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MeshSyncServer.cs
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using System;
using AOT;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Serialization;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Unity.MeshSync {
/// <summary>
/// A component to sync meshes/models editing in DCC tools into Unity in real time.
/// </summary>
[ExecuteAlways]
public partial class MeshSyncServer : BaseMeshSync, IDisposable {
/// <summary>
/// Callback which will be called after MeshSyncServer receives data and finishes processing it
/// </summary>
public ServerMessageCallback OnPostRecvMessageCallback = null;
//----------------------------------------------------------------------------------------------------------------------
private void ResetServerConfig() {
MeshSyncProjectSettings projectSettings = MeshSyncProjectSettings.GetOrCreateInstance();
m_config = new MeshSyncServerConfig(projectSettings.GetDefaultServerConfig());
m_serverPort = projectSettings.GetDefaultServerPort();
}
private void Reset() {
ResetServerConfig();
}
private protected override void OnEnable() {
base.OnEnable();
if (null == m_config) ResetServerConfig();
if (m_autoStartServer) m_requestRestartServer = true;
}
private protected override void OnDisable() {
base.OnDisable();
StopServer();
}
protected override void OnDestroy() {
base.OnDestroy();
Dispose();
}
public void Dispose() {
StopServer();
#if UNITY_EDITOR
m_DCCInterop?.Dispose();
m_DCCInterop = null;
#endif
}
//----------------------------------------------------------------------------------------------------------------------
private protected override void InitInternalV() {
}
private protected override void UpdateMaterialAssetV(MaterialData materialData) {
UpdateMaterialAssetByDefault(materialData, m_config.GetModelImporterSettings());
}
//--------------------------------------------------------------------------------------------------------------------------------------------------------------
#region Getter/Setter
internal bool IsServerStarted() {
return m_serverStarted;
}
internal bool IsAutoStart() {
return m_autoStartServer;
}
internal int GetServerPort() {
return m_serverPort;
}
internal void SetServerPort(int port) {
m_serverPort = port;
}
internal override MeshSyncPlayerConfig GetConfigV() {
return m_config;
}
#endregion
internal void ApplyConfig() {
if (!m_server)
return;
m_server.SetZUpCorrectionMode((ZUpCorrectionMode)m_config.ZUpCorrection);
}
//--------------------------------------------------------------------------------------------------------------------------------------------------------------
/// <summary>
/// Sets whether the server should be started automatically or not
/// </summary>
/// <param name="autoStart">true if the server should start automatically; otherwise, false.</param>
public void SetAutoStartServer(bool autoStart) {
m_autoStartServer = autoStart;
if (m_autoStartServer && !m_serverStarted && gameObject.scene.IsValid() && !IsInPrefabView && enabled && gameObject.activeInHierarchy) StartServer();
}
//--------------------------------------------------------------------------------------------------------------------------------------------------------------
#if UNITY_EDITOR
internal bool foldServerSettings {
get { return m_foldServerSettings; }
set { m_foldServerSettings = value; }
}
#endif
//----------------------------------------------------------------------------------------------------------------------
internal bool DoesServerAllowPublicAccess() {
bool ret = false;
#if UNITY_STANDALONE || UNITY_EDITOR
ret = m_server.IsPublicAccessAllowed();
#endif
return ret;
}
/// <summary>
/// Starts the server. If the server is already running, it will be restarted.
