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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.IO;
- using UnityEngine.InputSystem.Utilities;
- using Unity.Collections;
- using Unity.Collections.LowLevel.Unsafe;
- using UnityEngine.InputSystem.Layouts;
- using UnityEngine.Profiling;
- namespace UnityEngine.InputSystem.LowLevel
- {
- /// <summary>
- /// InputEventTrace lets you record input events for later processing. It also has features for writing traces
- /// to disk, for loading them from disk, and for playing back previously recorded traces.
- /// </summary>
- /// <remarks>
- /// InputEventTrace lets you record input events into a buffer for either a specific device, or for all events
- /// received by the input system. This is useful for testing purposes or for replaying recorded input.
- ///
- /// Note that event traces <em>must</em> be disposed of (by calling <see cref="Dispose"/>) after use or they
- /// will leak memory on the unmanaged (C++) memory heap.
- ///
- /// Event traces are serializable such that they can survive domain reloads in the editor.
- /// </remarks>
- [Serializable]
- public sealed unsafe class InputEventTrace : IDisposable, IEnumerable<InputEventPtr>
- {
- private const int kDefaultBufferSize = 1024 * 1024;
- /// <summary>
- /// If <see name="recordFrameMarkers"/> is enabled, an <see cref="InputEvent"/> with this <see cref="FourCC"/>
- /// code in its <see cref="InputEvent.type"/> is recorded whenever the input system starts a new update, i.e.
- /// whenever <see cref="InputSystem.onBeforeUpdate"/> is triggered. This is useful for replaying events in such
- /// a way that they are correctly spaced out over frames.
- /// </summary>
- public static FourCC FrameMarkerEvent => new FourCC('F', 'R', 'M', 'E');
- /// <summary>
- /// Set device to record events for. Set to <see cref="InputDevice.InvalidDeviceId"/> by default
- /// in which case events from all devices are recorded.
- /// </summary>
- public int deviceId
- {
- get => m_DeviceId;
- set => m_DeviceId = value;
- }
- /// <summary>
- /// Whether the trace is currently recording input.
- /// </summary>
- /// <value>True if the trace is currently recording events.</value>
- /// <seealso cref="Enable"/>
- /// <seealso cref="Disable"/>
- public bool enabled => m_Enabled;
- /// <summary>
- /// If true, input update boundaries will be recorded as events. By default, this is off.
- /// </summary>
- /// <value>Whether frame boundaries should be recorded in the trace.</value>
- /// <remarks>
- /// When recording with this off, all events are written one after the other for as long
- /// as the recording is active. This means that when a recording runs over multiple frames,
- /// it is no longer possible for the trace to tell which events happened in distinct frames.
- ///
- /// By turning this feature on, frame marker events (i.e. <see cref="InputEvent"/> instances
- /// with <see cref="InputEvent.type"/> set to <see cref="FrameMarkerEvent"/>) will be written
- /// to the trace every time an input update occurs. When playing such a trace back via <see
- /// cref="ReplayController.PlayAllFramesOneByOne"/>, events will get spaced out over frames corresponding
- /// to how they were spaced out when input was initially recorded.
- ///
- /// Note that having this feature enabled will fill up traces much quicker. Instead of being
- /// filled up only when there is input, TODO
- /// </remarks>
- /// <seealso cref="ReplayController.PlayAllFramesOneByOne"/>
- /// <seealso cref="FrameMarkerEvent"/>
- public bool recordFrameMarkers
- {
- get => m_RecordFrameMarkers;
- set
- {
- if (m_RecordFrameMarkers == value)
- return;
- m_RecordFrameMarkers = value;
- if (m_Enabled)
- {
- if (value)
- InputSystem.onBeforeUpdate += OnBeforeUpdate;
- else
- InputSystem.onBeforeUpdate -= OnBeforeUpdate;
- }
- }
- }
- /// <summary>
- /// Total number of events currently in the trace.
- /// </summary>
- /// <value>Number of events recorded in the trace.</value>
- public long eventCount => m_EventCount;
- /// <summary>
- /// The amount of memory consumed by all events combined that are currently
- /// stored in the trace.
- /// </summary>
- /// <value>Total size of event data currently in trace.</value>
- public long totalEventSizeInBytes => m_EventSizeInBytes;
- /// <summary>
- /// Total size of memory buffer (in bytes) currently allocated.
- /// </summary>
- /// <value>Size of memory currently allocated.</value>
- /// <remarks>
- /// The buffer is allocated on the unmanaged heap.
- /// </remarks>
- public long allocatedSizeInBytes => m_EventBuffer != default ? m_EventBufferSize : 0;
- /// <summary>
- /// Largest size (in bytes) that the memory buffer is allowed to grow to. By default, this is
- /// the same as <see cref="allocatedSizeInBytes"/> meaning that the buffer is not allowed to grow but will
- /// rather wrap around when full.
- /// </summary>
- /// <value>Largest size the memory buffer is allowed to grow to.</value>
- public long maxSizeInBytes => m_MaxEventBufferSize;
- /// <summary>
- /// Information about all devices for which events have been recorded in the trace.
- /// </summary>
- /// <value>Record of devices recorded in the trace.</value>
- public ReadOnlyArray<DeviceInfo> deviceInfos => m_DeviceInfos;
- /// <summary>
- /// Optional delegate to decide whether an input should be stored in a trace. Null by default.
- /// </summary>
- /// <value>Delegate to accept or reject individual events.</value>
- /// <remarks>
- /// When this is set, the callback will be invoked on every event that would otherwise be stored
- /// directly in the trace. If the callback returns <c>true</c>, the trace will continue to record
- /// the event. If the callback returns <c>false</c>, the event will be ignored and not recorded.
- ///
- /// The callback should generally mutate the event. If you do so, note that this will impact
- /// event processing in general, not just recording of the event in the trace.
- /// </remarks>
- public Func<InputEventPtr, InputDevice, bool> onFilterEvent
- {
- get => m_OnFilterEvent;
- set => m_OnFilterEvent = value;
- }
- /// <summary>
- /// Event that is triggered every time an event has been recorded in the trace.
- /// </summary>
- public event Action<InputEventPtr> onEvent
- {
- add
- {
- if (!m_EventListeners.Contains(value))
- m_EventListeners.Append(value);
- }
- remove => m_EventListeners.Remove(value);
- }
- public InputEventTrace(InputDevice device, long bufferSizeInBytes = kDefaultBufferSize, bool growBuffer = false,
- long maxBufferSizeInBytes = -1, long growIncrementSizeInBytes = -1)
- : this(bufferSizeInBytes, growBuffer, maxBufferSizeInBytes, growIncrementSizeInBytes)
- {
- if (device == null)
- throw new ArgumentNullException(nameof(device));
- m_DeviceId = device.deviceId;
- }
- /// <summary>
- /// Create a disabled event trace that does not perform any allocation yet. An event trace only starts consuming resources
- /// the first time it is enabled.
