mirror of
https://github.com/DarkflameUniverse/NexusDashboard.git
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Speed up property model viewer: on-demand rendering, shared UGC caches, validators and gzip (#134)
* Speed up property model viewer loading - Render the viewer on demand (load completion, camera change, resize) instead of every animation frame - Share the UGC brick geometry cache and parsed Materials.xml across all UGC models on the converter - Serve model and ldddb files with strong ETag/Last-Modified validators and conditional requests so repeat visits get 304s - Gzip model and ldddb responses (COMPRESS_MODEL_RESPONSES), optionally storing .gz copies on disk (CACHE_COMPRESSED_MODELS) Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> * Add configurable redraw behaviour while property models load PROPERTY_VIEWER_LOAD_REDRAW ('none' or 'interval') and PROPERTY_VIEWER_REDRAW_INTERVAL_MS control whether the property viewer redraws as individual models finish loading. A final draw always happens once all loads complete or fail, and a loading indicator is shown meanwhile. Also wrap long lines added by this branch for flake8. Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> * Show model loading progress in the property viewer Replace the static 'Loading models...' badge in the upper-left corner with a progress indicator, e.g. 'Loading models: 42% (89/203)', counting loaded and failed models out of the total. When everything is done it shows 'Loaded 100% (203/203)' (with '(N failed)' if any), turns green (orange on failures) and fades to a faint badge after a few seconds. The indicator is a DOM element updated at most once per animation frame, so it does not trigger canvas redraws in either redraw mode. Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> * Make the loading progress badge more opaque and readable Use a ~93% opaque background for all states (dark while loading, darker green when done, orange on failures), bold white text with a subtle text shadow, border and drop shadow, and only fade to 70% opacity after completion so it stays legible over colourful models. Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> * Batch UGC models and load the viewer's brick data asynchronously Brick-built (UGC) models used to be loaded with synchronous XHRs on the main thread: one request per model's LXFML plus one per brick primitive file, strictly one after another, with the page frozen meanwhile. On a remote server every request costs a network round trip, so a property with 654 UGC models took about two minutes to load. - New route properties.get_ugc_models/<property id> (login required, like get_model) returns all UGC LXFML of a property as one JSON object ({content id: lxfml}) from a single DB query. It is gzip-encoded per COMPRESS_MODEL_RESPONSES and has an ETag over the whole set, so repeat loads get a 304. The per-model get_model route keeps working. - The viewer lists the brick database, fetches the LXFML (batched on view_models, per model with bounded concurrency otherwise) and then each needed brick primitive exactly once with at most 8 requests in flight, all with async fetch. Meshes are then built in short slices so the page stays responsive. The progress badge counts brick-built models as they are built and shows the fetch stage (e.g. 'bricks 120/385'). - Loading finishes once both the loading manager (pre-built models, ground texture) and the brick-built models are done; redraw modes are unchanged ('none' draws once at the end, 'interval' at most every N ms). - get_model for a UGC model only decompresses the LXFML when it has to send a body (a matching If-None-Match skips it). Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> * Show the prebuilt material stage on the loading badge While prebuilt models load, the badge now shows how many MTL files have arrived (e.g. 'materials 120/203'), so progress moves from the start on prebuilt-heavy properties instead of sitting at 0% until the first OBJ loads. Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> * Show a rendering state on the badge before the final render The final full render can block the main thread for a second or more on large properties, which made the badge look frozen. Once all loads are done the badge now shows 'Rendering N parts…' with a CSS spinner (a transform animation the compositor keeps running), waits two animation frames so it is painted, then renders and shows the Loaded state. Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com> --------- Co-authored-by: bob-g-code <346622190+bob-g-code@users.noreply.github.com> Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>
This commit is contained in:
@@ -104,6 +104,11 @@ Please Reference `app/settings_example.py` to see all the variables
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* APP_SECRET_KEY (Must be provided)
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* APP_DATABASE_URI (Must be provided)
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* Everything else is optional and has defaults
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* Property model viewer:
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* COMPRESS_MODEL_RESPONSES (default `True`): gzip model and brick database files for browsers that support it
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* CACHE_COMPRESSED_MODELS (default `False`): store a `.gz` copy next to each cached file instead of compressing on every request (uses more disk space, saves CPU)
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* PROPERTY_VIEWER_LOAD_REDRAW (default `none`): property viewer redraw while models load; `none` draws once when all models have loaded, `interval` redraws periodically so models appear progressively
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* PROPERTY_VIEWER_REDRAW_INTERVAL_MS (default `500`): minimum time between redraws while loading when PROPERTY_VIEWER_LOAD_REDRAW is `interval`
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## Manual Linux Installation
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@@ -10,6 +10,7 @@ from flask_user import user_registered, current_user, user_logged_in
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from flask_wtf.csrf import CSRFProtect
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from flask_apscheduler import APScheduler
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from app.luclient import register_luclient_jinja_helpers
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from app.compressed_files import register_compressed_files
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import pathlib
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import shutil
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import stat
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@@ -111,6 +112,7 @@ def create_app():
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register_logging(app)
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register_settings(app)
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register_compressed_files(app)
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register_extensions(app)
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register_blueprints(app)
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register_luclient_jinja_helpers(app)
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@@ -365,6 +367,26 @@ def register_settings(app):
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app.config['ENABLE_CHAR_XML_UPLOAD']
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)
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# Property model viewer compression (see settings_example.py)
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for key, default in (
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("COMPRESS_MODEL_RESPONSES", True), ("CACHE_COMPRESSED_MODELS", False)
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):
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value = os.getenv(key, app.config.get(key, default))
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if isinstance(value, str):
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value = value.strip().lower() in ("1", "true", "yes", "on")
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app.config[key] = bool(value)
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# Property model viewer redraw while models load (see settings_example.py)
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key = "PROPERTY_VIEWER_LOAD_REDRAW"
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redraw = str(os.getenv(key, app.config.get(key, "none"))).strip().lower()
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app.config[key] = redraw if redraw in ("none", "interval") else "none"
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key = "PROPERTY_VIEWER_REDRAW_INTERVAL_MS"
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try:
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interval = int(os.getenv(key, app.config.get(key, 500)))
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except (TypeError, ValueError):
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interval = 500
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app.config[key] = max(interval, 16)
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if "CLIENT_LOCATION" not in app.config:
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app.config['CLIENT_LOCATION'] = 'app/luclient/'
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app.config['CLIENT_LOCATION'] = os.getenv(
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220
app/compressed_files.py
Normal file
220
app/compressed_files.py
Normal file
@@ -0,0 +1,220 @@
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"""Helpers for serving model / brick database files with validators and gzip.
