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使用 Azure 前端 API 进行身份验证
在本部分,我们将介绍如何使用 API 进行身份验证和会话管理。
注意
本章所述的函数在服务器内部发出 REST 调用。 对于所有 REST 调用,过于频繁地发送这些命令会导致服务器中止,最终返回失败。 在本例中,SessionGeneralContext.HttpResponseCode
成员的值是 429(“请求过多”)。 根据经验法则,后续调用之间应有 5-10 秒的延迟。
某些函数在保存以重试时也会返回信息。 例如,RenderingSessionPropertiesResult.MinimumRetryDelay
指定在尝试另一次检查之前等待的秒数。 如果可用,最好使用这样的返回值,因为它允许你尽可能频繁地进行检查,而不会受到限制。
SessionConfiguration
SessionConfiguration 用于设置 SDK 中 RemoteRenderingClient
实例的身份验证信息。
重要字段包括:
public class SessionConfiguration
{
// Domain that will be used for account authentication for the Azure Remote Rendering service, in the form [region].mixedreality.azure.com.
// [region] should be set to the domain of the Azure Remote Rendering account.
public string AccountDomain;
// Domain that will be used to generate sessions for the Azure Remote Rendering service, in the form [region].mixedreality.azure.com.
// [region] should be selected based on the region closest to the user. For example, westus2.mixedreality.azure.com or westeurope.mixedreality.azure.com.
public string RemoteRenderingDomain;
// Can use one of:
// 1) ID and Key.
// 2) ID and AuthenticationToken.
// 3) ID and AccessToken.
public string AccountId = Guid.Empty.ToString();
public string AccountKey = string.Empty;
public string AuthenticationToken = string.Empty;
public string AccessToken = string.Empty;
}
C++ 对应项如下所示:
struct SessionConfiguration
{
std::string AccountDomain{};
std::string RemoteRenderingDomain{};
std::string AccountId{};
std::string AccountKey{};
std::string AuthenticationToken{};
std::string AccessToken{};
};
对于域中的“区域”部分,请使用附近的区域。
你可以按照检索帐户信息段落中所述从门户中获取帐户信息。
Azure 前端
相关类为 RemoteRenderingClient
和 RenderingSession
RemoteRenderingClient
用于帐户管理和帐户级别功能,其中包括:资产转换和渲染会话创建。 RenderingSession
用于会话级别功能,其中包括:会话更新、查询、续订和解除授权。
每个打开/创建的 RenderingSession
都会保留对创建它的前端的引用。 要彻底关闭,必须先解除分配所有会话,然后才能解除分配前端。
解除分配会话不会停止 Azure 上的 服务器,必须显式调用 RenderingSession.StopAsync
。
创建会话并将其状态标记为就绪后,便可以使用 RenderingSession.ConnectAsync
连接到远程渲染运行时。
线程处理
所有 RenderingSession 和 RemoteRenderingClient 异步调用都在后台线程而不是主应用程序线程中完成。
转换 API
有关转换服务的详细信息,请参阅模型转换 REST API。
启动资产转换
async void StartAssetConversion(RemoteRenderingClient client, string storageContainer, string blobinputpath, string bloboutpath, string modelName, string outputName)
{
var result = await client.StartAssetConversionAsync(
new AssetConversionInputOptions(storageContainer, blobinputpath, "", modelName),
new AssetConversionOutputOptions(storageContainer, bloboutpath, "", outputName)
);
}
void StartAssetConversion(ApiHandle<RemoteRenderingClient> client, std::string storageContainer, std::string blobinputpath, std::string bloboutpath, std::string modelName, std::string outputName)
{
AssetConversionInputOptions input;
input.BlobContainerInformation.BlobContainerName = blobinputpath;
input.BlobContainerInformation.StorageAccountName = storageContainer;
input.BlobContainerInformation.FolderPath = "";
input.InputAssetPath = modelName;
AssetConversionOutputOptions output;
output.BlobContainerInformation.BlobContainerName = blobinputpath;
output.BlobContainerInformation.StorageAccountName = storageContainer;
output.BlobContainerInformation.FolderPath = "";
output.OutputAssetPath = outputName;
client->StartAssetConversionAsync(input, output, [](Status status, ApiHandle<AssetConversionResult> result) {
if (status == Status::OK)
{
//use result
}
else
{
printf("Failed to start asset conversion!");
}
});
}
获取转换状态
async void GetConversionStatus(RemoteRenderingClient client, string assetId)
{
AssetConversionStatusResult status = await client.GetAssetConversionStatusAsync(assetId);
// do something with status (e.g. check current status etc.)
}
void GetConversionStatus(ApiHandle<RemoteRenderingClient> client, std::string assetId)
{
client->GetAssetConversionStatusAsync(assetId, [](Status status, ApiHandle<AssetConversionStatusResult> result) {
if (status == Status::OK)
{
// do something with result (e.g. check current status etc.)
