示例#1
0
        private void OnImportComplete(SerializationCompletionReason completionReason, WorldAnchorTransferBatch deserializedTransferBatch)
        {
            if (completionReason != SerializationCompletionReason.Succeeded)
            {
                Debug.Log("Failed to import: " + completionReason.ToString());
                if (retryCount > 0)
                {
                    retryCount--;
                    WorldAnchorTransferBatch.ImportAsync(importedData, OnImportComplete);
                }
                else
                {
                    cbImportFinish(false, "Import Anchor Failed after retry times.", null);
                    cbImportFinish = null;
                }
                return;
            }

            Debug.Log("Import success!");

            if (File.Exists(anchorFilePath + "/" + anchorFileName))
            {
                File.Delete(anchorFilePath + "/" + anchorFileName);
            }

            cbImportFinish(true, null, deserializedTransferBatch);
            cbImportFinish = null;
        }
示例#2
0
        private void ContinueDownload()
        {
            Debug.Log("Load data from file");
            // 读取文件
            try
            {
                importedData = File.ReadAllBytes(anchorFilePath + "/" + anchorFileName);
            }
            catch (Exception e)
            {
                Debug.Log(e);
                downloadErrorString = e.ToString();

                cbImportFinish(false, "Load file error! " + e, null);
                cbImportFinish = null;
                return;
            }

            Debug.Log("Download, data size=" + importedData.Length + " , Begin to Import!");
            if (importedData.Length != 0)
            {
                retryCount = 3;
                WorldAnchorTransferBatch.ImportAsync(importedData, OnImportComplete);
            }
            else
            {
                cbImportFinish(false, "Anchor data is wrong!", null);
                cbImportFinish = null;
            }
        }
示例#3
0
    void Update()
    {
#if UNITY_WSA && !UNITY_EDITOR
        if (SharingStage.Instance.IsConnected)
        {
            switch (currentState)
            {
            case ImportState.Start:
                ConnectToRoom();
                this.currentState = ImportState.ReadyToImport;
                break;

            case ImportState.ReadyToImport:
                MakeAnchorDataRequest();
                break;

            case ImportState.DataDownloadedReadyForImport:
                // DataReady is set when the anchor download completes.
                currentState = ImportState.Importing;
                StatusTextDisplay.Instance.SetStatusText("importing synchronisation data");

                WorldAnchorTransferBatch.ImportAsync(rawAnchorData, ImportComplete);
                break;
            }
        }
#endif
    }
示例#4
0
        /// <summary>
        /// Sets the world anchor at the origin from data if succeeded.
        /// </summary>
        public static void ShareOriginComplete(string clusterID, bool succeeded)
        {
            if (succeeded && clusterID != shareID && _shareData != null)
            {
                if (MixedRealityDisplay.currentDisplay.shareOrigin)
                {
                    WorldAnchorTransferBatch.ImportAsync(_shareData.ToArray(), (SerializationCompletionReason completionReason, WorldAnchorTransferBatch batch) => {
                        if (completionReason != SerializationCompletionReason.Succeeded)
                        {
                            return;
                        }

                        // Disable the origin finder if it exists
                        if (_originFinder != null)
                        {
                            _originFinder.Disable();
                            _originFinder = null;
                        }

                        // Create the world anchor
                        SetWorldAnchor(batch.LockObject(MixedRealityDisplay.currentDisplayConfig.id, worldAnchor == null ?
                                                        new GameObject("WorldAnchor") : worldAnchor.gameObject));
                    });
                }
            }

            _shareData = null;
        }
        private void Update()
        {
#if WINDOWS_UWP
            if (HolographicSettings.IsDisplayOpaque)
            {
                return;
            }

            if (gotOne)
            {
                Debug.Log("importing");
                gotOne           = false;
                ImportInProgress = true;
                WorldAnchorTransferBatch.ImportAsync(anchorData, ImportComplete);
            }