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Responses carry a strong ETag (derived from the source file's mtime and size,
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or from a content hash for in-memory data) plus Last-Modified where available,
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and honour conditional requests so repeat visits get cheap 304 responses.
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When the client accepts gzip and ``COMPRESS_MODEL_RESPONSES`` is enabled the
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body is gzip encoded. With ``CACHE_COMPRESSED_MODELS`` enabled a ``.gz``
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copy is
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stored on disk (regenerated whenever the source is newer) so no CPU is spent
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per request; otherwise the body is compressed in memory at a fast level.
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"""
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import gzip
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import hashlib
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import mimetypes
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import os
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import pathlib
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import tempfile
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from datetime import datetime, timezone
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from flask import Response, current_app, g, request, send_file
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from flask.sessions import SecureCookieSessionInterface
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# Fast level for on-the-fly compression, better level for stored copies
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# (stored copies are only written once).
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ON_THE_FLY_LEVEL = 1
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STORED_LEVEL = 6
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def _compression_enabled():
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return bool(current_app.config.get("COMPRESS_MODEL_RESPONSES", True))
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def _store_compressed():
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return bool(current_app.config.get("CACHE_COMPRESSED_MODELS", False))
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def _client_accepts_gzip():
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return _compression_enabled() and request.accept_encodings["gzip"] > 0
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def _gz_path_for(path):
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"""Location of the stored gzip copy for ``path``.
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Files inside the cache directory get a sibling ``.gz``; files that live
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elsewhere (e.g. the client's res/ folder, which may be read-only or shared)
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get a copy under ``<CACHE_LOCATION>/compressed/``.
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"""
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cache_root = pathlib.Path(current_app.config["CACHE_LOCATION"]).resolve()
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path = path.resolve()
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try:
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path.relative_to(cache_root)
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return path.with_name(path.name + ".gz")
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except ValueError:
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digest = hashlib.sha1(str(path).encode()).hexdigest()
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return cache_root / "compressed" / f"{digest}-{path.name}.gz"
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def _ensure_gz(path, src_stat):
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"""Create/refresh the stored gzip copy of ``path`` and return its path."""
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gz_path = _gz_path_for(path)
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try:
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if gz_path.stat().st_mtime_ns >= src_stat.st_mtime_ns:
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return gz_path
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except FileNotFoundError:
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pass
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gz_path.parent.mkdir(parents=True, exist_ok=True)
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with open(path, "rb") as src:
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data = gzip.compress(src.read(), compresslevel=STORED_LEVEL, mtime=0)
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# write atomically so concurrent workers never serve a partial file
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fd, tmp = tempfile.mkstemp(
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dir=gz_path.parent, prefix=".tmp-", suffix=".gz"
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)
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try:
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with os.fdopen(fd, "wb") as out:
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out.write(data)
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os.chmod(tmp, 0o644) # mkstemp creates 0600, match other cache files
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os.replace(tmp, gz_path)
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except BaseException:
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if os.path.exists(tmp):
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os.unlink(tmp)
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raise
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return gz_path
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def _skip_session_cookie():
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g.compressed_files_user_independent = True
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class _SessionInterface(SecureCookieSessionInterface):
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"""Skip refreshing the session cookie for user independent files.
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Flask-User refreshes the session cookie on every request, and Flask adds
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"Vary: Cookie" whenever it sets the cookie. As the cookie value changes on
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every response, the browser then has to revalidate every cached copy,
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defeating max-age. These files don't depend on the session, so there is
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nothing to save for them.
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"""
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def save_session(self, app, session, response):
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if g.get("compressed_files_user_independent"):
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return None
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return super().save_session(app, session, response)
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def register_compressed_files(app):
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if type(app.session_interface) is SecureCookieSessionInterface:
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app.session_interface = _SessionInterface()
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def _finish(response, etag, last_modified, cache_control, vary):
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response.set_etag(etag)
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if last_modified is not None:
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response.last_modified = last_modified
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response.headers["Cache-Control"] = cache_control
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if vary:
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response.vary.add("Accept-Encoding")
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return response.make_conditional(request)
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def _not_modified(etag, last_modified, cache_control, vary, mimetype):
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"""Answer a matching conditional request without reading/compressing."""
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if etag in request.if_none_match:
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return _finish(
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Response(status=304, mimetype=mimetype),
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etag, last_modified, cache_control, vary
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)
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return None
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def serve_file(path, mimetype, cache_control, user_independent=False):
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"""Serve a file from disk with validators and optional gzip encoding.
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``user_independent`` marks content that does not depend on the logged in
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user; the session cookie is not refreshed on these responses so no
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``Vary: Cookie`` is added (see ``_SessionInterface``).
