/// <summary> /// Callback invoked when we get request results. /// </summary> private void OnRequestResult(PolyStatusOr <PolyListAssetsResult> result) { if (result.Ok) { PtDebug.LogFormat("ABM: request results received ({0} assets).", result.Value.assets.Count); this.listAssetsResult = result; resultHasMorePages = result.Value.nextPageToken != null; } else { Debug.LogError("Asset request failed. Try again later: " + result.Status); this.listAssetsResult = result; } querying = false; if (null != refreshCallback) { refreshCallback(); } if (result.Ok) { assetsInUse = GetAssetsInUse(); FinishFetchingThumbnails(result); } }
/// <summary> /// Called when sign in finishes. /// </summary> /// <param name="wasInteractive">If true, this was the interactive (browser-based) sign-in flow.</param> /// <param name="status">The result of the sign in process.</param> private void OnSignInFinished(bool wasInteractive, PolyStatus status) { if (status.ok) { string tok = PolyApi.AccessToken; PtDebug.LogFormat("ABM: Sign in success. Access token: {0}", (tok != null && tok.Length > 6) ? tok.Substring(0, 6) + "..." : "INVALID"); PtAnalytics.SendEvent(PtAnalytics.Action.ACCOUNT_SIGN_IN_SUCCESS); } else if (wasInteractive) { Debug.LogErrorFormat("Failed to sign in. Please try again: " + status); PtAnalytics.SendEvent(PtAnalytics.Action.ACCOUNT_SIGN_IN_FAILURE, status.ToString()); } if (null != refreshCallback) { refreshCallback(); } // If we had a deferred request that was waiting for auth, send it now. if (requestToSendAfterAuth != null) { PtDebug.Log("Sending deferred request that was waiting for auth."); PolyRequest request = requestToSendAfterAuth; requestToSendAfterAuth = null; StartRequest(request); } }
public void Setup(PolyCacheConfig config) { // Create all the buffer holders. They are all initially idle. for (int i = 0; i < MAX_CONCURRENT_DOWNLOADS; i++) { idleBuffers.Add(new BufferHolder()); } // Caching is only supported on Windows/Mac for now. bool cacheSupported = Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.OSXEditor || Application.platform == RuntimePlatform.OSXPlayer; PtDebug.LogFormat("Platform: {0}, cache supported: {1}", Application.platform, cacheSupported); if (cacheSupported && config.cacheEnabled) { //string appDataPath = Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData); //string defaultCachePath = Path.Combine(Path.Combine(Path.Combine( // appDataPath, Application.companyName), Application.productName), "WebRequestCache"); string defaultCachePath = Path.Combine(Application.persistentDataPath, "WebRequestCache"); string cachePath = config.cachePathOverride; if (string.IsNullOrEmpty(cachePath)) { cachePath = defaultCachePath; } // Note: Directory.CreateDirectory creates all directories in the path. Directory.CreateDirectory(cachePath); cache = gameObject.AddComponent <PersistentBlobCache>(); cache.Setup(cachePath, config.maxCacheEntries, config.maxCacheSizeMb * 1024 * 1024); } }
private bool PrepareDownload(PolyAsset asset, out string baseName, out string downloadLocalPath) { assetsBeingDownloaded.Remove(asset); PtDebug.LogFormat("ABM: Preparing to download {0}", asset); // basePath is something like Assets/Poly/Sources. string baseLocalPath = PtUtils.NormalizeLocalPath(PtSettings.Instance.assetSourcesPath); if (!baseLocalPath.StartsWith("Assets/")) { Debug.LogErrorFormat("Invalid asset sources folder {0}. Must be under Assets folder."); baseName = downloadLocalPath = null; return(false); } // basePathAbs is something like C:\Users\foo\bar\MyUnityProject\Assets\Poly\Sources string baseFullPath = PtUtils.ToAbsolutePath(baseLocalPath); if (!Directory.Exists(baseFullPath)) { Directory.CreateDirectory(baseFullPath); } baseName = PtUtils.GetPtAssetBaseName(asset); PtDebug.LogFormat("Import name: {0}", baseName); // downloadLocalPath is something like Assets/Poly/Sources/assetTitle_assetId downloadLocalPath = baseLocalPath + "/" + baseName; string downloadFullPath = PtUtils.ToAbsolutePath(downloadLocalPath); if (Directory.Exists(downloadFullPath)) { if (PtSettings.Instance.warnOnSourceOverwrite && !EditorUtility.DisplayDialog("Warning: Overwriting asset source folder", string.Format("The asset source folder '{0}' will be deleted and created again. " + "This should be safe *unless* you have manually made changes to its contents, " + "in which case you will lose those changes.\n\n" + "(You can silence this warning in Poly Toolkit settings)", asset.displayName, downloadLocalPath), "OK", "Cancel")) { return(false); } Directory.Delete(downloadFullPath, /* recursive */ true); } // Create the download folder. // Something like C:\Users\foo\bar\MyUnityProject\Assets\Poly\Sources\assetTitle_assetId Directory.CreateDirectory(downloadFullPath); return(true); }
/// <summary> /// Starts downloading and importing the given asset (in the background). When done, the asset will /// be saved to the user's Assets folder. /// </summary> /// <param name="asset">The asset to download and import.</param> /// <param name="ptAssetLocalPath">Path to the PtAsset that should be created (or replaced).</param> /// <param name="options">Import options.</param> public void StartDownloadAndImport(PolyAsset asset, string ptAssetLocalPath, EditTimeImportOptions options) { if (!assetsBeingDownloaded.Add(asset)) { return; } PtDebug.LogFormat("ABM: starting to fetch asset {0} ({1}) -> {2}", asset.name, asset.displayName, ptAssetLocalPath); // Prefer glTF1 to glTF2. // It used to be that no Poly assets had both formats, so the ordering did not matter. // Blocks assets now have both glTF1 and glTF2. PT does not understand the glTF2 version, // so the ordering matters a great deal. PolyFormat glTF2format = asset.GetFormatIfExists(PolyFormatType.GLTF_2); PolyFormat glTFformat = asset.GetFormatIfExists(PolyFormatType.GLTF); PolyMainInternal.FetchProgressCallback progressCallback = (PolyAsset assetBeingFetched, float progress) => { EditorUtility.DisplayProgressBar(DOWNLOAD_PROGRESS_TITLE, DOWNLOAD_PROGRESS_TEXT, progress); }; if (glTFformat != null) { EditorUtility.DisplayProgressBar(DOWNLOAD_PROGRESS_TITLE, DOWNLOAD_PROGRESS_TEXT, 0.0f); PolyMainInternal.Instance.FetchFormatFiles(asset, PolyFormatType.GLTF, (PolyAsset resultAsset, PolyStatus status) => { EditorUtility.ClearProgressBar(); OnFetchFinished(status, resultAsset, /*isGltf2*/ false, ptAssetLocalPath, options); }, progressCallback); } else if (glTF2format != null) { EditorUtility.DisplayProgressBar(DOWNLOAD_PROGRESS_TITLE, DOWNLOAD_PROGRESS_TEXT, 0.0f); PolyMainInternal.Instance.FetchFormatFiles(asset, PolyFormatType.GLTF_2, (PolyAsset resultAsset, PolyStatus status) => { EditorUtility.ClearProgressBar(); OnFetchFinished(status, resultAsset, /*isGltf2*/ true, ptAssetLocalPath, options); }, progressCallback); } else { Debug.LogError("Asset not in GLTF_2 or GLTF format. Can't import."); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Unsupported format"); } }
