11 Commits

Author SHA1 Message Date
Matteo Cominetti 8ea383c70e Merge pull request #19 from haitheredavid/dm/playspace
Dm/playspace
2021-05-27 17:46:39 +01:00
David Morgan 6db3fbf37c dev: removed unused files 2021-05-27 12:35:11 -04:00
David Morgan 6da38a7f93 dev: removed plugins 2021-05-27 12:32:21 -04:00
David Morgan 799ca6228c dev: Lil bit of clean up 2021-05-27 12:29:12 -04:00
David Morgan 5fa0416bf9 feat: Custom Editor Manager
Cleaned up basic structure for the editor manager, began to implement editor support for the Dispatcher, still in a rough state as the coroutines get locked when loading.
2021-05-25 21:02:38 -04:00
David Morgan fd4d515004 fix: Stream loading from baby manager
Addressed issue with streams not updating correctly with editor selection, added Dispatcher as required component for manager
2021-04-21 11:40:41 -04:00
David Morgan b701b4d1f6 Merge branch 'tutorial/revit-unity' into dm/playspace 2021-04-20 19:10:40 -04:00
David Morgan ab00f1911b 🆙 reads in branches and commits
main test function reads in test info for streams, commits , and branches
2021-04-17 02:22:57 -04:00
David Morgan ef21c7d885 feat: basic stream manager with editor functioning
started mono object for pulling speckle streams into the a receiver
2021-04-16 21:50:56 -04:00
David Morgan b2f08d6ff0 Merge branch 'dev' into dm/playspace 2021-04-16 17:33:56 -04:00
David Morgan 9a2d042b75 init
just getting setup up
2021-03-25 19:58:53 -04:00
20 changed files with 1869 additions and 403 deletions
+3
View File
@@ -71,3 +71,6 @@ crashlytics-build.properties
/[Aa]ssets/[Ss]treamingAssets/aa/*
.idea/
*.meta
# Unity Plugins
/[Aa]ssets/[Pp]lugins/
+3 -3
View File
@@ -59,7 +59,7 @@ namespace Speckle.ConnectorUnity
onProgressAction: (dict) =>
{
//Run on a dispatcher as GOs can only be retrieved on the main thread
Dispatcher.Instance().Enqueue(() =>
Dispatcher.Instance.Enqueue(() =>
{
var val = dict.Values.Average() / receiver.TotalChildrenCount;
receiveProgress.gameObject.SetActive(true);
@@ -143,7 +143,7 @@ namespace Speckle.ConnectorUnity
onProgressAction: (dict) =>
{
//Run on a dispatcher as GOs can only be retrieved on the main thread
Dispatcher.Instance().Enqueue(() =>
Dispatcher.Instance.Enqueue(() =>
{
var val = dict.Values.Average() / objs.Count;
sendProgress.gameObject.SetActive(true);
@@ -152,7 +152,7 @@ namespace Speckle.ConnectorUnity
},
onDataSentAction: (commitId) =>
{
Dispatcher.Instance().Enqueue(() =>
Dispatcher.Instance.Enqueue(() =>
{
MakeButtonsInteractable(true);
statusText.text = $"Sent {commitId}";
+108 -85
View File
@@ -14,110 +14,133 @@ limitations under the License.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Threading.Tasks;
using Speckle.Core.Kits;
using Speckle.Core.Logging;
using Unity.EditorCoroutines.Editor;
using UnityEngine;
namespace Speckle.ConnectorUnity
{
/// Author: Pim de Witte (pimdewitte.com) and contributors, https://github.com/PimDeWitte/UnityMainThreadDispatcher
/// <summary>
/// A thread-safe class which holds a queue with actions to execute on the next Update() method. It can be used to make calls to the main thread for
/// things such as UI Manipulation in Unity. It was developed for use in combination with the Firebase Unity plugin, which uses separate threads for event handling
/// </summary>
public class Dispatcher : MonoBehaviour {
namespace Speckle.ConnectorUnity {
/// Author: Pim de Witte (pimdewitte.com) and contributors, https://github.com/PimDeWitte/UnityMainThreadDispatcher
/// <summary>
/// A thread-safe class which holds a queue with actions to execute on the next Update() method. It can be used to make calls to the main thread for
/// things such as UI Manipulation in Unity. It was developed for use in combination with the Firebase Unity plugin, which uses separate threads for event handling
/// </summary>
///
[ExecuteAlways]
public class Dispatcher : MonoBehaviour {
private static readonly Queue<Action> _executionQueue = new Queue<Action>();
private static readonly Queue<Action> _executionQueue = new Queue<Action>( );
public void Update() {
lock(_executionQueue) {
while (_executionQueue.Count > 0) {
_executionQueue.Dequeue().Invoke();
}
}
}
private static Dispatcher _instance;
/// <summary>
/// Locks the queue and adds the IEnumerator to the queue
/// </summary>
/// <param name="action">IEnumerator function that will be executed from the main thread.</param>
public void Enqueue(IEnumerator action) {
lock (_executionQueue) {
_executionQueue.Enqueue (() => {
StartCoroutine (action);
});
}
}
EditorCoroutine m_LoggerCoroutine;
/// <summary>
/// Locks the queue and adds the Action to the queue
/// </summary>
/// <param name="action">function that will be executed from the main thread.</param>
public void Enqueue(Action action)
{
Enqueue(ActionWrapper(action));
}
/// <summary>
/// Locks the queue and adds the Action to the queue, returning a Task which is completed when the action completes
/// </summary>
/// <param name="action">function that will be executed from the main thread.</param>
/// <returns>A Task that can be awaited until the action completes</returns>
public Task EnqueueAsync(Action action)
