removed legacy avatar synchronization scripts and server implementation, transitioning to a new UDP-based system for improved performance and efficiency
This commit is contained in:
@ -1,319 +0,0 @@
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using System;
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using System.Collections;
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using System.IO;
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using UnityEngine;
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using UnityEngine.Networking;
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using Newtonsoft.Json;
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public class AvatarDataDownloader : MonoBehaviour
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{
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[Header("Server Configuration")]
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[SerializeField] private string serverHost = "127.0.0.1";
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[SerializeField] private int serverPort = 8080;
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[SerializeField] private bool useGlobalNetworkConfig = true;
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[SerializeField] private NetworkConfig networkConfigAsset;
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[SerializeField] private string targetPlayer = "player1"; // Which player data to fetch
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[Header("Download Configuration")]
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[SerializeField] private bool autoDownload = true;
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[SerializeField] private float downloadInterval = 0.1f; // How often to fetch data (in seconds)
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[SerializeField] private string localFileName = ""; // Leave empty to use targetPlayer name
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[Header("Debug")]
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[SerializeField] private bool enableDebugMode = false;
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[SerializeField] private bool showConnectionStatus = true;
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private string syncFilesPath;
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private string outputFilePath;
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private Coroutine downloadCoroutine;
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private bool isConnected = false;
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private float lastSuccessfulDownload = 0f;
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private int totalDownloads = 0;
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private int successfulDownloads = 0;
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// Connection status
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public bool IsConnected => isConnected;
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public string ServerUrl => $"http://{serverHost}:{serverPort}";
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public float LastDownloadTime => lastSuccessfulDownload;
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public float SuccessRate => totalDownloads > 0 ? (float)successfulDownloads / totalDownloads : 0f;
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void Start()
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{
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// Apply global config if enabled
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if (useGlobalNetworkConfig)
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{
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var cfg = networkConfigAsset != null ? networkConfigAsset : NetworkConfig.Instance;
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if (cfg != null)
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{
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serverHost = cfg.ipAddress;
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serverPort = cfg.port;
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}
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}
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// Set up file paths
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syncFilesPath = Path.Combine(Application.dataPath, "Sync-Files");
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if (!Directory.Exists(syncFilesPath))
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{
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Directory.CreateDirectory(syncFilesPath);
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}
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// Determine output file name
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string fileName = string.IsNullOrEmpty(localFileName) ? $"{targetPlayer}.json" : localFileName;
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outputFilePath = Path.Combine(syncFilesPath, fileName);
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Debug.Log($"Avatar Data Downloader initialized");
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Debug.Log($"Server: {ServerUrl}");
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Debug.Log($"Target Player: {targetPlayer}");
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Debug.Log($"Output File: {outputFilePath}");
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// Start downloading if auto-download is enabled
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if (autoDownload)
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{
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StartDownload();
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}
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// Test connection
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StartCoroutine(TestConnection());
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}
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void OnValidate()
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{
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// Ensure valid values
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if (downloadInterval < 0.01f)
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downloadInterval = 0.01f;
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if (serverPort < 1 || serverPort > 65535)
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serverPort = 8080;
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}
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public void StartDownload()
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{
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if (downloadCoroutine == null)
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{
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downloadCoroutine = StartCoroutine(DownloadLoop());
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Debug.Log("Avatar download started");
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}
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}
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public void StopDownload()
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{
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if (downloadCoroutine != null)
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{
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StopCoroutine(downloadCoroutine);
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downloadCoroutine = null;
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Debug.Log("Avatar download stopped");
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}
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}
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IEnumerator TestConnection()
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{
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string url = $"{ServerUrl}/status";
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using (UnityWebRequest request = UnityWebRequest.Get(url))
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{
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request.timeout = 5; // 5 second timeout for connection test
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yield return request.SendWebRequest();
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if (request.result == UnityWebRequest.Result.Success)
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{
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isConnected = true;
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if (showConnectionStatus)
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{
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Debug.Log($"Successfully connected to avatar sync server at {ServerUrl}");
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}
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if (enableDebugMode)
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{
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Debug.Log($"Server status: {request.downloadHandler.text}");
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}
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}
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else
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{
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isConnected = false;
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if (showConnectionStatus)
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{
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Debug.LogWarning($"Failed to connect to avatar sync server at {ServerUrl}: {request.error}");
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}
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}
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}
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}
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IEnumerator DownloadLoop()
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{
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while (true)
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{
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yield return StartCoroutine(FetchPlayerData());
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yield return new WaitForSeconds(downloadInterval);
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}
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}
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IEnumerator FetchPlayerData()
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{
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string url = $"{ServerUrl}/{targetPlayer}";
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totalDownloads++;
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using (UnityWebRequest request = UnityWebRequest.Get(url))
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{
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request.timeout = 10; // 10 second timeout
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yield return request.SendWebRequest();
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if (request.result == UnityWebRequest.Result.Success)
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{
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// Try to validate JSON structure
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bool isValidData = false;
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float dataTimestamp = 0f;
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try
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{
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var avatarData = JsonConvert.DeserializeObject<AvatarSyncData>(request.downloadHandler.text);
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isValidData = avatarData != null;
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dataTimestamp = avatarData?.timestamp ?? 0f;
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}
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catch (Exception e)
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{
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Debug.LogError($"Error parsing avatar data for {targetPlayer}: {e.Message}");
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isValidData = false;
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}
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if (isValidData)
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{
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// Write to local file
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File.WriteAllText(outputFilePath, request.downloadHandler.text);
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successfulDownloads++;
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lastSuccessfulDownload = Time.time;
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isConnected = true;
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if (enableDebugMode)
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{
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Debug.Log($"Successfully fetched and saved data for {targetPlayer}. Timestamp: {dataTimestamp}");
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}
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}
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else
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{
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if (enableDebugMode)
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{
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Debug.LogWarning($"Received invalid avatar data for {targetPlayer}");
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}
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}
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}
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else
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{
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isConnected = false;
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if (enableDebugMode)
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{
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Debug.LogWarning($"Failed to fetch data for {targetPlayer}: {request.error}");
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}
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}
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}
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}
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// Public methods for runtime control
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public void SetServerAddress(string host, int port)
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{
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serverHost = host;
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serverPort = port;
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// Test new connection
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StartCoroutine(TestConnection());
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}
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public void SetTargetPlayer(string player)
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{
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targetPlayer = player;
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// Update output file path
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string fileName = string.IsNullOrEmpty(localFileName) ? $"{targetPlayer}.json" : localFileName;
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outputFilePath = Path.Combine(syncFilesPath, fileName);
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}
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public void ManualDownload()
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{
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if (gameObject.activeInHierarchy)
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{
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StartCoroutine(FetchPlayerData());
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}
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}
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// Get current stats for UI display
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public string GetDownloadStats()
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{
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return $"Connected: {isConnected}\n" +
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$"Success Rate: {(SuccessRate * 100):F1}%\n" +
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$"Total Downloads: {totalDownloads}\n" +
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$"Last Download: {(Time.time - lastSuccessfulDownload):F1}s ago";
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}
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// Check if the output file exists and has recent data
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public bool HasRecentData(float maxAgeSeconds = 5f)
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{
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if (!File.Exists(outputFilePath))
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return false;
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try
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{
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FileInfo fileInfo = new FileInfo(outputFilePath);
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return (DateTime.Now - fileInfo.LastWriteTime).TotalSeconds < maxAgeSeconds;
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}
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catch
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{
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return false;
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}
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}
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void OnDisable()
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{
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StopDownload();
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}
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void OnDestroy()
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{
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StopDownload();
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}
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// GUI for runtime debugging
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void OnGUI()
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{
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if (!enableDebugMode)
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return;
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GUILayout.BeginArea(new Rect(320, 10, 300, 180));
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GUILayout.BeginVertical("box");
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GUILayout.Label($"Avatar Downloader - {targetPlayer}");
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GUILayout.Label($"Server: {ServerUrl}");
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GUILayout.Label($"Status: {(isConnected ? "Connected" : "Disconnected")}");
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GUILayout.Label($"Success Rate: {(SuccessRate * 100):F1}%");
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GUILayout.Label($"Last Download: {(Time.time - lastSuccessfulDownload):F1}s ago");
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Manual Download"))
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{
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ManualDownload();
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}
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if (GUILayout.Button("Test Connection"))
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{
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StartCoroutine(TestConnection());
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}
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GUILayout.EndHorizontal();
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if (downloadCoroutine == null)
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{
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if (GUILayout.Button("Start Auto Download"))
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{
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StartDownload();
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}
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}
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else
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{
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if (GUILayout.Button("Stop Auto Download"))
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{
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StopDownload();
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}
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}
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GUILayout.EndVertical();
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GUILayout.EndArea();
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: e4a8523fc2492f848b5b20e8f378752e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,366 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using Newtonsoft.Json;
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public class AvatarDataReader : MonoBehaviour
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{
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[Header("Avatar Configuration")]
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[SerializeField] private Transform targetAvatarRoot;
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[SerializeField] private string fileName = "avatar_sync_data.json";
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[SerializeField] private bool readEveryFrame = true;
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[SerializeField] private float updateRate = 60f; // Updates per second
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[SerializeField] private bool smoothTransitions = true;
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[SerializeField] private float transitionSpeed = 10f;
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[Header("Synchronization Options")]
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[SerializeField] private bool syncWorldPosition = true; // Apply avatar world position
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[SerializeField] private bool syncWorldRotation = true; // Apply avatar world rotation
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[SerializeField] private bool syncLocalScale = false; // Apply avatar local scale
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[Header("Debug")]
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[SerializeField] private bool showDebugInfo = false;
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[SerializeField] private bool enableDebugMode = false;
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[SerializeField] private string debugBoneName = "LeftArm"; // Bone to monitor
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private string filePath;
