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    # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  This program is free software; you can redistribute it and/or
    #  modify it under the terms of the GNU General Public License
    #  as published by the Free Software Foundation; either version 2
    #  of the License, or (at your option) any later version.
    #
    #  This program is distributed in the hope that it will be useful,
    #  but WITHOUT ANY WARRANTY; without even the implied warranty of
    #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    #  GNU General Public License for more details.
    #
    #  You should have received a copy of the GNU General Public License
    #  along with this program; if not, write to the Free Software Foundation,
    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    import threading
    import time
    import requests
    import shutil, sys, os, math
    import random
    import uuid
    import copy
    
    if "bpy" in locals():
        import imp
    
        imp.reload(paths)
        imp.reload(append_link)
    
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    else:
        from blenderkit import paths, append_link, utils
    import bpy
    from bpy.props import (
        IntProperty,
        FloatProperty,
        FloatVectorProperty,
        StringProperty,
        EnumProperty,
        BoolProperty,
        PointerProperty,
    )
    from bpy.app.handlers import persistent
    
    download_threads = []
    
    
    def check_missing():
        '''checks for missing files, and possibly starts re-download of these into the scene'''
        s = bpy.context.scene
        # missing libs:
        # TODO: put these into a panel and let the user decide if these should be downloaded.
        missing = []
        for l in bpy.data.libraries:
            fp = l.filepath
            if fp.startswith('//'):
                fp = bpy.path.abspath(fp)
            if not os.path.exists(fp) and l.get('asset_data') is not None:
                missing.append(l)
    
    
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        for l in missing:
            asset_data = l['asset_data']
            downloaded = check_existing(asset_data)
            if downloaded:
                try:
                    l.reload()
                except:
                    download(l['asset_data'], redownload=True)
            else:
                download(l['asset_data'], redownload=True)
    
    
    def check_unused():
        '''find assets that have been deleted from scene but their library is still present.'''
    
        used_libs = []
        for ob in bpy.data.objects:
            if ob.instance_collection is not None and ob.instance_collection.library is not None:
                # used_libs[ob.instance_collection.name] = True
                if ob.instance_collection.library not in used_libs:
                    used_libs.append(ob.instance_collection.library)
    
            for ps in ob.particle_systems:
                set = ps.settings
                if ps.settings.render_type == 'GROUP' \
                        and ps.settings.instance_collection is not None \
                        and ps.settings.instance_collection.library not in used_libs:
                    used_libs.append(ps.settings.instance_collection)
    
        for l in bpy.data.libraries:
            if l not in used_libs:
                print('attempt to remove this library: ', l.filepath)
                # have to unlink all groups, since the file is a 'user' even if the groups aren't used at all...
                for user_id in l.users_id:
                    if type(user_id) == bpy.types.Collection:
                        bpy.data.collections.remove(user_id)
                l.user_clear()
    
    
    @persistent
    def scene_save(context):
        ''' does cleanup of blenderkit props and sends a message to the server about assets used.'''
        # TODO this can be optimized by merging these 2 functions, since both iterate over all objects.
    
        if not bpy.app.background:
            check_unused()
            report_usages()
    
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    @persistent
    def scene_load(context):
        '''restart broken downloads on scene load'''
        t = time.time()
        s = bpy.context.scene
        global download_threads
        download_threads = []
    
        # commenting this out - old restore broken download on scene start. Might come back if downloads get recorded in scene
        # reset_asset_ids = {}
        # reset_obs = {}
        # for ob in bpy.context.scene.collection.objects:
        #     if ob.name[:12] == 'downloading ':
        #         obn = ob.name
        #
        #         asset_data = ob['asset_data']
        #
        #         # obn.replace('#', '')
        #         # if asset_data['id'] not in reset_asset_ids:
        #
        #         if reset_obs.get(asset_data['id']) is None:
        #             reset_obs[asset_data['id']] = [obn]
        #             reset_asset_ids[asset_data['id']] = asset_data
        #         else:
        #             reset_obs[asset_data['id']].append(obn)
        # for asset_id in reset_asset_ids:
        #     asset_data = reset_asset_ids[asset_id]
        #     done = False
        #     if check_existing(asset_data):
        #         for obname in reset_obs[asset_id]:
        #             downloader = s.collection.objects[obname]
        #             done = try_finished_append(asset_data,
        #                                        model_location=downloader.location,
        #                                        model_rotation=downloader.rotation_euler)
        #
        #     if not done:
        #         downloading = check_downloading(asset_data)
        #         if not downloading:
        #             print('redownloading %s' % asset_data['name'])
        #             download(asset_data, downloaders=reset_obs[asset_id], delete=True)
    