{
var tcs = new TaskCompletionSource<bool>();
public static bool Ownerless { get; set; }
void WrappedAction() {
try
{
action();
tcs.TrySetResult(true);
} catch (Exception ex)
{
tcs.TrySetException(ex);
}
}
public static Dispatcher Instance { get; set; }
// public static Dispatcher Instance {
// get {
// if ( _instance == null )
// throw new Exception( "Could not find the Dispatcher object. Please ensure you have added a Dispatcher object with this script to your scene." );
//
// return _instance;
// }
// set => _instance = value;
// }
Enqueue(ActionWrapper(WrappedAction));
return tcs.Task;
}
private void OnEnable( )
{
Instance = this;
}
IEnumerator ActionWrapper(Action a)
{
a();
yield return null;
}
void Awake( )
{
Instance = this;
Setup.Init( Applications.Unity );
if ( _instance == null ) {
_instance = this;
if ( Application.isPlaying )
DontDestroyOnLoad( this.gameObject );
}
}
private static Dispatcher _instance = null;
void OnDestroy( )
{
_instance = null;
}
public static bool Exists() {
return _instance != null;
}
public void Update( )
{
lock ( _executionQueue ) {
while ( _executionQueue.Count > 0 ) {
_executionQueue.Dequeue( ).Invoke( );
}
}
}
public static Dispatcher Instance() {
if (!Exists ()) {
throw new Exception ("Could not find the Dispatcher object. Please ensure you have added a Dispatcher object with this script to your scene.");
}
return _instance;
}
/// <summary>
/// Locks the queue and adds the IEnumerator to the queue
/// </summary>
/// <param name="action">IEnumerator function that will be executed from the main thread.</param>
public void Enqueue( IEnumerator action )
{
lock ( _executionQueue ) {
if ( Application.isEditor ) {
Debug.Log( "Calling from Editor" );
_executionQueue.Enqueue( ( ) => {
if ( Ownerless )
EditorCoroutineUtility.StartCoroutineOwnerless( action );
else
EditorCoroutineUtility.StartCoroutine( action, this );
} );
} else {
Debug.Log( "Calling from Play" );
_executionQueue.Enqueue( ( ) => { StartCoroutine( action ); } );
}
}
}
/// <summary>
/// Locks the queue and adds the Action to the queue
/// </summary>
/// <param name="action">function that will be executed from the main thread.</param>
public void Enqueue( Action action )
{
Enqueue( ActionWrapper( action ) );
}
void Awake() {
Setup.Init(Applications.Unity);
if (_instance == null) {
_instance = this;
DontDestroyOnLoad(this.gameObject);
}
}
/// <summary>
/// Locks the queue and adds the Action to the queue, returning a Task which is completed when the action completes
/// </summary>
/// <param name="action">function that will be executed from the main thread.</param>
/// <returns>A Task that can be awaited until the action completes</returns>
public Task EnqueueAsync( Action action )
{
var tcs = new TaskCompletionSource<bool>( );
void OnDestroy() {
_instance = null;
}
void WrappedAction( )
{
try {
action( );
tcs.TrySetResult( true );
}
catch ( Exception ex ) {
tcs.TrySetException( ex );
}
}
Enqueue( ActionWrapper( WrappedAction ) );
return tcs.Task;
}
}
IEnumerator ActionWrapper( Action a )
{
a( );
yield return null;
}
}
}
+279 -302
View File
@@ -15,317 +15,294 @@ using Sentry;
using Sentry.Protocol;
using UnityEngine;
namespace Speckle.ConnectorUnity
{
/// <summary>
/// A Speckle Receiver, it's a wrapper around a basic Speckle Client
/// that handles conversions and subscriptions for you
/// </summary>
public class Receiver : MonoBehaviour
{
public string StreamId;
public string BranchName = "main";
public Stream Stream;
public int TotalChildrenCount = 0;
public GameObject ReceivedData;
private bool AutoReceive;
private bool DeleteOld;
private Action<ConcurrentDictionary<string, int>> OnProgressAction;
private Action<string, Exception> OnErrorAction;
private Action<int> OnTotalChildrenCountKnown;
private Action<GameObject> OnDataReceivedAction;
private ConverterUnity _converter = new ConverterUnity();
private Client Client { get; set; }
public Receiver()
{
}
namespace Speckle.ConnectorUnity {
/// <summary>
/// Initializes the Receiver manually
/// A Speckle Receiver, it's a wrapper around a basic Speckle Client
/// that handles conversions and subscriptions for you
/// </summary>
/// <param name="streamId">Id of the stream to receive</param>
/// <param name="autoReceive">If true, it will automatically receive updates sent to this stream</param>
/// <param name="deleteOld">If true, it will delete previously received objects when new one are received</param>
/// <param name="account">Account to use, if null the default account will be used</param>
/// <param name="onDataReceivedAction">Action to run after new data has been received and converted</param>
/// <param name="onProgressAction">Action to run when there is download/conversion progress</param>
/// <param name="onErrorAction">Action to run on error</param>
/// <param name="onTotalChildrenCountKnown">Action to run when the TotalChildrenCount is known</param>
public void Init(string streamId, bool autoReceive = false, bool deleteOld = true, Account account = null,
Action<GameObject> onDataReceivedAction = null, Action<ConcurrentDictionary<string, int>> onProgressAction = null,
