using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.InputSystem.Utilities;
////TODO: batch append method
////TODO: switch to NativeArray long length (think we have it in Unity 2018.3)
////REVIEW: can we get rid of kBufferSizeUnknown and force size to always be known? (think this would have to wait until
//// the native changes have landed in 2018.3)
namespace UnityEngine.InputSystem.LowLevel
{
///
/// A buffer of raw memory holding a sequence of input events.
///
///
/// Note that event buffers are not thread-safe. It is not safe to write events to the buffer
/// concurrently from multiple threads. It is, however, safe to traverse the contents of an
/// existing buffer from multiple threads as long as it is not mutated at the same time.
///
public unsafe struct InputEventBuffer : IEnumerable, IDisposable, ICloneable
{
public const long BufferSizeUnknown = -1;
///
/// Total number of events in the buffer.
///
/// Number of events currently in the buffer.
public int eventCount => m_EventCount;
///
/// Size of the used portion of the buffer in bytes. Use to
/// get the total allocated size.
///
/// Used size of buffer in bytes.
///
/// If the size is not known, returns .
///
/// Note that the size does not usually correspond to times sizeof(InputEvent).
/// as instances are variable in size.
///
public long sizeInBytes => m_SizeInBytes;
///
/// Total size of allocated memory in bytes. This value minus is the
/// spare capacity of the buffer. Will never be less than .
///
/// Size of allocated memory in bytes.
///
/// A buffer's capacity determines how much event data can be written to the buffer before it has to be
/// reallocated.
///
public long capacityInBytes
{
get
{
if (!m_Buffer.IsCreated)
return 0;
return m_Buffer.Length;
}
}
///
/// The raw underlying memory buffer.
///
/// Underlying buffer of unmanaged memory.
public NativeArray data => m_Buffer;
///
/// Pointer to the first event in the buffer.
///
/// Pointer to first event in buffer.
public InputEventPtr bufferPtr
{
// When using ConvertExistingDataToNativeArray, the NativeArray isn't getting a "safety handle" (seems like a bug)
// and calling GetUnsafeReadOnlyPtr() will result in a NullReferenceException. Get the pointer without checks here.
get { return (InputEvent*)NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(m_Buffer); }
}
public InputEventBuffer(InputEvent* eventPtr, int eventCount, int sizeInBytes = -1, int capacityInBytes = -1)
: this()
{
if (eventPtr == null && eventCount != 0)
throw new ArgumentException("eventPtr is NULL but eventCount is != 0", nameof(eventCount));
if (capacityInBytes != 0 && capacityInBytes < sizeInBytes)
throw new ArgumentException($"capacity({capacityInBytes}) cannot be smaller than size({sizeInBytes})",
nameof(capacityInBytes));
if (eventPtr != null)
{
if (capacityInBytes < 0)
capacityInBytes = sizeInBytes;
m_Buffer = NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray(eventPtr,
capacityInBytes > 0 ? capacityInBytes : 0, Allocator.None);
m_SizeInBytes = sizeInBytes >= 0 ? sizeInBytes : BufferSizeUnknown;
m_EventCount = eventCount;
m_WeOwnTheBuffer = false;
}
}
public InputEventBuffer(NativeArray buffer, int eventCount, int sizeInBytes = -1)
{
if (eventCount > 0 && !buffer.IsCreated)
throw new ArgumentException("buffer has no data but eventCount is > 0", nameof(eventCount));
if (sizeInBytes > buffer.Length)
throw new ArgumentOutOfRangeException(nameof(sizeInBytes));
m_Buffer = buffer;
m_WeOwnTheBuffer = false;
m_SizeInBytes = sizeInBytes >= 0 ? sizeInBytes : buffer.Length;
m_EventCount = eventCount;
}
///
/// Append a new event to the end of the buffer.
///
///
///
///
///
///
/// If the buffer's current capacity is smaller than the
/// size of the given event,
///
public void AppendEvent(InputEvent* eventPtr, int capacityIncrementInBytes = 2048)
{
if (eventPtr == null)
throw new ArgumentNullException(nameof(eventPtr));
// Allocate space.
var eventSizeInBytes = eventPtr->sizeInBytes;
var destinationPtr = AllocateEvent((int)eventSizeInBytes, capacityIncrementInBytes);
// Copy event.
UnsafeUtility.MemCpy(destinationPtr, eventPtr, eventSizeInBytes);
}
public InputEvent* AllocateEvent(int sizeInBytes, int capacityIncrementInBytes = 2048)
{
if (sizeInBytes < InputEvent.kBaseEventSize)
throw new ArgumentException(
$"sizeInBytes must be >= sizeof(InputEvent) == {InputEvent.kBaseEventSize} (was {sizeInBytes})",
nameof(sizeInBytes));
var alignedSizeInBytes = sizeInBytes.AlignToMultipleOf(InputEvent.kAlignment);
// See if we need to enlarge our buffer.
var currentCapacity = capacityInBytes;
if (currentCapacity < alignedSizeInBytes)
{
// Yes, so reallocate.
var newCapacity = Math.Max(currentCapacity + capacityIncrementInBytes,
currentCapacity + alignedSizeInBytes);
var newSize = this.sizeInBytes + newCapacity;
if (newSize > int.MaxValue)
throw new NotImplementedException("NativeArray long support");
var newBuffer =
new NativeArray((int)newSize, Allocator.Persistent, NativeArrayOptions.ClearMemory);
if (m_Buffer.IsCreated)
UnsafeUtility.MemCpy(newBuffer.GetUnsafePtr(), m_Buffer.GetUnsafeReadOnlyPtr(), this.sizeInBytes);
else
m_SizeInBytes = 0;
if (m_WeOwnTheBuffer)
m_Buffer.Dispose();
m_Buffer = newBuffer;
m_WeOwnTheBuffer = true;
}
var eventPtr = (InputEvent*)((byte*)m_Buffer.GetUnsafePtr() + m_SizeInBytes);
eventPtr->sizeInBytes = (uint)sizeInBytes;
m_SizeInBytes += alignedSizeInBytes;
++m_EventCount;
return eventPtr;
}
///
/// Whether the given event pointer refers to data within the event buffer.