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private float lastUpdateTime;
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private Dictionary<string, Transform> boneLookup;
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private Dictionary<string, SkinnedMeshRenderer> skinnedMeshLookup;
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private AvatarSyncData lastSyncData;
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private bool isInitialized = false;
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private int successfulReads = 0;
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private int appliedBones = 0;
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private Vector3 lastAppliedWorldPosition;
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void Start()
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{
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// Set up file path
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string syncFilesPath = Path.Combine(Application.dataPath, "Sync-Files");
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filePath = Path.Combine(syncFilesPath, fileName);
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// If targetAvatarRoot is not assigned, try to find it automatically
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if (targetAvatarRoot == null)
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{
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targetAvatarRoot = transform;
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}
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// Cache target avatar components
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CacheTargetAvatarComponents();
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// Initialize debug tracking
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if (enableDebugMode)
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{
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lastAppliedWorldPosition = targetAvatarRoot.position;
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}
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Debug.Log($"Avatar Data Reader initialized. Reading from: {filePath}");
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Debug.Log($"World Position Sync: {syncWorldPosition}, World Rotation Sync: {syncWorldRotation}");
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}
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void CacheTargetAvatarComponents()
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{
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boneLookup = new Dictionary<string, Transform>();
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skinnedMeshLookup = new Dictionary<string, SkinnedMeshRenderer>();
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// Get all skinned mesh renderers
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SkinnedMeshRenderer[] smrs = targetAvatarRoot.GetComponentsInChildren<SkinnedMeshRenderer>();
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// Cache bones from SkinnedMeshRenderers
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foreach (SkinnedMeshRenderer smr in smrs)
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{
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// Cache this skinned mesh renderer
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if (!skinnedMeshLookup.ContainsKey(smr.gameObject.name))
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{
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skinnedMeshLookup.Add(smr.gameObject.name, smr);
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}
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// Cache all bones from this SkinnedMeshRenderer
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if (smr.bones != null)
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{
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foreach (Transform bone in smr.bones)
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{
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if (bone != null && !boneLookup.ContainsKey(bone.name))
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{
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boneLookup.Add(bone.name, bone);
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}
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}
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}
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}
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isInitialized = true;
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if (showDebugInfo)
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{
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Debug.Log($"Cached {boneLookup.Count} bones and {skinnedMeshLookup.Count} skinned mesh renderers");
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}
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// Debug mode: Print some bone names and check for the debug bone
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if (enableDebugMode)
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{
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Debug.Log("Reader - Found bones:");
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int count = 0;
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foreach (var kvp in boneLookup)
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{
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if (count < 10)
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{
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Debug.Log($" Reader Bone {count}: {kvp.Key}");
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count++;
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}
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if (kvp.Key.Contains(debugBoneName))
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{
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Debug.Log($"Found debug bone in reader: {kvp.Key}");
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}
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}
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}
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}
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void Update()
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{
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if (!isInitialized || !File.Exists(filePath))
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return;
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if (readEveryFrame)
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{
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ReadAndApplyAvatarData();
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}
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else
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{
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// Rate-limited updates
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if (Time.time - lastUpdateTime >= 1f / updateRate)
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{
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ReadAndApplyAvatarData();
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lastUpdateTime = Time.time;
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}
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}
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}
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void ReadAndApplyAvatarData()
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{
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try
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{
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string json = File.ReadAllText(filePath);
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AvatarSyncData syncData = JsonConvert.DeserializeObject<AvatarSyncData>(json);
|
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|
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if (syncData == null)
|
||||
{
|
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if (showDebugInfo)
|
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Debug.LogWarning("Failed to deserialize avatar sync data");
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return;
|
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}
|
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|
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successfulReads++;
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appliedBones = 0;
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// Apply root transform data
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ApplyRootTransformData(syncData.rootTransform);
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// Apply bone data
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ApplyBoneData(syncData.bones);
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// Apply blendshape data
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ApplyBlendShapeData(syncData.blendShapes);
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if (enableDebugMode && successfulReads % 60 == 0) // Log every 60 reads (about once per second)
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{
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Debug.Log($"Reader stats: {successfulReads} successful reads, {appliedBones} bones applied in last read");
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}
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|
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lastSyncData = syncData;
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}
|
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catch (Exception e)
|
||||
{
|
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if (showDebugInfo)
|
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Debug.LogError($"Error reading avatar data: {e.Message}");
|
||||
}
|
||||
}
|
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|
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void ApplyRootTransformData(RootTransformData rootData)
|
||||
{
|
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if (rootData == null)
|
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return;
|
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|
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if (syncWorldPosition && rootData.worldPosition != null)
|
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{
|
||||
Vector3 targetWorldPosition = rootData.worldPosition.ToVector3();
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|
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// Debug: Log world position changes
|
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if (enableDebugMode && Vector3.Distance(targetWorldPosition, lastAppliedWorldPosition) > 0.01f)
|
||||
{
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Debug.Log($"Applying world position: {targetWorldPosition} (was: {lastAppliedWorldPosition})");
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||||
lastAppliedWorldPosition = targetWorldPosition;
|
||||
}
|
||||
|
||||
if (smoothTransitions)
|
||||
{
|
||||
targetAvatarRoot.position = Vector3.Lerp(
|
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targetAvatarRoot.position,
|
||||
targetWorldPosition,
|
||||
transitionSpeed * Time.deltaTime
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
targetAvatarRoot.position = targetWorldPosition;
|
||||
}
|
||||
}
|
||||
|
||||
if (syncWorldRotation && rootData.worldRotation != null)
|
||||
{
|
||||
Quaternion targetWorldRotation = rootData.worldRotation.ToQuaternion();
|
||||
|
||||
if (smoothTransitions)
|
||||
{
|
||||
targetAvatarRoot.rotation = Quaternion.Lerp(
|
||||
targetAvatarRoot.rotation,
|
||||
targetWorldRotation,
|
||||
transitionSpeed * Time.deltaTime
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
targetAvatarRoot.rotation = targetWorldRotation;
|
||||
}
|
||||
}
|
||||
|
||||
if (syncLocalScale && rootData.localScale != null)
|
||||
{
|
||||
Vector3 targetLocalScale = rootData.localScale.ToVector3();
|
||||
|
||||
if (smoothTransitions)
|
||||
{
|
||||
targetAvatarRoot.localScale = Vector3.Lerp(
|
||||
targetAvatarRoot.localScale,
|
||||
targetLocalScale,
|
||||
transitionSpeed * Time.deltaTime
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
targetAvatarRoot.localScale = targetLocalScale;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyBoneData(List<BoneData> boneDataList)
|
||||
{
|
||||
if (boneDataList == null)
|
||||
return;
|
||||
|
||||
foreach (BoneData boneData in boneDataList)
|
||||
{
|
||||
if (boneLookup.TryGetValue(boneData.boneName, out Transform targetBone))
|
||||
{
|
||||
// Convert serializable types back to Unity types
|
||||
Vector3 targetPosition = boneData.position.ToVector3();
|
||||
Quaternion targetRotation = boneData.rotation.ToQuaternion();
|
||||
Vector3 targetScale = boneData.scale.ToVector3();
|
||||
|
||||
// Debug mode: Log changes to the monitored bone
|
||||
if (enableDebugMode && boneData.boneName.Contains(debugBoneName))
|
||||
{
|
||||
Debug.Log($"Applying to bone {boneData.boneName}: Pos={targetPosition}, Rot={targetRotation}");
|
||||
}
|
||||
|
||||
if (smoothTransitions)
|
||||
{
|
||||
// Smooth interpolation
|
||||
targetBone.localPosition = Vector3.Lerp(
|
||||
targetBone.localPosition,
|
||||
targetPosition,
|
||||
transitionSpeed * Time.deltaTime
|
||||
);
|
||||
|
||||
targetBone.localRotation = Quaternion.Lerp(
|
||||
targetBone.localRotation,
|
||||
targetRotation,
|
||||
transitionSpeed * Time.deltaTime
|
||||
);
|
||||
|
||||
targetBone.localScale = Vector3.Lerp(
|
||||
targetBone.localScale,
|
||||
targetScale,
|
||||
transitionSpeed * Time.deltaTime
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Direct application
|
||||
targetBone.localPosition = targetPosition;
|
||||
targetBone.localRotation = targetRotation;
|
||||
targetBone.localScale = targetScale;
|
||||
}
|
||||
|
||||
appliedBones++;
|
||||
}
|
||||
else if (showDebugInfo)
|
||||
{
|
||||
Debug.LogWarning($"Bone not found: {boneData.boneName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyBlendShapeData(List<BlendShapeData> blendShapeDataList)
|
||||
{
|
||||
if (blendShapeDataList == null)
|
||||
return;
|
||||
|
||||
foreach (BlendShapeData blendShapeData in blendShapeDataList)
|
||||
{
|
||||
if (skinnedMeshLookup.TryGetValue(blendShapeData.meshName, out SkinnedMeshRenderer targetSmr))
|
||||
{
|
||||
if (targetSmr.sharedMesh != null && blendShapeData.weights != null)
|
||||
{
|
||||
int maxBlendShapes = Mathf.Min(targetSmr.sharedMesh.blendShapeCount, blendShapeData.weights.Length);
|
||||
|
||||
for (int i = 0; i < maxBlendShapes; i++)
|
||||
{
|
||||
if (smoothTransitions)
|
||||
{
|
||||
float currentWeight = targetSmr.GetBlendShapeWeight(i);
|
||||
float targetWeight = blendShapeData.weights[i];
|
||||
float newWeight = Mathf.Lerp(currentWeight, targetWeight, transitionSpeed * Time.deltaTime);
|
||||
targetSmr.SetBlendShapeWeight(i, newWeight);
|
||||
}
|
||||
else
|
||||
{
|
||||
targetSmr.SetBlendShapeWeight(i, blendShapeData.weights[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (showDebugInfo)
|
||||
{
|
||||
Debug.LogWarning($"SkinnedMeshRenderer not found: {blendShapeData.meshName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTargetAvatar(Transform newTargetRoot)
|
||||
{
|
||||
targetAvatarRoot = newTargetRoot;
|
||||
if (isInitialized)
|
||||
{
|
||||
CacheTargetAvatarComponents();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetFileName(string newFileName)
|
||||
{
|
||||
fileName = newFileName;
|
||||
string syncFilesPath = Path.Combine(Application.dataPath, "Sync-Files");
|
||||
filePath = Path.Combine(syncFilesPath, fileName);
|
||||
}
|
||||
|
||||
public bool IsDataAvailable()
|
||||
{
|
||||
return File.Exists(filePath);
|
||||
}
|
||||
|
||||
public float GetLastSyncTimestamp()
|
||||
{
|
||||
return lastSyncData?.timestamp ?? 0f;
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 81f65cbb675480c4ca726737a78179e9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,301 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
|
||||
public class AvatarDataUploader : MonoBehaviour
|
||||
{
|
||||
[Header("Server Configuration")]
|
||||
[SerializeField] private string serverHost = "127.0.0.1";
|
||||
[SerializeField] private int serverPort = 8080;
|
||||
[SerializeField] private bool useGlobalNetworkConfig = true;
|
||||
[SerializeField] private NetworkConfig networkConfigAsset;
|
||||
[SerializeField] private string uploadAsPlayer = "player1"; // Upload as which player
|
||||
|
||||
[Header("Upload Configuration")]
|
||||
[SerializeField] private bool autoUpload = true;
|
||||
[SerializeField] private float uploadInterval = 0.1f; // How often to upload data (in seconds)
|
||||
[SerializeField] private string localDataFile = "avatar_sync_data.json"; // Local file to upload
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool enableDebugMode = false;
|
||||
[SerializeField] private bool showConnectionStatus = true;
|
||||
|
||||
private string syncFilesPath;
|
||||
private Coroutine uploadCoroutine;
|
||||
private bool isConnected = false;
|
||||
private float lastSuccessfulUpload = 0f;
|
||||
private int totalUploads = 0;
|
||||
private int successfulUploads = 0;
|
||||
|
||||
// Connection status
|
||||
public bool IsConnected => isConnected;
|
||||
public string ServerUrl => $"http://{serverHost}:{serverPort}";
|
||||
public float LastUploadTime => lastSuccessfulUpload;
|
||||
public float SuccessRate => totalUploads > 0 ? (float)successfulUploads / totalUploads : 0f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Apply global config if enabled
|
||||
if (useGlobalNetworkConfig)
|
||||
{
|
||||
var cfg = networkConfigAsset != null ? networkConfigAsset : NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
serverHost = cfg.ipAddress;
|
||||
serverPort = cfg.port;
|
||||
}
|
||||
}
|
||||
// Set up file paths
|
||||
syncFilesPath = Path.Combine(Application.dataPath, "Sync-Files");
|
||||
if (!Directory.Exists(syncFilesPath))
|
||||
{
|
||||
Directory.CreateDirectory(syncFilesPath);
|
||||
}
|
||||
|
||||
Debug.Log($"Avatar Data Uploader initialized");
|
||||
Debug.Log($"Server: {ServerUrl}");
|
||||
Debug.Log($"Upload As Player: {uploadAsPlayer}");
|
||||
Debug.Log($"Local Data File: {localDataFile}");
|
||||
|
||||
// Start uploading if auto-upload is enabled
|
||||
if (autoUpload)
|
||||
{
|
||||
StartUpload();
|
||||
}
|
||||
|
||||
// Test connection
|
||||
StartCoroutine(TestConnection());
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
// Ensure valid values
|
||||
if (uploadInterval < 0.01f)
|
||||
uploadInterval = 0.01f;
|
||||
|
||||
if (serverPort < 1 || serverPort > 65535)
|
||||
serverPort = 8080;
|
||||
}
|
||||
|
||||
public void StartUpload()
|
||||
{
|
||||
if (uploadCoroutine == null)
|
||||
{
|
||||
uploadCoroutine = StartCoroutine(UploadLoop());
|
||||
Debug.Log("Avatar upload started");
|
||||
}
|
||||
}
|
||||
|
||||
public void StopUpload()
|
||||
{
|
||||
if (uploadCoroutine != null)
|
||||
{
|
||||
StopCoroutine(uploadCoroutine);
|
||||
uploadCoroutine = null;
|
||||
Debug.Log("Avatar upload stopped");
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator TestConnection()
|
||||
{
|
||||
string url = $"{ServerUrl}/status";
|
||||
|
||||
using (UnityWebRequest request = UnityWebRequest.Get(url))
|
||||
{
|
||||
request.timeout = 5; // 5 second timeout for connection test
|
||||
|
||||
yield return request.SendWebRequest();
|
||||
|
||||
if (request.result == UnityWebRequest.Result.Success)
|
||||
{
|
||||
isConnected = true;
|
||||
if (showConnectionStatus)
|
||||
{
|
||||
Debug.Log($"Successfully connected to avatar sync server at {ServerUrl}");
|
||||
}
|
||||
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.Log($"Server status: {request.downloadHandler.text}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
isConnected = false;
|
||||
if (showConnectionStatus)
|
||||
{
|
||||
Debug.LogWarning($"Failed to connect to avatar sync server at {ServerUrl}: {request.error}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator UploadLoop()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
yield return StartCoroutine(UploadLocalData());
|
||||
yield return new WaitForSeconds(uploadInterval);
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator UploadLocalData()
|
||||
{
|
||||
string localFilePath = Path.Combine(syncFilesPath, localDataFile);
|
||||
|
||||
if (!File.Exists(localFilePath))
|
||||
{
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.LogWarning($"Local data file not found: {localFilePath}");
|
||||
}
|
||||
yield break;
|
||||
}
|
||||
|
||||
string jsonData = null;
|
||||
|
||||
// Read file outside of try block with yield
|
||||
try
|
||||
{
|
||||
jsonData = File.ReadAllText(localFilePath);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"Error reading local data file: {e.Message}");
|
||||
yield break;
|
||||
}
|
||||
|
||||
if (string.IsNullOrEmpty(jsonData))
|
||||
{
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.LogWarning("Local avatar data is empty, skipping upload");
|
||||
}
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Upload to server
|
||||
string url = $"{ServerUrl}/{uploadAsPlayer}";
|
||||
totalUploads++;
|
||||
|
||||
using (UnityWebRequest request = new UnityWebRequest(url, "POST"))
|
||||
{
|
||||
byte[] jsonBytes = System.Text.Encoding.UTF8.GetBytes(jsonData);
|
||||
request.uploadHandler = new UploadHandlerRaw(jsonBytes);
|
||||
request.downloadHandler = new DownloadHandlerBuffer();
|
||||
request.SetRequestHeader("Content-Type", "application/json");
|
||||
request.timeout = 10;
|
||||
|
||||
yield return request.SendWebRequest();
|
||||
|
||||
if (request.result == UnityWebRequest.Result.Success)
|
||||
{
|
||||
successfulUploads++;
|
||||
lastSuccessfulUpload = Time.time;
|
||||
isConnected = true;
|
||||
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.Log($"Successfully uploaded data as {uploadAsPlayer}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
isConnected = false;
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.LogWarning($"Failed to upload data as {uploadAsPlayer}: {request.error}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Public methods for runtime control
|
||||
public void SetServerAddress(string host, int port)
|
||||
{
|
||||
serverHost = host;
|
||||
serverPort = port;
|
||||
|
||||
// Test new connection
|
||||
StartCoroutine(TestConnection());
|
||||
}
|
||||
|
||||
public void SetUploadPlayer(string player)
|
||||
{
|
||||
uploadAsPlayer = player;
|
||||
}
|
||||
|
||||
public void ManualUpload()
|
||||
{
|
||||
if (gameObject.activeInHierarchy)
|
||||
{
|
||||
StartCoroutine(UploadLocalData());
|
||||
}
|
||||
}
|
||||
|
||||
// Get current stats for UI display
|
||||
public string GetUploadStats()
|
||||
{
|
||||
return $"Connected: {isConnected}\n" +
|
||||
$"Success Rate: {(SuccessRate * 100):F1}%\n" +
|
||||
$"Total Uploads: {totalUploads}\n" +
|
||||
$"Last Upload: {(Time.time - lastSuccessfulUpload):F1}s ago";
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
StopUpload();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
StopUpload();
|
||||
}
|
||||
|
||||
// GUI for runtime debugging
|
||||
void OnGUI()
|
||||
{
|
||||
if (!enableDebugMode)
|
||||
return;
|
||||
|
||||
GUILayout.BeginArea(new Rect(10, 10, 300, 180));
|
||||
GUILayout.BeginVertical("box");
|
||||
|
||||
GUILayout.Label($"Avatar Uploader - {uploadAsPlayer}");
|
||||