Action<string, Exception> onErrorAction = null, Action<int> onTotalChildrenCountKnown = null)
{
StreamId = streamId;
AutoReceive = autoReceive;
DeleteOld = deleteOld;
OnDataReceivedAction = onDataReceivedAction;
OnErrorAction = onErrorAction;
OnProgressAction = onProgressAction;
OnTotalChildrenCountKnown = onTotalChildrenCountKnown;
[ExecuteAlways]
public class Receiver : MonoBehaviour {
Client = new Client(account ?? AccountManager.GetDefaultAccount());
//using the ApplicationPlaceholderObject to pass materials
//available in Assets/Materials to the converters
var materials = Resources.LoadAll("Materials", typeof(Material)).Cast<Material>()
.Select(x => new ApplicationPlaceholderObject {NativeObject = x}).ToList();
_converter.SetContextObjects(materials);
public string StreamId;
public string BranchName = "main";
public Stream Stream;
public int TotalChildrenCount = 0;
public GameObject ReceivedData;
if (AutoReceive)
{
Client.SubscribeCommitCreated(StreamId);
Client.OnCommitCreated += Client_OnCommitCreated;
}
}
private bool AutoReceive;
private bool DeleteOld;
public Action ReceiveCompleteAction;
private Action<ConcurrentDictionary<string, int>> OnProgressAction;
private Action<string, Exception> OnErrorAction;
private Action<int> OnTotalChildrenCountKnown;
private Action<GameObject> OnDataReceivedAction;
private ConverterUnity _converter = new ConverterUnity( );
private Client Client { get; set; }
/// <summary>
/// Gets and converts the data of the last commit on the Stream
/// </summary>
/// <returns></returns>
public void Receive()
{
if (Client == null || string.IsNullOrEmpty(StreamId))
throw new Exception("Receiver has not been initialized. Please call Init().");
Task.Run(async () =>
{
try
{
var mainBranch = await Client.BranchGet(StreamId, BranchName, 1);
if (!mainBranch.commits.items.Any())
throw new Exception("This branch has no commits");
var commit = mainBranch.commits.items[0];
GetAndConvertObject(commit.referencedObject, commit.id);
}
catch (Exception e)
{
throw new SpeckleException(e.Message, e, true, SentryLevel.Error);
}
});
}
#region private methods
/// <summary>
/// Fired when a new commit is created on this stream
/// It receives and converts the objects and then executes the user defined _onCommitCreated action.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
protected virtual void Client_OnCommitCreated(object sender, CommitInfo e)
{
if (e.branchName == BranchName)
{
Debug.Log("New commit created");
GetAndConvertObject(e.objectId, e.id);
}
}
private async void GetAndConvertObject(string objectId, string commitId)
{
try
{
Tracker.TrackPageview(Tracker.RECEIVE);
var transport = new ServerTransport(Client.Account, StreamId);
var @base = await Operations.Receive(
objectId,
remoteTransport: transport,
onErrorAction: OnErrorAction,
onProgressAction: OnProgressAction,
onTotalChildrenCountKnown: OnTotalChildrenCountKnown
);
Dispatcher.Instance().Enqueue(() =>
{
var go = ConvertRecursivelyToNative(@base, commitId);
//remove previously received object
if (DeleteOld && ReceivedData != null)
Destroy(ReceivedData);
ReceivedData = go;
OnDataReceivedAction?.Invoke(go);
});
}
catch (Exception e)
{
throw new SpeckleException(e.Message, e, true, SentryLevel.Error);
}
}
/// <summary>
/// Converts a Base object to a GameObject Recursively
/// </summary>
/// <param name="base"></param>
/// <returns></returns>
private GameObject ConvertRecursivelyToNative(Base @base, string name)
{
// case 1: it's an item that has a direct conversion method, eg a point
if (_converter.CanConvertToNative(@base))
{
var go = TryConvertItemToNative(@base);
return go;
}
// case 2: it's a wrapper Base
// 2a: if there's only one member unpack it
// 2b: otherwise return dictionary of unpacked members
var members = @base.GetMemberNames().ToList();
if (members.Count() == 1)
{
var go = RecurseTreeToNative(@base[members.First()]);
go.name = members.First();
return go;
}
else
{
//empty game object with the commit id as name, used to contain all the rest
var go = new GameObject();
go.name = name;
foreach (var member in members)
{
var goo = RecurseTreeToNative(@base[member]);
if (goo != null)
{
goo.name = member;
goo.transform.parent = go.transform;
}
}
return go;
}
}
/// <summary>
/// Converts an object recursively to a list of GameObjects
/// </summary>
/// <param name="object"></param>
/// <returns></returns>
private GameObject RecurseTreeToNative(object @object)
{
if (IsList(@object))
{
var list = ((IEnumerable) @object).Cast<object>();
var objects = list.Select(x => RecurseTreeToNative(x)).Where(x => x != null).ToList();
if (objects.Any())
{
var go = new GameObject();
go.name = "List";
objects.ForEach(x => x.transform.parent = go.transform);
return go;
}
}
else
{
return TryConvertItemToNative(@object);
}
return null;
}
private GameObject TryConvertItemToNative(object value)
{
if (value == null)
return null;
//it's a simple type or not a Base
if (value.GetType().IsSimpleType() || !(value is Base))
{
return null;
}
var @base = (Base) value;
//it's an unsupported Base, go through each of its property and try convert that
if (!_converter.CanConvertToNative(@base))