        # check for group users that have been deleted, remove the groups /files from the file...
        # TODO scenes fixing part... download the assets not present on drive,
        # and erase from scene linked files that aren't used in the scene.
    
        # print('continue downlaods ', time.time() - t)
    
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        t = time.time()
        check_missing()
    
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    def get_scene_id():
        '''gets scene id and possibly also generates a new one'''
        bpy.context.scene['uuid'] = bpy.context.scene.get('uuid', str(uuid.uuid4()))
        return bpy.context.scene['uuid']
    
    
    def report_usages():
        '''report the usage of assets to the server.'''
        mt = time.time()
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
        api_key = user_preferences.api_key
        sid = get_scene_id()
    
        headers = utils.get_headers(api_key)
    
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        url = paths.get_bkit_url() + paths.BLENDERKIT_REPORT_URL
    
        assets = {}
        asset_obs = []
        scene = bpy.context.scene
        asset_usages = {}
    
        for ob in scene.collection.objects:
            if ob.get('asset_data') != None:
                asset_obs.append(ob)
    
        for ob in asset_obs:
            asset_data = ob['asset_data']
            abid = asset_data['asset_base_id']
    
            if assets.get(abid) is None:
                asset_usages[abid] = {'count': 1}
                assets[abid] = asset_data
            else:
                asset_usages[abid]['count'] += 1
    
        # brushes
        for b in bpy.data.brushes:
            if b.get('asset_data') != None:
                abid = b['asset_data']['asset_base_id']
                asset_usages[abid] = {'count': 1}
                assets[abid] = b['asset_data']
        # materials
        for ob in scene.collection.objects:
            for ms in ob.material_slots:
                m = ms.material
    
                if m is not None and m.get('asset_data') is not None:
    
                    abid = m['asset_data']['asset_base_id']
                    if assets.get(abid) is None:
                        asset_usages[abid] = {'count': 1}
                        assets[abid] = m['asset_data']
                    else:
                        asset_usages[abid]['count'] += 1
    
        assets_list = []
        assets_reported = scene.get('assets reported', {})
    
        new_assets_count = 0
        for k in asset_usages.keys():
            if k not in assets_reported.keys():
                data = asset_usages[k]
                list_item = {
                    'asset': k,
                    'usageCount': data['count'],
                    'proximitySet': data.get('proximity', [])
                }
                assets_list.append(list_item)
                new_assets_count += 1
            if k not in assets_reported.keys():
                assets_reported[k] = True
    
        scene['assets reported'] = assets_reported
    
        if new_assets_count == 0:
            print('no new assets were added')
            return;
        usage_report = {
            'scene': sid,
            'reportType': 'save',
            'assetusageSet': assets_list
        }
    
        au = scene.get('assets used', {})
        ad = scene.get('assets deleted', {})
    
        ak = assets.keys()
        for k in au.keys():
            if k not in ak:
                ad[k] = au[k]
            else:
                if k in ad:
                    ad.pop(k)
    
