11 Commits

Author SHA1 Message Date
Jedd Morgan c094f3f59d Marketplace changes (#66)
* Updated Readme and Filterplugin to include readme

* Update README.md

* Bumped version

* Update README.md
2022-08-02 15:35:27 +01:00
Jedd Morgan b18e7a4149 Added CI workflow for marketplace deployment (#65) 2022-07-26 18:56:44 +01:00
JR-Morgan 41684060c0 Merge branch 'main' into graphql-improvements 2022-06-27 02:50:35 +01:00
JR-Morgan 3f612bfc9d Automation tests for graphql nodes 2022-06-27 02:48:52 +01:00
Jedd Morgan 3d6f16d52b Merge pull request #64 from specklesystems/graphql-improvements
Stream/Branch/Commit fetching editor UI and graphql blueprint
2022-06-27 01:58:07 +01:00
JR-Morgan 8e8beb1baf Stream/Branch/Commit fetching editor UI and graphql blueprint 2022-06-22 01:47:00 +01:00
Jedd Morgan 43a84bd7f6 Merge pull request #63 from specklesystems/stream-operations
Stream/Branch/Commit Fetching
2022-06-13 14:21:51 +01:00
JR-Morgan c908bd7152 Merge remote-tracking branch 'origin' into stream-operations 2022-06-10 03:38:36 +01:00
JR-Morgan 2857e87860 Generalised graphQL query code and removed globals fetching 2022-06-09 23:43:38 +01:00
Jedd Morgan 45266db151 Merge pull request #60 from specklesystems/cross-platform-build-fix
Fixed linux building with CLang compiler
2022-05-25 01:16:08 +01:00
JR-Morgan 8f38794dd1 Fixed linux building with CLang compiler 2022-05-24 17:10:43 +01:00
87 changed files with 1720 additions and 1767 deletions
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version: 2.1
orbs:
aws-s3: circleci/aws-s3@2.0.0
commands:
zip-source:
parameters:
target:
type: string
outputdir:
type: string
steps:
- run:
name: "Create Archive"
command: |
\cp -r ".pluginconfig/<<parameters.target>>/." "./"
mkdir -p "<<parameters.outputdir>>/"
stashName=`git stash create`;
git archive -o "<<parameters.outputdir>>/speckle-unreal-UE<<parameters.target>>.zip" --worktree-attributes --prefix="speckle-unreal/" $stashName
jobs:
generate-source-zip:
docker:
- image: cimg/base:stable
parameters:
target:
type: string
steps:
- checkout
- zip-source:
target: <<parameters.target>>
outputdir: "output/unreal/<<parameters.target>>"
- store_artifacts:
path: "output/unreal/<<parameters.target>>"
destination: "unreal-marketplace/<<parameters.target>>"
- persist_to_workspace:
root: ./
paths:
- "output/unreal/<<parameters.target>>"
marketplace-deploy:
docker:
- image: cimg/base:stable
steps:
- attach_workspace:
at: ./
- aws-s3/copy:
arguments: "--recursive --endpoint=https://$SPACES_REGION.digitaloceanspaces.com --acl public-read"
aws-access-key-id: SPACES_KEY
aws-region: SPACES_REGION
aws-secret-access-key: SPACES_SECRET
from: '"output"'
to: s3://speckle-releases/installers/
workflows:
marketplace-publish:
jobs:
- generate-source-zip:
name: "Generate Source Archive UE4.26"
target: "4.26"
filters:
branches:
ignore: /.*/
tags:
only: /^([0-9]+)\.([0-9]+)\.([0-9]+)(?:-\w+)?(\/all)?$/
- generate-source-zip:
name: "Generate Source Archive UE4.27"
target: "4.27"
filters:
branches:
ignore: /.*/
tags:
only: /^([0-9]+)\.([0-9]+)\.([0-9]+)(?:-\w+)?(\/all)?$/
- generate-source-zip:
name: "Generate Source Archive UE5.0"
target: "5.0"
filters:
branches:
ignore: /.*/
tags:
only: /^([0-9]+)\.([0-9]+)\.([0-9]+)(?:-\w+)?(\/all)?$/
- hold:
type: approval
filters:
branches:
ignore: /.*/
tags:
only: /^([0-9]+)\.([0-9]+)\.([0-9]+)(?:-\w+)?(\/all)?$/
requires:
- "Generate Source Archive UE4.26"
- "Generate Source Archive UE4.27"
- "Generate Source Archive UE5.0"
- marketplace-deploy:
name: "Deploy to marketplace"
filters:
branches:
ignore: /.*/
tags:
only: /^([0-9]+)\.([0-9]+)\.([0-9]+)(?:-\w+)?(\/all)?$/
requires:
- hold
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.gitattributes export-ignore
.github/* export-ignore
.circleci/* export-ignore
.pluginconfig/* export-ignore
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{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.7.0",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
"CreatedBy": "Speckle",
"CreatedByURL": "https://speckle.systems/",
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/98770ce9d4f143de8dd7882a707a6f81",
"SupportURL": "https://speckle.community/",
"CanContainContent": true,
"IsBetaVersion": true,
"IsExperimentalVersion": false,
"Installed": false,
"EngineVersion": "4.26",
"Modules": [
{
"Name": "SpeckleUnreal",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
},
{
"Name": "SpeckleUnrealEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
}
],
"Plugins": [
{
"Name": "ProceduralMeshComponent",
"Enabled": true
},
{
"Name": "LidarPointCloud",
"Enabled": true
}
]
}
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{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.7.0",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
"CreatedBy": "Speckle",
"CreatedByURL": "https://speckle.systems/",
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/98770ce9d4f143de8dd7882a707a6f81",
"SupportURL": "https://speckle.community/",
"CanContainContent": true,
"IsBetaVersion": true,
"IsExperimentalVersion": false,
"Installed": false,
"EngineVersion": "4.27",
"Modules": [
{
"Name": "SpeckleUnreal",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
},
{
"Name": "SpeckleUnrealEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
}
],
"Plugins": [
{
"Name": "ProceduralMeshComponent",
"Enabled": true
},
{
"Name": "LidarPointCloud",
"Enabled": true
}
]
}
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{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.7.0",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
"CreatedBy": "Speckle",
"CreatedByURL": "https://speckle.systems/",
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/98770ce9d4f143de8dd7882a707a6f81",
"SupportURL": "https://speckle.community/",
"CanContainContent": true,
"IsBetaVersion": true,
"IsExperimentalVersion": false,
"Installed": false,
"EngineVersion": "5.0",
"Modules": [
{
"Name": "SpeckleUnreal",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
},
{
"Name": "SpeckleUnrealEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
}
],
"Plugins": [
{
"Name": "ProceduralMeshComponent",
"Enabled": true
},
{
"Name": "LidarPointCloud",
"Enabled": true
}
]
}
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[FilterPlugin]
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
;
; Examples:
; /README.txt
; /Extras/...
; /Binaries/ThirdParty/*.dll
/README.md
/LICENSE
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# Speckle Unreal
# Speckle for Unreal Engine
[![Twitter Follow](https://img.shields.io/twitter/follow/SpeckleSystems?style=social)](https://twitter.com/SpeckleSystems) [![Community forum users](https://img.shields.io/discourse/users?server=https%3A%2F%2Fspeckle.community&style=flat-square&logo=discourse&logoColor=white)](https://speckle.community) [![website](https://img.shields.io/badge/https://-speckle.systems-royalblue?style=flat-square)](https://speckle.systems) [![docs](https://img.shields.io/badge/docs-speckle.guide-orange?style=flat-square&logo=read-the-docs&logoColor=white)](https://speckle.guide/dev/)
[![Twitter Follow](https://img.shields.io/twitter/follow/SpeckleSystems?style=social)](https://twitter.com/SpeckleSystems) [![Community forum users](https://img.shields.io/discourse/users?server=https%3A%2F%2Fspeckle.community&style=flat-square&logo=discourse&logoColor=white)](https://speckle.community) [![website](https://img.shields.io/badge/https://-speckle.systems-royalblue?style=flat-square)](https://speckle.systems) [![docs](https://img.shields.io/badge/docs-speckle.guide-orange?style=flat-square&logo=read-the-docs&logoColor=white)](https://speckle.guide/user/unreal.html)
Plugin for Unreal Engine to import objects from Speckle v2.
Speckle makes integrating Unreal Engine with your 3D workflows even easier. </br>
This plugin connects Unreal Engine to Speckle, allowing you to receive your versioned 3D data from Speckle inside Unreal Engine,
enabling interoperable collaboration between Unreal and other Speckle connectors (Revit, Rhino, Blender, Sketchup, Unity, AutoCAD, [and more!](https://speckle.systems/features/connectors/))
Screencast of an example: https://user-images.githubusercontent.com/2551138/114720093-61403e00-9d40-11eb-8045-6e8ca656554d.mp4
https://user-images.githubusercontent.com/45512892/181620836-9c7e6a7f-4f18-48e5-a574-5eebc2abd35f.mp4
Checkout our dedicated [Tutorials and Docs](https://speckle.systems/tag/unreal/).
If you are enjoying using Speckle, don't forget to ⭐ our [GitHub repositories](https://github.com/specklesystems),
and [join our community forum](https://speckle.community/) where you can post any questions, suggestions, and discuss exciting projects!
## Notice
We support Unreal Engine 4.26, 4.27, 5.0
**Features**:
- [Receiving Speckle geometry as Actors in editor and standalone runtime](https://speckle.systems/tutorials/getting-started-with-speckle-for-unreal/).
- [Material override/substitiution](https://speckle.guide/user/unreal.html#material-converter).
- [Blueprint nodes for receiving and converting objects](https://speckle.guide/user/unreal.html#usage-blueprint).
- [Blueprint nodes for fetching stream/branch/commit/user details](https://speckle.systems/tutorials/unreal-engine-blueprint-nodes-fetch-stream-branch-commit-info-and-more/).
- [Ability to write/extend custom conversion functions in C++/BP](https://speckle.systems/tutorials/unreal-developing-custom-conversion-logic/).
**Supported Conversions**:
Speckle Type | | Native Type |
| ---: | :---: | :--- |
| [`Objects.Geometry.Mesh`](https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/Geometry/Mesh.cs) | → | [Static Mesh Component](https://docs.unrealengine.com/4.27/en-US/API/Runtime/Engine/Components/UStaticMeshComponent/) /<br/> [Procedural Mesh Component](https://docs.unrealengine.com/4.27/en-US/API/Plugins/ProceduralMeshComponent/UProceduralMeshComponent/) |
| [`Objects.Geometry.PointCloud`](https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/Geometry/Pointcloud.cs) | → | [LiDAR Point Cloud](https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/LidarPointCloudPlugin/LidarPointCloudPluginReference/) |
| [`Objects.Other.BlockInstance`](https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/Other/Block.cs) | → | Actor with Transform |
| [`Objects.BuiltElements.View`](https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/BuiltElements/View.cs) | → | [Camera](https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Framework/Camera/) |
**Supported platforms**: Windows, Linux, MacOS
*Other platforms may work, but currently untested*.
## NOTICE
**Limitations**:
- Currently no support for sending Unreal geometry to Speckle.
- Does not use the .NET or Python SDK, or the Speckle Kit based workflow, all code is in native C++/BP.
- Does not use our shared [Desktop UI 2](https://speckle.guide/user/ui2.html), only a simple editor UI is currently provided.
## How to install
* Our Unreal Connector is in an beta stage of development. Currently we only support receiving objects, and there is no UI to fetch lists of streams/commits/branches.
* We officially support Unreal Engine 4.26 and 4.27, and have experimental support for UE5.
* Does not use the Speckle Kit workflow as conversions all happen in C++.
<!--- Soon to be!
Speckle for Unreal Engine can be installed through the [Unreal Engine Marketplace](com.epicgames.launcher://ue/marketplace/product/98770ce9d4f143de8dd7882a707a6f81).
## How To Install
1. Download `speckle-unreal` repository archive from https://github.com/specklesystems/speckle-unreal/archive/refs/heads/main.zip
1. Extract the downloaded archive into your project's `Plugins` directory (if your project directory doesn't contain a directory called Plugins, you should create it)
1. Open your UE project (or restart the editor if you already have it opened). This will build the plugin in your environment.
We will eventually look to distributing the plugin officially on the Unreal Engine Marketplace but for now you'll need to install the plugin manually like this.
Alternatively, developers may prefer to install manually.-->
1. Git clone [this repo](https://github.com/specklesystems/speckle-unreal) (or download and extract the [archive zip](https://github.com/specklesystems/speckle-unreal/archive/refs/heads/main.zip)) into your project's `Plugins` directory (created as needed)
2. Open/Restart your Unreal project. This will build the plugin for your environment.
See our [docs](https://speckle.guide/user/unreal.html) for usage instructions.
## Credits
Based off the original Unreal integration for Speckle v1 by Mark and Jak which can be found here: [https://github.com/mobiusnode/SpeckleUnreal](https://github.com/mobiusnode/SpeckleUnreal).
https://user-images.githubusercontent.com/2551138/114720051-571e3f80-9d40-11eb-9099-d3394747a1d3.mp4
If you encounter build issues, try building your project from VS/Rider directly. Look at the `Saved\Logs\` files for error messages,
and don't hesitate to reach out on our [community forums](https://speckle.community) for help!
For contributing to any of our code repositories, please make sure you read the [contribution guidelines](https://github.com/specklesystems/speckle-sharp/blob/main/.github/CONTRIBUTING.md) for an overview of the best practices we try to follow.