{
var members = @base.GetMemberNames().ToList();
//empty game object with the commit id as name, used to contain all the rest
var go = new GameObject();
go.name = @base.speckle_type;
var goos = new List<GameObject>();
foreach (var member in members)
{
var goo = RecurseTreeToNative(@base[member]);
if (goo != null)
{
goo.name = member;
goo.transform.parent = go.transform;
goos.Add(goo);
}
}
//if no children is valid, return null
if (!goos.Any())
{
Destroy(go);
return null;
}
return go;
}
else
{
try
{
var go = _converter.ConvertToNative(@base) as GameObject;
// Some revit elements have nested elements in a "elements" property
// for instance hosted families on a wall
if (go != null && @base["elements"] is List<Base> l && l.Any())
{
var goo = RecurseTreeToNative(l);
if (goo != null)
/// <summary>
/// Initializes the Receiver manually
/// </summary>
/// <param name="streamId">Id of the stream to receive</param>
/// <param name="autoReceive">If true, it will automatically receive updates sent to this stream</param>
/// <param name="deleteOld">If true, it will delete previously received objects when new one are received</param>
/// <param name="account">Account to use, if null the default account will be used</param>
/// <param name="onDataReceivedAction">Action to run after new data has been received and converted</param>
/// <param name="onProgressAction">Action to run when there is download/conversion progress</param>
/// <param name="onErrorAction">Action to run on error</param>
/// <param name="onTotalChildrenCountKnown">Action to run when the TotalChildrenCount is known</param>
public void Init( string streamId, bool autoReceive = false, bool deleteOld = true, Account account = null,
Action<GameObject> onDataReceivedAction = null, Action<ConcurrentDictionary<string, int>> onProgressAction = null,
Action<string, Exception> onErrorAction = null, Action<int> onTotalChildrenCountKnown = null )
{
goo.name = "elements";
goo.transform.parent = go.transform;
StreamId = streamId;
AutoReceive = autoReceive;
DeleteOld = deleteOld;
OnDataReceivedAction = onDataReceivedAction;
OnErrorAction = onErrorAction;
OnProgressAction = onProgressAction;
OnTotalChildrenCountKnown = onTotalChildrenCountKnown;
Client = new Client( account ?? AccountManager.GetDefaultAccount( ) );
//using the ApplicationPlaceholderObject to pass materials
//available in Assets/Materials to the converters
var materials = Resources.LoadAll( "Materials", typeof( Material ) ).Cast<Material>( )
.Select( x => new ApplicationPlaceholderObject {NativeObject = x} ).ToList( );
_converter.SetContextObjects( materials );
if ( AutoReceive ) {
Client.SubscribeCommitCreated( StreamId );
Client.OnCommitCreated += Client_OnCommitCreated;
}
}
}
return go;
}
catch (Exception e)
{
throw new SpeckleException(e.Message, e, true, SentryLevel.Error);
}
}
/// <summary>
/// Gets and converts the data of the last commit on the Stream
/// </summary>
/// <returns></returns>
public void Receive( string branchName = "" )
{
if ( Client == null || string.IsNullOrEmpty( StreamId ) )
throw new Exception( "Receiver has not been initialized. Please call Init()." );
if ( !string.IsNullOrEmpty( branchName ) )
BranchName = branchName;
Task.Run( async ( ) => {
try {
Debug.Log( $"Trying for Branch: {BranchName} on Stream: {StreamId} " );
var mainBranch = await Client.BranchGet( StreamId, BranchName, 1 );
if ( !mainBranch.commits.items.Any( ) )
throw new Exception( "This branch has no commits" );
var commit = mainBranch.commits.items[ 0 ];
// TODO send info for what objects are being converted
GetAndConvertObject( commit.referencedObject, commit.id );
}
catch ( Exception e ) {
throw new SpeckleException( e.Message, e, true, SentryLevel.Error );
}
} );
}
#region private methods
/// <summary>
/// Fired when a new commit is created on this stream
/// It receives and converts the objects and then executes the user defined _onCommitCreated action.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
protected virtual void Client_OnCommitCreated( object sender, CommitInfo e )
{
if ( e.branchName == BranchName ) {
Debug.Log( "New commit created" );
GetAndConvertObject( e.objectId, e.id );
}
}
private async void GetAndConvertObject( string objectId, string commitId )
{
Debug.Log( "Converting new objects" );
try {
Tracker.TrackPageview( Tracker.RECEIVE );
var transport = new ServerTransport( Client.Account, StreamId );
var @base = await Operations.Receive(
objectId,
remoteTransport: transport,
onErrorAction: OnErrorAction,
onProgressAction: OnProgressAction,
onTotalChildrenCountKnown: OnTotalChildrenCountKnown
);
Dispatcher.Instance.Enqueue( ( ) => {
var go = ConvertRecursivelyToNative( @base, commitId );
//remove previously received object
if ( DeleteOld && ReceivedData != null ) {
if ( Application.isPlaying )
Destroy( ReceivedData );
else {
DestroyImmediate( ReceivedData );
}
}
ReceivedData = go;
OnDataReceivedAction?.Invoke( go );
} );
Debug.Log( "Try State Done" );
ReceiveCompleteAction?.Invoke( );
}
catch ( Exception e ) {
throw new SpeckleException( e.Message, e, true, SentryLevel.Error );
}
}
/// <summary>