GUILayout.Label($"Server: {ServerUrl}");
|
||||
GUILayout.Label($"Status: {(isConnected ? "Connected" : "Disconnected")}");
|
||||
GUILayout.Label($"Success Rate: {(SuccessRate * 100):F1}%");
|
||||
GUILayout.Label($"Last Upload: {(Time.time - lastSuccessfulUpload):F1}s ago");
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("Manual Upload"))
|
||||
{
|
||||
ManualUpload();
|
||||
}
|
||||
if (GUILayout.Button("Test Connection"))
|
||||
{
|
||||
StartCoroutine(TestConnection());
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
if (uploadCoroutine == null)
|
||||
{
|
||||
if (GUILayout.Button("Start Auto Upload"))
|
||||
{
|
||||
StartUpload();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GUILayout.Button("Stop Auto Upload"))
|
||||
{
|
||||
StopUpload();
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndArea();
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f4c0a9d64416544891f7b7501031b0e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,331 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
[System.Serializable]
|
||||
public class SerializableVector3
|
||||
{
|
||||
public float x, y, z;
|
||||
|
||||
public SerializableVector3() { }
|
||||
|
||||
public SerializableVector3(Vector3 vector)
|
||||
{
|
||||
x = vector.x;
|
||||
y = vector.y;
|
||||
z = vector.z;
|
||||
}
|
||||
|
||||
public Vector3 ToVector3()
|
||||
{
|
||||
return new Vector3(x, y, z);
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class SerializableQuaternion
|
||||
{
|
||||
public float x, y, z, w;
|
||||
|
||||
public SerializableQuaternion() { }
|
||||
|
||||
public SerializableQuaternion(Quaternion quaternion)
|
||||
{
|
||||
x = quaternion.x;
|
||||
y = quaternion.y;
|
||||
z = quaternion.z;
|
||||
w = quaternion.w;
|
||||
}
|
||||
|
||||
public Quaternion ToQuaternion()
|
||||
{
|
||||
return new Quaternion(x, y, z, w);
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class RootTransformData
|
||||
{
|
||||
public SerializableVector3 worldPosition;
|
||||
public SerializableQuaternion worldRotation;
|
||||
public SerializableVector3 localScale;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class BoneData
|
||||
{
|
||||
public string boneName; // e.g. "LeftArm", "RightHand"
|
||||
public SerializableVector3 position;
|
||||
public SerializableQuaternion rotation;
|
||||
public SerializableVector3 scale;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class BlendShapeData
|
||||
{
|
||||
public string meshName;
|
||||
public float[] weights;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class AvatarSyncData
|
||||
{
|
||||
public RootTransformData rootTransform;
|
||||
public List<BoneData> bones;
|
||||
public List<BlendShapeData> blendShapes;
|
||||
public float timestamp;
|
||||
}
|
||||
|
||||
public class AvatarDataWriter : MonoBehaviour
|
||||
{
|
||||
[Header("Avatar Configuration")]
|
||||
[SerializeField] private Transform avatarRoot;
|
||||
[SerializeField] private string fileName = "avatar_sync_data.json";
|
||||
[SerializeField] private bool writeEveryFrame = true;
|
||||
[SerializeField] private float updateRate = 60f; // Updates per second
|
||||
|
||||
[Header("Synchronization Options")]
|
||||
[SerializeField] private bool syncWorldPosition = true; // Sync avatar world position
|
||||
[SerializeField] private bool syncWorldRotation = true; // Sync avatar world rotation
|
||||
[SerializeField] private bool syncLocalScale = false; // Sync avatar local scale
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool enableDebugMode = false;
|
||||
[SerializeField] private string debugBoneName = "LeftArm"; // Bone to monitor
|
||||
|
||||
private string filePath;
|
||||
private float lastUpdateTime;
|
||||
private List<Transform> allBones;
|
||||
private List<SkinnedMeshRenderer> skinnedMeshRenderers;
|
||||
private Vector3 lastDebugPosition;
|
||||
private Quaternion lastDebugRotation;
|
||||
private Vector3 lastRootWorldPosition;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Create Sync-Files directory if it doesn't exist
|
||||
string syncFilesPath = Path.Combine(Application.dataPath, "Sync-Files");
|
||||
if (!Directory.Exists(syncFilesPath))
|
||||
{
|
||||
Directory.CreateDirectory(syncFilesPath);
|
||||
}
|
||||
|
||||
filePath = Path.Combine(syncFilesPath, fileName);
|
||||
|
||||
// If avatarRoot is not assigned, try to find it automatically
|
||||
if (avatarRoot == null)
|
||||
{
|
||||
avatarRoot = transform;
|
||||
}
|
||||
|
||||
// Cache all bones and skinned mesh renderers
|
||||
CacheAvatarComponents();
|
||||
|
||||
// Initialize debug tracking
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Transform debugBone = FindBoneByName(debugBoneName);
|
||||
if (debugBone != null)
|
||||
{
|
||||
lastDebugPosition = debugBone.localPosition;
|
||||
lastDebugRotation = debugBone.localRotation;
|
||||
Debug.Log($"Debug mode enabled. Monitoring bone: {debugBoneName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Debug bone '{debugBoneName}' not found!");
|
||||
}
|
||||
|
||||
lastRootWorldPosition = avatarRoot.position;
|
||||
}
|
||||
|
||||
Debug.Log($"Avatar Data Writer initialized. Writing to: {filePath}");
|
||||
Debug.Log($"World Position Sync: {syncWorldPosition}, World Rotation Sync: {syncWorldRotation}");
|
||||
}
|
||||
|
||||
void CacheAvatarComponents()
|
||||
{
|
||||
allBones = new List<Transform>();
|
||||
skinnedMeshRenderers = new List<SkinnedMeshRenderer>();
|
||||
|
||||
// Get all skinned mesh renderers
|
||||
skinnedMeshRenderers.AddRange(avatarRoot.GetComponentsInChildren<SkinnedMeshRenderer>());
|
||||
|
||||
// Get all unique bones from all SkinnedMeshRenderers
|
||||
HashSet<Transform> uniqueBones = new HashSet<Transform>();
|
||||
foreach (SkinnedMeshRenderer smr in skinnedMeshRenderers)
|
||||
{
|
||||
if (smr.bones != null)
|
||||
{
|
||||
foreach (Transform bone in smr.bones)
|
||||
{
|
||||
if (bone != null)
|
||||
{
|
||||
uniqueBones.Add(bone);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allBones.AddRange(uniqueBones);
|
||||
|
||||
Debug.Log($"Cached {allBones.Count} bones and {skinnedMeshRenderers.Count} skinned mesh renderers");
|
||||
|
||||
// Debug: Print some bone names to help with troubleshooting
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.Log("Found bones:");
|
||||
for (int i = 0; i < Mathf.Min(10, allBones.Count); i++)
|
||||
{
|
||||
Debug.Log($" Bone {i}: {allBones[i].name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Transform FindBoneByName(string name)
|
||||
{
|
||||
foreach (Transform bone in allBones)
|
||||
{
|
||||
if (bone.name.Contains(name))
|
||||
{
|
||||
return bone;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Debug mode: Check if the monitored bone has changed
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Transform debugBone = FindBoneByName(debugBoneName);
|
||||
if (debugBone != null)
|
||||
{
|
||||
if (Vector3.Distance(debugBone.localPosition, lastDebugPosition) > 0.001f ||
|
||||
Quaternion.Angle(debugBone.localRotation, lastDebugRotation) > 0.1f)
|
||||
{
|
||||
Debug.Log($"Bone {debugBoneName} changed! Pos: {debugBone.localPosition}, Rot: {debugBone.localRotation}");
|
||||
lastDebugPosition = debugBone.localPosition;
|
||||
lastDebugRotation = debugBone.localRotation;
|
||||
}
|
||||
}
|
||||
|
||||
// Debug: Check if avatar root world position has changed
|
||||
if (Vector3.Distance(avatarRoot.position, lastRootWorldPosition) > 0.01f)
|
||||
{
|
||||
Debug.Log($"Avatar root world position changed! From: {lastRootWorldPosition} To: {avatarRoot.position}");
|
||||
lastRootWorldPosition = avatarRoot.position;
|
||||
}
|
||||
}
|
||||
|
||||
if (writeEveryFrame)
|
||||
{
|
||||
WriteAvatarData();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Rate-limited updates
|
||||
if (Time.time - lastUpdateTime >= 1f / updateRate)
|
||||
{
|
||||
WriteAvatarData();
|
||||
lastUpdateTime = Time.time;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void WriteAvatarData()
|
||||
{
|
||||
try
|
||||
{
|
||||
AvatarSyncData syncData = new AvatarSyncData
|
||||
{
|
||||
rootTransform = new RootTransformData(),
|
||||
bones = new List<BoneData>(),
|
||||
blendShapes = new List<BlendShapeData>(),
|
||||
timestamp = Time.time
|
||||
};
|
||||
|
||||
// Capture root transform data
|
||||
if (syncWorldPosition)
|
||||
{
|
||||
syncData.rootTransform.worldPosition = new SerializableVector3(avatarRoot.position);
|
||||
}
|
||||
else
|
||||
{
|
||||
syncData.rootTransform.worldPosition = new SerializableVector3(Vector3.zero);
|
||||
}
|
||||
|
||||
if (syncWorldRotation)
|
||||
{
|
||||
syncData.rootTransform.worldRotation = new SerializableQuaternion(avatarRoot.rotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
syncData.rootTransform.worldRotation = new SerializableQuaternion(Quaternion.identity);
|
||||
}
|
||||
|
||||
if (syncLocalScale)
|
||||
{
|
||||
syncData.rootTransform.localScale = new SerializableVector3(avatarRoot.localScale);
|
||||
}
|
||||
else
|
||||
{
|
||||
syncData.rootTransform.localScale = new SerializableVector3(Vector3.one);
|
||||
}
|
||||
|
||||
// Capture bone data
|
||||
foreach (Transform bone in allBones)
|
||||
{
|
||||
BoneData boneData = new BoneData
|
||||
{
|
||||
boneName = bone.name,
|
||||
position = new SerializableVector3(bone.localPosition),
|
||||
rotation = new SerializableQuaternion(bone.localRotation),
|
||||
scale = new SerializableVector3(bone.localScale)
|
||||
};
|
||||
syncData.bones.Add(boneData);
|
||||
}
|
||||
|
||||
// Capture blendshape data
|
||||
foreach (SkinnedMeshRenderer smr in skinnedMeshRenderers)
|
||||
{
|
||||
if (smr.sharedMesh != null && smr.sharedMesh.blendShapeCount > 0)
|
||||
{
|
||||
float[] weights = new float[smr.sharedMesh.blendShapeCount];
|
||||
for (int i = 0; i < weights.Length; i++)
|
||||
{
|
||||
weights[i] = smr.GetBlendShapeWeight(i);
|
||||
}
|
||||
|
||||
BlendShapeData blendShapeData = new BlendShapeData
|
||||
{
|
||||
meshName = smr.gameObject.name, // Use GameObject name instead of path
|
||||
weights = weights
|
||||
};
|
||||
syncData.blendShapes.Add(blendShapeData);
|
||||
}
|
||||
}
|
||||
|
||||
// Convert to JSON and write to file
|
||||
string json = JsonConvert.SerializeObject(syncData, Formatting.Indented);
|
||||
File.WriteAllText(filePath, json);
|
||||
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"Error writing avatar data: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
// Write final data when component is disabled
|
||||
if (allBones != null && allBones.Count > 0)
|
||||
{
|
||||
WriteAvatarData();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 029bf22d15ab7214484688dd969f7d28
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,390 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
public class AvatarSyncClient : MonoBehaviour
|
||||
{
|
||||
[Header("Server Configuration")]
|
||||
[SerializeField] private string serverHost = "127.0.0.1";
|
||||
[SerializeField] private int serverPort = 8080;
|
||||
[SerializeField] private bool useGlobalNetworkConfig = true;
|
||||
[SerializeField] private NetworkConfig networkConfigAsset;
|
||||
[SerializeField] private string targetPlayer = "player1"; // Which player data to fetch
|
||||
|
||||
[Header("Sync Configuration")]
|
||||
[SerializeField] private bool autoSync = true;
|
||||
[SerializeField] private float syncInterval = 0.1f; // How often to fetch data (in seconds)
|
||||
[SerializeField] private string localFileName = ""; // Leave empty to use targetPlayer name
|
||||
|
||||
[Header("Upload Configuration")]
|
||||
[SerializeField] private bool uploadLocalData = false; // Upload this client's data to server
|
||||
[SerializeField] private string localDataFile = "avatar_sync_data.json"; // Local file to upload
|
||||
[SerializeField] private string uploadAsPlayer = "player2"; // Upload as which player
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool enableDebugMode = false;
|
||||
[SerializeField] private bool showConnectionStatus = true;
|
||||
|
||||
private string syncFilesPath;
|
||||
private string outputFilePath;
|
||||
private Coroutine syncCoroutine;
|
||||
private bool isConnected = false;
|
||||
private float lastSuccessfulSync = 0f;
|
||||
private int totalRequests = 0;
|
||||
private int successfulRequests = 0;
|
||||
|
||||
// Connection status
|
||||
public bool IsConnected => isConnected;
|
||||
public string ServerUrl => $"http://{serverHost}:{serverPort}";
|
||||
public float LastSyncTime => lastSuccessfulSync;
|
||||
public float SuccessRate => totalRequests > 0 ? (float)successfulRequests / totalRequests : 0f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Apply global config if enabled
|
||||
if (useGlobalNetworkConfig)
|
||||
{
|
||||
var cfg = networkConfigAsset != null ? networkConfigAsset : NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
serverHost = cfg.ipAddress;
|
||||
serverPort = cfg.port;
|
||||
}
|
||||
}
|
||||
// Set up file paths
|
||||
syncFilesPath = Path.Combine(Application.dataPath, "Sync-Files");
|
||||
if (!Directory.Exists(syncFilesPath))
|
||||
{
|
||||
Directory.CreateDirectory(syncFilesPath);
|
||||
}
|
||||
|
||||
// Determine output file name
|
||||
string fileName = string.IsNullOrEmpty(localFileName) ? $"{targetPlayer}.json" : localFileName;
|
||||
outputFilePath = Path.Combine(syncFilesPath, fileName);
|
||||
|
||||
Debug.Log($"Avatar Sync Client initialized");
|
||||
Debug.Log($"Server: {ServerUrl}");
|
||||
Debug.Log($"Target Player: {targetPlayer}");
|
||||
Debug.Log($"Output File: {outputFilePath}");
|
||||
Debug.Log($"Upload Mode: {(uploadLocalData ? $"Yes (as {uploadAsPlayer})" : "No")}");
|
||||
|
||||
// Start syncing if auto-sync is enabled
|
||||
if (autoSync)
|
||||
{
|
||||
StartSync();
|
||||
}
|
||||
|
||||
// Test connection
|
||||
StartCoroutine(TestConnection());
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
// Ensure valid values
|
||||
if (syncInterval < 0.01f)
|
||||
syncInterval = 0.01f;
|
||||
|
||||
if (serverPort < 1 || serverPort > 65535)
|
||||
serverPort = 8080;
|
||||
}
|
||||
|
||||
public void StartSync()
|
||||
{
|
||||
if (syncCoroutine == null)
|
||||
{
|
||||
syncCoroutine = StartCoroutine(SyncLoop());
|
||||
Debug.Log("Avatar sync started");
|
||||
}
|
||||
}
|
||||
|
||||
public void StopSync()
|
||||
{
|
||||
if (syncCoroutine != null)
|
||||
{
|
||||
StopCoroutine(syncCoroutine);
|
||||
syncCoroutine = null;
|
||||
Debug.Log("Avatar sync stopped");
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator TestConnection()
|
||||
{
|
||||
string url = $"{ServerUrl}/status";
|
||||
|
||||
using (UnityWebRequest request = UnityWebRequest.Get(url))
|
||||
{
|
||||
request.timeout = 5; // 5 second timeout for connection test
|
||||
|
||||
yield return request.SendWebRequest();
|
||||
|
||||
if (request.result == UnityWebRequest.Result.Success)
|
||||
{
|
||||
isConnected = true;
|
||||
if (showConnectionStatus)
|
||||
{
|
||||
Debug.Log($"Successfully connected to avatar sync server at {ServerUrl}");
|
||||
}
|
||||
|
||||
// Try to parse server status
|
||||
try
|
||||
{
|
||||
var status = JsonConvert.DeserializeObject<Dictionary<string, object>>(request.downloadHandler.text);
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.Log($"Server status: {request.downloadHandler.text}");
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.LogWarning($"Could not parse server status: {e.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
isConnected = false;
|
||||
if (showConnectionStatus)
|
||||
{
|
||||
Debug.LogWarning($"Failed to connect to avatar sync server at {ServerUrl}: {request.error}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator SyncLoop()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
// Upload local data if enabled
|
||||
if (uploadLocalData)
|
||||
{
|
||||
yield return StartCoroutine(UploadLocalData());
|
||||
}
|
||||
|
||||
// Fetch remote player data
|
||||
yield return StartCoroutine(FetchPlayerData());
|
||||
|
||||
yield return new WaitForSeconds(syncInterval);
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator FetchPlayerData()
|
||||
{
|
||||
string url = $"{ServerUrl}/{targetPlayer}";
|
||||
totalRequests++;
|
||||
|
||||
using (UnityWebRequest request = UnityWebRequest.Get(url))
|
||||
{
|
||||
request.timeout = 10; // 10 second timeout
|
||||
|
||||
yield return request.SendWebRequest();
|
||||
|
||||
if (request.result == UnityWebRequest.Result.Success)
|
||||
{
|
||||
try
|
||||
{
|
||||
// Validate JSON
|
||||
var avatarData = JsonConvert.DeserializeObject<AvatarSyncData>(request.downloadHandler.text);
|
||||
|
||||
if (avatarData != null)
|
||||
{
|
||||
// Write to local file
|
||||
File.WriteAllText(outputFilePath, request.downloadHandler.text);
|
||||
|
||||
successfulRequests++;
|
||||
lastSuccessfulSync = Time.time;
|
||||
isConnected = true;
|
||||
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.Log($"Successfully fetched and saved data for {targetPlayer}. Timestamp: {avatarData.timestamp}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.LogWarning($"Received null avatar data for {targetPlayer}");
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"Error processing avatar data for {targetPlayer}: {e.Message}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
isConnected = false;
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.LogWarning($"Failed to fetch data for {targetPlayer}: {request.error}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator UploadLocalData()
|
||||
{
|
||||
string localFilePath = Path.Combine(syncFilesPath, localDataFile);
|
||||
|
||||
if (!File.Exists(localFilePath))
|
||||
{
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.LogWarning($"Local data file not found: {localFilePath}");
|
||||
}
|
||||
yield break;
|
||||
}
|
||||
|
||||
string jsonData = null;
|
||||
AvatarSyncData avatarData = null;
|
||||
|
||||
// Read and validate file outside of try block with yield
|
||||
try
|
||||
{
|
||||
jsonData = File.ReadAllText(localFilePath);
|
||||
avatarData = JsonConvert.DeserializeObject<AvatarSyncData>(jsonData);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"Error reading/parsing local data file: {e.Message}");
|
||||
yield break;
|
||||
}
|
||||
|
||||
if (avatarData == null)
|
||||
{
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.LogWarning("Local avatar data is invalid, skipping upload");
|
||||
}
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Network request without try-catch since we can't yield in try-catch
|
||||
string url = $"{ServerUrl}/{uploadAsPlayer}";
|
||||
|
||||
using (UnityWebRequest request = new UnityWebRequest(url, "POST"))
|
||||
{
|
||||
byte[] jsonBytes = System.Text.Encoding.UTF8.GetBytes(jsonData);
|
||||
request.uploadHandler = new UploadHandlerRaw(jsonBytes);
|
||||
request.downloadHandler = new DownloadHandlerBuffer();
|
||||
request.SetRequestHeader("Content-Type", "application/json");
|
||||
request.timeout = 10;
|
||||
|
||||
yield return request.SendWebRequest();
|
||||
|
||||
if (request.result == UnityWebRequest.Result.Success)
|
||||
{
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.Log($"Successfully uploaded data as {uploadAsPlayer}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (enableDebugMode)
|
||||
{
|
||||
Debug.LogWarning($"Failed to upload data as {uploadAsPlayer}: {request.error}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Public methods for runtime control
|
||||
public void SetServerAddress(string host, int port)
|
||||
{
|
||||
serverHost = host;
|
||||
serverPort = port;
|
||||
|
||||
// Test new connection
|
||||
StartCoroutine(TestConnection());
|
||||
}
|
||||
|
||||
public void SetTargetPlayer(string player)
|
||||
{
|
||||
targetPlayer = player;
|
||||
|
||||
// Update output file path
|
||||
string fileName = string.IsNullOrEmpty(localFileName) ? $"{targetPlayer}.json" : localFileName;
|
||||
outputFilePath = Path.Combine(syncFilesPath, fileName);
|
||||
}
|
||||
|
||||
public void ManualSync()
|
||||
{
|
||||
if (gameObject.activeInHierarchy)
|
||||
{
|
||||
StartCoroutine(FetchPlayerData());
|
||||
}
|
||||
}
|
||||
|
||||
// Get current stats for UI display
|
||||
public string GetConnectionStats()
|
||||
{
|
||||
return $"Connected: {isConnected}\n" +
|
||||
$"Success Rate: {(SuccessRate * 100):F1}%\n" +
|
||||
$"Total Requests: {totalRequests}\n" +
|
||||
$"Last Sync: {(Time.time - lastSuccessfulSync):F1}s ago";
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
StopSync();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
StopSync();
|
||||
}
|
||||
|
||||
// GUI for runtime debugging
|
||||
void OnGUI()
|
||||
{
|
||||
if (!enableDebugMode)
|
||||
return;
|
||||
|
||||
GUILayout.BeginArea(new Rect(10, 10, 300, 200));
|
||||
GUILayout.BeginVertical("box");
|
||||
|
||||
GUILayout.Label($"Avatar Sync Client - {targetPlayer}");
|
||||
GUILayout.Label($"Server: {ServerUrl}");
|
||||
GUILayout.Label($"Status: {(isConnected ? "Connected" : "Disconnected")}");
|
||||
GUILayout.Label($"Success Rate: {(SuccessRate * 100):F1}%");
|
||||
GUILayout.Label($"Last Sync: {(Time.time - lastSuccessfulSync):F1}s ago");
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("Manual Sync"))
|
||||
{
|
||||
ManualSync();
|
||||
}
|
||||
if (GUILayout.Button("Test Connection"))
|
||||
{
|
||||
StartCoroutine(TestConnection());
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
if (syncCoroutine == null)
|
||||
{
|
||||
if (GUILayout.Button("Start Auto Sync"))
|
||||
{
|
||||
StartSync();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GUILayout.Button("Stop Auto Sync"))
|
||||
{
|
||||
StopSync();
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndArea();
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4724255e4e0e6f04e8d53c6ad4fb7ca1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,611 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
/// <summary>
|
||||
/// Utility script to compare the old JSON system vs new UDP binary system
|
||||
/// Attach this to any GameObject and check the console for size comparisons
|
||||
/// </summary>
|
||||
public class AvatarSyncComparison : MonoBehaviour
|
||||
{
|
||||
[Header("Comparison Settings")]
|
||||
[SerializeField] private bool runComparisonOnStart = true;
|
||||
[SerializeField] private bool showDetailedBreakdown = true;
|
||||
[SerializeField] private bool saveToFile = true;
|
||||
[SerializeField] private string outputFileName = "avatar_sync_comparison.txt";
|
||||
|
||||
[Header("Test Data - Avatar Reference")]
|
||||
[SerializeField] private Transform testAvatar;
|
||||
[SerializeField] private UDPAvatarBroadcaster udpBroadcaster; // Get actual settings
|
||||
[SerializeField] private UDPAvatarReceiver udpReceiver; // Get actual settings
|
||||
|
||||
[Header("System Parameters")]
|
||||
[SerializeField] private float updateRate = 30f; // Hz - configurable refresh rate
|
||||
[SerializeField] private int oldSystemBoneCount = 80; // Calculated from avatar if available
|
||||
[SerializeField] private int oldSystemMeshCount = 4; // Calculated from avatar if available
|
||||
[SerializeField] private int oldSystemBlendShapesPerMesh = 52; // Calculated from avatar if available
|
||||
|
||||
[Header("Code Complexity (Lines of Code)")]
|
||||
[SerializeField] private int oldSystemTotalLines = 2300; // Can be calculated by scanning files
|
||||
[SerializeField] private int newSystemTotalLines = 800; // Can be calculated by scanning files
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (runComparisonOnStart)
|
||||
{
|
||||
// Add 5 second delay to allow UDPAvatarBroadcaster to fully initialize
|
||||
Invoke(nameof(DelayedStart), 5f);
|
||||
}
|
||||
}
|
||||
|
||||
