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861
Packages/com.unity.renderstreaming@3.1.0-exp.9/Runtime/Scripts/InputSystem/InputRemoting.cs
vendored
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861
Packages/com.unity.renderstreaming@3.1.0-exp.9/Runtime/Scripts/InputSystem/InputRemoting.cs
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// note:: This script is using code snippets in InputSystem.
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// https://github.com/Unity-Technologies/InputSystem/blob/develop/Packages/com.unity.inputsystem/InputSystem/Devices/Remote/InputRemoting.cs
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using System;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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////TODO: show remote device IDs in the debugger
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////TODO: remote timestamps need to be translated to local timestamps; doesn't make sense for remote events getting
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//// processed on the local timeline as is when the originating timeline may be quite different
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////TODO: support actions
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////TODO: support input users
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////TODO: text input events
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////REVIEW: it seems that the various XXXMsg struct should be public; ATM doesn't seem like working with the message interface is practical
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////REVIEW: the namespacing mechanism for layouts which changes base layouts means that layouts can't be played
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//// around with on the editor side but will only be changed once they're updated in the player
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namespace Unity.RenderStreaming.InputSystem
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{
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/// <summary>
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/// Makes the activity and data of an InputManager observable in message form.
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/// </summary>
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/// <remarks>
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/// Can act as both the sender and Receiver of these message so the flow is fully bidirectional,
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/// i.e. the InputManager on either end can mirror its layouts, devices, and events over
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/// to the other end. This permits streaming input not just from the player to the editor but
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/// also feeding input from the editor back into the player.
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///
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/// Remoting sits entirely on top of the input system as an optional piece of functionality.
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/// In development players and the editor, we enable it automatically but in non-development
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/// players it has to be explicitly requested by the user.
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///
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/// To see devices and input from players in the editor, open the Input Debugger through
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/// "Windows >> Input Debugger".
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/// </remarks>
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/// <seealso cref="InputSystem.remoting"/>
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/// \todo Reuse memory allocated for messages instead of allocating separately for each message.
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/// \todo Inteface to determine what to mirror from the local manager to the remote system.
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public sealed class InputRemoting : IObservable<InputRemoting.Message>, IObserver<InputRemoting.Message>
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{
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/// <summary>
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/// Enumeration of possible types of messages exchanged between two InputRemoting instances.
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/// </summary>
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public enum MessageType
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{
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Connect,
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Disconnect,
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NewLayout,
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NewDevice,
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NewEvents,
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RemoveDevice,
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RemoveLayout,
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ChangeUsages,
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StartSending,
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StopSending,
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}
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/// <summary>
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/// A message exchanged between two InputRemoting instances.
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Message
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{
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/// <summary>
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/// For messages coming in, numeric ID of the sender of the message. For messages
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/// going out, numeric ID of the targeted Receiver of the message.
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/// </summary>
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public int participantId;
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public MessageType type;
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public byte[] data;
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}
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public bool sending
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{
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get => (m_Flags & Flags.Sending) == Flags.Sending;
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private set
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{
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if (value)
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m_Flags |= Flags.Sending;
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else
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m_Flags &= ~Flags.Sending;
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}
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}
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static InputRemoting()
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{
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#if UNITY_EDITOR
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//
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// note: This lines are for avoiding issues when running the editor
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// on background. When moved the focus from the editor, input events
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// from another process are ignored.
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// Please attention behaviours are difference several platforms when
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// moving focus from Unity Editor.
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//
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// Additionally, The behaviour is changed Unity2021.2 later (using
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// InputSystem 1.1). Please see "Background behaviour".
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// https://docs.unity3d.com/Packages/com.unity.inputsystem@1.1/manual/Settings.html#background-behavior
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#if INPUTSYSTEM_1_1_OR_NEWER
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// todo(kazuki):
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#else
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// Make sure we're not affected by the user giving focus away from the
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// game view.