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"""
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if user_independent:
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_skip_session_cookie()
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# absolute: send_file resolves relative paths against the app package
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path = pathlib.Path(path).resolve()
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if mimetype is None:
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mimetype = (
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mimetypes.guess_type(path.name)[0] or "application/octet-stream"
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)
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st = path.stat()
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base_etag = f"{st.st_mtime_ns:x}-{st.st_size:x}"
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last_modified = datetime.fromtimestamp(int(st.st_mtime), tz=timezone.utc)
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vary = _compression_enabled()
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if not _client_accepts_gzip():
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response = send_file(
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path, mimetype=mimetype, etag=base_etag,
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last_modified=last_modified, conditional=True
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)
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response.headers["Cache-Control"] = cache_control
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if vary:
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response.vary.add("Accept-Encoding")
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return response
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etag = base_etag + "-gz"
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early = _not_modified(etag, last_modified, cache_control, vary, mimetype)
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if early is not None:
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return early
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if _store_compressed():
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gz_path = _ensure_gz(path, st)
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response = send_file(
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gz_path, mimetype=mimetype, etag=etag,
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last_modified=last_modified, conditional=True
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)
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response.headers["Cache-Control"] = cache_control
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response.headers["Content-Encoding"] = "gzip"
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response.vary.add("Accept-Encoding")
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return response
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with open(path, "rb") as src:
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data = gzip.compress(
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src.read(), compresslevel=ON_THE_FLY_LEVEL, mtime=0
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)
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response = Response(data, mimetype=mimetype)
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response.headers["Content-Encoding"] = "gzip"
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return _finish(response, etag, last_modified, cache_control, vary)
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def serve_bytes(data, mimetype, cache_control, etag_seed=None):
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"""Serve in-memory data (e.g. UGC lxfml from the database).
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``etag_seed`` should be cheap, stable bytes identifying the content (for
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example the stored compressed blob); defaults to ``data``. ``data`` may
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be a callable producing the body, so a 304 can skip building it (this
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requires ``etag_seed``).
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"""
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if callable(data):
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if etag_seed is None:
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data = data()
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if isinstance(data, str):
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data = data.encode()
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base_etag = hashlib.sha1(
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etag_seed if etag_seed is not None else data
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).hexdigest()
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vary = _compression_enabled()
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gz = _client_accepts_gzip()
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etag = base_etag + ("-gz" if gz else "")
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early = _not_modified(etag, None, cache_control, vary, mimetype)
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if early is not None:
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return early
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if callable(data):
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data = data()
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if isinstance(data, str):
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data = data.encode()
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if gz:
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data = gzip.compress(data, compresslevel=ON_THE_FLY_LEVEL, mtime=0)
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response = Response(data, mimetype=mimetype)
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if gz:
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response.headers["Content-Encoding"] = "gzip"
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return _finish(response, etag, None, cache_control, vary)
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@@ -10,6 +10,7 @@ from flask import (
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)
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from flask_user import login_required
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from app.models import CharacterInfo
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from app.compressed_files import serve_file
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import glob
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import os
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from wand import image
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@@ -164,7 +165,12 @@ def dir_listing(req_path):
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# Check if path is a file and serve
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if rel_path.is_file():
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return send_file(rel_path)
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# Thousands of small, effectively immutable brick primitives are
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# fetched
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# per viewer load; a modest max-age avoids a 304 round trip for each.
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return serve_file(
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rel_path, None, "private, max-age=86400", user_independent=True
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)
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else:
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return abort(404)
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@@ -16,9 +16,12 @@ import time
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from app.models import Property, db, UGC, CharacterInfo, PropertyContent, Account, Mail
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from app import gm_level, log_audit
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from app.luclient import query_cdclient
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from app.compressed_files import serve_bytes, serve_file
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from app.forms import RejectPropertyForm
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import zlib
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import json
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import hashlib
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import app.pylddlib as ldd
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import pathlib
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@@ -305,10 +308,30 @@ def view_model(id, lod):
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return render_template(
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'ldd/ldd.html.j2',
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content=formatted_data,
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lod=lod
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lod=lod,
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**viewer_redraw_options()
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)
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def viewer_redraw_options():
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"""Redraw-while-loading settings for the model viewer template.
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?redraw=none|interval and ?redraw_ms=N override the config for testing.
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"""
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config = current_app.config
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mode = request.args.get(
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"redraw", config.get("PROPERTY_VIEWER_LOAD_REDRAW", "none")
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)
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if mode not in ("none", "interval"):
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mode = "none"
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interval = config.get("PROPERTY_VIEWER_REDRAW_INTERVAL_MS", 500)
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try:
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interval = max(int(request.args.get("redraw_ms", interval)), 16)
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except ValueError:
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pass
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return {"load_redraw": mode, "redraw_interval_ms": interval}
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property_center = {
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1150: "(-17, 432, -60)",
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1151: "(0, 455, -110)",
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@@ -368,7 +391,9 @@ def view_models(id, lod):
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property_data=property_data,
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content=consolidated_list,
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center=property_center[property_data.zone_id],
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lod=lod
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lod=lod,
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ugc_batch_url=url_for('properties.get_ugc_models', id=id),
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**viewer_redraw_options()
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)
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@@ -378,13 +403,53 @@ def get_model(id, file_format, lod):
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content = PropertyContent.query.filter(PropertyContent.id == id).first()
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if not(0 <= int(lod) <= 2):
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abort(404)
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# Large model files: let the browser keep a copy but always revalidate it
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# (cheap 304 via the ETag) instead of storing long-lived entries.
