NEW: Can debug player input from editor.

This commit is contained in:
Rene Damm rene@unity3d.com 2017-11-22 21:32:36 -08:00
Родитель 6f90b9c0e6
Коммит 4de57f2d2b
123 изменённых файлов: 3335 добавлений и 270 удалений

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@ -5,7 +5,6 @@ using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using ISX;
using ISX.Remote;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.Events;
@ -18,9 +17,6 @@ using ISX.Editor;
using UnityEditor;
#endif
////TODO: make work in player (ATM we rely on the domain reload logic; probably want to include that in debug players, too)
//// (when running in player, make sure that remoting is *off*)
// These tests rely on the default template setup present in the code
// of the system (e.g. they make assumptions about Gamepad is set up).
public class FunctionalTests : InputTestFixture
@ -4261,7 +4257,7 @@ public class FunctionalTests : InputTestFixture
secondInputSystem.InitializeData();
var local = InputSystem.remoting;
var remote = new InputRemoting(secondInputSystem, senderId: 1);
var remote = new InputRemoting(secondInputSystem);
// We wire the two directly into each other effectively making function calls
// our "network transport layer". In a real networking situation, we'd effectively
@ -4302,7 +4298,7 @@ public class FunctionalTests : InputTestFixture
secondInputSystem.InitializeData();
var local = InputSystem.remoting;
var remote = new InputRemoting(secondInputSystem, senderId: 1);
var remote = new InputRemoting(secondInputSystem);
local.Subscribe(remote);
remote.Subscribe(local);
@ -4322,7 +4318,7 @@ public class FunctionalTests : InputTestFixture
InputSystem.SetUsage(localGamepad, CommonUsages.LeftHand);
Assert.That(remoteGamepad.usages, Has.Exactly(1).EqualTo(CommonUsages.LeftHand));
// Connect and disconnect are events so no need to test those.
// Bind and disconnect are events so no need to test those.
// Remove device.
InputSystem.RemoveDevice(localGamepad);
@ -4451,10 +4447,10 @@ public class FunctionalTests : InputTestFixture
// In the Unity API, "PlayerConnection" is the connection to the editor
// and "EditorConnection" is the connection to the player. Seems counter-intuitive.
connectionToEditor.Connect(fakePlayerConnection);
connectionToPlayer.Connect(fakeEditorConnection);
connectionToEditor.Bind(fakePlayerConnection, true);
connectionToPlayer.Bind(fakeEditorConnection, true);
// Connect the local remote on the player side.
// Bind the local remote on the player side.
InputSystem.remoting.Subscribe(connectionToEditor);
InputSystem.remoting.StartSending();

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@ -249,7 +249,7 @@ namespace ISX
// More involved case where we are sitting somewhere within the set's bindings array
// and inserting new bindings will thus affect other actions in the set.
bindingIndex = m_BindingsStartIndex + m_BindingsCount;
ArrayHelpers.Insert(ref set.m_Bindings, bindingIndex, binding);
ArrayHelpers.InsertAt(ref set.m_Bindings, bindingIndex, binding);
// Shift binding start indices of all actions that come after us up by one.
for (var i = 0; i < actionCount; ++i)

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@ -10,7 +10,10 @@ namespace ISX
////REVIEW: I think it makes sense to switch this to a more compact format that doesn't store floats; after all in almost all
//// cases our source data on platforms is *not* floats. And users won't generally deal with GamepadState directly.
// Default gamepad state layout.
/// <summary>
/// Default state layout gamepads.
/// </summary>
/// <seealso cref="Gamepad"/>
[StructLayout(LayoutKind.Sequential)]
public struct GamepadState : IInputStateTypeInfo
{
@ -110,7 +113,11 @@ namespace ISX
}
}
// Xbox-style gamepad.
/// <summary>
/// An Xbox-style gamepad with two switcks, a D-Pad, four face buttons, two triggers,
/// two shoulder buttons, and two menu buttons.
/// </summary>
/// <seealso cref="GamepadState"/>
[InputState(typeof(GamepadState))]
public class Gamepad : InputDevice
{

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@ -1,12 +1,18 @@
using System;
////TODO: the entire control hierarchy should be a linear array; transition to that with InputData
namespace ISX
{
// Input devices are the roots of control hierarchies.
// Unlike other controls, usages of InputDevices are allowed to be changed on the fly
// without requiring a change to the device template.
/// <summary>
/// The root of a control hierarchy.
/// </summary>
/// <remarks>
/// Input devices act as the container for control hierarchies. Every hierarchy has to have
/// a device at the root. Devices cannot occur inside of hierarchies.
///
/// Unlike other controls, usages of InputDevices are allowed to be changed on the fly
/// without requiring a change to the device template.
/// </remarks>
/// \todo The entire control hierarchy should be a linear array; transition to that with InputData.
public class InputDevice : InputControl
{
public const int kInvalidDeviceId = 0;