/// </summary>
public void StartServer() {
#if UNITY_STANDALONE || UNITY_EDITOR
StopServer();
#if UNITY_EDITOR
//Deploy HTTP assets to StreamingAssets
DeployStreamingAssets.Deploy();
#endif
MeshSyncProjectSettings projectSettings = MeshSyncProjectSettings.GetOrCreateInstance();
m_serverSettings.port = (ushort)m_serverPort;
m_serverStarted = Server.Start(ref m_serverSettings, out m_server);
if (!m_serverStarted)
return;
ApplyConfig();
m_server.fileRootPath = GetServerDocRootPath();
m_server.AllowPublicAccess(projectSettings.GetServerPublicAccess());
m_handler = HandleRecvMessage;
#if UNITY_EDITOR
EditorApplication.update -= PollServerEvents;
EditorApplication.update += PollServerEvents;
EditorApplication.quitting -= OnEditorQuit;
EditorApplication.quitting += OnEditorQuit;
#endif
if (m_config.Logging)
Debug.Log("[MeshSync] Server started (port: " + m_serverSettings.port + ")");
#else
Debug.LogWarning("[MeshSync] Server functions are not supported in non-Standalone platform");
#endif //UNITY_STANDALONE || UNITY_EDITOR
}
private void OnEditorQuit() {
if (m_server) m_server.Abort();
}
//----------------------------------------------------------------------------------------------------------------------
internal void StopServer() {
#if UNITY_STANDALONE || UNITY_EDITOR
#if UNITY_EDITOR
EditorApplication.update -= PollServerEvents;
#endif
if (!m_server)
return;
m_server.Stop();
m_server = default;
if (m_config.Logging)
Debug.Log("[MeshSync] Server stopped (port: " + m_serverSettings.port + ")");
m_serverStarted = false;
#else
Debug.LogWarning("[MeshSync] Server functions are not supported in non-Standalone platform");
#endif //UNITY_STANDALONE || UNITY_EDITOR
}
//----------------------------------------------------------------------------------------------------------------------
private protected override void OnBeforeSerializeMeshSyncPlayerV() {
}
private protected override void OnAfterDeserializeMeshSyncPlayerV() {
m_serverVersion = CUR_SERVER_VERSION;
if (string.IsNullOrEmpty(GetAssetsFolder())) SetAssetsFolder(MeshSyncConstants.DEFAULT_ASSETS_PATH);
}
//----------------------------------------------------------------------------------------------------------------------
#if UNITY_STANDALONE || UNITY_EDITOR
#region MessageHandlers
private void PollServerEvents() {
if (m_requestRestartServer) {
m_requestRestartServer = false;
StartServer();
}
if (m_captureScreenshotInProgress) {
m_captureScreenshotInProgress = false;
m_server.screenshotPath = "screenshot.png";
}
if (m_server.numMessages > 0)
m_server.ProcessMessages(m_handler);
SendUpdatedProperties();
}
private void HandleRecvMessage(NetworkMessageType type, IntPtr data) {
Try(() => {
switch (type) {
case NetworkMessageType.Get:
OnRecvGet((GetMessage)data);
break;
case NetworkMessageType.Set:
OnRecvSet((SetMessage)data);
break;
case NetworkMessageType.Delete:
OnRecvDelete((DeleteMessage)data);
break;
case NetworkMessageType.Fence:
OnRecvFence((FenceMessage)data);
break;
case NetworkMessageType.Text:
OnRecvText((TextMessage)data);
break;
case NetworkMessageType.Screenshot:
OnRecvScreenshot(data);
break;
case NetworkMessageType.Query:
OnRecvQuery((QueryMessage)data);
break;
case NetworkMessageType.RequestServerLiveEdit:
OnRecvPropertyRequest();
break;
default:
break;
}
});
OnPostRecvMessageCallback?.Invoke(type);
}
private void OnRecvGet(GetMessage mes) {
m_server.BeginServe();
foreach (Renderer mr in FindObjectsOfType<Renderer>())
ServeMesh(mr, mes);
foreach (MaterialHolder mat in m_materialList)
ServeMaterial(mat.material, mes);
m_server.EndServe();
if (m_config.Logging)
Debug.Log("[MeshSync] served");
}
private void OnRecvDelete(DeleteMessage mes) {
int numInstanceMeshes = mes.numInstances;
for (int i = 0; i < numInstanceMeshes; i++) {
Identifier instance = mes.GetInstance(i);
EraseInstanceInfoRecord(instance);
EraseInstancedEntityRecord(instance);
}
int numEntities = mes.numEntities;
for (int i = 0; i < numEntities; ++i)
EraseEntityRecord(mes.GetEntity(i));
int numMaterials = mes.numMaterials;
for (int i = 0; i < numMaterials; ++i)
EraseMaterialRecord(mes.GetMaterial(i).id);
}
private void OnRecvFence(FenceMessage mes) {
if (mes.type == FenceMessage.FenceType.SceneBegin) {
BeforeUpdateScene(mes);
}
else if (mes.type == FenceMessage.FenceType.SceneEnd) {
AfterUpdateScene();
m_server.NotifyPoll(PollMessage.PollType.SceneUpdate);
}
}
private static void OnRecvText(TextMessage mes) {
mes.Print();
}
private void OnRecvSet(SetMessage mes) {
UpdateScene(mes.scene, true);
}
private void OnRecvScreenshot(IntPtr data) {
ForceRepaint();
ScreenCapture.CaptureScreenshot("screenshot.png");
// actual capture will be done at end of frame. not done immediately.
