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41 results

download.py

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  • user avatar
    Vilém Duha authored
    correct links to tutorials for these 2 assets
    free only becomes free first
    A lot of logging calls instead of utils.p()
    ac2ae659
    History
    download.py 54.64 KiB
    # ##### 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 #####
    
    if "bpy" in locals():
        from importlib import reload
    
        paths = reload(paths)
        append_link = reload(append_link)
        utils = reload(utils)
        ui = reload(ui)
        colors = reload(colors)
        tasks_queue = reload(tasks_queue)
        rerequests = reload(rerequests)
        rerequests = reload(resolutions)
    else:
        from blenderkit import paths, append_link, utils, ui, colors, tasks_queue, rerequests, resolutions
    
    import threading
    import time
    import requests
    import shutil, sys, os
    import uuid
    import copy
    import logging
    bk_logger = logging.getLogger('blenderkit')
    
    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)
    
        # print('missing libraries', missing)
    
        for l in missing:
            asset_data = l['asset_data']
    
            downloaded = check_existing(asset_data, resolution=asset_data['resolution'])
            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.'''
        # this is obviously broken. Blender should take care of the extra data automaticlaly
        return;
        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 and l.getn('asset_data'):
                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()
    
    
    @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, resolution = should be here):
        #         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)
        t = time.time()
        check_missing()
        # print('missing check', time.time() - t)
    
    
    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)
        url = paths.get_api_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['assetBaseId']
    
            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']['assetBaseId']
                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']['assetBaseId']
                    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:
            bk_logger.debug('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()
        mt = time.time() - mt
        # print('report generation:                ', mt)
    
    
    def udpate_asset_data_in_dicts(asset_data):
        '''
        updates asset data in all relevant dictionaries, after a threaded download task \
        - where the urls were retrieved, and now they can be reused
        Parameters
        ----------
        asset_data - data coming back from thread, thus containing also download urls
        '''
        scene = bpy.context.scene
        scene['assets used'] = scene.get('assets used', {})
        scene['assets used'][asset_data['assetBaseId']] = asset_data.copy()
    
        scene['assets rated'] = scene.get('assets rated', {})
        id = asset_data['assetBaseId']
        scene['assets rated'][id] = scene['assets rated'].get(id, False)
        sr = bpy.context.scene['search results']
        if not sr:
            return;
        for i, r in enumerate(sr):
            if r['assetBaseId'] == asset_data['assetBaseId']:
                for f in asset_data['files']:
                    if f.get('url'):
                        for f1 in r['files']:
                            if f1['fileType'] == f['fileType']:
                                f1['url'] = f['url']
    
    
    def append_asset(asset_data, **kwargs):  # downloaders=[], location=None,
        '''Link asset to the scene.
    
    
        '''
    
        file_names = paths.get_download_filepaths(asset_data, kwargs['resolution'])
        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
    
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
    
        if user_preferences.api_key == '':
            user_preferences.asset_counter += 1
    
        if asset_data['assetType'] == 'scene':
            scene = append_link.append_scene(file_names[0], link=False, fake_user=False)
            props = scene.blenderkit
            asset_main = scene
    
        if asset_data['assetType'] == 'hdr':
            hdr = append_link.load_HDR(file_name = file_names[0], name = asset_data['name'])
            props = hdr.blenderkit
            asset_main = hdr
    
        s = bpy.context.scene
    
        if asset_data['assetType'] == 'model':
            downloaders = kwargs.get('downloaders')
            sprops = s.blenderkit_models
            # TODO this is here because combinations of linking objects or appending groups are rather not-usefull
            if sprops.append_method == 'LINK_COLLECTION':
                sprops.append_link = 'LINK'
                sprops.import_as = 'GROUP'
            else:
                sprops.append_link = 'APPEND'
                sprops.import_as = 'INDIVIDUAL'
    