- /// </summary>
- /// <param name="bufferSizeInBytes">Size of buffer that will be allocated on first event captured by trace. Defaults to 1MB.</param>
- /// <param name="growBuffer">If true, the event buffer will be grown automatically when it reaches capacity, up to a maximum
- /// size of <paramref name="maxBufferSizeInBytes"/>. This is off by default.</param>
- /// <param name="maxBufferSizeInBytes">If <paramref name="growBuffer"/> is true, this is the maximum size that the buffer should
- /// be grown to. If the maximum size is reached, old events are being overwritten.</param>
- public InputEventTrace(long bufferSizeInBytes = kDefaultBufferSize, bool growBuffer = false, long maxBufferSizeInBytes = -1, long growIncrementSizeInBytes = -1)
- {
- m_EventBufferSize = (uint)bufferSizeInBytes;
- if (growBuffer)
- {
- if (maxBufferSizeInBytes < 0)
- m_MaxEventBufferSize = 256 * kDefaultBufferSize;
- else
- m_MaxEventBufferSize = maxBufferSizeInBytes;
- if (growIncrementSizeInBytes < 0)
- m_GrowIncrementSize = kDefaultBufferSize;
- else
- m_GrowIncrementSize = growIncrementSizeInBytes;
- }
- else
- {
- m_MaxEventBufferSize = m_EventBufferSize;
- }
- }
- /// <summary>
- /// Write the contents of the event trace to a file.
- /// </summary>
- /// <param name="filePath">Path of the file to write.</param>
- /// <exception cref="ArgumentNullException"><paramref name="filePath"/> is <c>null</c> or empty.</exception>
- /// <exception cref="FileNotFoundException"><paramref name="filePath"/> is invalid.</exception>
- /// <exception cref="DirectoryNotFoundException">A directory in <paramref name="filePath"/> is invalid.</exception>
- /// <exception cref="UnauthorizedAccessException"><paramref name="filePath"/> cannot be accessed.</exception>
- /// <seealso cref="ReadFrom(string)"/>
- public void WriteTo(string filePath)
- {
- if (string.IsNullOrEmpty(filePath))
- throw new ArgumentNullException(nameof(filePath));
- using (var stream = File.OpenWrite(filePath))
- WriteTo(stream);
- }
- /// <summary>
- /// Write the contents of the event trace to the given stream.
- /// </summary>
- /// <param name="stream">Stream to write the data to. Must support seeking (i.e. <c>Stream.canSeek</c> must be true).</param>
- /// <exception cref="ArgumentNullException"><paramref name="stream"/> is <c>null</c>.</exception>
- /// <exception cref="ArgumentException"><paramref name="stream"/> does not support seeking.</exception>
- /// <exception cref="IOException">An error occurred trying to write to <paramref name="stream"/>.</exception>
- public void WriteTo(Stream stream)
- {
- if (stream == null)
- throw new ArgumentNullException(nameof(stream));
- if (!stream.CanSeek)
- throw new ArgumentException("Stream does not support seeking", nameof(stream));
- var writer = new BinaryWriter(stream);
- var flags = default(FileFlags);
- if (InputSystem.settings.updateMode == InputSettings.UpdateMode.ProcessEventsInFixedUpdate)
- flags |= FileFlags.FixedUpdate;
- // Write header.
- writer.Write(kFileFormat);
- writer.Write(kFileVersion);
- writer.Write((int)flags);
- writer.Write((int)Application.platform);
- writer.Write((ulong)m_EventCount);
- writer.Write((ulong)m_EventSizeInBytes);
- // Write events.
- foreach (var eventPtr in this)
- {
- ////TODO: find way to directly write a byte* buffer to the stream instead of copying to a temp byte[]
- var sizeInBytes = eventPtr.sizeInBytes;
- var buffer = new byte[sizeInBytes];
- fixed(byte* bufferPtr = buffer)
- {
- UnsafeUtility.MemCpy(bufferPtr, eventPtr.data, sizeInBytes);
- writer.Write(buffer);
- }
- }
- // Write devices.
- writer.Flush();
- var positionOfDeviceList = stream.Position;
- var deviceCount = m_DeviceInfos.LengthSafe();
- writer.Write(deviceCount);
- for (var i = 0; i < deviceCount; ++i)
- {
- ref var device = ref m_DeviceInfos[i];
- writer.Write(device.deviceId);
- writer.Write(device.layout);
- writer.Write(device.stateFormat);
- writer.Write(device.stateSizeInBytes);
- writer.Write(device.m_FullLayoutJson ?? string.Empty);
- }
- // Write offset of device list.
- writer.Flush();
- var offsetOfDeviceList = stream.Position - positionOfDeviceList;
- writer.Write(offsetOfDeviceList);
- }
- /// <summary>
- /// Read the contents of an input event trace stored in the given file.
- /// </summary>
- /// <param name="filePath">Path to a file.</param>
- /// <exception cref="ArgumentNullException"><paramref name="filePath"/> is <c>null</c> or empty.</exception>
- /// <exception cref="FileNotFoundException"><paramref name="filePath"/> is invalid.</exception>
- /// <exception cref="DirectoryNotFoundException">A directory in <paramref name="filePath"/> is invalid.</exception>
- /// <exception cref="UnauthorizedAccessException"><paramref name="filePath"/> cannot be accessed.</exception>
- /// <remarks>
- /// This method replaces the contents of the trace with those read from the given file.
- /// </remarks>
- /// <seealso cref="WriteTo(string)"/>
- public void ReadFrom(string filePath)
- {
- if (string.IsNullOrEmpty(filePath))
- throw new ArgumentNullException(nameof(filePath));
- using (var stream = File.OpenRead(filePath))
- ReadFrom(stream);
- }
- /// <summary>
- /// Read the contents of an input event trace from the given stream.
- /// </summary>
- /// <param name="stream">A stream of binary data containing a recorded event trace as written out with <see cref="WriteTo(Stream)"/>.
- /// Must support reading.</param>
- /// <exception cref="ArgumentNullException"><paramref name="stream"/> is <c>null</c>.</exception>
- /// <exception cref="ArgumentException"><paramref name="stream"/> does not support reading.</exception>
- /// <exception cref="IOException">An error occurred trying to read from <paramref name="stream"/>.</exception>
- /// <remarks>
- /// This method replaces the contents of the event trace with those read from the stream. It does not append
- /// to the existing trace.
- /// </remarks>
- /// <seealso cref="WriteTo(Stream)"/>
- public void ReadFrom(Stream stream)
- {
- if (stream == null)
- throw new ArgumentNullException(nameof(stream));
- if (!stream.CanRead)
- throw new ArgumentException("Stream does not support reading", nameof(stream));
- var reader = new BinaryReader(stream);
- // Read header.
- if (reader.ReadInt32() != kFileFormat)
- throw new IOException($"Stream does not appear to be an InputEventTrace (no '{kFileFormat}' code)");
- if (reader.ReadInt32() > kFileVersion)
- throw new IOException($"Stream is an InputEventTrace but a newer version (expected version {kFileVersion} or below)");
- reader.ReadInt32(); // Flags; ignored for now.
- reader.ReadInt32(); // Platform; for now we're not doing anything with it.