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#include "API/ClientAPI.h"
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "API/ClientAPI.h"
#include "HttpModule.h"
#include "JsonObjectConverter.h"
#include "Interfaces/IHttpResponse.h"
#include "LogSpeckle.h"
#include "Mixpanel.h"
#include "Objects/HighLevel/SpeckleBranch.h"
#include "Objects/HighLevel/SpeckleCommit.h"
#include "Objects/HighLevel/SpeckleGlobals.h"
#include "Objects/HighLevel/SpeckleUser.h"
#include "Transports/Transport.h"
void FClientAPI::StreamsGet(const FString& ServerUrl, const FString& AuthToken,
const int Limit,
const FFetchStreamDelegate OnCompleteAction, const FErrorDelegate OnErrorAction)
void FClientAPI::MakeGraphQLRequest(const FString& ServerUrl, const FString& AuthToken,
const FString& ResponsePropertyName,
const FString& PostPayload, const FString& RequestLogName,
const FAPIResponceDelegate OnCompleteAction, const FErrorDelegate OnErrorAction)
{
const FString RequestLogName = FString(__FUNCTION__);
const FString PostPayload =
"{\"query\": \"query{user {streams(limit:" + FString::FromInt(Limit) + ") {totalCount items {id name description updatedAt createdAt isPublic role collaborators{id name role company avatar}}}}}\"}";
auto OnError = [=](const FString& Message) mutable
{
ensureAlwaysMsgf(OnErrorAction.ExecuteIfBound(Message), TEXT("%s: Unhandled error - %s"), *RequestLogName , *Message);
};
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
if(CheckRequestFailed(bWasSuccessful, Response, RequestLogName, OnError)) return;
TSharedPtr<FJsonObject> Obj;
if(!GetResponseAsJSON(Response, RequestLogName, Obj, OnError)) return;
TArray<TSharedPtr<FJsonValue>> StreamsArrJSON = Obj->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("user"))
->GetObjectField(TEXT("streams"))
->GetArrayField(TEXT("items"));
TArray<FSpeckleStream> Streams;
Streams.Reserve(StreamsArrJSON.Num());
for (const TSharedPtr<FJsonValue> v : StreamsArrJSON)
{
FSpeckleStream Stream = FSpeckleStream(v);
Streams.Add(Stream);
}
UE_LOG(LogSpeckle, Log, TEXT("Operation %s completed successfully. Fetched %d items"), *RequestLogName, Streams.Num());
ensureAlwaysMsgf(OnCompleteAction.ExecuteIfBound(Streams), TEXT("%s: Complete handler was not bound properly"), *RequestLogName);
};
const FHttpRequestRef Request = CreateGraphQLRequest(ServerUrl, AuthToken, PostPayload);
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
SendGraphQLRequest(Request, RequestLogName, OnError);
}
void FClientAPI::StreamGetBranches(
const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, const int32 Limit,
const FFetchBranchDelegate OnCompleteAction, const FErrorDelegate OnErrorAction)
{
const FString RequestLogName = FString(__FUNCTION__);
//TODO limit
FString PostPayload = "{\"query\": \"query{ stream (id: \\\"" +
StreamId + "\\\"){id name branches(limit : " + FString::FromInt(Limit) + ") {totalCount cursor items{ id name description}}}}\"}";
// The above can be extended with author information
//query{stream(id:"a18f8c8569"){id name branches{totalCount items{id name description author{id, name, email, commits{cursor}}}}}}
auto OnError = [=](const FString& Message) mutable
{
ensureAlwaysMsgf(OnErrorAction.ExecuteIfBound(Message), TEXT("%s: Unhandled error - %s"), *RequestLogName , *Message);
};
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
if(CheckRequestFailed(bWasSuccessful, Response, RequestLogName, OnError)) return;
TSharedPtr<FJsonObject> Obj;
if(!GetResponseAsJSON(Response, RequestLogName, Obj, OnError)) return;
TArray<TSharedPtr<FJsonValue>> BranchesArrJSON = Obj->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("stream"))
->GetObjectField(TEXT("branches"))
->GetArrayField(TEXT("items"));
TArray<FSpeckleBranch> Branches;
Branches.Reserve(BranchesArrJSON.Num());
for (const TSharedPtr<FJsonValue>& v : BranchesArrJSON)
{
const TSharedPtr<FJsonObject>* BranchObj;
if(ensureAlways(v->TryGetObject(BranchObj)))
{
FSpeckleBranch Branch = FSpeckleBranch(*BranchObj);
Branches.Add(Branch);
}
}
UE_LOG(LogSpeckle, Log, TEXT("Operation %s completed successfully. Fetched %d items"), *RequestLogName, Branches.Num());
ensureAlwaysMsgf(OnCompleteAction.ExecuteIfBound(Branches), TEXT("%s: Complete handler was not bound properly"), *RequestLogName);
};
const FHttpRequestRef Request = CreateGraphQLRequest(ServerUrl, AuthToken, PostPayload);
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
SendGraphQLRequest(Request, RequestLogName, OnError);
}
void FClientAPI::StreamGetCommits(const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, const FString& BranchName, const int32 Limit,
const FFetchCommitDelegate OnCompleteAction, const FErrorDelegate OnErrorAction)
{
const FString RequestLogName = FString(__FUNCTION__);
FString PostPayload = "{\"query\": \"query{stream (id: \\\"" + StreamId +
"\\\"){id name createdAt updatedAt "
+ "branch(name: \\\"" + BranchName + "\\\" ){id name description author{name id email} " +
"commits(limit: " + FString::FromInt(Limit) + "){totalCount items {id referencedObject sourceApplication totalChildrenCount " +
"branchName parents authorName authorId message createdAt commentCount}}}}}\"}"; // authorAvatar
auto OnError = [=](const FString& Message) mutable
{
ensureAlwaysMsgf(OnErrorAction.ExecuteIfBound(Message), TEXT("%s: Unhandled error - %s"), *RequestLogName , *Message);
};
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
if(CheckRequestFailed(bWasSuccessful, Response, RequestLogName, OnError)) return;
TSharedPtr<FJsonObject> Obj;
if(!GetResponseAsJSON(Response, RequestLogName, Obj, OnError)) return;
TArray<TSharedPtr<FJsonValue>> CommitsArrJSON = Obj->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("stream"))
->GetObjectField(TEXT("branch"))
->GetObjectField(TEXT("commits"))
->GetArrayField(TEXT("items"));
TArray<FSpeckleCommit> ArrayOfCommits;
ArrayOfCommits.Reserve(CommitsArrJSON.Num());
for (const TSharedPtr<FJsonValue> v : CommitsArrJSON)
{
FSpeckleCommit Commit = FSpeckleCommit(v);
ArrayOfCommits.Add( Commit );
}
UE_LOG(LogSpeckle, Log, TEXT("Operation %s completed successfully. Fetched %d items"), *RequestLogName, ArrayOfCommits.Num());
ensureAlwaysMsgf(OnCompleteAction.ExecuteIfBound(ArrayOfCommits), TEXT("%s: Complete handler was not bound properly"), *RequestLogName);
};
const FHttpRequestRef Request = CreateGraphQLRequest(ServerUrl, AuthToken, PostPayload);
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
SendGraphQLRequest(Request, RequestLogName, OnError);
}
void FClientAPI::FetchGlobals(const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, const FString& ReferencedObjectId,
const FFetchGlobalsDelegate OnCompleteAction, const FErrorDelegate OnErrorAction)
{
const FString RequestLogName = FString(__FUNCTION__);
FString PostPayload = "{\"query\": \"query{stream (id:\\\"" + StreamId +
"\\\"){id name description updatedAt createdAt role isPublic object(id:\\\"" +
ReferencedObjectId +
"\\\"){id data}}}\"}";
auto OnError = [=](const FString& Message) mutable
{
ensureAlwaysMsgf(OnErrorAction.ExecuteIfBound(Message), TEXT("%s: Unhandled error - %s"), *RequestLogName , *Message);
};
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
if(CheckRequestFailed(bWasSuccessful, Response, RequestLogName, OnError)) return;
TSharedPtr<FJsonObject> Obj;
if(!GetResponseAsJSON(Response, RequestLogName, Obj, OnError)) return;
TSharedPtr<FJsonObject> GlobalsJSONObject = Obj->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("stream"))
->GetObjectField(TEXT("object"))
->GetObjectField(TEXT("data"));
FSpeckleGlobals Globals = FSpeckleGlobals(GlobalsJSONObject);
UE_LOG(LogSpeckle, Log, TEXT("Operation %s completed successfully"), *RequestLogName);
ensureAlwaysMsgf(OnCompleteAction.ExecuteIfBound(Globals), TEXT("%s: Complete handler was not bound properly"), *RequestLogName);
};
const FHttpRequestRef Request = CreateGraphQLRequest(ServerUrl, AuthToken, PostPayload);
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
SendGraphQLRequest(Request, RequestLogName, OnError);
}
void FClientAPI::FetchUserData(const FString& ServerUrl, const FString& AuthToken,
const FFetchUserDelegate OnCompleteAction, const FErrorDelegate OnErrorAction)
{
const FString RequestLogName = FString(__FUNCTION__);
const FString PostPayload =
"{\"query\": \"query{user{id name email company role suuid bio profiles avatar}}\"}";
auto OnError = [=](const FString& Message) mutable
{
@@ -228,24 +26,74 @@ void FClientAPI::FetchUserData(const FString& ServerUrl, const FString& AuthToke
TSharedPtr<FJsonObject> Obj;
if(!GetResponseAsJSON(Response, RequestLogName, Obj, OnError)) return;
const TSharedPtr<FJsonObject>* DataObjectPtr;
if(!Obj->TryGetObjectField("data", DataObjectPtr))
{
OnError(TEXT("%s responce was invalid, expected to find a \"data\" property in response"));
return;
}
const TSharedPtr<FJsonObject> DataObject = *DataObjectPtr;
TSharedPtr<FJsonObject> UserJSONObject = Obj->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("user"));
const TSharedPtr<FJsonObject>* RequestedJson;
if(!DataObject->TryGetObjectField(ResponsePropertyName, RequestedJson))
{
//Requested property has a null or non-object value
if(DataObject->HasField(ResponsePropertyName))
{
FString Message = FString::Printf(TEXT("%s: Response data contained the requested property \"%s\", but the value was null was or not an object."),
*RequestLogName, *ResponsePropertyName);
OnError(Message);
return;
}
//Requested property was missing
TArray<FString> Options;
Options.Reserve(DataObject->Values.Num());
for(const auto& Properties : DataObject->Values)
{
Options.Add(FString::Printf(TEXT("\"%s\" "), *Properties.Key));
}
FString Message = FString::Printf(TEXT("%s: Could not find the requested property name \"%s\" in responce data.\n Got { %s} instead."),
*RequestLogName, *ResponsePropertyName, *FString::Join(Options, TEXT(", ")));
OnError(Message);
return;
}
FSpeckleUser MyUserData = FSpeckleUser( UserJSONObject );
FString OutputString;
const TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&OutputString);
ensureAlways(FJsonSerializer::Serialize(RequestedJson->ToSharedRef(), Writer));
// Commented out, deserialisation done by caller
//void* DeserializedData;
//FSpeckleUser DeserializedData = FSpeckleUser( UserJSONObject );
// if(!FJsonObjectConverter::JsonObjectToUStruct(*RequestedJson, OutStructType::StaticStruct(), &DeserializedData, 0, 0))
// {
// OnError("Failed to deserialize user object");
// return;
// }
UE_LOG(LogSpeckle, Log, TEXT("Operation %s completed successfully"), *RequestLogName);
ensureAlwaysMsgf(OnCompleteAction.ExecuteIfBound(MyUserData), TEXT("%s: Complete handler was not bound properly"), *RequestLogName);
ensureAlwaysMsgf(OnCompleteAction.ExecuteIfBound(OutputString), TEXT("%s: Complete handler was not bound properly"), *RequestLogName);
};
const FHttpRequestRef Request = CreateGraphQLRequest(ServerUrl, AuthToken, PostPayload);
const FHttpRequestRef Request = CreatePostRequest(ServerUrl, AuthToken, PostPayload);
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
SendGraphQLRequest(Request, RequestLogName, OnError);
if(Request->ProcessRequest())
{
UE_LOG(LogSpeckle, Log, TEXT("POST Request %s to %s was sent, awaiting response"), *RequestLogName, *Request->GetURL() );
}
else
{
UE_LOG(LogSpeckle, Warning, TEXT("POST Request %s to %s failed to send"), *RequestLogName, *Request->GetURL() );
}
FAnalytics::TrackEvent(Request->GetURL(), "NodeRun", TMap<FString, FString> { {"name", __FUNCTION__}});
}
bool FClientAPI::GetResponseAsJSON(const FHttpResponsePtr Response, const FString& RequestLogName, TSharedPtr<FJsonObject>& OutObject, const TFunctionRef<void(const FString& Message)> OnErrorAction)
{
@@ -273,7 +121,7 @@ bool FClientAPI::GetResponseAsJSON(const FHttpResponsePtr Response, const FStrin
return true;
}
FHttpRequestRef FClientAPI::CreateGraphQLRequest(const FString& ServerUrl, const FString AuthToken, const FString& PostPayload, const FString& Encoding)
FHttpRequestRef FClientAPI::CreatePostRequest(const FString& ServerUrl, const FString AuthToken, const FString& PostPayload, const FString& Encoding)
{
FHttpRequestRef Request = FHttpModule::Get().CreateRequest();
@@ -287,26 +135,6 @@ FHttpRequestRef FClientAPI::CreateGraphQLRequest(const FString& ServerUrl, const
return Request;
}
bool FClientAPI::SendGraphQLRequest(const FHttpRequestRef Request, const FString& RequestName,
const TFunctionRef<void(const FString& Message)> OnErrorAction)
{
const bool RequestSent = Request->ProcessRequest();
if(!RequestSent)
{
const FString Message = FString::Printf(TEXT("Request \"%s\" at \"%s\" failed: \nHTTP request failed to start"),
*RequestName, *Request->GetURL());
OnErrorAction(Message);
}
else
{
UE_LOG(LogSpeckle, Log, TEXT("POST Request %s to %s was sent, awaiting response"), *RequestName, *Request->GetURL() );
FAnalytics::TrackEvent("unknown", Request->GetURL(), "NodeRun", TMap<FString, FString> { {"name", RequestName }});
}
return RequestSent;
}
bool FClientAPI::CheckRequestFailed(bool bWasSuccessful, FHttpResponsePtr Response, const FString& RequestLogName, const TFunctionRef<void(const FString& Message)> OnErrorAction)
@@ -324,8 +152,8 @@ bool FClientAPI::CheckRequestFailed(bool bWasSuccessful, FHttpResponsePtr Respon
const int32 ResponseCode = Response->GetResponseCode();
if (ResponseCode != 200)
{
FString Message = FString::Printf(TEXT("Request \"%s\" to \"%s\" failed with HTTP response %d"),
*RequestLogName, *Response->GetURL(), ResponseCode);
FString Message = FString::Printf(TEXT("Request \"%s\" to \"%s\" failed with HTTP response %d - %s"),
*RequestLogName, *Response->GetURL(), ResponseCode, *Response->GetContentAsString());
OnErrorAction(Message);
return true;
}
@@ -341,7 +169,7 @@ bool FClientAPI::CheckForOperationErrors(const TSharedPtr<FJsonObject> GraphQLRe
bool WasError = false;
const TArray<TSharedPtr<FJsonValue>>* Errors;
if(GraphQLResponse->TryGetArrayField(TEXT("Errors"), Errors))
if(GraphQLResponse->TryGetArrayField(TEXT("errors"), Errors))
{
for(const TSharedPtr<FJsonValue>& e : *Errors)
{
@@ -1,73 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/Operations/ReceiveBranchesOperation.h"
#include "Mixpanel.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
UReceiveBranchesOperation* UReceiveBranchesOperation::ReceiveBranchesOperation(UObject* WorldContextObject,
const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, int32 Limit)
{
FString ObjectId = "Streams";
UReceiveBranchesOperation* Node = NewObject<UReceiveBranchesOperation>();
Node->StreamId = StreamId.TrimEnd();
Node->ServerUrl = ServerUrl.TrimEnd();
while(Node->ServerUrl.RemoveFromEnd("/")) { }
Node->AuthToken = AuthToken.TrimEnd();
Node->Limit = Limit;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
void UReceiveBranchesOperation::Activate()
{
FAnalytics::TrackEvent("unknown",
ServerUrl, "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
Request();
}
void UReceiveBranchesOperation::Request()
{
ensureAlways(Limit > 0);
FFetchBranchDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &UReceiveBranchesOperation::HandleReceive);
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &UReceiveBranchesOperation::HandleError);
FClientAPI::StreamGetBranches(ServerUrl, AuthToken, StreamId, Limit, CompleteDelegate, ErrorDelegate);
}
void UReceiveBranchesOperation::HandleReceive(const TArray<FSpeckleBranch>& Branches)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Log, TEXT("%s to %s Succeeded"), *StaticClass()->GetName(), *ServerUrl);
FEditorScriptExecutionGuard ScriptGuard;
OnReceiveSuccessfully.Broadcast(Branches, "");
SetReadyToDestroy();
}
void UReceiveBranchesOperation::HandleError(const FString& Message)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Warning, TEXT("%s failed - %s"), *StaticClass()->GetName(), *Message);
FEditorScriptExecutionGuard ScriptGuard;
const TArray<FSpeckleBranch> EmptyList;
OnError.Broadcast(EmptyList, Message);
SetReadyToDestroy();
}
@@ -1,72 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/Operations/ReceiveCommitsOperation.h"
#include "Mixpanel.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
// ReceiveOperation
UReceiveCommitsOperation* UReceiveCommitsOperation::ReceiveCommitsOperation(UObject* WorldContextObject,
const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, const FString& BranchName, const int32 Limit)
{
UReceiveCommitsOperation* Node = NewObject<UReceiveCommitsOperation>();
Node->ServerUrl = ServerUrl.TrimEnd();
while(Node->ServerUrl.RemoveFromEnd("/")) { }
Node->AuthToken = AuthToken.TrimEnd();
Node->StreamId = StreamId.TrimEnd();
Node->BranchName = BranchName;
Node->Limit = Limit;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
// Activate
void UReceiveCommitsOperation::Activate()
{
FAnalytics::TrackEvent("unknown", ServerUrl,
"NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
Request();
}
void UReceiveCommitsOperation::Request()
{
ensureAlways(Limit > 0);
FFetchCommitDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &UReceiveCommitsOperation::HandleReceive);
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &UReceiveCommitsOperation::HandleError);
FClientAPI::StreamGetCommits(ServerUrl, AuthToken, StreamId, BranchName, Limit, CompleteDelegate, ErrorDelegate);
}
void UReceiveCommitsOperation::HandleReceive(const TArray<FSpeckleCommit>& Commits)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Log, TEXT("%s to %s Succeeded"), *StaticClass()->GetName(), *ServerUrl);
FEditorScriptExecutionGuard ScriptGuard;
OnReceiveSuccessfully.Broadcast(Commits, "");
SetReadyToDestroy();
}