void DelayedStart()
|
||||
{
|
||||
// Auto-calculate values from avatar if available
|
||||
CalculateAvatarParameters();
|
||||
RunComparison();
|
||||
}
|
||||
|
||||
void CalculateAvatarParameters()
|
||||
{
|
||||
// Get UDPAvatarBroadcaster from same GameObject if not assigned
|
||||
if (udpBroadcaster == null)
|
||||
{
|
||||
udpBroadcaster = GetComponent<UDPAvatarBroadcaster>();
|
||||
}
|
||||
|
||||
// Get actual values from UDP broadcaster
|
||||
if (udpBroadcaster != null)
|
||||
{
|
||||
updateRate = GetUDPBroadcasterUpdateRate();
|
||||
Debug.Log($"Got actual update rate from UDPAvatarBroadcaster: {updateRate} Hz");
|
||||
|
||||
// Use the avatar from the broadcaster if not set
|
||||
if (testAvatar == null)
|
||||
{
|
||||
testAvatar = GetUDPBroadcasterAvatarRoot();
|
||||
}
|
||||
}
|
||||
|
||||
if (testAvatar != null)
|
||||
{
|
||||
// Calculate actual bone count from avatar
|
||||
SkinnedMeshRenderer[] meshRenderers = testAvatar.GetComponentsInChildren<SkinnedMeshRenderer>();
|
||||
HashSet<Transform> uniqueBones = new HashSet<Transform>();
|
||||
|
||||
foreach (SkinnedMeshRenderer smr in meshRenderers)
|
||||
{
|
||||
if (smr.bones != null)
|
||||
{
|
||||
foreach (Transform bone in smr.bones)
|
||||
{
|
||||
if (bone != null)
|
||||
{
|
||||
uniqueBones.Add(bone);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (uniqueBones.Count > 0)
|
||||
{
|
||||
oldSystemBoneCount = uniqueBones.Count;
|
||||
}
|
||||
|
||||
// Calculate actual mesh and blend shape counts
|
||||
if (meshRenderers.Length > 0)
|
||||
{
|
||||
oldSystemMeshCount = meshRenderers.Length;
|
||||
|
||||
// Calculate average blend shapes per mesh
|
||||
int totalBlendShapes = 0;
|
||||
int meshesWithBlendShapes = 0;
|
||||
|
||||
foreach (var mesh in meshRenderers)
|
||||
{
|
||||
if (mesh.sharedMesh != null && mesh.sharedMesh.blendShapeCount > 0)
|
||||
{
|
||||
totalBlendShapes += mesh.sharedMesh.blendShapeCount;
|
||||
meshesWithBlendShapes++;
|
||||
}
|
||||
}
|
||||
|
||||
if (meshesWithBlendShapes > 0)
|
||||
{
|
||||
oldSystemBlendShapesPerMesh = totalBlendShapes / meshesWithBlendShapes;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"Calculated Parameters: {oldSystemBoneCount} bones, {oldSystemMeshCount} meshes, {oldSystemBlendShapesPerMesh} blend shapes/mesh, {updateRate} Hz");
|
||||
}
|
||||
|
||||
float GetUDPBroadcasterUpdateRate()
|
||||
{
|
||||
if (udpBroadcaster == null) return updateRate;
|
||||
|
||||
// Use reflection to get the private updateRate field
|
||||
var field = typeof(UDPAvatarBroadcaster).GetField("updateRate",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
|
||||
if (field != null)
|
||||
{
|
||||
return (float)field.GetValue(udpBroadcaster);
|
||||
}
|
||||
|
||||
return updateRate; // Fallback to current value
|
||||
}
|
||||
|
||||
Transform GetUDPBroadcasterAvatarRoot()
|
||||
{
|
||||
if (udpBroadcaster == null) return null;
|
||||
|
||||
// Use reflection to get the private avatarRoot field
|
||||
var field = typeof(UDPAvatarBroadcaster).GetField("avatarRoot",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
|
||||
if (field != null)
|
||||
{
|
||||
return (Transform)field.GetValue(udpBroadcaster);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
bool GetUDPBroadcasterFullDataMode()
|
||||
{
|
||||
if (udpBroadcaster == null) return false;
|
||||
|
||||
// Use reflection to get the private fullDataMode field
|
||||
var field = typeof(UDPAvatarBroadcaster).GetField("fullDataMode",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
|
||||
if (field != null)
|
||||
{
|
||||
return (bool)field.GetValue(udpBroadcaster);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
int GetUDPBroadcasterCurrentBoneCount()
|
||||
{
|
||||
if (udpBroadcaster == null) return 20;
|
||||
|
||||
// Use reflection to get the private currentBoneCount field
|
||||
var field = typeof(UDPAvatarBroadcaster).GetField("currentBoneCount",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
|
||||
if (field != null)
|
||||
{
|
||||
return (int)field.GetValue(udpBroadcaster);
|
||||
}
|
||||
|
||||
return 20; // Default optimized mode
|
||||
}
|
||||
|
||||
int GetUDPBroadcasterCurrentBlendShapeCount()
|
||||
{
|
||||
if (udpBroadcaster == null) return 10;
|
||||
|
||||
// Use reflection to get the private currentBlendShapeCount field
|
||||
var field = typeof(UDPAvatarBroadcaster).GetField("currentBlendShapeCount",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
|
||||
if (field != null)
|
||||
{
|
||||
return (int)field.GetValue(udpBroadcaster);
|
||||
}
|
||||
|
||||
return 10; // Default optimized mode
|
||||
}
|
||||
|
||||
[ContextMenu("Run Size Comparison")]
|
||||
public void RunComparison()
|
||||
{
|
||||
Debug.Log("=== Avatar Sync System Comparison ===");
|
||||
|
||||
// Simulate old JSON system
|
||||
var jsonSize = CalculateJSONSystemSize();
|
||||
|
||||
// Simulate new UDP binary system
|
||||
var binarySize = CalculateUDPBinarySize();
|
||||
|
||||
// Calculate efficiency gains
|
||||
float compressionRatio = (float)jsonSize / binarySize;
|
||||
float bandwidthReduction = (1f - (float)binarySize / jsonSize) * 100f;
|
||||
|
||||
Debug.Log($"\n📊 SIZE COMPARISON:");
|
||||
Debug.Log($"Old JSON System: {jsonSize:N0} bytes ({jsonSize / 1024f:F1} KB)");
|
||||
Debug.Log($"New UDP Binary: {binarySize:N0} bytes ({binarySize / 1024f:F1} KB)");
|
||||
Debug.Log($"Compression Ratio: {compressionRatio:F1}x smaller");
|
||||
Debug.Log($"Bandwidth Reduction: {bandwidthReduction:F1}%");
|
||||
|
||||
if (showDetailedBreakdown)
|
||||
{
|
||||
ShowDetailedBreakdown();
|
||||
}
|
||||
|
||||
ShowNetworkImpact(jsonSize, binarySize);
|
||||
ShowSystemComplexity();
|
||||
|
||||
if (saveToFile)
|
||||
{
|
||||
SaveComparisonToFile(jsonSize, binarySize);
|
||||
}
|
||||
}
|
||||
|
||||
int CalculateJSONSystemSize()
|
||||
{
|
||||
// Recreate the old AvatarSyncData structure using calculated values
|
||||
var oldSystemData = new
|
||||
{
|
||||
rootTransform = new
|
||||
{
|
||||
worldPosition = new { x = 0f, y = 0f, z = 0f },
|
||||
worldRotation = new { x = 0f, y = 0f, z = 0f, w = 1f },
|
||||
localScale = new { x = 1f, y = 1f, z = 1f }
|
||||
},
|
||||
bones = GenerateOldSystemBones(oldSystemBoneCount),
|
||||
blendShapes = GenerateOldSystemBlendShapes(oldSystemMeshCount, oldSystemBlendShapesPerMesh),
|
||||
timestamp = Time.time
|
||||
};
|
||||
|
||||
string json = JsonConvert.SerializeObject(oldSystemData, Formatting.Indented);
|
||||
int jsonBytes = Encoding.UTF8.GetByteCount(json);
|
||||
|
||||
Debug.Log($"📄 Old System Structure: {oldSystemBoneCount} bones, {oldSystemMeshCount} meshes × {oldSystemBlendShapesPerMesh} blend shapes = {oldSystemMeshCount * oldSystemBlendShapesPerMesh} total blend shapes");
|
||||
Debug.Log($"📄 Sample JSON (first 200 chars):\n{json.Substring(0, Math.Min(200, json.Length))}...");
|
||||
|
||||
return jsonBytes;
|
||||
}
|
||||
|
||||
int CalculateUDPBinarySize()
|
||||
{
|
||||
// Get actual bone and blend shape counts from UDP system
|
||||
int actualBoneCount = GetNewSystemBoneCount();
|
||||
int actualBlendShapeCount = GetNewSystemBlendShapeCount();
|
||||
|
||||
// Calculate new UDP binary system size
|
||||
int headerSize = 1 + 4 + 4 + 1; // playerID + sequenceNumber + timestamp + isFullDataMode
|
||||
int rootTransformSize = (3 + 4 + 3) * 4; // 3 Vector3s + 1 Quaternion * 4 bytes per float
|
||||
int bonesSize = 4 + (actualBoneCount * (3 + 4) * 4); // bone count + bones * (position + rotation) * 4 bytes per float
|
||||
int blendShapesSize = 4 + (actualBlendShapeCount * 4); // blend shape count + weights * 4 bytes per float
|
||||
|
||||
int totalSize = headerSize + rootTransformSize + bonesSize + blendShapesSize;
|
||||
|
||||
Debug.Log($"🔢 New UDP Binary Structure:");
|
||||
Debug.Log($" Header: {headerSize} bytes");
|
||||
Debug.Log($" Root Transform: {rootTransformSize} bytes");
|
||||
Debug.Log($" Bones ({actualBoneCount}): {bonesSize} bytes");
|
||||
Debug.Log($" Blend Shapes ({actualBlendShapeCount}): {blendShapesSize} bytes");
|
||||
Debug.Log($" Total: {totalSize} bytes");
|
||||
|
||||
return totalSize;
|
||||
}
|
||||
|
||||
int GetNewSystemBoneCount()
|
||||
{
|
||||
// Get actual bone count from UDP broadcaster
|
||||
if (udpBroadcaster != null)
|
||||
{
|
||||
int actualBoneCount = GetUDPBroadcasterCurrentBoneCount();
|
||||
bool fullDataMode = GetUDPBroadcasterFullDataMode();
|
||||
|
||||
if (showDetailedBreakdown)
|
||||
{
|
||||
string mode = fullDataMode ? "FULL DATA" : "OPTIMIZED";
|
||||
Debug.Log($"UDP Broadcaster is in {mode} mode with {actualBoneCount} bones");
|
||||
}
|
||||
|
||||
return actualBoneCount;
|
||||
}
|
||||
|
||||
// Default to optimized mode bone count
|
||||
return 20;
|
||||
}
|
||||
|
||||
int GetNewSystemBlendShapeCount()
|
||||
{
|
||||
// Get actual blend shape count from UDP broadcaster
|
||||
if (udpBroadcaster != null)
|
||||
{
|
||||
int actualBlendShapeCount = GetUDPBroadcasterCurrentBlendShapeCount();
|
||||
bool fullDataMode = GetUDPBroadcasterFullDataMode();
|
||||
|
||||
if (showDetailedBreakdown)
|
||||
{
|
||||
string mode = fullDataMode ? "FULL DATA" : "OPTIMIZED";
|
||||
Debug.Log($"UDP Broadcaster is in {mode} mode with {actualBlendShapeCount} blend shapes");
|
||||
}
|
||||
|
||||
return actualBlendShapeCount;
|
||||
}
|
||||
|
||||
// Default to optimized mode blend shape count
|
||||
return 10;
|
||||
}
|
||||
|
||||
object[] GenerateOldSystemBones(int count)
|
||||
{
|
||||
object[] bones = new object[count];
|
||||
string[] boneNames = {
|
||||
"Hips", "Spine", "Spine1", "Spine2", "Neck", "Head", "HeadTop_End",
|
||||
"LeftEye", "RightEye", "LeftShoulder", "LeftArm", "LeftArmTwist",
|
||||
"LeftForeArm", "LeftForeArmTwist", "LeftHand", "LeftHandThumb1",
|
||||
"LeftHandThumb2", "LeftHandThumb3", "LeftHandThumb4", "LeftHandIndex0",
|
||||
"LeftHandIndex1", "LeftHandIndex2", "LeftHandIndex3", "LeftHandIndex4",
|
||||
"LeftHandMiddle0", "LeftHandMiddle1", "LeftHandMiddle2", "LeftHandMiddle3",
|
||||
"LeftHandMiddle4", "LeftHandRing0", "LeftHandRing1", "LeftHandRing2",
|
||||
"LeftHandRing3", "LeftHandRing4", "LeftHandPinky0", "LeftHandPinky1",
|
||||
"LeftHandPinky2", "LeftHandPinky3", "LeftHandPinky4", "LeftPalm",
|
||||
"RightShoulder", "RightArm", "RightArmTwist", "RightForeArm",
|
||||
"RightForeArmTwist", "RightHand", "RightHandThumb1", "RightHandThumb2",
|
||||
"RightHandThumb3", "RightHandThumb4", "RightHandIndex0", "RightHandIndex1",
|
||||
"RightHandIndex2", "RightHandIndex3", "RightHandIndex4", "RightHandMiddle0",
|
||||
"RightHandMiddle1", "RightHandMiddle2", "RightHandMiddle3", "RightHandMiddle4",
|
||||
"RightHandRing0", "RightHandRing1", "RightHandRing2", "RightHandRing3",
|
||||
"RightHandRing4", "RightHandPinky0", "RightHandPinky1", "RightHandPinky2",
|
||||
"RightHandPinky3", "RightHandPinky4", "RightPalm", "LeftUpLeg", "LeftLeg",
|
||||
"LeftFoot", "LeftToeBase", "LeftToe_End", "RightUpLeg", "RightLeg",
|
||||
"RightFoot", "RightToeBase", "RightToe_End"
|
||||
};
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
string boneName = i < boneNames.Length ? boneNames[i] : $"Bone_{i}";
|
||||
bones[i] = new
|
||||
{
|
||||
boneName = boneName,
|
||||
position = new { x = UnityEngine.Random.Range(-1f, 1f), y = UnityEngine.Random.Range(-1f, 1f), z = UnityEngine.Random.Range(-1f, 1f) },
|
||||
rotation = new { x = UnityEngine.Random.Range(-1f, 1f), y = UnityEngine.Random.Range(-1f, 1f), z = UnityEngine.Random.Range(-1f, 1f), w = UnityEngine.Random.Range(-1f, 1f) },
|
||||
scale = new { x = 1f, y = 1f, z = 1f }
|
||||
};
|
||||
}
|
||||
|
||||
return bones;
|
||||
}
|
||||
|
||||
object[] GenerateOldSystemBlendShapes(int meshCount, int weightsPerMesh)
|
||||
{
|
||||
object[] blendShapes = new object[meshCount];
|
||||
string[] meshNames = { "Renderer_Head", "Renderer_EyeLeft", "Renderer_EyeRight", "Renderer_Teeth" };
|
||||
|
||||
for (int i = 0; i < meshCount; i++)
|
||||
{
|
||||
float[] weights = new float[weightsPerMesh];
|
||||
for (int j = 0; j < weightsPerMesh; j++)
|
||||
{
|
||||
weights[j] = UnityEngine.Random.Range(0f, 100f);
|
||||
}
|
||||
|
||||
blendShapes[i] = new
|
||||
{
|
||||
meshName = i < meshNames.Length ? meshNames[i] : $"Mesh_{i}",
|
||||
weights = weights
|
||||
};
|
||||
}
|
||||
|
||||
return blendShapes;
|
||||
}
|
||||
|
||||
void ShowDetailedBreakdown()
|
||||
{
|
||||
int newSystemBones = GetNewSystemBoneCount();
|
||||
int newSystemBlendShapes = GetNewSystemBlendShapeCount();
|
||||
int totalOldBlendShapes = oldSystemMeshCount * oldSystemBlendShapesPerMesh;
|
||||
bool fullDataMode = GetUDPBroadcasterFullDataMode();
|
||||
string currentMode = fullDataMode ? "FULL DATA" : "OPTIMIZED";
|
||||
|
||||
Debug.Log($"\n📋 DETAILED BREAKDOWN:");
|
||||
Debug.Log($"\nCurrent UDP System Configuration:");
|
||||
Debug.Log($" • Mode: {currentMode}");
|
||||
Debug.Log($" • Update Rate: {updateRate} Hz");
|
||||
Debug.Log($" • Bones: {newSystemBones}");
|
||||
Debug.Log($" • Blend Shapes: {newSystemBlendShapes}");
|
||||
|
||||
Debug.Log($"\nOld JSON System Issues:");
|
||||
Debug.Log($" • {oldSystemBoneCount} bones with full transform data");
|
||||
Debug.Log($" • {oldSystemMeshCount} meshes × {oldSystemBlendShapesPerMesh} blend shapes = {totalOldBlendShapes} facial weights");
|
||||
Debug.Log($" • Verbose JSON with field names repeated");
|
||||
Debug.Log($" • UTF-8 string encoding overhead");
|
||||
Debug.Log($" • HTTP headers and protocol overhead");
|
||||
Debug.Log($" • Requires Python server infrastructure");
|
||||
|
||||
Debug.Log($"\nNew UDP Binary Advantages:");
|
||||
if (fullDataMode)
|
||||
{
|
||||
Debug.Log($" • {newSystemBones} bones (FULL avatar data)");
|
||||
Debug.Log($" • {newSystemBlendShapes} facial blend shapes (ALL expressions)");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($" • Only {newSystemBones} priority bones (most important)");
|
||||
Debug.Log($" • {newSystemBlendShapes} key facial blend shapes only");
|
||||
}
|
||||
Debug.Log($" • Compact binary format, no field names");
|
||||
Debug.Log($" • Variable-size packets with length prefixes");
|
||||
Debug.Log($" • Direct UDP broadcast, no server needed");
|
||||
Debug.Log($" • Predictable network usage");
|
||||
|
||||
float boneReduction = (1f - (float)newSystemBones / oldSystemBoneCount) * 100f;
|
||||
float blendShapeReduction = (1f - (float)newSystemBlendShapes / totalOldBlendShapes) * 100f;
|
||||
Debug.Log($"\nData Reduction vs Old System:");
|
||||
Debug.Log($" • Bones: {boneReduction:F1}% reduction ({oldSystemBoneCount} → {newSystemBones})");
|
||||
Debug.Log($" • Blend Shapes: {blendShapeReduction:F1}% reduction ({totalOldBlendShapes} → {newSystemBlendShapes})");
|
||||
}
|
||||
|
||||
void ShowNetworkImpact(int jsonSize, int binarySize)
|
||||
{
|
||||
Debug.Log($"\n🌐 NETWORK IMPACT (at {updateRate} Hz):");
|
||||
|
||||
float jsonBandwidthKBps = (jsonSize * updateRate) / 1024f;
|
||||
float binaryBandwidthKBps = (binarySize * updateRate) / 1024f;
|
||||
|
||||
Debug.Log($"Old System: {jsonBandwidthKBps:F1} KB/s per player");
|
||||
Debug.Log($"New System: {binaryBandwidthKBps:F1} KB/s per player");
|
||||
|
||||
// Calculate for 3 player setup
|
||||
int playerCount = 3;
|
||||
Debug.Log($"\n3 Player Setup:");
|
||||
Debug.Log($"Old System: {jsonBandwidthKBps * playerCount:F1} KB/s total");
|
||||
Debug.Log($"New System: {binaryBandwidthKBps * playerCount:F1} KB/s total");
|
||||
|
||||
Debug.Log($"\nData usage per hour (single player):");
|
||||
float oldMBPerHour = (jsonBandwidthKBps * 3600) / 1024;
|
||||
float newMBPerHour = (binaryBandwidthKBps * 3600) / 1024;
|
||||
Debug.Log($"Old System: {oldMBPerHour:F1} MB/hour");
|
||||
Debug.Log($"New System: {newMBPerHour:F1} MB/hour");
|
||||
Debug.Log($"Savings: {oldMBPerHour - newMBPerHour:F1} MB/hour ({((oldMBPerHour - newMBPerHour) / oldMBPerHour) * 100:F1}% reduction)");
|
||||
}
|
||||
|
||||
void ShowSystemComplexity()
|
||||
{
|
||||
float codeReduction = (1f - (float)newSystemTotalLines / oldSystemTotalLines) * 100f;
|
||||
|
||||
Debug.Log($"\n⚙️ SYSTEM COMPLEXITY:");
|
||||
Debug.Log($"\nOld System Components:");
|
||||
Debug.Log($" • avatar_sync_server.py");
|
||||
Debug.Log($" • AvatarSyncClient.cs");
|
||||
Debug.Log($" • AvatarDataUploader.cs");
|
||||
Debug.Log($" • AvatarDataDownloader.cs");
|
||||
Debug.Log($" • AvatarDataWriter.cs");
|
||||
Debug.Log($" • AvatarDataReader.cs");
|
||||
Debug.Log($" • Multiple serialization classes");
|
||||
Debug.Log($" • HTTP client/server infrastructure");
|
||||
Debug.Log($" Total: ~{oldSystemTotalLines:N0} lines of code");
|
||||
|
||||
Debug.Log($"\nNew System Components:");
|
||||
Debug.Log($" • UDPAvatarBroadcaster.cs");
|
||||
Debug.Log($" • UDPAvatarReceiver.cs");
|
||||
Debug.Log($" • Simple binary serialization");
|
||||
Debug.Log($" • No server infrastructure needed");
|
||||
Debug.Log($" Total: ~{newSystemTotalLines:N0} lines of code");
|
||||
|
||||
Debug.Log($"\n✅ New system is {codeReduction:F1}% less code and much simpler!");
|
||||
Debug.Log($"Code reduction: {oldSystemTotalLines:N0} → {newSystemTotalLines:N0} lines ({oldSystemTotalLines - newSystemTotalLines:N0} lines removed)");
|
||||
}
|
||||
|
||||
void SaveComparisonToFile(int jsonSize, int binarySize)
|
||||
{
|
||||
try
|
||||
{
|
||||
// Calculate all metrics using dynamic values
|
||||
float compressionRatio = (float)jsonSize / binarySize;
|
||||
float bandwidthReduction = (1f - (float)binarySize / jsonSize) * 100f;
|
||||
float jsonBandwidthKBps = (jsonSize * updateRate) / 1024f;
|
||||
float binaryBandwidthKBps = (binarySize * updateRate) / 1024f;
|
||||
|
||||
// Get calculated counts
|
||||
int newSystemBones = GetNewSystemBoneCount();
|
||||
int newSystemBlendShapes = GetNewSystemBlendShapeCount();
|
||||
int totalOldBlendShapes = oldSystemMeshCount * oldSystemBlendShapesPerMesh;
|
||||
bool fullDataMode = GetUDPBroadcasterFullDataMode();
|
||||
string currentMode = fullDataMode ? "FULL DATA" : "OPTIMIZED";
|
||||
|
||||
// Create file content with just the data
|
||||
StringBuilder fileContent = new StringBuilder();
|
||||
fileContent.AppendLine("Avatar Sync System Comparison Results");
|
||||
fileContent.AppendLine($"Generated: {DateTime.Now:yyyy-MM-dd HH:mm:ss}");
|
||||
fileContent.AppendLine();
|
||||
|
||||
// Size comparison
|
||||
fileContent.AppendLine("PACKET SIZE COMPARISON:");
|
||||
fileContent.AppendLine($"Old JSON System: {jsonSize:N0} bytes ({jsonSize / 1024f:F2} KB)");
|
||||
fileContent.AppendLine($"New UDP Binary: {binarySize:N0} bytes ({binarySize / 1024f:F2} KB)");
|
||||
fileContent.AppendLine($"Compression Ratio: {compressionRatio:F1}x smaller");
|
||||
fileContent.AppendLine($"Size Reduction: {bandwidthReduction:F1}%");
|
||||
fileContent.AppendLine();
|
||||
|
||||
// Binary structure breakdown using calculated values
|
||||
int headerSize = 1 + 4 + 4 + 1; // playerID + sequenceNumber + timestamp + isFullDataMode
|
||||
int rootTransformSize = (3 + 4 + 3) * 4;
|
||||
int bonesSize = 4 + (newSystemBones * (3 + 4) * 4);
|
||||
int blendShapesSize = 4 + (newSystemBlendShapes * 4);
|
||||
|
||||
fileContent.AppendLine("UDP BINARY STRUCTURE:");
|
||||
fileContent.AppendLine($"Header: {headerSize} bytes");
|
||||
fileContent.AppendLine($"Root Transform: {rootTransformSize} bytes");
|
||||
fileContent.AppendLine($"Bones ({newSystemBones}): {bonesSize} bytes");
|
||||
fileContent.AppendLine($"Blend Shapes ({newSystemBlendShapes}): {blendShapesSize} bytes");
|
||||
fileContent.AppendLine($"Total: {binarySize} bytes");
|
||||
fileContent.AppendLine();
|
||||
|
||||
// Bandwidth impact at configured rate
|
||||
fileContent.AppendLine($"BANDWIDTH USAGE ({updateRate} Hz):");
|
||||
fileContent.AppendLine($"Old System: {jsonBandwidthKBps:F1} KB/s per player");
|
||||
fileContent.AppendLine($"New System: {binaryBandwidthKBps:F1} KB/s per player");
|
||||
fileContent.AppendLine();
|
||||
|
||||
// System details
|
||||
fileContent.AppendLine("SYSTEM DETAILS:");
|
||||
fileContent.AppendLine($"Update Rate: {updateRate} Hz");
|
||||
fileContent.AppendLine($"UDP Mode: {currentMode}");
|
||||
fileContent.AppendLine($"Old System: {oldSystemBoneCount} bones, {totalOldBlendShapes} blend shapes ({oldSystemMeshCount} meshes × {oldSystemBlendShapesPerMesh})");
|
||||
fileContent.AppendLine($"New System: {newSystemBones} bones, {newSystemBlendShapes} blend shapes");
|
||||
fileContent.AppendLine();
|
||||
|
||||
// 3 Player setup bandwidth
|
||||
int players = 3;
|
||||
float oldTotal = jsonBandwidthKBps * players;
|
||||
float newTotal = binaryBandwidthKBps * players;
|
||||
fileContent.AppendLine("3 PLAYER SETUP BANDWIDTH:");
|
||||
fileContent.AppendLine($"Old System: {oldTotal:F1} KB/s total");
|
||||
fileContent.AppendLine($"New System: {newTotal:F1} KB/s total");
|
||||
fileContent.AppendLine($"Bandwidth Savings: {oldTotal - newTotal:F1} KB/s ({((oldTotal - newTotal) / oldTotal) * 100:F1}% reduction)");
|
||||
fileContent.AppendLine();
|
||||
|
||||
// Data usage per hour
|
||||
float oldMBPerHour = (jsonBandwidthKBps * 3600) / 1024;
|
||||
float newMBPerHour = (binaryBandwidthKBps * 3600) / 1024;
|
||||
fileContent.AppendLine("DATA USAGE PER HOUR (single player):");
|
||||
fileContent.AppendLine($"Old System: {oldMBPerHour:F1} MB/hour");
|
||||
fileContent.AppendLine($"New System: {newMBPerHour:F1} MB/hour");
|
||||
fileContent.AppendLine($"Savings: {oldMBPerHour - newMBPerHour:F1} MB/hour ({((oldMBPerHour - newMBPerHour) / oldMBPerHour) * 100:F1}% reduction)");
|
||||
fileContent.AppendLine();
|
||||
|
||||
// Code complexity
|
||||
float codeReduction = (1f - (float)newSystemTotalLines / oldSystemTotalLines) * 100f;
|
||||
fileContent.AppendLine("CODE COMPLEXITY:");
|
||||
fileContent.AppendLine($"Old System: ~{oldSystemTotalLines:N0} lines (6 components + Python server)");
|
||||
fileContent.AppendLine($"New System: ~{newSystemTotalLines:N0} lines (2 components, no server)");
|
||||
fileContent.AppendLine($"Code Reduction: {codeReduction:F1}% ({oldSystemTotalLines - newSystemTotalLines:N0} lines removed)");
|
||||
fileContent.AppendLine();
|
||||
|
||||
// Performance characteristics
|
||||
fileContent.AppendLine("PERFORMANCE CHARACTERISTICS:");
|
||||
fileContent.AppendLine("Old System: HTTP request/response, JSON parsing, server dependency");
|
||||
fileContent.AppendLine("New System: UDP broadcast, binary format, peer-to-peer");
|
||||
fileContent.AppendLine("Latency: Local network UDP (~1-10ms vs HTTP ~10-50ms)");
|
||||
fileContent.AppendLine("Infrastructure: None required (vs Python server)");
|
||||
|
||||
// Write to file
|
||||
string filePath = Path.Combine(Application.dataPath, outputFileName);
|
||||
File.WriteAllText(filePath, fileContent.ToString());
|
||||
|
||||
Debug.Log($"Comparison data saved to: {filePath}");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"Failed to save comparison to file: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
if (GUI.Button(new Rect(10, Screen.height - 40, 200, 30), "Run Comparison"))
|
||||
{
|
||||
RunComparison();
|
||||
}
|
||||
|
||||
if (GUI.Button(new Rect(220, Screen.height - 40, 150, 30), "Save to File"))
|
||||
{
|
||||
var jsonSize = CalculateJSONSystemSize();
|
||||
var binarySize = CalculateUDPBinarySize();
|
||||
SaveComparisonToFile(jsonSize, binarySize);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 44ddcc99fb37a434296ae65e9c186f43
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,142 +0,0 @@
|
||||
# Local Testing Setup Guide
|
||||
|
||||
## Testing Both Players in Same Scene
|
||||
|
||||
When testing the UDP avatar sync system with both broadcaster and receiver in the same Unity scene, you need to handle port conflicts properly.
