feat(Blenvy): improvements to change detection & co

* node trees are now using the same logic as other types
 * cleaned up & restructured code accordingly
 * added more failure handling for project serialization & diffing
 * experimenting with ways to deal with scene renaming
 * minor tweaks
This commit is contained in:
kaosat.dev 2024-06-04 14:37:29 +02:00
parent 0b5cdcc4a5
commit 2b6e17a6b7
4 changed files with 137 additions and 89 deletions

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@ -102,6 +102,8 @@ General issues:
- [ ] add tests for disabled components
- [x] fix auto export workflow
- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
- [ ] add hashing of modifiers/ geometry nodes in serialize scene
- [x] add hashing of modifiers/ geometry nodes in serialize scene
- [ ] add ability to FORCE export specific blueprints & levels
- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
- [ ] handle scene renames between saves (breaks diffing)
- [ ] change scene selector to work on actual scenes aka to deal with renamed scenes

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@ -4,21 +4,27 @@ from .serialize_scene import serialize_scene
from blenvy.settings import load_settings, upsert_settings
def bubble_up_changes(object, changes_per_scene):
if object.parent:
if object is not None and object.parent:
changes_per_scene[object.parent.name] = bpy.data.objects[object.parent.name]
bubble_up_changes(object.parent, changes_per_scene)
import uuid
def serialize_current(settings):
# sigh... you need to save & reset the frame otherwise it saves the values AT THE CURRENT FRAME WHICH CAN DIFFER ACROSS SCENES
current_frames = [scene.frame_current for scene in bpy.data.scenes]
for scene in bpy.data.scenes:
scene.frame_set(0)
if scene.id_test == '':
print("GENERATE ID")
scene.id_test = str(uuid.uuid4())
print("SCENE ID", scene.id_test)
current_scene = bpy.context.window.scene
bpy.context.window.scene = bpy.data.scenes[0]
#serialize scene at frame 0
"""with bpy.context.temp_override(scene=bpy.data.scenes[1]):
bpy.context.scene.frame_set(0)"""
current = serialize_scene(settings)
bpy.context.window.scene = current_scene
@ -32,8 +38,13 @@ def get_changes_per_scene(settings):
previous = load_settings(".blenvy.project_serialized_previous")
current = serialize_current(settings)
# determine changes
changes_per_scene = project_diff(previous, current)
changes_per_scene = {}
try:
changes_per_scene = project_diff(previous, current, settings)
except Exception as error:
print("failed to compare current serialized scenes to previous ones", error)
# save the current project as previous
upsert_settings(".blenvy.project_serialized_previous", current, overwrite=True)
@ -42,27 +53,34 @@ def get_changes_per_scene(settings):
return changes_per_scene
def project_diff(previous, current):
def project_diff(previous, current, settings):
"""print("previous", previous)
print("current", current)"""
if previous is None or current is None:
return {}
print("HERE")
print("Settings", settings,"current", current, "previous", previous)
changes_per_scene = {}
# TODO : how do we deal with changed scene names ???
# possible ? on each save, inject an id into each scene, that cannot be copied over
print('TEST SCENE', bpy.data.scenes.get("ULTRA LEVEL2"), None)
for scene in current:
print("SCENE", scene)
previous_object_names = list(previous[scene].keys())
current_object_names =list(current[scene].keys())
if scene in previous: # we can only compare scenes that are in both previous and current data
previous_object_names = list(previous[scene].keys())
added = list(set(current_object_names) - set(previous_object_names))
removed = list(set(previous_object_names) - set(current_object_names))
for obj in added:
if not scene in changes_per_scene:
changes_per_scene[scene] = {}
changes_per_scene[scene][obj] = bpy.data.objects[obj]
changes_per_scene[scene][obj] = bpy.data.objects[obj] if obj in bpy.data.objects else None
# TODO: how do we deal with this, as we obviously do not have data for removed objects ?
for obj in removed:
@ -80,8 +98,11 @@ def project_diff(previous, current):
if not scene in changes_per_scene:
changes_per_scene[scene] = {}
changes_per_scene[scene][object_name] = bpy.data.objects[object_name]
bubble_up_changes(bpy.data.objects[object_name], changes_per_scene[scene])
target_object = bpy.data.objects[object_name] if object_name in bpy.data.objects else None
changes_per_scene[scene][object_name] = target_object
bubble_up_changes(target_object, changes_per_scene[scene])
# now bubble up for instances & parents
else:
print(f"scene {scene} not present in previous data")
return changes_per_scene