void UReceiveCommitsOperation::HandleError(const FString& Message)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Warning, TEXT("%s failed - %s"), *StaticClass()->GetName(), *Message);
FEditorScriptExecutionGuard ScriptGuard;
const TArray<FSpeckleCommit> EmptyList;
OnError.Broadcast(EmptyList, Message);
SetReadyToDestroy();
}
@@ -1,66 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/Operations/ReceiveGlobalsOperation.h"
#include "Mixpanel.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
UReceiveGlobalsOperation* UReceiveGlobalsOperation::ReceiveGlobalsOperation(UObject* WorldContextObject,
const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, const FString& ReferencedObjectId)
{
UReceiveGlobalsOperation* Node = NewObject<UReceiveGlobalsOperation>();
Node->ServerUrl = ServerUrl.TrimEnd();
while(Node->ServerUrl.RemoveFromEnd("/")) { }
Node->AuthToken = AuthToken.TrimEnd();;
Node->StreamId = StreamId.TrimEnd();;
Node->ReferencedObjectId = ReferencedObjectId;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
void UReceiveGlobalsOperation::Activate()
{
FAnalytics::TrackEvent("unknown",
ServerUrl, "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
Request();
}
void UReceiveGlobalsOperation::Request()
{
FFetchGlobalsDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &UReceiveGlobalsOperation::HandleReceive);
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &UReceiveGlobalsOperation::HandleError);
FClientAPI::FetchGlobals(ServerUrl, AuthToken, StreamId, ReferencedObjectId, CompleteDelegate, ErrorDelegate);
}
void UReceiveGlobalsOperation::HandleReceive(const FSpeckleGlobals& Object)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Log, TEXT("%s to %s Succeeded"), *StaticClass()->GetName(), *ServerUrl);
FEditorScriptExecutionGuard ScriptGuard;
OnReceiveSuccessfully.Broadcast(Object, "");
SetReadyToDestroy();
}
void UReceiveGlobalsOperation::HandleError(const FString& Message)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Warning, TEXT("%s failed - %s"), *StaticClass()->GetName(), *Message);
FEditorScriptExecutionGuard ScriptGuard;
const FSpeckleGlobals BlankGlobals;
OnError.Broadcast(BlankGlobals, Message);
SetReadyToDestroy();
}
@@ -1,64 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/Operations/ReceiveMyUserDataOperation.h"
#include "Mixpanel.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
UReceiveMyUserDataOperation* UReceiveMyUserDataOperation::ReceiveMyUserDataOperation(
UObject* WorldContextObject, const FString& ServerUrl, const FString& AuthToken)
{
UReceiveMyUserDataOperation* Node = NewObject<UReceiveMyUserDataOperation>();
Node->ServerUrl = ServerUrl.TrimEnd();;
while(Node->ServerUrl.RemoveFromEnd("/")) { }
Node->AuthToken = AuthToken.TrimEnd();;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
void UReceiveMyUserDataOperation::Activate()
{
FAnalytics::TrackEvent("unknown",
ServerUrl, "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
Request();
}
void UReceiveMyUserDataOperation::Request()
{
FFetchUserDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &UReceiveMyUserDataOperation::HandleReceive);
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &UReceiveMyUserDataOperation::HandleError);
FClientAPI::FetchUserData(ServerUrl, AuthToken, CompleteDelegate, ErrorDelegate);
}
void UReceiveMyUserDataOperation::HandleReceive(const FSpeckleUser& Object)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Log, TEXT("%s to %s Succeeded"), *StaticClass()->GetName(), *ServerUrl);
FEditorScriptExecutionGuard ScriptGuard;
OnReceiveSuccessfully.Broadcast(Object, "");
SetReadyToDestroy();
}
void UReceiveMyUserDataOperation::HandleError(const FString& Message)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Warning, TEXT("%s failed - %s"), *StaticClass()->GetName(), *Message);
FEditorScriptExecutionGuard ScriptGuard;
const FSpeckleUser BlankUser;
OnError.Broadcast(BlankUser, Message);
SetReadyToDestroy();
}
@@ -1,5 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "API/Operations/ReceiveOperation.h"
@@ -10,7 +9,6 @@
#include "Mixpanel.h"
// ReceiveOperation
UReceiveOperation* UReceiveOperation::ReceiveOperation(UObject* WorldContextObject,
const FString& ObjectId,
TScriptInterface<ITransport> RemoteTransport,
@@ -25,13 +23,10 @@ UReceiveOperation* UReceiveOperation::ReceiveOperation(UObject* WorldContextObje
return Node;
}
// Activate
void UReceiveOperation::Activate()
{
FAnalytics::TrackEvent("unknown",
"unknown", "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
FAnalytics::TrackEvent("unknown", "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName()} });
//Async(EAsyncExecution::Thread, [this]{Receive();});
Receive();
}
@@ -1,69 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/Operations/ReceiveStreamsOperation.h"
#include "Mixpanel.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
UReceiveStreamsOperation* UReceiveStreamsOperation::ReceiveStreamsOperation(UObject* WorldContextObject,
const FString& ServerUrl,
const FString& AuthToken,
const int32 Limit)
{
FString ObjectId = "Streams";
UReceiveStreamsOperation* Node = NewObject<UReceiveStreamsOperation>();
Node->ServerUrl = ServerUrl.TrimEnd();;
Node->AuthToken = AuthToken.TrimEnd();;
Node->Limit = Limit;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
void UReceiveStreamsOperation::Activate()
{
FAnalytics::TrackEvent("unknown",
ServerUrl, "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
Request();
}
void UReceiveStreamsOperation::Request()
{
FFetchStreamDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &UReceiveStreamsOperation::HandleReceive);
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &UReceiveStreamsOperation::HandleError);
FClientAPI::StreamsGet(ServerUrl, AuthToken, Limit, CompleteDelegate, ErrorDelegate);
}
void UReceiveStreamsOperation::HandleReceive(const TArray<FSpeckleStream>& Streams)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Log, TEXT("%s to %s Succeeded"), *StaticClass()->GetName(), *ServerUrl);
FEditorScriptExecutionGuard ScriptGuard;
OnReceiveSuccessfully.Broadcast(Streams, "");
SetReadyToDestroy();
}
void UReceiveStreamsOperation::HandleError(const FString& Message)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Warning, TEXT("%s failed - %s"), *StaticClass()->GetName(), *Message);
FEditorScriptExecutionGuard ScriptGuard;
const TArray<FSpeckleStream> EmptyList;
OnError.Broadcast(EmptyList, Message);
SetReadyToDestroy();
}
@@ -1,22 +0,0 @@
#include "API/Operations/SendOperation.h"
// USendOperation* USendOperation::SendOperation(UObject* WorldContextObject, UBase* Base, TScriptArray<TScriptInterface<ITransport>> Transports)
// {
// USendOperation* Node = NewObject<USendOperation>();
// Node->Base = Base;
// Node->Transports = Transports;
//
// Node->RegisterWithGameInstance(WorldContextObject);
// return Node;
// }
//
// void USendOperation::Activate()
// {
// check(Transports.Num() > 0);
//
// //TODO implement
// unimplemented();
//
// }
@@ -0,0 +1,69 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "API/Operations/SpeckleStreamAPIOperation.h"
#include "JsonObjectConverter.h"
#include "Mixpanel.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
USpeckleStreamAPIOperation* USpeckleStreamAPIOperation::SpeckleStreamAPIOperation(
const FString& ServerUrl,
const FString& AuthToken,
const FString& GraphQlQuery,
const FString& ResponsePropertyName,
const FString& RequestLogName)
{
USpeckleStreamAPIOperation* Node = NewObject<USpeckleStreamAPIOperation>();
Node->ServerUrl = ServerUrl.TrimEnd();
Node->AuthToken = AuthToken.TrimEnd();
Node->Query = GraphQlQuery;
Node->ResponsePropertyName = ResponsePropertyName;
Node->RequestLogName = RequestLogName;
return Node;
}
void USpeckleStreamAPIOperation::Activate()
{
FAnalytics::TrackEvent(ServerUrl, "NodeRun", TMap<FString, FString> { {"name", RequestLogName} });
Request();
}
void USpeckleStreamAPIOperation::Request()
{
FString Payload = FString::Printf(TEXT("{\"query\": \"%s\"}"), *Query.ReplaceCharWithEscapedChar());
FAPIResponceDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &USpeckleStreamAPIOperation::HandleReceive);
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &USpeckleStreamAPIOperation::HandleError);
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, ResponsePropertyName, Payload,RequestLogName , CompleteDelegate, ErrorDelegate);
}
void USpeckleStreamAPIOperation::HandleReceive(const FString& ResponseJson)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Log, TEXT("%s to %s Succeeded"), *StaticClass()->GetName(), *ServerUrl);
FEditorScriptExecutionGuard ScriptGuard;
OnReceiveSuccessfully.Broadcast(ResponseJson, "");
SetReadyToDestroy();
}
void USpeckleStreamAPIOperation::HandleError(const FString& Message)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Warning, TEXT("%s failed - %s"), *StaticClass()->GetName(), *Message);
FEditorScriptExecutionGuard ScriptGuard;
OnError.Broadcast("", Message);
SetReadyToDestroy();
}
@@ -0,0 +1,60 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "API/SpeckleAPIFunctions.h"
#include "JsonObjectConverter.h"
bool USpeckleAPIFunctions::DeserializeResponse(const FString& JsonString, int32& OutStruct)
{
// We should never hit this! stubs to avoid NoExport on the class.
check(0);
return false;
}
bool USpeckleAPIFunctions::GenericDeserializeResponse(const FString& JsonString, const UScriptStruct* StructType,
void* OutStruct)
{
//see FJsonObjectConverter::JsonObjectStringToUStruct
TSharedPtr<FJsonObject> JsonObject;
TSharedRef<TJsonReader<> > JsonReader = TJsonReaderFactory<>::Create(JsonString);
if (!FJsonSerializer::Deserialize(JsonReader, JsonObject) || !JsonObject.IsValid())
{
UE_LOG(LogJson, Warning, TEXT("JsonObjectStringToUStruct - Unable to parse json=[%s]"), *JsonString);
return false;
}
if (!FJsonObjectConverter::JsonObjectToUStruct(JsonObject.ToSharedRef(), StructType, OutStruct, 0, 0))
{
UE_LOG(LogJson, Warning, TEXT("JsonObjectStringToUStruct - Unable to deserialize. json=[%s]"), *JsonString);
return false;
}
return true;
}
void USpeckleAPIFunctions::CommitReceived(FSpeckleCommit& Commit)
{
//TODO send read read receipt
//FString Query = FString::Printf(TEXT("mutation{ commitReceive(input:%s) }"), );
}
DEFINE_FUNCTION(USpeckleAPIFunctions::execDeserializeResponse)
{
// Get JsonString
P_GET_PROPERTY(FStrProperty, JsonString);
// Get OutStruct
Stack.MostRecentPropertyAddress = nullptr;
Stack.StepCompiledIn<FStructProperty>(nullptr);
void* OutBlueprintDataPtr = Stack.MostRecentPropertyAddress;
FStructProperty* StructProp = CastField<FStructProperty>(Stack.MostRecentProperty);
UScriptStruct* StructType = StructProp->Struct;
P_FINISH;
P_NATIVE_BEGIN;
*static_cast<bool*>(RESULT_PARAM) = GenericDeserializeResponse(JsonString, StructType, OutBlueprintDataPtr);
P_NATIVE_END;
}
@@ -1,4 +1,6 @@
#include "API/SpeckleSerializer.h"
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "API/SpeckleSerializer.h"
#include "Objects/Base.h"
#include "LogSpeckle.h"
@@ -9,7 +11,6 @@
#include "UObject/Package.h"
// Create the Deserialization Base
UBase* USpeckleSerializer::DeserializeBase(const TSharedPtr<FJsonObject> Obj,
const TScriptInterface<ITransport> ReadTransport)
{
+15 -3
View File
@@ -1,4 +1,6 @@
#include "Mixpanel.h"
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Mixpanel.h"
#include "Containers/UnrealString.h"
#include "HttpModule.h"
@@ -15,17 +17,27 @@ const FString FAnalytics::MixpanelToken = TEXT("acd87c5a50b56df91a795e999812a3a4
const FString FAnalytics::MixpanelServer = TEXT("https://analytics.speckle.systems");
const FString FAnalytics::VersionedApplicationName = FString::Printf(TEXT("Unreal Engine %d.%d"), ENGINE_MAJOR_VERSION, ENGINE_MINOR_VERSION);
void FAnalytics::TrackEvent(const FString& Email, const FString& Server, const FString& EventName)
void FAnalytics::TrackEvent(const FString& Server, const FString& EventName)
{
#if !SUPPRESS_SPECKLE_ANALYTICS
const TMap<FString, FString> CustomProperties;
TrackEvent( Server, EventName, CustomProperties);
#endif
}
void FAnalytics::TrackEvent(const FString& Server, const FString& EventName, const TMap<FString, FString>& CustomProperties)
{
#if !SUPPRESS_SPECKLE_ANALYTICS
//Since we don't have access to users email address, we will hash the system user name instead (better than not tracking users at all)
const FString Email = FString(FGenericPlatformProcess::ComputerName()) + FString(FGenericPlatformProcess::UserName());
TrackEvent(Email, Server, EventName, CustomProperties);
#endif
}
void FAnalytics::TrackEvent(const FString& Email, const FString& Server, const FString& EventName, const TMap<FString, FString>& CustomProperties)
{
#if !SUPPRESS_SPECKLE_ANALYTICS
FString HashedEmail = "@" + Hash(Email); //prepending an @ so we distinguish logged and non-logged users
FString HashedServer = Hash(Server);
@@ -1,4 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Conversion/Converters/AggregateConverter.h"
@@ -1,4 +1,6 @@
#include "Conversion/Converters/BlockConverter.h"
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Conversion/Converters/BlockConverter.h"
#include "Objects/Other/BlockInstance.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
@@ -1,5 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Conversion/Converters/MaterialConverter.h"
@@ -1,5 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Conversion/Converters/PointCloudConverter.h"
@@ -1,4 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Conversion/Converters/ProceduralMeshConverter.h"
@@ -10,7 +10,6 @@
#include "Objects/Other/RenderMaterial.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
// Setup some basics
UProceduralMeshConverter::UProceduralMeshConverter()
{
SpeckleTypes.Add(UMesh::StaticClass());
@@ -20,7 +19,6 @@ UProceduralMeshConverter::UProceduralMeshConverter()
ActorMobility = EComponentMobility::Static;
}
// Blueprint for converting data to 3D model
UObject* UProceduralMeshConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World,
TScriptInterface<ISpeckleConverter>& AvailableConverters )
{
@@ -1,4 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Conversion/Converters/StaticMeshConverter.h"
@@ -262,6 +262,13 @@ UStaticMesh* UStaticMeshConverter::MeshesToNativeMesh(UObject* Outer, const UBas
for(int j = 0; j < n; j ++)
{
int32 VertIndex = SpeckleMesh->Faces[i + 1 + j];
if(VertIndex < 0 || VertIndex >= Vertices.Num())
{
UE_LOG(LogSpeckle, Warning, TEXT("Invalid Polygon while creating mesh %s - index %d was outside the bounds of the vertex array, face is ignored"), *SpeckleMesh->Id, VertIndex);
continue;
}
FVertexID Vert = Vertices[VertIndex];
bool AlreadyInSet;
Verts.Add(Vert, &AlreadyInSet);
@@ -392,7 +399,8 @@ UBase* UStaticMeshConverter::MeshToSpeckle(const UStaticMeshComponent* Object)
void UStaticMeshConverter::FinishConversion_Implementation()
{
if(StaticMeshesToBuild.Num() <= 0) return;
FScopeLock Lock(&Lock_StaticMeshesToBuild);
#if WITH_EDITOR
@@ -1,5 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Conversion/SpeckleConverterComponent.h"
@@ -11,13 +10,10 @@
#include "Conversion/Converters/StaticMeshConverter.h"
#include "Conversion/Converters/MaterialConverter.h"
#include "Misc/ScopedSlowTask.h"
#include "Transports/Transport.h"
#include "UObject/ConstructorHelpers.h"
#include "LogSpeckle.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
// Sets default values for this component's properties
USpeckleConverterComponent::USpeckleConverterComponent()
{
//TODO consider using an object library for default converters
@@ -60,21 +56,6 @@ AActor* USpeckleConverterComponent::RecursivelyConvertToNative(AActor* AOwner, c
return RootActor;
}
// We should convert JSON to Speckle Object Streams
TArray<FSpeckleStream> USpeckleConverterComponent::ConvertStreamsToNative(AActor* AOwner, const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport, bool DisplayProgressBar, TArray<AActor*>& OutActors)
{
return ArrayOfStreams;
}
AActor* USpeckleConverterComponent::RecursivelyConvertToNative_Internal(AActor* AOwner, const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport,
FSlowTask* Task,
@@ -106,7 +87,7 @@ AActor* USpeckleConverterComponent::RecursivelyConvertToNative_Internal(AActor*
{
if(Task->ShouldCancel()) break;
ConvertChild(Kvp.Value, AOwner, LocalTransport, Task, OutActors);
ConvertChild(Kvp.Value, NextOwner, LocalTransport, Task, OutActors);
}
return AOwner;
}
@@ -128,7 +109,7 @@ void USpeckleConverterComponent::ConvertChild(const TSharedPtr<FJsonValue> Objec
const TArray<TSharedPtr<FJsonValue>>* ChildArr;
if (Object->TryGetArray(ChildArr))
{
for (const auto v : *ChildArr)
for (const auto& v : *ChildArr)
{
ConvertChild(v, AOwner, LocalTransport, Task, OutActors);
}
+3 -1
View File
@@ -1,4 +1,6 @@
#include "LogSpeckle.h"
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "LogSpeckle.h"
#include "Logging/LogMacros.h"
DEFINE_LOG_CATEGORY(LogSpeckle);
@@ -1,5 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Objects/DisplayValueElement.h"
@@ -1,5 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Objects/Geometry/Mesh.h"
@@ -47,7 +46,7 @@ bool UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITra
{
const TArray<TSharedPtr<FJsonValue>> FaceVertices = USpeckleObjectUtils::CombineChunks(Obj->GetArrayField("faces"), ReadTransport);
Faces.Reserve(FaceVertices.Num());
for(const auto VertIndex : FaceVertices)
for(const auto& VertIndex : FaceVertices)
{
Faces.Add(VertIndex->AsNumber());
}
@@ -106,11 +105,7 @@ bool UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITra
}
/**
* If not already so, this method will align vertices
* such that a vertex and its corresponding texture coordinates have the same index.