- var eventCount = reader.ReadUInt64();
- var totalEventSizeInBytes = reader.ReadUInt64();
- var oldBuffer = m_EventBuffer;
- if (eventCount > 0 && totalEventSizeInBytes > 0)
- {
- // Allocate buffer, if need be.
- byte* buffer;
- if (m_EventBuffer != null && m_EventBufferSize >= (long)totalEventSizeInBytes)
- {
- // Existing buffer is large enough.
- buffer = m_EventBuffer;
- }
- else
- {
- buffer = (byte*)UnsafeUtility.Malloc((long)totalEventSizeInBytes, 4, Allocator.Persistent);
- m_EventBufferSize = (long)totalEventSizeInBytes;
- }
- try
- {
- // Read events.
- var tailPtr = buffer;
- var endPtr = tailPtr + totalEventSizeInBytes;
- var totalEventSize = 0L;
- for (var i = 0ul; i < eventCount; ++i)
- {
- var eventType = reader.ReadInt32();
- var eventSizeInBytes = (uint)reader.ReadUInt16();
- var eventDeviceId = (uint)reader.ReadUInt16();
- if (eventSizeInBytes > endPtr - tailPtr)
- break;
- *(int*)tailPtr = eventType;
- tailPtr += 4;
- *(ushort*)tailPtr = (ushort)eventSizeInBytes;
- tailPtr += 2;
- *(ushort*)tailPtr = (ushort)eventDeviceId;
- tailPtr += 2;
- ////TODO: find way to directly read from stream into a byte* pointer
- var remainingSize = (int)eventSizeInBytes - sizeof(int) - sizeof(short) - sizeof(short);
- var tempBuffer = reader.ReadBytes(remainingSize);
- fixed(byte* tempBufferPtr = tempBuffer)
- UnsafeUtility.MemCpy(tailPtr, tempBufferPtr, remainingSize);
- tailPtr += remainingSize;
- totalEventSize += eventSizeInBytes;
- if (tailPtr >= endPtr)
- break;
- }
- // Read device infos.
- var deviceCount = reader.ReadInt32();
- var deviceInfos = new DeviceInfo[deviceCount];
- for (var i = 0; i < deviceCount; ++i)
- {
- deviceInfos[i] = new DeviceInfo
- {
- deviceId = reader.ReadInt32(),
- layout = reader.ReadString(),
- stateFormat = reader.ReadInt32(),
- stateSizeInBytes = reader.ReadInt32(),
- m_FullLayoutJson = reader.ReadString()
- };
- }
- // Install buffer.
- m_EventBuffer = buffer;
- m_EventBufferHead = m_EventBuffer;
- m_EventBufferTail = endPtr;
- m_EventCount = (long)eventCount;
- m_EventSizeInBytes = totalEventSize;
- m_DeviceInfos = deviceInfos;
- }
- catch
- {
- if (buffer != oldBuffer)
- UnsafeUtility.Free(buffer, Allocator.Persistent);
- throw;
- }
- }
- else
- {
- m_EventBuffer = default;
- m_EventBufferHead = default;
- m_EventBufferTail = default;
- }
- // Release old buffer, if we've switched to a new one.
- if (m_EventBuffer != oldBuffer && oldBuffer != null)
- UnsafeUtility.Free(oldBuffer, Allocator.Persistent);
- ++m_ChangeCounter;
- }
- /// <summary>
- /// Load an input event trace from the given file.
- /// </summary>
- /// <param name="filePath">Path to a file.</param>
- /// <exception cref="ArgumentNullException"><paramref name="filePath"/> is <c>null</c> or empty.</exception>
- /// <exception cref="FileNotFoundException"><paramref name="filePath"/> is invalid.</exception>
- /// <exception cref="DirectoryNotFoundException">A directory in <paramref name="filePath"/> is invalid.</exception>
- /// <exception cref="UnauthorizedAccessException"><paramref name="filePath"/> cannot be accessed.</exception>
- /// <seealso cref="WriteTo(string)"/>
- /// <seealso cref="ReadFrom(string)"/>
- public static InputEventTrace LoadFrom(string filePath)
- {
- if (string.IsNullOrEmpty(filePath))
- throw new ArgumentNullException(nameof(filePath));
- using (var stream = File.OpenRead(filePath))
- return LoadFrom(stream);
- }
- /// <summary>
- /// Load an event trace from a previously captured event stream.
- /// </summary>
- /// <param name="stream">A stream as written by <see cref="WriteTo(Stream)"/>. Must support reading.</param>
- /// <returns>The loaded event trace.</returns>
- /// <exception cref="ArgumentException"><paramref name="stream"/> is not readable.</exception>
- /// <exception cref="ArgumentNullException"><paramref name="stream"/> is <c>null</c>.</exception>
- /// <exception cref="IOException">The stream cannot be loaded (e.g. wrong format; details in the exception).</exception>
- /// <seealso cref="WriteTo(Stream)"/>
- public static InputEventTrace LoadFrom(Stream stream)
- {
- if (stream == null)
- throw new ArgumentNullException(nameof(stream));
- if (!stream.CanRead)
- throw new ArgumentException("Stream must be readable", nameof(stream));
- var trace = new InputEventTrace();
- trace.ReadFrom(stream);
- return trace;
- }
- /// <summary>
- /// Start a replay of the events in the trace.
- /// </summary>
- /// <returns>An object that controls playback.</returns>
- /// <remarks>
- /// Calling this method implicitly turns off recording, if currently enabled (i.e. it calls <see cref="Disable"/>),
- /// as replaying an event trace cannot be done while it is also concurrently modified.
- /// </remarks>
- public ReplayController Replay()
- {
- Disable();
- return new ReplayController(this);
- }
- /// <summary>
- /// Resize the current event memory buffer to the specified size.
- /// </summary>
- /// <param name="newBufferSize"></param>
- /// <returns></returns>
- /// <exception cref="ArgumentException"></exception>
- public bool Resize(long newBufferSize)
- {
- if (newBufferSize <= 0)
- throw new ArgumentException("Size must be positive", nameof(newBufferSize));
- if (m_EventBufferSize == newBufferSize)
- return true;
- // Allocate.
- var newEventBuffer = (byte*)UnsafeUtility.Malloc(newBufferSize, 4, Allocator.Persistent);
- if (newEventBuffer == default)
- return false;
- // If we have existing contents, migrate them.
- if (m_EventCount > 0)
- {
- // If we're shrinking the buffer or have a buffer that has already wrapped around,
- // migrate events one by one.
- if (newBufferSize < m_EventBufferSize || m_HasWrapped)
- {
- var fromPtr = new InputEventPtr((InputEvent*)m_EventBufferHead);
- var toPtr = (InputEvent*)newEventBuffer;
- var newEventCount = 0;
- var newEventSizeInBytes = 0;
- var remainingEventBytes = m_EventSizeInBytes;
- for (var i = 0; i < m_EventCount; ++i)
- {
- var eventSizeInBytes = fromPtr.sizeInBytes;
- var alignedEventSizeInBytes = eventSizeInBytes.AlignToMultipleOf(4);
- // We only start copying once we know that the remaining events we have fit in the new buffer.
- // This way we get the newest events and not the oldest ones.