            if (oldAnchorName != AnchorName && !createdAnchor)
            {
                Debug.LogFormat("New anchor name {0} => {1}", oldAnchorName, AnchorName);
                oldAnchorName = AnchorName;
                if (string.IsNullOrEmpty(AnchorName))
                {
                    Debug.Log("anchor is empty");
                    AnchorEstablished = false;
                }
                else if (!AttachToCachedAnchor(AnchorName))
                {
                    Debug.Log("requesting download of anchor data");
                    WaitForAnchor();
                }
            }
#else
            return;
#endif
        }
示例#6
0
        private void Update()
        {
            switch (currentState)
            {
            // If the local anchor store is initialized.
            case ImportExportState.AnchorStore_Initialized:
                if (sharingServiceReady)
                {
                    InitRoomApi();
                }
                break;

            case ImportExportState.RoomApiInitialized:
                StartAnchorProcess();
                break;

            case ImportExportState.DataReady:
                // DataReady is set when the anchor download completes.
                currentState = ImportExportState.Importing;
                WorldAnchorTransferBatch.ImportAsync(rawAnchorData, ImportComplete);
                break;

            case ImportExportState.InitialAnchorRequired:
                currentState = ImportExportState.CreatingInitialAnchor;
                CreateAnchorLocally();
                break;

            case ImportExportState.ReadyToExportInitialAnchor:
                // We've created an anchor locally and it is ready to export.
                currentState = ImportExportState.UploadingInitialAnchor;
                Export();
                break;
            }
        }
示例#7
0
    private void OnImportComplete(SerializationCompletionReason completionReason, WorldAnchorTransferBatch deserializedTransferBatch)
    {
        if (completionReason != SerializationCompletionReason.Succeeded)
        {
            Debug.Log("Failed to import: " + completionReason.ToString());
            if (retryCount > 0)
            {
                retryCount--;
                indicator.GetComponent <MeshRenderer>().material.color = Color.cyan;
                WorldAnchorTransferBatch.ImportAsync(anchorData, OnImportComplete);
            }
            return;
        }

        GameObject sr = GameObject.Find("RefernceSceneBuilder");

        if (sr != null)
        {
            deserializedTransferBatch.LockObject("1_GC35L", sr);
            CompleteWaTime.text = Time.time.ToString();
            SendMsg sendstr = new SendMsg("SyncPlantNum:" + IF.text);
            startSocketTime.text = Time.time.ToString();
            tCP.SocketSendByte(sendstr);
        }
        else
        {
            Debug.Log("Failed to find object for anchor id: " + "1_GC35L");
            indicator.GetComponent <MeshRenderer>().material.color = Color.red;
        }
    }
示例#8
0
        private void Update()
        {
#if UNITY_WSA
#if UNITY_2017_2_OR_NEWER
            if (HolographicSettings.IsDisplayOpaque)
            {
                return;
            }
#else
            if (!VRDevice.isPresent)
            {
                return;
            }
#endif

            if (gotOne)
            {
                _ = ProgressIndicator.StartProgressIndicator("Importing anchor data...");
                Debug.Log("Importing");
                gotOne             = false;
                IsImportInProgress = true;
                WorldAnchorTransferBatch.ImportAsync(anchorData, ImportComplete);
            }
#endif
        }
    static async Task <bool> ImportWorldAnchorToGameObjectAsync(
        GameObject gameObject,
        byte[] worldAnchorBits)
    {
        var  completion = new TaskCompletionSource <bool>();
        bool worked     = false;

        WorldAnchorTransferBatch.ImportAsync(worldAnchorBits,
                                             (reason, batch) =>
        {
            if (reason == SerializationCompletionReason.Succeeded)
            {
                var anchorId = batch.GetAllIds().FirstOrDefault();

                if (!string.IsNullOrEmpty(anchorId))
                {
                    batch.LockObject(anchorId, gameObject);
                    worked = true;
                }
            }
            batch.Dispose();
            completion.SetResult(true);
        }
                                             );
        await completion.Task;