            # copy for override
            al = sprops.append_link
            # set consistency for objects already in scene, otherwise this literally breaks blender :)
            ain, resolution = asset_in_scene(asset_data)
            # this is commented out since it already happens in start_download function.
            # if resolution:
            #     kwargs['resolution'] = resolution
            # override based on history
            if ain is not False:
                if ain == 'LINKED':
                    al = 'LINK'
                else:
                    al = 'APPEND'
                    if asset_data['assetType'] == 'model':
                        source_parent = get_asset_in_scene(asset_data)
                        if source_parent:
                            asset_main, new_obs = duplicate_asset(source=source_parent, **kwargs)
                            asset_main.location = kwargs['model_location']
                            asset_main.rotation_euler = kwargs['model_rotation']
                            # this is a case where asset is already in scene and should be duplicated instead.
                            # there is a big chance that the duplication wouldn't work perfectly(hidden or unselectable objects)
                            # so here we need to check and return if there was success
                            # also, if it was successful, no other operations are needed , basically all asset data is already ready from the original asset
                            if new_obs:
                                # update here assets rated/used because there might be new download urls?
                                udpate_asset_data_in_dicts(asset_data)
                                bpy.ops.wm.undo_push_context(message='add %s to scene' % asset_data['name'])
    
                                return
    
            # first get conditions for append link
            link = al == '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 '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 link:
                        asset_main, new_obs = append_link.link_collection(file_names[-1],
                                                                          location=downloader['location'],
                                                                          rotation=downloader['rotation'],
                                                                          link=link,
                                                                          name=asset_data['name'],
                                                                          parent=kwargs.get('parent'))
    
                    else:
    
                        asset_main, new_obs = append_link.append_objects(file_names[-1],
                                                                         location=downloader['location'],
                                                                         rotation=downloader['rotation'],
                                                                         link=link,
                                                                         name=asset_data['name'],
                                                                         parent=kwargs.get('parent'))
                    if asset_main.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)
                        asset_main.empty_display_size = size_min
    
            elif kwargs.get('model_location') is not None:
                if link:
                    asset_main, new_obs = append_link.link_collection(file_names[-1],
                                                                      location=kwargs['model_location'],
                                                                      rotation=kwargs['model_rotation'],
                                                                      link=link,
                                                                      name=asset_data['name'],
                                                                      parent=kwargs.get('parent'))
                else:
                    asset_main, new_obs = append_link.append_objects(file_names[-1],
                                                                     location=kwargs['model_location'],
                                                                     rotation=kwargs['model_rotation'],
                                                                     link=link,
                                                                     name=asset_data['name'],
                                                                     parent=kwargs.get('parent'))
    
                # scale Empty for assets, so they don't clutter the scene.
                if asset_main.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)
                    asset_main.empty_display_size = size_min
    
            if link:
                group = asset_main.instance_collection
    
                lib = group.library
                lib['asset_data'] = asset_data
    
        elif asset_data['assetType'] == 'brush':
    
            # TODO if already 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.view_layer.objects.active.mode == 'SCULPT':
                bpy.context.tool_settings.sculpt.brush = brush
            elif bpy.context.view_layer.objects.active.mode == 'TEXTURE_PAINT':  # 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
            asset_main = brush
    
        elif asset_data['assetType'] == 'material':
            inscene = False
            sprops = s.blenderkit_mat
    
            for m in bpy.data.materials:
                if m.blenderkit.id == asset_data['id']:
                    inscene = True
                    material = m
                    break;
            if not inscene:
                link = sprops.append_method == 'LINK'
                material = append_link.append_material(file_names[-1], link=link, 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
    
            asset_main = material
    
        asset_data['resolution'] = kwargs['resolution']
        udpate_asset_data_in_dicts(asset_data)
    
        asset_main['asset_data'] = asset_data  # TODO remove this??? should write to blenderkit Props?
        bpy.ops.wm.undo_push_context(message='add %s to scene' % asset_data['name'])
        # moving reporting to on save.
        # report_use_success(asset_data['id'])
    
    
    def replace_resolution_linked(file_paths, asset_data):
        # replace one asset resolution for another.
        # this is the much simpler case
        #  - find the library,
        #  - replace the path and name of the library, reload.
        file_name = os.path.basename(file_paths[-1])
    
        for l in bpy.data.libraries:
            if not l.get('asset_data'):
                continue;
            if not l['asset_data']['assetBaseId'] == asset_data['assetBaseId']:
                continue;
    
            bk_logger.debug('try to re-link library')
    
            if not os.path.isfile(file_paths[-1]):
                bk_logger.debug('library file doesnt exist')
                break;
            l.filepath = os.path.join(os.path.dirname(l.filepath), file_name)
            l.name = file_name
            udpate_asset_data_in_dicts(asset_data)
    