- if (remainingEventBytes <= newBufferSize)
- {
- UnsafeUtility.MemCpy(toPtr, fromPtr.ToPointer(), eventSizeInBytes);
- toPtr = InputEvent.GetNextInMemory(toPtr);
- newEventSizeInBytes += (int)alignedEventSizeInBytes;
- ++newEventCount;
- }
- remainingEventBytes -= alignedEventSizeInBytes;
- if (!GetNextEvent(ref fromPtr))
- break;
- }
- m_HasWrapped = false;
- m_EventCount = newEventCount;
- m_EventSizeInBytes = newEventSizeInBytes;
- }
- else
- {
- // Simple case of just having to copy everything between head and tail.
- UnsafeUtility.MemCpy(newEventBuffer,
- m_EventBufferHead,
- m_EventSizeInBytes);
- }
- }
- if (m_EventBuffer != null)
- UnsafeUtility.Free(m_EventBuffer, Allocator.Persistent);
- m_EventBufferSize = newBufferSize;
- m_EventBuffer = newEventBuffer;
- m_EventBufferHead = newEventBuffer;
- m_EventBufferTail = m_EventBuffer + m_EventSizeInBytes;
- if (m_MaxEventBufferSize < newBufferSize)
- m_MaxEventBufferSize = newBufferSize;
- ++m_ChangeCounter;
- return true;
- }
- /// <summary>
- /// Reset the trace. Clears all recorded events.
- /// </summary>
- public void Clear()
- {
- m_EventBufferHead = m_EventBufferTail = default;
- m_EventCount = 0;
- m_EventSizeInBytes = 0;
- ++m_ChangeCounter;
- m_DeviceInfos = null;
- }
- /// <summary>
- /// Start recording events.
- /// </summary>
- /// <seealso cref="Disable"/>
- public void Enable()
- {
- if (m_Enabled)
- return;
- if (m_EventBuffer == default)
- Allocate();
- InputSystem.onEvent += OnInputEvent;
- if (m_RecordFrameMarkers)
- InputSystem.onBeforeUpdate += OnBeforeUpdate;
- m_Enabled = true;
- }
- /// <summary>
- /// Stop recording events.
- /// </summary>
- /// <seealso cref="Enable"/>
- public void Disable()
- {
- if (!m_Enabled)
- return;
- InputSystem.onEvent -= OnInputEvent;
- InputSystem.onBeforeUpdate -= OnBeforeUpdate;
- m_Enabled = false;
- }
- /// <summary>
- /// Based on the given event pointer, return a pointer to the next event in the trace.
- /// </summary>
- /// <param name="current">A pointer to an event in the trace or a <c>default(InputEventTrace)</c>. In the former case,
- /// the pointer will be updated to the next event, if there is one. In the latter case, the pointer will be updated
- /// to the first event in the trace, if there is one.</param>
- /// <returns>True if <c>current</c> has been set to the next event, false otherwise.</returns>
- /// <remarks>
- /// Event storage in memory may be circular if the event buffer is fixed in size or has reached maximum
- /// size and new events start overwriting old events. This method will automatically start with the first
- /// event when the given <paramref name="current"/> event is null. Any subsequent call with then loop over
- /// the remaining events until no more events are available.
- ///
- /// Note that it is VERY IMPORTANT that the buffer is not modified while iterating over events this way.
- /// If this is not ensured, invalid memory accesses may result.
- ///
- /// <example>
- /// <code>
- /// // Loop over all events in the InputEventTrace in the `trace` variable.
- /// var current = default(InputEventPtr);
- /// while (trace.GetNextEvent(ref current))
- /// {
- /// Debug.Log(current);
- /// }
- /// </code>
- /// </example>
- /// </remarks>
- public bool GetNextEvent(ref InputEventPtr current)
- {
- if (m_EventBuffer == default)
- return false;
- // If head is null, tail is too and it means there's nothing in the
- // buffer yet.
- if (m_EventBufferHead == default)
- return false;
- // If current is null, start iterating at head.
- if (!current.valid)
- {
- current = new InputEventPtr((InputEvent*)m_EventBufferHead);
- return true;
- }
- // Otherwise feel our way forward.
- var nextEvent = (byte*)current.Next().data;
- var endOfBuffer = m_EventBuffer + m_EventBufferSize;
- // If we've run into our tail, there's no more events.
- if (nextEvent == m_EventBufferTail)
- return false;
- // If we've reached blank space at the end of the buffer, wrap
- // around to the beginning. In this scenario there must be an event
- // at the beginning of the buffer; tail won't position itself at
- // m_EventBuffer.
- if (endOfBuffer - nextEvent < InputEvent.kBaseEventSize ||
- ((InputEvent*)nextEvent)->sizeInBytes == 0)
- {
- nextEvent = m_EventBuffer;
- if (nextEvent == current.ToPointer())
- return false; // There's only a single event in the buffer.
- }
- // We're good. There's still space between us and our tail.
- current = new InputEventPtr((InputEvent*)nextEvent);
- return true;
- }
- public IEnumerator<InputEventPtr> GetEnumerator()
- {
- return new Enumerator(this);
- }
- IEnumerator IEnumerable.GetEnumerator()
- {
- return GetEnumerator();
- }
- /// <summary>
- /// Stop recording, if necessary, and clear the trace such that it released unmanaged
- /// memory which might be allocated.
- /// </summary>
- /// <remarks>
- /// For any trace that has recorded events, calling this method is crucial in order to not
- /// leak memory on the unmanaged (C++) memory heap.
- /// </remarks>
- public void Dispose()
- {
- Disable();
- Release();
- }
- // We want to make sure that it's not possible to iterate with an enumerable over
- // a trace that is being changed so we bump this counter every time we modify the
- // buffer and check in the enumerator that the counts match.
- [NonSerialized] private int m_ChangeCounter;
- [NonSerialized] private bool m_Enabled;
- [NonSerialized] private Func<InputEventPtr, InputDevice, bool> m_OnFilterEvent;
- [SerializeField] private int m_DeviceId = InputDevice.InvalidDeviceId;
- [SerializeField] private InlinedArray<Action<InputEventPtr>> m_EventListeners;
- // Buffer for storing event trace. Allocated in native so that we can survive a
- // domain reload without losing event traces.
- // NOTE: Ideally this would simply use InputEventBuffer but we can't serialize that one because
- // of the NativeArray it has inside. Also, due to the wrap-around nature, storage of
- // events in the buffer may not be linear.
- [SerializeField] private long m_EventBufferSize;
- [SerializeField] private long m_MaxEventBufferSize;
- [SerializeField] private long m_GrowIncrementSize;
- [SerializeField] private long m_EventCount;
- [SerializeField] private long m_EventSizeInBytes;
- // These are ulongs for the sake of Unity serialization which can't handle pointers or IntPtrs.