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@ -50,22 +50,75 @@ def _lookup_collection(data):
def _lookup_materialLineArt(data):
return generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
# used for various node trees: shaders, modifiers etc
def node_tree(node_tree):
print("SCANNING NODE TREE", node_tree)
# storage for hashing
links_hashes = []
nodes_hashes = []
root_inputs = dict(node_tree) # probably useless for materials, contains settings for certain modifiers
for node in node_tree.nodes:
#print("node", node, node.type, node.name, node.label)
input_hashes = []
for input in node.inputs:
#print(" input", input, "label", input.label, "name", input.name, dir(input))
default_value = getattr(input, 'default_value', None)
input_hash = f"{convert_field(default_value)}"
input_hashes.append(input_hash)
output_hashes = []
# IF the node itself is a group input, its outputs are the inputs of the geometry node (yes, not easy)
node_in_use = True
for (index, output) in enumerate(node.outputs):
# print(" output", output, "label", output.label, "name", output.name, "generated name", f"Socket_{index+1}")
default_value = getattr(output, 'default_value', None)
output_hash = f"{convert_field(default_value)}"
output_hashes.append(output_hash)
node_in_use = node_in_use and default_value is not None
#print("NODE IN USE", node_in_use)
node_fields_to_ignore = fields_to_ignore_generic + ['internal_links', 'inputs', 'outputs']
node_hash = f"{generic_fields_hasher_evolved(node, node_fields_to_ignore)}_{str(input_hashes)}_{str(output_hashes)}"
#print("node hash", node_hash)
#print("node hash", str(input_hashes))
nodes_hashes.append(node_hash)
for link in node_tree.links:
"""print("LINK", link, dir(link))
print("FROM", link.from_node, link.from_socket)
print("TO", link.to_node, link.to_socket)"""
from_socket_default = link.from_socket.default_value if hasattr(link.from_socket, "default_value") else None
to_socket_default = link.to_socket.default_value if hasattr(link.to_socket, "default_value") else None
link_hash = f"{link.from_node.name}_{link.from_socket.name}_{from_socket_default}+{link.to_node.name}_{link.to_socket.name}_{to_socket_default}"
links_hashes.append(link_hash)
#print("node hashes",nodes_hashes, "links_hashes", links_hashes)
print("root_inputs", root_inputs)
return f"{str(root_inputs)}_{str(nodes_hashes)}_{str(links_hashes)}"
type_lookups = {
Color: _lookup_color,#lambda input: print("dsf")',
bpy.types.FloatVectorAttribute: _lookup_array2,
bpy.types.bpy_prop_array: _lookup_array,
bpy.types.PropertyGroup: _lookup_prop_group,
bpy.types.bpy_prop_collection: _lookup_collection,
bpy.types.MaterialLineArt: _lookup_materialLineArt
bpy.types.MaterialLineArt: _lookup_materialLineArt,
bpy.types.NodeTree: node_tree,
}
def convert_field(raw_value, field_name="", scan_node_tree=True):
# nodes are a special case: # TODO: find out their types & move these to type lookups
"""# nodes are a special case: # TODO: find out their types & move these to type lookups
if field_name in ["node_tree", "node_group"] and scan_node_tree:
print("scan node tree")
print("scan node tree", inspect.getmro(type(raw_value)))
return node_tree(raw_value)
"""
conversion_lookup = None # type_lookups.get(type(raw_value), None)
all_types = inspect.getmro(type(raw_value))
for s_type in all_types:
@ -83,6 +136,7 @@ def convert_field(raw_value, field_name="", scan_node_tree=True):
return field_value
# just a helper , for shorthand
def obj_to_dict(object):
try:
return dict(object)
@ -194,59 +248,6 @@ def armature_hash(obj):
print("bone", bone, bone_hash(bone))"""
return str(fields)
# used for various node trees: shaders, modifiers etc
def node_tree(node_tree):
print("SCANNING NODE TREE", node_tree)
# storage for hashing
links_hashes = []
nodes_hashes = []
root_inputs = dict(node_tree) # probably useless for materials, contains settings for certain modifiers
for node in node_tree.nodes:
#print("node", node, node.type, node.name, node.label)