    
    def replace_resolution_appended(file_paths, asset_data, resolution):
        # In this case the texture paths need to be replaced.
        # Find the file path pattern that is present in texture paths
        # replace the pattern with the new one.
        file_name = os.path.basename(file_paths[-1])
    
        new_filename_pattern = os.path.splitext(file_name)[0]
        all_patterns = []
        for suff in paths.resolution_suffix.values():
            pattern = f"{asset_data['id']}{os.sep}textures{suff}{os.sep}"
            all_patterns.append(pattern)
        new_pattern = f"{asset_data['id']}{os.sep}textures{paths.resolution_suffix[resolution]}{os.sep}"
    
        # replace the pattern with the new one.
        # print(existing_filename_patterns)
        # print(new_filename_pattern)
        # print('existing images:')
        for i in bpy.data.images:
    
            for old_pattern in all_patterns:
                if i.filepath.find(old_pattern) > -1:
                    fp = i.filepath.replace(old_pattern, new_pattern)
                    fpabs = bpy.path.abspath(fp)
                    if not os.path.exists(fpabs):
                        # this currently handles .png's that have been swapped to .jpg's during resolution generation process.
                        # should probably also handle .exr's and similar others.
                        # bk_logger.debug('need to find a replacement')
                        base, ext = os.path.splitext(fp)
                        if resolution == 'blend' and i.get('original_extension'):
                            fp = base + i.get('original_extension')
                        elif ext in ('.png', '.PNG'):
                            fp = base + '.jpg'
                    i.filepath = fp
                    i.filepath_raw = fp  # bpy.path.abspath(fp)
                    for pf in i.packed_files:
                        pf.filepath = fp
                    i.reload()
        udpate_asset_data_in_dicts(asset_data)
    
    
    # @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.
        Running downloads get checked for progress which is passed to UI.
        Finished downloads are processed and linked/appended to scene.
         '''
        global download_threads
        # bk_logger.debug('timer download')
    
        if len(download_threads) == 0:
            return 2.0
        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_paths = paths.get_download_filepaths(asset_data, tcom.passargs['resolution'])
    
                if len(file_paths) == 0:
                    bk_logger.debug('library names not found in asset data after download')
                    download_threads.remove(threaddata)
                    break;
    
                wm = bpy.context.window_manager
    
                at = asset_data['assetType']
                if ((bpy.context.mode == 'OBJECT' and \
                     (at == 'model' or at == 'material'))) \
                        or ((at == 'brush') \
                            and wm.get('appendable') == True) or at == 'scene' or at == 'hdr':
                    # 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_paths) == 2:  # todo this should try to check if both files exist and are ok.
                        utils.copy_asset(file_paths[0], file_paths[1])
                        # shutil.copyfile(file_paths[0], file_paths[1])
    
                    bk_logger.debug('appending asset')
                    # progress bars:
    
                    # 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_paths[-1]
                                l.reload()
    
                    if tcom.passargs.get('replace_resolution'):
                        # try to relink first.
    
                        ain, resolution = asset_in_scene(asset_data)
    
                        if ain == 'LINKED':
                            replace_resolution_linked(file_paths, asset_data)
    
    
                        elif ain == 'APPENDED':
                            replace_resolution_appended(file_paths, asset_data, tcom.passargs['resolution'])
    
    
    
                    else:
                        done = try_finished_append(asset_data, **tcom.passargs)
                        if not done:
                            at = asset_data['assetType']
                            tcom.passargs['retry_counter'] = tcom.passargs.get('retry_counter', 0) + 1
                            download(asset_data, **tcom.passargs)
    
                        if bpy.context.scene['search results'] is not None and done:
                            for sres in bpy.context.scene['search results']:
                                if asset_data['id'] == sres['id']:
                                    sres['downloaded'] = 100
    
                    bk_logger.debug('finished download thread')
        return .5
    
    
    def delete_unfinished_file(file_name):
        '''
        Deletes download if it wasn't finished. If the folder it's containing is empty, it also removes the directory
        Parameters
        ----------
        file_name
    