        # scene['assets used'] = {}
        for k in ak:  # rewrite assets used.
            scene['assets used'][k] = assets[k]
    
        ###########check ratings herer too:
        scene['assets rated'] = scene.get('assets rated', {})
        for k in assets.keys():
            scene['assets rated'][k] = scene['assets rated'].get(k, False)
        thread = threading.Thread(target=utils.requests_post_thread, args=(url, usage_report, headers))
        thread.start()
        # r = requests.post(url, headers=headers, json=usage_report)
        mt = time.time() - mt
        print('report generation:                ', mt)
    
    
    def append_asset(asset_data, **kwargs):  # downloaders=[], location=None,
        '''Link asset to the scene'''
    
        file_names = paths.get_download_filenames(asset_data)
        props = None
        #####
        # how to do particle  drop:
        # link the group we are interested in( there are more groups in File!!!! , have to get the correct one!)
        #
        scene = bpy.context.scene
        scene['assets used'] = scene.get('assets used', {})
        scene['assets used'][asset_data['asset_base_id']] = asset_data.copy()
    
        scene['assets rated'] = scene.get('assets rated', {})
    
        id = asset_data['asset_base_id']
        scene['assets rated'][id] = scene['assets rated'].get(id, False)
    
    
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
    
        if user_preferences.api_key == '':
            user_preferences.asset_counter+=1
    
    
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        if asset_data['asset_type'] == 'scene':
            scene = append_link.append_scene(file_names[0], link=False, fake_user=False)
            props = scene.blenderkit
            parent = scene
    
        if asset_data['asset_type'] == 'model':
            s = bpy.context.scene
            downloaders = kwargs.get('downloaders')
            s = bpy.context.scene
            sprops = s.blenderkit_models
            # TODO this is here because combinations of linking objects or appending groups are rather not-userfull
            if sprops.append_method == 'LINK_GROUP':
                sprops.append_link = 'LINK'
                sprops.import_as = 'GROUP'
            else:
                sprops.append_link = 'APPEND'
                sprops.import_as = 'INDIVIDUAL'
    
            # set consistency for objects allready in scene, otherwise this literally breaks blender :)
            ain = asset_in_scene(asset_data)
            if ain is not False:
                if ain == 'LINKED':
                    sprops.append_link = 'LINK'
                    sprops.import_as = 'GROUP'
                else:
                    sprops.append_link = 'APPEND'
                    sprops.import_as = 'INDIVIDUAL'
    
            # first get conditions for append link
            link = sprops.append_link == 'LINK'
            # then append link
            if downloaders:
                for downloader in downloaders:
                    # this cares for adding particle systems directly to target mesh, but I had to block it now,
                    # because of the sluggishnes of it. Possibly re-enable when it's possible to do this faster?
                    if 0:  # 'particle_plants' in asset_data['tags']:
                        append_link.append_particle_system(file_names[-1],
                                                           target_object=kwargs['target_object'],
                                                           rotation=downloader['rotation'],
                                                           link=False,
                                                           name=asset_data['name'])
                        return
    
                    if sprops.import_as == 'GROUP':
                        parent, newobs = append_link.link_group(file_names[-1],
                                                                location=downloader['location'],
                                                                rotation=downloader['rotation'],
                                                                link=link,
                                                                name=asset_data['name'])
    
                    else:
                        parent, newobs = append_link.append_objects(file_names[-1],
                                                                    location=downloader['location'],
                                                                    rotation=downloader['rotation'],
                                                                    link=link,
                                                                    name=asset_data['name'])
                    if parent.type == 'EMPTY' and link:
                        bmin = asset_data['bbox_min']
                        bmax = asset_data['bbox_max']
                        size_min = min(1.0, (bmax[0] - bmin[0] + bmax[1] - bmin[1] + bmax[2] - bmin[2]) / 3)
                        parent.empty_display_size = size_min
    
            elif kwargs.get('model_location') is not None:
                if sprops.import_as == 'GROUP':
                    parent, newobs = append_link.link_group(file_names[-1],
                                                            location=kwargs['model_location'],
                                                            rotation=kwargs['model_rotation'],
                                                            link=link,
                                                            name=asset_data['name'])
                else:
                    parent, newobs = append_link.append_objects(file_names[-1],
                                                                location=kwargs['model_location'],
                                                                rotation=kwargs['model_rotation'],
                                                                link=link)
                if parent.type == 'EMPTY' and link:
                    bmin = asset_data['bbox_min']
                    bmax = asset_data['bbox_max']
                    size_min = min(1.0, (bmax[0] - bmin[0] + bmax[1] - bmin[1] + bmax[2] - bmin[2]) / 3)
                    parent.empty_display_size = size_min
    
            if link:
                group = parent.instance_collection
    
                lib = group.library
                lib['asset_data'] = asset_data
    
        elif asset_data['asset_type'] == 'brush':
    
