public virtual void RequestRoomModel() { string roomName = UWB_Texturing.Config.RoomObject.GameObjectName; //string roomBundleDirectory = Config.AssetBundle.Current.CompileAbsoluteBundleDirectory(); string roomBundleDirectory = Config.Current.AssetBundle.CompileAbsoluteAssetDirectory(); int roomBundlePort = Config.Ports.RoomBundle; #if !UNITY_WSA_10_0 SocketClient_PC.RequestFiles(roomBundlePort, roomBundleDirectory); #elif !UNITY_EDITOR && UNITY_WSA_10_0 SocketClient_Hololens.RequestFiles(roomBundlePort, roomBundleDirectory); #endif RoomManager.UpdateRoomBundle(roomName); }
public static void ExportRoom(int targetID) { //Debug.Log("Export Room entered"); ////string destinationDirectory = Config.AssetBundle.PC.CompileAbsoluteBundleDirectory(); ////UWB_Texturing.BundleHandler.PackFinalRoomBundle(destinationDirectory, BuildTarget.StandaloneWindows); // MUST INCORPORATE CODE THAT WILL ANALYZE TARGET ID/TARGET AND SET CORRECT BUILDTARGET FOR PACKING AND SENDING ASSET BUNDLE //string bundleName = UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename(); //string bundlePath = Config.AssetBundle.PC.CompileAbsoluteBundlePath(Config.AssetBundle.PC.CompileFilename(bundleName)); // MUST INCORPORATE CODE THAT WILL ANALYZE TARGET ID/TARGET AND SET CORRECT BUILDTARGET FOR PACKING AND SENDING ASSET BUNDLE //Debug.Log("bundlename = " + bundleName); //Debug.Log("bundle path = " + bundlePath); //int finalRoomBundlePort = Config.Ports.RoomBundle; //////Launcher.SendAssetBundle(targetID, bundlePath, finalRoomBundlePort); ////Launcher launcher = Launcher.GetLauncherInstance(); ////launcher.SendRoomModel(targetID); //////Debug.Log("bundle sent"); //////PhotonPlayer.Find(targetID); //////Debug.Log("Photon Player found"); //////photonView.RPC("ReceiveRoomModel", PhotonPlayer.Find(targetID), IPManager.CompileNetworkConfigString(finalRoomBundlePort)); //string filepath = Config.AssetBundle.Current.CompileAbsoluteBundlePath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename()); string filepath = Config.Current.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename()); int roomBundlePort = Config.Ports.RoomBundle_ClientToServer; #if !UNITY_WSA_10_0 SocketClient_PC.SendFile(ServerFinder.serverIP, roomBundlePort, filepath); Debug.Log("Exporting raw room resources not currently implemented correctly! Doesn't consider target ID and just sends to master"); #elif !UNITY_EDITOR && UNITY_WSA_10_0 SocketClient_Hololens.SendFile(ServerFinder.serverIP, roomBundlePort, filepath); #endif }