/// Converts a Base object to a GameObject Recursively
/// </summary>
/// <param name="base"></param>
/// <returns></returns>
private GameObject ConvertRecursivelyToNative( Base @base, string name )
{
// case 1: it's an item that has a direct conversion method, eg a point
if ( _converter.CanConvertToNative( @base ) ) {
var go = TryConvertItemToNative( @base );
return go;
}
// case 2: it's a wrapper Base
// 2a: if there's only one member unpack it
// 2b: otherwise return dictionary of unpacked members
var members = @base.GetMemberNames( ).ToList( );
if ( members.Count( ) == 1 ) {
var go = RecurseTreeToNative( @base[ members.First( ) ] );
go.name = members.First( );
return go;
} else {
//empty game object with the commit id as name, used to contain all the rest
var go = new GameObject {name = name};
foreach ( var member in members ) {
var goo = RecurseTreeToNative( @base[ member ] );
if ( goo != null ) {
goo.name = member;
goo.transform.parent = go.transform;
}
}
return go;
}
}
/// <summary>
/// Converts an object recursively to a list of GameObjects
/// </summary>
/// <param name="object"></param>
/// <returns></returns>
private GameObject RecurseTreeToNative( object @object )
{
if ( IsList( @object ) ) {
var list = ( (IEnumerable) @object ).Cast<object>( );
var objects = list.Select( x => RecurseTreeToNative( x ) ).Where( x => x != null ).ToList( );
if ( objects.Any( ) ) {
var go = new GameObject( );
go.name = "List";
objects.ForEach( x => x.transform.parent = go.transform );
return go;
}
} else {
return TryConvertItemToNative( @object );
}
return null;
}
private GameObject TryConvertItemToNative( object value )
{
if ( value == null )
return null;
//it's a simple type or not a Base
if ( value.GetType( ).IsSimpleType( ) || !( value is Base ) ) {
return null;
}
var @base = (Base) value;
//it's an unsupported Base, go through each of its property and try convert that
if ( !_converter.CanConvertToNative( @base ) ) {
var members = @base.GetMemberNames( ).ToList( );
//empty game object with the commit id as name, used to contain all the rest
var go = new GameObject( );
go.name = @base.speckle_type;
var goos = new List<GameObject>( );
foreach ( var member in members ) {
var goo = RecurseTreeToNative( @base[ member ] );
if ( goo != null ) {
goo.name = member;
goo.transform.parent = go.transform;
goos.Add( goo );
}
}
//if no children is valid, return null
if ( !goos.Any( ) ) {
Destroy( go );
return null;
}
return go;
} else {
try {
var go = _converter.ConvertToNative( @base ) as GameObject;
// Some revit elements have nested elements in a "elements" property
// for instance hosted families on a wall
if ( go != null && @base[ "elements" ] is List<Base> l && l.Any( ) ) {
var goo = RecurseTreeToNative( l );
if ( goo != null ) {
goo.name = "elements";
goo.transform.parent = go.transform;
}
}
return go;
}
catch ( Exception e ) {
throw new SpeckleException( e.Message, e, true, SentryLevel.Error );
}
}
return null;
}
private static bool IsList( object @object )
{
if ( @object == null )
return false;
var type = @object.GetType( );
return ( typeof( IEnumerable ).IsAssignableFrom( type ) && !typeof( IDictionary ).IsAssignableFrom( type ) &&
type != typeof( string ) );
}
private static bool IsDictionary( object @object )
{
if ( @object == null )
return false;
Type type = @object.GetType( );
return type.IsGenericType && type.GetGenericTypeDefinition( ) == typeof( Dictionary<,> );
}
private void OnDestroy( )
{
Client?.CommitCreatedSubscription?.Dispose( );
}
#endregion
return null;
}
private static bool IsList(object @object)
{
if (@object == null)
return false;
var type = @object.GetType();
return (typeof(IEnumerable).IsAssignableFrom(type) && !typeof(IDictionary).IsAssignableFrom(type) &&
type != typeof(string));
}
private static bool IsDictionary(object @object)
{
if (@object == null)
return false;
Type type = @object.GetType();
return type.IsGenericType && type.GetGenericTypeDefinition() == typeof(Dictionary<,>);
}
private void OnDestroy()
{
Client.CommitCreatedSubscription.Dispose();
}
#endregion
}
}
@@ -0,0 +1,142 @@
using System.Linq;
using System.Threading.Tasks;
using UnityEditor;
using UnityEngine;
namespace Speckle.ConnectorUnity {
//https://forum.unity.com/threads/async-await-in-editor-script.481276/
//https://forum.unity.com/threads/follow-up-async-methods-continue-to-execute-when-you-stop-the-game-in-the-editor-potentially-dange.949671/
[CustomEditor( typeof( BabyStreamManager ) )]
[CanEditMultipleObjects]
public class BabyStreamManagerEditor : Editor {
private int _listValue = 10;
private bool _auto,_foldOutAccount, _foldOutStreams;
private string[ ] _streamNames,_accountNames;
private int _selectedStreamIndex, _selectedBranchIndex, _selectedCommitIndex, _selectedAccountIndex, _selectedServerIndex;
[InitializeOnLoadMethod]
private static void Initialize( ) => EditorApplication.update += Ayuda.ExecuteContinuations;
private void OnEnable( )
{
BabyStreamManager script = (BabyStreamManager) target;
_accountNames = script.Fetch.Accounts.GetNames( ).ToArray( );
script.GetSpeckleAccountData( );
}
public override async void OnInspectorGUI( )