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cache_control = "private, no-cache"
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if content.lot == 14: # ugc model
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response = ugc(content)[0]
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ugc_data = UGC.query.filter(UGC.id == content.ugc_id).first()
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# decompress lazily so a matching If-None-Match skips the work
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return serve_bytes(
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lambda: decompress(ugc_data.lxfml), 'text/xml', cache_control,
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etag_seed=ugc_data.lxfml
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)
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else: # prebuilt model
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response = prebuilt(content, file_format, lod)[0]
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path = prebuilt_path(content, file_format, lod)
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if not isinstance(path, pathlib.Path):
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return path
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return serve_file(path, 'text/xml', cache_control)
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response.headers.set('Content-Type', 'text/xml')
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return response
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|
||||
@property_blueprint.route('/get_ugc_models/<id>', methods=['GET'])
|
||||
@login_required
|
||||
def get_ugc_models(id):
|
||||
"""All UGC (brick-built) LXFML of a property in one JSON response.
|
||||
|
||||
Returns ``{"<property content id>": "<lxfml>", ...}`` so the viewer does
|
||||
not need one request per model (a property can have hundreds).
|
||||
"""
|
||||
rows = db.session.query(PropertyContent.id, UGC.lxfml).join(
|
||||
UGC, UGC.id == PropertyContent.ugc_id
|
||||
).filter(
|
||||
PropertyContent.property_id == id, PropertyContent.lot == 14
|
||||
).order_by(PropertyContent.id).all()
|
||||
|
||||
# ETag over the whole set: content ids plus the stored (compressed) blobs
|
||||
seed = hashlib.sha1()
|
||||
for content_id, lxfml in rows:
|
||||
seed.update(f"{content_id}:{len(lxfml)}:".encode())
|
||||
seed.update(lxfml)
|
||||
|
||||
def body():
|
||||
return json.dumps({
|
||||
str(content_id): decompress(lxfml).decode("utf-8", "replace")
|
||||
for content_id, lxfml in rows
|
||||
})
|
||||
|
||||
return serve_bytes(
|
||||
body, 'application/json', "private, no-cache",
|
||||
etag_seed=seed.digest()
|
||||
)
|
||||
|
||||
|
||||
@property_blueprint.route('/download_model/<id>', methods=['GET'])
|
||||
@@ -434,7 +499,7 @@ def render_asset_basename(render_asset):
|
||||
return name.split(".")[0].lower()
|
||||
|
||||
|
||||
def prebuilt(content, file_format, lod):
|
||||
def prebuilt_path(content, file_format, lod):
|
||||
# translate LOT to component id
|
||||
# we need to get a type of 2 for the render component to find the filename
|
||||
render_component_id = query_cdclient(
|
||||
@@ -458,11 +523,7 @@ def prebuilt(content, file_format, lod):
|
||||
# if we just want the lxfml, fine t and return it
|
||||
lxfml = pathlib.Path(f'{current_app.config["CLIENT_LOCATION"]}res/BrickModels/{filename.split(".")[0]}.lxfml')
|
||||
if file_format == "lxfml":
|
||||
|
||||
with open(lxfml, 'r') as file:
|
||||
lxfml_data = file.read()
|
||||
response = make_response(lxfml_data)
|
||||
|
||||
return lxfml
|
||||
# else we handle getting the files for lddviewer
|
||||
elif file_format in ["obj", "mtl"]:
|
||||
# check to see if the file exists
|
||||
@@ -474,13 +535,16 @@ def prebuilt(content, file_format, lod):
|
||||
ldd.main(str(lxfml.as_posix()), str(cache.with_suffix("").as_posix()), lod) # convert to OBJ
|
||||
except Exception as e:
|
||||
current_app.logger.error(f"ERROR on {cache}:\n {e}")
|
||||
# then just read it
|
||||
with open(str(cache.as_posix()), 'r') as file:
|
||||
cache_data = file.read()
|
||||
# and serve it
|
||||
response = make_response(cache_data)
|
||||
|
||||
return cache
|
||||
else:
|
||||
raise(Exception("INVALID FILE FORMAT"))
|
||||
|
||||
return response, f"{filename}.{file_format}"
|
||||
|
||||
def prebuilt(content, file_format, lod):
|
||||
path = prebuilt_path(content, file_format, lod)
|
||||
if not isinstance(path, pathlib.Path):
|
||||
return path
|
||||
with open(path, 'r') as file:
|
||||
response = make_response(file.read())
|
||||
|
||||
return response, path.name
|
||||
|
||||
@@ -71,3 +71,23 @@ RECAPTCHA_PRIVATE_KEY = ''
|
||||
# RECAPTCHA_API_SERVER = ''
|
||||
# RECAPTCHA_PARAMETERS = ''
|
||||
RECAPTCHA_DATA_ATTRS = {'theme': 'white', 'size': 'invisible'}
|
||||
|
||||
# Property model viewer response compression
|
||||
# Gzip model (OBJ/MTL/LXFML) and LDD brick database responses for clients that
|
||||
# accept it. Set to False to always send uncompressed files.
|
||||
COMPRESS_MODEL_RESPONSES = True
|
||||
# When True, a gzip copy is written to disk next to each cached file the first
|
||||
# time it is served (regenerated if the source file is newer) and served
|
||||
# directly: uses more disk space, but no CPU per request.
|
||||
# When False, responses are compressed in memory on every request at a fast
|
||||
# compression level and nothing extra is stored.
|
||||
CACHE_COMPRESSED_MODELS = False
|
||||
|
||||
# Property model viewer redraw while models are loading
|
||||
# 'none': do not redraw as individual models finish loading; draw once when
|
||||
# all loads have completed (or failed), then only on camera move/resize.
|
||||
# 'interval': redraw at most every PROPERTY_VIEWER_REDRAW_INTERVAL_MS while
|
||||
# loading so models appear progressively, then a final draw.
|
||||
# Can be overridden per page for testing with ?redraw=none|interval&redraw_ms=N
|
||||
PROPERTY_VIEWER_LOAD_REDRAW = 'none'
|
||||
PROPERTY_VIEWER_REDRAW_INTERVAL_MS = 500
|
||||
|
||||
@@ -279,7 +279,11 @@
|
||||
|
||||
AddScene(file){
|
||||
let lxfmlfile = new DBURLFile(file,file)
|
||||
this.xmldata = lxfmlfile.read()
|
||||
this.AddSceneData(lxfmlfile.read())
|
||||
}
|
||||
|
||||
AddSceneData(xmldata){
|
||||
this.xmldata = xmldata
|
||||
|
||||
if (this.xmldata === ""){
|
||||
alert(this.xmldata)
|
||||
@@ -521,6 +525,8 @@
|
||||
|
||||
constructor(){
|
||||
this.allMaterials = ''
|
||||
// brick geometry is shared by every UGC model converted by this converter
|
||||
this.geometryCache = {}
|
||||
this.scene = new Scene()
|
||||
}
|
||||
|
||||
@@ -546,14 +552,18 @@
|
||||
// using the position/rotation stored for the model (properties_contents).