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//
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InputEditorUserSettings.lockInputToGameView = true;
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#endif
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#endif
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}
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internal InputRemoting(IInputManager manager, bool startSendingOnConnect = false)
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{
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if (manager == null)
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throw new ArgumentNullException("manager");
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m_LocalManager = manager;
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if (startSendingOnConnect)
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m_Flags |= Flags.StartSendingOnConnect;
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//when listening for newly added layouts, must filter out ones we've added from remote
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}
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/// <summary>
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/// Start sending messages for data and activity in the local input system
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/// to observers.
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/// </summary>
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/// <seealso cref="sending"/>
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/// <seealso cref="StopSending"/>
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public void StartSending()
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{
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if (sending)
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return;
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////TODO: send events in bulk rather than one-by-one
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m_LocalManager.onMessage += Send;
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m_LocalManager.onEvent += SendEvent;
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m_LocalManager.onDeviceChange += SendDeviceChange;
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m_LocalManager.onLayoutChange += SendLayoutChange;
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sending = true;
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SendInitialMessages();
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}
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public void StopSending()
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{
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if (!sending)
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return;
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m_LocalManager.onMessage -= Send;
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m_LocalManager.onEvent -= SendEvent;
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m_LocalManager.onDeviceChange -= SendDeviceChange;
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m_LocalManager.onLayoutChange -= SendLayoutChange;
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sending = false;
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}
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void IObserver<Message>.OnNext(Message msg)
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{
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switch (msg.type)
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{
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case MessageType.Connect:
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ConnectMsg.Process(this);
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break;
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case MessageType.Disconnect:
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DisconnectMsg.Process(this, msg);
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break;
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case MessageType.NewLayout:
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NewLayoutMsg.Process(this, msg);
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break;
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case MessageType.RemoveLayout:
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RemoveLayoutMsg.Process(this, msg);
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break;
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case MessageType.NewDevice:
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NewDeviceMsg.Process(this, msg);
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break;
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case MessageType.NewEvents:
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NewEventsMsg.Process(this, msg);
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break;
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case MessageType.ChangeUsages:
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ChangeUsageMsg.Process(this, msg);
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break;
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case MessageType.RemoveDevice:
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RemoveDeviceMsg.Process(this, msg);
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break;
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case MessageType.StartSending:
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StartSendingMsg.Process(this);
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break;
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case MessageType.StopSending:
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StopSendingMsg.Process(this);
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break;
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}
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}
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void IObserver<Message>.OnError(Exception error)
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{
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}
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void IObserver<Message>.OnCompleted()
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{
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}
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public IDisposable Subscribe(IObserver<Message> observer)
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{
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if (observer == null)
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throw new ArgumentNullException("observer");
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var subscriber = new Subscriber { owner = this, observer = observer };
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ArrayHelpers.Append(ref m_Subscribers, subscriber);
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return subscriber;
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}
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private void SendInitialMessages()
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{
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SendAllGeneratedLayouts();
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SendAllDevices();
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}
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private void SendAllGeneratedLayouts()
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{
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// todo(kazuki)::
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// layputBuilders property is not published from InputSystem
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//
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//foreach (var entry in m_LocalManager.m_Layouts.layoutBuilders)
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// SendLayout(entry.Key);
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foreach (var layout in m_LocalManager.layouts)
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SendLayout(layout);
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}
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private void SendLayout(string layoutName)
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{
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if (m_Subscribers == null)
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return;
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var message = NewLayoutMsg.Create(this, layoutName);
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if (message != null)
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Send(message.Value);
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}
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private void SendAllDevices()
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{
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var devices = m_LocalManager.devices;
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foreach (var device in devices)
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SendDevice(device);
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}
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private void SendDevice(InputDevice device)
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{
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if (m_Subscribers == null)
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return;
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// Don't mirror remote devices to other remotes.
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if (device.remote)
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return;
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var newDeviceMessage = NewDeviceMsg.Create(device);
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Send(newDeviceMessage);
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// Send current state. We do this here in this case as the device
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// may have been added some time ago and thus have already received events.