            # TODO if allready in scene, should avoid reappending.
            inscene = False
            for b in bpy.data.brushes:
    
                if b.blenderkit.id == asset_data['id']:
                    inscene = True
                    brush = b
                    break;
            if not inscene:
                brush = append_link.append_brush(file_names[-1], link=False, fake_user=False)
    
                thumbnail_name = asset_data['thumbnail'].split(os.sep)[-1]
                tempdir = paths.get_temp_dir('brush_search')
                thumbpath = os.path.join(tempdir, thumbnail_name)
                asset_thumbs_dir = paths.get_download_dirs('brush')[0]
                asset_thumb_path = os.path.join(asset_thumbs_dir, thumbnail_name)
                shutil.copy(thumbpath, asset_thumb_path)
                brush.icon_filepath = asset_thumb_path
    
            if bpy.context.sculpt_object:
                bpy.context.tool_settings.sculpt.brush = brush
            elif bpy.context.image_paint_object:  # could be just else, but for future possible more types...
                bpy.context.tool_settings.image_paint.brush = brush
            # TODO set brush by by asset data(user can be downloading while switching modes.)
    
            # bpy.context.tool_settings.image_paint.brush = brush
            props = brush.blenderkit
            parent = brush
    
        elif asset_data['asset_type'] == 'material':
            inscene = False
            for m in bpy.data.materials:
                if m.blenderkit.id == asset_data['id']:
                    inscene = True
                    material = m
                    break;
            if not inscene:
                material = append_link.append_material(file_names[-1], link=False, fake_user=False)
            target_object = bpy.data.objects[kwargs['target_object']]
    
            if len(target_object.material_slots) == 0:
                target_object.data.materials.append(material)
            else:
                target_object.material_slots[kwargs['material_target_slot']].material = material
    
            props = material.blenderkit
            parent = material
    
        parent['asset_data'] = asset_data  # TODO remove this??? should write to blenderkit Props?
        # moving reporting to on save.
        # report_use_success(asset_data['id'])
    
    
    @bpy.app.handlers.persistent
    def timer_update():  # TODO might get moved to handle all blenderkit stuff, not to slow down.
        '''check for running and finished downloads and react. write progressbars too.'''
        global download_threads
        if len(download_threads) == 0:
            return 1
        s = bpy.context.scene
        for threaddata in download_threads:
            t = threaddata[0]
            asset_data = threaddata[1]
            tcom = threaddata[2]
    
            progress_bars = []
            downloaders = []
    
            if t.is_alive():  # set downloader size
                sr = bpy.context.scene.get('search results')
                if sr is not None:
                    for r in sr:
                        if asset_data['id'] == r['id']:
                            r['downloaded'] = tcom.progress
    
            if not t.is_alive():
                if tcom.error:
                    sprops = utils.get_search_props()
                    sprops.report = tcom.report
                    download_threads.remove(threaddata)
                    return
                file_names = paths.get_download_filenames(asset_data)
                wm = bpy.context.window_manager
    
                at = asset_data['asset_type']
                if ((bpy.context.mode == 'OBJECT' and (at == 'model' \
                                                       or at == 'material'))) \
                        or ((at == 'brush') \
                            and wm.get(
                            'appendable') == True) or at == 'scene':  # don't do this stuff in editmode and other modes, just wait...
                    download_threads.remove(threaddata)
    
