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367 lines (319 loc) · 11.8 KB
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// Copyright (c) Meta Platforms, Inc. and affiliates.
using System.Collections;
using Meta.Utilities.CameraTracking;
using Meta.Utilities.ObjectClassifier;
using Meta.XR.Samples;
using SpatialLingo.PSO;
using SpatialLingo.SpeechAndText;
using SpatialLingo.UI;
using UnityEngine;
#if UNITY_ANDROID
using System;
using Meta.XR.MRUtilityKit;
using UnityEngine.Android;
#endif
namespace SpatialLingo.States
{
[MetaCodeSample("SpatialLingo")]
public class AppLoadingState : FlowState
{
private const string CONSENT_KEY = "UserHasConsented";
private const float DISPLAY_FIXED_DISTANCE = 1.5f;
public new delegate void SendFlowSignalEvent();
public new SendFlowSignalEvent SendFlowSignal;
private static bool HasSessionConsent { get; set; }
[SerializeField] private ConsentUI m_consentUI;
[SerializeField] private PermissionUI m_permissionUI;
[SerializeField] private bool m_perSessionConsent = true;
[SerializeField] private GameObject m_fixedDisplay;
[SerializeField] private string m_collectionStreamingAssetsLoadPath;
[SerializeField] private GraphicsStateCollectionLoader m_graphicsLoader;
[SerializeField] private ShaderVariantCollection m_shaderVariantCollection;
private bool m_isInitialized = false;
private Transform m_headsetTransform;
private void Awake()
{
m_fixedDisplay.SetActive(false);
m_consentUI.gameObject.SetActive(false);
}
public void WillGetFocus(Transform headsetTransform)
{
m_headsetTransform = headsetTransform;
m_isInitialized = true;
StartPermissionFlow();
}
private void CheckConsentAfterPermissions()
{
if (HasConsent())
{
m_consentUI.gameObject.SetActive(false);
// Continue the preload process
ContinuePreload();
}
else
{
_ = StartCoroutine(DisplayConsentUI());
}
}
private bool HasConsent() => m_perSessionConsent ? HasSessionConsent : PlayerPrefs.HasKey(CONSENT_KEY);
private void SaveConsent()
{
HasSessionConsent = true;
PlayerPrefs.SetInt(CONSENT_KEY, 1);
PlayerPrefs.Save();
}
private IEnumerator DisplayConsentUI()
{
yield return new WaitForSeconds(0.1f); // brief delay to ensure smooth transition
UpdateTransform(m_consentUI.transform, false, false);
m_consentUI.gameObject.SetActive(true);
m_consentUI.OnConsentGiven += OnConsentGiven;
}
private void OnConsentGiven()
{
// Cache the consent
SaveConsent();
// Continue the preload process
ContinuePreload();
}
private void ContinuePreload()
{
m_fixedDisplay.SetActive(true);
// Inference Engine: preload computer shaders concurrently
if (!InferenceEngineUtilities.IsLoaded)
{
LoadComputeShaders();
}
else
{
LoadGraphicsStateCollection();
}
}
private void RequestCameraPermissionsIfNeeded()
{
if (PassthroughCameraPermissions.IsAllCameraPermissionsGranted())
{
RequestMicPermissionsIfNeeded();
return;
}
PassthroughCameraPermissions.AllCameraPermissionGranted += OnAllCameraPermissionGranted;
PassthroughCameraPermissions.CameraPermissionCompleted += OnCameraPermissionCompleted;
PassthroughCameraPermissions.AskCameraPermissions();
}
private void RequestMicPermissionsIfNeeded()
{
if (MicrophonePermissions.IsPermissionGranted())
{
CheckPermissionsGrantedOrShowPopup();
return;
}
MicrophonePermissions.Request(OnMicPermissionResult);
}
private void OnMicPermissionResult(bool granted)
{
if (!granted)
{
Debug.LogWarning("AppLoadingState - Microphone permission denied. Some features may be disabled.");
}
CheckPermissionsGrantedOrShowPopup();
}
private void OnAllCameraPermissionGranted()
{
PassthroughCameraPermissions.AllCameraPermissionGranted -= OnAllCameraPermissionGranted;
}
private void OnCameraPermissionCompleted()
{
PassthroughCameraPermissions.CameraPermissionCompleted -= OnCameraPermissionCompleted;
RequestMicPermissionsIfNeeded();
}
private void LoadComputeShaders()
{
InferenceEngineUtilities.PreloadingComplete += OnComputeShadersLoadComplete;
InferenceEngineUtilities.LoadFastest = true;
_ = InferenceEngineUtilities.LoadAll();
}
private void OnComputeShadersLoadComplete()
{
InferenceEngineUtilities.PreloadingComplete -= OnComputeShadersLoadComplete;
LoadGraphicsStateCollection();
}
private void LoadGraphicsStateCollection()
{
m_graphicsLoader.WarmUpCompleted += OnGraphicsStateCollectionLoadComplete;
m_graphicsLoader.WarmUp(m_collectionStreamingAssetsLoadPath);
}
private void OnGraphicsStateCollectionLoadComplete()
{
LoadShaderVariants();
}
private void LoadShaderVariants()
{
m_shaderVariantCollection.WarmUp();
_ = StartCoroutine(CheckForMRUK());