        return(worked);
    }
示例#10
0
 private void OnImportComplete(SerializationCompletionReason completionReason, WorldAnchorTransferBatch deserializedTransferBatch)
 {
     if (completionReason != SerializationCompletionReason.Succeeded)
     {
         Debug.Log("Failed to import: " + completionReason.ToString());
         if (retryCount > 0)
         {
             indicator.GetComponent <MeshRenderer>().material.color = Color.cyan;
             WorldAnchorTransferBatch.ImportAsync(anchorData, OnImportComplete);
         }
         return;
     }
     if (deserializedTransferBatch.GetAllIds().Length == 0)
     {
         if (retryCount > 0)
         {
             indicator.GetComponent <MeshRenderer>().material.color = Color.cyan;
             WorldAnchorTransferBatch.ImportAsync(anchorData, OnImportComplete);
         }
         return;
     }
     if (gameObject != null)
     {
         indicator.GetComponent <MeshRenderer>().material.color = Color.green;
         deserializedTransferBatch.LockObject(gameObject.name, gameObject);
         transform.parent.GetComponent <SetRefObjToCertain>().totalSyncNum++;
         gameObject.SetActive(true);
     }
     else
     {
         indicator.GetComponent <MeshRenderer>().material.color = Color.red;
     }
 }
示例#11
0
 public void StartSyncSinglePlant(byte[] data, GameObject indicator1)
 {
     anchorData = data;
     indicator  = indicator1;
     indicator1.GetComponent <MeshRenderer>().material.color = Color.black;
     WorldAnchorTransferBatch.ImportAsync(data, OnImportComplete);
 }
示例#12
0
        internal WorldAnchorImport(byte[] anchor, UnityAction <WorldAnchorTransferBatch, DateTime> callbackWhenFinished, DateTime anchorTime, int retryCount = 3)
        {
            this.retryCount           = retryCount;
            this.callbackWhenFinished = callbackWhenFinished;
            this.anchorTime           = anchorTime;
            this.anchorData           = anchor;

            WorldAnchorTransferBatch.ImportAsync(anchor, onImportComplete);
        }
示例#13
0
 private void Update()
 {
     if (_import)
     {
         // Import the world anchor...
         WorldAnchorTransferBatch.ImportAsync(_anchorData, OnImportComplete);
         _import = false;
     }
 }
示例#14
0
        /// <summary>
        /// 导入锚点
        /// </summary>
        /// <param name="data">锚点数据</param>
        /// <param name="obj">要导入锚点数据的物体</param>
        public void ImportAnchor(byte[] data, GameObject obj)
        {
            Debug.Log("导入锚点数据");
            objectToImportAnchor = obj;
#if !UNITY_EDITOR && UNITY_WSA
            WorldAnchorTransferBatch.ImportAsync(data, ImportComplete);
#else
            Debug.Log("非Hololens无法入锚点数据");
#endif
        }
    public async void LoadAllColumnAnchorsFromDisk(GameObject columnObjectToAnchor)
    {
        OnLoadAnchorsFromDiskStarted();

        ProgressIndicator.Instance.SetMessage("Finding data file..");

        #if WINDOWS_UWP
        IStorageItem item = await storageFolder.TryGetItemAsync(columnDataFileName);

        if (item == null)
        {
            Debug.LogFormat("Unable to locate data file at: {0}!", storageFolder.Path);

            Dialog.Open(PrefabsManager.Instance.dialogPrefab
                        , DialogButtonType.OK
                        , "Error"
                        , string.Format("Unable to locate data file at: {0}!", storageFolder.Path));

            return;
        }
        else
        {
            Debug.Log("Found column anchor data file!");
        }

        StorageFile dataFile = (StorageFile)item;

        IBuffer buffer = await FileIO.ReadBufferAsync(dataFile);

        byte[] dataByteArray = new byte[buffer.Length];

        using (DataReader dataReader = DataReader.FromBuffer(buffer)) {
            dataReader.ReadBytes(dataByteArray);
        }

        ProgressIndicator.Instance.SetMessage("Found file. Now importing World Anchors..");
        ProgressIndicator.Instance.SetProgress(0.10f);

        Debug.LogFormat("Number of bytes read: {0}", dataByteArray.Length);
        WorldAnchorTransferBatch.ImportAsync(dataByteArray
                                             , (completionReason, batch) =>
                                             OnImportColumnDataComplete(completionReason, batch, columnObjectToAnchor));
                #else
        Debug.Log("Unable to load anchor data from file as this is not a UWP system.");

        Dialog.Open(PrefabsManager.Instance.dialogPrefab
                    , DialogButtonType.OK
                    , "Error"
                    , "Unable to load anchor data from file as this is not a UWP system.");

        OnLoadAnchorsFromDiskCompleted(new Dictionary <String, GameObject>());
                #endif
    }
示例#16
0
    private void ImportWorldAnchor(byte[] importedData)
    {
        debugText.text += "Started GameRootAnchor import |";

        foreach (byte number in importedData)
        {
            debugText.text += number;
        }
        debugText.text += "|";