* See "https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/Geometry/Mesh.cs"
*/
void UMesh::AlignVerticesWithTexCoordsByIndex()
{
if(TextureCoordinates.Num() == 0) return;
@@ -1,5 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Objects/Geometry/PointCloud.h"
@@ -1,4 +1,6 @@
#include "Objects/ObjectModelRegistry.h"
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Objects/ObjectModelRegistry.h"
#include "Objects/Base.h"
#include "Templates/SubclassOf.h"
@@ -1,5 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Objects/Other/BlockInstance.h"
#include "LogSpeckle.h"
@@ -37,7 +36,7 @@ bool UBlockInstance::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInte
return false;
}
for(const auto Geo : Geometries)
for(const auto& Geo : Geometries)
{
const TSharedPtr<FJsonObject> MeshReference = Geo->AsObject();
const FString ChildId = MeshReference->GetStringField("referencedId");
@@ -1,5 +1,4 @@
// Copyright AEC Systems Ltd
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Objects/Other/View3D.h"
@@ -1,5 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Objects/Utils/SpeckleObjectUtils.h"
@@ -158,7 +157,16 @@ bool USpeckleObjectUtils::ParseSpeckleObject(const TSharedPtr<FJsonObject> Objec
}
AActor* USpeckleObjectUtils::SpawnActorInWorld(const TSubclassOf<AActor> Class, UWorld* World, const FTransform& Transform)
AActor* USpeckleObjectUtils::SpawnActorInWorld(const UObject* WorldContextObject, const TSubclassOf<AActor> Class, UPARAM(ref) const FTransform& Transform)
{
return World->SpawnActor(Class, &Transform, FActorSpawnParameters());
return WorldContextObject->GetWorld()->SpawnActor(Class, &Transform, FActorSpawnParameters());
}
FString USpeckleObjectUtils::DisplayAsString(const FString& msg, const TSharedPtr<FJsonObject> Obj)
{
FString OutputString;
TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&OutputString);
FJsonSerializer::Serialize(Obj.ToSharedRef(), Writer);
UE_LOG(LogSpeckle, Display, TEXT("resulting jsonString from %s -> %s"), *msg, *OutputString);
return OutputString;
}
@@ -0,0 +1,428 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "ReceiveSelectionComponent.h"
#include "JsonObjectConverter.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
#include "API/Models/SpeckleUser.h"
#if WITH_EDITOR
void UReceiveSelectionComponent::PostEditChangeProperty(FPropertyChangedEvent& e)
{
Super::PostEditChangeProperty(e);
const FName PropertyName = (e.Property != nullptr) ? e.Property->GetFName() : NAME_None;
PropertyChangeHandler(PropertyName);
}
#endif
void UReceiveSelectionComponent::PropertyChangeHandler(const FName& PropertyName)
{
if(bManualMode) return;
if (PropertyName == GET_MEMBER_NAME_CHECKED(UReceiveSelectionComponent, bManualMode))
{
Refresh();
}
else if (PropertyName == GET_MEMBER_NAME_CHECKED(UReceiveSelectionComponent, AuthToken)
|| PropertyName == GET_MEMBER_NAME_CHECKED(UReceiveSelectionComponent, ServerUrl))
{
IsAccountValid = !AuthToken.IsEmpty() && !ServerUrl.IsEmpty();
if(IsAccountValid)
{
//TODO maybe we should check URL is a valid URL?
ServerUrl.TrimEndInline();
while(ServerUrl.RemoveFromEnd("/")) { }
AuthToken.TrimEndInline();
}
UpdateStreams();
}
else if (PropertyName == GET_MEMBER_NAME_CHECKED(UReceiveSelectionComponent, SelectedStreamText)
&& !SelectedStreamText.IsEmpty())
{
IsStreamValid = Streams.Contains(SelectedStreamText);
if(IsStreamValid)
{
SelectStream(SelectedStreamText);
}
else UpdateStreams();
}
else if (PropertyName == GET_MEMBER_NAME_CHECKED(UReceiveSelectionComponent, SelectedBranchText)
&& !SelectedBranchText.IsEmpty())
{
IsBranchValid = Branches.Contains(SelectedBranchText);
if(IsBranchValid)
{
SelectBranch(SelectedBranchText);
}
else UpdateBranches();
}
else if (PropertyName == GET_MEMBER_NAME_CHECKED(UReceiveSelectionComponent, SelectedCommitText)
&& !SelectedCommitText.IsEmpty())
{
IsCommitValid = Commits.Contains(SelectedCommitText);
if(IsCommitValid)
{
SelectCommit(SelectedCommitText);
}
else UpdateCommits();
}
}
void UReceiveSelectionComponent::Refresh()
{
IsAccountValid = !AuthToken.IsEmpty() && !ServerUrl.IsEmpty();
UpdateStreams();
}
bool UReceiveSelectionComponent::TryGetSelectedCommit(FSpeckleCommit& OutCommit) const
{
if(!bManualMode && IsCommitValid)
{
OutCommit = Commits.FindRef(SelectedCommitText);
return true;
}
return false;
}
bool UReceiveSelectionComponent::TryGetSelectedBranch(FSpeckleBranch& OutBranch) const
{
if(!bManualMode && IsBranchValid)
{
OutBranch = Branches.FindRef(SelectedBranchText);
return true;
}
return false;
}
bool UReceiveSelectionComponent::TryGetSelectedStream(FSpeckleStream& OutStream) const
{
if(!bManualMode && IsStreamValid)
{
OutStream = Streams.FindRef(SelectedStreamText);
return true;
}
return false;
}
void UReceiveSelectionComponent::OpenURLInBrowser() const
{
const FString URL = GetUrl();
if(!ensure(FPlatformProcess::CanLaunchURL(*URL))) return;
FString LaunchErrors;
FPlatformProcess::LaunchURL(*URL, nullptr, &LaunchErrors);
if(LaunchErrors.IsEmpty())
{
UE_LOG(LogSpeckle, Log, TEXT("Launched URL \"%s\" in browser"), *URL);
}
else
{
UE_LOG(LogSpeckle, Warning, TEXT("Failed to launched URL \"%s\" in browser - %s"), *URL, *LaunchErrors);
}
}
bool UReceiveSelectionComponent::IsSelectionComplete(FString& OutStatusMessage) const
{
if(bManualMode)
{
if(ServerUrl.IsEmpty()) OutStatusMessage = TEXT("Server Url is invalid, must specify a valid url");
else if(StreamId.IsEmpty()) OutStatusMessage = TEXT("Stream id is invalid, must specify a streamId");
else if(ObjectId.IsEmpty()) OutStatusMessage = TEXT("Object id is invalid, must specify a objectId");
else
{
OutStatusMessage = TEXT("Ready to recieve object");
return true;
}
}
else
{
if(!IsAccountValid) OutStatusMessage = TEXT("Account is invalid, please specify a valid server URL and token. (tokens can be created from your Speckle profiles page)");
else if(!IsStreamValid) OutStatusMessage = TEXT("Selected stream is invalid");
else if(!IsBranchValid) OutStatusMessage = TEXT("Selected branch is invalid");
else if(!IsCommitValid) OutStatusMessage = TEXT("Selected commit is invalid");
else
{
ensure(!ServerUrl.IsEmpty());
ensure(!StreamId.IsEmpty());
ensure(!ObjectId.IsEmpty());
OutStatusMessage = TEXT("Ready to recieve commit");
return true;
}
}
return false;
}
FString UReceiveSelectionComponent::GetUrl() const
{
if(bManualMode)
{
return FString::Printf(TEXT("%s/streams/%s/objects/%s"),
*ServerUrl, *StreamId, *ObjectId);
}
if(!IsStreamValid) return ServerUrl;
if(!IsBranchValid)
return FString::Printf(TEXT("%s/streams/%s/"),
*ServerUrl, *GetSelectedStream().ID);
if(!IsCommitValid)
return FString::Printf(TEXT("%s/streams/%s/branches/%s"),
*ServerUrl, *GetSelectedStream().ID, *GetSelectedBranch().Name);
return FString::Printf(TEXT("%s/streams/%s/commits/%s"),
*ServerUrl, *GetSelectedStream().ID, *GetSelectedCommit().ID);
}
TArray<FString> UReceiveSelectionComponent::GetStreamsOptions() const
{
TArray<FString> Options;
Streams.GetKeys(Options);
return Options;
}
bool UReceiveSelectionComponent::SelectStream(const FString& DisplayId)
{
const bool IsValid = !DisplayId.IsEmpty() && Streams.Contains(DisplayId);
if(IsValid && !bManualMode)
{
SelectedStreamText = DisplayId;
IsStreamValid = true;
StreamId = GetSelectedStream().ID;
}
else
{
SelectedStreamText = "";
IsStreamValid = false;
}
UpdateBranches();
return IsStreamValid;
}
void UReceiveSelectionComponent::UpdateStreams()
{
Streams.Reset();
SelectStream("");
if(!IsAccountValid || bManualMode) return;
const FString LogName(__FUNCTION__);
const FString Payload = FString::Printf(TEXT("{\"query\": \"query{user{id streams(limit: %d){items{id name}}}}\"}"), Limit);
//Response Handling
auto OnComplete = [&](const FString& ResponseJson)
{
if(bManualMode) return;
FSpeckleUser Response;
if(!ensure(FJsonObjectConverter::JsonObjectStringToUStruct(*ResponseJson, &Response, 0, 0))) return;
const TArray<FSpeckleStream>& AvailableStreams = Response.Streams.Items;
//Assemble stream map
Streams.Reserve(AvailableStreams.Num());
for(const auto& s : Response.Streams.Items)
{
FString DisplayId = FString::Printf(TEXT("%s - %s"), *s.Name, *s.ID);
Streams.Add(DisplayId, s);
}
//Set default selection
if(AvailableStreams.Num() > 0)
{
const FSpeckleStream& s = AvailableStreams[0];
FString DisplayId = FString::Printf(TEXT("%s - %s"), *s.Name, *s.ID);
SelectStream(DisplayId);
}
UE_LOG(LogSpeckle, Verbose, TEXT("%s was successful"), *LogName);
};
FAPIResponceDelegate CompleteDelegate;
CompleteDelegate.BindLambda(OnComplete);
//On error
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindStatic(LogError, LogName);
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, "user", Payload, LogName, CompleteDelegate, ErrorDelegate);
}
FSpeckleStream UReceiveSelectionComponent::GetSelectedStream() const
{
return Streams[SelectedStreamText];
}
TArray<FString> UReceiveSelectionComponent::GetBranchOptions()
{
TArray<FString> Options;
Branches.GetKeys(Options);
return Options;
}
bool UReceiveSelectionComponent::SelectBranch(const FString& DisplayId)
{
const bool IsValid = !DisplayId.IsEmpty() && Branches.Contains(DisplayId);
if(IsValid && !bManualMode)
{
SelectedBranchText = DisplayId;
IsBranchValid = true;
}
else
{
SelectedBranchText = "";
IsBranchValid=false;
}
UpdateCommits();
return IsBranchValid;
}
void UReceiveSelectionComponent::UpdateBranches()
{
Branches.Reset();
SelectBranch("");
if(!IsStreamValid || bManualMode) return;
const FString LogName(__FUNCTION__);
const FString Payload = FString::Printf(TEXT("{\"query\": \"query{stream(id: \\\"%s\\\"){branches(limit: %d){items{id name}}}}\"}"), *GetSelectedStream().ID, Limit);
//Response Handling
auto OnComplete = [&](const FString& ResponseJson)
{
if(bManualMode) return;
FSpeckleStream Response;
if(!ensure(FJsonObjectConverter::JsonObjectStringToUStruct(*ResponseJson, &Response, 0, 0))) return;
const TArray<FSpeckleBranch>& AvailableBranches = Response.Branches.Items;
//Assemble stream map
Branches.Reserve(AvailableBranches.Num());
for(const auto& b : AvailableBranches)
{
FString DisplayId = FString::Printf(TEXT("%s"), *b.Name);
Branches.Add(DisplayId, b);
}
UE_LOG(LogSpeckle, Verbose, TEXT("%s was successful"), *LogName);
//Set default selection
if(AvailableBranches.Num() > 0)
{
const FSpeckleBranch& b = AvailableBranches[0];
FString DisplayId = FString::Printf(TEXT("%s"), *b.Name);
SelectBranch(DisplayId);
}
};
FAPIResponceDelegate CompleteDelegate;
CompleteDelegate.BindLambda(OnComplete);
//On error
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindStatic(LogError, LogName);
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, "stream", Payload,LogName, CompleteDelegate, ErrorDelegate);
}
FSpeckleBranch UReceiveSelectionComponent::GetSelectedBranch() const
{
return Branches[SelectedBranchText];
}
TArray<FString> UReceiveSelectionComponent::GetCommitOptions()
{
TArray<FString> Options;
Commits.GetKeys(Options);
return Options;
}
bool UReceiveSelectionComponent::SelectCommit(const FString& DisplayId)
{
const bool IsValid = !DisplayId.IsEmpty() && Commits.Contains(DisplayId);
if(IsValid && !bManualMode)
{
SelectedCommitText = DisplayId;
IsCommitValid = true;
ObjectId = GetSelectedCommit().ReferencedObject;
}
else
{
SelectedCommitText = "";
IsCommitValid=false;
ObjectId = "";
}
return IsCommitValid;
}
void UReceiveSelectionComponent::UpdateCommits()
{
Commits.Reset();
SelectCommit("");
if(!IsBranchValid || bManualMode) return;
const FString LogName(__FUNCTION__);
const FString Payload = FString::Printf(TEXT("{\"query\": \"query{stream(id: \\\"%s\\\"){branch(name: \\\"%s\\\"){commits(limit: %d){items{id message referencedObject}}}}}\"}"), *GetSelectedStream().ID, *GetSelectedBranch().Name, Limit);
//Response Handling
auto OnComplete = [&](const FString& ResponseJson)
{
if(bManualMode) return;
FSpeckleStream Response;
if(!ensure(FJsonObjectConverter::JsonObjectStringToUStruct(*ResponseJson, &Response, 0, 0))) return;
const TArray<FSpeckleCommit>& AvailableCommits = Response.Branch.Commits.Items;
//Assemble stream map
for(const auto& c :AvailableCommits)
{
FString DisplayId = FString::Printf(TEXT("%s - %s"), *c.Message, *c.ID);
Commits.Add(DisplayId, c);
}
UE_LOG(LogSpeckle, Verbose, TEXT("%s was successful"), *LogName);
//Set default selection
if(AvailableCommits.Num() > 0)
{
const FSpeckleCommit& c = AvailableCommits[0];
FString DisplayId = FString::Printf(TEXT("%s - %s"), *c.Message, *c.ID);
SelectCommit(DisplayId);
}
};
FAPIResponceDelegate CompleteDelegate;
CompleteDelegate.BindLambda(OnComplete);
//On error
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindStatic(LogError, LogName);
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, "stream", Payload,LogName, CompleteDelegate, ErrorDelegate);
}
FSpeckleCommit UReceiveSelectionComponent::GetSelectedCommit() const
{
return Commits[SelectedCommitText];
}
void UReceiveSelectionComponent::LogError(const FString& Message, const FString LogName)
{
UE_LOG(LogSpeckle, Warning, TEXT("%s: %s"), *LogName, *Message)
}
@@ -1,4 +1,4 @@
// Copyright Epic Games, Inc. All Rights Reserved.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "SpeckleUnreal.h"
@@ -1,7 +1,9 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "SpeckleUnrealManager.h"
#include "ReceiveSelectionComponent.h"
#include "API/Operations/ReceiveOperation.h"