|
||||
Export(filename, positions = []){
|
||||
let modelGroup = new THREE.Group()
|
||||
let allMaterials = new Materials(this.database.filelist['Materials.xml'].read())
|
||||
// reuse the Materials.xml parsed once in LoadDBURL
|
||||
if (!this.allMaterials) {
|
||||
this.allMaterials = new Materials(this.database.filelist['Materials.xml'].read())
|
||||
}
|
||||
let allMaterials = this.allMaterials
|
||||
let invert = new Matrix3D()
|
||||
//invert.n33 = -1 //uncomment to invert the Z-Axis
|
||||
|
||||
let indexOffset = 1
|
||||
let textOffset = 1
|
||||
let usedmaterials = []
|
||||
let geometriecache = {}
|
||||
let geometriecache = this.geometryCache
|
||||
|
||||
let total = this.scene.Bricks.length
|
||||
let current = 0
|
||||
@@ -955,7 +965,25 @@
|
||||
this.name = name
|
||||
}
|
||||
|
||||
// Fetch the file asynchronously (once) and keep it for read().
|
||||
load() {
|
||||
if (!this.loading) {
|
||||
this.loading = fetch(this.urlHandle).then(function (response) {
|
||||
if (!response.ok) throw new Error('HTTP ' + response.status + ' for ' + response.url)
|
||||
return response.arrayBuffer()
|
||||
}).then((buffer) => {
|
||||
this.content = bytesToUserDefinedString(buffer)
|
||||
}).catch((error) => {
|
||||
console.log('Error loading', this.urlHandle, error)
|
||||
this.content = ''
|
||||
})
|
||||
}
|
||||
return this.loading
|
||||
}
|
||||
|
||||
read() {
|
||||
// Prefetched by load(): no request needed
|
||||
if (this.content !== undefined) return this.content
|
||||
let fileContent
|
||||
let self = this;
|
||||
let xhr = new XMLHttpRequest();
|
||||
@@ -987,6 +1015,72 @@
|
||||
}
|
||||
|
||||
|
||||
// Same string the synchronous XHR with the 'x-user-defined' charset hack
|
||||
// produced: ASCII bytes as-is, bytes >= 0x80 mapped to U+F780..U+F7FF.
|
||||
function bytesToUserDefinedString(buffer) {
|
||||
const bytes = new Uint8Array(buffer)
|
||||
const chunk = 8192
|
||||
let out = ''
|
||||
for (let i = 0; i < bytes.length; i += chunk) {
|
||||
const part = bytes.subarray(i, i + chunk)
|
||||
const codes = new Array(part.length)
|
||||
for (let j = 0; j < part.length; j++) {
|
||||
const b = part[j]
|
||||
codes[j] = b < 0x80 ? b : 0xF700 + b
|
||||
}
|
||||
out += String.fromCharCode.apply(null, codes)
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// Run fn over items with at most `limit` in flight at a time.
|
||||
async function runLimited(items, limit, fn) {
|
||||
let next = 0
|
||||
async function worker() {
|
||||
while (next < items.length) {
|
||||
const item = items[next++]
|
||||
await fn(item)
|
||||
}
|
||||
}
|
||||
const workers = []
|
||||
for (let i = 0; i < Math.min(limit, items.length); i++) workers.push(worker())
|
||||
await Promise.all(workers)
|
||||
}
|
||||
|
||||
const FETCH_CONCURRENCY = 8
|
||||
|
||||
// Asynchronous version of DBURLReader: lists the brick database and
|
||||
// prefetches info.xml / Materials.xml without blocking the main thread.
