refactor(rcf): remove old things
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d23a4b271f
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110
operators.py
110
operators.py
@ -27,28 +27,6 @@ server = None
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context = None
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drawer = None
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update_list = {}
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push_tasks = queue.Queue()
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pull_tasks = queue.Queue()
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def add_update(type, item):
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try:
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if item not in update_list[type]:
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update_list[type].append(item)
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except KeyError:
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update_list[type] = []
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def get_update(type):
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try:
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update = None
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if update_list[type]:
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update = update_list[type].pop()
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except KeyError:
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update_list[type] = []
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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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@ -156,29 +134,6 @@ def init_datablocks():
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def default_tick():
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# for op in bpy.context.window_manager.operators:
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# try:
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# if isinstance(op.uuid,tuple):
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# op.uuid = str(uuid.uuid4())
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# except Exception as e:
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# print("error on {} {}".format(op.name,e))
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# if not push_tasks.empty():
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# update = push_tasks.get()
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# print(update)
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# try:
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# push(update[0],update[1])
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# except Exception as e:
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# print("push error: {}".format(e))
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# if not pull_tasks.empty():
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# try:
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# pull(pull_tasks.get())
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# except Exception as e:
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# print("pull error: {}".format(e))
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bpy.ops.session.refresh()
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# global client_instance
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@ -203,8 +158,7 @@ def draw_tick():
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def register_ticks():
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# REGISTER Updaters
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bpy.app.timers.register(draw_tick)
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# bpy.app.timers.register(mesh_tick)
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# bpy.app.timers.register(object_tick)
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bpy.app.timers.register(default_tick)
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@ -213,8 +167,7 @@ def unregister_ticks():
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global drawer
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drawer.unregister_handlers()
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bpy.app.timers.unregister(draw_tick)
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# bpy.app.timers.unregister(mesh_tick)
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# 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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@ -386,7 +339,6 @@ class session_stop(bpy.types.Operator):
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client_instance = None
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del client_keys
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client_keys = None
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# bpy.ops.asyncio.stop()
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net_settings.is_running = False
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unregister_ticks()
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@ -490,25 +442,6 @@ def depsgraph_update(scene):
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if client_instance and client_instance.agent.is_alive():
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updates = bpy.context.depsgraph.updates
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# update_selected_object(bpy.context)
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push = False
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# Update selected object
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# for update in updates.items():
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# 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
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# break
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# if push:
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# if len(updates) is 1:
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# updated_data = updates[0]
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# if scene.session_settings.active_object and updated_data.id.name == scene.session_settings.active_object.name:
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# if updated_data.is_updated_transform:
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# add_update(updated_data.id.bl_rna.name, updated_data.id.name)
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# else:
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if is_dirty(updates):
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for update in ordered(updates):
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@ -523,45 +456,6 @@ def depsgraph_update(scene):
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if updated_data.id.name == bpy.context.selected_objects[0].name:
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if updated_data.is_updated_transform or updated_data.is_updated_geometry:
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client_instance.set("{}/{}".format(updated_data.id.bl_rna.name, updated_data.id.name))
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# elif scene.session_settings.active_object and updated_data.id.name == scene.session_settings.active_object.name:
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# if updated_data.is_updated_transform or updated_data.is_updated_geometry:
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# add_update(updated_data.id.bl_rna.name, updated_data.id.name)
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# 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()):
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# if c[1].is_updated_geometry:
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# print("{} - {}".format(c[1].id.name,c[1].id.bl_rna.name))
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# for c in updates.items():
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# if scene.session_settings.active_object:
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# if c[1].id.name == scene.session_settings.active_object.name:
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# if c[1].is_updated_geometry:
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# add_update(c[1].id.bl_rna.name, c[1].id.name)
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# elif c[1].is_updated_transform:
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# add_update(c[1].id.bl_rna.name, c[1].id.name)
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# else:
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# pass
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# print('other{}'.format(c[1].id.name))
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# if c[1].id.bl_rna.name == 'Material' or c[1].id.bl_rna.name== 'Shader Nodetree':
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# print(len(bpy.context.depsgraph.updates.items()))
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# data_name = c[1].id.name
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# if c[1].id.bl_rna.name == "Object":
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# if data_name in bpy.data.objects.keys():
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# found = False
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# for k in client_instance.property_map.keys():
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# if data_name in k:
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# found = True
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# break
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# if not found:
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# pass
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# upload_mesh(bpy.data.objects[data_name].data)
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# dump_datablock(bpy.data.objects[data_name], 1)
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# dump_datablock(bpy.data.scenes[0], 4)
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# dump_datablock(bpy.data.scenes[0],4)
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def register():
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from bpy.utils import register_class
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