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AvatarManager.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using ReadyPlayerMe.Core;
using UnityEngine;
namespace ReadyPlayerMe.AvatarCreator
{
public class AvatarCreationResponse
{
public GameObject AvatarObject { get; private set; }
public AvatarProperties Properties { get; private set; }
public AvatarCreationResponse(GameObject avatarObject, AvatarProperties properties)
{
AvatarObject = avatarObject;
Properties = properties;
}
}
/// <summary>
/// It is responsible for creating a new avatar, updating and deleting an avatar.
/// </summary>
public class AvatarManager : IDisposable
{
private const string ERROR_BODYSHAPES_NOT_ENABLED = "Failed to apply body shapes to the avatar. Please ensure body shapes are enabled in your studio application.";
private const string TAG = nameof(AvatarManager);
private readonly AvatarAPIRequests avatarAPIRequests;
private readonly string avatarConfigParameters;
private readonly InCreatorAvatarLoader inCreatorAvatarLoader;
private readonly CancellationTokenSource ctxSource;
private OutfitGender gender;
public Action<string> OnError { get; set; }
public string AvatarId => avatarId;
private string avatarId;
/// <param name="avatarConfig">Config for downloading preview avatar</param>
/// <param name="token">Cancellation token</param>
/// <param name="gender"></param>
public AvatarManager(AvatarConfig avatarConfig = null, CancellationToken token = default, OutfitGender gender = OutfitGender.None)
{
this.gender = gender;
if (avatarConfig != null)
{
avatarConfigParameters = AvatarConfigProcessor.ProcessAvatarConfiguration(avatarConfig);
}
ctxSource = CancellationTokenSource.CreateLinkedTokenSource(token);
inCreatorAvatarLoader = new InCreatorAvatarLoader(avatarConfig);
avatarAPIRequests = new AvatarAPIRequests(ctxSource.Token);
}
/// <summary>
/// Create a new avatar.
/// </summary>
/// <param name="avatarProperties">Properties which describes avatar</param>
/// <returns>AvatarCreationResponse: Result of avatar creation including the GameObject and its properties</returns>
public async Task<AvatarCreationResponse> CreateAvatarAsync(AvatarProperties avatarProperties)
{
GameObject avatar = null;
try
{
avatarProperties = await avatarAPIRequests.CreateNewAvatar(avatarProperties);
gender = avatarProperties.Gender;
if (ctxSource.IsCancellationRequested)
{
return new AvatarCreationResponse(null, avatarProperties);
}
avatarId = avatarProperties.Id;
avatar = await GetAvatar(avatarId, true);
}
catch (Exception e)
{
HandleException(e);
return new AvatarCreationResponse(avatar, avatarProperties);
}
return new AvatarCreationResponse(avatar, avatarProperties);
}
/// <summary>
/// Create a new avatar from a provided template.
/// </summary>
/// <param name="id">Template id</param>
/// <returns>AvatarCreationResponse: Result of avatar creation including the GameObject and its properties</returns>
///
public async Task<AvatarCreationResponse> CreateAvatarFromTemplateAsync(string id)
{
GameObject avatar = null;
var avatarProperties = new AvatarProperties();
try
{
avatarProperties = await avatarAPIRequests.CreateFromTemplateAvatar(
id,
CoreSettingsHandler.CoreSettings.Subdomain
);
gender = avatarProperties.Gender;
if (ctxSource.IsCancellationRequested)
{
return new AvatarCreationResponse(null, avatarProperties);
}
avatarProperties.isDraft = true;
avatarId = avatarProperties.Id;
avatar = await GetAvatar(avatarProperties.Id, true);
}
catch (Exception e)
{
HandleException(e);
return new AvatarCreationResponse(avatar, avatarProperties);
}
return new AvatarCreationResponse(avatar, avatarProperties);
}
/// <summary>
/// Precompile an avatar on server to increase the fetching speed.
/// </summary>
/// <param name="id">Avatar id</param>
/// <param name="precompileData">Precompiled data for assets</param>
public async void PrecompileAvatar(string id, PrecompileData precompileData)
{
if (string.IsNullOrEmpty(id))
{
SDKLogger.LogWarning(TAG, "ID not set. Precompiled avatar request cancelled.");
return;
}
try
{
await avatarAPIRequests.PrecompileAvatar(id, precompileData, avatarConfigParameters);
}
catch (Exception e)
{
HandleException(e);
SDKLogger.LogWarning(TAG, "Precompiled avatar request failed.");
}
if (ctxSource.IsCancellationRequested)
{
SDKLogger.LogWarning(TAG, "Precompiled avatar request cancelled.");
}
}
/// <summary>
/// Download and import avatar.