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@ -5,23 +5,31 @@ using System.Text;
using UnityEngine;
using UnityEngineInternal.Input;
////TODO: reuse memory allocated for messages instead of allocating separately for each message
namespace ISX.Remote
namespace ISX
{
// Makes the activity and data of an InputManager observable in message form.
// Can act as both the sender and receiver of these message so the flow is fully bidirectional,
// i.e. the InputManager on either end can mirror its templates, devices, and events over
// to the other end. This permits streaming input not just from the player to the editor but
// also feeding input from the editor back into the player.
//
// Remoting sits entirely on top of the input system as an optional piece of functionality.
// In development players and the editor, we enable it automatically but in non-development
// players it has to be explicitly requested by the user.
/// <summary>
/// Makes the activity and data of an InputManager observable in message form.
/// </summary>
/// <remarks>
/// Can act as both the sender and receiver of these message so the flow is fully bidirectional,
/// i.e. the InputManager on either end can mirror its templates, devices, and events over
/// to the other end. This permits streaming input not just from the player to the editor but
/// also feeding input from the editor back into the player.
///
/// Remoting sits entirely on top of the input system as an optional piece of functionality.
/// In development players and the editor, we enable it automatically but in non-development
/// players it has to be explicitly requested by the user.
/// </remarks>
/// <seealso cref="InputSystem.remoting"/>
/// \todo Reuse memory allocated for messages instead of allocating separately for each message.
/// \todo Inteface to determine what to mirror from the local manager to the remote system.
public class InputRemoting : IObservable<InputRemoting.Message>, IObserver<InputRemoting.Message>
{
public const string kRemoteTemplateNamespacePrefix = "remote";
/// <summary>
/// Enumeration of possible types of messages exchanged between two InputRemoting instances.
/// </summary>
public enum MessageType
{
Connect,
@ -34,49 +42,74 @@ namespace ISX.Remote
ChangeUsages,
}
/// <summary>
/// A message exchanged between two InputRemoting instances.
/// </summary>
public struct Message
{
public int sender;
/// <summary>
/// For messages coming in, numeric ID of the sender of the message. For messages
/// going out, numeric ID of the targeted receiver of the message.
/// </summary>
public int participantId;
public MessageType type;
public byte[] data;
}
////TODO: interface to determine what to mirror from m_Manager to the remote system
public bool sending
{
get { return (m_Flags & Flags.Sending) == Flags.Sending; }
private set
{
if (value)
m_Flags |= Flags.Sending;
else
m_Flags &= ~Flags.Sending;
}
}
internal InputRemoting(InputManager manager, int senderId = 0)
internal InputRemoting(InputManager manager, bool startSendingOnConnect = false)
{
if (manager == null)
throw new ArgumentNullException(nameof(manager));
m_LocalManager = manager;
m_SenderId = senderId;
if (startSendingOnConnect)
m_Flags |= Flags.StartSendingOnConnect;
//when listening for newly added templates, must filter out ones we've added from remote
}
/// <summary>
/// Start sending messages for data and activity in the local input system
/// to observers.
/// </summary>
/// <seealso cref="sending"/>
/// <seealso cref="StopSending"/>
public void StartSending()
{
if (m_IsSending)
if (sending)
return;
////TODO: send events in bulk rather than one-by-one
m_LocalManager.onEvent += SendEvent;
m_LocalManager.onDeviceChange += SendDeviceChange;
m_IsSending = true;
sending = true;
SendAllCurrentDataToAllSubscribers();
SendAllCurrentData();
}
public void StopSending()
{
if (!m_IsSending)
if (!sending)
return;
m_LocalManager.onEvent -= SendEvent;
m_LocalManager.onDeviceChange -= SendDeviceChange;
m_IsSending = false;
sending = false;
}
void IObserver<Message>.OnNext(Message msg)
@ -84,8 +117,10 @@ namespace ISX.Remote
switch (msg.type)
{
case MessageType.Connect:
ConnectMsg.Process(this, msg);
break;
case MessageType.Disconnect:
DisconnectMsg.Process(this, msg);
break;
case MessageType.NewTemplate:
NewTemplateMsg.Process(this, msg);
@ -121,41 +156,25 @@ namespace ISX.Remote
var subscriber = new Subscriber {owner = this, observer = observer};
ArrayHelpers.Append(ref m_Subscribers, subscriber);
if (m_IsSending)
SendAllCurrentDataToSubscriber(subscriber);
////REVIEW: Send connect?
return subscriber;
}
// Let all subscribers know about all devices and templates that m_LocalManager has.
private void SendAllCurrentDataToAllSubscribers()
private void SendAllCurrentData(int recipientId = 0)
{
if (m_Subscribers == null)
return;
foreach (var subscriber in m_Subscribers)
SendAllCurrentDataToSubscriber(subscriber);
SendAllTemplates();
SendAllDevices();
}