                    # duplicate file if the global and subdir are used in prefs
                    if len(file_names) == 2:  # todo this should try to check if both files exist and are ok.
                        shutil.copyfile(file_names[0], file_names[1])
    
                    print('appending asset')
                    # progress bars:
                    if bpy.context.scene['search results'] is not None:
                        for sres in bpy.context.scene['search results']:
                            if asset_data['id'] == sres['id']:
                                sres['downloaded'] = 100
                    # we need to check if mouse isn't down, which means an operator can be running.
                    # Especially for sculpt mode, where appending a brush during a sculpt stroke causes crasehes
                    #
    
                    if tcom.passargs.get('redownload'):
                        # handle lost libraries here:
                        for l in bpy.data.libraries:
                            if l.get('asset_data') is not None and l['asset_data']['id'] == asset_data['id']:
                                l.filepath = file_names[-1]
                                l.reload()
                    else:
                        done = try_finished_append(asset_data, **tcom.passargs)
                        if not done:
                            at = asset_data['asset_type']
                            if at in ('model', 'material'):
                                download(asset_data, **tcom.passargs)
                            elif asset_data['asset_type'] == 'material':
                                download(asset_data, **tcom.passargs)
                            elif asset_data['asset_type'] == 'scene':
                                download(asset_data, **tcom.passargs)
                            elif asset_data['asset_type'] == 'brush' or asset_data['asset_type'] == 'texture':
                                download(asset_data, **tcom.passargs)
                    print('finished download thread')
        return .2
    
    
    def main_thread(asset_data, tcom, scene_id, api_key):
        '''try to download file from blenderkit'''
    
        # TODO get real link here...
        get_download_url(asset_data, scene_id, api_key, tcom=tcom)
        if tcom.error:
            return
        # only now we can check if the file allready exists. This should have 2 levels, for materials and for brushes
        # different than for the non free content. delete is here when called after failed append tries.
        if check_existing(asset_data) and not tcom.passargs.get('delete'):
            # this sends the thread for processing, where another check should occur, since the file might be corrupted.
            tcom.downloaded = 100
            print('not downloading, trying to append again')
            return;
        file_name = paths.get_download_filenames(asset_data)[0]  # prefer global dir if possible.
        # for k in asset_data:
        #    print(asset_data[k])
    
        with open(file_name, "wb") as f:
            print("Downloading %s" % file_name)
    
            headers = utils.get_headers(api_key)
    
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            response = requests.get(asset_data['url'], stream=True)
            total_length = response.headers.get('Content-Length')
    
            if total_length is None:  # no content length header
                f.write(response.content)
            else:
                tcom.file_size = int(total_length)
                dl = 0
                for data in response.iter_content(chunk_size=4096):
                    dl += len(data)
                    tcom.downloaded = dl
                    tcom.progress = int(100 * tcom.downloaded / tcom.file_size)
                    f.write(data)
    
    
    class ThreadCom:  # object passed to threads to read background process stdout info
        def __init__(self):
            self.file_size = 1000000000000000  # property that gets written to.
            self.downloaded = 0
            self.lasttext = ''
            self.error = False
            self.report = ''
            self.progress = 0.0
            self.passargs = {}
    
    
    def download(asset_data, **kwargs):
        '''start the download thread'''
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
        api_key = user_preferences.api_key
        scene_id = get_scene_id()
    
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        tcom = ThreadCom()
    
        tcom.passargs = kwargs
    
        # incoming data can be either directly dict from python, or blender id property
        # (recovering failed downloads on reload)
        if type(asset_data) == dict:
            asset_data = copy.deepcopy(asset_data)
        else:
            asset_data = asset_data.to_dict()
    
        # main_thread(asset_data, tcom, scene_id, api_key)
        readthread = threading.Thread(target=main_thread, args=([asset_data, tcom, scene_id, api_key]), daemon=True)
        readthread.start()
    
        global download_threads
        download_threads.append(
            [readthread, asset_data, tcom])
    
    
    def check_downloading(asset_data, **kwargs):
        ''' check if an asset is allready downloading, if yes, just make a progress bar with downloader object.'''
        global download_threads
    
        downloading = False
    
        for p in download_threads:
            p_asset_data = p[1]
            if p_asset_data['id'] == asset_data['id']:
                at = asset_data['asset_type']
                if at in ('model', 'material'):
                    downloader = {'location': kwargs['model_location'],
                                  'rotation': kwargs['model_rotation']}
                    p[2].passargs['downloaders'].append(downloader)
                downloading = True
    