///
///
///
///
/// Note that this method does NOT check whether the given pointer points to an actual
/// event in the buffer. It solely performs a pointer out-of-bounds check.
///
/// Also note that if the size of the memory buffer is unknown (,
/// only a lower-bounds check is performed.
///
public bool Contains(InputEvent* eventPtr)
{
if (eventPtr == null)
return false;
if (sizeInBytes == 0)
return false;
var bufferPtr = NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(data);
if (eventPtr < bufferPtr)
return false;
if (sizeInBytes != BufferSizeUnknown && eventPtr >= (byte*)bufferPtr + sizeInBytes)
return false;
return true;
}
public void Reset()
{
m_EventCount = 0;
if (m_SizeInBytes != BufferSizeUnknown)
m_SizeInBytes = 0;
}
///
/// Advance the read position to the next event in the buffer, preserving or not preserving the
/// current event depending on .
///
///
///
///
///
///
///
/// This method MUST ONLY BE CALLED if the current event has been fully processed. If the at
/// is smaller than the current event, then this method will OVERWRITE parts or all of the current event.
///
internal void AdvanceToNextEvent(ref InputEvent* currentReadPos,
ref InputEvent* currentWritePos, ref int numEventsRetainedInBuffer,
ref int numRemainingEvents, bool leaveEventInBuffer)
{
Debug.Assert(Contains(currentReadPos), "Current read position should be contained in buffer");
Debug.Assert(Contains(currentWritePos), "Current write position should be contained in buffer");
Debug.Assert(currentReadPos >= currentWritePos, "Current write position is beyond read position");
// Get new read position *before* potentially moving the current event so that we don't
// end up overwriting the data we need to find the next event in memory.
var newReadPos = currentReadPos;
if (numRemainingEvents > 1)
newReadPos = InputEvent.GetNextInMemoryChecked(currentReadPos, ref this);
// If the current event should be left in the buffer, advance write position.
if (leaveEventInBuffer)
{
// Move down in buffer if read and write pos have deviated from each other.
var numBytes = currentReadPos->sizeInBytes;
if (currentReadPos != currentWritePos)
UnsafeUtility.MemMove(currentWritePos, currentReadPos, numBytes);
currentWritePos = (InputEvent*)((byte*)currentWritePos + numBytes.AlignToMultipleOf(4));
++numEventsRetainedInBuffer;
}
currentReadPos = newReadPos;
--numRemainingEvents;
}
public IEnumerator GetEnumerator()
{
return new Enumerator(this);
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Dispose()
{
// Nothing to do if we don't actually own the memory.
if (!m_WeOwnTheBuffer)
return;
Debug.Assert(m_Buffer.IsCreated, "Buffer has not been created");
m_Buffer.Dispose();
m_WeOwnTheBuffer = false;
m_SizeInBytes = 0;
m_EventCount = 0;
}
public InputEventBuffer Clone()
{
var clone = new InputEventBuffer();
if (m_Buffer.IsCreated)
{
clone.m_Buffer = new NativeArray(m_Buffer.Length, Allocator.Persistent);
clone.m_Buffer.CopyFrom(m_Buffer);
clone.m_WeOwnTheBuffer = true;
}
clone.m_SizeInBytes = m_SizeInBytes;
clone.m_EventCount = m_EventCount;
return clone;
}
object ICloneable.Clone()
{
return Clone();
}
private NativeArray m_Buffer;
private long m_SizeInBytes;
private int m_EventCount;
private bool m_WeOwnTheBuffer; ////FIXME: what we really want is access to NativeArray's allocator label
private struct Enumerator : IEnumerator
{
private readonly InputEvent* m_Buffer;
private readonly int m_EventCount;
private InputEvent* m_CurrentEvent;
private int m_CurrentIndex;
public Enumerator(InputEventBuffer buffer)
{
m_Buffer = buffer.bufferPtr;
m_EventCount = buffer.m_EventCount;
m_CurrentEvent = null;
m_CurrentIndex = 0;
}
public bool MoveNext()
{
if (m_CurrentIndex == m_EventCount)
return false;
if (m_CurrentEvent == null)
{
m_CurrentEvent = m_Buffer;
return m_CurrentEvent != null;
}
Debug.Assert(m_CurrentEvent != null, "Current event must not be null");
++m_CurrentIndex;
if (m_CurrentIndex == m_EventCount)
return false;
m_CurrentEvent = InputEvent.GetNextInMemory(m_CurrentEvent);
return true;
}
public void Reset()
{
m_CurrentEvent = null;
m_CurrentIndex = 0;
}
public void Dispose()
{
}
public InputEventPtr Current => m_CurrentEvent;
object IEnumerator.Current => Current;
}
}
}