{
DrawDefaultInspector( );
serializedObject.Update( );
BabyStreamManager script = (BabyStreamManager) target;
#region Account GUI
EditorGUILayout.BeginHorizontal( );
_selectedAccountIndex = EditorGUILayout.Popup( "Accounts", _selectedAccountIndex, _accountNames, GUILayout.ExpandWidth( true ), GUILayout.Height( 20 ) );
if ( GUILayout.Button( "Load", GUILayout.Width( 60 ), GUILayout.Height( 20 ) ) || _accountNames == null ) {
await Task.Run( ( ) => script.GetSpeckleAccountData( ) );
_accountNames = script.Fetch.Accounts.GetNames( ).ToArray( );
return;
}
EditorGUILayout.EndHorizontal( );
#region Speckle Account Info
_foldOutAccount = EditorGUILayout.BeginFoldoutHeaderGroup( _foldOutAccount, "Account Info" );
if ( _foldOutAccount ) {
EditorGUI.BeginDisabledGroup( true );
EditorGUILayout.TextField( "Name", script.Fetch.AccountName,
GUILayout.Height( 20 ),
GUILayout.ExpandWidth( true ) );
EditorGUILayout.TextField( "Server", script.Fetch.ServerName,
GUILayout.Height( 20 ),
GUILayout.ExpandWidth( true ) );
EditorGUILayout.TextField( "URL", script.Fetch.ServerURL,
GUILayout.Height( 20 ),
GUILayout.ExpandWidth( true ) );
EditorGUI.EndDisabledGroup( );
}
EditorGUILayout.EndFoldoutHeaderGroup( );
#endregion
#region Stream Limit
EditorGUILayout.Separator( );
_listValue = EditorGUILayout.IntSlider( "Limit", _listValue, 1, 10, GUILayout.ExpandWidth( true ) );
script.ListLimit = _listValue;
#endregion
EditorGUILayout.Separator( );
#endregion
#region Stream List
var items = script.Fetch.StreamsByName.ToArray( );
EditorGUILayout.BeginHorizontal( );
_selectedStreamIndex = EditorGUILayout.Popup( "Streams",
_selectedStreamIndex, items, GUILayout.Height( 20 ), GUILayout.ExpandWidth( true ) );
if ( GUILayout.Button( "Load", GUILayout.Width( 60 ), GUILayout.Height( 20 ) ) ) {
Debug.Log( "Loading stream " );
await Task.Run( ( ) => script.SelectStreamFromList( _selectedStreamIndex ) );
return;
}
EditorGUILayout.EndHorizontal( );
#endregion
#region Stream Branch GUI
var streamStatus = script.StreamReady && script.Fetch.SelectedStreamIndex == _selectedStreamIndex;
items = streamStatus ? script.Fetch.BranchesByName.ToArray( ) : new[ ] {"stream is not loaded"};
// branch selection
_selectedBranchIndex = EditorGUILayout.Popup( "Branches",
_selectedBranchIndex, items, GUILayout.Height( 20 ), GUILayout.ExpandWidth( true ) );
script.SetSelectedBranch = _selectedStreamIndex;
// commit selection
items = streamStatus ? script.Fetch.CommitsById.ToArray( ) : new[ ] {"stream is not loaded"};
_selectedCommitIndex = EditorGUILayout.Popup( "Commits",
_selectedCommitIndex, items, GUILayout.Height( 20 ), GUILayout.ExpandWidth( true ) );
script.SetSelectedCommit = _selectedCommitIndex;
#endregion
GUILayout.BeginHorizontal( );
var auto = GUILayout.Toggle( _auto, "AutoLoad", GUILayout.ExpandWidth( false ) );
if ( auto != _auto ) {
_auto = auto;
script.AutoUpdate = _auto;
}
GUILayout.Space( 50 );
var ready = script.IsReady && script.InProcess == false;
EditorGUI.BeginDisabledGroup( !ready );
if ( GUILayout.Button( !ready ? "Loading... " : "Load Stream" ) ) {
if ( ready )
script.LoadStream( );
}
EditorGUI.EndDisabledGroup( );
GUILayout.EndHorizontal( );
serializedObject.ApplyModifiedProperties( );
}
}
}
@@ -0,0 +1,109 @@
using System;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Speckle.Core.Api;
using Speckle.Core.Credentials;
using UnityEditor;
using UnityEngine;
namespace Speckle.ConnectorUnity.GUI {
public class FunBatch {
public Action<bool> MightHaveWork;
public async void Init( )
{
var speckleAccount = AccountManager.GetAccounts( ).FirstOrDefault( );
if ( speckleAccount == null ) {
Debug.Log( "Please set a default account in SpeckleManager" );
return;
}
var client = new Client( speckleAccount );
var streams = await client.StreamsGet( 10 );
var stream = streams.FirstOrDefault( s => s.name.Equals( "WhiteDoe" ) );
var instance = new GameObject( stream.name ).AddComponent<Receiver>( );
instance.Init( stream.id, false, false, speckleAccount,
onDataReceivedAction: go => { go.transform.SetParent( instance.transform ); },
onTotalChildrenCountKnown: count => { instance.TotalChildrenCount = count; },
onProgressAction: dict => { Dispatcher.Instance.Enqueue( ( ) => { Debug.Log( dict.Values.Average( ) / instance.TotalChildrenCount ); } ); } );
instance.ReceiveCompleteAction += ( ) => {
MightHaveWork?.Invoke( true );
Debug.Log( "Receive Complete" );
};
instance.Receive( "main" );
}
}
[CustomEditor( typeof( Dispatcher ) )]
public class DispatcherEditor : Editor {
[InitializeOnLoadMethod]
private static void Initialize( ) => EditorApplication.update += Ayuda.ExecuteContinuations;
public override async void OnInspectorGUI( )
{
DrawDefaultInspector( );
serializedObject.Update( );
Dispatcher script = (Dispatcher) target;
GUILayout.BeginHorizontal( );
if ( GUILayout.Button( "Owner Batch" ) ) {
Dispatcher.Ownerless = false;
// await Task.Run(script.EnqueueAsync( DoTimeConsumingStuff ) );
Ayuda.SyncCall( _ => script.Enqueue( DoTimeConsumingStuff ) );
}
if ( GUILayout.Button( "Ownerless Batch" ) ) {
Dispatcher.Ownerless = true;
Ayuda.SyncCall( _ => script.Enqueue( DoTimeConsumingStuff ) );
