try:
pull(pull_tasks.get())
except Exception as e:
print("pull error: {}".format(e))
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return 0.1
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def mesh_tick():
mesh = get_update("Mesh")
if mesh:
upload_mesh(bpy.data.meshes[mesh])
return 2
def object_tick():
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obj_name = get_update("Object")
global client
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if obj_name:
if "Object/{}".format(obj_name) in client.property_map.keys():
dump_datablock_attibute(bpy.data.objects[obj_name], ['matrix_world'])
else:
dump_datablock(bpy.data.objects[obj_name], 1)
return 0.1
def material_tick():
return 2
def draw_tick():
# drawing
global drawer
drawer.draw()
# Upload
upload_client_position()
return 0.2
def register_ticks():
# REGISTER Updaters
bpy.app.timers.register(draw_tick)
bpy.app.timers.register(mesh_tick)
bpy.app.timers.register(object_tick)
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bpy.app.timers.register(default_tick)
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def unregister_ticks():
# REGISTER Updaters
global drawer
drawer.unregister_handlers()
bpy.app.timers.unregister(draw_tick)
bpy.app.timers.unregister(mesh_tick)
bpy.app.timers.unregister(object_tick)
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bpy.app.timers.unregister(default_tick)
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# OPERATORS
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class session_join(bpy.types.Operator):
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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, drawer
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net_settings = context.scene.session_settings
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# Scene setup
# if net_settings.session_mode == "CONNECT" and net_settings.clear_scene:
# clean_scene()
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# Session setup
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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.RCFClient()
client.connect("127.0.0.1",5555)
client.set('key', 1)
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# net_settings.is_running = True
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# drawer = net_draw.HUD(client_instance=client)
# register_ticks()
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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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depth: bpy.props.IntProperty(default=1)
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@classmethod
def poll(cls, context):
return True
def execute(self, context):
global client
client.set('key', 1)
# item = resolve_bpy_path(self.property_path)
# print(item)
# if item:
# key = self.property_path
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# dumper = dump_anything.Dumper()
# dumper.type_subset = dumper.match_subset_all
# dumper.depth = self.depth
# data = dumper.dump(item)
# data_type = item.__class__.__name__
# client.push_update(key, data_type, data)
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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.RCFServerAgent()
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time.sleep(0.1)
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bpy.ops.session.join()
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if context.scene.session_settings.init_scene:
init_scene()
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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()
net_settings.is_running = False
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unregister_ticks()
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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="ip")
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port = bpy.props.IntProperty(name="5555")
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add_property_depth = bpy.props.IntProperty(
name="add_property_depth", default=1)
buffer = bpy.props.StringProperty(name="None")
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is_running = bpy.props.BoolProperty(name="is_running", default=False)
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load_data = bpy.props.BoolProperty(name="load_data", default=True)
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init_scene = bpy.props.BoolProperty(name="load_data", default=True)
clear_scene = bpy.props.BoolProperty(name="clear_scene", default=True)
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update_frequency = bpy.props.FloatProperty(
name="update_frequency", default=0.008)
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active_object = bpy.props.PointerProperty(
name="active_object", type=bpy.types.Object)
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session_mode = bpy.props.EnumProperty(
name='session_mode',
description='session mode',
items={
('HOST', 'hosting', 'host a session'),
('CONNECT', 'connexion', 'connect to a session')},
default='HOST')
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client_color = bpy.props.FloatVectorProperty(name="client_color",
subtype='COLOR',
default=randomColor())
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class session_snapview(bpy.types.Operator):
bl_idname = "session.snapview"
bl_label = "draw clients"
bl_description = "Description that shows in blender tooltips"
bl_options = {"REGISTER"}
target_client = bpy.props.StringProperty()
@classmethod
def poll(cls, context):
return True
def execute(self, context):
global client
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area, region, rv3d = net_draw.view3d_find()
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for k, v in client.property_map.items():
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if v.mtype == 'client' and v.id.decode() == self.target_client:
rv3d.view_location = v.body['location'][1]
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rv3d.view_distance = 30.0
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return {"FINISHED"}
return {"CANCELLED"}
pass
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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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session_snapview,
)
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def ordered(updates):
# sorted = sorted(updates, key=lambda tup: SUPPORTED_TYPES.index(tup[1].id.bl_rna.name))
uplist = [(SUPPORTED_TYPES.index(item[1].id.bl_rna.name),item[1].id.bl_rna.name,item[1].id.name) for item in updates.items()]
uplist.sort(key=itemgetter(0))
return uplist
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def depsgraph_update(scene):
global client
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if client and client.status == net_components.RCFStatus.CONNECTED:
updates = bpy.context.depsgraph.updates
update_selected_object(bpy.context)
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push = True
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# Update selected object
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for update in updates.items():
updated_data = update[1]
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if updated_data.id.is_updating:
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updated_data.id.is_updating = False
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push = False
break
if push:
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# if len(updates) is 1:
# updated_data = updates[0]
# if scene.session_settings.active_object and updated_data.id.name == scene.session_settings.active_object.name:
# if updated_data.is_updated_transform:
# add_update(updated_data.id.bl_rna.name, updated_data.id.name)
# else:
for update in ordered(updates):
if update[2] == "Master Collection":
pass
elif update[1] in SUPPORTED_TYPES:
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push_tasks.put((update[1], update[2]))
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# elif scene.session_settings.active_object and updated_data.id.name == scene.session_settings.active_object.name:
# if updated_data.is_updated_transform or updated_data.is_updated_geometry:
# add_update(updated_data.id.bl_rna.name, updated_data.id.name)
# elif updated_data.id.bl_rna.name in [SUPPORTED_TYPES]:
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# push_tasks.put((updated_data.id.bl_rna.name, updated_data.id.name))
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# for c in reversed(updates.items()):
# if c[1].is_updated_geometry:
# print("{} - {}".format(c[1].id.name,c[1].id.bl_rna.name))
# for c in updates.items():
# if scene.session_settings.active_object:
# if c[1].id.name == scene.session_settings.active_object.name:
# if c[1].is_updated_geometry:
# add_update(c[1].id.bl_rna.name, c[1].id.name)
# elif c[1].is_updated_transform:
# add_update(c[1].id.bl_rna.name, c[1].id.name)
# else:
# pass
# print('other{}'.format(c[1].id.name))
# if c[1].id.bl_rna.name == 'Material' or c[1].id.bl_rna.name== 'Shader Nodetree':
# print(len(bpy.context.depsgraph.updates.items()))
# data_name = c[1].id.name
# if c[1].id.bl_rna.name == "Object":
# if data_name in bpy.data.objects.keys():
# found = False
# for k in client.property_map.keys():
# if data_name in k:
# found = True
# break
# if not found:
# pass
# upload_mesh(bpy.data.objects[data_name].data)
# dump_datablock(bpy.data.objects[data_name], 1)
# dump_datablock(bpy.data.scenes[0], 4)
# dump_datablock(bpy.data.scenes[0],4)
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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.ID.is_updating = bpy.props.BoolProperty(default=False)
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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(depsgraph_update)
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def unregister():
global server
global client
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try:
bpy.app.handlers.depsgraph_update_post.remove(depsgraph_update)
except:
pass
if server:
# server.stop()
del server
server = None
if client:
# client.stop()
del client
client = None
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from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
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del bpy.types.Scene.session_settings
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del bpy.types.ID.is_updating
if __name__ == "__main__":
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register()