}
else
{
printf("Failed to get status of asset conversion!");
}
});
}
渲染 API
有关会话管理的详细信息,请参阅会话管理 REST API。
可以在服务上动态创建渲染会话,也可以在 RenderingSession 对象中“打开”已有的会话 ID。
创建渲染会话
async void CreateRenderingSession(RemoteRenderingClient client, RenderingSessionVmSize vmSize, int maxLeaseInMinutes)
{
CreateRenderingSessionResult result = await client.CreateNewRenderingSessionAsync(
new RenderingSessionCreationOptions(vmSize, maxLeaseInMinutes / 60, maxLeaseInMinutes % 60));
// if the call was successful, result.Session holds a valid session reference, otherwise check result.Context for error information
}
void CreateRenderingSession(ApiHandle<RemoteRenderingClient> client, RenderingSessionVmSize vmSize, int maxLeaseInMinutes)
{
RenderingSessionCreationOptions params;
params.MaxLeaseInMinutes = maxLeaseInMinutes;
params.Size = vmSize;
client->CreateNewRenderingSessionAsync(params, [](Status status, ApiHandle<CreateRenderingSessionResult> result) {
if (status == Status::OK && result->GetErrorCode() == Result::Success)
{
result->GetSession();
//use res->Result
}
else
{
printf("Failed to create session!");
}
});
}
打开现有渲染会话
打开现有会话是一种同步调用。
async void CreateRenderingSession(RemoteRenderingClient client, string sessionId)
{
CreateRenderingSessionResult result = await client.OpenRenderingSessionAsync(sessionId);
if (result.ErrorCode == Result.Success)
{
RenderingSession session = result.Session;
// Query session status, etc.
}
}
void CreateRenderingSession(ApiHandle<RemoteRenderingClient> client, std::string sessionId)
{
client->OpenRenderingSessionAsync(sessionId, [](Status status, ApiHandle<CreateRenderingSessionResult> result) {
if (status == Status::OK && result->GetErrorCode()==Result::Success)
{
ApiHandle<RenderingSession> session = result->GetSession();
// Query session status, etc.
}
});
}
获取当前渲染会话
async void GetCurrentRenderingSessions(RemoteRenderingClient client)
{
RenderingSessionPropertiesArrayResult result = await client.GetCurrentRenderingSessionsAsync();
if (result.ErrorCode == Result.Success)
{
RenderingSessionProperties[] properties = result.SessionProperties;
// Query session status, etc.
}
}
void GetCurrentRenderingSessions(ApiHandle<RemoteRenderingClient> client)
{
client->GetCurrentRenderingSessionsAsync([](Status status, ApiHandle<RenderingSessionPropertiesArrayResult> result) {
if (status == Status::OK && result->GetErrorCode() == Result::Success)
{
std::vector<RenderingSessionProperties> properties;
result->GetSessionProperties(properties);
}
else
{
printf("Failed to get current rendering sessions!");
}
});
}
会话 API
获取渲染会话属性
async void GetRenderingSessionProperties(RenderingSession session)
{
RenderingSessionPropertiesResult result = await session.GetPropertiesAsync();
if (result.ErrorCode == Result.Success)
{
RenderingSessionProperties properties = result.SessionProperties;
}
else
{
Console.WriteLine("Failed to get properties of session!");
}
}
void GetRenderingSessionProperties(ApiHandle<RenderingSession> session)
{
session->GetPropertiesAsync([](Status status, ApiHandle<RenderingSessionPropertiesResult> result) {
if (status == Status::OK && result->GetErrorCode() == Result::Success)
{
RenderingSessionProperties properties = result->GetSessionProperties();
}
else
{
printf("Failed to get properties of session!");
}
});
}
更新渲染会话
async void UpdateRenderingSession(RenderingSession session, int updatedLeaseInMinutes)
{
SessionContextResult result = await session.RenewAsync(
new RenderingSessionUpdateOptions(updatedLeaseInMinutes / 60, updatedLeaseInMinutes % 60));
if (result.ErrorCode == Result.Success)
{
Console.WriteLine("Rendering session renewed succeeded!");
}
else
{
Console.WriteLine("Failed to renew rendering session!");
}
}
void UpdateRenderingSession(ApiHandle<RenderingSession> session, int updatedLeaseInMinutes)
{
RenderingSessionUpdateOptions params;
params.MaxLeaseInMinutes = updatedLeaseInMinutes;
session->RenewAsync(params, [](Status status, ApiHandle<SessionContextResult> result) {
if (status == Status::OK && result->GetErrorCode() == Result::Success)
{
printf("Rendering session renewed succeeded!");
}
else
{
printf("Failed to renew rendering session!");
}
});
}
停止渲染会话
async void StopRenderingSession(RenderingSession session)
{
SessionContextResult result = await session.StopAsync();
if (result.ErrorCode == Result.Success)
{
Console.WriteLine("Rendering session stopped successfully!");
}
else
{
Console.WriteLine("Failed to stop rendering session!");
}
}
void StopRenderingSession(ApiHandle<RenderingSession> session)
{
session->StopAsync([](Status status, ApiHandle<SessionContextResult> result) {
if (status == Status::OK && result->GetErrorCode() == Result::Success)
{
printf("Rendering session stopped successfully!");
}
else
{
printf("Failed to stop rendering session!");
}
});
}
连接到 ARR 检查器
async void ConnectToArrInspector(RenderingSession session)
{
string htmlPath = await session.ConnectToArrInspectorAsync();
#if WINDOWS_UWP
UnityEngine.WSA.Application.InvokeOnUIThread(async () =>
{
var file = await Windows.Storage.StorageFile.GetFileFromPathAsync(htmlPath);
await Windows.System.Launcher.LaunchFileAsync(file);
}, true);
#else
InvokeOnAppThreadAsync(() =>
{
System.Diagnostics.Process.Start("file:///" + htmlPath);
});
#endif
}
void ConnectToArrInspector(ApiHandle<RenderingSession> session)
{
session->ConnectToArrInspectorAsync([](Status status, std::string result) {
if (status == Status::OK)
{
// Launch the html file with default browser
std::string htmlPath = "file:///" + result;
ShellExecuteA(NULL, "open", htmlPath.c_str(), NULL, NULL, SW_SHOWDEFAULT);
}
else
{
printf("Failed to connect to ARR inspector!");
}
});
}