// just set flag now.
m_captureScreenshotInProgress = true;
}
private void OnRecvQuery(QueryMessage data) {
switch (data.queryType) {
case QueryMessage.QueryType.PluginVersion:
data.AddResponseText(Lib.GetPluginVersion());
break;
case QueryMessage.QueryType.ProtocolVersion:
data.AddResponseText(Lib.GetProtocolVersion().ToString());
break;
case QueryMessage.QueryType.HostName:
data.AddResponseText("Unity " + Application.unityVersion);
break;
case QueryMessage.QueryType.RootNodes: {
GameObject[] roots = UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects();
foreach (GameObject go in roots)
data.AddResponseText(BuildPath(go.transform));
}
break;
case QueryMessage.QueryType.AllNodes: {
Transform[] objTransforms = FindObjectsOfType<Transform>();
foreach (Transform t in objTransforms)
data.AddResponseText(BuildPath(t));
break;
}
default:
break;
}
data.FinishRespond();
}
#endregion //MessageHandlers
#region ServeScene
private bool ServeMesh(Renderer objRenderer, GetMessage mes) {
bool ret = false;
Mesh origMesh = null;
MeshData dst = MeshData.Create();
if (objRenderer.GetType() == typeof(MeshRenderer))
ret = CaptureMeshRenderer(ref dst, objRenderer as MeshRenderer, mes, ref origMesh);
else if (objRenderer.GetType() == typeof(SkinnedMeshRenderer))
ret = CaptureSkinnedMeshRenderer(ref dst, objRenderer as SkinnedMeshRenderer, mes, ref origMesh);
if (ret) {
TransformData dstTrans = dst.transform;
Transform rendererTransform = objRenderer.transform;
dstTrans.hostID = GetObjectlID(objRenderer.gameObject);
dstTrans.position = rendererTransform.localPosition;
dstTrans.rotation = rendererTransform.localRotation;
dstTrans.scale = rendererTransform.localScale;
dst.local2world = rendererTransform.localToWorldMatrix;
dst.world2local = rendererTransform.worldToLocalMatrix;
EntityRecord rec;
if (!m_hostObjects.TryGetValue(dstTrans.hostID, out rec)) {
rec = new EntityRecord();
m_hostObjects.Add(dstTrans.hostID, rec);
}
rec.go = objRenderer.gameObject;
rec.origMesh = origMesh;
dstTrans.path = BuildPath(rendererTransform);
m_server.ServeMesh(dst);
}
return ret;
}
private bool ServeTexture(Texture2D v, GetMessage mes) {
TextureData data = TextureData.Create();
data.name = v.name;
// todo
m_server.ServeTexture(data);
return true;
}
private bool ServeMaterial(Material mat, GetMessage mes) {
MaterialData data = MaterialData.Create();
data.name = mat.name;
if (mat.HasProperty("_Color"))
data.color = mat.GetColor("_Color");
m_server.ServeMaterial(data);
return true;
}
private bool CaptureMeshRenderer(ref MeshData dst, MeshRenderer mr, GetMessage mes, ref Mesh mesh) {
mesh = mr.GetComponent<MeshFilter>().sharedMesh;
if (mesh == null) return false;
if (!mesh.isReadable) {
Debug.LogWarning("Mesh " + mr.name + " is not readable and be ignored");
return false;
}
CaptureMesh(ref dst, mesh, null, mes.flags, mr.sharedMaterials);
return true;
}
private bool CaptureSkinnedMeshRenderer(ref MeshData dst, SkinnedMeshRenderer smr, GetMessage mes, ref Mesh mesh) {
mesh = smr.sharedMesh;
if (mesh == null) return false;
if (!mes.bakeSkin && !mesh.isReadable) {
Debug.LogWarning("Mesh " + smr.name + " is not readable and be ignored");
return false;
}
Cloth cloth = smr.GetComponent<Cloth>();
if (cloth != null && mes.bakeCloth) CaptureMesh(ref dst, mesh, cloth, mes.flags, smr.sharedMaterials);
if (mes.bakeSkin) {
Mesh tmp = new Mesh();
smr.BakeMesh(tmp);
CaptureMesh(ref dst, tmp, null, mes.flags, smr.sharedMaterials);
}
else {
CaptureMesh(ref dst, mesh, null, mes.flags, smr.sharedMaterials);
// bones
if (mes.flags.getBones) {
dst.SetBonePaths(this, smr.bones);
dst.bindposes = mesh.bindposes;
NativeArray<byte> bonesPerVertex = mesh.GetBonesPerVertex();
NativeArray<BoneWeight1> weights = mesh.GetAllBoneWeights();
dst.WriteBoneWeightsV(ref bonesPerVertex, ref weights);
}
// blendshapes
if (mes.flags.getBlendShapes && mesh.blendShapeCount > 0) {
Vector3[] v = new Vector3[mesh.vertexCount];
Vector3[] n = new Vector3[mesh.vertexCount];