        Returns
        -------
        None
        '''
        try:
            os.remove(file_name)
        except Exception as e:
            print(e)
        asset_dir = os.path.dirname(file_name)
        if len(os.listdir(asset_dir)) == 0:
            os.rmdir(asset_dir)
        return
    
    
    def download_file(asset_data, resolution='blend'):
        # this is a simple non-threaded way to download files for background resolution genenration tool
        file_name = paths.get_download_filepaths(asset_data, resolution)[0]  # prefer global dir if possible.
    
        if check_existing(asset_data, resolution=resolution):
            # this sends the thread for processing, where another check should occur, since the file might be corrupted.
            bk_logger.debug('not downloading, already in db')
            return file_name
        preferences = bpy.context.preferences.addons['blenderkit'].preferences
        api_key = preferences.api_key
    
        download_canceled = False
    
        with open(file_name, "wb") as f:
            print("Downloading %s" % file_name)
            headers = utils.get_headers(api_key)
            res_file_info, resolution = paths.get_res_file(asset_data, resolution)
            response = requests.get(res_file_info['url'], stream=True)
            total_length = response.headers.get('Content-Length')
    
            if total_length is None or int(total_length) < 1000:  # no content length header
                download_canceled = True
                print(response.content)
            else:
                total_length = int(total_length)
                dl = 0
                last_percent = 0
                percent = 0
                for data in response.iter_content(chunk_size=4096 * 10):
                    dl += len(data)
    
                    # the exact output you're looking for:
                    fs_str = utils.files_size_to_text(total_length)
    
                    percent = int(dl * 100 / total_length)
                    if percent > last_percent:
                        last_percent = percent
                        # sys.stdout.write('\r')
                        # sys.stdout.write(f'Downloading {asset_data['name']} {fs_str} {percent}% ')  # + int(dl * 50 / total_length) * 'x')
                        print(
                            f'Downloading {asset_data["name"]} {fs_str} {percent}% ')  # + int(dl * 50 / total_length) * 'x')
                        # sys.stdout.flush()
    
                    # print(int(dl*50/total_length)*'x'+'\r')
                    f.write(data)
        if download_canceled:
            delete_unfinished_file(file_name)
            return None
    
        return file_name
    
    
    class Downloader(threading.Thread):
        def __init__(self, asset_data, tcom, scene_id, api_key, resolution='blend'):
            super(Downloader, self).__init__()
            self.asset_data = asset_data
            self.tcom = tcom
            self.scene_id = scene_id
            self.api_key = api_key
            self.resolution = resolution
            self._stop_event = threading.Event()
    
        def stop(self):
            self._stop_event.set()
    
        def stopped(self):
            return self._stop_event.is_set()
    
        # def main_download_thread(asset_data, tcom, scene_id, api_key):
        def run(self):
            '''try to download file from blenderkit'''
            asset_data = self.asset_data
            tcom = self.tcom
            scene_id = self.scene_id
            api_key = self.api_key
            tcom.report = 'Looking for asset'
            # TODO get real link here...
            has_url = get_download_url(asset_data, scene_id, api_key, resolution=self.resolution, tcom=tcom)
    
            if not has_url:
                tasks_queue.add_task(
                    (ui.add_report, ('Failed to obtain download URL for %s.' % asset_data['name'], 5, colors.RED)))
                return;
            if tcom.error:
                return
            # only now we can check if the file already 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, resolution=self.resolution) 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
                bk_logger.debug('not downloading, trying to append again')
                return
    
            file_name = paths.get_download_filepaths(asset_data, self.resolution)[0]  # prefer global dir if possible.
            # for k in asset_data:
            #    print(asset_data[k])
            if self.stopped():
                bk_logger.debug('stopping download: ' + asset_data['name'])
                return
    
            download_canceled = False
            with open(file_name, "wb") as f:
                bk_logger.debug("Downloading %s" % file_name)
                headers = utils.get_headers(api_key)
                res_file_info, self.resolution = paths.get_res_file(asset_data, self.resolution)
                response = requests.get(res_file_info['url'], stream=True)
                total_length = response.headers.get('Content-Length')
                if total_length is None:  # no content length header
                    print('no content length')
                    print(response.content)
                    tcom.report = response.content
                    download_canceled = True
                else:
                    # bk_logger.debug(total_length)
                    if int(total_length) < 1000:  # means probably no file returned.
                        tasks_queue.add_task((ui.add_report, (response.content, 20, colors.RED)))
    