#include "Transports/MemoryTransport.h"
#include "Transports/ServerTransport.h"
#include "LogSpeckle.h"
@@ -10,8 +12,8 @@
#include "Misc/ScopedSlowTask.h"
#include "Objects/Base.h"
#include "Mixpanel.h"
#include "API/SpeckleAPIFunctions.h"
#include "Engine/Engine.h"
#include "Interfaces/IHttpRequest.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
@@ -23,15 +25,12 @@ ASpeckleUnrealManager::ASpeckleUnrealManager()
RootComponent->SetRelativeScale3D(FVector(1,1,1));
RootComponent->SetMobility(EComponentMobility::Static);
// Convert JSON to object models
Converter = CreateDefaultSubobject<USpeckleConverterComponent>(FName("Converter"));
ReceiveSelection = CreateDefaultSubobject<UReceiveSelectionComponent>(FName("ReceiveSelection"));
KeepCache = true;
DisplayProgressBar = true;
ServerUrl = "https://speckle.xyz";
}
// Begin Play function (Receive)
void ASpeckleUnrealManager::BeginPlay()
{
Super::BeginPlay();
@@ -39,104 +38,86 @@ void ASpeckleUnrealManager::BeginPlay()
if(ImportAtRuntime) Receive();
}
// Start the Receive process
void ASpeckleUnrealManager::Receive()
{
// Check object to receive has been specified properly
FString StatusMessage;
if(!ReceiveSelection->IsSelectionComplete(StatusMessage))
{
HandleError(StatusMessage);
return;
}
// Delete all actors from previous receive operations
DeleteObjects();
const FString ServerUrl = ReceiveSelection->ServerUrl;
const FString AuthToken = ReceiveSelection->AuthToken;
const FString StreamId = ReceiveSelection->StreamId;
const FString ObjectId = ReceiveSelection->ObjectId;
FAnalytics::TrackEvent( ServerUrl, "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }, {"worldType", FString::FromInt(GetWorld()->WorldType)}});
FString Message = FString::Printf(TEXT("Fetching Objects from Speckle Server: %s"), *ServerUrl);
PrintMessage(Message);
// Trim parameters
ServerUrl.TrimEndInline();
while(ServerUrl.RemoveFromEnd("/")) { }
StreamID.TrimEndInline();
ObjectID.TrimEndInline();
AuthToken.TrimEndInline();
// Analytics
FAnalytics::TrackEvent(
"unknown",
"unknown",
"NodeRun",
TMap<FString, FString> {
{"name", StaticClass()->GetName() },
{"worldType", FString::FromInt(GetWorld()->WorldType)}}
);
// Clear cache
if(!KeepCache && LocalObjectCache.GetObjectRef() != nullptr)
// Setup network transports
UServerTransport* ServerTransport = UServerTransport::CreateServerTransport(ServerUrl,StreamId,AuthToken);
if(!KeepCache && LocalObjectCache)
{
LocalObjectCache.GetObjectRef()->ConditionalBeginDestroy();
LocalObjectCache = UMemoryTransport::CreateEmptyMemoryTransport();
}
if(!LocalObjectCache) LocalObjectCache = UMemoryTransport::CreateEmptyMemoryTransport();
// Probably a duplication
if(LocalObjectCache.GetObjectRef() == nullptr)
{
LocalObjectCache = UMemoryTransport::CreateEmptyMemoryTransport();
}
// Debug message
FString Message = FString::Printf(TEXT("Fetching Objects from Speckle Server: %s"), *ServerUrl);
PrintMessage(Message);
// Error delegate
// Setup delegate callbacks
FTransportErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &ASpeckleUnrealManager::HandleError);
// Complete delegate
FTransportCopyObjectCompleteDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &ASpeckleUnrealManager::HandleReceive, DisplayProgressBar);
// Create a server transport
UServerTransport* ServerTransport = UServerTransport::CreateServerTransport(ServerUrl,StreamID,AuthToken);
// Receive
ServerTransport->CopyObjectAndChildren(ObjectID, LocalObjectCache, CompleteDelegate, ErrorDelegate);
// Send request for objects
ServerTransport->CopyObjectAndChildren(ObjectId, LocalObjectCache, CompleteDelegate, ErrorDelegate);
// Read receipt (if receiving a commit object)
FSpeckleCommit Commit;
if(ReceiveSelection->TryGetSelectedCommit(Commit))
{
//TODO read receipt
USpeckleAPIFunctions::CommitReceived(Commit);
}
}
// Handle Received JSON
void ASpeckleUnrealManager::HandleReceive(TSharedPtr<FJsonObject> RootObject, bool DisplayProgress)
{
if(RootObject == nullptr) return;
// Create a Base Deserialization Object Model
const UBase* Res = USpeckleSerializer::DeserializeBase(RootObject, LocalObjectCache);
if(IsValid(Res))
{
// Start conversion
Converter->RecursivelyConvertToNative(this, Res, LocalObjectCache, DisplayProgress, Actors);
// Finished Conversion - show debug message
FString Message = FString::Printf(TEXT("Converted %d Actors"), Actors.Num());
PrintMessage(Message);
}
else
{
// Object id from Json
FString Id;
// Try to get JSON id field
RootObject->TryGetStringField("id", Id);
// Debug message for error wrt to id
FString Message = FString::Printf(TEXT("Failed to deserialise root object: %s"), *Id);
// Print Message
HandleError(Message);
}
}
// Error handler just prints a debug message
void ASpeckleUnrealManager::HandleError(FString& Message)
{
PrintMessage(Message, true);
}
// Print debug message
void ASpeckleUnrealManager::PrintMessage(FString& Message, bool IsError) const
{
// Show at Console log: "Error" or just "Log" message (Errors are shown in red in output console)
if(IsError)
{
UE_LOG(LogSpeckle, Error, TEXT("%s"), *Message);
@@ -145,19 +126,16 @@ void ASpeckleUnrealManager::PrintMessage(FString& Message, bool IsError) const
{
UE_LOG(LogSpeckle, Log, TEXT("%s"), *Message);
}
// Error as a debug message
FColor Color = IsError? FColor::Red : FColor::Green;
GEngine->AddOnScreenDebugMessage(0, 5.0f, Color, Message);
}
// Delete Actors containing all the 3D models
void ASpeckleUnrealManager::DeleteObjects()
{
// If still converting, terminate process
Converter->FinishConversion();
// Destroy actors
for (AActor* a : Actors)
{
if(IsValid(a)) a->Destroy();
@@ -166,7 +144,4 @@ void ASpeckleUnrealManager::DeleteObjects()
Actors.Empty();
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,79 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "LogSpeckle.h"
#include "Misc/AutomationTest.h"
#include "ReceiveSelectionComponent.h"
#include "Tests/AutomationCommon.h"
#if WITH_DEV_AUTOMATION_TESTS
class UMock : public UReceiveSelectionComponent
{
friend class FReceiveSelectionComponentTest;
friend class FCheckValidSelection;
friend class FCheckLimitMatch;
};
DEFINE_LATENT_AUTOMATION_COMMAND_TWO_PARAMETER(FCheckValidSelection, FAutomationTestBase*, Test, UMock*, SelectionComponent);
bool FCheckValidSelection::Update()
{
const UMock* s = SelectionComponent;
Test->TestTrue(TEXT("Account valid on set"), s->IsAccountValid);
Test->TestTrue(TEXT("Stream valid on set"), s->IsStreamValid);
Test->TestTrue(TEXT("Branch valid on set"), s->IsBranchValid);
Test->TestTrue(TEXT("Commit valid on set"), s->IsCommitValid);
return true;
}
DEFINE_LATENT_AUTOMATION_COMMAND_TWO_PARAMETER(FCheckLimitMatch, FAutomationTestBase*, Test, UMock*, SelectionComponent);
bool FCheckLimitMatch::Update()
{
const UMock* s = SelectionComponent;
Test->TestTrue(TEXT("Fetched streams is less than limit"), s->Streams.Num() <= s->Limit);
Test->TestTrue(TEXT("Fetched branches is less than limit"), s->Branches.Num() <= s->Limit);
Test->TestTrue(TEXT("Fetched commits is less than limit"), s->Commits.Num() <= s->Limit);
return true;
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FReceiveSelectionComponentTest, "SpeckleUnreal.ReceiveSelectionComponentTest", EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter)
bool FReceiveSelectionComponentTest::RunTest(const FString& Parameters)
{
#ifdef TEST_AUTH_TOKEN
UMock* s = NewObject<UMock>();
//Test initialisation
TestFalse(TEXT("Account valid on initialise"), s->IsAccountValid);
TestFalse(TEXT("Stream valid on initialise"), s->IsStreamValid);
TestFalse(TEXT("Branch valid on initialise"), s->IsBranchValid);
TestFalse(TEXT("Commit valid on initialise"), s->IsCommitValid);
s->AuthToken = TEST_AUTH_TOKEN;
s->ServerUrl = TEXT("https://latest.speckle.dev");
s->bManualMode = false;
s->Refresh();
//wait 5 seconds for HTTP requests to finish
ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(5.0f));
ADD_LATENT_AUTOMATION_COMMAND(FCheckValidSelection(this, s));
ADD_LATENT_AUTOMATION_COMMAND(FCheckLimitMatch(this, s));
#else
TestTrue(TEXT("TEST_AUTH_TOKEN definition exists"), false);
return false;
#endif
return true;
}
#endif
@@ -1,25 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Misc/AutomationTest.h"
#include "Objects/Base.h"
#include "Transports/ServerTransport.h"
#if WITH_DEV_AUTOMATION_TESTS
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FServerTransportTest, "SpeckleUnreal.Transports.ServerTransport", EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter)
bool FServerTransportTest::RunTest(const FString& Parameters)
{
FString ServerUrl = TEXT("https://example.com");
FString StreamId = TEXT("1234");
FString Token = TEXT("MyAuthToken");
auto Transport = UServerTransport::CreateServerTransport(ServerUrl, StreamId, Token);
return true;
}
#endif
@@ -1,7 +1,7 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Transports/MemoryTransport.h"
#include "LogSpeckle.h"
bool UMemoryTransport::HasObject(const FString& ObjectId) const
@@ -18,5 +18,5 @@ TSharedPtr<FJsonObject> UMemoryTransport::GetSpeckleObject(const FString& Object
void UMemoryTransport::SaveObject(const FString& ObjectId, const TSharedPtr<FJsonObject> SerializedObject)
{
SpeckleObjects.Add(ObjectId, SerializedObject);
UE_LOG(LogSpeckle, Log, TEXT("-----------> ADDED <-------------- %d"), SpeckleObjects.Num());
UE_LOG(LogSpeckle, Verbose, TEXT("Added %s to in memory transport, now %d objects total "), *ObjectId, SpeckleObjects.Num());
}
@@ -1,10 +1,9 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Transports/ServerTransport.h"
#include "LogSpeckle.h"
#include "Mixpanel.h"
#include "JsonObjectConverter.h"
#include "HttpModule.h"
#include "Interfaces/IHttpRequest.h"
@@ -29,7 +28,6 @@ bool UServerTransport::HasObject(const FString& ObjectId) const
return false;
}
// Parse Root JSON
void UServerTransport::HandleRootObjectResponse(const FString& RootObjSerialized,
TScriptInterface<ITransport> TargetTransport,
const FString& ObjectId) const
@@ -62,7 +60,6 @@ void UServerTransport::HandleRootObjectResponse(const FString& RootObjSerialized
}
// Create HTTP Request for Commit Root objects (only ids of children)
void UServerTransport::CopyObjectAndChildren(const FString& ObjectId,
TScriptInterface<ITransport> TargetTransport,
const FTransportCopyObjectCompleteDelegate& OnCompleteAction,
@@ -112,17 +109,16 @@ void UServerTransport::CopyObjectAndChildren(const FString& ObjectId,
return;
}
UE_LOG(LogSpeckle, Verbose, TEXT("GET Request sent for root object at %s, awaiting response"), *Endpoint );
FAnalytics::TrackEvent("unknown", ServerUrl, "Receive");
FAnalytics::TrackEvent(ServerUrl, "Receive");
}
// Fetch Children JSON and parse it
void UServerTransport::FetchChildren(TScriptInterface<ITransport> TargetTransport, const FString& ObjectId,
const TArray<FString>& ChildrenIds, int32 CStart) const
const TArray<FString>& ChildrenIds, int32 CStart) const
{
// Check if all children have been fetched
if(ChildrenIds.Num() <= CStart)
{
UE_LOG(LogSpeckle, Log, TEXT("----------->PJSON < CSTART <-----------"));
UE_LOG(LogSpeckle, Log, TEXT("Finished fetching child Speckle objects"));
ensureAlwaysMsgf(this->OnComplete.ExecuteIfBound(TargetTransport->GetSpeckleObject(ObjectId)),
TEXT("Complete handler was not bound properly"));
return;
@@ -138,8 +134,7 @@ void UServerTransport::FetchChildren(TScriptInterface<ITransport> TargetTranspor
for (int32 i = CStart; i < CEnd; i++)
{
Writer->WriteValue(ChildrenIds[i]);
}
Writer->WriteArrayEnd();
} Writer->WriteArrayEnd();
Writer->Close();
}
@@ -167,7 +162,7 @@ void UServerTransport::FetchChildren(TScriptInterface<ITransport> TargetTranspor
// Response Callback
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
// Any Fail
// Request Fail
if(!bWasSuccessful)
{
FString Message = FString::Printf(TEXT("Request for children of root object %s/%s failed: %s"),
@@ -193,7 +188,7 @@ void UServerTransport::FetchChildren(TScriptInterface<ITransport> TargetTranspor
UE_LOG(LogSpeckle, Verbose, TEXT("Parsing %d downloaded objects..."), LineCount)
// Warning: Less objects then expected
// Warning: Fewer/More objects then expected
if(LineCount != CEnd - CStart)
{
UE_LOG(LogSpeckle, Warning, TEXT("Requested %d objects, but received %d"), CEnd - CStart, LineCount);
+36 -64
View File
@@ -1,80 +1,52 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "Interfaces/IHttpRequest.h"
struct FSpeckleStream;
struct FSpeckleBranch;
struct FSpeckleCommit;
struct FSpeckleGlobals;
struct FSpeckleUser;
DECLARE_DELEGATE_OneParam(FErrorDelegate, const FString&);
DECLARE_DELEGATE_OneParam(FFetchStreamDelegate, const TArray<FSpeckleStream>&);
DECLARE_DELEGATE_OneParam(FFetchBranchDelegate, const TArray<FSpeckleBranch>&);
DECLARE_DELEGATE_OneParam(FFetchCommitDelegate, const TArray<FSpeckleCommit>&);
DECLARE_DELEGATE_OneParam(FFetchGlobalsDelegate, const FSpeckleGlobals&);
DECLARE_DELEGATE_OneParam(FFetchUserDelegate, const FSpeckleUser&);
DECLARE_DELEGATE_OneParam(FAPIResponceDelegate, const FString&);
/**
* C++ wrapper for GraphQL requests
* See Operations to use with blueprint
*/
class FClientAPI
{
/**
* C++ wrapper of Speckle's GraphQL API
* Encapsulates sending HTTP requests with GraphQL Queries for specific resources
*
* Used to send GraphQL requests for commits, branches, streams, user info, collaborators etc.