|
||||
async function loadDBURLReader(dburl) {
|
||||
const reader = Object.create(DBURLReader.prototype)
|
||||
reader.filelist = {}
|
||||
reader.initok = false
|
||||
reader.location = dburl
|
||||
reader.dbinfo = ''
|
||||
async function parse(url) {
|
||||
const response = await fetch(url)
|
||||
if (!response.ok) {
|
||||
console.log('HTTP error', response.status, response.statusText)
|
||||
return
|
||||
}
|
||||
const data = await response.json()
|
||||
const subdirs = []
|
||||
for (const obj of data) {
|
||||
if (obj.type == 'directory') subdirs.push(url + obj.name + '/')
|
||||
else if (obj.type == 'file') reader.filelist[obj.name] = new DBURLFile(url + obj.name, obj.name)
|
||||
else console.log('Strange object parsed: ' + obj.type)
|
||||
}
|
||||
await Promise.all(subdirs.map(parse))
|
||||
}
|
||||
await parse(dburl)
|
||||
if (reader.fileexist('Materials.xml') && reader.fileexist('info.xml')) {
|
||||
await Promise.all([reader.filelist['Materials.xml'].load(), reader.filelist['info.xml'].load()])
|
||||
reader.dbinfo = new DBinfo(reader.filelist['info.xml'].read())
|
||||
reader.initok = true
|
||||
}
|
||||
return reader
|
||||
}
|
||||
|
||||
class DBURLReader {
|
||||
constructor(dburl) {
|
||||
this.filelist = {};
|
||||
@@ -1056,27 +1150,126 @@
|
||||
{% for model in content %}
|
||||
{% if model.lot == 14 %}
|
||||
{
|
||||
"id": {{ model.id|string|tojson }},
|
||||
"url": "{{url_for('properties.get_model', id=model.id, file_format='lxfml', lod=lod)}}",
|
||||
"pos": {{ model.pos|tojson }}
|
||||
},
|
||||
{% endif %}
|
||||
{% endfor %}
|
||||
]
|
||||
if (lxfml_file_list.length > 0) {
|
||||
let ldddburl = FindDBURL()
|
||||
// All UGC LXFML of a property in one request (view_models); otherwise per model
|
||||
const ugcBatchUrl = {{ ugc_batch_url|default(none)|tojson }}
|
||||
|
||||
if (ldddburl) {
|
||||
let converter = new Converter()
|
||||
converter.LoadDBURL(ldddburl)
|
||||
for (let i = 0; i < lxfml_file_list.length; i++) {
|
||||
converter.LoadScene(lxfml_file_list[i].url)
|
||||
converter.Export('test.webgl', lxfml_file_list[i].pos)
|
||||
// Load the brick-built (UGC) models without blocking the page: fetch the
|
||||
// LXFML (batched), then each needed brick primitive once with bounded
|
||||
// concurrency, then build the meshes in small slices so the progress badge
|
||||
// keeps updating.
|
||||
async function loadUGCModels() {
|
||||
if (lxfml_file_list.length === 0) return
|
||||
let built = 0
|
||||
try {
|
||||
setProgressDetail('brick database')
|
||||
const database = await loadDBURLReader('/luclient/ldddb/')
|
||||
if (!database.initok) {
|
||||
alert("LDD database not available. Please look for LEGO-Digital-Designer database.")
|
||||
throw new Error('LDD database not available')
|
||||
}
|
||||
const converter = new Converter()
|
||||
converter.database = database
|
||||
converter.allMaterials = new Materials(database.filelist['Materials.xml'].read())
|
||||
|
||||
setProgressDetail('model files')
|
||||
let texts
|
||||
if (ugcBatchUrl) {
|
||||
const response = await fetch(ugcBatchUrl)
|
||||
if (!response.ok) throw new Error('HTTP ' + response.status + ' for ' + ugcBatchUrl)
|
||||
const data = await response.json()
|
||||
texts = lxfml_file_list.map(function (m) { return data[m.id] })
|
||||
} else {
|
||||
texts = new Array(lxfml_file_list.length)
|
||||
await runLimited(lxfml_file_list.map(function (m, i) { return i }), FETCH_CONCURRENCY, async function (i) {
|
||||
try {
|
||||
const response = await fetch(lxfml_file_list[i].url)
|
||||
if (response.ok) texts[i] = bytesToUserDefinedString(await response.arrayBuffer())
|
||||
} catch (error) { console.log(error) }
|
||||
})
|
||||
}
|
||||
|
||||
let lastYield = performance.now()
|
||||
async function maybeYield() {
|
||||
if (performance.now() - lastYield > 30) {
|
||||
await new Promise(function (resolve) { setTimeout(resolve) })
|
||||
lastYield = performance.now()
|
||||
}
|
||||
}
|
||||
|
||||
// parse the scenes and collect the bricks they use
|
||||
const scenes = []
|
||||
for (let i = 0; i < texts.length; i++) {
|
||||
let parsed = null
|
||||
if (texts[i]) {
|
||||
try { parsed = new Scene(); parsed.AddSceneData(texts[i]) } catch (error) { console.log(error); parsed = null }
|
||||
}
|
||||
scenes.push(parsed)
|
||||
await maybeYield()
|
||||
}
|
||||
const files = new Set()
|
||||
const lod = {{ lod }}
|
||||
for (const parsed of scenes) {
|
||||
if (!parsed) continue
|
||||
for (const brick of parsed.Bricks) {
|
||||
for (const part of brick.Parts) {
|
||||
let n = 0
|
||||
let location = `brickprimitives/lod${lod}/${part.designID}.g`
|
||||
while (location in database.filelist) {
|
||||
files.add(database.filelist[location])
|
||||
n += 1
|
||||
location = `brickprimitives/lod${lod}/${part.designID}.g${n}`
|
||||
}
|
||||
const primitive = database.filelist[`Primitives/${part.designID}.xml`]
|
||||
if (primitive) files.add(primitive)
|
||||
}
|
||||
}
|
||||
}
|
||||
// each primitive is fetched once (Set + DBURLFile.load() caching)
|
||||
const fileList = Array.from(files)
|
||||
let fetched = 0
|
||||
setProgressDetail('bricks 0/' + fileList.length)
|
||||
await runLimited(fileList, FETCH_CONCURRENCY, async function (file) {
|
||||
await file.load()
|
||||
fetched += 1
|
||||
setProgressDetail('bricks ' + fetched + '/' + fileList.length)
|
||||
})
|
||||
setProgressDetail('')
|
||||
|
||||
// build the meshes
|
||||
for (let i = 0; i < scenes.length; i++) {
|
||||
built += 1
|
||||
if (!scenes[i]) { modelDone(true); continue }
|
||||
try {
|
||||
converter.scene = scenes[i]
|
||||
converter.Export('test.webgl', lxfml_file_list[i].pos)
|
||||
modelDone(false)
|
||||
} catch (error) {
|
||||
console.log(error)
|
||||
modelDone(true)
|
||||
}
|
||||
if (performance.now() - lastYield > 30) {
|
||||
loadProgressRender()
|
||||
await maybeYield()
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
console.log(error)
|
||||
// whatever was not built counts as failed
|
||||
for (; built < lxfml_file_list.length; built++) modelDone(true)
|
||||
}
|
||||
else {
|
||||
alert("LDD database not available. Please look for LEGO-Digital-Designer database.")