}
private bool m_hasMrukPermissions = false;
private IEnumerator CheckForMRUK()
{
#if UNITY_ANDROID
m_hasMrukPermissions = IsScenePermissionGranted();
#else
HasMrukPermissions = true;
#endif
while (!m_hasMrukPermissions)
{
RequestPermissionForMRUK();
yield return new WaitForSeconds(5.0f);
}
_ = StartCoroutine(WaitForMRUK());
}
private void RequestPermissionForMRUK()
{
if (!m_hasMrukPermissions)
{
#if UNITY_ANDROID
var callbacks = new PermissionCallbacks();
callbacks.PermissionGranted += PermissionForMrukGranted;
callbacks.PermissionDenied += PermissionForMrukDenied;
callbacks.PermissionRequestDismissed += PermissionForMrukDismissed;
Permission.RequestUserPermission(OVRPermissionsRequester.ScenePermission, callbacks);
#endif
}
}
private void PermissionForMrukGranted(string permission)
{
#if UNITY_ANDROID
m_hasMrukPermissions = IsScenePermissionGranted();
#endif
}
private void PermissionForMrukDenied(string permission)
{
#if UNITY_ANDROID
m_hasMrukPermissions = IsScenePermissionGranted();
#endif
}
private void PermissionForMrukDismissed(string permission)
{
#if UNITY_ANDROID
m_hasMrukPermissions = IsScenePermissionGranted();
#endif
}
private IEnumerator WaitForMRUK()
{
#if UNITY_ANDROID
// Wait for MRUK
while (MRUK.Instance == null)
{
yield return new WaitForSeconds(0.1f);
}
// Wait for MRUK Room
var timeoutWaitRoomSeconds = 5.0f;
var timeStart = DateTime.Now;
var hasAsked = false;
while (MRUK.Instance.GetCurrentRoom() == null)
{
var timeNow = DateTime.Now;
var diff = timeNow - timeStart;
if (diff.TotalSeconds > timeoutWaitRoomSeconds)
{
// Only ask once, then proceed.
if (hasAsked)
{
break;
}
hasAsked = true;
Debug.LogWarning($"AppLoadingState - No room available, requesting create or load");
// Load a scene, or create if one doesn't exist:
MRUK.Instance.LoadSceneFromDevice();
}
yield return new WaitForSeconds(0.1f);
}
#else
yield return null;
#endif
// Continue loading process
_ = StartCoroutine(ContinuePreloadExit());
}
private IEnumerator ContinuePreloadExit()
{
// Show loading screen animation momentarily before continuing
yield return new WaitForSeconds(1.5f);
SendFlowSignal?.Invoke();
}
public void WillLoseFocus()
{
Destroy(gameObject);
}
private void Update()
{
UpdateTransform(m_fixedDisplay.transform);
}
private void UpdateTransform(Transform target, bool useHeadsetForward = true, bool lookAtHeadset = true)
{
if (!m_isInitialized || m_headsetTransform == null || target == null)
{
return;
}
var headsetPosition = m_headsetTransform.position;
var forward = useHeadsetForward ? m_headsetTransform.forward : Vector3.forward;
target.position = headsetPosition + forward * DISPLAY_FIXED_DISTANCE;
if (lookAtHeadset) target.transform.LookAt(headsetPosition, m_headsetTransform.up);
}
private void OnDestroy()
{
PassthroughCameraPermissions.AllCameraPermissionGranted -= OnAllCameraPermissionGranted;
PassthroughCameraPermissions.CameraPermissionCompleted -= OnCameraPermissionCompleted;
m_consentUI.OnConsentGiven -= OnConsentGiven;
InferenceEngineUtilities.PreloadingComplete -= OnComputeShadersLoadComplete;
}
private static bool IsScenePermissionGranted()
{
return Permission.HasUserAuthorizedPermission(OVRPermissionsRequester.ScenePermission);
}
private static bool AreAllPermissionsGranted()
{
return IsScenePermissionGranted() && PassthroughCameraPermissions.IsAllCameraPermissionsGranted() && MicrophonePermissions.IsPermissionGranted();
}
private void StartPermissionFlow()
{
if (AreAllPermissionsGranted())
{
RequestCameraPermissionsIfNeeded();
}
else
{
m_permissionUI.OnContinue += OnContinueToPermissions;
UpdateTransform(m_permissionUI.transform, false, false);
_ = StartCoroutine(DisplayPermissionUI(false));
}
}
private void CheckPermissionsGrantedOrShowPopup()
{
if (AreAllPermissionsGranted())
{
CheckConsentAfterPermissions();
}
else
{
m_permissionUI.CheckAllPermissions += AreAllPermissionsGranted;
m_permissionUI.OnContinue += OnPermissionSettingsDone;
_ = StartCoroutine(DisplayPermissionUI(true));
}
}
private void OnPermissionSettingsDone()
{
m_permissionUI.OnContinue -= OnPermissionSettingsDone;
CheckConsentAfterPermissions();
}
private void OnContinueToPermissions()
{
m_permissionUI.OnContinue -= OnContinueToPermissions;
RequestCameraPermissionsIfNeeded();
}
private IEnumerator DisplayPermissionUI(bool withSettingsButton)
{
yield return new WaitForSeconds(0.1f); // brief delay to ensure smooth transition
UpdateTransform(m_permissionUI.transform, false, false);
m_permissionUI.Show(withSettingsButton);
}
}
}