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var stateEventMessage = NewEventsMsg.CreateStateEvent(device);
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Send(stateEventMessage);
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}
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private unsafe void SendEvent(InputEventPtr eventPtr, InputDevice device)
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{
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if (m_Subscribers == null)
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return;
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////REVIEW: we probably want to have better control over this and allow producing local events
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//// against remote devices which *are* indeed sent across the wire
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// Don't send events that came in from remote devices.
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if (device != null && device.remote)
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return;
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var message = NewEventsMsg.Create(eventPtr.data, 1);
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Send(message);
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}
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private void SendDeviceChange(InputDevice device, InputDeviceChange change)
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{
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if (m_Subscribers == null)
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return;
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// Don't mirror remoted devices to other remotes.
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if (device.remote)
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return;
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Message msg;
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switch (change)
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{
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case InputDeviceChange.Added:
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msg = NewDeviceMsg.Create(device);
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break;
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case InputDeviceChange.Removed:
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msg = RemoveDeviceMsg.Create(device);
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break;
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case InputDeviceChange.UsageChanged:
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msg = ChangeUsageMsg.Create(device);
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break;
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default:
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return;
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}
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Send(msg);
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}
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private void SendLayoutChange(string layout, InputControlLayoutChange change)
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{
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if (m_Subscribers == null)
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return;
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Message msg;
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switch (change)
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{
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case InputControlLayoutChange.Added:
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case InputControlLayoutChange.Replaced:
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var message = NewLayoutMsg.Create(this, layout);
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if (message == null)
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return;
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msg = message.Value;
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break;
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case InputControlLayoutChange.Removed:
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msg = RemoveLayoutMsg.Create(layout);
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break;
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default:
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return;
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}
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Send(msg);
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}
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private void Send(Message msg)
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{
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foreach (var subscriber in m_Subscribers)
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subscriber.observer.OnNext(msg);
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}
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////TODO: with C#7 this should be a ref return
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private int FindOrCreateSenderRecord(int senderId)
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{
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// Try to find existing.
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if (m_Senders != null)
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{
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var senderCount = m_Senders.Length;
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for (var i = 0; i < senderCount; ++i)
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if (m_Senders[i].senderId == senderId)
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return i;
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}
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// Create new.
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var sender = new RemoteSender
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{
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senderId = senderId,
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};
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return ArrayHelpers.Append(ref m_Senders, sender);
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}
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private int FindLocalDeviceId(int remoteDeviceId, int senderIndex)
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{
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var localDevices = m_Senders[senderIndex].devices;
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if (localDevices != null)
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{
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var numLocalDevices = localDevices.Length;
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for (var i = 0; i < numLocalDevices; ++i)
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{
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if (localDevices[i].remoteId == remoteDeviceId)
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return localDevices[i].localId;
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}
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}
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return InputDevice.InvalidDeviceId;
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}
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private InputDevice TryGetDeviceByRemoteId(int remoteDeviceId, int senderIndex)
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{
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var localId = FindLocalDeviceId(remoteDeviceId, senderIndex);
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return m_LocalManager.GetDeviceById(localId);
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}
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private Flags m_Flags;
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private IInputManager m_LocalManager; // Input system we mirror input from and to.
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private Subscriber[] m_Subscribers; // Receivers we send input to.
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private RemoteSender[] m_Senders; // Senders we receive input from.
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[Flags]
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private enum Flags
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{
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Sending = 1 << 0,
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StartSendingOnConnect = 1 << 1
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}
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// Data we keep about a unique sender that we receive input data
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// from. We keep track of the layouts and devices we added to
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// the local system.
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[Serializable]
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internal struct RemoteSender
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{
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public int senderId;
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public string[] layouts;
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public RemoteInputDevice[] devices;
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}
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[Serializable]
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internal struct RemoteInputDevice
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{
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public int remoteId; // Device ID used by sender.