Vector3[] t = new Vector3[mesh.vertexCount];
for (int bi = 0; bi < mesh.blendShapeCount; ++bi) {
BlendShapeData bd = dst.AddBlendShape(mesh.GetBlendShapeName(bi));
bd.weight = smr.GetBlendShapeWeight(bi);
int frameCount = mesh.GetBlendShapeFrameCount(bi);
for (int fi = 0; fi < frameCount; ++fi) {
mesh.GetBlendShapeFrameVertices(bi, fi, v, n, t);
float w = mesh.GetBlendShapeFrameWeight(bi, fi);
bd.AddFrame(w, v, n, t);
}
}
}
}
return true;
}
private void CaptureMesh(ref MeshData data, Mesh mesh, Cloth cloth, GetFlags flags, Material[] materials) {
if (flags.getPoints)
data.WritePoints(mesh.vertices);
if (flags.getNormals)
data.WriteNormals(mesh.normals);
if (flags.getTangents)
data.WriteTangents(mesh.tangents);
//UV
if (flags.GetUV(0)) data.WriteUV(0, mesh.uv);
if (flags.GetUV(1)) data.WriteUV(1, mesh.uv2);
if (flags.GetUV(2)) data.WriteUV(2, mesh.uv3);
if (flags.GetUV(3)) data.WriteUV(3, mesh.uv4);
if (flags.GetUV(4)) data.WriteUV(4, mesh.uv5);
if (flags.GetUV(5)) data.WriteUV(5, mesh.uv6);
if (flags.GetUV(6)) data.WriteUV(6, mesh.uv7);
if (flags.GetUV(7)) data.WriteUV(7, mesh.uv8);
if (flags.getColors)
data.WriteColors(mesh.colors);
if (flags.getIndices) {
if (!flags.getMaterialIDs || materials == null || materials.Length == 0) {
data.WriteIndices(mesh.triangles);
}
else {
int n = mesh.subMeshCount;
for (int i = 0; i < n; ++i) {
int[] indices = mesh.GetIndices(i);
int mid = i < materials.Length ? GetMaterialIndex(materials[i]) : 0;
data.WriteSubmeshTriangles(indices, mid);
}
}
}
// bones & blendshapes are handled by CaptureSkinnedMeshRenderer()
}
#endregion //ServeScene
private void LateUpdate() {
if (IsInPrefabView)
return;
PollServerEvents();
}
private Server m_server;
private Server.MessageHandler m_handler;
#endif // UNITY_STANDALONE || UNITY_EDITOR
//----------------------------------------------------------------------------------------------------------------------
private bool IsInPrefabView {
get {
#if UNITY_EDITOR
#if UNITY_2021_2_OR_NEWER
return UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage() != null;
#else
return UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage() != null;
#endif
#else // UNITY_EDITOR
return false;
#endif
}
}
//----------------------------------------------------------------------------------------------------------------------
[SerializeField] private bool m_autoStartServer = false;
[SerializeField] private int m_serverPort = MeshSyncConstants.DEFAULT_SERVER_PORT;
#if UNITY_EDITOR
[SerializeField] private bool m_foldServerSettings = true;
internal IDCCLauncher m_DCCInterop;
[SerializeField] private UnityEngine.Object m_DCCAsset;
public UnityEngine.Object DCCAsset {
get { return m_DCCAsset; }
internal set { m_DCCAsset = value; }
}
/// <summary>
/// True if this is currently being live-edited.
/// </summary>
public bool IsLiveEditing
{
get
{
if (m_DCCInterop != null)
return m_DCCInterop.HasProcess;
return false;
}
}
#endif
[SerializeField] private MeshSyncServerConfig m_config;
#pragma warning disable 414
//Renamed in 0.10.x-preview
[FormerlySerializedAs("m_version")] [HideInInspector] [SerializeField]
private int m_serverVersion = (int)ServerVersion.NO_VERSIONING;
#pragma warning restore 414
private const int CUR_SERVER_VERSION = (int)ServerVersion.INITIAL_0_4_0;
private ServerSettings m_serverSettings = ServerSettings.defaultValue;
private bool m_requestRestartServer = false;
private bool m_captureScreenshotInProgress = false;
private bool m_serverStarted = false;
//----------------------------------------------------------------------------------------------------------------------
private enum ServerVersion {
NO_VERSIONING = 0, //Didn't have versioning in earlier versions
INITIAL_0_4_0 = 1 //initial for version 0.4.0-preview
}
#if UNITY_EDITOR
[SerializeField] private bool m_foldInstanceSettings = true;
internal bool foldInstanceSettings {
get { return m_foldInstanceSettings; }
set { m_foldInstanceSettings = value; }
}
#endif
}
} //end namespace