                        tcom.report = response.content
    
                    tcom.file_size = int(total_length)
                    fsmb = tcom.file_size // (1024 * 1024)
                    fskb = tcom.file_size % 1024
                    if fsmb == 0:
                        t = '%iKB' % fskb
                    else:
                        t = ' %iMB' % fsmb
                    tcom.report = f'Downloading {t} {self.resolution}'
    
                    dl = 0
                    totdata = []
                    for data in response.iter_content(chunk_size=4096 * 32):  # crashed here... why? investigate:
                        dl += len(data)
                        tcom.downloaded = dl
                        tcom.progress = int(100 * tcom.downloaded / tcom.file_size)
                        f.write(data)
                        if self.stopped():
                            bk_logger.debug('stopping download: ' + asset_data['name'])
                            download_canceled = True
                            break
    
            if download_canceled:
                delete_unfinished_file(file_name)
                return
            # unpack the file immediately after download
    
            tcom.report = f'Unpacking files'
            self.asset_data['resolution'] = self.resolution
            resolutions.send_to_bg(self.asset_data, file_name, command='unpack')
    
    
    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()
    
        tcom = ThreadCom()
        tcom.passargs = kwargs
    
        if kwargs.get('retry_counter', 0) > 3:
            sprops = utils.get_search_props()
            report = f"Maximum retries exceeded for {asset_data['name']}"
            sprops.report = report
            ui.add_report(report, 5, colors.RED)
    
            bk_logger.debug(sprops.report)
            return
    
        # 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()
        readthread = Downloader(asset_data, tcom, scene_id, api_key, resolution=kwargs['resolution'])
        readthread.start()
    
        global download_threads
        download_threads.append(
            [readthread, asset_data, tcom])
    
    
    def check_downloading(asset_data, **kwargs):
        ''' check if an asset is already 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['assetType']
                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, resolution='blend', can_return_others=False):
        ''' check if the object exists on the hard drive'''
        fexists = False
    
        if asset_data.get('files') == None:
            # this is because of some very odl files where asset data had no files structure.
            return False
    
        file_names = paths.get_download_filepaths(asset_data, resolution, can_return_others=can_return_others)
    
        bk_logger.debug('check if file already exists'+ str( file_names))
        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])
                utils.copy_asset(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.
                utils.copy_asset(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 successfully delete source files.
         This means probably wrong download, so download should restart'''
        file_names = paths.get_download_filepaths(asset_data, kwargs['resolution'])
        done = False
        bk_logger.debug('try to append already existing asset')
        if len(file_names) > 0:
            if os.path.isfile(file_names[-1]):
                kwargs['name'] = asset_data['name']
                append_asset(asset_data, **kwargs)
                done = True
                return done
                try:
                    append_asset(asset_data, **kwargs)
                    done = True
                except Exception as e:
                    # TODO: this should distinguis if the appending failed (wrong file)
                    # or something else happened(shouldn't delete the files)
                    print(e)
                    done = False
                    for f in file_names:
                        try:
                            os.remove(f)
                        except Exception as e:
                            # e = sys.exc_info()[0]
                            print(e)
                            pass;
                    return done
    
        return done
    
    
    def get_asset_in_scene(asset_data):
        '''tries to find an appended copy of particular asset and duplicate it - so it doesn't have to be appended again.'''
        scene = bpy.context.scene
        for ob in bpy.context.scene.objects:
            ad1 = ob.get('asset_data')
            if not ad1:
                continue
            if ad1.get('assetBaseId') == asset_data['assetBaseId']:
                return ob
        return None
    
    
    def check_all_visible(obs):
        '''checks all objects are visible, so they can be manipulated/copied.'''
        for ob in obs:
            if not ob.visible_get():
                return False
        return True
    
    
    def check_selectible(obs):
        '''checks if all objects can be selected and selects them if possible.
         this isn't only select_hide, but all possible combinations of collections e.t.c. so hard to check otherwise.'''
        for ob in obs:
            ob.select_set(True)
            if not ob.select_get():
                return False
        return True
    
    
    def duplicate_asset(source, **kwargs):
        '''
        Duplicate asset when it's already appended in the scene,
        so that blender's append doesn't create duplicated data.
         '''
        bk_logger.debug('duplicate asset instead')
        # we need to save selection
        sel = utils.selection_get()
        bpy.ops.object.select_all(action='DESELECT')
    