input_hashes = []
for input in node.inputs:
#print(" input", input, "label", input.label, "name", input.name, dir(input))
default_value = getattr(input, 'default_value', None)
input_hash = f"{convert_field(default_value)}"
input_hashes.append(input_hash)
output_hashes = []
# IF the node itself is a group input, its outputs are the inputs of the geometry node (yes, not easy)
node_in_use = True
for (index, output) in enumerate(node.outputs):
# print(" output", output, "label", output.label, "name", output.name, "generated name", f"Socket_{index+1}")
default_value = getattr(output, 'default_value', None)
output_hash = f"{convert_field(default_value)}"
output_hashes.append(output_hash)
node_in_use = node_in_use and default_value is not None
#print("NODE IN USE", node_in_use)
node_fields_to_ignore = fields_to_ignore_generic + ['internal_links', 'inputs', 'outputs']
node_hash = f"{generic_fields_hasher_evolved(node, node_fields_to_ignore)}_{str(input_hashes)}_{str(output_hashes)}"
#print("node hash", node_hash)
#print("node hash", str(input_hashes))
nodes_hashes.append(node_hash)
for link in node_tree.links:
"""print("LINK", link, dir(link))
print("FROM", link.from_node, link.from_socket)
print("TO", link.to_node, link.to_socket)"""
from_socket_default = link.from_socket.default_value if hasattr(link.from_socket, "default_value") else None
to_socket_default = link.to_socket.default_value if hasattr(link.to_socket, "default_value") else None
link_hash = f"{link.from_node.name}_{link.from_socket.name}_{from_socket_default}+{link.to_node.name}_{link.to_socket.name}_{to_socket_default}"
links_hashes.append(link_hash)
#print("node hashes",nodes_hashes, "links_hashes", links_hashes)
print("root_inputs", root_inputs)
return f"{str(root_inputs)}_{str(nodes_hashes)}_{str(links_hashes)}"
def material_hash(material, settings):
scan_node_tree = settings.auto_export.materials_in_depth_scan
hashed_material_except_node_tree = generic_fields_hasher_evolved(material, fields_to_ignore_generic, scan_node_tree=scan_node_tree)
@ -290,10 +291,29 @@ def serialize_scene(settings):
cache = {"materials":{}}
print("serializing scene")
data = {}
# render settings are injected into each scene
# TODO: only go through scenes actually in our list
for scene in bpy.data.scenes:
# ignore temporary scenes
if scene.name.startswith(TEMPSCENE_PREFIX):
continue
data[scene.name] = {}
custom_properties = custom_properties_hash(scene) if len(scene.keys()) > 0 else None
eevee_settings = generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic) # TODO: ignore most of the fields
scene_field_hashes = {
"custom_properties": custom_properties,
"eevee": eevee_settings
}
print("SCENE WORLD", scene.world, dir(scene.eevee))
#generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic)
data[scene.name]["____scene_settings"] = str(hash(str(scene_field_hashes)))
for object in scene.objects:
object = bpy.data.objects[object.name]

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@ -43,6 +43,8 @@ class AutoExportTracker(PropertyGroup):
def register(cls):
bpy.types.WindowManager.auto_export_tracker = PointerProperty(type=AutoExportTracker)
bpy.types.Scene.id_test = StringProperty(default="")
# setup handlers for updates & saving
#bpy.app.handlers.save_post.append(cls.save_handler)
#bpy.app.handlers.depsgraph_update_post.append(cls.deps_update_handler)
@ -58,6 +60,8 @@ class AutoExportTracker(PropertyGroup):
except:pass"""
del bpy.types.WindowManager.auto_export_tracker
del bpy.types.Scene.id_test
@classmethod
def save_handler(cls, scene, depsgraph):
print("-------------")
@ -73,6 +77,7 @@ class AutoExportTracker(PropertyGroup):
@classmethod
def deps_post_update_handler(cls, scene, depsgraph):
# print("change detection enabled", cls.change_detection_enabled)
print("change detected", list(map(lambda x: x.name, list(bpy.data.scenes))))
"""ops = bpy.context.window_manager.operators
print("last operators", ops)