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public int localId; // Device ID used by us in local system.
|
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|
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public InputDeviceDescription description;
|
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}
|
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internal class Subscriber : IDisposable
|
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{
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public InputRemoting owner;
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public IObserver<Message> observer;
|
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public void Dispose()
|
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{
|
||||
ArrayHelpers.Erase(ref owner.m_Subscribers, this);
|
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}
|
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}
|
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|
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private static class ConnectMsg
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{
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public static void Process(InputRemoting Receiver)
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{
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if (Receiver.sending)
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{
|
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Receiver.SendAllDevices();
|
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}
|
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else if ((Receiver.m_Flags & Flags.StartSendingOnConnect) == Flags.StartSendingOnConnect)
|
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Receiver.StartSending();
|
||||
}
|
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}
|
||||
|
||||
private static class StartSendingMsg
|
||||
{
|
||||
public static void Process(InputRemoting Receiver)
|
||||
{
|
||||
Receiver.StartSending();
|
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}
|
||||
}
|
||||
|
||||
private static class StopSendingMsg
|
||||
{
|
||||
public static void Process(InputRemoting Receiver)
|
||||
{
|
||||
Receiver.StopSending();
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveRemoteDevices(int participantId)
|
||||
{
|
||||
var senderIndex = FindOrCreateSenderRecord(participantId);
|
||||
|
||||
// Remove devices added by remote.
|
||||
var devices = m_Senders[senderIndex].devices;
|
||||
if (devices != null)
|
||||
{
|
||||
foreach (var remoteDevice in devices)
|
||||
{
|
||||
var device = m_LocalManager.GetDeviceById(remoteDevice.localId);
|
||||
if (device != null)
|
||||
m_LocalManager.RemoveDevice(device);
|
||||
}
|
||||
}
|
||||
|
||||
////TODO: remove layouts added by remote
|
||||
ArrayHelpers.EraseAt(ref m_Senders, senderIndex);
|
||||
}
|
||||
|
||||
private static class DisconnectMsg
|
||||
{
|
||||
public static void Process(InputRemoting Receiver, Message msg)
|
||||
{
|
||||
Receiver.RemoveRemoteDevices(msg.participantId);
|
||||
Receiver.StopSending();
|
||||
}
|
||||
}
|
||||
|
||||
// Tell remote input system that there's a new layout.
|
||||
private static class NewLayoutMsg
|
||||
{
|
||||
[Serializable]
|
||||
public struct Data
|
||||
{
|
||||
public string name;
|
||||
public string layoutJson;
|
||||
public bool isOverride;
|
||||
}
|
||||
|
||||
public static Message? Create(InputRemoting sender, string layoutName)
|
||||
{
|
||||
// Try to load the layout. Ignore the layout if it couldn't
|
||||
// be loaded.
|
||||
InputControlLayout layout;
|
||||
try
|
||||
{
|
||||
layout = sender.m_LocalManager.LoadLayout(new InternedString(layoutName));
|
||||
if (layout == null)
|
||||
{
|
||||
RenderStreaming.Logger.Log(string.Format(
|
||||
"Could not find layout '{0}' meant to be sent through remote connection; this should not happen",
|
||||
layoutName));
|
||||
return null;
|
||||
}
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
RenderStreaming.Logger.Log(string.Format(
|
||||
"Could not load layout '{0}'; not sending to remote listeners (exception: {1})", layoutName,
|
||||
exception));
|
||||
return null;
|
||||
}
|
||||
|
||||
var data = new Data
|
||||
{
|
||||
name = layoutName,
|
||||
layoutJson = layout.ToJson(),
|
||||
isOverride = layout.isOverride
|
||||
};
|
||||
|
||||
return new Message
|
||||
{
|
||||
type = MessageType.NewLayout,
|
||||
data = SerializeData(data)
|
||||
};
|
||||
}
|
||||
|
||||
public static void Process(InputRemoting Receiver, Message msg)
|
||||
{
|
||||
var data = DeserializeData<Data>(msg.data);
|
||||
var senderIndex = Receiver.FindOrCreateSenderRecord(msg.participantId);
|
||||
|
||||
var internedLayoutName = new InternedString(data.name);
|
||||
Receiver.m_LocalManager.RegisterControlLayout(data.layoutJson, data.name, data.isOverride);
|
||||
ArrayHelpers.Append(ref Receiver.m_Senders[senderIndex].layouts, internedLayoutName);
|
||||
}
|
||||
}
|
||||
|
||||
private static class RemoveLayoutMsg
|
||||
{
|
||||
public static Message Create(string layoutName)
|
||||
{
|
||||
var bytes = Encoding.UTF8.GetBytes(layoutName);
|
||||
return new Message
|
||||
{
|
||||
type = MessageType.RemoveLayout,
|
||||
data = bytes
|
||||
};
|
||||
}
|
||||
|
||||
public static void Process(InputRemoting Receiver, Message msg)
|
||||
{
|
||||
////REVIEW: we probably don't want to do this blindly
|
||||
var layoutName = Encoding.UTF8.GetString(msg.data);
|
||||
Receiver.m_LocalManager.RemoveLayout(layoutName);
|
||||
}
|
||||
}
|
||||
|
||||
// Tell remote input system that there's a new device.