- [SerializeField] private ulong m_EventBufferStorage;
- [SerializeField] private ulong m_EventBufferHeadStorage;
- [SerializeField] private ulong m_EventBufferTailStorage;
- [SerializeField] private bool m_HasWrapped;
- [SerializeField] private bool m_RecordFrameMarkers;
- [SerializeField] private DeviceInfo[] m_DeviceInfos;
- private byte* m_EventBuffer
- {
- get => (byte*)m_EventBufferStorage;
- set => m_EventBufferStorage = (ulong)value;
- }
- private byte* m_EventBufferHead
- {
- get => (byte*)m_EventBufferHeadStorage;
- set => m_EventBufferHeadStorage = (ulong)value;
- }
- private byte* m_EventBufferTail
- {
- get => (byte*)m_EventBufferTailStorage;
- set => m_EventBufferTailStorage = (ulong)value;
- }
- private void Allocate()
- {
- m_EventBuffer = (byte*)UnsafeUtility.Malloc(m_EventBufferSize, 4, Allocator.Persistent);
- }
- private void Release()
- {
- Clear();
- if (m_EventBuffer != default)
- {
- UnsafeUtility.Free(m_EventBuffer, Allocator.Persistent);
- m_EventBuffer = default;
- }
- }
- private void OnBeforeUpdate()
- {
- ////TODO: make this work correctly with the different update types
- if (m_RecordFrameMarkers)
- {
- // Record frame marker event.
- // NOTE: ATM these events don't get valid event IDs. Might be this is even useful but is more a side-effect
- // of there not being a method to obtain an ID except by actually queuing an event.
- var frameMarkerEvent = new InputEvent
- {
- type = FrameMarkerEvent,
- internalTime = InputRuntime.s_Instance.currentTime,
- sizeInBytes = (uint)UnsafeUtility.SizeOf<InputEvent>()
- };
- OnInputEvent(new InputEventPtr((InputEvent*)UnsafeUtility.AddressOf(ref frameMarkerEvent)), null);
- }
- }
- private void OnInputEvent(InputEventPtr inputEvent, InputDevice device)
- {
- // Ignore events that are already marked as handled.
- if (inputEvent.handled)
- return;
- // Ignore if the event isn't for our device (except if it's a frame marker).
- if (m_DeviceId != InputDevice.InvalidDeviceId && inputEvent.deviceId != m_DeviceId && inputEvent.type != FrameMarkerEvent)
- return;
- // Give callback a chance to filter event.
- if (m_OnFilterEvent != null && !m_OnFilterEvent(inputEvent, device))
- return;
- // This shouldn't happen but ignore the event if we're not tracing.
- if (m_EventBuffer == default)
- return;
- var bytesNeeded = inputEvent.sizeInBytes.AlignToMultipleOf(4);
- // Make sure we can fit the event at all.
- if (bytesNeeded > m_MaxEventBufferSize)
- return;
- Profiler.BeginSample("InputEventTrace");
- if (m_EventBufferTail == default)
- {
- // First event in buffer.
- m_EventBufferHead = m_EventBuffer;
- m_EventBufferTail = m_EventBuffer;
- }
- var newTail = m_EventBufferTail + bytesNeeded;
- var newTailOvertakesHead = newTail > m_EventBufferHead && m_EventBufferHead != m_EventBuffer;
- // If tail goes out of bounds, enlarge the buffer or wrap around to the beginning.
- var newTailGoesPastEndOfBuffer = newTail > m_EventBuffer + m_EventBufferSize;
- if (newTailGoesPastEndOfBuffer)
- {
- // If we haven't reached the max size yet, grow the buffer.
- if (m_EventBufferSize < m_MaxEventBufferSize && !m_HasWrapped)
- {
- var increment = Math.Max(m_GrowIncrementSize, bytesNeeded.AlignToMultipleOf(4));
- var newBufferSize = m_EventBufferSize + increment;
- if (newBufferSize > m_MaxEventBufferSize)
- newBufferSize = m_MaxEventBufferSize;
- if (newBufferSize < bytesNeeded)
- return;
- Resize(newBufferSize);
- newTail = m_EventBufferTail + bytesNeeded;
- }
- // See if we fit.
- var spaceLeft = m_EventBufferSize - (m_EventBufferTail - m_EventBuffer);
- if (spaceLeft < bytesNeeded)
- {
- // No, so wrap around.
- m_HasWrapped = true;
- // Make sure head isn't trying to advance into gap we may be leaving at the end of the
- // buffer by wiping the space if it could fit an event.
- if (spaceLeft >= InputEvent.kBaseEventSize)
- UnsafeUtility.MemClear(m_EventBufferTail, InputEvent.kBaseEventSize);
- m_EventBufferTail = m_EventBuffer;
- newTail = m_EventBuffer + bytesNeeded;
- // If the tail overtook both the head and the end of the buffer,
- // we need to make sure the head is wrapped around as well.
- if (newTailOvertakesHead)
- m_EventBufferHead = m_EventBuffer;
- // Recheck whether we're overtaking head.
- newTailOvertakesHead = newTail > m_EventBufferHead;
- }
- }
- // If the new tail runs into head, bump head as many times as we need to
- // make room for the event. Head may itself wrap around here.
- if (newTailOvertakesHead)
- {
- var newHead = m_EventBufferHead;
- var endOfBufferMinusOneEvent =
- m_EventBuffer + m_EventBufferSize - InputEvent.kBaseEventSize;
- while (newHead < newTail)
- {
- var numBytes = ((InputEvent*)newHead)->sizeInBytes;
- newHead += numBytes;
- --m_EventCount;
- m_EventSizeInBytes -= numBytes;
- if (newHead > endOfBufferMinusOneEvent || ((InputEvent*)newHead)->sizeInBytes == 0)
- {
- newHead = m_EventBuffer;
- break;
- }
- }
- m_EventBufferHead = newHead;
- }
- var buffer = m_EventBufferTail;
- m_EventBufferTail = newTail;
- // Copy data to buffer.
- UnsafeUtility.MemCpy(buffer, inputEvent.data, inputEvent.sizeInBytes);
- ++m_ChangeCounter;
- ++m_EventCount;
- m_EventSizeInBytes += bytesNeeded;
- // Make sure we have a record for the device.
- if (device != null)
- {
- var haveRecord = false;
- if (m_DeviceInfos != null)
- for (var i = 0; i < m_DeviceInfos.Length; ++i)
- if (m_DeviceInfos[i].deviceId == device.deviceId)
- {
- haveRecord = true;
- break;
- }
- if (!haveRecord)
- ArrayHelpers.Append(ref m_DeviceInfos, new DeviceInfo
- {
- m_DeviceId = device.deviceId,
- m_Layout = device.layout,
- m_StateFormat = device.stateBlock.format,
- m_StateSizeInBytes = (int)device.stateBlock.alignedSizeInBytes,
- // If it's a generated layout, store the full layout JSON in the device info. We do this so that
- // when saving traces for this kind of input, we can recreate the device.
- m_FullLayoutJson = InputControlLayout.s_Layouts.IsGeneratedLayout(device.m_Layout)
- ? InputSystem.LoadLayout(device.layout).ToJson()
- : null
- });
- }
- // Notify listeners.
