Files

199 lines
6.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cysharp.Threading.Tasks;
using Newtonsoft.Json;
using System;
using Oculus.Interaction;
using System.IO;
namespace GhostSystem
{
public class GhostRecorderBatch : MonoBehaviour
{
public string SceneId;
public float SampleRate = 0.05f;
public int BatchSize = 10;
public float FlushInterval = 2f;
public List<Transform> TrackedObjects;
private int doorCount;
private float _sampleTimer;
private float _flushTimer;
private bool _isRecording;
private bool supabaseReady = false;
private bool sceneIdReady = false;
private readonly List<FrameModel> _frameBuffer = new();
private string _offlinePath;
public static event Action OnRecord;
public static event Action OnStopRecord;
public static event Action OnUploadFinished;
/*private void Awake()
{
DontDestroyOnLoad(this);
}*/
private void OnEnable()
{
SupabaseManager.OnSuperbaseReady += HandleSupabaseReady;
RoomManager.OnSceneIdReady += HandleSceneIdReady;
}
private void OnDisable()
{
SupabaseManager.OnSuperbaseReady -= HandleSupabaseReady;
RoomManager.OnSceneIdReady -= HandleSceneIdReady;
}
private void Start()
{
_offlinePath = Path.Combine(Application.persistentDataPath, "offline_log.jsonl");
}
private void HandleSupabaseReady()
{
supabaseReady = true;
}
private void HandleSceneIdReady(string id, List<GameObject> doors, List<RecieveHeat> targets)
{
SceneId = id;
sceneIdReady = true;
if (SceneId == "Base")
{
//_flushTimer = 0f;
//_ = FlushBatchAsync(); // Fire and forget
}
else
{
foreach (GameObject door in doors)
{
var rotator = door.GetComponentInChildren<OneGrabRotateTransformer>();
if (rotator != null)
{
TrackedObjects.Add(rotator.transform);
doorCount++;
}
}
}
}
private void Update()
{
if (!_isRecording) return;
_sampleTimer += Time.deltaTime;
_flushTimer += Time.deltaTime;
if (_sampleTimer >= SampleRate)
{
_sampleTimer = 0f;
RecordSample();
}
// Würde genutzt werden, um live in die Datenbank hochzuladen.
/*if (_frameBuffer.Count >= BatchSize || _flushTimer >= FlushInterval)
{
_flushTimer = 0f;
_ = FlushBatchAsync(); // Fire and forget
}*/
}
private void RecordSample()
{
foreach (var obj in TrackedObjects)
{
var frame = new GhostFrame(SceneId, obj.name, obj.position, obj.rotation);
_frameBuffer.Add(FrameModel.FromGhostFrame(frame));
}
}
private async UniTaskVoid FlushBatchAsync() // Die eigentliche Methode zum Hochladen eines Batches/leeren des Buffers.
{
if (_frameBuffer.Count == 0 || !supabaseReady) return;
var batch = new List<FrameModel>(_frameBuffer);
_frameBuffer.Clear();
Debug.Log("Flushing Frame Buffer");
try
{
var response = await SupabaseManager.instance.supabase.From<FrameModel>().Insert(batch); // Versucht, den Batch an Superbase hochzuladen
if (!response.ResponseMessage.IsSuccessStatusCode)
{
Debug.LogWarning($"Batch insert failed: {response.ResponseMessage.StatusCode}, fallback to offline.");
await FallbackToOfflineAsync(batch);
OnUploadFinished?.Invoke(); // Die Action für das Ende des Ladescreens wird trotzdem ausgelöst.
Debug.Log("Upload Finished");
}
if (response.ResponseMessage.IsSuccessStatusCode && sceneIdReady) // Löst Action aus, wenn der Upload geklappt hat und die neue Szene geladen ist.
{
OnUploadFinished?.Invoke();
Debug.Log("Upload Finished");
}
}
catch (Exception ex)
{
Debug.LogWarning($"Insert failed, fallback to offline: {ex.Message}");
await FallbackToOfflineAsync(batch); // Bei nicht erfolgtem Upload wird der Batch lokal gescpeichert.
OnUploadFinished?.Invoke(); // Die Action für das Ende des Ladescreens wird trotzdem ausgelöst.
Debug.Log("Upload Finished");
}
}
private async UniTask FallbackToOfflineAsync(List<FrameModel> batch) // Schreibt den Buffer in eine Datei, falls Upload nicht möglich
{
try
{
using var writer = new StreamWriter(_offlinePath, append: true);
foreach (var model in batch)
{
string jsonLine = JsonConvert.SerializeObject(model);
await writer.WriteLineAsync(jsonLine);
}
}
catch (Exception ex)
{
Debug.LogError($"Offline write failed: {ex.Message}");
}
}
public void StartRecording()
{
if (!supabaseReady || !sceneIdReady) return;
_isRecording = true;
OnRecord?.Invoke();
Debug.Log($"Recording {SceneId}");
}
public void StopRecording()
{
_isRecording = false;
sceneIdReady = false;
OnStopRecord?.Invoke();
Debug.Log($"Stop recording: {SceneId}");
if (doorCount > 0 && TrackedObjects.Count >= doorCount)
{
TrackedObjects.RemoveRange(TrackedObjects.Count - doorCount, doorCount);
}
doorCount = 0;
}
public void Flush() // Manueller Flush
{
_flushTimer = 0f;
_ = FlushBatchAsync(); // Fire and forget
}
}
}