|
||||
private static class NewDeviceMsg
|
||||
{
|
||||
[Serializable]
|
||||
public struct Data
|
||||
{
|
||||
public string name;
|
||||
public string layout;
|
||||
public int deviceId;
|
||||
public string[] usages;
|
||||
public InputDeviceDescription description;
|
||||
}
|
||||
|
||||
public static Message Create(InputDevice device)
|
||||
{
|
||||
Debug.Assert(!device.remote, "Device being sent to remotes should be a local device, not a remote one");
|
||||
|
||||
var data = new Data
|
||||
{
|
||||
name = device.name,
|
||||
layout = device.layout,
|
||||
deviceId = device.deviceId,
|
||||
description = device.description,
|
||||
usages = device.usages.Select(x => x.ToString()).ToArray()
|
||||
};
|
||||
|
||||
var json = JsonUtility.ToJson(data);
|
||||
var bytes = Encoding.UTF8.GetBytes(json);
|
||||
|
||||
return new Message
|
||||
{
|
||||
type = MessageType.NewDevice,
|
||||
data = bytes
|
||||
};
|
||||
}
|
||||
|
||||
public static void Process(InputRemoting Receiver, Message msg)
|
||||
{
|
||||
var senderIndex = Receiver.FindOrCreateSenderRecord(msg.participantId);
|
||||
var data = DeserializeData<Data>(msg.data);
|
||||
|
||||
// Make sure we haven't already seen the device.
|
||||
var devices = Receiver.m_Senders[senderIndex].devices;
|
||||
if (devices != null)
|
||||
{
|
||||
foreach (var entry in devices)
|
||||
if (entry.remoteId == data.deviceId)
|
||||
{
|
||||
RenderStreaming.Logger.Log(LogType.Error, string.Format(
|
||||
"Already received device with id {0} (layout '{1}', description '{3}) from remote {2}",
|
||||
data.deviceId,
|
||||
data.layout, msg.participantId, data.description));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Create device.
|
||||
InputDevice device;
|
||||
try
|
||||
{
|
||||
////REVIEW: this gives remote devices names the same way that local devices receive them; should we make remote status visible in the name?
|
||||
device = Receiver.m_LocalManager.AddDevice(data.layout, data.name);
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
RenderStreaming.Logger.Log(LogType.Error,
|
||||
$"Could not create remote device '{data.description}' with layout '{data.layout}' locally (exception: {exception})");
|
||||
return;
|
||||
}
|
||||
// todo(kazuki)::Avoid to use reflection
|
||||
// device.m_ParticipantId = msg.participantId;
|
||||
device.SetParticipantId(msg.participantId);
|
||||
|
||||
// todo(kazuki)::Avoid to use reflection
|
||||
// device.m_Description = data.description;
|
||||
// device.m_DeviceFlags |= InputDevice.DeviceFlags.Remote;
|
||||
device.SetDescription(data.description);
|
||||
|
||||
var deviceFlagsRemote = 1 << 3;
|
||||
device.SetDeviceFlags(device.GetDeviceFlags() | deviceFlagsRemote);
|
||||
|
||||
if (data.usages != null)
|
||||
foreach (var usage in data.usages)
|
||||
Receiver.m_LocalManager.AddDeviceUsage(device, usage);
|
||||
|
||||
// Remember it.
