393 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			393 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import os
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import shutil
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from typing import Any, Type
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import bpy
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import lnx.assets
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from lnx import log, make
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from lnx.exporter import LeenkxExporter
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from lnx.logicnode.lnx_nodes import LnxLogicTreeNode
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import lnx.make_state as state
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import lnx.node_utils
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import lnx.utils
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if lnx.is_reload(__name__):
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    lnx.assets = lnx.reload_module(lnx.assets)
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    lnx.exporter = lnx.reload_module(lnx.exporter)
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    from lnx.exporter import LeenkxExporter
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    log = lnx.reload_module(log)
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    lnx.logicnode.lnx_nodes = lnx.reload_module(lnx.logicnode.lnx_nodes)
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    from lnx.logicnode.lnx_nodes import LnxLogicTreeNode
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    make = lnx.reload_module(make)
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    state = lnx.reload_module(state)
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    lnx.node_utils = lnx.reload_module(lnx.node_utils)
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    lnx.utils = lnx.reload_module(lnx.utils)
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else:
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    lnx.enable_reload(__name__)
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    patch_id = 0
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    """Current patch id"""
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    __running = False
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    """Whether live patch is currently active"""
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# Any object can act as a message bus owner
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msgbus_owner = object()
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def start():
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    """Start the live patch session."""
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    log.debug("Live patch session started")
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    listen(bpy.types.Object, "location", "obj_location")
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    listen(bpy.types.Object, "rotation_euler", "obj_rotation")
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    listen(bpy.types.Object, "scale", "obj_scale")
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    # 'energy' is defined in sub classes only, also workaround for
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    # https://developer.blender.org/T88408
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    for light_type in (bpy.types.AreaLight, bpy.types.PointLight, bpy.types.SpotLight, bpy.types.SunLight):
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        listen(light_type, "color", "light_color")
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        listen(light_type, "energy", "light_energy")
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    global __running
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    __running = True
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def stop():
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    """Stop the live patch session."""
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    global __running, patch_id
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    if __running:
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        __running = False
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        patch_id = 0
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        log.debug("Live patch session stopped")
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        bpy.msgbus.clear_by_owner(msgbus_owner)
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def patch_export():
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    """Re-export the current scene and update the game accordingly."""
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    if not __running or state.proc_build is not None:
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        return
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    lnx.assets.invalidate_enabled = False
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    with lnx.utils.WorkingDir(lnx.utils.get_fp()):
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        asset_path = lnx.utils.get_fp_build() + '/compiled/Assets/' + lnx.utils.safestr(bpy.context.scene.name) + '.lnx'
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        LeenkxExporter.export_scene(bpy.context, asset_path, scene=bpy.context.scene)
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        dir_std_shaders_dst = os.path.join(lnx.utils.build_dir(), 'compiled', 'Shaders', 'std')
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        if not os.path.isdir(dir_std_shaders_dst):
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            dir_std_shaders_src = os.path.join(lnx.utils.get_sdk_path(), 'leenkx', 'Shaders', 'std')
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            shutil.copytree(dir_std_shaders_src, dir_std_shaders_dst)
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        node_path = lnx.utils.get_node_path()
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        khamake_path = lnx.utils.get_khamake_path()
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        cmd = [
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            node_path, khamake_path, 'krom',
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            '--shaderversion', '330',
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            '--parallelAssetConversion', '4',
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            '--to', lnx.utils.build_dir() + '/debug',
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            '--nohaxe',
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            '--noproject'
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        ]
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        lnx.assets.invalidate_enabled = True
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        state.proc_build = make.run_proc(cmd, patch_done)
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def patch_done():
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    """Signal Iron to reload the running scene after a re-export."""
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    js = 'iron.Scene.patch();'
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    write_patch(js)
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    state.proc_build = None
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def write_patch(js: str):
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    """Write the given javascript code to 'krom.patch'."""
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    global patch_id
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    with open(lnx.utils.get_fp_build() + '/debug/krom/krom.patch', 'w', encoding='utf-8') as f:
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        patch_id += 1
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        f.write(str(patch_id) + '\n')
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        f.write(js)
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def listen(rna_type: Type[bpy.types.bpy_struct], prop: str, event_id: str):
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    """Subscribe to '<rna_type>.<prop>'. The event_id can be choosen
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    freely but must match with the id used in send_event().