*
* See `API/Operations` for usage examples
*/
class FClientAPI
{
public:
static void StreamsGet( const FString& ServerUrl,
const FString& AuthToken,
const int32 Limit,
const FFetchStreamDelegate OnCompleteAction,
const FErrorDelegate OnErrorAction);
/**
* Creates and sends a graphql query to the specified url.
* Will check HTTP response for errors,
* and unpack the response "data" object.
* @param ServerUrl URL of the Speckle Server endpoint
* @param AuthToken
* @param ResponsePropertyName Property name of the requested object. This will be the first name in the query (e.g. "stream", "streams", "user", etc)
* @param PostPayload The POST payload containing the GraphQL request
* @param RequestLogName Friendly name for this request (for error handling and logging)
* @param OnCompleteAction Callback invoked on successful completion of the request, with the request object (as a JSON string)
* @param OnErrorAction Callback invoked on any fatal error with, the error message.
*/
static void MakeGraphQLRequest(const FString& ServerUrl, const FString& AuthToken, const FString& ResponsePropertyName,
const FString& PostPayload, const FString& RequestLogName,
const FAPIResponceDelegate OnCompleteAction, const FErrorDelegate OnErrorAction);
static void StreamGetBranches( const FString& ServerUrl,
const FString& AuthToken,
const FString& StreamId,
const int32 Limit,
const FFetchBranchDelegate OnCompleteAction,
const FErrorDelegate OnErrorAction);
static void StreamGetCommits( const FString& ServerUrl,
const FString& AuthToken,
const FString& StreamId,
const FString& BranchName,
const int32 Limit,
const FFetchCommitDelegate OnCompleteAction,
const FErrorDelegate OnErrorAction);
static void FetchGlobals( const FString& ServerUrl,
const FString& AuthToken,
const FString& StreamId,
const FString& ReferencedObjectId,
const FFetchGlobalsDelegate OnCompleteAction,
const FErrorDelegate OnErrorAction);
static void FetchUserData( const FString& ServerUrl,
const FString& AuthToken,
const FFetchUserDelegate OnCompleteAction,
const FErrorDelegate OnErrorAction);
//Utility functions
static FHttpRequestRef CreateGraphQLRequest(const FString& ServerUrl, FString AuthToken, const FString& PostPayload,
const FString& Encoding = TEXT("gzip"));
static bool SendGraphQLRequest(const FHttpRequestRef Request, const FString& RequestName, const TFunctionRef<void(const FString& Message)> OnErrorAction);
//protected:
/// Helper function for creating post requests with a GraphQL query
static FHttpRequestRef CreatePostRequest(const FString& ServerUrl, FString AuthToken, const FString& PostPayload,
const FString& Encoding = TEXT("gzip"));
static bool GetResponseAsJSON(const FHttpResponsePtr Response, const FString& RequestLogName, TSharedPtr<FJsonObject>& OutObject, const TFunctionRef<void(const FString& Message)> OnErrorAction);
static bool CheckForOperationErrors(const TSharedPtr<FJsonObject> GraphQLResponse, FString& OutErrorMessage);
static bool CheckForOperationErrors(const TSharedPtr<FJsonObject> GraphQLResponse, FString& OutErrorMessage);
static bool CheckRequestFailed(bool bWasSuccessful, FHttpResponsePtr Response, const FString& RequestName, const TFunctionRef<void(const FString& Message)> OnErrorAction);
};
@@ -0,0 +1,46 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "SpeckleCommit.h"
#include "SpeckleBranch.generated.h"
/*
* GraphQL model for Branch data
* Properties are only when they explicitly requested (through the GraphQL request)
* see https://github.com/specklesystems/speckle-sharp/blob/main/Core/Core/Api/GraphQL/Models.cs
*/
USTRUCT(BlueprintType)
struct FSpeckleBranch
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString ID;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Description;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FSpeckleCommits Commits;
};
USTRUCT(BlueprintType)
struct FSpeckleBranches
{
GENERATED_BODY();
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
int32 TotalCount;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Cursor;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
TArray<FSpeckleBranch> Items;
};
@@ -0,0 +1,30 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "SpeckleCollaborator.generated.h"
/*
* GraphQL model for Collaborator data
* Properties are only when they explicitly requested (through the GraphQL request)
* see https://github.com/specklesystems/speckle-sharp/blob/main/Core/Core/Api/GraphQL/Models.cs
*/
USTRUCT(BlueprintType)
struct FSpeckleCollaborator
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Id;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Role;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Avatar;
};
@@ -0,0 +1,66 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "SpeckleCommit.generated.h"
/*
* GraphQL model for Commit data
* Properties are only when they explicitly requested (through the GraphQL request)
* see https://github.com/specklesystems/speckle-sharp/blob/main/Core/Core/Api/GraphQL/Models.cs
*/
USTRUCT(BlueprintType)
struct FSpeckleCommit
{
GENERATED_BODY();
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString ID;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Message;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString BranchName;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString AuthorName;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString AuthorId;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString AuthorAvatar;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString CreatedAt;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString SourceApplication;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models", DisplayName="Referenced Object Id")
FString ReferencedObject;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString TotalChildrenCount;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
TArray<FString> Parents;
};
USTRUCT(BlueprintType)
struct FSpeckleCommits
{
GENERATED_BODY();
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
int32 TotalCount;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Cursor;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
TArray<FSpeckleCommit> Items;
};
@@ -0,0 +1,78 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "SpeckleBranch.h"
#include "SpeckleCollaborator.h"
#include "SpeckleStream.generated.h"
/*
* GraphQL model for Stream data
* Properties are only when they explicitly requested (through the GraphQL request)
* see https://github.com/specklesystems/speckle-sharp/blob/main/Core/Core/Api/GraphQL/Models.cs
*/
USTRUCT(BlueprintType)
struct FSpeckleStream
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models", DisplayName="Stream Id")
FString ID;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FString Description;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
bool IsPublic;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FString Role;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FString CreatedAt;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FString UpdatedAt;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FString FavoritedDate;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
TArray<FSpeckleCollaborator> Collaborators;
// Object properties are only set if explicitly requested by a custom GraphQL request
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FSpeckleBranches Branches;
// Object properties are only set if explicitly requested by a custom GraphQL request
UPROPERTY(BlueprintReadOnly, DisplayName="Branch (Request Only)", Category="Speckle|API Models", AdvancedDisplay)
FSpeckleBranch Branch;
// Object properties are only set if explicitly requested by a custom GraphQL request
UPROPERTY(BlueprintReadOnly, DisplayName="Commit (Request Only)", Category="Speckle|API Models", AdvancedDisplay)
FSpeckleCommit Commit;
// Object properties are only set if explicitly requested by a custom GraphQL request
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FSpeckleCommits Commits;
};
USTRUCT(BlueprintType)
struct FSpeckleStreams
{
GENERATED_BODY();
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
int32 TotalCount;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Cursor;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
TArray<FSpeckleStream> Items;
};
@@ -0,0 +1,45 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "SpeckleStream.h"
#include "SpeckleUser.generated.h"
/*
* GraphQL model for User data
* Properties are only when they explicitly requested (through the GraphQL request)
* see https://github.com/specklesystems/speckle-sharp/blob/main/Core/Core/Api/GraphQL/Models.cs
*/
USTRUCT(BlueprintType)
struct FSpeckleUser
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Id;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Email;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Bio;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Company;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Avatar;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Role;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FSpeckleStreams Streams;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FSpeckleStreams FavoriteStreams;
};
@@ -1,48 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Objects/HighLevel/SpeckleBranch.h"
#include "ReceiveBranchesOperation.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FReceiveBranchesOperationHandler,
const TArray<FSpeckleBranch>&, Branches,
const FString&, ErrorMessage);
/**
* Receive All streams
*/
UCLASS()
class SPECKLEUNREAL_API UReceiveBranchesOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FReceiveBranchesOperationHandler OnReceiveSuccessfully;
UPROPERTY(BlueprintAssignable)
FReceiveBranchesOperationHandler OnError;
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations", meta = (WorldContext = "WorldContextObject"))
static UReceiveBranchesOperation* ReceiveBranchesOperation(UObject* WorldContextObject,
const FString& ServerUrl, const FString& AuthToken, const FString& StreamId, int32 Limit = 20);
virtual void Activate() override;
protected:
void Request();
FString ServerUrl;
FString AuthToken;
FString StreamId;
int32 Limit;
void HandleReceive(const TArray<FSpeckleBranch>& Branches);
void HandleError(const FString& Message);
};
@@ -1,53 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Objects/HighLevel/SpeckleCommit.h"
#include "ReceiveCommitsOperation.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FReceiveCommitsOperationHandler, const TArray<FSpeckleCommit>&, Commits, FString, ErrorMessage);
/**
* Receive All Commits
*/
UCLASS()
class SPECKLEUNREAL_API UReceiveCommitsOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FReceiveCommitsOperationHandler OnReceiveSuccessfully;
UPROPERTY(BlueprintAssignable)
FReceiveCommitsOperationHandler OnError;
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations",
meta = (WorldContext = "WorldContextObject", BranchName = "main"))
static UReceiveCommitsOperation* ReceiveCommitsOperation(UObject* WorldContextObject,
const FString& ServerUrl,
const FString& AuthToken,
const FString& StreamId,
const FString& BranchName,
const int32 Limit = 20);
virtual void Activate() override;
protected:
void Request();
FString ServerUrl;
FString AuthToken;
FString StreamId;
FString BranchName;
int32 Limit;
void HandleReceive(const TArray<FSpeckleCommit>& Commits);
void HandleError(const FString& Message);
};
@@ -1,48 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Objects/HighLevel/SpeckleGlobals.h"
#include "ReceiveGlobalsOperation.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FReceiveGlobalsOperationHandler, const FSpeckleGlobals, Globals, FString, ErrorMessage);
/**
* Receive My User Data in Speckle
*/
UCLASS()
class SPECKLEUNREAL_API UReceiveGlobalsOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FReceiveGlobalsOperationHandler OnReceiveSuccessfully;
UPROPERTY(BlueprintAssignable)
FReceiveGlobalsOperationHandler OnError;
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations", meta = (WorldContext = "WorldContextObject"))
static UReceiveGlobalsOperation* ReceiveGlobalsOperation(UObject* WorldContextObject,
const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, const FString& ReferencedObjectId);
virtual void Activate() override;
protected:
void Request();
FString ServerUrl;
FString AuthToken;
FString StreamId;
FString ReferencedObjectId;
void HandleReceive(const FSpeckleGlobals& Object);
void HandleError(const FString& Message);
};
@@ -1,49 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Objects/HighLevel/SpeckleUser.h"
#include "ReceiveMyUserDataOperation.generated.h"
struct FSpeckleUser;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FReceiveMyUserDataOperationHandler, const FSpeckleUser, MyUserData, FString, ErrorMessage);
/**
* Receive My User Data in Speckle
*/
UCLASS()
class SPECKLEUNREAL_API UReceiveMyUserDataOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FReceiveMyUserDataOperationHandler OnReceiveSuccessfully;
UPROPERTY(BlueprintAssignable)
FReceiveMyUserDataOperationHandler OnError;
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations",
meta = (WorldContext = "WorldContextObject"))
static UReceiveMyUserDataOperation* ReceiveMyUserDataOperation(UObject* WorldContextObject,
const FString& ServerUrl, const FString& AuthToken);
virtual void Activate() override;
protected:
void Request();
FString ServerUrl;
FString AuthToken;
void HandleReceive(const FSpeckleUser& Object);
void HandleError(const FString& Message);
};
@@ -1,44 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Objects/HighLevel/SpeckleStream.h"
#include "ReceiveStreamsOperation.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FReceiveStreamsOperationHandler, const TArray<FSpeckleStream>&, Streams, FString, ErrorMessage);
/**
* Receive All streams
*/
UCLASS()
class SPECKLEUNREAL_API UReceiveStreamsOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FReceiveStreamsOperationHandler OnReceiveSuccessfully;
UPROPERTY(BlueprintAssignable)
FReceiveStreamsOperationHandler OnError;
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations", meta = (WorldContext = "WorldContextObject"))
static UReceiveStreamsOperation* ReceiveStreamsOperation(UObject* WorldContextObject, const FString& ServerUrl, const FString& AuthToken, const int32 Limit = 20);
virtual void Activate() override;
protected:
void Request();
FString ServerUrl;
FString AuthToken;
int32 Limit;
void HandleReceive(const TArray<FSpeckleStream>& Streams);
void HandleError(const FString& Message);
};
@@ -1,47 +0,0 @@
// // Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
//
// #pragma once
//
// #include "CoreMinimal.h"
// #include "Kismet/BlueprintAsyncActionBase.h"
//
// #include "SendOperation.generated.h"
//
//
// class ITransport;
// class UBase;
//
// DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FSendOperationHandler, const FString&, Id, const FString&, ErrorMessage);
//
// /**
// *
// */
// UCLASS()
// class SPECKLEUNREAL_API USendOperation : public UBlueprintAsyncActionBase
// {
// GENERATED_BODY()
//
// public:
//
// UPROPERTY(BlueprintAssignable)
// FSendOperationHandler OnSendSuccessfully;
//
//
// UPROPERTY(BlueprintAssignable)
// FSendOperationHandler OnErrorAction;
//
//
// UFUNCTION(BlueprintCallable, Category = "Speckle|Operations", meta = (WorldContext = "WorldContextObject"))
// static USendOperation* SendOperation(UObject* WorldContextObject, UBase* Base, TArray<TScriptInterface<ITransport>> Transports);
//
// virtual void Activate() override;
//
// protected:
//
//
// TWeakObjectPtr<UBase> Base;
//
// TScriptArray<TScriptInterface<ITransport>> Transports;
//
//
// };
@@ -0,0 +1,63 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "SpeckleStreamAPIOperation.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAPIResponseHandler, FString, JsonResponse, FString, ErrorMessage);
/**
* Allows sending GraphQL queries to the Speckle GraphQL API
*
*/
UCLASS()
class SPECKLEUNREAL_API USpeckleStreamAPIOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FAPIResponseHandler OnReceiveSuccessfully;
UPROPERTY(BlueprintAssignable)
FAPIResponseHandler OnError;
/**
* Sends an GraphQL queries to a speckle server's "/graphql" endpoint
* E.g. for fetching stream/branch/commit/user info.