|
||||
|
||||
### The Port Conflict Issue
|
||||
|
||||
The error you encountered:
|
||||
```
|
||||
Failed to start UDP listener: Only one usage of each socket address (protocol/network address/port) is normally permitted.
|
||||
```
|
||||
|
||||
This happens because both components try to bind to the same UDP port (8080) simultaneously.
|
||||
|
||||
## Solution: Updated Receiver with Port Sharing
|
||||
|
||||
The `UDPAvatarReceiver` has been updated with port sharing capabilities:
|
||||
|
||||
### New Settings in Inspector
|
||||
|
||||
- **Allow Port Sharing**: ✅ Enable this for local testing
|
||||
- **Listen Port**: 8080 (or will auto-find alternative)
|
||||
|
||||
### How It Works
|
||||
|
||||
1. **Port Sharing Enabled**: Uses `SO_REUSEADDR` socket option to allow multiple bindings
|
||||
2. **Fallback Ports**: If port sharing fails, tries ports 8081, 8082, 8083, etc.
|
||||
3. **Debug Info**: Shows actual port being used in the GUI
|
||||
|
||||
## Local Testing Setup
|
||||
|
||||
### GameObject 1: Player 1 (Broadcaster + Receiver)
|
||||
```
|
||||
Avatar Player 1
|
||||
├── UDPAvatarBroadcaster
|
||||
│ ├── Player ID: 1
|
||||
│ ├── Avatar Root: [Player 1 Avatar]
|
||||
│ └── Show Debug Info: ✅
|
||||
└── UDPAvatarReceiver
|
||||
├── Target Player ID: 2 (receive from Player 2)
|
||||
├── Target Avatar Root: [Player 2 Avatar Clone]
|
||||
├── Allow Port Sharing: ✅
|
||||
└── Show Debug Info: ✅
|
||||
```
|
||||
|
||||
### GameObject 2: Player 2 (Broadcaster + Receiver)
|
||||
```
|
||||
Avatar Player 2
|
||||
├── UDPAvatarBroadcaster
|
||||
│ ├── Player ID: 2
|
||||
│ ├── Avatar Root: [Player 2 Avatar]
|
||||
│ └── Show Debug Info: ✅
|
||||
└── UDPAvatarReceiver
|
||||
├── Target Player ID: 1 (receive from Player 1)
|
||||
├── Target Avatar Root: [Player 1 Avatar Clone]
|
||||
├── Allow Port Sharing: ✅
|
||||
└── Show Debug Info: ✅
|
||||
```
|
||||
|
||||
## Alternative Setup Methods
|
||||
|
||||
### Method 1: Different Ports (Simple)
|
||||
- Player 1 Broadcaster: Port 8080
|
||||
- Player 2 Broadcaster: Port 8081
|
||||
- Update receivers to listen on corresponding ports
|
||||
|
||||
### Method 2: Single Broadcaster (Minimal)
|
||||
- One broadcaster component sending data
|
||||
- Multiple receivers in scene listening
|
||||
- Good for testing receiver logic only
|
||||
|
||||
### Method 3: Separate Scenes (Real-world)
|
||||
- Build and run multiple instances of your game
|
||||
- Most accurate representation of real multiplayer
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Still Getting Port Errors?
|
||||
|
||||
1. **Check Windows Firewall**:
|
||||
```
|
||||
Allow Unity.exe through Windows Defender Firewall
|
||||
Allow UDP port 8080-8085
|
||||
```
|
||||
|
||||
2. **Verify Port Sharing Setting**:
|
||||
```
|
||||
UDPAvatarReceiver → Allow Port Sharing: ✅
|
||||
```
|
||||
|
||||
3. **Check Console for Alternative Ports**:
|
||||
```
|
||||
Look for: "UDP listener started on alternative port 8081"
|
||||
```
|
||||
|
||||
### No Data Being Received?
|
||||
|
||||
1. **Verify Player IDs**:
|
||||
- Broadcaster Player ID: 1
|
||||
- Receiver Target Player ID: 1 (to receive from broadcaster)
|
||||
|
||||
2. **Check Debug GUI**:
|
||||
- Broadcaster: "Broadcasting" status
|
||||
- Receiver: "Listen Port" shows actual port
|
||||
|
||||
3. **Test Loopback**:
|
||||
- Set Receiver Target Player ID: 0 (receive from any)
|
||||
- Should receive own broadcasts
|
||||
|
||||
## Debug Information
|
||||
|
||||
Enable debug info on both components to see:
|
||||
|
||||
**Broadcaster GUI (Top-left)**:
|
||||
- Player ID and broadcast status
|
||||
- Sequence number (should increment)
|
||||
- Update rate and packet size
|
||||
|
||||
**Receiver GUI (Top-right)**:
|
||||
- Listen port (actual port being used)
|
||||
- Packets received/dropped
|
||||
- Target player ID
|
||||
|
||||
## Production vs Testing
|
||||
|
||||
| Environment | Setup | Port Handling |
|
||||
|-------------|-------|---------------|
|
||||
| **Local Testing** | Same scene, port sharing | Allow Port Sharing: ✅ |
|
||||
| **LAN/Hotspot** | Separate devices | Standard UDP binding |
|
||||
| **Production** | Different machines | No port conflicts |
|
||||
|
||||
## Quick Checklist
|
||||
|
||||
1. ✅ Enable "Allow Port Sharing" on all receivers
|
||||
2. ✅ Set unique Player IDs (1, 2, 3...)
|
||||
3. ✅ Set correct Target Player IDs on receivers
|
||||
4. ✅ Enable debug info to monitor status
|
||||
5. ✅ Check console for port conflict messages
|
||||
6. ✅ Verify Windows Firewall allows Unity/UDP
|
||||
|
||||
The updated receiver should now handle local testing scenarios gracefully!
|
||||
@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d6945fe49cfac414eb744e574611562c
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -19,10 +19,7 @@ namespace Convai.Scripts.Runtime.Multiplayer
|
||||
public class ConvaiSimpleUDPAudioReceiver : MonoBehaviour
|
||||
{
|
||||
[Header("Network Configuration")]
|
||||
[SerializeField] private int listenPort = 12345;
|
||||
[SerializeField] private bool enableDebugLogging = true;
|
||||
[SerializeField] private bool useGlobalNetworkConfig = true;
|
||||
[SerializeField] private NetworkConfig networkConfigAsset;
|
||||
|
||||
[Header("NPC Target")]
|
||||
[SerializeField] private bool useActiveNPC = true;
|
||||
@ -35,6 +32,7 @@ namespace Convai.Scripts.Runtime.Multiplayer
|
||||
private UdpClient _udpListener;
|
||||
private IPEndPoint _remoteEndPoint;
|
||||
private bool _isListening = false;
|
||||
private int listenPort;
|
||||
private CancellationTokenSource _cancellationTokenSource;
|
||||
|
||||
// Audio state tracking
|
||||
@ -78,15 +76,19 @@ namespace Convai.Scripts.Runtime.Multiplayer
|
||||
{
|
||||
_cancellationTokenSource = new CancellationTokenSource();
|
||||
_persistentDataPath = Application.persistentDataPath;
|
||||
// Apply global config if enabled
|
||||
if (useGlobalNetworkConfig)
|
||||
|
||||
// Get network config from global instance
|
||||
var cfg = NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
var cfg = networkConfigAsset != null ? networkConfigAsset : NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
listenPort = cfg.multiplayerAudioPort;
|
||||
}
|
||||
listenPort = cfg.port;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("NetworkConfig not found! Please ensure NetworkConfig.asset exists in Resources folder.");
|
||||
listenPort = 1221;
|
||||
}
|
||||
|
||||
InitializeNetwork();
|
||||
InitializeConvai();
|
||||
|
||||
|
||||
@ -20,10 +20,7 @@ namespace Convai.Scripts.Runtime.Multiplayer
|
||||
public class ConvaiSimpleUDPAudioSender : MonoBehaviour
|
||||
{
|
||||
[Header("Network Settings")]
|
||||
[SerializeField] private string targetIP = "127.0.0.1";
|
||||
[SerializeField] private int targetPort = 12345;
|
||||
[SerializeField] private bool useGlobalNetworkConfig = true;
|
||||
[SerializeField] private NetworkConfig networkConfigAsset;
|
||||
// Network configuration loaded from NetworkConfig.Instance
|
||||
|
||||
[Header("Audio Settings")]
|
||||
[SerializeField] private int recordingFrequency = 16000;
|
||||
@ -46,6 +43,8 @@ namespace Convai.Scripts.Runtime.Multiplayer
|
||||
|
||||
private UdpClient _udpClient;
|
||||
private IPEndPoint _targetEndPoint;
|
||||
private string targetIP;
|
||||
private int targetPort;
|
||||
private AudioClip _audioClip;
|
||||
private bool _isRecording = false;
|
||||
private CancellationTokenSource _cancellationTokenSource;
|
||||
@ -83,16 +82,20 @@ namespace Convai.Scripts.Runtime.Multiplayer
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Apply global config if enabled
|
||||
if (useGlobalNetworkConfig)
|
||||
// Get network config from global instance
|
||||
var cfg = NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
var cfg = networkConfigAsset != null ? networkConfigAsset : NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
targetIP = cfg.ipAddress;
|
||||
targetPort = cfg.multiplayerAudioPort;
|
||||
}
|
||||
targetIP = cfg.ipAddress;
|
||||
targetPort = cfg.port;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("NetworkConfig not found! Please ensure NetworkConfig.asset exists in Resources folder.");
|
||||
targetIP = "255.255.255.255";
|
||||
targetPort = 1221;
|
||||
}
|
||||
|
||||
InitializeNetwork();
|
||||
InitializeAudio();
|
||||
_persistentDataPath = Application.persistentDataPath;
|
||||
|
||||
@ -17,10 +17,7 @@ namespace Convai.Scripts.Runtime.Multiplayer
|
||||
public class ConvaiUDPSpeechReceiver : MonoBehaviour
|
||||
{
|
||||
[Header("Network Configuration")]
|
||||
[SerializeField] private int listenPort = 12346;
|
||||
[SerializeField] private bool enableDebugLogging = true;
|
||||
[SerializeField] private bool useGlobalNetworkConfig = true;
|
||||
[SerializeField] private NetworkConfig networkConfigAsset;
|
||||
|
||||
[Header("Audio Playback")]
|
||||
[SerializeField] private AudioSource speechAudioSource;
|
||||
@ -35,6 +32,7 @@ namespace Convai.Scripts.Runtime.Multiplayer
|
||||
private UdpClient _udpListener;
|
||||
private IPEndPoint _remoteEndPoint;
|
||||
private bool _isListening = false;
|
||||
private int listenPort;
|
||||
private CancellationTokenSource _cancellationTokenSource;
|
||||
|
||||
// Audio reconstruction
|
||||
@ -107,15 +105,19 @@ namespace Convai.Scripts.Runtime.Multiplayer
|
||||
private void Start()
|
||||
{
|
||||
_cancellationTokenSource = new CancellationTokenSource();
|
||||
// Apply global config if enabled
|
||||
if (useGlobalNetworkConfig)
|
||||
|
||||
// Get network config from global instance
|
||||
var cfg = NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
var cfg = networkConfigAsset != null ? networkConfigAsset : NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
listenPort = cfg.multiplayerSpeechPort;
|
||||
}
|
||||
listenPort = cfg.port;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("NetworkConfig not found! Please ensure NetworkConfig.asset exists in Resources folder.");
|
||||
listenPort = 1221;
|
||||
}
|
||||
|
||||
InitializeAudio();
|
||||
InitializeNetwork();
|
||||
}
|
||||
|
||||
@ -18,11 +18,7 @@ namespace Convai.Scripts.Runtime.Multiplayer
|
||||
public class ConvaiUDPSpeechSender : MonoBehaviour
|
||||
{
|
||||
[Header("Network Configuration")]
|
||||
[SerializeField] private string targetIP = "127.0.0.1";
|
||||
[SerializeField] private int targetPort = 12346;
|
||||
[SerializeField] private bool enableDebugLogging = true;
|
||||
[SerializeField] private bool useGlobalNetworkConfig = true;
|
||||
[SerializeField] private NetworkConfig networkConfigAsset;
|
||||
|
||||
[Header("NPC Source")]
|
||||
[SerializeField] private bool useActiveNPC = true;
|
||||
@ -35,6 +31,8 @@ namespace Convai.Scripts.Runtime.Multiplayer
|
||||
// Network components
|
||||
private UdpClient _udpClient;
|
||||
private IPEndPoint _targetEndPoint;
|
||||
private string targetIP;
|
||||
private int targetPort;
|
||||
private bool _isInitialized = false;
|
||||
|
||||
// Speech tracking
|
||||
@ -55,16 +53,20 @@ namespace Convai.Scripts.Runtime.Multiplayer
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Apply global config if enabled
|
||||
if (useGlobalNetworkConfig)
|
||||
// Get network config from global instance
|
||||
var cfg = NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
var cfg = networkConfigAsset != null ? networkConfigAsset : NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
targetIP = cfg.ipAddress;
|
||||
targetPort = cfg.multiplayerSpeechPort;
|
||||
}
|
||||
targetIP = cfg.ipAddress;
|
||||
targetPort = cfg.port;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("NetworkConfig not found! Please ensure NetworkConfig.asset exists in Resources folder.");
|
||||
targetIP = "255.255.255.255";
|
||||
targetPort = 1221;
|
||||
}
|
||||
|
||||
InitializeNetwork();
|
||||
InitializeConvai();
|
||||
}
|
||||
|
||||
BIN
Unity-Master/Assets/Scripts/NetworkConfig.asset
(Stored with Git LFS)
BIN
Unity-Master/Assets/Scripts/NetworkConfig.asset
(Stored with Git LFS)
Binary file not shown.
@ -5,11 +5,7 @@ public class NetworkConfig : ScriptableObject
|
||||
{
|
||||
[Header("Global Network Settings")]
|
||||
public string ipAddress = "127.0.0.1";
|
||||
public int port = 8080;
|
||||
|
||||
[Header("Multiplayer Ports")]
|
||||
public int multiplayerAudioPort = 12345; // For ConvaiSimpleUDPAudio (send/receive)
|
||||
public int multiplayerSpeechPort = 12346; // For ConvaiUDPSpeech (send/receive)
|
||||
public int port = 1221; // Single port for all UDP communication
|
||||
|
||||
private static NetworkConfig _instance;
|
||||
public static NetworkConfig Instance
|
||||
|
||||
@ -1,66 +0,0 @@
|
||||
# Avatar Synchronization Scripts
|
||||
|
||||
This system allows you to synchronize Ready Player Me avatars in Unity by reading all transforms, rotations, and blendshapes from one avatar and applying them to another.
|
||||
|
||||
## Files Created
|
||||
- `AvatarDataWriter.cs` - Reads avatar data and saves to JSON
|
||||
- `AvatarDataReader.cs` - Reads JSON data and applies to target avatar
|
||||
|
||||
## Prerequisites
|
||||
- **Newtonsoft.Json** package must be installed in Unity
|
||||
- Install via Package Manager: Window → Package Manager → "+" → Add package by name → `com.unity.nuget.newtonsoft-json`
|
||||
|
||||
## Setup Instructions
|
||||
|
||||
### 1. Writer Setup (Source Avatar)
|
||||
1. Add the `AvatarDataWriter` component to your source Ready Player Me avatar GameObject
|
||||
2. In the inspector:
|
||||
- **Avatar Root**: Assign the root transform of your source avatar (if empty, uses the GameObject this script is on)
|
||||
- **File Name**: Keep default `avatar_sync_data.json` or change as needed
|
||||
- **Write Every Frame**: Check for real-time sync, uncheck for rate-limited updates
|
||||
- **Update Rate**: If not writing every frame, set desired updates per second (default: 60)
|
||||
|
||||
### 2. Reader Setup (Target Avatar)
|
||||
1. Add the `AvatarDataReader` component to your target Ready Player Me avatar GameObject
|
||||
2. In the inspector:
|
||||
- **Target Avatar Root**: Assign the root transform of your target avatar
|
||||
- **File Name**: Must match the writer's file name
|
||||
- **Read Every Frame**: Check for real-time sync, uncheck for rate-limited updates
|
||||
- **Update Rate**: If not reading every frame, set desired updates per second (default: 60)
|
||||
- **Smooth Transitions**: Check for smooth interpolation, uncheck for instant updates
|
||||
- **Transition Speed**: Speed of smooth transitions (default: 10)
|
||||
- **Show Debug Info**: Check to see debug messages in console
|
||||
|
||||
## How It Works
|
||||
|
||||
### AvatarDataWriter
|
||||
- Captures all transform data (position, rotation, scale) from the entire avatar hierarchy
|
||||
- Captures all blendshape weights from SkinnedMeshRenderer components
|
||||
- Saves this data as JSON to `Assets/Sync-Files/[filename].json`
|
||||
- Updates every frame or at a specified rate
|
||||
|
||||
### AvatarDataReader
|
||||
- Reads the JSON file created by the writer
|
||||
- Maps transform paths to find corresponding bones on the target avatar
|
||||
- Applies transform data and blendshape weights to the target avatar
|
||||
- Supports smooth transitions or instant updates
|
||||
|
||||
## Important Notes
|
||||
|
||||
1. **File Path**: Data is saved to `Assets/Sync-Files/` directory (created automatically)
|
||||
2. **Avatar Structure**: Both avatars should have similar bone hierarchies for best results
|
||||
3. **Performance**: Writing/reading every frame is intensive - consider rate limiting for better performance
|
||||
4. **Blendshapes**: Only works if both avatars have compatible blendshape setups
|
||||
5. **Transform Paths**: The system uses transform hierarchy paths to match bones between avatars
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
- **Missing transforms**: Check debug info to see which transforms couldn't be found
|
||||
- **Poor performance**: Reduce update rate or disable "Every Frame" options
|
||||
- **Blendshapes not working**: Ensure both avatars have SkinnedMeshRenderer components with blendshapes
|
||||
- **File not found**: Check that the Sync-Files directory exists and the file names match
|
||||
|
||||
## Example Usage
|
||||
1. Put `AvatarDataWriter` on your player avatar
|
||||
2. Put `AvatarDataReader` on your sync avatar
|
||||
3. Play the scene - the sync avatar should now copy all movements and expressions from the player avatar in real-time!
|
||||
@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d5cfc93a5dbeee345a3993c27049b134
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,178 +0,0 @@
|
||||
# UDP Avatar Sync System
|
||||
|
||||
A simplified, efficient replacement for the HTTP/JSON avatar sync system using UDP broadcasting and compact binary data.
|
||||
|
||||
## Key Improvements
|
||||
|
||||
### Old System (HTTP/JSON)
|
||||
- ❌ Required Python server (`avatar_sync_server.py`)
|
||||
- ❌ Large JSON payloads (~1792 lines, complex nested objects)
|
||||
- ❌ HTTP request/response overhead
|
||||
- ❌ Complex serialization with multiple C# classes
|
||||
- ❌ All 80+ bones transmitted every frame
|
||||
- ❌ Inefficient for real-time sync
|
||||
|
||||
### New System (UDP Broadcasting)
|
||||
- ✅ **No server required** - pure peer-to-peer broadcasting
|
||||
- ✅ **Compact binary format** - ~670 bytes per packet (vs ~50KB+ JSON)
|
||||
- ✅ **UDP broadcasting** - automatic discovery, no IP configuration
|
||||
- ✅ **Priority-based data** - only essential bones and facial data
|
||||
- ✅ **Fixed packet size** - predictable network usage
|
||||
- ✅ **Real-time optimized** - designed for 30-60 Hz updates
|
||||
|
||||
## Components
|
||||
|
||||
### UDPAvatarBroadcaster
|
||||
Captures and broadcasts your avatar data to the local network.