- for (var i = 0; i < m_EventListeners.length; ++i)
- m_EventListeners[i](new InputEventPtr((InputEvent*)buffer));
- Profiler.EndSample();
- }
- private class Enumerator : IEnumerator<InputEventPtr>
- {
- private InputEventTrace m_Trace;
- private int m_ChangeCounter;
- internal InputEventPtr m_Current;
- public Enumerator(InputEventTrace trace)
- {
- m_Trace = trace;
- m_ChangeCounter = trace.m_ChangeCounter;
- }
- public void Dispose()
- {
- m_Trace = null;
- m_Current = new InputEventPtr();
- }
- public bool MoveNext()
- {
- if (m_Trace == null)
- throw new ObjectDisposedException(ToString());
- if (m_Trace.m_ChangeCounter != m_ChangeCounter)
- throw new InvalidOperationException("Trace has been modified while enumerating!");
- return m_Trace.GetNextEvent(ref m_Current);
- }
- public void Reset()
- {
- m_Current = default;
- m_ChangeCounter = m_Trace.m_ChangeCounter;
- }
- public InputEventPtr Current => m_Current;
- object IEnumerator.Current => Current;
- }
- private static FourCC kFileFormat => new FourCC('I', 'E', 'V', 'T');
- private static int kFileVersion = 1;
- [Flags]
- private enum FileFlags
- {
- FixedUpdate = 1 << 0, // Events were recorded with system being in fixed-update mode.
- }
- /// <summary>
- /// Controls replaying of events recorded in an <see cref="InputEventTrace"/>.
- /// </summary>
- /// <remarks>
- /// Playback can be controlled either on a per-event or a per-frame basis. Note that playing back events
- /// frame by frame requires frame markers to be present in the trace (see <see cref="recordFrameMarkers"/>).
- ///
- /// By default, events will be queued as is except for their timestamps which will be set to the current
- /// time that each event is queued at.
- ///
- /// What this means is that events replay with the same device ID (see <see cref="InputEvent.deviceId"/>)
- /// they were captured on. If the trace is replayed in the same session that it was recorded in, this means
- /// that the events will replay on the same device (if it still exists).
- ///
- /// To map recorded events to a different device, you can either call <see cref="WithDeviceMappedFromTo(int,int)"/> to
- /// map an arbitrary device ID to a new one or call <see cref="WithAllDevicesMappedToNewInstances"/> to create
- /// new (temporary) devices for the duration of playback.
- ///
- /// <example>
- /// <code>
- /// var trace = new InputEventTrace(myDevice);
- /// trace.Enable();
- ///
- /// // ... run one or more frames ...
- ///
- /// trace.Replay().OneFrame();
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputEventTrace.Replay"/>
- public class ReplayController : IDisposable
- {
- /// <summary>
- /// The event trace associated with the replay controller.
- /// </summary>
- /// <value>Trace from which events are replayed.</value>
- public InputEventTrace trace => m_EventTrace;
- /// <summary>
- /// Whether replay has finished.
- /// </summary>
- /// <value>True if replay has finished or is not in progress.</value>
- /// <seealso cref="PlayAllFramesOneByOne"/>
- /// <seealso cref="PlayAllEvents"/>
- public bool finished { get; private set; }
- /// <summary>
- /// Whether replay is paused.
- /// </summary>
- /// <value>True if replay is currently paused.</value>
- public bool paused { get; set; }
- /// <summary>
- /// Current position in the event stream.
- /// </summary>
- /// <value>Index of current event in trace.</value>
- public int position { get; private set; }
- /// <summary>
- /// List of devices created by the replay controller.
- /// </summary>
- /// <value>Devices created by the replay controller.</value>
- /// <remarks>
- /// By default, a replay controller will queue events as is, i.e. with <see cref="InputEvent.deviceId"/> of
- /// each event left as is. This means that the events will target existing devices (if any) that have the
- /// respective ID.
- ///
- /// Using <see cref="WithAllDevicesMappedToNewInstances"/>, a replay controller can be instructed to create
- /// new, temporary devices instead for each unique <see cref="InputEvent.deviceId"/> encountered in the stream.
- /// All devices created by the controller this way will be put on this list.
- /// </remarks>
- /// <seealso cref="WithAllDevicesMappedToNewInstances"/>
- public IEnumerable<InputDevice> createdDevices => m_CreatedDevices;
- private InputEventTrace m_EventTrace;
- private Enumerator m_Enumerator;
- private InlinedArray<KeyValuePair<int, int>> m_DeviceIDMappings;
- private bool m_CreateNewDevices;
- private InlinedArray<InputDevice> m_CreatedDevices;
- private Action m_OnFinished;
- private Action<InputEventPtr> m_OnEvent;
- private double m_StartTimeAsPerFirstEvent;
- private double m_StartTimeAsPerRuntime;
- private int m_AllEventsByTimeIndex = 0;
- private List<InputEventPtr> m_AllEventsByTime;
- internal ReplayController(InputEventTrace trace)
- {
- if (trace == null)
- throw new ArgumentNullException(nameof(trace));
- m_EventTrace = trace;
- }
- /// <summary>
- /// Removes devices created by the controller when using <see cref="WithAllDevicesMappedToNewInstances"/>.
- /// </summary>
- public void Dispose()
- {
- InputSystem.onBeforeUpdate -= OnBeginFrame;
- finished = true;
- foreach (var device in m_CreatedDevices)
- InputSystem.RemoveDevice(device);
- m_CreatedDevices = default;
- }
- /// <summary>
- /// Replay events recorded from <paramref name="recordedDevice"/> on device <paramref name="playbackDevice"/>.
- /// </summary>
- /// <param name="recordedDevice">Device events have been recorded from.</param>
- /// <param name="playbackDevice">Device events should be played back on.</param>
- /// <returns>The same ReplayController instance.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="recordedDevice"/> is <c>null</c> -or-
- /// <paramref name="playbackDevice"/> is <c>null</c>.</exception>
- /// <remarks>
- /// This method causes all events with a device ID (see <see cref="InputDevice.deviceId"/> and <see cref="InputEvent.deviceId"/>)
- /// corresponding to the one of <paramref cref="recordedDevice"/> to be queued with the device ID of <paramref name="playbackDevice"/>.
- /// </remarks>
- public ReplayController WithDeviceMappedFromTo(InputDevice recordedDevice, InputDevice playbackDevice)
- {
- if (recordedDevice == null)
- throw new ArgumentNullException(nameof(recordedDevice));
- if (playbackDevice == null)
- throw new ArgumentNullException(nameof(playbackDevice));
- WithDeviceMappedFromTo(recordedDevice.deviceId, playbackDevice.deviceId);
- return this;
- }
- /// <summary>
- /// Replace <see cref="InputEvent.deviceId"/> values of events that are equal to <paramref name="recordedDeviceId"/>
- /// with device ID <paramref name="playbackDeviceId"/>.
- /// </summary>
- /// <param name="recordedDeviceId"><see cref="InputDevice.deviceId"/> to map from.</param>
- /// <param name="playbackDeviceId"><see cref="InputDevice.deviceId"/> to map to.</param>
- /// <returns>The same ReplayController instance.</returns>
- public ReplayController WithDeviceMappedFromTo(int recordedDeviceId, int playbackDeviceId)
- {
- // If there's an existing mapping entry for the device, update it.