*
* @param ServerUrl The URL of the Speckle server
* @param AuthToken The auth token of the user (optional for unprivilaged requests)
* @param GraphQlQuery The GraphQl query (starting with `query{ }`)
* @param ResponsePropertyName The name of the root property being requested. (e.g. for a "query{user{...}" query, then the property name is "user")
* @param RequestLogName A friendly name for this request (logging and analytics)
*/
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations")
static USpeckleStreamAPIOperation* SpeckleStreamAPIOperation(
const FString& ServerUrl,
const FString& AuthToken,
const FString& GraphQlQuery,
const FString& ResponsePropertyName,
const FString& RequestLogName);
virtual void Activate() override;
protected:
void Request();
FString ServerUrl;
FString AuthToken;
FString Query;
FString RequestLogName;
FString ResponsePropertyName;
void HandleReceive(const FString& ResponseJson);
void HandleError(const FString& Message);
};
@@ -0,0 +1,32 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "SpeckleAPIFunctions.generated.h"
struct FSpeckleCommit;
/**
* Blueprint function library for Speckle API
*/
UCLASS()
class SPECKLEUNREAL_API USpeckleAPIFunctions : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, CustomThunk, Category="Speckle|API", meta=(CustomStructureParam="OutStruct", ExpandBoolAsExecs="ReturnValue"))
static UPARAM(DisplayName = "WasSucessful") bool DeserializeResponse(const FString& JsonString, int32& OutStruct);
DECLARE_FUNCTION(execDeserializeResponse);
static bool GenericDeserializeResponse(const FString& JsonString, const UScriptStruct* StructType, void* OutStruct);
static void CommitReceived(FSpeckleCommit& Commit);
};
@@ -4,7 +4,6 @@
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Objects/HighLevel/SpeckleStream.h"
#include "SpeckleConverterComponent.generated.h"
@@ -31,29 +30,14 @@ public:
// Sets default values for this component's properties
USpeckleConverterComponent();
// Converts the given Base and all children into native actors.
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
UPARAM(DisplayName = "RootActor") AActor* RecursivelyConvertToNative(AActor* AOwner, const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport, bool DisplayProgressBar, TArray<AActor*>& OutActors);
// Converts the given Base and all children into native actors.
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
UPARAM(DisplayName = "RootActor") TArray<FSpeckleStream> ConvertStreamsToNative(
AActor* AOwner,
const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport,
bool DisplayProgressBar,
TArray<AActor*>& OutActors
);
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual void FinishConversion();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle|Conversion")
TArray<FSpeckleStream> ArrayOfStreams;
protected:
+4 -4
View File
@@ -14,8 +14,8 @@ protected:
static const FString VersionedApplicationName;
public:
static void TrackEvent(const FString& Email, const FString& Server, const FString& EventName);
static void TrackEvent(const FString& Email, const FString& Server, const FString& EventName,
const TMap<FString, FString>& CustomProperties);
static void TrackEvent(const FString& Server, const FString& EventName);
static void TrackEvent(const FString& Server, const FString& EventName, const TMap<FString, FString>& CustomProperties);
static void TrackEvent(const FString& Email, const FString& Server, const FString& EventName, const TMap<FString, FString>& CustomProperties);
static FString Hash(const FString& Input);
};
};
+2 -2
View File
@@ -13,7 +13,7 @@ class ASpeckleUnrealManager;
/**
* Base type that all Object Models inherit from
*/
UCLASS(BlueprintType)
UCLASS(BlueprintType, meta=(DisplayName="Base (Speckle.Objects)"))
class SPECKLEUNREAL_API UBase : public UObject
{
public:
@@ -22,7 +22,7 @@ public:
protected:
explicit UBase(const wchar_t* SpeckleType): SpeckleType(SpeckleType) {}
explicit UBase(const TCHAR* SpeckleType): SpeckleType(FString(SpeckleType)) {}
explicit UBase(const FString& SpeckleType) : SpeckleType(SpeckleType) {}
public:
@@ -42,5 +42,10 @@ public:
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
protected:
/// If not already so, this method will align vertices
/// such that a vertex and its corresponding texture coordinates have the same index.
/// See "https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/Geometry/Mesh.cs"
virtual void AlignVerticesWithTexCoordsByIndex();
};
@@ -1,44 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "FSpeckleActivity.generated.h"
/*
* Struct that holds all the properties required
* for the User Activities
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleActivity
{
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadWrite)
FString ActionType;
UPROPERTY(BlueprintReadWrite)
FString Time;
UPROPERTY(BlueprintReadWrite)
FString Message;
UPROPERTY(BlueprintReadWrite)
FString StreamId;
UPROPERTY(BlueprintReadWrite)
FString ResourceType;
UPROPERTY(BlueprintReadWrite)
FString ResourceId;
UPROPERTY(BlueprintReadWrite)
FString Info;
FSpeckleActivity(){};
FSpeckleActivity(const FString& ActionType, const FString& Time, const FString& Message,
const FString& StreamId, const FString& ResourceType, const FString& ResourceId,
const FString& Info):
ActionType(ActionType), Time(Time), Message(Message), StreamId(StreamId),
ResourceType(ResourceType), ResourceId(ResourceId), Info(Info){}
};
@@ -1,7 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "FSpeckleEnum.generated.h"
UENUM()
enum ESpeckleItemType {Stream, Commit, Branch};
@@ -1,55 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "SpeckleCollaborator.h"
#include "SpeckleBranch.generated.h"
/*
* Struct that holds all the properties required
* from a speckle Branch
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleBranch
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString ID;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Description;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Author;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Commits;
void DisplayAsString(const FString& msg, const TSharedPtr<FJsonObject> Obj) const
{
FString OutputString;
TSharedRef< TJsonWriter<> > Writer = TJsonWriterFactory<>::Create(&OutputString);
FJsonSerializer::Serialize(Obj.ToSharedRef(), Writer);
UE_LOG(LogTemp, Log, TEXT("resulting jsonString from %s -> %s"), *msg, *OutputString);
}
FSpeckleBranch(const TSharedPtr<FJsonObject> Obj)
{
ensureAlways(Obj->TryGetStringField("id", ID));
ensureAlways(Obj->TryGetStringField("name", Name));
Obj->TryGetStringField("description", Description);
}
FSpeckleBranch(){};
//
// FSpeckleBranch(const FString& ID, const FString& Name, const FString& Description):
// ID(ID), Name(Name), Description(Description){}
//
// FSpeckleBranch(const FString& ID, const FString& Name, const FString& Description, const FString& Author, const FString& Commits):
// ID(ID), Name(Name), Description(Description), Author(Author), Commits(Commits){}
};
@@ -1,46 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "SpeckleCollaborator.generated.h"
/*
* Struct that holds all the properties required
* from a Collaborator in a Stream
* received from GraphQL.
* See https://github.com/specklesystems/speckle-sharp/blob/main/Core/Core/Api/GraphQL/Models.cs
*/
USTRUCT(BlueprintType)
struct FSpeckleCollaborator
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Id;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Role;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Avatar;
FSpeckleCollaborator() { }
FSpeckleCollaborator(const TSharedPtr<FJsonObject> JsonObject)
{
ensureAlways(JsonObject->TryGetStringField("id", Id));
ensureAlways(JsonObject->TryGetStringField("name", Name));
JsonObject->TryGetStringField("role", Role);
JsonObject->TryGetStringField("avatar", Avatar);
}
FSpeckleCollaborator(const FString& Id, const FString& Name, const FString& Company, const FString& Role, const FString& Avatar)
: Id(Id),
Name(Name),
Role(Role),
Avatar(Avatar)
{
}
};
@@ -1,115 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "SpeckleCommit.generated.h"
/*
* Struct that holds all the properties required
* from a speckle commit
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleCommit
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString ID;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Message;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString BranchName;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString AuthorName;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString AuthorId;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString AuthorAvatar;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString CreatedAt;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString SourceApplication;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString ReferenceObjectID;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString TotalChildrenCount;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
TArray<FString> Parents;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString CommentCount;
void DisplayAsString(const FString& msg, const TSharedPtr<FJsonObject> Obj) const
{
FString OutputString;
TSharedRef< TJsonWriter<> > Writer = TJsonWriterFactory<>::Create(&OutputString);
FJsonSerializer::Serialize(Obj.ToSharedRef(), Writer);
UE_LOG(LogTemp, Log, TEXT("resulting jsonString from %s -> %s"), *msg, *OutputString);
}
FSpeckleCommit(){};
FSpeckleCommit(const TSharedPtr<FJsonValue> CommitAsJSONValue)
{
TSharedPtr<FJsonObject> obj = CommitAsJSONValue->AsObject();
ensureAlways(obj->TryGetStringField("id", ID));
obj->TryGetStringField("message", Message);
obj->TryGetStringField("branchName", BranchName);
obj->TryGetStringField("authorName", AuthorName);
obj->TryGetStringField("authorId", AuthorId);
obj->TryGetStringField("authorAvatar", AuthorAvatar);
obj->TryGetStringField("createdAt", CreatedAt);
obj->TryGetStringField("sourceApplication", SourceApplication);
obj->TryGetStringField("totalChildrenCount", TotalChildrenCount);
ensureAlways(obj->TryGetStringField("referencedObject", ReferenceObjectID));
obj->TryGetStringArrayField("parents", Parents);
obj->TryGetStringField("commentCount", CommentCount); //TODO is this a prop?
}
// FSpeckleCommit(const FString& ReferenceObjectID, const FString& Author, const FString& Message, const FString& BranchName)
// : ReferenceObjectID(ReferenceObjectID),
// Author(Author),
// Message(Message),
// BranchName(BranchName)
// {
// }
// FSpeckleCommit(const FString& ReferenceObjectID, const FString& AuthorName, const FString& Message, const FString& BranchName,
// const FString& Id, const FString& SourceApplication, const FString& TotalChildrenCount, const FString& Parents,
// const FString& AuthorId, const FString& AuthorAvatar, const FString& CreatedAt)
// : ReferenceObjectID(ReferenceObjectID),
// Author(Author),
// Message(Message),
// BranchName(BranchName),
// ID(Id),
// SourceApplication(SourceApplication),
// TotalChildrenCount(TotalChildrenCount),
// Parents(Parents),
// AuthorId(AuthorId),
// AuthorAvatar(AuthorAvatar),
// CreatedAt(CreatedAt)
// {
// }
//Operators overloading
// FORCEINLINE bool operator==(const FSpeckleCommit &Other) const
// {
// return ReferenceObjectID == Other.ReferenceObjectID;
// }
};
@@ -1,66 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "SpeckleGlobals.generated.h"
/*
* Struct that holds all the properties required
* from a speckle Branch
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleGlobals
{
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadWrite)
FString ID;
UPROPERTY(BlueprintReadWrite)
FString Region;
UPROPERTY(BlueprintReadWrite)
float Latitude;
UPROPERTY(BlueprintReadWrite)
float Longitude;
UPROPERTY(BlueprintReadWrite)
float Height;
FSpeckleGlobals(): Latitude(0), Longitude(0), Height(0)
{
};
FSpeckleGlobals(const TSharedPtr<FJsonObject> GlobalsJSONObject)
{
ID = *GlobalsJSONObject->GetStringField("id");
//TArray<TSharedPtr<FJsonValue>> RegionAsArray = GlobalsJSONObject->GetArrayField("region");
Region = ""; // RegionAsArray[0]->AsString();
Latitude = static_cast<float>(GlobalsJSONObject->GetNumberField("Latitude"));
Longitude= static_cast<float>(GlobalsJSONObject->GetNumberField("Longitude"));
Height = static_cast<float>(GlobalsJSONObject->GetNumberField("Height"));
}
FSpeckleGlobals(const FString& ID, const FString& Region, float Latitude, float Longitude)
: ID(ID),
Region(Region),
Latitude(Latitude),
Longitude(Longitude)
{
}
FSpeckleGlobals(const FString& ID, const FString& Region, float Latitude, float Longitude, float Height)
: ID(ID),
Region(Region),
Latitude(Latitude),
Longitude(Longitude),
Height(Height)
{
}
};
@@ -1,98 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "LogSpeckle.h"
#include "SpeckleCollaborator.h"
#include "SpeckleStream.generated.h"
/*
* Class that holds all the properties required
* from a speckle Branch
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleStream
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString ID;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Description;
// UPROPERTY(BlueprintReadWrite)
// bool IsStreamPublic;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Role;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString CreatedAt;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString UpdatedAt;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
TArray<FSpeckleCollaborator> Collaborators;
void DisplayAsString(const FString& msg, const TSharedPtr<FJsonObject> Obj) const
{
FString OutputString;
TSharedRef< TJsonWriter<> > Writer = TJsonWriterFactory<>::Create(&OutputString);
FJsonSerializer::Serialize(Obj.ToSharedRef(), Writer);
UE_LOG(LogTemp, Log, TEXT("resulting jsonString from %s -> %s"), *msg, *OutputString);
}
FSpeckleStream(const TSharedPtr<FJsonValue> StreamAsJSONValue)
{
TSharedPtr<FJsonObject> Obj = StreamAsJSONValue->AsObject();
//DisplayAsString("Collaborators insider --->", Obj);
ensureAlways(Obj->TryGetStringField("id", ID));
ensureAlways(Obj->TryGetStringField("name", Name));
Obj->TryGetStringField("description", Description);
Obj->TryGetStringField("updatedAt", UpdatedAt);
Obj->TryGetStringField("createdAt", CreatedAt);
Obj->TryGetStringField("role", Role);
const TArray<TSharedPtr<FJsonValue>>* CollaboratorsArrJSONValues;
Obj->TryGetArrayField("collaborators", CollaboratorsArrJSONValues);
for (const TSharedPtr<FJsonValue>& c : *CollaboratorsArrJSONValues)
{
const TSharedPtr<FJsonObject>* o;
if(ensure(c->TryGetObject(o)))
{
FSpeckleCollaborator Collaborator = FSpeckleCollaborator(*o);
Collaborators.Add(Collaborator);
}
}
}
FSpeckleStream(){};
//
// FSpeckleStream(const FString& ID, const FString& Name, const FString& Description):
// ID(ID), Name(Name), Description(Description){};
//
// FSpeckleStream( const FString& ID,
// const FString& Name,
// const FString& Description,
// const bool& IsPublic,
// const FString& Role,
// const FString& CreatedAt,
// const FString& UpdatedAt):
// ID(ID),
// Name(Name),
// Description(Description),
// IsPublic(IsPublic),
// Role(Role),
// CreatedAt(CreatedAt),
// UpdatedAt(UpdatedAt){}
};
@@ -1,88 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "SpeckleUser.generated.h"
/*
* Struct that holds all the properties required
* for a User
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleUser
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Id;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Email;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Bio;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Company;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Avatar;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Suuid;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Role;
FSpeckleUser(){};
FString DisplayAsString(const FString& msg, const TSharedPtr<FJsonObject> Obj) const
{
FString OutputString;
TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&OutputString);
FJsonSerializer::Serialize(Obj.ToSharedRef(), Writer);
UE_LOG(LogSpeckle, Log, TEXT("resulting jsonString from %s -> %s"), *msg, *OutputString);
}
FSpeckleUser(const TSharedPtr<FJsonObject> MyUserDataJSONObject)
{
ensureAlways(MyUserDataJSONObject->TryGetStringField("id", Id));
MyUserDataJSONObject->TryGetStringField("name", Name);
MyUserDataJSONObject->TryGetStringField("company", Company);
MyUserDataJSONObject->TryGetStringField("role", Role);
MyUserDataJSONObject->TryGetStringField("suuid", Suuid); //TODO Is this a prop?