|
||||
var record = new RemoteInputDevice
|
||||
{
|
||||
remoteId = data.deviceId,
|
||||
localId = device.deviceId,
|
||||
description = data.description
|
||||
};
|
||||
ArrayHelpers.Append(ref Receiver.m_Senders[senderIndex].devices, record);
|
||||
}
|
||||
}
|
||||
|
||||
// Tell remote system there's new input events.
|
||||
private static class NewEventsMsg
|
||||
{
|
||||
// todo(kazuki):: not found DeviceResetEvent
|
||||
//public static unsafe Message CreateResetEvent(InputDevice device, bool isHardReset)
|
||||
//{
|
||||
// var resetEvent = DeviceResetEvent.Create(device.deviceId, isHardReset);
|
||||
// return Create((InputEvent*)UnsafeUtility.AddressOf(ref resetEvent), 1);
|
||||
//}
|
||||
|
||||
public static unsafe Message CreateStateEvent(InputDevice device)
|
||||
{
|
||||
using (StateEvent.From(device, out var eventPtr))
|
||||
return Create(eventPtr.data, 1);
|
||||
}
|
||||
|
||||
public static unsafe Message Create(InputEvent* events, int eventCount)
|
||||
{
|
||||
// Find total size of event buffer we need.
|
||||
var totalSize = 0u;
|
||||
var eventPtr = new InputEventPtr(events);
|
||||
for (var i = 0; i < eventCount; ++i, eventPtr = eventPtr.Next())
|
||||
{
|
||||
totalSize += eventPtr.sizeInBytes;
|
||||
}
|
||||
|
||||
// Copy event data to buffer. Would be nice if we didn't have to do that
|
||||
// but unfortunately we need a byte[] and can't just pass the 'events' IntPtr
|
||||
// directly.
|
||||
var data = new byte[totalSize];
|
||||
fixed (byte* dataPtr = data)
|
||||
{
|
||||
UnsafeUtility.MemCpy(dataPtr, events, totalSize);
|
||||
}
|
||||
|
||||
// Done.
|
||||
return new Message
|
||||
{
|
||||
type = MessageType.NewEvents,
|
||||
data = data
|
||||
};
|
||||
}
|
||||
|
||||
public static unsafe void Process(InputRemoting Receiver, Message msg)
|
||||
{
|
||||
var manager = Receiver.m_LocalManager;
|
||||
|
||||
fixed (byte* dataPtr = msg.data)
|
||||
{
|
||||
var dataEndPtr = new IntPtr(dataPtr + msg.data.Length);
|
||||
var eventCount = 0;
|
||||
var eventPtr = new InputEventPtr((InputEvent*)dataPtr);
|
||||
var senderIndex = Receiver.FindOrCreateSenderRecord(msg.participantId);
|
||||
|
||||
while ((Int64)eventPtr.data < dataEndPtr.ToInt64())
|
||||
{
|
||||
// Patch up device ID to refer to local device and send event.