private void OnFetchFinished(PolyStatus status, PolyAsset asset, bool isGltf2, string ptAssetLocalPath, EditTimeImportOptions options) { if (!status.ok) { Debug.LogErrorFormat("Error fetching asset {0} ({1}): {2}", asset.name, asset.displayName, status); EditorUtility.DisplayDialog("Download Error", string.Format("*** Error downloading asset '{0}'. Try again later.", asset.displayName), "OK"); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Asset fetch failed"); return; } string baseName, downloadLocalPath; if (!PrepareDownload(asset, out baseName, out downloadLocalPath)) { return; } string absPath = PtUtils.ToAbsolutePath(downloadLocalPath); string extension = isGltf2 ? ".gltf2" : ".gltf"; string fileName = baseName + extension; // We have to place an import request so that PolyImporter does the right thing when it sees the new file. PolyImporter.AddImportRequest(new PolyImporter.ImportRequest( downloadLocalPath + "/" + fileName, ptAssetLocalPath, options, asset)); // Now unpackage it. GltfProcessor will pick it up automatically. UnpackPackageToFolder(isGltf2 ? asset.GetFormatIfExists(PolyFormatType.GLTF_2) : asset.GetFormatIfExists(PolyFormatType.GLTF), absPath, fileName); PtDebug.LogFormat("ABM: Successfully downloaded {0} to {1}", asset, absPath); AssetDatabase.Refresh(); if (null != refreshCallback) { refreshCallback(); } }
/// <summary> /// Sends a hit to Google Analytics. /// </summary> /// <param name="fields">Key-value pairs that make up the properties of the hit. These /// are assumed to be in the appropriate Google Analytics format.</param> private void SendHit(Dictionary <string, string> fields) { StringBuilder sb = new StringBuilder(prefix); foreach (KeyValuePair <string, string> pair in fields) { sb.AppendFormat("&{0}={1}", UnityWebRequest.EscapeURL(pair.Key), UnityWebRequest.EscapeURL(pair.Value)); } string payload = sb.ToString(); try { UnityWebRequest request = new UnityWebRequest("https://www.google-analytics.com/collect", "POST"); request.uploadHandler = new UploadHandlerRaw(Encoding.UTF8.GetBytes(payload)); request.uploadHandler.contentType = "application/x-www-form-urlencoded"; UnityCompat.SendWebRequest(request); PtDebug.LogFormat("ANALYTICS: sent hit: {0}", payload); } catch (Exception ex) { // Reporting these as errors would be noisy and annoying. We don't want to do that -- maybe the user is // offline. Not being able to send analytics isn't a big deal. So only log this error if // PtDebug verbose logging is on. PtDebug.LogFormat("*** Error sending analytics: {0}", ex); } }
/// <summary> /// Executes the given import request, producing a PtAsset and a prefab. /// </summary> /// <param name="request">The request to perform.</param> private static void ExecuteImportRequest(ImportRequest request) { PtDebug.LogFormat("Executing import request: {0}", request); string gltfFullPath = PtUtils.ToAbsolutePath(request.gltfLocalPath); string assetLocalPath = request.ptAssetLocalPath; string assetFullPath = PtUtils.ToAbsolutePath(assetLocalPath); PtAsset assetToReplace = AssetDatabase.LoadAssetAtPath <PtAsset>(assetLocalPath); GameObject prefabToReplace = null; if (assetToReplace != null) { if (assetToReplace.assetPrefab == null) { Debug.LogErrorFormat("Couldn't find prefab for asset {0}.", assetToReplace); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Prefab not found"); return; } prefabToReplace = assetToReplace.assetPrefab; } // Determine if file is glTF2 or glTF1. bool isGltf2 = Path.GetExtension(request.gltfLocalPath) == ".gltf2"; // First, import the GLTF and build a GameObject from it. EditorUtility.DisplayProgressBar(PROGRESS_BAR_TITLE, PROGRESS_BAR_TEXT, 0.5f); // Use a SanitizedPath stream loader because any format file we have downloaded and saved to disk we // have replaced the original relative path string with the MD5 string hash. This custom stream loader // will always convert uris passed to it to this hash value, and read them from there. IUriLoader binLoader = new HashedPathBufferedStreamLoader(Path.GetDirectoryName(gltfFullPath)); ImportGltf.GltfImportResult result = null; using (TextReader reader = new StreamReader(gltfFullPath)) { result = ImportGltf.Import(isGltf2 ? GltfSchemaVersion.GLTF2 : GltfSchemaVersion.GLTF1, reader, binLoader, request.options.baseOptions); } EditorUtility.ClearProgressBar(); string baseName = PtUtils.GetPtAssetBaseName(request.polyAsset); result.root.name = baseName; // Create the asset (delete it first if it exists). if (File.Exists(assetFullPath)) { AssetDatabase.DeleteAsset(assetLocalPath); // If we are replacing an existing asset, we should rename the replacement to the new name, // since the name reflects the identity of the asset. So if the user is importing the asset // dog_a381b3g to replace what was previously cat_v81938.asset, the replacement file should // be named dog_a381b3g.asset, not cat_v81938.asset. assetLocalPath = PtUtils.GetDefaultPtAssetPath(request.polyAsset); assetFullPath = PtUtils.ToAbsolutePath(assetLocalPath); } Directory.CreateDirectory(Path.GetDirectoryName(assetFullPath)); // Create the new PtAsset and fill it in. AssetDatabase.CreateAsset(ScriptableObject.CreateInstance <PtAsset>(), assetLocalPath); PtAsset newAsset = AssetDatabase.LoadAssetAtPath <PtAsset>(assetLocalPath); newAsset.name = baseName; newAsset.title = request.polyAsset.displayName ?? ""; newAsset.author = request.polyAsset.authorName ?? ""; newAsset.license = request.polyAsset.license; newAsset.url = request.polyAsset.Url; // Ensure the imported object has a PtAssetObject component which references the PtAsset. result.root.AddComponent <PtAssetObject>().asset = newAsset; // Add all the meshes to the PtAsset. SaveMeshes(result.meshes, newAsset); // If the asset has materials, save those to the PtAsset. if (result.materials != null) { SaveMaterials(result.materials, newAsset); } // If the asset has textures, save those to the PtAsset. if (result.textures != null) { SaveTextures(result.textures, newAsset); } // Reimport is required to ensure custom asset displays correctly. AssetDatabase.ImportAsset(assetLocalPath); GameObject newPrefab; if (prefabToReplace) { // Replace the existing prefab with our new object, without breaking prefab connections. newPrefab = PrefabUtility.ReplacePrefab(result.root, prefabToReplace, ReplacePrefabOptions.ReplaceNameBased); AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(newPrefab), baseName); } else { // Create a new prefab. // Prefab path is the same as the asset path but with the extension changed to '.prefab'. string prefabLocalPath = Regex.Replace(assetLocalPath, "\\.asset$", ".prefab"); if (!prefabLocalPath.EndsWith(".prefab")) { Debug.LogErrorFormat("Error: failed to compute prefab path for {0}", assetLocalPath); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Prefab path error"); return; } newPrefab = PrefabUtility.CreatePrefab(prefabLocalPath, result.root); } // Now ensure the asset points to the prefab. newAsset.assetPrefab = newPrefab; if (newAsset.assetPrefab == null) { Debug.LogErrorFormat("Could not get asset prefab reference for asset {0}", newAsset); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Prefab ref error"); } GameObject.DestroyImmediate(result.root); AssetDatabase.Refresh(); if (request.options.alsoInstantiate) { PrefabUtility.InstantiatePrefab(newPrefab); } PtDebug.LogFormat("GLTF import complete: {0}", request); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_SUCCESSFUL, isGltf2 ? "GLTF2" : "GLTF1"); // If this is a third-party asset, we need to update the attributions file. AttributionFileGenerator.Generate(/* showUi */ false); EditorWindow.GetWindow <AssetBrowserWindow>().HandleAssetImported(request.polyAsset.name); // Select the prefab in the editor so the user knows where it is. AssetDatabase.Refresh(); Selection.activeObject = newPrefab; EditorGUIUtility.PingObject(newPrefab); }