|
||||
}
|
||||
setProgressDetail('')
|
||||
{% if not center and not content|length > 1 %}
|
||||
// the camera follows the brick-built model, now that its position is known
|
||||
camera.position.set( brick_pos.x + 200, brick_pos.y + 300, brick_pos.z + 200 );
|
||||
controls.update()
|
||||
{% endif %}
|
||||
}
|
||||
|
||||
const onProgress = function ( xhr ) {
|
||||
@@ -1092,8 +1285,120 @@
|
||||
|
||||
const onError = function (error) {
|
||||
console.log(error)
|
||||
loadProgressRender()
|
||||
};
|
||||
|
||||
// Render on demand: only draw when something changed (a load finished,
|
||||
// the camera moved or the window resized), at most once per animation frame.
|
||||
let renderPending = false
|
||||
function requestRender() {
|
||||
if (renderPending) return
|
||||
renderPending = true
|
||||
requestAnimationFrame(function () {
|
||||
renderPending = false
|
||||
renderer.render(scene, camera)
|
||||
})
|
||||
}
|
||||
|
||||
// Redraw behaviour while models are still loading (PROPERTY_VIEWER_LOAD_REDRAW):
|
||||
// 'none' - do not redraw for finished loads; draw once when everything is done
|
||||
// 'interval' - redraw at most every PROPERTY_VIEWER_REDRAW_INTERVAL_MS while loading
|
||||
// Camera moves and resizes always redraw. The final draw also happens when loads fail.
|
||||
const loadRedraw = {{ load_redraw|default('none')|tojson }}
|
||||
const redrawIntervalMs = {{ redraw_interval_ms|default(500)|int }}
|
||||
let modelsLoading = true
|
||||
let lastLoadRender = 0
|
||||
let loadRenderTimer = null
|
||||
// Progress indicator (a DOM element, so updating it never redraws the canvas).
|
||||
// Counts models: brick-built (lxfml) models count once their meshes are built,
|
||||
// pre-built models when their OBJ loads or their MTL/OBJ fails.
|
||||
const loadingIndicator = document.createElement('div')
|
||||
loadingIndicator.id = 'loading-progress'
|
||||
loadingIndicator.style.cssText = 'position:fixed;top:8px;left:8px;padding:4px 8px;background:rgba(20,20,20,0.93);color:#fff;font:bold 14px sans-serif;border:1px solid rgba(255,255,255,0.35);border-radius:4px;text-shadow:0 1px 2px rgba(0,0,0,0.8);box-shadow:0 1px 4px rgba(0,0,0,0.5);z-index:10;pointer-events:none;transition:opacity 1s'
|
||||
document.body.appendChild(loadingIndicator)
|
||||
const spinnerStyle = document.createElement('style')
|
||||
spinnerStyle.textContent = '@keyframes loading-spin{to{transform:rotate(360deg)}}#loading-progress .loading-spinner{display:inline-block;width:11px;height:11px;margin-right:7px;vertical-align:-1px;border:2px solid rgba(255,255,255,0.3);border-top-color:#fff;border-radius:50%;animation:loading-spin 0.8s linear infinite;will-change:transform}'
|
||||
document.head.appendChild(spinnerStyle)
|
||||
let finalRendering = false
|
||||
let modelsTotal = 0, modelsDone = 0, modelsFailed = 0
|
||||
let progressPending = false
|
||||
let progressDetail = ''
|
||||
let prebuiltDetail = ''
|
||||
function progressText() {
|
||||
let pct = modelsTotal ? Math.floor(modelsDone / modelsTotal * 100) : 100
|
||||
let failed = modelsFailed ? ' (' + modelsFailed + ' failed)' : ''
|
||||
let parts = [prebuiltDetail, progressDetail].filter(Boolean).join(', ')
|
||||
let detail = (modelsLoading && parts) ? ' \u2013 ' + parts : ''
|
||||
return (modelsLoading ? 'Loading models: ' : 'Loaded ') + pct + '% (' + modelsDone + '/' + modelsTotal + ')' + failed + detail
|
||||
}
|
||||
function setProgressDetail(text) {
|
||||
progressDetail = text
|
||||
updateProgress()
|
||||
}
|
||||
function updateProgress() {
|
||||
// Batch DOM updates to one per animation frame
|
||||
if (progressPending) return
|
||||
progressPending = true
|
||||
requestAnimationFrame(function () { progressPending = false; if (!finalRendering) loadingIndicator.textContent = progressText() })
|
||||
}
|
||||
function modelDone(failed) {
|
||||
modelsDone++
|
||||
if (failed) modelsFailed++
|
||||
updateProgress()
|
||||
}
|
||||
|
||||
function loadProgressRender() {
|
||||
if (!modelsLoading) return requestRender()
|
||||
if (loadRedraw !== 'interval' || loadRenderTimer) return
|
||||
let wait = Math.max(0, lastLoadRender + redrawIntervalMs - performance.now())
|
||||
loadRenderTimer = setTimeout(function () {
|
||||
loadRenderTimer = null
|
||||
lastLoadRender = performance.now()
|
||||
requestRender()
|
||||
}, wait)
|
||||
}
|
||||
|
||||
// Done once both the loading manager (pre-built models, ground texture) and
|
||||
// the brick-built models have finished.