|
||||
var remoteDeviceId = eventPtr.deviceId;
|
||||
var localDeviceId = Receiver.FindLocalDeviceId(remoteDeviceId, senderIndex);
|
||||
eventPtr.deviceId = localDeviceId;
|
||||
|
||||
if (localDeviceId != InputDevice.InvalidDeviceId)
|
||||
{
|
||||
////TODO: add API to send events in bulk rather than one by one
|
||||
manager.QueueEvent(eventPtr);
|
||||
}
|
||||
|
||||
++eventCount;
|
||||
eventPtr = eventPtr.Next();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static class ChangeUsageMsg
|
||||
{
|
||||
[Serializable]
|
||||
public struct Data
|
||||
{
|
||||
public int deviceId;
|
||||
public string[] usages;
|
||||
}
|
||||
|
||||
public static Message Create(InputDevice device)
|
||||
{
|
||||
var data = new Data
|
||||
{
|
||||
deviceId = device.deviceId,
|
||||
usages = device.usages.Select(x => x.ToString()).ToArray()
|
||||
};
|
||||
|
||||
return new Message
|
||||
{
|
||||
type = MessageType.ChangeUsages,
|
||||
data = SerializeData(data)
|
||||
};
|
||||
}
|
||||
|
||||
public static void Process(InputRemoting Receiver, Message msg)
|
||||
{
|
||||
var senderIndex = Receiver.FindOrCreateSenderRecord(msg.participantId);
|
||||
var data = DeserializeData<Data>(msg.data);
|
||||
|
||||
var device = Receiver.TryGetDeviceByRemoteId(data.deviceId, senderIndex);
|
||||
if (device != null)
|
||||
{
|
||||
foreach (var deviceUsage in device.usages)
|
||||
{
|
||||
if (!data.usages.Contains(deviceUsage))
|
||||
Receiver.m_LocalManager.RemoveDeviceUsage(device, new InternedString(deviceUsage));
|
||||
}
|
||||
|
||||
if (data.usages.Length == 1)
|
||||
Receiver.m_LocalManager.AddDeviceUsage(device, new InternedString(data.usages[0]));
|
||||
foreach (var dataUsage in data.usages)
|
||||
{
|
||||
var internedDataUsage = new InternedString(dataUsage);
|
||||
if (!device.usages.Contains(internedDataUsage))
|
||||
Receiver.m_LocalManager.AddDeviceUsage(device, new InternedString(dataUsage));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static class RemoveDeviceMsg
|
||||
{
|
||||
public static Message Create(InputDevice device)
|
||||
{
|
||||
return new Message
|
||||
{
|
||||
type = MessageType.RemoveDevice,
|
||||
data = BitConverter.GetBytes(device.deviceId)
|
||||
};
|
||||
}
|
||||
|
||||
public static void Process(InputRemoting Receiver, Message msg)
|
||||
{
|
||||
var senderIndex = Receiver.FindOrCreateSenderRecord(msg.participantId);
|
||||
var remoteDeviceId = BitConverter.ToInt32(msg.data, 0);
|
||||
|
||||
var device = Receiver.TryGetDeviceByRemoteId(remoteDeviceId, senderIndex);
|
||||
if (device != null)
|
||||
Receiver.m_LocalManager.RemoveDevice(device);
|
||||
}
|
||||
}
|
||||
|
||||
private static byte[] SerializeData<TData>(TData data)
|
||||
{
|
||||
var json = JsonUtility.ToJson(data);
|
||||
return Encoding.UTF8.GetBytes(json);
|
||||
}
|
||||
|
||||
private static TData DeserializeData<TData>(byte[] data)
|
||||
{
|
||||
var json = Encoding.UTF8.GetString(data);
|
||||
return JsonUtility.FromJson<TData>(json);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
||||
// State we want to take across domain reloads. We can only take some of the
|
||||
// state across. Subscriptions will be lost and have to be manually restored.
|
||||
[Serializable]
|
||||
internal struct SerializedState
|
||||
{
|
||||
public int senderId;
|
||||
public RemoteSender[] senders;
|
||||
|
||||
// We can't take these across domain reloads but we want to take them across
|
||||
// InputSystem.Save/Restore.
|
||||
[NonSerialized] public Subscriber[] subscribers;
|
||||
}
|
||||
|
||||
internal SerializedState SaveState()
|
||||
{
|
||||
return new SerializedState
|
||||
{
|
||||
senders = m_Senders,
|
||||
subscribers = m_Subscribers
|
||||
};
|
||||
}
|
||||
|
||||
internal void RestoreState(SerializedState state, IInputManager manager)
|
||||
{
|
||||
m_LocalManager = manager;
|
||||
m_Senders = state.senders;
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
}
|
||||
// #endif
|
||||
Reference in New Issue
Block a user