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- using System;
- ////TODO: provide total metric for amount of unmanaged memory (device state + action state)
- namespace UnityEngine.InputSystem.LowLevel
- {
- /// <summary>
- /// Provides information on the level of throughput going through the system.
- /// </summary>
- /// <seealso cref="InputSystem.metrics"/>
- [Serializable]
- public struct InputMetrics
- {
- /// <summary>
- /// Maximum number of devices that were concurrently added to the system.
- /// </summary>
- /// <seealso cref="InputSystem.devices"/>
- public int maxNumDevices { get; set; }
- /// <summary>
- /// Number of devices currently added to the system.
- /// </summary>
- /// <seealso cref="InputSystem.devices"/>
- public int currentNumDevices { get; set; }
- /// <summary>
- /// The largest the combined state memory for all devices got.
- /// </summary>
- public int maxStateSizeInBytes { get; set; }
- /// <summary>
- /// Total size of the combined state memory for all current devices.
- /// </summary>
- public int currentStateSizeInBytes { get; set; }
- /// <summary>
- /// Total number of <see cref="InputControl"/>s currently alive in
- /// devices in the system.
- /// </summary>
- public int currentControlCount { get; set; }
- /// <summary>
- /// Total number of currently registered layouts.
- /// </summary>
- public int currentLayoutCount { get; set; }
- /// <summary>
- /// Total number of bytes of <see cref="InputEvent"/>s consumed so far.
- /// </summary>
- public int totalEventBytes { get; set; }
- /// <summary>
- /// Total number of <see cref="InputEvent"/>s consumed so far.
- /// </summary>
- public int totalEventCount { get; set; }
- /// <summary>
- /// Total number of input system updates run so far.
- /// </summary>
- /// <seealso cref="InputSystem.Update"/>
- public int totalUpdateCount { get; set; }
- /// <summary>
- /// Total time in seconds spent processing <see cref="InputEvent"/>s so far.
- /// </summary>
- /// <remarks>
- /// Event processing usually amounts for the majority of time spent in <see cref="InputSystem.Update"/>
- /// but not necessarily for all of it.
- /// </remarks>
- /// <seealso cref="InputSystem.Update"/>
- public double totalEventProcessingTime { get; set; }
- /// <summary>
- /// Total accumulated time that has passed between when events were generated (see <see cref="InputEvent.time"/>)
- /// compared to when they were processed.
- /// </summary>
- public double totalEventLagTime { get; set; }
- /// <summary>
- /// Average size of the event buffer received on every <see cref="InputSystem.Update"/>.
- /// </summary>
- public float averageEventBytesPerFrame => (float)totalEventBytes / totalUpdateCount;
- ////REVIEW: we probably want better averaging than we get with this method; ideally, we should take averages
- //// each frame and then compute weighted averages as we go; the current method disregards updating spacing
- //// and event clustering entirely
- /// <summary>
- /// Average time in seconds spend on processing each individual <see cref="InputEvent"/>.
- /// </summary>
- public double averageProcessingTimePerEvent => totalEventProcessingTime / totalEventCount;
- /// <summary>
- /// Average time it takes from when an event is generated to when it is processed.
- /// </summary>
- /// <seealso cref="totalEventLagTime"/>
- public double averageLagTimePerEvent => totalEventLagTime / totalEventCount;
- }
- }
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