        # check visibility
        obs = utils.get_hierarchy(source)
        if not check_all_visible(obs):
            return None
        # check selectability and select in one run
        if not check_selectible(obs):
            return None
    
        # duplicate the asset objects
        bpy.ops.object.duplicate(linked=True)
    
        nobs = bpy.context.selected_objects[:]
        # get asset main object
        for ob in nobs:
            if ob.parent not in nobs:
                asset_main = ob
                break
    
        # in case of replacement,there might be a paarent relationship that can be restored
        if kwargs.get('parent'):
            parent = bpy.data.objects[kwargs['parent']]
            asset_main.parent = parent  # even if parent is None this is ok without if condition
        else:
            asset_main.parent = None
        # restore original selection
        utils.selection_set(sel)
        return asset_main, nobs
    
    
    def asset_in_scene(asset_data):
        '''checks if the asset is already in scene. If yes, modifies asset data so the asset can be reached again.'''
        scene = bpy.context.scene
        au = scene.get('assets used', {})
    
        id = asset_data['assetBaseId']
        print(id)
        if id in au.keys():
            ad = au[id]
            if ad.get('files'):
                for fi in ad['files']:
                    if fi.get('file_name') != None:
    
                        for fi1 in asset_data['files']:
                            if fi['fileType'] == fi1['fileType']:
                                fi1['file_name'] = fi['file_name']
                                fi1['url'] = fi['url']
    
                                # browse all collections since linked collections can have same name.
                                if asset_data['assetType'] == 'MODEL':
                                    for c in bpy.data.collections:
                                        if c.name == ad['name']:
                                            # there can also be more linked collections with same name, we need to check id.
                                            if c.library and c.library.get('asset_data') and c.library['asset_data'][
                                                'assetBaseId'] == id:
                                                print('asset linked')
                                                return 'LINKED', ad.get('resolution')
                                elif asset_data['assetType'] == 'MATERIAL':
                                    for m in bpy.data.materials:
                                        if not m.get('asset_data'):
                                            continue
                                        if m['asset_data']['assetBaseId'] == asset_data[
                                            'assetBaseId'] and bpy.context.active_object.active_material.library:
                                            return 'LINKED', ad.get('resolution')
    
                                print('asset appended')
                                return 'APPENDED', ad.get('resolution')
        return False, None
    
    
    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, resolution='blend'):
        ''''retrieves the download url. The server checks if user can download the item.'''
        mt = time.time()
        utils.pprint('getting download url')
    
        headers = utils.get_headers(api_key)
    
        data = {
            'scene_uuid': scene_id
        }
        r = None
    
        res_file_info, resolution = paths.get_res_file(asset_data, resolution)
    
        try:
            r = rerequests.get(res_file_info['downloadUrl'], params=data, headers=headers)
        except Exception as e:
            print(e)
            if tcom is not None:
                tcom.error = True
        if r == None:
            if tcom is not None:
                tcom.report = 'Connection Error'
                tcom.error = True
            return 'Connection Error'
    
        if r.status_code < 400:
            data = r.json()
            url = data['filePath']
    
            res_file_info['url'] = url
            res_file_info['file_name'] = paths.extract_filename_from_url(url)
    
            # print(res_file_info, url)
            print(url)
            return True
    
        # let's print it into UI
        tasks_queue.add_task((ui.add_report, (str(r), 10, colors.RED)))
    
        if r.status_code == 403:
            r = 'You need Full plan to get this item.'
            # r1 = 'All materials and brushes are available for free. Only users registered to Standard plan can use all models.'
            # tasks_queue.add_task((ui.add_report, (r1, 5, colors.RED)))
            if tcom is not None:
                tcom.report = r
                tcom.error = True
    
        if r.status_code == 404:
            r = 'Url not found - 404.'
            # r1 = 'All materials and brushes are available for free. Only users registered to Standard plan can use all models.'
            if tcom is not None:
                tcom.report = r
                tcom.error = True
    
        elif r.status_code >= 500:
            # bk_logger.debug(r.text)
            if tcom is not None:
                tcom.report = 'Server error'
                tcom.error = True
        return False
    