        return downloading
    
    
    def check_existing(asset_data):
        ''' check if the object exists on the hard drive'''
        fexists = False
    
        file_names = paths.get_download_filenames(asset_data)
    
        print('check if file allready exists')
        if len(file_names) == 2:
            # TODO this should check also for failed or running downloads.
            # If download is running, assign just the running thread. if download isn't running but the file is wrong size,
            #  delete file and restart download (or continue downoad? if possible.)
            if os.path.isfile(file_names[0]) and not os.path.isfile(file_names[1]):
                shutil.copy(file_names[0], file_names[1])
            elif not os.path.isfile(file_names[0]) and os.path.isfile(
                    file_names[1]):  # only in case of changed settings or deleted/moved global dict.
                shutil.copy(file_names[1], file_names[0])
    
        if len(file_names) > 0 and os.path.isfile(file_names[0]):
            fexists = True
        return fexists
    
    
    def try_finished_append(asset_data, **kwargs):  # location=None, material_target=None):
        ''' try to append asset, if not successfull delete source files.
         This means probably wrong download, so download should restart'''
        file_names = paths.get_download_filenames(asset_data)
        done = False
        print('try to append allready existing asset')
        if len(file_names) > 0:
            if os.path.isfile(file_names[-1]):
                kwargs['name'] = asset_data['name']
                try:
                    append_asset(asset_data, **kwargs)
                    done = True
                except Exception as e:
                    print(e)
                    for f in file_names:
                        try:
                            os.remove(f)
                        except:
                            e = sys.exc_info()[0]
                            print(e)
                            pass;
                    done = False
        return done
    
    
    def asset_in_scene(asset_data):
        '''checks if the asset is allready in scene. If yes, modifies asset data so the asset can be reached again.'''
        scene = bpy.context.scene
        au = scene.get('assets used', {})
    
        if id in au.keys():
            ad = au[id]
            if ad.get('file_name') != None:
                asset_data['file_name'] = ad['file_name']
                asset_data['url'] = ad['url']
    
                c = bpy.data.collections.get(ad['name'])
                if c is not None:
                    if c.users > 0:
                        return 'LINKED'
                return 'APPENDED'
        return False
    
    
    def fprint(text):
        print('###################################################################################')
        print('\n\n\n')
        print(text)
        print('\n\n\n')
        print('###################################################################################')
    
    
    def get_download_url(asset_data, scene_id, api_key, tcom=None):
        ''''retrieves the download url. The server checks if user can download the item.'''
        mt = time.time()
    
    
        headers = utils.get_headers(api_key)
    
    
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        data = {
            'scene_uuid': scene_id
        }
        r = None
        try:
            r = requests.get(asset_data['download_url'], params=data, headers=headers)
        except Exception as e:
            print(e)
            if tcom is not None:
                tcom.error = True
    
        if r == None:
            tcom.report = 'Connection Error'
            tcom.error = True
            return 'Connection Error'
        if r.status_code < 400:
            data = r.json()
            url = data['filePath']
            asset_data['url'] = url
            asset_data['file_name'] = paths.extract_filename_from_url(url)
            return True
    
        if r.status_code == 403:
            tcom.report = 'Available only in higher plans.'
            tcom.error = True
            return 'Available only in higher plans.'
        if r.status_code == 401:
            tcom.report = 'Invalid API key'
            tcom.error = True
            return 'Invalid API key'
        elif r.status_code >= 500:
            tcom.report = 'Server error'
            tcom.error = True
    
    
    def start_download(asset_data, **kwargs):
        '''
        check if file isn't downloading or doesn't exist, then start new download
        '''
        # first check if the asset is allready in scene. We can use that asset without checking with server
        quota_ok = asset_in_scene(asset_data) is not False
    