MyUserDataJSONObject->TryGetStringField("email", Email);
MyUserDataJSONObject->TryGetStringField("bio", Bio);
MyUserDataJSONObject->TryGetStringField("avatar", Avatar);
}
//query{user{id,name,email,company,role,suuid,bio,profiles,avatar}}
FSpeckleUser(
const FString& Id,
const FString& Email,
const FString& Bio,
const FString& Company,
const FString& Name,
const FString& Avatar,
const FString& Suuid,
const FString& Role)
:
Id(Id),
Email(Email),
Name(Name),
Bio(Bio),
Company(Company),
Avatar(Avatar),
Suuid(Suuid),
Role(Role)
{}
};
@@ -44,6 +44,11 @@ public:
UFUNCTION(BlueprintPure, Category="Speckle/ObjectUtils")
static FTransform CreateTransform(UPARAM(ref) const FMatrix& TransformMatrix);
UFUNCTION(BlueprintCallable, Category="Speckle/ObjectUtils")
static AActor* SpawnActorInWorld(const TSubclassOf<AActor> Class, UWorld* World, UPARAM(ref) const FTransform& Transform);
UFUNCTION(BlueprintCallable, Category="Speckle/ObjectUtils", meta=(CallableWithoutWorldContext, WorldContext="WorldContextObject", DeterminesOutputType="Class", DynamicOutputParam="ReturnValue"))
static AActor* SpawnActorInWorld(const UObject* WorldContextObject, const TSubclassOf<AActor> Class, UPARAM(ref) const FTransform& Transform);
// Helper function to print a json obj to console
static FString DisplayAsString(const FString& msg, const TSharedPtr<FJsonObject> Obj);
};
@@ -0,0 +1,177 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "API/Models/SpeckleStream.h"
#include "ReceiveSelectionComponent.generated.h"
/**
* Actor component for selecting a Speckle Stream + Object
* Either by Stream Id + Object Id (Object selection mode)
* Or by Stream + Branch + Commit (Commit selection mode)
*/
UCLASS(ClassGroup=(Speckle), meta=(BlueprintSpawnableComponent))
class SPECKLEUNREAL_API UReceiveSelectionComponent : public UActorComponent
{
GENERATED_BODY()
public:
// URL of the speckle server
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle")
FString ServerUrl = "https://speckle.xyz";
// A Personal Access Token can be created from your Speckle Profile page (Treat tokens like passwords, do not share publicly)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", meta=(PasswordField=true))
FString AuthToken;
// Id of the stream to receive from (checkout the stream URL in the Speckle web viewer)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", meta=(EditCondition="bManualMode", EditConditionHides, DisplayAfter=bManualMode))
FString StreamId;
// Id of the Speckle Object to receive (checkout the properties panel in the Speckle web viewer)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", meta=(EditCondition="bManualMode", EditConditionHides, DisplayAfter=StreamId))
FString ObjectId;
/**
* Trys to get the currently selected Commit (Commit selection mode)
* @param OutCommit the selected Commit (if return was true)
* @returns true if a selection was made
*/
UFUNCTION(BlueprintCallable, Category="Speckle")
bool TryGetSelectedCommit(FSpeckleCommit& OutCommit) const;
/**
* Trys to get the currently selected Branch (Commit selection mode)
* @param OutBranch the selected Branch (if return was true)
* @returns true if a selection was made
*/
UFUNCTION(BlueprintCallable, Category="Speckle")
bool TryGetSelectedBranch(FSpeckleBranch& OutBranch) const;
/**
* Trys to get the currently selected Stream (Commit selection mode)
* @param OutStream the selected Stream (if return was true)
* @returns true if a selection was made
*/
UFUNCTION(BlueprintCallable, Category="Speckle")
bool TryGetSelectedStream(FSpeckleStream& OutStream) const;
/**
* @param OutStatusMessage the current status of the object selection as a human readable string
* @returns true if a complete object selection is made.
*/
UFUNCTION(BlueprintCallable, Category="Speckle", CallInEditor)
bool IsSelectionComplete(FString& OutStatusMessage) const;
// Gets the URL of the current selection/partial selection
UFUNCTION(BlueprintCallable, Category="Speckle", CallInEditor)
FString GetUrl() const;
/**
* Launches the URL of the current selection/partial selection using FPlatformProcess
* @returns true if the URL could be launched
*/
UFUNCTION(BlueprintCallable, Category="Speckle", CallInEditor)
void OpenURLInBrowser() const;
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
virtual void PropertyChangeHandler(const FName& PropertyName);
protected: //Internal logic for branch/stream/commit fetching and selection
// When true, user specifies stream id + object id, when false, user specifies stream + branch + commit
UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Category="Speckle", meta=(DisplayName="Specify by Object Id", DisplayAfter=AuthToken));
bool bManualMode = true;
// Limit of how many streams/branches/commits to fetch
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", AdvancedDisplay, meta=(DisplayName="Options Limit", ClampMin=0, ClampMax=100, UIMin = 1, UIMax=30))
int32 Limit = 15;
// Refreshes the Stream/Branch/Commit options
UFUNCTION(BlueprintCallable, Category="Speckle", CallInEditor)
void Refresh();
#pragma region Stream
UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Category="Speckle", meta=(DisplayName="Stream", GetOptions=GetStreamsOptions, EditCondition="IsAccountValid && !bManualMode", NoResetToDefault))
FString SelectedStreamText;
UPROPERTY(BlueprintReadOnly, Transient, Category="Speckle")
TMap<FString, FSpeckleStream> Streams;
UFUNCTION(BlueprintCallable, Category="Speckle")
virtual TArray<FString> GetStreamsOptions() const;
UFUNCTION(BlueprintCallable, Category="Speckle")
bool SelectStream(const FString& DisplayId);
UFUNCTION(BlueprintCallable, Category="Speckle")
virtual void UpdateStreams();
UFUNCTION(BlueprintCallable, Category="Speckle")
virtual FSpeckleStream GetSelectedStream() const;
UPROPERTY(BlueprintReadOnly, Transient, Category="Speckle")
bool IsStreamValid = false;
UPROPERTY(BlueprintReadOnly, Transient, Category="Speckle")
bool IsAccountValid = false;
#pragma endregion
#pragma region Branch
UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Category="Speckle", meta=(DisplayName="Branch", GetOptions=GetBranchOptions, EditCondition="IsStreamValid && !bManualMode", NoResetToDefault))
FString SelectedBranchText;
UPROPERTY(BlueprintReadOnly, Transient, Category="Speckle")
TMap<FString, FSpeckleBranch> Branches;
UFUNCTION(BlueprintCallable, Category="Speckle")
virtual TArray<FString> GetBranchOptions();
UFUNCTION(BlueprintCallable, Category="Speckle")
bool SelectBranch(const FString& DisplayId);
UFUNCTION(BlueprintCallable, Category="Speckle")
virtual void UpdateBranches();
UFUNCTION(BlueprintCallable, Category="Speckle")
virtual FSpeckleBranch GetSelectedBranch() const;
UPROPERTY(BlueprintReadOnly, Transient, Category="Speckle")
bool IsBranchValid = false;
#pragma endregion
#pragma region Commit
UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Category="Speckle", meta=(DisplayName="Commit", GetOptions=GetCommitOptions, EditCondition="IsCommitValid && !bManualMode", NoResetToDefault))
FString SelectedCommitText;
UPROPERTY(BlueprintReadOnly, Transient, Category="Speckle")
TMap<FString, FSpeckleCommit> Commits;
UFUNCTION(BlueprintCallable, Category="Speckle")
virtual TArray<FString> GetCommitOptions();
UFUNCTION(BlueprintCallable, Category="Speckle")
bool SelectCommit(const FString& DisplayId);
UFUNCTION(BlueprintCallable, Category="Speckle")
virtual void UpdateCommits();
UFUNCTION(BlueprintCallable, Category="Speckle")
virtual FSpeckleCommit GetSelectedCommit() const;
UPROPERTY(BlueprintReadOnly, Transient, Category="Speckle")
bool IsCommitValid = false;
#pragma endregion
static void LogError(const FString& Message, const FString LogName);
};
@@ -8,6 +8,7 @@
class UServerTransport;
class ITransport;
class USpeckleConverterComponent;
class UReceiveSelectionComponent;
class FJsonObject;
/**
@@ -19,20 +20,10 @@ class SPECKLEUNREAL_API ASpeckleUnrealManager : public AActor
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere, Category="Speckle", BlueprintReadWrite)
UReceiveSelectionComponent* ReceiveSelection;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle")
FString ServerUrl;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle")
FString StreamID;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle")
FString ObjectID;
// A Personal Access Token can be created from your Speckle Profile page (Treat tokens like passwords, do not share publicly) - Required for receiving private streams
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", meta=(PasswordField = true))
FString AuthToken;
// When true, will call `Receive` on BeginPlay
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", AdvancedDisplay)
bool ImportAtRuntime;
@@ -45,7 +36,7 @@ public:
UPROPERTY(VisibleAnywhere, Category="Speckle", BlueprintReadWrite)
USpeckleConverterComponent* Converter;
// Used to stagger transport requests, useful when making requests for a large number of child objects
// When true, will display an editor progress bar while receiving objects
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", AdvancedDisplay)
bool DisplayProgressBar;
@@ -4,7 +4,7 @@
#include "CoreMinimal.h"
#include "Transport.h"
#include "Objects/HighLevel/SpeckleStream.h"
#include "API/Models/SpeckleStream.h"
#include "ServerTransport.generated.h"
@@ -42,24 +42,6 @@ protected:
UPROPERTY()
int32 MaxNumberOfObjectsPerRequest = 20000;
UPROPERTY()
FString ResponseListOfStreamsSerialized = "";
UPROPERTY()
FString ResponseListOfBranchesSerialized = "";
UPROPERTY()
FString ResponseListOfCommitsSerialized = "";
UPROPERTY()
FString ResponseGlobalsSerialized = "";
UPROPERTY()
TArray<FSpeckleStream> ArrayOfStreams;
UPROPERTY()
TArray<FSpeckleStream> ArrayOfBranches;
FTransportCopyObjectCompleteDelegate OnComplete;
FTransportErrorDelegate OnError;
@@ -70,9 +52,9 @@ public:
UFUNCTION(BlueprintPure, Category = "Speckle|Transports")
static UServerTransport* CreateServerTransport(UPARAM(ref) FString& _ServerUrl,
UPARAM(ref) FString& _StreamId,
UPARAM(ref) FString& _AuthToken)
static UServerTransport* CreateServerTransport(const FString& _ServerUrl,
const FString& _StreamId,
const FString& _AuthToken)
{
UServerTransport* Transport = NewObject<UServerTransport>();
Transport->ServerUrl = _ServerUrl;
@@ -96,10 +78,6 @@ protected:
virtual void HandleRootObjectResponse(const FString& RootObjSerialized,
TScriptInterface<ITransport> TargetTransport,
const FString& ObjectId) const;
//
// virtual void HandleListOfStreamsResponse(const FString& RootObjSerialized,
// TScriptInterface<ITransport> TargetTransport
// );
/**
* Iteratively fetches chunks of children
@@ -109,7 +87,7 @@ protected:
* @param CStart the index in ChildrenIds of the start point of the current chunk
*/
virtual void FetchChildren(TScriptInterface<ITransport> TargetTransport,
const FString& RootObjectId,
const FString& RootObjectId,
const TArray<FString>& ChildrenIds,
int32 CStart = 0) const;
@@ -5,14 +5,11 @@
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "Dom/JsonObject.h"
#include "Objects/HighLevel/SpeckleStream.h"
#include "Transport.generated.h"
DECLARE_DELEGATE_OneParam(FTransportCopyObjectCompleteDelegate, TSharedPtr<FJsonObject>);
DECLARE_DELEGATE_OneParam(FTransportErrorDelegate, FString&);
DECLARE_DELEGATE_OneParam(FStreamsRequestProcessedDelegate, const TArray<FSpeckleStream>&);
//DECLARE_DELEGATE_OneParam(FTransportTotalChildrenCountKnownDelegate, int32);
//DECLARE_DELEGATE_OneParam(FTransportProgressDelegate, int32);
@@ -31,9 +28,6 @@ class SPECKLEUNREAL_API ITransport
GENERATED_BODY()
public:
FString ResponseListOfStreamsSerialized = "";
virtual void SaveObject(const FString& ObjectId, const TSharedPtr<FJsonObject> SerializedObject) = 0;
+1 -1
View File
@@ -32,7 +32,7 @@ public class SpeckleUnreal : ModuleRules
"ProceduralMeshComponent",
"MeshDescription",
"StaticMeshDescription",
"LidarPointCloudRuntime"
"LidarPointCloudRuntime",
// ... add other public dependencies that you statically link with here ...
}
);
@@ -1,4 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Conversion/ConverterFactory.h"
@@ -1,4 +1,4 @@
// Copyright Epic Games, Inc. All Rights Reserved.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "SpeckleUnrealEditorModule.h"
@@ -1,4 +1,4 @@
// Copyright Epic Games, Inc. All Rights Reserved.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
+5 -5
View File
@@ -1,14 +1,14 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.5.1",
"FriendlyName": "SpeckleUnreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the MIT license, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"VersionName": "2.7.0",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
"CreatedBy": "Speckle",
"CreatedByURL": "https://speckle.systems/",
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
"MarketplaceURL": "",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/98770ce9d4f143de8dd7882a707a6f81",
"SupportURL": "https://speckle.community/",
"CanContainContent": true,
"IsBetaVersion": true,
@@ -19,7 +19,7 @@
"Name": "SpeckleUnreal",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac", "IOS", "Android" ]
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
},
{
"Name": "SpeckleUnrealEditor",