    
    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 already in scene. We can use that asset without checking with server
        ain, resolution = asset_in_scene(asset_data)
        # quota_ok = ain is not False
    
        # if resolution:
        #     kwargs['resolution'] = resolution
        # 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 already. This check happens 2x once here(for free assets),
            # once in thread(for non-free)
            fexists = check_existing(asset_data, resolution=kwargs['resolution'])
            bk_logger.debug('does file exist?'+ str( fexists))
            bk_logger.debug('asset is in scene' + str(ain))
            if ain and not kwargs.get('replace_resolution'):
                # this goes to appending asset - where it should duplicate the original asset already in scene.
                done = try_finished_append(asset_data, **kwargs)
            # else:
            #     props = utils.get_search_props()
            #     props.report = str('asset ')
            if not done:
                at = asset_data['assetType']
                if at in ('model', 'material'):
                    downloader = {'location': kwargs['model_location'],
                                  'rotation': kwargs['model_rotation']}
                    download(asset_data, downloaders=[downloader], **kwargs)
    
                else:
                    download(asset_data, **kwargs)
    
    
    asset_types = (
        ('MODEL', 'Model', 'set of objects'),
        ('SCENE', 'Scene', 'scene'),
        ('HDR', 'Hdr', 'hdr'),
        ('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 BlenderkitKillDownloadOperator(bpy.types.Operator):
        """Kill a download"""
        bl_idname = "scene.blenderkit_download_kill"
        bl_label = "BlenderKit Kill Asset Download"
        bl_options = {'REGISTER', 'INTERNAL'}
    
        thread_index: IntProperty(name="Thread index", description='index of the thread to kill', default=-1)
    
        def execute(self, context):
            global download_threads
            td = download_threads[self.thread_index]
            download_threads.remove(td)
            td[0].stop()
            return {'FINISHED'}
    
    
    def available_resolutions_callback(self, context):
        '''
        Returns
        checks active asset for available resolutions and offers only those available
        TODO: this currently returns always the same list of resolutions, make it actually work
        '''
        # print('callback called', self.asset_data)
        pat_items = (
            ('512', '512', '', 1),
            ('1024', '1024', '', 2),
            ('2048', '2048', '', 3),
            ('4096', '4096', '', 4),
            ('8192', '8192', '', 5),
        )
        items = []
        for item in pat_items:
            if int(self.max_resolution) >= int(item[0]):
                items.append(item)
        items.append(('ORIGINAL', 'Original', '', 6))
        return items
    
    
    def show_enum_values(obj, prop_name):
        print([item.identifier for item in obj.bl_rna.properties[prop_name].enum_items])
    
    
    class BlenderkitDownloadOperator(bpy.types.Operator):
        """Download and link asset to scene. Only link if asset already available locally."""
        bl_idname = "scene.blenderkit_download"
        bl_label = "BlenderKit Asset Download"
        bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
    
        # 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)
    
        asset_base_id: StringProperty(
            name="Asset base Id",
            description="Asset base id, used instead of search result index.",
            default="")
    
        target_object: StringProperty(
            name="Target Object",
            description="Material or object target for replacement",
            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))
    
        replace: BoolProperty(name='Replace', description='replace selection with the asset', default=False)
    
        replace_resolution: BoolProperty(name='Replace resolution', description='replace resolution of the active asset',
                                         default=False)
    
        invoke_resolution: BoolProperty(name='Replace resolution popup',
                                        description='pop up to ask which resolution to download', default=False)
    
        resolution: EnumProperty(
            items=available_resolutions_callback,
            default=0,
            description='Replace resolution'
        )
    
        max_resolution: IntProperty(
            name="Max resolution",
            description="",
            default=0)
        # has_res_0_5k: BoolProperty(name='512',
        #                                 description='', default=False)
    
        cast_parent: StringProperty(
            name="Particles Target Object",
            description="",
            default="")
    