}
GUILayout.EndHorizontal( );
// GUILayout.BeginHorizontal( );
//
// if ( GUILayout.Button( "Async Owner Batch" ) ) {
// if ( !_doingThings ) {
// Dispatcher.Ownerless = false;
// await script.EnqueueAsync( DoTimeConsumingStuff );
// return;
// }
//
// Debug.Log( "Doing Things!" );
// }
//
// if ( GUILayout.Button( "Async Ownerless Batch" ) ) {
// if ( !_doingThings ) {
// Dispatcher.Ownerless = true;
// await script.EnqueueAsync( DoTimeConsumingStuff );
// return;
// }
//
// Debug.Log( "Doing Things!" );
// }
//
// GUILayout.EndHorizontal( );
serializedObject.ApplyModifiedProperties( );
}
private void DoTimeConsumingStuff( )
{
Debug.Log( "doing..." );
Thread.Sleep( 200 );
Debug.Log( "done: " + Thread.CurrentThread.ManagedThreadId );
// force refresh
Repaint( );
}
}
}
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using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Threading;
using Speckle.Core.Api;
using Speckle.Core.Credentials;
namespace Speckle.ConnectorUnity {
public readonly struct SpeckleSimpleInfo {
public SpeckleSimpleInfo( string name )
{
this.name = name;
}
public string name { get; }
}
public static class Ayuda {
public static void SyncCall( SendOrPostCallback post ) => SynchronizationContext.Current.Post( post, null );
public static void ExecuteContinuations( )
{
var context = SynchronizationContext.Current;
var execMethod = context.GetType( ).GetMethod( "Exec", BindingFlags.NonPublic | BindingFlags.Instance );
execMethod.Invoke( context, null );
}
public static List<SpeckleSimpleInfo> GetInfo( this IEnumerable<Stream> input )
{
return (
from i in input
where i != null
select new SpeckleSimpleInfo( i.name ) ).ToList( );
}
public static List<SpeckleSimpleInfo> GetInfo( this IEnumerable<Branch> input )
{
return (
from i in input
where i != null
select new SpeckleSimpleInfo( i.name ) ).ToList( );
}
public static List<SpeckleSimpleInfo> GetInfo( this IEnumerable<Commit> input )
{
return (
from i in input
where i != null
select new SpeckleSimpleInfo( i.id ) ).ToList( );
}
public static IEnumerable<string> GetNames( this IEnumerable<Account> accounts )
{
List<string> names = new List<string>( );
if ( accounts != null ) {
names.AddRange(
from account in accounts
where account != null
select account.userInfo.name
);
}
return names;
}
}
}
@@ -0,0 +1,277 @@
using System;
using System.Collections;
using Speckle.Core.Api;
using Speckle.Core.Credentials;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Speckle_Connector.dmo;
using UnityEngine;
using UnityEngine.Events;
namespace Speckle.ConnectorUnity {
[ExecuteAlways]
[RequireComponent( typeof( Dispatcher ) )]
public class BabyStreamManager : MonoBehaviour {
[Header( "|| Speckle Account Stuff ||" )]
[Tooltip( "WIP - If working from Editor use a scriptable object to import streams" ),
SerializeField] private StreamSO streamObj;
private List<Receiver> ActiveReceivers;
private UnityEvent<GameObject> StreamObjectLoadedEvent;
public int ListLimit { get; set; }
public Account Account {
get => Stash.Account;
set => Stash.Account = value;
}
public Stream SelectedStream {
get => Stash.SelectedStream;
set => Stash.SelectedStream = value;
}
public List<Stream> Streams {
get => Stash.Streams;
set => Stash.Streams = value;
}
public List<Branch> Branches {
get => Stash.Branches;
set => Stash.Branches = value;
}
public List<Commit> Commits {
get => Stash.Commits;
set => Stash.Commits = value;
}
private Fetcher _fetcher;
public Fetcher Fetch {
get {
_fetcher ??= new Fetcher( this );
return _fetcher;
}
}
public bool AutoUpdate { get; set; }
public bool InProcess { get; set; }
public bool StreamReady => SelectedStream != null;
public bool IsReady => Account != null && Streams?.Count > 0 && Branches?.Count > 0;
private Dispatcher Dispatcher {
get {
// NOTE required for converting and setting up files
if ( Dispatcher.Instance == null && gameObject.GetComponent<Dispatcher>( ) == null )
gameObject.AddComponent<Dispatcher>( );
return Dispatcher.Instance;
}
}
private int _selectedStreamIndex, _selectedBranchIndex, _selectedCommitIndex;
public int SetSelectedBranch {
set {
if ( Branches != null )
_selectedBranchIndex = SetIndex( value, Fetch.BranchesByName );
}
}
public int SetSelectedCommit {
set {
if ( Commits != null )
_selectedCommitIndex = SetIndex( value, Fetch.CommitsById );
}
}
public async void SelectStreamFromList( int value )
{
if ( Streams == null ) return;
ClearSelectedStreamData( );
_selectedStreamIndex = SetIndex( value, Fetch.StreamsByName );
var selectedStream = Streams[ _selectedStreamIndex ];
if ( Account == null ) {
Debug.Log( "No account set to pull from :(" );
return;
}
if ( selectedStream == null ) {
Debug.Log( "No Stream to Select from ya fool!" );
return;
}
var client = new Client( Account );
var branches = await client.StreamGetBranches( selectedStream.id );
Branches = branches;
var commits = await client.StreamGetCommits( selectedStream.id );
Commits = commits;
SelectedStream = selectedStream;
}
private static int SetIndex( int index, ICollection objects )
{
if ( objects != null ) {
if ( index >= objects.Count )
index = objects.Count - 1;
else if ( index < 0 )
