Requests-Cache ignores HTTP cache control headers, violating the HTTP protocol.
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Blender Cloud addon
Installation requires the Pillar SDK
to be installed. It can either be installed regularly somewhere on
the Python PATH, or be stored as a wheel file
at blender_cloud/pillar_sdk-*.whl
.
Communication & File Structure
Assumptions
- Cache is user-global, stored in an OS-specific location, and can be removed/recreated. This
document refers to that location as
$CACHE
, and is typically a directory like$HOME/.cache/blender/blender_cloud
. Also see T47684. This directory should not be tied to the version of Blender -- malformed/invalid caches should just be ignored or removed. - At the moment, versioning of files is limited to re-syncing to get the latest versions. More extensive versioning falls under the umbrella of "asset management" and is out of scope of this addon.
- Users can download texture nodes. Such a download may result in multiple files on the local filesystem (think of one texture node containing diffuse, bump and specular maps).
Caching
Caching is performed at different levels:
-
Caching of HTTP GET requests is performed by CacheControl.
- Cache is stored in
$CACHE/blender_cloud_http/
; by using the file backend, we ensure cache persistence across Blender runs. This does require thelockfile
package to be installed or bundled. - The code should be made cache-aware and use the Requests-Cache
CachedSession
sessions. This allows for more granular control over where in the code cache is (not) used.
- Cache is stored in
-
Downloaded thumbnails are cached (by us) in
$CACHE/thumbnails/node_uuid/filename
.- Use a non-cached HTTP GET to download these (using session.cache_disabled()).
- HTTP headers are stored as JSON key/value pairs in
$CACHE/thumbnails/node_uuid/filename.headers
. - Use the ETag and If-Modified-Since headers to prevent unnecessary re-downloading.
- Check Content-Length header against actual file size to detect partially-downloaded files that need re-downloading.
-
Downloaded files (such as textures) are handled in the same way as thumbnails (described above), but have their metadata stored somewhere else (described below).
Filesystem Layout
-
Top-level texture directory, referred to as
$TEXTURES
in this document, can be configured per Blender scene. It defaults to a global addon preference, which in turns defaults to//textures
. -
Texture files are stored in
$TEXTURES/{project_name}/{node_name}/{node_name}/.../{file_variant}-{file_name}
.file_variant
is "col" for colour/diffuse textures, "nor" for normal/bump textures, etc. -
Metadata is stored in
$TEXTURES/.blender_cloud
, with the following subdirectories:projects/{project_uuid}.json
containing the project document from Pillarnodes/{node_uuid}.json
containing the node document from Pillarfiles/{file_uuid}.json
containing the file document from Pillarindex.sqlite
containing a mapping from{project_name}/{node_name}/{node_name}/...
to the UUID of the last-named path component (project, node, or file). This allows us to map the path of a filesystem path to its Pillar document.