        # @classmethod
        # def poll(cls, context):
        #     return bpy.context.window_manager.BlenderKitModelThumbnails is not ''
        def get_asset_data(self, context):
            # get asset data - it can come from scene, or from search results.
            s = bpy.context.scene
    
            if self.asset_index > -1:
                # either get the data from search results
                sr = s['search results']
                asset_data = sr[
                    self.asset_index].to_dict()  # TODO CHECK ALL OCCURRENCES OF PASSING BLENDER ID PROPS TO THREADS!
                asset_base_id = asset_data['assetBaseId']
            else:
                # or from the scene.
                asset_base_id = self.asset_base_id
    
            au = s.get('assets used')
            if au == None:
                s['assets used'] = {}
            if asset_base_id in s.get('assets used'):
                # already used assets have already download link and especially file link.
                asset_data = s['assets used'][asset_base_id].to_dict()
            return asset_data
    
        def execute(self, context):
            sprops = utils.get_search_props()
    
            self.asset_data = self.get_asset_data(context)
    
            # print('after getting asset data')
            # print(self.asset_base_id)
    
            atype = self.asset_data['assetType']
            if bpy.context.mode != 'OBJECT' and (
                    atype == 'model' or atype == 'material') and bpy.context.view_layer.objects.active is not None:
                bpy.ops.object.mode_set(mode='OBJECT')
    
            if self.resolution == 0 or self.resolution == '':
                resolution = sprops.resolution
            else:
                resolution = self.resolution
    
            resolution = resolutions.resolution_props_to_server[resolution]
            if self.replace:  # cleanup first, assign later.
                obs = utils.get_selected_replace_adepts()
                # print(obs)
                for ob in obs:
                    # print('replace attempt ', ob.name)
                    if self.asset_base_id != '':
                        # this is for a case when replace is called from a panel,
                        # this uses active object as replacement source instead of target.
                        if ob.get('asset_data') is not None and \
                                (ob['asset_data']['assetBaseId'] == self.asset_base_id and ob['asset_data'][
                                    'resolution'] == resolution):
                            # print('skipping this one')
                            continue;
                    parent = ob.parent
                    if parent:
                        parent = ob.parent.name  # after this, parent is either name or None.
    
                    kwargs = {
                        'cast_parent': self.cast_parent,
                        'target_object': ob.name,
                        'material_target_slot': ob.active_material_index,
                        'model_location': tuple(ob.matrix_world.translation),
                        'model_rotation': tuple(ob.matrix_world.to_euler()),
                        'replace': True,
                        'replace_resolution': False,
                        'parent': parent,
                        'resolution': resolution
                    }
                    # TODO - move this After download, not before, so that the replacement
                    utils.delete_hierarchy(ob)
                    start_download(self.asset_data, **kwargs)
            else:
                # replace resolution needs to replace all instances of the resolution in the scene
                # and deleting originals has to be thus done after the downlaod
    
                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),
                    'replace': False,
                    'replace_resolution': self.replace_resolution,
                    'resolution': resolution
                }
    
                start_download(self.asset_data, **kwargs)
            return {'FINISHED'}
    
        def draw(self, context):
            layout = self.layout
            layout.prop(self, 'resolution', expand=True, icon_only=False)
    
        def invoke(self, context, event):
            print(self.asset_base_id)
            wm = context.window_manager
            # only make a pop up in case of switching resolutions
            if self.invoke_resolution:
                # show_enum_values(self, 'resolution')
                # print('ENUM VALUES')
                self.asset_data = self.get_asset_data(context)
                sprops = utils.get_search_props()
                if int(sprops.resolution) <= int(self.max_resolution):
                    self.resolution = sprops.resolution
                elif int(self.max_resolution) > 0:
                    self.resolution = self.max_resolution
                else:
                    self.resolution = 'ORIGINAL'
                return wm.invoke_props_dialog(self)
    
    
    def register_download():
        bpy.utils.register_class(BlenderkitDownloadOperator)
        bpy.utils.register_class(BlenderkitKillDownloadOperator)
        bpy.app.handlers.load_post.append(scene_load)
        bpy.app.handlers.save_pre.append(scene_save)
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
        if user_preferences.use_timers:
            bpy.app.timers.register(timer_update)
    
    
    def unregister_download():
        bpy.utils.unregister_class(BlenderkitDownloadOperator)
        bpy.utils.unregister_class(BlenderkitKillDownloadOperator)
        bpy.app.handlers.load_post.remove(scene_load)
        bpy.app.handlers.save_pre.remove(scene_save)
        if bpy.app.timers.is_registered(timer_update):
            bpy.app.timers.unregister(timer_update)