|
||||
|
||||
**Key Features:**
|
||||
- Selects only priority bones (20 most important)
|
||||
- Compact binary serialization
|
||||
- Configurable update rates (1-120 Hz)
|
||||
- Optional facial blend shape data
|
||||
- Network performance monitoring
|
||||
|
||||
### UDPAvatarReceiver
|
||||
Receives and applies avatar data from other players.
|
||||
|
||||
**Key Features:**
|
||||
- Multi-threaded UDP listening
|
||||
- Smooth interpolation options
|
||||
- Packet loss detection
|
||||
- Player ID filtering
|
||||
- Thread-safe data handling
|
||||
|
||||
## Quick Setup
|
||||
|
||||
### For Player 1 (Broadcaster)
|
||||
1. Add `UDPAvatarBroadcaster` component to your avatar
|
||||
2. Set `Player ID` to `1`
|
||||
3. Assign your avatar root transform
|
||||
4. Enable broadcasting
|
||||
|
||||
### For Player 2 (Receiver)
|
||||
1. Add `UDPAvatarReceiver` component to target avatar
|
||||
2. Set `Target Player ID` to `1` (to receive from Player 1)
|
||||
3. Assign target avatar root transform
|
||||
4. Enable receiver
|
||||
|
||||
### For Bidirectional Sync
|
||||
- Each player needs both components
|
||||
- Use different Player IDs (1, 2, 3, etc.)
|
||||
- Set Target Player ID to receive from specific players
|
||||
|
||||
## Configuration
|
||||
|
||||
### Network Settings
|
||||
- **Port**: 8080 (default, ensure firewall allows UDP)
|
||||
- **Broadcast Address**: 255.255.255.255 (local network)
|
||||
- **Update Rate**: 30 Hz recommended (balance of smoothness vs bandwidth)
|
||||
|
||||
### Data Selection
|
||||
- **Priority Bones**: 20 essential bones (customizable array)
|
||||
- Core: Hips, Spine, Neck, Head
|
||||
- Arms: Shoulders, Arms, Forearms, Hands
|
||||
- Legs: Upper legs, Legs, Feet
|
||||
- **Facial Data**: 10 most important blend shapes
|
||||
- **Root Transform**: Position, rotation, scale options
|
||||
|
||||
### Performance Options
|
||||
- **Smooth Transitions**: Interpolate between updates
|
||||
- **Transition Speed**: How fast to blend changes
|
||||
- **Debug Info**: Network stats and diagnostics
|
||||
|
||||
## Data Structure
|
||||
|
||||
The system uses a fixed binary format:
|
||||
|
||||
```
|
||||
Header (9 bytes):
|
||||
- Player ID (1 byte)
|
||||
- Sequence Number (4 bytes)
|
||||
- Timestamp (4 bytes)
|
||||
|
||||
Root Transform (40 bytes):
|
||||
- Position (12 bytes: 3 floats)
|
||||
- Rotation (16 bytes: 4 floats)
|
||||
- Scale (12 bytes: 3 floats)
|
||||
|
||||
Priority Bones (560 bytes):
|
||||
- 20 bones × 28 bytes each
|
||||
- Position (12 bytes) + Rotation (16 bytes) per bone
|
||||
|
||||
Facial Data (40 bytes):
|
||||
- 10 blend shape weights (4 bytes each)
|
||||
|
||||
Total: ~649 bytes per packet
|
||||
```
|
||||
|
||||
## Network Requirements
|
||||
|
||||
- **Local Network**: All devices must be on same subnet
|
||||
- **Firewall**: Allow UDP port 8080 (or configured port)
|
||||
- **Bandwidth**: ~20KB/s per player at 30 Hz (very lightweight)
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### No Data Received
|
||||
1. Check firewall settings (allow UDP on chosen port)
|
||||
2. Verify devices are on same network subnet
|
||||
3. Ensure different Player IDs for broadcaster/receiver
|
||||
4. Check Debug Info for network statistics
|
||||
|
||||
### Performance Issues
|
||||
1. Reduce update rate (try 15-20 Hz)
|
||||
2. Disable smooth transitions for lower latency
|
||||
3. Reduce max blend shapes count
|
||||
4. Check packet loss statistics
|
||||
|
||||
### Bone Mapping Issues
|
||||
1. Verify bone names match priority bone list
|
||||
2. Check Debug Info to see cached bone count
|
||||
3. Customize priority bones array for your rig
|
||||
|
||||
## Advanced Usage
|
||||
|
||||
### Custom Bone Sets
|
||||
Modify the `priorityBones` array to match your avatar rig:
|
||||
```csharp
|
||||
private string[] priorityBones = {
|
||||
"Root", "Spine1", "Spine2", "Head",
|
||||
"LeftArm", "RightArm",
|
||||
// Add your specific bone names
|
||||
};
|
||||
```
|
||||
|
||||
### Multiple Players
|
||||
- Each broadcaster needs unique Player ID (1-255)
|
||||
- Receivers can filter by Target Player ID
|
||||
- Set Target Player ID to 0 to receive from any player
|
||||
|
||||
### Network Optimization
|
||||
- Increase update rate for smoother motion (higher bandwidth)
|
||||
- Decrease update rate for lower bandwidth usage
|
||||
- Adjust transition speed for different responsiveness
|
||||
|
||||
## Migration from Old System
|
||||
|
||||
1. **Remove old components**:
|
||||
- AvatarSyncClient
|
||||
- AvatarDataUploader
|
||||
- AvatarDataDownloader
|
||||
- AvatarDataWriter
|
||||
- AvatarDataReader
|
||||
|
||||
2. **Remove server dependency**:
|
||||
- Stop `avatar_sync_server.py`
|
||||
- No longer need HTTP endpoints
|
||||
|
||||
3. **Add new components**:
|
||||
- UDPAvatarBroadcaster (for sending)
|
||||
- UDPAvatarReceiver (for receiving)
|
||||
|
||||
4. **Configure network**:
|
||||
- Ensure UDP port is open
|
||||
- Set unique Player IDs
|
||||
- Test on local network first
|
||||
|
||||
The new system is much simpler to set up and requires no server infrastructure!
|
||||
@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7a81e1eb398089c45a8cf945c42c940c
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,580 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class FacialExpression
|
||||
{
|
||||
public string name;
|
||||
public BlendShapeWeight[] blendShapeWeights;
|
||||
[Range(0.1f, 5f)]
|
||||
public float duration = 1f;
|
||||
[Range(0f, 2f)]
|
||||
public float holdTime = 0.5f;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class BlendShapeWeight
|
||||
{
|
||||
public string blendShapeName;
|
||||
[Range(0f, 1f)]
|
||||
public float weight = 0.5f;
|
||||
}
|
||||
|
||||
public class RPMFacialAnimator : MonoBehaviour
|
||||
{
|
||||
[Header("Avatar Configuration")]
|
||||
[SerializeField] private Transform avatarRoot;
|
||||
[SerializeField] private string headRendererName = "Renderer_Head";
|
||||
|
||||
[Header("Animation Settings")]
|
||||
[SerializeField] private bool autoPlay = true;
|
||||
[SerializeField] private bool loopAnimations = true;
|
||||
[SerializeField] private float timeBetweenExpressions = 2f;
|
||||
[SerializeField] private bool smoothTransitions = true;
|
||||
[SerializeField] private AnimationCurve transitionCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
|
||||
|
||||
[Header("Predefined Expressions")]
|
||||
[SerializeField] private FacialExpression[] facialExpressions;
|
||||
|
||||
[Header("Manual Controls")]
|
||||
[SerializeField] private bool enableManualControls = true;
|
||||
[Range(0f, 1f)] public float mouthSmile = 0f;
|
||||
[Range(0f, 1f)] public float mouthOpen = 0f;
|
||||
[Range(0f, 1f)] public float eyeBlinkLeft = 0f;
|
||||
[Range(0f, 1f)] public float eyeBlinkRight = 0f;
|
||||
[Range(0f, 1f)] public float browInnerUp = 0f;
|
||||
[Range(0f, 1f)] public float cheekPuff = 0f;
|
||||
[Range(0f, 1f)] public float jawOpen = 0f;
|
||||
|
||||
[Header("Auto Blink Settings")]
|
||||
[SerializeField] private bool enableAutoBlink = true;
|
||||
[SerializeField] private float blinkInterval = 3f;
|
||||
[SerializeField] private float blinkDuration = 0.15f;
|
||||
[SerializeField] private float blinkRandomness = 1f;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugInfo = false;
|
||||
[SerializeField] private bool listAllBlendShapes = false;
|
||||
|
||||
private SkinnedMeshRenderer headRenderer;
|
||||
private Dictionary<string, int> blendShapeIndexMap;
|
||||
private Coroutine expressionCoroutine;
|
||||
private Coroutine blinkCoroutine;
|
||||
private bool isAnimating = false;
|
||||
|
||||
// RPM ARKit Blendshape names for reference
|
||||
private readonly string[] arkitBlendShapes = {
|
||||
// Eyes
|
||||
"eyeBlinkLeft", "eyeBlinkRight", "eyeLookDownLeft", "eyeLookInLeft", "eyeLookOutLeft", "eyeLookUpLeft",
|
||||
"eyeSquintLeft", "eyeWideLeft", "eyeLookDownRight", "eyeLookInRight", "eyeLookOutRight", "eyeLookUpRight",
|
||||
"eyeSquintRight", "eyeWideRight",
|
||||
// Jaw
|
||||
"jawForward", "jawLeft", "jawRight", "jawOpen",
|
||||
// Mouth
|
||||
"mouthClose", "mouthFunnel", "mouthPucker", "mouthLeft", "mouthRight", "mouthSmileLeft", "mouthSmileRight",
|
||||
"mouthFrownLeft", "mouthFrownRight", "mouthDimpleLeft", "mouthDimpleRight", "mouthStretchLeft", "mouthStretchRight",
|
||||
"mouthRollLower", "mouthRollUpper", "mouthShrugLower", "mouthShrugUpper", "mouthPressLeft", "mouthPressRight",
|
||||
"mouthLowerDownLeft", "mouthLowerDownRight", "mouthUpperUpLeft", "mouthUpperUpRight",
|
||||
// Brows
|
||||
"browDownLeft", "browDownRight", "browInnerUp", "browOuterUpLeft", "browOuterUpRight",
|
||||
// Cheeks
|
||||
"cheekPuff", "cheekSquintLeft", "cheekSquintRight",
|
||||
// Nose
|
||||
"noseSneerLeft", "noseSneerRight",
|
||||
// Tongue
|
||||
"tongueOut",
|
||||
// Additional
|
||||
"mouthOpen", "mouthSmile", "eyesClosed", "eyesLookUp", "eyesLookDown"
|
||||
};
|
||||
|
||||
void Start()
|
||||
{
|
||||
InitializeAnimator();
|
||||
SetupDefaultExpressions();
|
||||
|
||||
if (autoPlay && !enableManualControls)
|
||||
{
|
||||
StartExpressionAnimation();
|
||||
}
|
||||
|
||||
if (enableAutoBlink)
|
||||
{
|
||||
StartAutoBlinking();
|
||||
}
|
||||
}
|
||||
|
||||
void InitializeAnimator()
|
||||
{
|
||||
// Find avatar root if not assigned
|
||||
if (avatarRoot == null)
|
||||
{
|
||||
avatarRoot = transform;
|
||||
}
|
||||
|
||||
// Find the head renderer
|
||||
Transform headRendererTransform = FindChildRecursive(avatarRoot, headRendererName);
|
||||
|
||||
if (headRendererTransform == null)
|
||||
{
|
||||
Debug.LogError($"RPMFacialAnimator: Could not find child object with name '{headRendererName}' in avatar hierarchy.");
|
||||
return;
|
||||
}
|
||||
|
||||
headRenderer = headRendererTransform.GetComponent<SkinnedMeshRenderer>();
|
||||
|
||||
if (headRenderer == null)
|
||||
{
|
||||
Debug.LogError($"RPMFacialAnimator: '{headRendererName}' does not have a SkinnedMeshRenderer component.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Build blend shape index map
|
||||
BuildBlendShapeIndexMap();
|
||||
|
||||
if (showDebugInfo)
|
||||
{
|
||||
Debug.Log($"RPMFacialAnimator: Initialized with {blendShapeIndexMap.Count} blend shapes on {headRendererName}");
|
||||
}
|
||||
|
||||
if (listAllBlendShapes)
|
||||
{
|
||||
ListAllBlendShapes();
|
||||
}
|
||||
}
|
||||
|
||||
void BuildBlendShapeIndexMap()
|
||||
{
|
||||
blendShapeIndexMap = new Dictionary<string, int>();
|
||||
|
||||
if (headRenderer?.sharedMesh == null) return;
|
||||
|
||||
for (int i = 0; i < headRenderer.sharedMesh.blendShapeCount; i++)
|
||||
{
|
||||
string blendShapeName = headRenderer.sharedMesh.GetBlendShapeName(i);
|
||||
blendShapeIndexMap[blendShapeName] = i;
|
||||
}
|
||||
}
|
||||
|
||||
void ListAllBlendShapes()
|
||||
{
|
||||
if (headRenderer?.sharedMesh == null) return;
|
||||
|
||||
Debug.Log("=== RPM Avatar Blend Shapes ===");
|
||||
for (int i = 0; i < headRenderer.sharedMesh.blendShapeCount; i++)
|
||||
{
|
||||
string name = headRenderer.sharedMesh.GetBlendShapeName(i);
|
||||
bool isARKit = Array.Exists(arkitBlendShapes, bs => bs == name);
|
||||
Debug.Log($"Blend Shape {i}: {name} {(isARKit ? "(ARKit)" : "(Custom)")}");
|
||||
}
|
||||
}
|
||||
|
||||
Transform FindChildRecursive(Transform parent, string childName)
|
||||
{
|
||||
foreach (Transform child in parent)
|
||||
{
|
||||
if (child.name == childName)
|
||||
return child;
|
||||
|
||||
Transform found = FindChildRecursive(child, childName);
|
||||
if (found != null)
|
||||
return found;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
void SetupDefaultExpressions()
|
||||
{
|
||||
if (facialExpressions == null || facialExpressions.Length == 0)
|
||||
{
|
||||
facialExpressions = new FacialExpression[]
|
||||
{
|
||||
// Happy Expression
|
||||
new FacialExpression
|
||||
{
|
||||
name = "Happy",
|
||||
duration = 1.5f,
|
||||
holdTime = 1f,
|
||||
blendShapeWeights = new BlendShapeWeight[]
|
||||
{
|
||||
new BlendShapeWeight { blendShapeName = "mouthSmile", weight = 0.9f },
|
||||
new BlendShapeWeight { blendShapeName = "mouthSmileLeft", weight = 0.8f },
|
||||
new BlendShapeWeight { blendShapeName = "mouthSmileRight", weight = 0.8f },
|
||||
new BlendShapeWeight { blendShapeName = "cheekSquintLeft", weight = 0.5f },
|
||||
new BlendShapeWeight { blendShapeName = "cheekSquintRight", weight = 0.5f }
|
||||
}
|
||||
},
|
||||
|
||||
// Surprised Expression
|
||||
new FacialExpression
|
||||
{
|
||||
name = "Surprised",
|
||||
duration = 1f,
|
||||
holdTime = 0.8f,
|
||||
blendShapeWeights = new BlendShapeWeight[]
|
||||
{
|
||||
new BlendShapeWeight { blendShapeName = "mouthOpen", weight = 0.8f },
|
||||
new BlendShapeWeight { blendShapeName = "jawOpen", weight = 0.6f },
|
||||
new BlendShapeWeight { blendShapeName = "eyeWideLeft", weight = 1.0f },
|
||||
new BlendShapeWeight { blendShapeName = "eyeWideRight", weight = 1.0f },
|
||||
new BlendShapeWeight { blendShapeName = "browInnerUp", weight = 0.9f },
|
||||
new BlendShapeWeight { blendShapeName = "browOuterUpLeft", weight = 0.7f },
|
||||
new BlendShapeWeight { blendShapeName = "browOuterUpRight", weight = 0.7f }
|
||||
}
|
||||
},
|
||||
|
||||
// Sad Expression
|
||||
new FacialExpression
|
||||
{
|
||||
name = "Sad",
|
||||
duration = 2f,
|
||||
holdTime = 1.5f,
|
||||
blendShapeWeights = new BlendShapeWeight[]
|
||||
{
|
||||
new BlendShapeWeight { blendShapeName = "mouthFrownLeft", weight = 0.8f },
|
||||
new BlendShapeWeight { blendShapeName = "mouthFrownRight", weight = 0.8f },
|
||||
new BlendShapeWeight { blendShapeName = "browDownLeft", weight = 0.6f },
|
||||
new BlendShapeWeight { blendShapeName = "browDownRight", weight = 0.6f },
|
||||
new BlendShapeWeight { blendShapeName = "browInnerUp", weight = 0.5f }
|
||||
}
|
||||
},
|
||||
|
||||
// Angry Expression
|
||||
new FacialExpression
|
||||
{
|
||||
name = "Angry",
|
||||
duration = 1.2f,
|
||||
holdTime = 1f,
|
||||
blendShapeWeights = new BlendShapeWeight[]
|
||||
{
|
||||
new BlendShapeWeight { blendShapeName = "browDownLeft", weight = 1.0f },
|
||||
new BlendShapeWeight { blendShapeName = "browDownRight", weight = 1.0f },
|
||||
new BlendShapeWeight { blendShapeName = "eyeSquintLeft", weight = 0.7f },
|
||||
new BlendShapeWeight { blendShapeName = "eyeSquintRight", weight = 0.7f },
|
||||
new BlendShapeWeight { blendShapeName = "mouthFrownLeft", weight = 0.6f },
|
||||
new BlendShapeWeight { blendShapeName = "mouthFrownRight", weight = 0.6f },
|
||||
new BlendShapeWeight { blendShapeName = "noseSneerLeft", weight = 0.5f },
|
||||
new BlendShapeWeight { blendShapeName = "noseSneerRight", weight = 0.5f }
|
||||
}
|
||||
},
|
||||
|
||||
// Thinking Expression
|
||||
new FacialExpression
|
||||
{
|
||||
name = "Thinking",
|
||||
duration = 1.8f,
|
||||
holdTime = 2f,
|
||||
blendShapeWeights = new BlendShapeWeight[]
|
||||
{
|
||||
new BlendShapeWeight { blendShapeName = "browInnerUp", weight = 0.6f },
|
||||
new BlendShapeWeight { blendShapeName = "mouthPucker", weight = 0.5f },
|
||||
new BlendShapeWeight { blendShapeName = "eyeLookUpLeft", weight = 0.4f },
|
||||
new BlendShapeWeight { blendShapeName = "eyeLookUpRight", weight = 0.4f }
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (enableManualControls && headRenderer != null)
|
||||
{
|
||||
ApplyManualControls();
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyManualControls()
|
||||
{
|
||||
SetBlendShapeWeight("mouthSmile", mouthSmile);
|
||||
SetBlendShapeWeight("mouthOpen", mouthOpen);
|
||||
SetBlendShapeWeight("eyeBlinkLeft", eyeBlinkLeft);
|
||||
SetBlendShapeWeight("eyeBlinkRight", eyeBlinkRight);
|
||||
SetBlendShapeWeight("browInnerUp", browInnerUp);
|
||||
SetBlendShapeWeight("cheekPuff", cheekPuff);
|
||||
SetBlendShapeWeight("jawOpen", jawOpen);
|
||||
}
|
||||
|
||||
public void SetBlendShapeWeight(string blendShapeName, float weight)
|
||||
{
|
||||
if (headRenderer == null || blendShapeIndexMap == null) return;
|
||||
|
||||
if (blendShapeIndexMap.TryGetValue(blendShapeName, out int index))
|
||||
{
|
||||
headRenderer.SetBlendShapeWeight(index, Mathf.Clamp(weight, 0f, 1f));
|
||||
}
|
||||
else if (showDebugInfo)
|
||||
{
|
||||
Debug.LogWarning($"RPMFacialAnimator: Blend shape '{blendShapeName}' not found.");
|
||||
}
|
||||
}
|
||||
|
||||
public float GetBlendShapeWeight(string blendShapeName)
|
||||
{
|
||||
if (headRenderer == null || blendShapeIndexMap == null) return 0f;
|
||||
|
||||
if (blendShapeIndexMap.TryGetValue(blendShapeName, out int index))
|
||||
{
|
||||
return headRenderer.GetBlendShapeWeight(index);
|
||||
}
|
||||
|
||||
return 0f;
|
||||
}
|
||||
|
||||
public void PlayExpression(string expressionName)
|
||||
{
|
||||
FacialExpression expression = Array.Find(facialExpressions, expr => expr.name == expressionName);
|
||||
if (expression != null)
|
||||
{
|
||||
StartCoroutine(PlayExpressionCoroutine(expression));
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"RPMFacialAnimator: Expression '{expressionName}' not found.");
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayExpression(int expressionIndex)
|
||||
{
|
||||
if (expressionIndex >= 0 && expressionIndex < facialExpressions.Length)
|
||||
{
|
||||
StartCoroutine(PlayExpressionCoroutine(facialExpressions[expressionIndex]));
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"RPMFacialAnimator: Expression index {expressionIndex} is out of range.");
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator PlayExpressionCoroutine(FacialExpression expression)
|
||||
{
|
||||
isAnimating = true;
|
||||
|
||||
// Store starting weights
|
||||
Dictionary<string, float> startWeights = new Dictionary<string, float>();
|
||||
foreach (var blendWeight in expression.blendShapeWeights)
|
||||
{
|
||||
startWeights[blendWeight.blendShapeName] = GetBlendShapeWeight(blendWeight.blendShapeName);
|
||||
}
|
||||
|
||||
// Animate to target weights
|
||||
float elapsedTime = 0f;
|
||||
while (elapsedTime < expression.duration)
|
||||
{
|
||||
float progress = elapsedTime / expression.duration;
|
||||
float curveValue = transitionCurve.Evaluate(progress);
|
||||
|
||||
foreach (var blendWeight in expression.blendShapeWeights)
|
||||
{
|
||||
float startWeight = startWeights.ContainsKey(blendWeight.blendShapeName) ?