|
||||
let managerDone = false
|
||||
let ugcDone = lxfml_file_list.length === 0
|
||||
function partFinished() {
|
||||
if (managerDone && ugcDone && modelsLoading) loadsFinished()
|
||||
}
|
||||
|
||||
function loadsFinished() {
|
||||
modelsLoading = false
|
||||
if (loadRenderTimer) { clearTimeout(loadRenderTimer); loadRenderTimer = null }
|
||||
// The final full render can block the main thread for a while on large
|
||||
// properties. Show a 'Rendering' state with a CSS spinner (a transform
|
||||
// animation, which the compositor keeps running while the main thread is
|
||||
// busy), let it paint, then render and show the result.
|
||||
let parts = 0
|
||||
scene.traverse(function (o) { if (o.isMesh) parts++ })
|
||||
finalRendering = true
|
||||
loadingIndicator.textContent = ''
|
||||
const spinner = document.createElement('span')
|
||||
spinner.className = 'loading-spinner'
|
||||
loadingIndicator.appendChild(spinner)
|
||||
loadingIndicator.appendChild(document.createTextNode(parts ? 'Rendering ' + parts + ' parts\u2026' : 'Rendering\u2026'))
|
||||
requestAnimationFrame(function () {
|
||||
requestAnimationFrame(function () {
|
||||
renderer.render(scene, camera)
|
||||
finalRendering = false
|
||||
loadingIndicator.textContent = progressText()
|
||||
loadingIndicator.style.background = modelsFailed ? 'rgba(170,70,0,0.94)' : 'rgba(0,105,40,0.94)'
|
||||
// Keep the completion state visible briefly, then fade to a faint badge
|
||||
setTimeout(function () { loadingIndicator.style.opacity = '0.7' }, 3000)
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
// Shared by the model/texture loaders; onLoad fires once all queued items
|
||||
// (successful or failed) have finished.
|
||||
let loadsStarted = false
|
||||
const loadingManager = new THREE.LoadingManager(function () { managerDone = true; partFinished() }, loadProgressRender, loadProgressRender)
|
||||
loadingManager.onStart = function () { loadsStarted = true; managerDone = false; loadingIndicator.style.opacity = '1' }
|
||||
|
||||
// Load in pre-built models
|
||||
let obj_file_list = [
|
||||
{% for model in content %}
|
||||
@@ -1103,12 +1408,25 @@
|
||||
{% endfor %}
|
||||
]
|
||||
|
||||
for (let i = 0; i < obj_file_list.length; i++) {
|
||||
let mtlLoader = new MTLLoader();
|
||||
mtlLoader.load( obj_file_list[i].mtl, function( materials ) {
|
||||
modelsTotal = obj_file_list.length + lxfml_file_list.length
|
||||
modelsDone = 0
|
||||
loadingIndicator.textContent = progressText()
|
||||
|
||||
// Pre-built stage on the badge: materials arrive before any OBJ can load
|
||||
let materialsLoaded = 0
|
||||
function materialLoaded() {
|
||||
materialsLoaded++
|
||||
prebuiltDetail = materialsLoaded < obj_file_list.length ? 'materials ' + materialsLoaded + '/' + obj_file_list.length : ''
|
||||
updateProgress()
|
||||
}
|
||||
if (obj_file_list.length) { prebuiltDetail = 'materials 0/' + obj_file_list.length; updateProgress() }
|
||||
|
||||
for (let i = 0; i < obj_file_list.length; i++) {
|
||||
let mtlLoader = new MTLLoader(loadingManager);
|
||||
mtlLoader.load( obj_file_list[i].mtl, function( materials ) {
|
||||
materialLoaded()
|
||||
materials.preload();
|
||||
let objLoader = new OBJLoader();
|
||||
let objLoader = new OBJLoader(loadingManager);
|
||||
objLoader.setMaterials( materials );
|
||||
|
||||
objLoader.load( obj_file_list[i].obj, function ( object ) {
|
||||
@@ -1130,8 +1448,10 @@
|
||||
|
||||
scene.add( newModel );
|
||||
};
|
||||
}, onProgress, onError );
|
||||
});
|
||||
modelDone(false)
|
||||
loadProgressRender()
|
||||
}, onProgress, function (error) { modelDone(true); onError(error) } );
|
||||
}, undefined, function (error) { materialLoaded(); modelDone(true); onError(error) });
|
||||
}
|
||||
|
||||
// Three.JS stuff
|
||||
@@ -1149,7 +1469,7 @@
|
||||
|
||||
{% if center %}
|
||||
let center = new THREE.Vector3{{ center }};
|
||||
let groundTexture = new THREE.TextureLoader().load( "{{url_for('luclient.get_dds_as_png', filename='env_nim_ag_grass.dds')}}");
|
||||
let groundTexture = new THREE.TextureLoader(loadingManager).load( "{{url_for('luclient.get_dds_as_png', filename='env_nim_ag_grass.dds')}}");
|
||||
groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping;
|
||||
groundTexture.repeat.set( 10, 10 );
|
||||
groundTexture.anisotropy = 16;
|
||||
@@ -1192,13 +1512,20 @@
|
||||
controls.update()
|
||||
// if ( vnh ) vnh.update();
|
||||
|
||||
let render = function () {
|
||||
requestAnimationFrame(render);
|
||||
// camera.rotation.z += 0.01;
|
||||
renderer.render(scene, camera);
|
||||
};
|
||||
controls.addEventListener('change', requestRender)
|
||||
|
||||
render();
|
||||
window.addEventListener('resize', function () {
|
||||
camera.aspect = window.innerWidth / window.innerHeight
|
||||
camera.updateProjectionMatrix()
|
||||
renderer.setSize(window.innerWidth, window.innerHeight)
|
||||
requestRender()
|
||||
})
|
||||
|
||||
// Nothing queued on the loading manager (e.g. only brick-built models)
|
||||
if (!loadsStarted) managerDone = true
|
||||
loadUGCModels().then(function () { ugcDone = true; partFinished() })
|
||||
partFinished()
|
||||
requestRender();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
|
||||
Reference in New Issue
Block a user