/// </summary>
/// <param name="id">Avatar id</param>
/// <param name="isPreview">Whether its a preview avatar</param>
/// <returns>Avatar gameObject</returns>
public async Task<GameObject> GetAvatar(string id, bool isPreview = false)
{
avatarId = id;
byte[] data;
try
{
data = await avatarAPIRequests.GetAvatar(avatarId, isPreview, avatarConfigParameters);
}
catch (Exception e)
{
HandleException(e);
return null;
}
if (ctxSource.IsCancellationRequested)
{
return null;
}
return await inCreatorAvatarLoader.Load(avatarId, gender, data);
}
public async Task<AvatarProperties> GetAvatarProperties(string id)
{
avatarId = id;
var avatarProperties = new AvatarProperties();
try
{
avatarProperties = await avatarAPIRequests.GetAvatarProperties(avatarId);
}
catch (Exception e)
{
HandleException(e);
}
return avatarProperties;
}
/// <summary>
/// Update an asset of the avatar.
/// </summary>
/// <param name="assetId"></param>
/// <param name="assetType"></param>
/// <returns>Avatar gameObject</returns>
public async Task<GameObject> UpdateAsset(AssetType assetType, object assetId)
{
var payload = new AvatarProperties
{
Assets = new Dictionary<AssetType, object>()
};
if (assetType == AssetType.Top || assetType == AssetType.Bottom || assetType == AssetType.Footwear)
{
payload.Assets.Add(AssetType.Outfit, string.Empty);
}
// Convert costume to outfit
payload.Assets.Add(assetType == AssetType.Costume ? AssetType.Outfit : assetType, assetId);
byte[] data;
try
{
data = await avatarAPIRequests.UpdateAvatar(avatarId, payload, avatarConfigParameters);
}
catch (Exception e)
{
HandleException(e);
return null;
}
if (ctxSource.IsCancellationRequested)
{
return null;
}
await ValidateBodyShapeUpdate(assetType, assetId);
return await inCreatorAvatarLoader.Load(avatarId, gender, data);
}
public async Task<GameObject> UpdateAssets(Dictionary<AssetType, object> assetIdByType)
{
var payload = new AvatarProperties
{
Assets = new Dictionary<AssetType, object>()
};
// if it contains top, bottom or footwear, remove outfit
if (assetIdByType.ContainsKey(AssetType.Top) || assetIdByType.ContainsKey(AssetType.Bottom) || assetIdByType.ContainsKey(AssetType.Footwear))
{
payload.Assets.Add(AssetType.Outfit, string.Empty);
}
// Convert costume to outfit
foreach (var assetType in assetIdByType.Keys)
{
payload.Assets.Add(assetType == AssetType.Costume ? AssetType.Outfit : assetType, assetIdByType[assetType]);
}
byte[] data;
try
{
data = await avatarAPIRequests.UpdateAvatar(avatarId, payload, avatarConfigParameters);
}
catch (Exception e)
{
HandleException(e);
return null;
}
if (ctxSource.IsCancellationRequested)
{
return null;
}
foreach (var assetType in assetIdByType)
{
if (assetType.Key != AssetType.BodyShape)
{
await ValidateBodyShapeUpdate(assetType.Key, assetType.Value);
}
}
return await inCreatorAvatarLoader.Load(avatarId, gender, data);
}
/// <summary>
/// Function that checks if body shapes are enabled in the studio. This validation is performed only in the editor.
/// </summary>
/// <param name="assetType">Assets type that was updated</param>
/// <param name="assetId">Asset ID</param>
private async Task ValidateBodyShapeUpdate(AssetType assetType, object assetId)
{
if (assetType != AssetType.BodyShape)
{
return;
}
var data = await avatarAPIRequests.GetAvatarMetadata(avatarId, true);
var hasUpdatedAvatarWithAsset = data.Assets.ContainsKey(assetType) && (string) data.Assets[assetType] == (string) assetId;
if (hasUpdatedAvatarWithAsset)
{
return;
}
Debug.LogError(ERROR_BODYSHAPES_NOT_ENABLED);
}
public async Task<Dictionary<AssetType, AssetColor[]>> LoadAvatarColors()
{
var assetColorsByAssetType = new Dictionary<AssetType, AssetColor[]>();
try
{
var assetColors = await avatarAPIRequests.GetAvatarColors(avatarId);
assetColorsByAssetType = assetColors
.GroupBy(color => color.AssetType)
.ToDictionary(group => group.Key, group => group.ToArray());
}
catch (Exception e)
{
HandleException(e);
}
return assetColorsByAssetType;
}
/// <summary>
/// Saves the avatar from temp to permanent storage.
/// </summary>
public async Task<string> Save()
{
try
{
await avatarAPIRequests.SaveAvatar(avatarId);
}
catch (Exception e)
{
HandleException(e);
return null;
}
return avatarId;
}
/// <summary>
/// This will delete the avatar draft which have not been saved.
/// </summary>
public async Task Delete(bool isDraft)
{
try
{
await avatarAPIRequests.DeleteAvatar(avatarId, isDraft);
}
catch (Exception e)
{
HandleException(e);
}
}
public void Dispose()
{
ctxSource?.Cancel();
ctxSource?.Dispose();
}
private void HandleException(Exception e)
{
if (e.Message == TaskExtensions.ON_REQUEST_CANCELLED_MESSAGE)
{
throw e;
}
OnError?.Invoke(e.Message);
}
}
}