Merge branch '237-add-draw-user-option-for-the-session-snapshot-importer' into 'develop'
Resolve "Add draw user option for the session snapshot importer" See merge request slumber/multi-user!156
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commit
de32bd89e3
@ -37,6 +37,7 @@ from queue import Queue
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from time import gmtime, strftime
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from bpy.props import FloatProperty
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import bmesh
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try:
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import _pickle as pickle
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@ -58,13 +59,126 @@ from replication.repository import Repository
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from . import bl_types, environment, shared_data, timers, ui, utils
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from .handlers import on_scene_update, sanitize_deps_graph
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from .presence import SessionStatusWidget, renderer, view3d_find, refresh_sidebar_view
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from .presence import SessionStatusWidget, renderer, view3d_find, refresh_sidebar_view, bbox_from_obj
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from .timers import registry
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background_execution_queue = Queue()
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deleyables = []
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stop_modal_executor = False
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def draw_user(username, metadata, radius=0.01, intensity=10.0):
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view_corners = metadata.get('view_corners')
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color = metadata.get('color', (1,1,1,0))
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objects = metadata.get('selected_objects', None)
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user_collection = bpy.data.collections.new(username)
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# User Color
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user_mat = bpy.data.materials.new(username)
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user_mat.use_nodes = True
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nodes = user_mat.node_tree.nodes
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nodes.remove(nodes['Principled BSDF'])
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emission_node = nodes.new('ShaderNodeEmission')
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emission_node.inputs['Color'].default_value = color
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emission_node.inputs['Strength'].default_value = intensity
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output_node = nodes['Material Output']
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user_mat.node_tree.links.new(
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emission_node.outputs['Emission'], output_node.inputs['Surface'])
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# Generate camera mesh
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camera_vertices = view_corners[:4]
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camera_vertices.append(view_corners[6])
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camera_mesh = bpy.data.meshes.new(f"{username}_camera")
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camera_obj = bpy.data.objects.new(f"{username}_camera", camera_mesh)
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frustum_bm = bmesh.new()
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frustum_bm.from_mesh(camera_mesh)
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for p in camera_vertices:
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frustum_bm.verts.new(p)
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frustum_bm.verts.ensure_lookup_table()
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frustum_bm.edges.new((frustum_bm.verts[0], frustum_bm.verts[2]))
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frustum_bm.edges.new((frustum_bm.verts[2], frustum_bm.verts[1]))
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frustum_bm.edges.new((frustum_bm.verts[1], frustum_bm.verts[3]))
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frustum_bm.edges.new((frustum_bm.verts[3], frustum_bm.verts[0]))
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frustum_bm.edges.new((frustum_bm.verts[0], frustum_bm.verts[4]))
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frustum_bm.edges.new((frustum_bm.verts[2], frustum_bm.verts[4]))
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frustum_bm.edges.new((frustum_bm.verts[1], frustum_bm.verts[4]))
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frustum_bm.edges.new((frustum_bm.verts[3], frustum_bm.verts[4]))
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frustum_bm.edges.ensure_lookup_table()
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frustum_bm.to_mesh(camera_mesh)
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frustum_bm.free() # free and prevent further access
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camera_obj.modifiers.new("wireframe", "SKIN")
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camera_obj.data.skin_vertices[0].data[0].use_root = True
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for v in camera_mesh.skin_vertices[0].data:
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v.radius = [radius, radius]
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camera_mesh.materials.append(user_mat)
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user_collection.objects.link(camera_obj)
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# Generate sight mesh
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sight_mesh = bpy.data.meshes.new(f"{username}_sight")
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sight_obj = bpy.data.objects.new(f"{username}_sight", sight_mesh)
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sight_verts = view_corners[4:6]
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sight_bm = bmesh.new()
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sight_bm.from_mesh(sight_mesh)
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for p in sight_verts:
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sight_bm.verts.new(p)
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sight_bm.verts.ensure_lookup_table()
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sight_bm.edges.new((sight_bm.verts[0], sight_bm.verts[1]))
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sight_bm.edges.ensure_lookup_table()
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sight_bm.to_mesh(sight_mesh)
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sight_bm.free()
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sight_obj.modifiers.new("wireframe", "SKIN")
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sight_obj.data.skin_vertices[0].data[0].use_root = True
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for v in sight_mesh.skin_vertices[0].data:
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v.radius = [radius, radius]
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sight_mesh.materials.append(user_mat)
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user_collection.objects.link(sight_obj)
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# Draw selected objects
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if objects:
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for o in list(objects):
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instance = bl_types.bl_datablock.get_datablock_from_uuid(o, None)
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if instance:
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bbox_mesh = bpy.data.meshes.new(f"{instance.name}_bbox")
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bbox_obj = bpy.data.objects.new(
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f"{instance.name}_bbox", bbox_mesh)
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bbox_verts, bbox_ind = bbox_from_obj(instance, index=0)
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bbox_bm = bmesh.new()
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bbox_bm.from_mesh(bbox_mesh)
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for p in bbox_verts:
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bbox_bm.verts.new(p)
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bbox_bm.verts.ensure_lookup_table()
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for e in bbox_ind:
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bbox_bm.edges.new(
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(bbox_bm.verts[e[0]], bbox_bm.verts[e[1]]))
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bbox_bm.to_mesh(bbox_mesh)
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bbox_bm.free()
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bpy.data.collections[username].objects.link(bbox_obj)
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bbox_obj.modifiers.new("wireframe", "SKIN")
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bbox_obj.data.skin_vertices[0].data[0].use_root = True
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for v in bbox_mesh.skin_vertices[0].data:
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v.radius = [radius, radius]
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bbox_mesh.materials.append(user_mat)
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bpy.context.scene.collection.children.link(user_collection)
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def session_callback(name):
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""" Session callback wrapper
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@ -863,9 +977,28 @@ class SessionLoadSaveOperator(bpy.types.Operator, ImportHelper):
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maxlen=255, # Max internal buffer length, longer would be clamped.
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)
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draw_users: bpy.props.BoolProperty(
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name="Load users",
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description="Draw users in the scene",
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default=False,
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)
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user_skin_radius: bpy.props.FloatProperty(
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name="Wireframe radius",
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description="Wireframe radius",
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default=0.005,
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)
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user_color_intensity: bpy.props.FloatProperty(
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name="Shading intensity",
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description="Shading intensity",
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default=10.0,
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)
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def draw(self, context):
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pass
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def execute(self, context):
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from replication.repository import Repository
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# init the factory with supported types
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bpy_protocol = bl_types.get_data_translation_protocol()
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repo = Repository(bpy_protocol)
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@ -884,14 +1017,58 @@ class SessionLoadSaveOperator(bpy.types.Operator, ImportHelper):
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# Step 2: Load nodes
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for node in nodes:
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porcelain.apply(repo, node.uuid)
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if self.draw_users:
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f = gzip.open(self.filepath, "rb")
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db = pickle.load(f)
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users = db.get("users")
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for username, user_data in users.items():
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metadata = user_data['metadata']
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if metadata:
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draw_user(username, metadata, radius=self.user_skin_radius, intensity=self.user_color_intensity)
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return {'FINISHED'}
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@classmethod
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def poll(cls, context):
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return True
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class SessionImportUser(bpy.types.Panel):
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bl_space_type = 'FILE_BROWSER'
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bl_region_type = 'TOOL_PROPS'
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bl_label = "Users"
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bl_parent_id = "FILE_PT_operator"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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sfile = context.space_data
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operator = sfile.active_operator
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return operator.bl_idname == "SESSION_OT_load"
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def draw_header(self, context):
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sfile = context.space_data
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operator = sfile.active_operator
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self.layout.prop(operator, "draw_users", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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sfile = context.space_data
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operator = sfile.active_operator
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layout.enabled = operator.draw_users
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layout.prop(operator, "user_skin_radius")
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layout.prop(operator, "user_color_intensity")
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class SessionPresetServerAdd(bpy.types.Operator):
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"""Add a server to the server list preset"""
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bl_idname = "session.preset_server_add"
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@ -1123,6 +1300,7 @@ classes = (
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SessionNotifyOperator,
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SessionSaveBackupOperator,
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SessionLoadSaveOperator,
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SessionImportUser,
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SessionStopAutoSaveOperator,
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SessionPurgeOperator,
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SessionPresetServerAdd,
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