        WorldAnchorTransferBatch.ImportAsync(importedData, OnImportComplete);
    }
示例#17
0
        private void onAnchorDataAvailable(MqttNetClientAccess.mqttMessage message)
        {
            DateTime anchorTime = TimeMethodesForAnchors.parseAnchor(message.topic).Value;

            importInformation = new ImportInformation(3, message.payload, anchorTime);
            //TODO: what happens when one anchor gets available while the other is currently importing
            //then we should somehow stop the import of the other and use the new

            //we have the anchor now
            AppDataExportManager.Instance.unsubscribe(message.topic, onAnchorDataAvailable);

            WorldAnchorTransferBatch.ImportAsync(message.payload, onImportComplete);
        }
        void Update()
        {
            if (roomManagerCallbacks == null && SharingStage.Instance != null && SharingStage.Instance.SessionUsersTracker != null)
            {
                // We will register for session joined to indicate when the sharing service
                // is ready for us to make room related requests.
                SharingStage.Instance.SessionUsersTracker.UserJoined += SessionUsersTracker_UserJoined;

                // Setup the room manager callbacks.
                roomManager          = SharingStage.Instance.Manager.GetRoomManager();
                roomManagerCallbacks = new RoomManagerAdapter();

                roomManagerCallbacks.AnchorsDownloadedEvent += RoomManagerCallbacks_AnchorsDownloaded;
                roomManagerCallbacks.AnchorUploadedEvent    += RoomManagerCallbacks_AnchorUploaded;
                roomManager.AddListener(roomManagerCallbacks);
            }

            switch (currentState)
            {
            // If the local anchor store is initialized.
            case ImportExportState.AnchorStore_Initialized:
                if (sharingServiceReady)
                {
                    InitRoomApi();
                }
                break;

            case ImportExportState.RoomApiInitialized:
                StartAnchorProcess();
                break;

            case ImportExportState.DataReady:
                // DataReady is set when the anchor download completes.
                currentState = ImportExportState.Importing;
                WorldAnchorTransferBatch.ImportAsync(rawAnchorData, ImportComplete);
                break;

            case ImportExportState.InitialAnchorRequired:
                currentState = ImportExportState.CreatingInitialAnchor;
                CreateAnchorLocally();
                break;

            case ImportExportState.ReadyToExportInitialAnchor:
                // We've created an anchor locally and it is ready to export.
                currentState = ImportExportState.UploadingInitialAnchor;
                Export();
                break;
            }
        }
    bool SetAnchor(byte[] data)
    {
        State = States.Importing;

#if WINDOWS_UWP
        worldAnchorBuffer.Clear();
        worldAnchorBuffer.AddRange(data);

        WorldAnchorTransferBatch.ImportAsync(data, OnImportComplete);
#else
        State = States.Anchored;
#endif

        return(true);
    }
示例#20
0
 private void OnImportComplete(SerializationCompletionReason completionReason, WorldAnchorTransferBatch deserializedTransferBatch)
 {
     if (completionReason != SerializationCompletionReason.Succeeded)
     {
         //Import failed
         if (retryCount > 0)
         {
             retryCount--;
             WorldAnchorTransferBatch.ImportAsync(importedData, OnImportComplete);
         }
         return;
     }
     importedAnchor    = deserializedTransferBatch.LockObject(importAnchorName, gameObjectToSet);
     isRequestActive   = false;
     isRequestFinished = true;
 }
示例#21
0
    // Update中处理各种状态(简单状态机)
    private void Update()
    {
        if (currentState != lastState)
        {
            debug("状态变化:" + lastState.ToString() + " > " + currentState.ToString());
            lastState = currentState;
        }

        lblMsg.text = sb.ToString();

        switch (currentState)
        {
        case ImportExportState.AnchorStore_Initialized:
            // 本地锚点存储器初始化完成
            // 如果成功加入当前会话,则开始加载房间
            if (sharingServiceReady)
            {
                InitRoomApi();
            }
            break;

        case ImportExportState.RoomApiInitialized:
            // 房间已加载完成,开始加载锚点信息
            StartAnchorProcess();
            break;

