Blender Cloud addon
This addon is a proof of concept demonstrating the following features:
- Using the Blender ID addon to authenticate against Blender ID
- Using the Pillar SDK to browse the Blender Cloud texture library from within Blender.
- Using Python's asyncio module to provide asynchronous execution of Python code in Blender.
Installation
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/wheels/pillar_sdk-*.whl
.
Installation also requires wheels for CacheControl
and lockfile to be placed in
blender_cloud/wheels
, or installed somewhere where Blender can find
them.
Design
The addon code is designed around Python's asyncio module. This allows us to perform HTTP calls (and other longer-lasting operations) without blocking Blender's user interface.
Motivation for asyncio
These are the motivations to choose asyncio in favour of alternatives:
- Bundled with Python and supported by new syntax, most notably the
await
andasync def
statements. - Allows for clear "handover points", where one task can be suspended and another can be run in its place. This provides for a much more deterministic execution flow than possible with multi-threading.
- Support for calling callbacks in the same thread that runs the event loop. This allows for elegant parallel execution of tasks in different threads, while keeping the interface with Blender single-threaded.
- Support for wrapping non-asyncio, blocking functionality (that is, the asynchronous world supports the synchronous world).
- Support for calling
async def
methods in a synchronous way (that is, the synchronous world supports the asynchronous world). - No tight integration with Blender, making it possible to test asynchronous Python modules without running Blender.
The asyncio event loop
The event loop
is the central execution device provided by asyncio. By design it blocks
the thread, either forever or until a given task is finished. It is
intended to run on the main thread; running on a background
thread would break motivation 3 described above. For integration with
Blender this default behaviour is unwanted, which is solved in the
blender_cloud.async_loop
module as follows:
ensure_async_loop()
installskick_async_loop()
as ascene_update_pre
handler. This ensures that thekick_async_loop()
function is called on a regular basis from Blender. It also makes sure the function is registered only once.kick_async_loop()
performs a single iteration of the event loop. It monitors the task scheduler to determine whether all scheduled tasks are done; if that is the case, it callsstop_async_loop()
. As only a single iteration is performed, this only blocks for a very short time -- sockets and file descriptors are inspected to see whether a reading task can continue without blocking.stop_async_loop()
removes thescene_update_pre
handler. This is done by name, instead of object identify, such that it survives a reload of the addon code between installation and removal of the handler.
Recommended workflow
To start an asynchronous task and be notified when it is done, use the
following. This uses the Blender-specific async_loop
module.
import asyncio
from blender_cloud import async_loop
async def some_async_func():
return 1 + 1
def done_callback(task):
print('Task result: ', task.result())
async_task = asyncio.ensure_future(some_async_func())
async_task.add_done_callback(done_callback)
async_loop.ensure_async_loop()
To start an asynchronous task and block until it is done, use the following.
import asyncio
async def some_async_func():
return 1 + 1
loop = asyncio.get_event_loop()
res = loop.run_until_complete(some_async_func())
print('Task result:', res)
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/{username}/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 is cache-aware and uses the CacheControl-managed session object. This allows for more granular control over where in the code cache is (not) used.
- Uncached HTTP requests user another session object to allow connection pooling.
- 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.
- A subset of 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.
- A file download is only attempted once per Blender session.
-
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:files/{file_uuid}.json
containing the file document from Pillarfiles/{file_uuid}.headers
containing a subset of the HTTP headers received while downloading the file
In the future we might add:
projects/{project_uuid}.json
containing the project document from Pillarnodes/{node_uuid}.json
containing the node 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.