- for (var i = 0; i < m_DeviceIDMappings.length; ++i)
- {
- if (m_DeviceIDMappings[i].Key != recordedDeviceId)
- continue;
- if (recordedDeviceId == playbackDeviceId) // Device mapped back to itself.
- m_DeviceIDMappings.RemoveAtWithCapacity(i);
- else
- m_DeviceIDMappings[i] = new KeyValuePair<int, int>(recordedDeviceId, playbackDeviceId);
- return this;
- }
- // Ignore if mapped to itself.
- if (recordedDeviceId == playbackDeviceId)
- return this;
- // Record mapping.
- m_DeviceIDMappings.AppendWithCapacity(new KeyValuePair<int, int>(recordedDeviceId, playbackDeviceId));
- return this;
- }
- /// <summary>
- /// For all events, create new devices to replay the events on instead of replaying the events on existing devices.
- /// </summary>
- /// <returns>The same ReplayController instance.</returns>
- /// <remarks>
- /// Note that devices created by the <c>ReplayController</c> will stick around for as long as the replay
- /// controller is not disposed of. This means that multiple successive replays using the same <c>ReplayController</c>
- /// will replay the events on the same devices that were created on the first replay. It also means that in order
- /// to do away with the created devices, it is necessary to call <see cref="Dispose"/>.
- /// </remarks>
- /// <seealso cref="Dispose"/>
- /// <seealso cref="createdDevices"/>
- public ReplayController WithAllDevicesMappedToNewInstances()
- {
- m_CreateNewDevices = true;
- return this;
- }
- /// <summary>
- /// Invoke the given callback when playback finishes.
- /// </summary>
- /// <param name="action">A callback to invoke when playback finishes.</param>
- /// <returns>The same ReplayController instance.</returns>
- public ReplayController OnFinished(Action action)
- {
- m_OnFinished = action;
- return this;
- }
- /// <summary>
- /// Invoke the given callback when an event is about to be queued.
- /// </summary>
- /// <param name="action">A callback to invoke when an event is getting queued.</param>
- /// <returns>The same ReplayController instance.</returns>
- public ReplayController OnEvent(Action<InputEventPtr> action)
- {
- m_OnEvent = action;
- return this;
- }
- /// <summary>
- /// Takes the next event from the trace and queues it.
- /// </summary>
- /// <returns>The same ReplayController instance.</returns>
- /// <exception cref="InvalidOperationException">There are no more events in the <see cref="trace"/> -or- the only
- /// events left are frame marker events (see <see cref="InputEventTrace.FrameMarkerEvent"/>).</exception>
- /// <remarks>
- /// This method takes the next event at the current read position and queues it using <see cref="InputSystem.QueueEvent"/>.
- /// The read position is advanced past the taken event.
- ///
- /// Frame marker events (see <see cref="InputEventTrace.FrameMarkerEvent"/>) are skipped.
- /// </remarks>
- public ReplayController PlayOneEvent()
- {
- // Skip events until we hit something that isn't a frame marker.
- if (!MoveNext(true, out var eventPtr))
- throw new InvalidOperationException("No more events");
- QueueEvent(eventPtr);
- return this;
- }
- ////TODO: OneFrame
- ////TODO: RewindOneEvent
- ////TODO: RewindOneFrame
- ////TODO: Stop
- /// <summary>
- /// Rewind playback all the way to the beginning of the event trace.
- /// </summary>
- /// <returns>The same ReplayController instance.</returns>
- public ReplayController Rewind()
- {
- m_Enumerator = default;
- m_AllEventsByTime = null;
- m_AllEventsByTimeIndex = -1;
- position = 0;
- return this;
- }
- /// <summary>
- /// Replay all frames one by one from the current playback position.
- /// </summary>
- /// <returns>The same ReplayController instance.</returns>
- /// <remarks>
- /// Events will be fed to the input system from within <see cref="InputSystem.onBeforeUpdate"/>. Each update
- /// will receive events for one frame.
- ///
- /// Note that for this method to correctly space out events and distribute them to frames, frame markers
- /// must be present in the trace (see <see cref="recordFrameMarkers"/>). If not present, all events will
- /// be fed into first frame.
- /// </remarks>
- /// <seealso cref="recordFrameMarkers"/>
- /// <seealso cref="InputSystem.onBeforeUpdate"/>
- /// <seealso cref="PlayAllEvents"/>
- /// <seealso cref="PlayAllEventsAccordingToTimestamps"/>
- public ReplayController PlayAllFramesOneByOne()
- {
- finished = false;
- InputSystem.onBeforeUpdate += OnBeginFrame;
- return this;
- }
- /// <summary>
- /// Go through all remaining event in the trace starting at the current read position and queue them using
- /// <see cref="InputSystem.QueueEvent"/>.
- /// </summary>
- /// <returns>The same ReplayController instance.</returns>
- /// <remarks>
- /// Unlike methods such as <see cref="PlayAllFramesOneByOne"/>, this method immediately queues events and immediately
- /// completes playback upon return from the method.
- /// </remarks>
- /// <seealso cref="PlayAllFramesOneByOne"/>
- /// <seealso cref="PlayAllEventsAccordingToTimestamps"/>
- public ReplayController PlayAllEvents()
- {
- finished = false;
- try
- {
- while (MoveNext(true, out var eventPtr))
- QueueEvent(eventPtr);
- }
- finally
- {
- Finished();
- }
- return this;
- }
- /// <summary>
- /// Replay events in a way that tries to preserve the original timing sequence.
- /// </summary>
- /// <returns>The same ReplayController instance.</returns>
- /// <remarks>
- /// This method will take the current time as the starting time to which make all events
- /// relative to. Based on this time, it will try to correlate the original event timing
- /// with the timing of input updates as they happen. When successful, this will compensate
- /// for differences in frame timings compared to when input was recorded and instead queue
- /// input in frames that are closer to the original timing.
- ///
- /// Note that this method will perform one initial scan of the trace to determine a linear
- /// ordering of the events by time (the input system does not require any such ordering on the
- /// events in its queue and thus events in a trace, especially if there are multiple devices
- /// involved, may be out of order).
- /// </remarks>
- /// <seealso cref="PlayAllFramesOneByOne"/>
- /// <seealso cref="PlayAllEvents"/>
- public ReplayController PlayAllEventsAccordingToTimestamps()
- {
- // Sort remaining events by time.
- var eventsByTime = new List<InputEventPtr>();
- while (MoveNext(true, out var eventPtr))
- eventsByTime.Add(eventPtr);
- eventsByTime.Sort((a, b) => a.time.CompareTo(b.time));
- m_Enumerator.Dispose();
- m_Enumerator = null;
- m_AllEventsByTime = eventsByTime;
- position = 0;
- // Start playback.