        case ImportExportState.DataReady:
            // 锚点数据下载完成后,开始导入锚点数据
            currentState = ImportExportState.Importing;
            WorldAnchorTransferBatch.ImportAsync(rawAnchorData, ImportComplete);
            break;

        case ImportExportState.InitialAnchorRequired:
            // 房主房间创建完成后,需要创建初始锚点共享给他人
            currentState = ImportExportState.CreatingInitialAnchor;
            // 创建本地锚点
            CreateAnchorLocally();
            break;

        case ImportExportState.ReadyToExportInitialAnchor:
            // 准备导出初始锚点
            currentState = ImportExportState.UploadingInitialAnchor;
            // 执行导出
            Export();
            break;
        }
    }
示例#22
0
    private void OnImportComplete(SerializationCompletionReason completionReason, WorldAnchorTransferBatch deserializedTransferBatch)
    {
        if (completionReason != SerializationCompletionReason.Succeeded)
        {
            Debug.Log("Failed to import: " + completionReason.ToString());
            debugText.text += "Failed to import: " + completionReason.ToString();
            if (retryCount > 0)
            {
                retryCount--;
                WorldAnchorTransferBatch.ImportAsync(importedWorldAnchor, OnImportComplete);
            }
            return;
        }

        debugText.text += "GameRootAnchor Imported!!! |";
        deserializedTransferBatch.LockObject("GameRootAnchor", WorldCenter);
    }
示例#23
0
    void Update()
    {
        switch (currentState)
        {
        // If the local anchor store is initialized.
        case ImportExportState.AnchorStore_Initialized:
            if (sharingServiceReady)
            {
                InitRoomApi();
            }
            break;

        case ImportExportState.RoomApiInitialized:
            StartAnchorProcess();
            break;

        case ImportExportState.DataReady:
            // DataReady is set when the anchor download completes.
            currentState = ImportExportState.Importing;
            WorldAnchorTransferBatch.ImportAsync(rawAnchorData, ImportComplete);
            break;

        case ImportExportState.InitialAnchorRequired:
            //currentState = ImportExportState.CreatingInitialAnchor;
            //CreateAnchorLocally();
            DisplayUI.Instance.AppendText("ImportExportAnchors() - State:InitalAnchorRequired");
            if (anchorStore.anchorCount > 0)
            {
                currentState = ImportExportState.ReadyToExportInitialAnchor;
            }
            else
            {
                DisplayUI.Instance.AppendText("ImportExportAnchors() - State:InitalAnchorRequired ERROR NO ANCHORS!");
            }
            break;

        case ImportExportState.ReadyToExportInitialAnchor:
            // We've created an anchor locally and it is ready to export.
            currentState = ImportExportState.UploadingInitialAnchor;
            DisplayUI.Instance.AppendText("ImportExportAnchors() - State:UploadingInitialAnchor");
            //Export();
            ExportFromAnchorStore();
            break;
        }
    }
 // Called by NetworkControl to load new Anchor
 public bool ImportAnchorData(byte[] anchorData)
 {
     if (anchorStore != null)
     {
         Debug.Log("Importing Anchor");
         if (currentState == ControlState.PlaceAnchor)
         {
             CancelAnchor();
         }
         WorldAnchorTransferBatch.ImportAsync(anchorData, AnchorImportHandler);
         return(true);
     }
     else
     {
         Debug.LogError("Importing Anchor: Anchor Store Not Ready");
         return(false);
     }
 }
        protected override void Update()
        {
            if (AnchorStore == null ||
                SharingStage.Instance == null ||
                SharingStage.Instance.CurrentRoom == null ||
                !canUpdate)
            {
                return;
            }

            if (LocalAnchorOperations.Count > 0)
            {
                if (!isExportingAnchors && !isImportingAnchors)
                {
                    DoAnchorOperation(LocalAnchorOperations.Dequeue());
                }
            }
            else
            {
                if (shouldImportAnchors && !isImportingAnchors && !isExportingAnchors)
                {
                    if (AnchorDebugText != null)
                    {
                        AnchorDebugText.text += "\nStarting Anchor Download...";
                    }

                    isImportingAnchors  = true;
                    shouldImportAnchors = false;
                    WorldAnchorTransferBatch.ImportAsync(rawAnchorDownloadData, ImportComplete);
                }