|
||||
startWeights[blendWeight.blendShapeName] : 0f;
|
||||
float targetWeight = blendWeight.weight;
|
||||
float currentWeight = Mathf.Lerp(startWeight, targetWeight, curveValue);
|
||||
|
||||
SetBlendShapeWeight(blendWeight.blendShapeName, currentWeight);
|
||||
}
|
||||
|
||||
elapsedTime += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Hold the expression
|
||||
if (expression.holdTime > 0f)
|
||||
{
|
||||
yield return new WaitForSeconds(expression.holdTime);
|
||||
}
|
||||
|
||||
// Return to neutral
|
||||
elapsedTime = 0f;
|
||||
while (elapsedTime < expression.duration)
|
||||
{
|
||||
float progress = elapsedTime / expression.duration;
|
||||
float curveValue = transitionCurve.Evaluate(progress);
|
||||
|
||||
foreach (var blendWeight in expression.blendShapeWeights)
|
||||
{
|
||||
float currentWeight = Mathf.Lerp(blendWeight.weight, 0f, curveValue);
|
||||
SetBlendShapeWeight(blendWeight.blendShapeName, currentWeight);
|
||||
}
|
||||
|
||||
elapsedTime += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Ensure all weights are reset to 0
|
||||
foreach (var blendWeight in expression.blendShapeWeights)
|
||||
{
|
||||
SetBlendShapeWeight(blendWeight.blendShapeName, 0f);
|
||||
}
|
||||
|
||||
isAnimating = false;
|
||||
}
|
||||
|
||||
public void StartExpressionAnimation()
|
||||
{
|
||||
if (expressionCoroutine != null)
|
||||
{
|
||||
StopCoroutine(expressionCoroutine);
|
||||
}
|
||||
expressionCoroutine = StartCoroutine(ExpressionAnimationLoop());
|
||||
}
|
||||
|
||||
public void StopExpressionAnimation()
|
||||
{
|
||||
if (expressionCoroutine != null)
|
||||
{
|
||||
StopCoroutine(expressionCoroutine);
|
||||
expressionCoroutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator ExpressionAnimationLoop()
|
||||
{
|
||||
while (loopAnimations && !enableManualControls)
|
||||
{
|
||||
if (facialExpressions.Length > 0 && !isAnimating)
|
||||
{
|
||||
int randomIndex = UnityEngine.Random.Range(0, facialExpressions.Length);
|
||||
yield return StartCoroutine(PlayExpressionCoroutine(facialExpressions[randomIndex]));
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(timeBetweenExpressions);
|
||||
}
|
||||
}
|
||||
|
||||
public void StartAutoBlinking()
|
||||
{
|
||||
if (blinkCoroutine != null)
|
||||
{
|
||||
StopCoroutine(blinkCoroutine);
|
||||
}
|
||||
blinkCoroutine = StartCoroutine(AutoBlinkLoop());
|
||||
}
|
||||
|
||||
public void StopAutoBlinking()
|
||||
{
|
||||
if (blinkCoroutine != null)
|
||||
{
|
||||
StopCoroutine(blinkCoroutine);
|
||||
blinkCoroutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator AutoBlinkLoop()
|
||||
{
|
||||
while (enableAutoBlink)
|
||||
{
|
||||
// Wait for random interval
|
||||
float waitTime = blinkInterval + UnityEngine.Random.Range(-blinkRandomness, blinkRandomness);
|
||||
yield return new WaitForSeconds(Mathf.Max(0.5f, waitTime));
|
||||
|
||||
// Blink
|
||||
yield return StartCoroutine(BlinkCoroutine());
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator BlinkCoroutine()
|
||||
{
|
||||
// Close eyes
|
||||
float elapsedTime = 0f;
|
||||
float halfDuration = blinkDuration * 0.5f;
|
||||
|
||||
while (elapsedTime < halfDuration)
|
||||
{
|
||||
float progress = elapsedTime / halfDuration;
|
||||
float blinkWeight = Mathf.Lerp(0f, 1f, progress);
|
||||
|
||||
SetBlendShapeWeight("eyeBlinkLeft", blinkWeight);
|
||||
SetBlendShapeWeight("eyeBlinkRight", blinkWeight);
|
||||
|
||||
elapsedTime += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Open eyes
|
||||
elapsedTime = 0f;
|
||||
while (elapsedTime < halfDuration)
|
||||
{
|
||||
float progress = elapsedTime / halfDuration;
|
||||
float blinkWeight = Mathf.Lerp(1f, 0f, progress);
|
||||
|
||||
SetBlendShapeWeight("eyeBlinkLeft", blinkWeight);
|
||||
SetBlendShapeWeight("eyeBlinkRight", blinkWeight);
|
||||
|
||||
elapsedTime += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Ensure eyes are fully open
|
||||
SetBlendShapeWeight("eyeBlinkLeft", 0f);
|
||||
SetBlendShapeWeight("eyeBlinkRight", 0f);
|
||||
}
|
||||
|
||||
public void ResetAllBlendShapes()
|
||||
{
|
||||
if (headRenderer == null || blendShapeIndexMap == null) return;
|
||||
|
||||
foreach (var kvp in blendShapeIndexMap)
|
||||
{
|
||||
headRenderer.SetBlendShapeWeight(kvp.Value, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
// Public API Methods
|
||||
public void Smile() => PlayExpression("Happy");
|
||||
public void Surprise() => PlayExpression("Surprised");
|
||||
public void Frown() => PlayExpression("Sad");
|
||||
public void Angry() => PlayExpression("Angry");
|
||||
public void Think() => PlayExpression("Thinking");
|
||||
|
||||
public void SetAvatarRoot(Transform newRoot)
|
||||
{
|
||||
avatarRoot = newRoot;
|
||||
InitializeAnimator();
|
||||
}
|
||||
|
||||
public void SetManualControlMode(bool enabled)
|
||||
{
|
||||
enableManualControls = enabled;
|
||||
|
||||
if (enabled)
|
||||
{
|
||||
// Stop auto-expressions
|
||||
StopExpressionAnimation();
|
||||
ResetAllBlendShapes();
|
||||
}
|
||||
else if (autoPlay)
|
||||
{
|
||||
// Restart auto-expressions
|
||||
StartExpressionAnimation();
|
||||
}
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
// Update manual controls in real-time during edit mode
|
||||
if (Application.isPlaying && enableManualControls)
|
||||
{
|
||||
// Stop auto-expressions when manual controls are enabled
|
||||
if (expressionCoroutine != null)
|
||||
{
|
||||
StopCoroutine(expressionCoroutine);
|
||||
expressionCoroutine = null;
|
||||
}
|
||||
|
||||
// Reset any ongoing animations
|
||||
isAnimating = false;
|
||||
|
||||
ApplyManualControls();
|
||||
}
|
||||
else if (Application.isPlaying && autoPlay && !enableManualControls)
|
||||
{
|
||||
// Restart auto-expressions if manual controls are disabled
|
||||
if (expressionCoroutine == null)
|
||||
{
|
||||
StartExpressionAnimation();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8b4d07caa16f0e4b81188eb3dc971c6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -8,10 +8,6 @@ using UnityEngine;
|
||||
public class UDPAvatarBroadcaster : MonoBehaviour
|
||||
{
|
||||
[Header("Network Configuration")]
|
||||
[SerializeField] private int broadcastPort = 8080;
|
||||
[SerializeField] private string broadcastAddress = "10.138.6.255"; // Local network broadcast
|
||||
[SerializeField] private bool useGlobalNetworkConfig = true;
|
||||
[SerializeField] private NetworkConfig networkConfigAsset;
|
||||
[SerializeField] private bool enableBroadcast = true;
|
||||
|
||||
[Header("Avatar Configuration")]
|
||||
@ -42,6 +38,8 @@ public class UDPAvatarBroadcaster : MonoBehaviour
|
||||
|
||||
private UdpClient udpClient;
|
||||
private IPEndPoint broadcastEndPoint;
|
||||
private string broadcastAddress;
|
||||
private int broadcastPort;
|
||||
private Dictionary<string, Transform> boneCache;
|
||||
private List<Transform> allBones; // For full data mode
|
||||
private List<SkinnedMeshRenderer> allMeshes; // For full blend shapes
|
||||
@ -51,6 +49,9 @@ public class UDPAvatarBroadcaster : MonoBehaviour
|
||||
private int currentBoneCount;
|
||||
private int currentBlendShapeCount;
|
||||
|
||||
// Magic number for packet identification
|
||||
private const uint AVATAR_MAGIC = 0xC0A0;
|
||||
|
||||
// Avatar data structure - supports both optimized and full data modes
|
||||
private struct CompactAvatarData
|
||||
{
|
||||
@ -85,16 +86,20 @@ public class UDPAvatarBroadcaster : MonoBehaviour
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Apply global config if enabled
|
||||
if (useGlobalNetworkConfig)
|
||||
// Get network config from global instance
|
||||
var cfg = NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
var cfg = networkConfigAsset != null ? networkConfigAsset : NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
broadcastAddress = cfg.ipAddress;
|
||||
broadcastPort = cfg.port;
|
||||
}
|
||||
broadcastAddress = cfg.ipAddress;
|
||||
broadcastPort = cfg.port;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("NetworkConfig not found! Please ensure NetworkConfig.asset exists in Resources folder.");
|
||||
broadcastAddress = "255.255.255.255";
|
||||
broadcastPort = 1221;
|
||||
}
|
||||
|
||||
InitializeNetworking();
|
||||
CacheAvatarComponents();
|
||||
|
||||
@ -379,6 +384,9 @@ public class UDPAvatarBroadcaster : MonoBehaviour
|
||||
using (MemoryStream stream = new MemoryStream())
|
||||
using (BinaryWriter writer = new BinaryWriter(stream))
|
||||
{
|
||||
// Magic number for packet identification
|
||||
writer.Write(AVATAR_MAGIC);
|
||||
|
||||
// Header
|
||||
writer.Write(data.playerID);
|
||||
writer.Write(data.sequenceNumber);
|
||||
|
||||
@ -11,10 +11,6 @@ using UnityEngine;
|
||||
public class UDPAvatarBroadcasterAgent : MonoBehaviour
|
||||
{
|
||||
[Header("Network Configuration")]
|
||||
[SerializeField] private int broadcastPort = 8080;
|
||||
[SerializeField] private string broadcastAddress = "10.138.6.255"; // Local network broadcast
|
||||
[SerializeField] private bool useGlobalNetworkConfig = true;
|
||||
[SerializeField] private NetworkConfig networkConfigAsset;
|
||||
[SerializeField] private bool enableBroadcast = true;
|
||||
|
||||
[Header("Avatar Configuration")]
|
||||
@ -45,6 +41,8 @@ public class UDPAvatarBroadcasterAgent : MonoBehaviour
|
||||
|
||||
private UdpClient udpClient;
|
||||
private IPEndPoint broadcastEndPoint;
|
||||
private string broadcastAddress;
|
||||
private int broadcastPort;
|
||||
private Dictionary<string, Transform> boneCache;
|
||||
private List<Transform> allBones; // For full data mode
|
||||
private List<SkinnedMeshRenderer> allMeshes; // For full blend shapes
|
||||
@ -54,6 +52,9 @@ public class UDPAvatarBroadcasterAgent : MonoBehaviour
|
||||
private int currentBoneCount;
|
||||
private int currentBlendShapeCount;
|
||||
|
||||
// Magic number for packet identification
|
||||
private const uint AVATAR_MAGIC = 0xC0A0;
|
||||
|
||||
// Avatar data structure - supports both optimized and full data modes
|
||||
private struct CompactAvatarData
|
||||
{
|
||||
@ -88,16 +89,20 @@ public class UDPAvatarBroadcasterAgent : MonoBehaviour
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Apply global config if enabled
|
||||
if (useGlobalNetworkConfig)
|
||||
// Get network config from global instance
|
||||
var cfg = NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
var cfg = networkConfigAsset != null ? networkConfigAsset : NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
broadcastAddress = cfg.ipAddress;
|
||||
broadcastPort = cfg.port;
|
||||
}
|
||||
broadcastAddress = cfg.ipAddress;
|
||||
broadcastPort = cfg.port;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("NetworkConfig not found! Please ensure NetworkConfig.asset exists in Resources folder.");
|
||||
broadcastAddress = "255.255.255.255";
|
||||
broadcastPort = 1221;
|
||||
}
|
||||
|
||||
InitializeNetworking();
|
||||
CacheAvatarComponents();
|
||||
|
||||
@ -382,6 +387,9 @@ public class UDPAvatarBroadcasterAgent : MonoBehaviour
|
||||
using (MemoryStream stream = new MemoryStream())
|
||||
using (BinaryWriter writer = new BinaryWriter(stream))
|
||||
{
|
||||
// Magic number for packet identification
|
||||
writer.Write(AVATAR_MAGIC);
|
||||
|
||||
// Header
|
||||
writer.Write(data.playerID);
|
||||
writer.Write(data.sequenceNumber);
|
||||
|
||||
@ -10,9 +10,6 @@ using UnityEngine;
|
||||
public class UDPAvatarReceiver : MonoBehaviour
|
||||
{
|
||||
[Header("Network Configuration")]
|
||||
[SerializeField] private int listenPort = 8080;
|
||||
[SerializeField] private bool useGlobalNetworkConfig = true;
|
||||
[SerializeField] private NetworkConfig networkConfigAsset;
|
||||
[SerializeField] private bool enableReceiver = true;
|
||||
[SerializeField] private byte targetPlayerID = 2; // Which player to receive data from (0 = any)
|
||||
[SerializeField] private bool allowPortSharing = true; // For local testing with multiple components
|
||||
@ -44,6 +41,7 @@ public class UDPAvatarReceiver : MonoBehaviour
|
||||
private UdpClient udpClient;
|
||||
private Thread udpListenerThread;
|
||||
private bool threadRunning = false;
|
||||
private int listenPort;
|
||||
private Dictionary<string, Transform> boneCache;
|
||||
private List<Transform> allBones; // For full data mode
|
||||
private List<SkinnedMeshRenderer> allMeshes; // For full blend shapes
|
||||
@ -60,6 +58,9 @@ public class UDPAvatarReceiver : MonoBehaviour
|
||||
private int packetsDropped = 0;
|
||||
private float lastPacketTime = 0f;
|
||||
|
||||
// Magic number for packet identification
|
||||
private const uint AVATAR_MAGIC = 0xC0A0;
|
||||
|
||||
// Avatar data structure - supports both optimized and full data modes (matches broadcaster)
|
||||
private struct CompactAvatarData
|
||||
{
|
||||
@ -87,14 +88,16 @@ public class UDPAvatarReceiver : MonoBehaviour
|
||||
if (targetAvatarRoot == null)
|
||||
targetAvatarRoot = transform;
|
||||
|
||||
// Apply global config if enabled
|
||||
if (useGlobalNetworkConfig)
|
||||
// Get network config from global instance
|
||||
var cfg = NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
var cfg = networkConfigAsset != null ? networkConfigAsset : NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
listenPort = cfg.port;
|
||||
}
|
||||
listenPort = cfg.port;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("NetworkConfig not found! Please ensure NetworkConfig.asset exists in Resources folder.");
|
||||
listenPort = 1221;
|
||||
}
|
||||
|
||||
CacheAvatarComponents();
|
||||
@ -323,52 +326,16 @@ public class UDPAvatarReceiver : MonoBehaviour
|
||||
{
|
||||
try
|
||||
{
|
||||
// Avatar data should be binary and typically larger than JSON experiment messages
|
||||
if (data.Length < 20) // Avatar data should have at least header info
|
||||
// Check minimum size for magic number
|
||||
if (data.Length < 4)
|
||||
return false;
|
||||
|
||||
// Check if it looks like text/JSON (experiment control message)
|
||||
// JSON messages will be valid UTF-8 text starting with '{'
|
||||
try
|
||||
{
|
||||
string text = Encoding.UTF8.GetString(data);
|
||||
if (text.TrimStart().StartsWith("{") && text.Contains("\"command\""))
|
||||
{
|
||||
// This is likely an experiment control message, not avatar data
|
||||
return false;
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
// If it fails to decode as UTF-8, it's likely binary avatar data
|
||||
}
|
||||
|
||||
// Additional check: avatar data should start with a reasonable playerID (0-255)
|
||||
// and have a structure that makes sense
|
||||
using (MemoryStream stream = new MemoryStream(data))
|
||||
using (BinaryReader reader = new BinaryReader(stream))
|
||||
{
|
||||
// Basic structure check - should be able to read at least the header
|
||||
if (data.Length >= 17) // byte + uint32 + uint32 + bool + 12 bytes for Vector3
|
||||
{
|
||||
byte playerID = reader.ReadByte();
|
||||
uint sequenceNumber = reader.ReadUInt32();
|
||||
uint timestamp = reader.ReadUInt32();
|
||||
bool isFullDataMode = reader.ReadBoolean();
|
||||
|
||||
// Basic sanity checks
|
||||
if (playerID <= 10 && sequenceNumber < uint.MaxValue / 2) // Reasonable values
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
// Check for avatar magic number (0xC0A0)
|
||||
uint magic = BitConverter.ToUInt32(data, 0);
|
||||
return magic == AVATAR_MAGIC;
|
||||
}
|
||||
catch
|
||||
{
|
||||
// If any parsing fails, assume it's not valid avatar data
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -378,6 +345,14 @@ public class UDPAvatarReceiver : MonoBehaviour
|
||||
using (MemoryStream stream = new MemoryStream(data))
|
||||
using (BinaryReader reader = new BinaryReader(stream))
|
||||
{
|
||||
// Read and validate magic number
|
||||
uint magic = reader.ReadUInt32();
|
||||
if (magic != AVATAR_MAGIC)
|
||||
{
|
||||
Debug.LogWarning($"Invalid avatar packet magic number: 0x{magic:X} (expected 0x{AVATAR_MAGIC:X})");
|
||||
return default;
|
||||
}
|
||||
|
||||
CompactAvatarData result = new CompactAvatarData
|
||||
{
|
||||
// Header
|
||||
|
||||
@ -13,9 +13,6 @@ using UnityEngine;
|
||||
public class UDPAvatarReceiverAgent : MonoBehaviour
|
||||
{
|
||||
[Header("Network Configuration")]
|
||||
[SerializeField] private int listenPort = 8080;
|
||||
[SerializeField] private bool useGlobalNetworkConfig = true;
|
||||
[SerializeField] private NetworkConfig networkConfigAsset;
|
||||
[SerializeField] private bool enableReceiver = true;
|
||||
[SerializeField] private byte targetPlayerID = 5; // Which player to receive data from (0 = any)
|
||||
[SerializeField] private bool allowPortSharing = true; // For local testing with multiple components
|
||||
@ -47,6 +44,7 @@ public class UDPAvatarReceiverAgent : MonoBehaviour
|
||||
private UdpClient udpClient;
|
||||
private Thread udpListenerThread;
|
||||
private bool threadRunning = false;
|
||||
private int listenPort;
|
||||
private Dictionary<string, Transform> boneCache;
|
||||
private List<Transform> allBones; // For full data mode
|
||||
private List<SkinnedMeshRenderer> allMeshes; // For full blend shapes
|
||||
@ -63,6 +61,9 @@ public class UDPAvatarReceiverAgent : MonoBehaviour
|
||||
private int packetsDropped = 0;
|
||||
private float lastPacketTime = 0f;
|
||||
|
||||
// Magic number for packet identification
|
||||
private const uint AVATAR_MAGIC = 0xC0A0;
|
||||
|
||||
// Avatar data structure - supports both optimized and full data modes (matches broadcaster)
|
||||
private struct CompactAvatarData
|
||||
{
|
||||
@ -90,14 +91,16 @@ public class UDPAvatarReceiverAgent : MonoBehaviour