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    """
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    bpy.msgbus.subscribe_rna(
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        key=(rna_type, prop),
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        owner=msgbus_owner,
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        args=(event_id, ),
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        notify=send_event
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        # options={"PERSISTENT"}
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    )
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def send_event(event_id: str, opt_data: Any = None):
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    """Send the result of the given event to Krom."""
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    if not __running:
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        return
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    if hasattr(bpy.context, 'object') and bpy.context.object is not None:
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        obj = bpy.context.object.name
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        if bpy.context.object.mode == "OBJECT":
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            if event_id == "obj_location":
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                vec = bpy.context.object.location
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                js = f'var o = iron.Scene.active.getChild("{obj}"); o.transform.loc.set({vec[0]}, {vec[1]}, {vec[2]}); o.transform.dirty = true;'
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                write_patch(js)
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            elif event_id == 'obj_scale':
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                vec = bpy.context.object.scale
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                js = f'var o = iron.Scene.active.getChild("{obj}"); o.transform.scale.set({vec[0]}, {vec[1]}, {vec[2]}); o.transform.dirty = true;'
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                write_patch(js)
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            elif event_id == 'obj_rotation':
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                vec = bpy.context.object.rotation_euler.to_quaternion()
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                js = f'var o = iron.Scene.active.getChild("{obj}"); o.transform.rot.set({vec[1]}, {vec[2]}, {vec[3]}, {vec[0]}); o.transform.dirty = true;'
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                write_patch(js)
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            elif event_id == 'light_color':
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                light: bpy.types.Light = bpy.context.object.data
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                vec = light.color
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                js = f'var lRaw = iron.Scene.active.getLight("{light.name}").data.raw; lRaw.color[0]={vec[0]}; lRaw.color[1]={vec[1]}; lRaw.color[2]={vec[2]};'
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                write_patch(js)
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            elif event_id == 'light_energy':
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                light: bpy.types.Light = bpy.context.object.data
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                # Align strength to Leenkx, see exporter.export_light()
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                # TODO: Use exporter.export_light() and simply reload all raw light data in Iron?
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                strength_fac = 1.0
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                if light.type == 'SUN':
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                    strength_fac = 0.325
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                elif light.type in ('POINT', 'SPOT', 'AREA'):
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                    strength_fac = 0.01
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                js = f'var lRaw = iron.Scene.active.getLight("{light.name}").data.raw; lRaw.strength={light.energy * strength_fac};'
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                write_patch(js)
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        else:
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            patch_export()
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    if event_id == 'ln_insert_link':
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        node: LnxLogicTreeNode
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        link: bpy.types.NodeLink
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        node, link = opt_data
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        # This event is called twice for a connection but we only need
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        # send it once
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        if node == link.from_node:
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            tree_name = lnx.node_utils.get_export_tree_name(node.get_tree())
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            # [1:] is used here because make_logic already uses that for
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            # node names if lnx_debug is used
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            from_node_name = lnx.node_utils.get_export_node_name(node)[1:]
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            to_node_name = lnx.node_utils.get_export_node_name(link.to_node)[1:]
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            from_index = lnx.node_utils.get_socket_index(node.outputs, link.from_socket)
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            to_index = lnx.node_utils.get_socket_index(link.to_node.inputs, link.to_socket)
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            js = f'LivePatch.patchCreateNodeLink("{tree_name}", "{from_node_name}", "{to_node_name}", "{from_index}", "{to_index}");'
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            write_patch(js)
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    elif event_id == 'ln_update_prop':
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        node: LnxLogicTreeNode
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        prop_name: str
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        node, prop_name = opt_data
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        tree_name = lnx.node_utils.get_export_tree_name(node.get_tree())
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        node_name = lnx.node_utils.get_export_node_name(node)[1:]
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        value = lnx.node_utils.haxe_format_prop_value(node, prop_name)
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        if prop_name.endswith('_get'):