                if (shouldExportAnchors && !isExportingAnchors && !isImportingAnchors)
                {
                    if (AnchorDebugText != null)
                    {
                        AnchorDebugText.text += "\nStarting Anchor Upload...";
                    }

                    isExportingAnchors  = true;
                    shouldExportAnchors = false;
                    WorldAnchorTransferBatch.ExportAsync(currentAnchorTransferBatch, WriteBuffer, ExportComplete);
                }
            }
        }
示例#26
0
    private void Update()
    {
        if (gotOne)
        {
            Debug.Log("importing");
            gotOne = false;
            WorldAnchorTransferBatch.ImportAsync(anchorData, ImportComplete);
        }

        if (oldAnchorName != AnchorName && !createdAnchor)
        {
            Debug.LogFormat("New anchor name {0} {1}", oldAnchorName, AnchorName);
            oldAnchorName = AnchorName;
            if (!AttachToCachedAnchor(AnchorName))
            {
                WaitForAnchor();
            }
        }
    }
    private void OnImportComplete(SerializationCompletionReason completionReason, WorldAnchorTransferBatch deserializedTransferBatch)
    {
        Debug.LogFormat("OnImportComplete {0}", completionReason);

        importing = false;

        if (completionReason != SerializationCompletionReason.Succeeded)
        {
            if (importAttempts > 0)
            {
                importing = true;
                importAttempts--;
                WorldAnchorTransferBatch.ImportAsync(worldAnchorBuffer.ToArray(), OnImportComplete);
            }
            return;
        }

        worldAnchor = deserializedTransferBatch.LockObject(gameObject.name, gameObject);
    }
示例#28
0
        private void Update()
        {
#if WINDOWS_UWP
            if (UnityEngine.XR.WSA.HolographicSettings.IsDisplayOpaque)
            {
                return;
            }

            if (gotOne)
            {
                Debug.Log("importing");
                gotOne           = false;
                ImportInProgress = true;
                WorldAnchorTransferBatch.ImportAsync(anchorData, ImportComplete);
            }
#else
            return;
#endif
        }
示例#29
0
    /// <summary>
    /// Called to begin the process of importing pending anchor data
    /// </summary>
    private void RequestAnchorDataCompleted(GenericNetworkTransmitter sender, RequestDataCompletedArgs args)
    {
        if (!args.Successful)
        {
            Debug.LogErrorFormat("[NetworkAnchorManager] Failed to receive anchor data. {0}", DebugInfo());
            ImportAnchorDataCompleted(null);
            return;
        }

        if (args.Data == null || args.Data.Length == 0)
        {
            Debug.LogErrorFormat("[NetworkAnchorManager] Binary anchor data is null or empty, ignoring request to import anchor data. {0}", DebugInfo());
            ImportAnchorDataCompleted(null);
            return;
        }

        Debug.LogFormat("[NetworkAnchorManager] Starting import of binary anchor data. (bytes: {0}) {1}", args.Data.Length, DebugInfo());
        WorldAnchorTransferBatch.ImportAsync(args.Data, BatchImportAsyncCompleted);
    }
    public override void RestoreWorldAnchor(string anchorId, AnchorRestoredDelegate anchorRestored)
    {
        if (isDisplayOpaque)
        {
            base.RestoreWorldAnchor(anchorId, anchorRestored);
            return;
        }

        if (string.IsNullOrEmpty(anchorId))
        {
            if (anchorRestored != null)
            {
                anchorRestored(null, "InvalidAnchorId");
            }
            return;
        }

        if (memBuffer == null || memBuffer.Length == 0)
        {
            if (anchorRestored != null)
            {
                anchorRestored(null, "AnchorDataNotSet");
            }
            return;
        }

        WorldAnchorTransferBatch.ImportAsync(memBuffer,
                                             (result, batch) =>
        {
            GameObject anchorObj = null;
            if (result == SerializationCompletionReason.Succeeded)
            {
                anchorObj = new GameObject(anchorId);
                batch.LockObject(anchorId, anchorObj);
            }

            if (anchorRestored != null)
            {
                anchorRestored(result == SerializationCompletionReason.Succeeded ? anchorObj : null,
                               result == SerializationCompletionReason.Succeeded ? string.Empty : result.ToString());
            }
        });
    }