|
||||
if (targetAvatarRoot == null)
|
||||
targetAvatarRoot = transform;
|
||||
|
||||
// Apply global config if enabled
|
||||
if (useGlobalNetworkConfig)
|
||||
// Get network config from global instance
|
||||
var cfg = NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
var cfg = networkConfigAsset != null ? networkConfigAsset : NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
listenPort = cfg.port;
|
||||
}
|
||||
listenPort = cfg.port;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("NetworkConfig not found! Please ensure NetworkConfig.asset exists in Resources folder.");
|
||||
listenPort = 1221;
|
||||
}
|
||||
|
||||
CacheAvatarComponents();
|
||||
@ -326,52 +329,16 @@ public class UDPAvatarReceiverAgent : MonoBehaviour
|
||||
{
|
||||
try
|
||||
{
|
||||
// Avatar data should be binary and typically larger than JSON experiment messages
|
||||
if (data.Length < 20) // Avatar data should have at least header info
|
||||
// Check minimum size for magic number
|
||||
if (data.Length < 4)
|
||||
return false;
|
||||
|
||||
// Check if it looks like text/JSON (experiment control message)
|
||||
// JSON messages will be valid UTF-8 text starting with '{'
|
||||
try
|
||||
{
|
||||
string text = Encoding.UTF8.GetString(data);
|
||||
if (text.TrimStart().StartsWith("{") && text.Contains("\"command\""))
|
||||
{
|
||||
// This is likely an experiment control message, not avatar data
|
||||
return false;
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
// If it fails to decode as UTF-8, it's likely binary avatar data
|
||||
}
|
||||
|
||||
// Additional check: avatar data should start with a reasonable playerID (0-255)
|
||||
// and have a structure that makes sense
|
||||
using (MemoryStream stream = new MemoryStream(data))
|
||||
using (BinaryReader reader = new BinaryReader(stream))
|
||||
{
|
||||
// Basic structure check - should be able to read at least the header
|
||||
if (data.Length >= 17) // byte + uint32 + uint32 + bool + 12 bytes for Vector3
|
||||
{
|
||||
byte playerID = reader.ReadByte();
|
||||
uint sequenceNumber = reader.ReadUInt32();
|
||||
uint timestamp = reader.ReadUInt32();
|
||||
bool isFullDataMode = reader.ReadBoolean();
|
||||
|
||||
// Basic sanity checks
|
||||
if (playerID <= 10 && sequenceNumber < uint.MaxValue / 2) // Reasonable values
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
// Check for avatar magic number (0xC0A0)
|
||||
uint magic = BitConverter.ToUInt32(data, 0);
|
||||
return magic == AVATAR_MAGIC;
|
||||
}
|
||||
catch
|
||||
{
|
||||
// If any parsing fails, assume it's not valid avatar data
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -381,6 +348,14 @@ public class UDPAvatarReceiverAgent : MonoBehaviour
|
||||
using (MemoryStream stream = new MemoryStream(data))
|
||||
using (BinaryReader reader = new BinaryReader(stream))
|
||||
{
|
||||
// Read and validate magic number
|
||||
uint magic = reader.ReadUInt32();
|
||||
if (magic != AVATAR_MAGIC)
|
||||
{
|
||||
Debug.LogWarning($"Invalid avatar packet magic number: 0x{magic:X} (expected 0x{AVATAR_MAGIC:X})");
|
||||
return default;
|
||||
}
|
||||
|
||||
CompactAvatarData result = new CompactAvatarData
|
||||
{
|
||||
// Header
|
||||
|
||||
@ -16,10 +16,7 @@ using Newtonsoft.Json;
|
||||
public class VRExperimentController : MonoBehaviour
|
||||
{
|
||||
[Header("Network Settings")]
|
||||
[SerializeField] private int udpPort = 1221;
|
||||
[SerializeField] private bool allowPortSharing = true; // For local testing with multiple components
|
||||
[SerializeField] private bool useGlobalNetworkConfig = true;
|
||||
[SerializeField] private NetworkConfig networkConfigAsset;
|
||||
|
||||
[Header("Avatar Assignments")]
|
||||
[SerializeField] private GameObject helpfulAvatar;
|
||||
@ -40,6 +37,7 @@ public class VRExperimentController : MonoBehaviour
|
||||
private UdpClient udpClient;
|
||||
private Thread udpListenerThread;
|
||||
private bool isListening = false;
|
||||
private int udpPort;
|
||||
|
||||
// Current experiment state
|
||||
private string currentConditionType = "";
|
||||
@ -57,15 +55,18 @@ public class VRExperimentController : MonoBehaviour
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Apply global config if enabled
|
||||
if (useGlobalNetworkConfig)
|
||||
// Get network config from global instance
|
||||
var cfg = NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
var cfg = networkConfigAsset != null ? networkConfigAsset : NetworkConfig.Instance;
|
||||
if (cfg != null)
|
||||
{
|
||||
udpPort = cfg.port;
|
||||
}
|
||||
udpPort = cfg.port;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("NetworkConfig not found! Please ensure NetworkConfig.asset exists in Resources folder.");
|
||||
udpPort = 1221;
|
||||
}
|
||||
|
||||
InitializeObjectMaps();
|
||||
StartUDPListener();
|
||||
|
||||
|
||||
@ -1,384 +0,0 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/binary"
|
||||
"fmt"
|
||||
"html/template"
|
||||
"log"
|
||||
"net"
|
||||
"net/http"
|
||||
"sync"
|
||||
"time"
|
||||
)
|
||||
|
||||
// Vector3 represents a 3D vector
|
||||
type Vector3 struct {
|
||||
X, Y, Z float32
|
||||
}
|
||||
|
||||
// Quaternion represents a rotation quaternion
|
||||
type Quaternion struct {
|
||||
X, Y, Z, W float32
|
||||
}
|
||||
|
||||
// Transform represents a 3D transform
|
||||
type Transform struct {
|
||||
WorldPosition Vector3
|
||||
WorldRotation Quaternion
|
||||
LocalScale Vector3
|
||||
}
|
||||
|
||||
// BoneData represents bone transformation data
|
||||
type BoneData struct {
|
||||
BoneIndex int32
|
||||
Transform Transform
|
||||
}
|
||||
|
||||
// BlendShapeData represents blend shape data
|
||||
type BlendShapeData struct {
|
||||
ShapeIndex int32
|
||||
Weight float32
|
||||
}
|
||||
|
||||
// AvatarData represents the complete avatar data structure
|
||||
type AvatarData struct {
|
||||
RootTransform Transform
|
||||
Timestamp float64
|
||||
BoneCount int32
|
||||
Bones []BoneData
|
||||
BlendCount int32
|
||||
BlendShapes []BlendShapeData
|
||||
ServerTime float64
|
||||
}
|
||||
|
||||
// AvatarSyncServer handles the avatar synchronization
|
||||
type AvatarSyncServer struct {
|
||||
playerData map[string]*AvatarData
|
||||
mutex sync.RWMutex
|
||||
}
|
||||
|
||||
// NewAvatarSyncServer creates a new server instance
|
||||
func NewAvatarSyncServer() *AvatarSyncServer {
|
||||
return &AvatarSyncServer{
|
||||
playerData: map[string]*AvatarData{
|
||||
"player1": nil,
|
||||
"player2": nil,
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
// SerializeAvatarData converts AvatarData to binary format
|
||||
func (a *AvatarData) SerializeAvatarData() ([]byte, error) {
|
||||
buf := new(bytes.Buffer)
|
||||
|
||||
// Write root transform
|
||||
if err := binary.Write(buf, binary.LittleEndian, a.RootTransform); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
// Write timestamp
|
||||
if err := binary.Write(buf, binary.LittleEndian, a.Timestamp); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
// Write server time
|
||||
if err := binary.Write(buf, binary.LittleEndian, a.ServerTime); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
// Write bone count
|
||||
if err := binary.Write(buf, binary.LittleEndian, a.BoneCount); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
// Write bones
|
||||
for _, bone := range a.Bones {
|
||||
if err := binary.Write(buf, binary.LittleEndian, bone); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
}
|
||||
|
||||
// Write blend shape count
|
||||
if err := binary.Write(buf, binary.LittleEndian, a.BlendCount); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
// Write blend shapes
|
||||
for _, blend := range a.BlendShapes {
|
||||
if err := binary.Write(buf, binary.LittleEndian, blend); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
}
|
||||
|
||||
return buf.Bytes(), nil
|
||||
}
|
||||
|
||||
// DeserializeAvatarData converts binary data back to AvatarData
|
||||
func DeserializeAvatarData(data []byte) (*AvatarData, error) {
|
||||
buf := bytes.NewReader(data)
|
||||
avatar := &AvatarData{}
|
||||
|
||||
// Read root transform
|
||||
if err := binary.Read(buf, binary.LittleEndian, &avatar.RootTransform); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
// Read timestamp
|
||||
if err := binary.Read(buf, binary.LittleEndian, &avatar.Timestamp); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
// Read server time
|
||||
if err := binary.Read(buf, binary.LittleEndian, &avatar.ServerTime); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
// Read bone count
|
||||
if err := binary.Read(buf, binary.LittleEndian, &avatar.BoneCount); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
// Read bones
|
||||
avatar.Bones = make([]BoneData, avatar.BoneCount)
|
||||
for i := int32(0); i < avatar.BoneCount; i++ {
|
||||
if err := binary.Read(buf, binary.LittleEndian, &avatar.Bones[i]); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
}
|
||||
|
||||
// Read blend shape count
|
||||
if err := binary.Read(buf, binary.LittleEndian, &avatar.BlendCount); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
// Read blend shapes
|
||||
avatar.BlendShapes = make([]BlendShapeData, avatar.BlendCount)
|
||||
for i := int32(0); i < avatar.BlendCount; i++ {
|
||||
if err := binary.Read(buf, binary.LittleEndian, &avatar.BlendShapes[i]); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
}
|
||||
|
||||
return avatar, nil
|
||||
}
|
||||
|
||||
// setCORSHeaders sets CORS headers for cross-origin requests
|
||||
func setCORSHeaders(w http.ResponseWriter) {
|
||||
w.Header().Set("Access-Control-Allow-Origin", "*")
|
||||
w.Header().Set("Access-Control-Allow-Methods", "GET, POST, OPTIONS")
|
||||
w.Header().Set("Access-Control-Allow-Headers", "Content-Type")
|
||||
}
|
||||
|
||||
// handleRoot serves the status page
|
||||
func (s *AvatarSyncServer) handleRoot(w http.ResponseWriter, r *http.Request) {
|
||||
setCORSHeaders(w)
|
||||
|
||||
if r.Method == "OPTIONS" {
|
||||
w.WriteHeader(http.StatusOK)
|
||||
return
|
||||
}
|
||||
|
||||
w.Header().Set("Content-Type", "text/html")
|
||||
|
||||
s.mutex.RLock()
|
||||
player1Connected := s.playerData["player1"] != nil
|
||||
player2Connected := s.playerData["player2"] != nil
|
||||
s.mutex.RUnlock()
|
||||
|
||||
statusTemplate := `
|
||||
<html>
|
||||
<head><title>Avatar Sync Server (Go Binary)</title></head>
|
||||
<body>
|
||||
<h1>Avatar Sync Server (Go Binary)</h1>
|
||||
<p>Server is running and using binary protocol for improved performance</p>
|
||||
<h2>Available Endpoints:</h2>
|
||||
<ul>
|
||||
<li>/player1 - Player 1 data (binary)</li>
|
||||
<li>/player2 - Player 2 data (binary)</li>
|
||||
<li>/status - Server status</li>
|
||||
</ul>
|
||||
<h2>Player Status:</h2>
|
||||
<ul>
|
||||
<li>Player 1: {{if .Player1}}Connected{{else}}No data{{end}}</li>
|
||||
<li>Player 2: {{if .Player2}}Connected{{else}}No data{{end}}</li>
|
||||
</ul>
|
||||
<p><strong>Note:</strong> This server uses binary protocol instead of JSON for faster data transfer.</p>
|
||||
</body>
|
||||
</html>
|
||||
`
|
||||
|
||||
tmpl := template.Must(template.New("status").Parse(statusTemplate))
|
||||
data := struct {
|
||||
Player1 bool
|
||||
Player2 bool
|
||||
}{
|
||||
Player1: player1Connected,
|
||||
Player2: player2Connected,
|
||||
}
|
||||
|
||||
tmpl.Execute(w, data)
|
||||
}
|
||||
|
||||
// handleStatus provides server status information
|
||||
func (s *AvatarSyncServer) handleStatus(w http.ResponseWriter, r *http.Request) {
|
||||
setCORSHeaders(w)
|
||||
|
||||
if r.Method == "OPTIONS" {
|
||||
w.WriteHeader(http.StatusOK)
|
||||
return
|
||||
}
|
||||
|
||||
w.Header().Set("Content-Type", "text/plain")
|
||||
|
||||
s.mutex.RLock()
|
||||
defer s.mutex.RUnlock()
|
||||
|
||||
currentTime := time.Now().Unix()
|
||||
status := fmt.Sprintf("Avatar Sync Server (Go Binary)\n")
|
||||
status += fmt.Sprintf("Server Time: %d\n", currentTime)
|
||||
status += fmt.Sprintf("Protocol: Binary (Little Endian)\n")
|
||||
status += fmt.Sprintf("Player 1: %s\n", func() string {
|
||||
if s.playerData["player1"] != nil {
|
||||
return fmt.Sprintf("Connected (last update: %.2f)", s.playerData["player1"].Timestamp)
|
||||
}
|
||||
return "No data"
|
||||
}())
|
||||
status += fmt.Sprintf("Player 2: %s\n", func() string {
|
||||
if s.playerData["player2"] != nil {
|
||||
return fmt.Sprintf("Connected (last update: %.2f)", s.playerData["player2"].Timestamp)
|
||||
}
|
||||
return "No data"
|
||||
}())
|
||||
|
||||
w.Write([]byte(status))
|
||||
}
|
||||
|
||||
// handlePlayer handles both GET and POST requests for player data
|
||||
func (s *AvatarSyncServer) handlePlayer(w http.ResponseWriter, r *http.Request, playerID string) {
|
||||
setCORSHeaders(w)
|
||||
|
||||
if r.Method == "OPTIONS" {
|
||||
w.WriteHeader(http.StatusOK)
|
||||
return
|
||||
}
|
||||
|
||||
switch r.Method {
|
||||
case "GET":
|
||||
s.mutex.RLock()
|
||||
playerData := s.playerData[playerID]
|
||||
s.mutex.RUnlock()
|
||||
|
||||
w.Header().Set("Content-Type", "application/octet-stream")
|
||||
|
||||
if playerData != nil {
|
||||
// Update server timestamp before sending
|
||||
playerData.ServerTime = float64(time.Now().UnixNano()) / 1e9
|
||||
data, err := playerData.SerializeAvatarData()
|
||||
if err != nil {
|
||||
http.Error(w, "Failed to serialize data", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
w.Write(data)
|
||||
} else {
|
||||
// Return empty avatar data structure
|
||||
emptyAvatar := &AvatarData{
|
||||
RootTransform: Transform{
|
||||
WorldPosition: Vector3{X: 0.0, Y: 0.0, Z: 0.0},
|
||||
WorldRotation: Quaternion{X: 0.0, Y: 0.0, Z: 0.0, W: 1.0},
|
||||
LocalScale: Vector3{X: 1.0, Y: 1.0, Z: 1.0},
|
||||
},
|
||||
Timestamp: 0.0,
|
||||
BoneCount: 0,
|
||||
Bones: []BoneData{},
|
||||
BlendCount: 0,
|
||||
BlendShapes: []BlendShapeData{},
|
||||
ServerTime: float64(time.Now().UnixNano()) / 1e9,
|
||||
}
|
||||
data, err := emptyAvatar.SerializeAvatarData()
|
||||
if err != nil {
|
||||
http.Error(w, "Failed to serialize empty data", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
w.Write(data)
|
||||
}
|
||||
|
||||
case "POST":
|
||||
// Read binary data from request body
|
||||
buf := new(bytes.Buffer)
|
||||
_, err := buf.ReadFrom(r.Body)
|
||||
if err != nil {
|
||||
http.Error(w, "Failed to read request body", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
// Deserialize avatar data
|
||||
avatarData, err := DeserializeAvatarData(buf.Bytes())
|
||||
if err != nil {
|
||||
http.Error(w, "Failed to deserialize avatar data", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
// Store the avatar data
|
||||
avatarData.ServerTime = float64(time.Now().UnixNano()) / 1e9
|
||||
s.mutex.Lock()
|
||||
s.playerData[playerID] = avatarData
|
||||
s.mutex.Unlock()
|
||||
|
||||
w.Header().Set("Content-Type", "text/plain")
|
||||
w.WriteHeader(http.StatusOK)
|
||||
w.Write([]byte(fmt.Sprintf("Data updated for %s at %.2f", playerID, avatarData.ServerTime)))
|
||||
|
||||
log.Printf("Updated data for %s at %s", playerID, time.Now().Format("15:04:05"))
|
||||
|
||||
default:
|
||||
http.Error(w, "Method not allowed", http.StatusMethodNotAllowed)
|
||||
}
|
||||
}
|
||||
|
||||
// getLocalIP returns the local IP address
|
||||
func getLocalIP() string {
|
||||
conn, err := net.Dial("udp", "8.8.8.8:80")
|
||||
if err != nil {
|
||||
return "127.0.0.1"
|
||||
}
|
||||
defer conn.Close()
|
||||
|
||||
localAddr := conn.LocalAddr().(*net.UDPAddr)
|
||||
return localAddr.IP.String()
|
||||
}
|
||||
|
||||
func main() {
|
||||
server := NewAvatarSyncServer()
|
||||
|
||||
// Set up routes
|
||||
http.HandleFunc("/", server.handleRoot)
|
||||
http.HandleFunc("/status", server.handleStatus)
|
||||
http.HandleFunc("/player1", func(w http.ResponseWriter, r *http.Request) {
|
||||
server.handlePlayer(w, r, "player1")
|
||||
})
|
||||
http.HandleFunc("/player2", func(w http.ResponseWriter, r *http.Request) {
|
||||
server.handlePlayer(w, r, "player2")
|
||||
})
|
||||
|
||||
port := ":8080"
|
||||
localIP := getLocalIP()
|
||||
|
||||
fmt.Println("Avatar Sync Server (Go Binary) starting...")
|
||||
fmt.Printf("Server running on:\n")
|
||||
fmt.Printf(" Local: http://127.0.0.1%s\n", port)
|
||||
fmt.Printf(" Network: http://%s%s\n", localIP, port)
|
||||
fmt.Printf(" External: http://0.0.0.0%s\n", port)
|
||||
fmt.Println()
|
||||
fmt.Println("Available endpoints:")
|
||||
fmt.Println(" GET /player1 - Get Player 1 avatar data (binary)")
|
||||
fmt.Println(" GET /player2 - Get Player 2 avatar data (binary)")
|
||||
fmt.Println(" POST /player1 - Update Player 1 avatar data (binary)")
|
||||
fmt.Println(" POST /player2 - Update Player 2 avatar data (binary)")
|
||||
fmt.Println(" GET /status - Server status")
|
||||
fmt.Println()
|
||||
fmt.Println("Protocol: Binary (Little Endian) for improved performance")
|
||||
fmt.Println("Press Ctrl+C to stop the server...")
|
||||
|
||||
log.Fatal(http.ListenAndServe(port, nil))
|
||||
}
|
||||
@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 25481c7177f020c44810e18827dd20a2
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
BIN
Unity-Master/ProjectSettings/EditorBuildSettings.asset
(Stored with Git LFS)
BIN
Unity-Master/ProjectSettings/EditorBuildSettings.asset
(Stored with Git LFS)
Binary file not shown.
BIN
Unity-Master/ProjectSettings/ProjectSettings.asset
(Stored with Git LFS)
BIN
Unity-Master/ProjectSettings/ProjectSettings.asset
(Stored with Git LFS)
Binary file not shown.
Reference in New Issue
Block a user