- finished = false;
- m_StartTimeAsPerFirstEvent = -1;
- m_AllEventsByTimeIndex = -1;
- InputSystem.onBeforeUpdate += OnBeginFrame;
- return this;
- }
- private void OnBeginFrame()
- {
- if (paused)
- return;
- if (!MoveNext(false, out var currentEventPtr))
- {
- if (m_AllEventsByTime == null || m_AllEventsByTimeIndex >= m_AllEventsByTime.Count)
- Finished();
- return;
- }
- // Check for empty frame (note: when playing back events by time, we won't see frame marker events
- // returned from MoveNext).
- if (currentEventPtr.type == FrameMarkerEvent)
- {
- if (!MoveNext(false, out currentEventPtr))
- {
- // Last frame.
- Finished();
- return;
- }
- // Check for empty frame.
- if (currentEventPtr.type == FrameMarkerEvent)
- return;
- }
- // Inject our events into the frame.
- while (true)
- {
- QueueEvent(currentEventPtr);
- // Stop if we reach the end of the stream.
- if (!MoveNext(false, out var nextEvent))
- {
- if (m_AllEventsByTime == null || m_AllEventsByTimeIndex >= m_AllEventsByTime.Count)
- Finished();
- break;
- }
- // Stop if we've reached the next frame (won't happen if we're playing events by time).
- if (nextEvent.type == FrameMarkerEvent)
- {
- // Back up one event.
- m_Enumerator.m_Current = currentEventPtr;
- --position;
- break;
- }
- currentEventPtr = nextEvent;
- }
- }
- private void Finished()
- {
- finished = true;
- InputSystem.onBeforeUpdate -= OnBeginFrame;
- m_OnFinished?.Invoke();
- }
- private void QueueEvent(InputEventPtr eventPtr)
- {
- // Shift time on event.
- var originalTimestamp = eventPtr.internalTime;
- if (m_AllEventsByTime != null)
- eventPtr.internalTime = m_StartTimeAsPerRuntime + (eventPtr.internalTime - m_StartTimeAsPerFirstEvent);
- else
- eventPtr.internalTime = InputRuntime.s_Instance.currentTime;
- // Remember original event ID. QueueEvent will automatically update the event ID
- // and actually do so in place.
- var originalEventId = eventPtr.id;
- // Map device ID.
- var originalDeviceId = eventPtr.deviceId;
- eventPtr.deviceId = ApplyDeviceMapping(originalDeviceId);
- // Notify.
- m_OnEvent?.Invoke(eventPtr);
- // Queue event.
- try
- {
- InputSystem.QueueEvent(eventPtr);
- }
- finally
- {
- // Restore modification we made to the event buffer.
- eventPtr.internalTime = originalTimestamp;
- eventPtr.id = originalEventId;
- eventPtr.deviceId = originalDeviceId;
- }
- }
- private bool MoveNext(bool skipFrameEvents, out InputEventPtr eventPtr)
- {
- eventPtr = default;
- if (m_AllEventsByTime != null)
- {
- if (m_AllEventsByTimeIndex + 1 >= m_AllEventsByTime.Count)
- {
- position = m_AllEventsByTime.Count;
- m_AllEventsByTimeIndex = m_AllEventsByTime.Count;
- return false;
- }
- if (m_AllEventsByTimeIndex < 0)
- {
- m_StartTimeAsPerFirstEvent = m_AllEventsByTime[0].internalTime;
- m_StartTimeAsPerRuntime = InputRuntime.s_Instance.currentTime;
- }
- else if (m_AllEventsByTimeIndex < m_AllEventsByTime.Count - 1 &&
- m_AllEventsByTime[m_AllEventsByTimeIndex + 1].internalTime > m_StartTimeAsPerFirstEvent + (InputRuntime.s_Instance.currentTime - m_StartTimeAsPerRuntime))
- {
- // We're queuing by original time and the next event isn't up yet,
- // so early out.
- return false;
- }
- ++m_AllEventsByTimeIndex;
- ++position;
- eventPtr = m_AllEventsByTime[m_AllEventsByTimeIndex];
- }
- else
- {
- if (m_Enumerator == null)
- m_Enumerator = new Enumerator(m_EventTrace);
- do
- {
- if (!m_Enumerator.MoveNext())
- return false;
- ++position;
- eventPtr = m_Enumerator.Current;
- }
- while (skipFrameEvents && eventPtr.type == FrameMarkerEvent);
- }
- return true;
- }
- private int ApplyDeviceMapping(int originalDeviceId)
- {
- // Look up in mappings.
- for (var i = 0; i < m_DeviceIDMappings.length; ++i)
- {
- var entry = m_DeviceIDMappings[i];
- if (entry.Key == originalDeviceId)
- return entry.Value;
- }
- // Create device, if needed.
- if (m_CreateNewDevices)
- {
- try
- {
- // Find device info.
- var deviceIndex = m_EventTrace.deviceInfos.IndexOf(x => x.deviceId == originalDeviceId);
- if (deviceIndex != -1)
- {
- var deviceInfo = m_EventTrace.deviceInfos[deviceIndex];
- // If we don't have the layout, try to add it from the persisted layout info.
- var layoutName = new InternedString(deviceInfo.layout);
- if (!InputControlLayout.s_Layouts.HasLayout(layoutName))
- {
- if (string.IsNullOrEmpty(deviceInfo.m_FullLayoutJson))
- return originalDeviceId;
- InputSystem.RegisterLayout(deviceInfo.m_FullLayoutJson);
- }
- // Create device.
- var device = InputSystem.AddDevice(layoutName);
- WithDeviceMappedFromTo(originalDeviceId, device.deviceId);
- m_CreatedDevices.AppendWithCapacity(device);
- return device.deviceId;
- }
- }
- catch
- {
- // Swallow and just return originalDeviceId.
- }
- }
- return originalDeviceId;
- }
- }
- /// <summary>
- /// Information about a device whose input has been captured in an <see cref="InputEventTrace"/>
- /// </summary>
- /// <seealso cref="InputEventTrace.deviceInfos"/>
- [Serializable]
- public struct DeviceInfo
- {
- /// <summary>
- /// Id of the device as stored in the events for the device.
- /// </summary>
- /// <seealso cref="InputDevice.deviceId"/>
- public int deviceId
- {
- get => m_DeviceId;
- set => m_DeviceId = value;
- }
- /// <summary>
- /// Name of the layout used by the device.
- /// </summary>
- /// <seealso cref="InputControl.layout"/>
- public string layout
- {
- get => m_Layout;
- set => m_Layout = value;
- }
- /// <summary>
- /// Tag for the format in which state for the device is stored.
- /// </summary>
- /// <seealso cref="InputControl.stateBlock"/>
- /// <seealso cref="InputStateBlock.format"/>
- public FourCC stateFormat
- {
- get => m_StateFormat;
- set => m_StateFormat = value;
- }
- /// <summary>
- /// Size of a full state snapshot of the device.
- /// </summary>
- public int stateSizeInBytes
- {
- get => m_StateSizeInBytes;
- set => m_StateSizeInBytes = value;
- }
- [SerializeField] internal int m_DeviceId;
- [SerializeField] internal string m_Layout;
- [SerializeField] internal FourCC m_StateFormat;
- [SerializeField] internal int m_StateSizeInBytes;
- [SerializeField] internal string m_FullLayoutJson;
- }
- }
- }
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