index = 0;
}
return index;
}
internal static class Stash {
public static Account Account { get; internal set; }
public static Stream SelectedStream { get; internal set; }
public static List<Stream> Streams { get; internal set; }
public static List<Branch> Branches { get; internal set; }
public static List<Commit> Commits { get; internal set; }
}
public class Fetcher {
public Fetcher( BabyStreamManager manager )
{
Manager = manager;
}
public string AccountName {
get {
var value = "nada";
if ( Manager?.Account != null )
value = Manager.Account.userInfo.name;
return value;
}
}
public string ServerName {
get {
var value = "nada";
if ( Manager?.Account != null )
value = Manager.Account.serverInfo.name;
return value;
}
}
public string ServerURL {
get {
var value = "nada";
if ( Manager?.Account != null )
value = Manager.Account.serverInfo.url;
return value;
}
}
public IEnumerable<Account> Accounts => AccountManager.GetAccounts( );
public List<string> BranchesByName => GetByName( Manager?.Branches.GetInfo( ) );
public List<string> StreamsByName => GetByName( Manager?.Streams.GetInfo( ) );
public List<string> CommitsById => GetByName( Manager?.Commits.GetInfo( ) );
private static List<string> GetByName( IReadOnlyCollection<SpeckleSimpleInfo> list )
{
var names = new List<string>( );
if ( list != null && list.Count > 0 )
names = ( from i in list select i.name ).ToList( );
return names;
}
private BabyStreamManager Manager { get; }
private bool DispatcherActive => Manager?.Dispatcher != null;
public int SelectedStreamIndex => Manager == null ? 0 : Manager._selectedStreamIndex;
}
public async void GetSpeckleAccountData( )
{
InProcess = false;
var speckleAccount = AccountManager.GetAccounts( ).FirstOrDefault( );
if ( speckleAccount == null ) {
Debug.Log( "Please set a default account in SpeckleManager" );
return;
}
Account = speckleAccount;
ClearData( true );
var client = new Client( Account );
var streams = await client.StreamsGet( ListLimit );
Streams = streams;
}
private void ClearData( bool BranchesAndStreams )
{
Streams = new List<Stream>( );
if ( !BranchesAndStreams ) return;
ClearSelectedStreamData( );
}
private void ClearSelectedStreamData( )
{
SelectedStream = null;
Branches = new List<Branch>( );
Commits = new List<Commit>( );
}
public void LoadStream( )
{
if ( Account == null ) {
Debug.Log( "No account set to pull from :(" );
return;
}
if ( SelectedStream == null ) {
Debug.Log( "No Stream to Select from ya fool!" );
return;
}
var branchName = Fetch.BranchesByName[ _selectedBranchIndex ];
var instance = new GameObject( $"{branchName} Receiver" ).AddComponent<Receiver>( );
instance.Init( SelectedStream.id, AutoUpdate, false, Account,
onDataReceivedAction: go => {
go.transform.SetParent( instance.transform );
StreamObjectLoadedEvent?.Invoke( go );
},
onTotalChildrenCountKnown: count => { instance.TotalChildrenCount = count; },
onProgressAction: dict => { Dispatcher.Enqueue( ( ) => { Debug.Log( dict.Values.Average( ) / instance.TotalChildrenCount ); } ); } );
instance.ReceiveCompleteAction += ( ) => { Debug.Log( "Receive Complete" ); };
instance.Receive( branchName );
ActiveReceivers ??= new List<Receiver>( );
ActiveReceivers.Add( instance );
InProcess = false;
}
}
}
@@ -0,0 +1,20 @@
using System;
using System.Collections.Generic;
namespace Speckle.ConnectorUnity {
public abstract class SpeckleUnityEventArgs : EventArgs { }
public class StreamSelectedArgs : EventArgs {
public StreamSelectedArgs( List<string> branchNames, List<string> commitIds )
{
BranchNames = branchNames;
CommitIds = commitIds;
}
public List<string> BranchNames { get; }
public List<string> CommitIds { get; }
}
}
@@ -0,0 +1,26 @@
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
#if UNITY_EDITOR
#endif
[CustomPropertyDrawer( typeof( ReadOnlyAttribute ) )]
public class ReadOnlyDrawer : PropertyDrawer {
public override void OnGUI( Rect position,
SerializedProperty property,
GUIContent label )
{
GUI.enabled = false;
EditorGUI.PropertyField( position, property, label, true );
GUI.enabled = true;
}
}
public class ReadOnlyAttribute : PropertyAttribute { }
@@ -0,0 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu( fileName = "SpeckleStream", menuName = "Speckle2/Stream Scriptable Object", order = 0 )]
public class AccountSO : ScriptableObject
{
}
@@ -0,0 +1,14 @@
using UnityEngine;
namespace Speckle_Connector.dmo {
[CreateAssetMenu( fileName = "SpeckleStream", menuName = "Speckle2/Stream Scriptable Object", order = 0 )]
public class StreamSO : ScriptableObject {
public string streamId;
public string streamName;
}
}
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"com.unity.test-framework": "1.1.19",
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"com.unity.textmeshpro": "3.0.1",
"com.unity.timeline": "1.4.4",
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"dependencies": {
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},
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"com.unity.ide.vscode": {
@@ -44,11 +53,11 @@
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@@ -64,7 +73,7 @@
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