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            # Hack because some nodes use a different Python property
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            # name than they use in Haxe
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            prop_name = prop_name[:-4]
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        js = f'LivePatch.patchUpdateNodeProp("{tree_name}", "{node_name}", "{prop_name}", {value});'
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        write_patch(js)
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    elif event_id == 'ln_socket_val':
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        node: LnxLogicTreeNode
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        socket: bpy.types.NodeSocket
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        node, socket = opt_data
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        socket_index = lnx.node_utils.get_socket_index(node.inputs, socket)
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        if socket_index != -1:
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            tree_name = lnx.node_utils.get_export_tree_name(node.get_tree())
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            node_name = lnx.node_utils.get_export_node_name(node)[1:]
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            value = socket.get_default_value()
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            inp_type = socket.lnx_socket_type
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            if inp_type in ('VECTOR', 'RGB'):
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                value = f'new iron.Vec4({lnx.node_utils.haxe_format_socket_val(value, array_outer_brackets=False)}, 1.0)'
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            elif inp_type == 'RGBA':
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                value = f'new iron.Vec4({lnx.node_utils.haxe_format_socket_val(value, array_outer_brackets=False)})'
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            elif inp_type == 'ROTATION':
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                value = f'new iron.Quat({lnx.node_utils.haxe_format_socket_val(value, array_outer_brackets=False)})'
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            elif inp_type == 'OBJECT':
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                value = f'iron.Scene.active.getChild("{value}")' if value != '' else 'null'
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            else:
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                value = lnx.node_utils.haxe_format_socket_val(value)
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            js = f'LivePatch.patchUpdateNodeInputVal("{tree_name}", "{node_name}", {socket_index}, {value});'
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            write_patch(js)
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    elif event_id == 'ln_create':
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        node: LnxLogicTreeNode = opt_data
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        tree_name = lnx.node_utils.get_export_tree_name(node.get_tree())
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        node_name = lnx.node_utils.get_export_node_name(node)[1:]
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        node_type = 'leenkx.logicnode.' + node.bl_idname[2:]
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        prop_names = list(lnx.node_utils.get_haxe_property_names(node))
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        prop_py_names, prop_hx_names = zip(*prop_names) if len(prop_names) > 0 else ([], [])
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        prop_values = (getattr(node, prop_name) for prop_name in prop_py_names)
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        prop_datas = lnx.node_utils.haxe_format_socket_val(list(zip(prop_hx_names, prop_values)))
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        inp_data = [(inp.lnx_socket_type, inp.get_default_value()) for inp in node.inputs]
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        inp_data = lnx.node_utils.haxe_format_socket_val(inp_data)
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        out_data = [(out.lnx_socket_type, out.get_default_value()) for out in node.outputs]
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        out_data = lnx.node_utils.haxe_format_socket_val(out_data)
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        js = f'LivePatch.patchNodeCreate("{tree_name}", "{node_name}", "{node_type}", {prop_datas}, {inp_data}, {out_data});'
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        write_patch(js)
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    elif event_id == 'ln_delete':
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        node: LnxLogicTreeNode = opt_data
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        tree_name = lnx.node_utils.get_export_tree_name(node.get_tree())
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        node_name = lnx.node_utils.get_export_node_name(node)[1:]
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        js = f'LivePatch.patchNodeDelete("{tree_name}", "{node_name}");'
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        write_patch(js)
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    elif event_id == 'ln_copy':
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        newnode: LnxLogicTreeNode
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        node: LnxLogicTreeNode
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        newnode, node = opt_data
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        # Use newnode to get the tree, node has no id_data at this moment
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        tree_name = lnx.node_utils.get_export_tree_name(newnode.get_tree())
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        newnode_name = lnx.node_utils.get_export_node_name(newnode)[1:]
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        node_name = lnx.node_utils.get_export_node_name(node)[1:]
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        props_list = '[' + ','.join(f'"{p}"' for _, p in lnx.node_utils.get_haxe_property_names(node)) + ']'
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        inp_data = [(inp.lnx_socket_type, inp.get_default_value()) for inp in newnode.inputs]
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        inp_data = lnx.node_utils.haxe_format_socket_val(inp_data)
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        out_data = [(out.lnx_socket_type, out.get_default_value()) for out in newnode.outputs]
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        out_data = lnx.node_utils.haxe_format_socket_val(out_data)
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        js = f'LivePatch.patchNodeCopy("{tree_name}", "{node_name}", "{newnode_name}", {props_list}, {inp_data}, {out_data});'
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        write_patch(js)