        # otherwise, check on server
    
        s = bpy.context.scene
        done = False
        # is the asseet being currently downloaded?
        downloading = check_downloading(asset_data, **kwargs)
        if not downloading:
            # check if there are files allready. This check happens 2x once here(for free assets),
            # once in thread(for non-free)
            fexists = check_existing(asset_data)
    
            if fexists and quota_ok:
                done = try_finished_append(asset_data, **kwargs)
            # else:
            #     props = utils.get_search_props()
            #     props.report = str('asset ')
            if not done:
                at = asset_data['asset_type']
                if at in ('model', 'material'):
                    downloader = {'location': kwargs['model_location'],
                                  'rotation': kwargs['model_rotation']}
                    download(asset_data, downloaders=[downloader], **kwargs)
    
                elif asset_data['asset_type'] == 'scene':
                    download(asset_data, **kwargs)
                elif asset_data['asset_type'] == 'brush' or asset_data['asset_type'] == 'texture':
                    download(asset_data)
    
    
    asset_types = (
        ('MODEL', 'Model', 'set of objects'),
        ('SCENE', 'Scene', 'scene'),
        ('MATERIAL', 'Material', 'any .blend Material'),
        ('TEXTURE', 'Texture', 'a texture, or texture set'),
        ('BRUSH', 'Brush', 'brush, can be any type of blender brush'),
        ('ADDON', 'Addon', 'addnon'),
    )
    
    
    class BlenderkitDownloadOperator(bpy.types.Operator):
        """Download and link asset to scene. Only link if asset allready available locally."""
        bl_idname = "scene.blenderkit_download"
        bl_label = "BlenderKit Asset Download"
        bl_options = {'REGISTER', 'UNDO'}
    
        asset_type: EnumProperty(
            name="Type",
            items=asset_types,
            description="Type of download",
            default="MODEL",
        )
        asset_index: IntProperty(name="Asset Index", description='asset index in search results', default=-1)
    
        target_object: StringProperty(
            name="Material Target Object",
            description="",
            default="")
        material_target_slot: IntProperty(name="Asset Index", description='asset index in search results', default=0)
        model_location: FloatVectorProperty(name='Asset Location', default=(0, 0, 0))
        model_rotation: FloatVectorProperty(name='Asset Rotation', default=(0, 0, 0))
    
        cast_parent: StringProperty(
            name="Particles Target Object",
            description="",
            default="")
    
        # @classmethod
        # def poll(cls, context):
        #     return bpy.context.window_manager.BlenderKitModelThumbnails is not ''
    
        def execute(self, context):
            s = bpy.context.scene
            sr = s['search results']
    
            asset_data = sr[self.asset_index].to_dict()  # TODO CHECK ALL OCCURANCES OF PASSING BLENDER ID PROPS TO THREADS!
            au = s.get('assets used')
            if au == None:
                s['assets used'] = {}
            if asset_data['asset_base_id'] in s.get('assets used'):
                asset_data = s['assets used'][asset_data['asset_base_id']].to_dict()
            atype = asset_data['asset_type']
            if bpy.context.mode != 'OBJECT' and (
                    atype == 'model' or atype == 'material') and bpy.context.active_object is not None:
                bpy.ops.object.mode_set(mode='OBJECT')
            kwargs = {
                'cast_parent': self.cast_parent,
                'target_object': self.target_object,
                'material_target_slot': self.material_target_slot,
                'model_location': tuple(self.model_location),
                'model_rotation': tuple(self.model_rotation)
            }
    
            start_download(asset_data, **kwargs)
            return {'FINISHED'}
    
    
    def register_download():
        bpy.utils.register_class(BlenderkitDownloadOperator)
        bpy.app.handlers.load_post.append(scene_load)
        bpy.app.handlers.save_pre.append(scene_save)
        # bpy.app.timers.register(timer_update,  persistent = True)
    
    
    def unregister_download():
        bpy.utils.unregister_class(BlenderkitDownloadOperator)
        bpy.app.handlers.load_post.remove(scene_load)
        bpy.app.handlers.save_pre.remove(scene_save)
        # bpy.app.timers.unregister(timer_update)