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    elif event_id == 'ln_update_sockets':
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        node: LnxLogicTreeNode = opt_data
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        tree_name = lnx.node_utils.get_export_tree_name(node.get_tree())
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        node_name = lnx.node_utils.get_export_node_name(node)[1:]
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        inp_data = '['
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        for idx, inp in enumerate(node.inputs):
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            inp_data += '{'
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            # is_linked can be true even if there are no links if the
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            # user starts dragging a connection away before releasing
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            # the mouse
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            if inp.is_linked and len(inp.links) > 0:
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                inp_data += 'isLinked: true,'
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                inp_data += f'fromNode: "{lnx.node_utils.get_export_node_name(inp.links[0].from_node)[1:]}",'
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                inp_data += f'fromIndex: {lnx.node_utils.get_socket_index(inp.links[0].from_node.outputs, inp.links[0].from_socket)},'
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            else:
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                inp_data += 'isLinked: false,'
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                inp_data += f'socketType: "{inp.lnx_socket_type}",'
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                inp_data += f'socketValue: {lnx.node_utils.haxe_format_socket_val(inp.get_default_value())},'
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            inp_data += f'toIndex: {idx}'
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            inp_data += '},'
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        inp_data += ']'
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        out_data = '['
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        for idx, out in enumerate(node.outputs):
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            out_data += '['
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            for link in out.links:
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                out_data += '{'
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                if out.is_linked:
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                    out_data += 'isLinked: true,'
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                    out_data += f'toNode: "{lnx.node_utils.get_export_node_name(link.to_node)[1:]}",'
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                    out_data += f'toIndex: {lnx.node_utils.get_socket_index(link.to_node.inputs, link.to_socket)},'
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                else:
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                    out_data += 'isLinked: false,'
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                    out_data += f'socketType: "{out.lnx_socket_type}",'
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                    out_data += f'socketValue: {lnx.node_utils.haxe_format_socket_val(out.get_default_value())},'
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                out_data += f'fromIndex: {idx}'
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                out_data += '},'
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            out_data += '],'
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        out_data += ']'
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        js = f'LivePatch.patchSetNodeLinks("{tree_name}", "{node_name}", {inp_data}, {out_data});'
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        write_patch(js)
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def on_operator(operator_id: str):
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    """As long as bpy.msgbus doesn't listen to changes made by
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    operators (*), additionally notify the callback manually.
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    (*) https://developer.blender.org/T72109
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    """
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    if not __running:
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        return
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    if operator_id in IGNORE_OPERATORS:
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        return
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    if operator_id == 'TRANSFORM_OT_translate':
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        send_event('obj_location')
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    elif operator_id in ('TRANSFORM_OT_rotate', 'TRANSFORM_OT_trackball'):
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        send_event('obj_rotation')
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    elif operator_id == 'TRANSFORM_OT_resize':
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        send_event('obj_scale')
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    # Rebuild
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    else:
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        patch_export()
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# Don't re-export the scene for the following operators
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IGNORE_OPERATORS = (
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    'LNX_OT_node_add_input',
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    'LNX_OT_node_add_input_output',
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    'LNX_OT_node_add_input_value',
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    'LNX_OT_node_add_output',
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    'LNX_OT_node_call_func',
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    'LNX_OT_node_remove_input',
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    'LNX_OT_node_remove_input_output',
 | 
						|
    'LNX_OT_node_remove_input_value',
 | 
						|
    'LNX_OT_node_remove_output',
 | 
						|
    'LNX_OT_node_search',
 | 
						|
 | 
						|
    'NODE_OT_delete',
 | 
						|
    'NODE_OT_duplicate_move',
 | 
						|
    'NODE_OT_hide_toggle',
 | 
						|
    'NODE_OT_link',
 | 
						|
    'NODE_OT_move_detach_links',
 | 
						|
    'NODE_OT_select',
 | 
						|
    'NODE_OT_translate_attach',
 | 
						|
    'NODE_OT_translate_attach_remove_on_cancel',
 | 
						|
 | 
						|
    'OBJECT_OT_editmode_toggle',
 | 
						|
    'OUTLINER_OT_item_activate',
 | 
						|
    'UI_OT_button_string_clear',
 | 
						|
    'UI_OT_eyedropper_id',
 | 
						|
    'VIEW3D_OT_select',
 | 
						|
    'VIEW3D_OT_select_box',
 | 
						|
)
 |