// Let the given subscriber know about all devices and templates that m_LocalManager has.
private void SendAllCurrentDataToSubscriber(Subscriber subscriber)
{
SendAllTemplatesTo(subscriber);
SendAllDevicesTo(subscriber);
}
private void SendAllTemplatesTo(Subscriber subscriber)
private void SendAllTemplates()
{
var allTemplates = new List<string>();
m_LocalManager.ListTemplates(allTemplates);
foreach (var templateName in allTemplates)
SendTemplateTo(subscriber, templateName);
SendTemplate(templateName);
}
private void SendTemplateTo(Subscriber subscriber, string templateName)
private void SendTemplate(string templateName)
{
// Try to load the template. Ignore the template if it couldn't
// be loaded.
@ -172,20 +191,20 @@ namespace ISX.Remote
// Send it.
var message = NewTemplateMsg.Create(this, template);
subscriber.observer.OnNext(message);
Send(message);
}
private void SendAllDevicesTo(Subscriber subscriber)
private void SendAllDevices()
{
var devices = m_LocalManager.devices;
foreach (var device in devices)
SendDeviceTo(subscriber, device);
SendDevice(device);
}
private void SendDeviceTo(Subscriber subscriber, InputDevice device)
private void SendDevice(InputDevice device)
{
var message = NewDeviceMsg.Create(this, device);
subscriber.observer.OnNext(message);
Send(message);
}
private void SendEvent(InputEventPtr eventPtr)
@ -202,7 +221,7 @@ namespace ISX.Remote
return;
var message = NewEventsMsg.Create(this, eventPtr.data, 1);
SendToAll(message);
Send(message);
}
private void SendDeviceChange(InputDevice device, InputDeviceChange change)
@ -230,10 +249,10 @@ namespace ISX.Remote
return;
}
SendToAll(msg);
Send(msg);
}
private void SendToAll(Message msg)
private void Send(Message msg)
{
foreach (var subscriber in m_Subscribers)
subscriber.observer.OnNext(msg);
@ -280,11 +299,17 @@ namespace ISX.Remote
return m_LocalManager.TryGetDeviceById(localId);
}
private int m_SenderId; // Our unique ID in the network of senders and receivers.
private Flags m_Flags;
private InputManager m_LocalManager; // Input system we mirror input from and to.
private Subscriber[] m_Subscribers; // Receivers we send input to.
private RemoteSender[] m_Senders; // Senders we receive input from.
private bool m_IsSending;
[Flags]
private enum Flags
{
Sending = 1 << 0,
StartSendingOnConnect = 1 << 1
}
// Data we keep about a unique sender that we receive input data
// from. We keep track of the templates and devices we added to
@ -327,6 +352,39 @@ namespace ISX.Remote
}
}
private static class ConnectMsg
{
public static void Process(InputRemoting receiver, Message msg)
{
if (receiver.sending)
receiver.SendAllCurrentData(msg.participantId);
else if ((receiver.m_Flags & Flags.StartSendingOnConnect) == Flags.StartSendingOnConnect)
receiver.StartSending();
}
}
private static class DisconnectMsg
{
public static void Process(InputRemoting receiver, Message msg)
{
var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
// Remove devices added by remote.
foreach (var remoteDevice in receiver.m_Senders[senderIndex].devices)
{
var device = receiver.m_LocalManager.TryGetDeviceById(remoteDevice.localId);
if (device != null)
receiver.m_LocalManager.RemoveDevice(device);
}
////TODO: remove templates added by remote
ArrayHelpers.EraseAt(ref receiver.m_Senders, senderIndex);
////TODO: stop sending if last remote disconnects and StartSendingOnConnect is active
}
}
// Tell remote input system that there's a new template.
private static class NewTemplateMsg
{
@ -337,7 +395,6 @@ namespace ISX.Remote
return new Message
{
sender = sender.m_SenderId,
type = MessageType.NewTemplate,
data = bytes
};
@ -346,7 +403,7 @@ namespace ISX.Remote
public static void Process(InputRemoting receiver, Message msg)
{
var json = Encoding.UTF8.GetString(msg.data);
var senderIndex = receiver.FindOrCreateSenderRecord(msg.sender);
var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
var @namespace = receiver.m_Senders[senderIndex].templateNamespace;
receiver.m_LocalManager.RegisterTemplate(json, @namespace: @namespace);
@ -383,7 +440,6 @@ namespace ISX.Remote
return new Message
{
sender = sender.m_SenderId,
type = MessageType.NewDevice,
data = bytes
};
@ -391,7 +447,7 @@ namespace ISX.Remote
public static void Process(InputRemoting receiver, Message msg)
{
var senderIndex = receiver.FindOrCreateSenderRecord(msg.sender);
var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
var data = DeserializeData<Data>(msg.data);
// Create device.
@ -399,7 +455,7 @@ namespace ISX.Remote
InputDevice device;
try
{
device = receiver.m_LocalManager.AddDevice(template);
device = receiver.m_LocalManager.AddDevice(template, $"Remote{msg.participantId}::{data.name}");
}
catch (Exception exception)
{
@ -447,7 +503,6 @@ namespace ISX.Remote
// Done.
return new Message
{
sender = sender.m_SenderId,
type = MessageType.NewEvents,
data = data
};
@ -466,7 +521,7 @@ namespace ISX.Remote
var dataEndPtr = new IntPtr(dataPtr) + msg.data.Length;
var eventCount = 0;
var eventPtr = new InputEventPtr((InputEvent*)dataPtr);
var senderIndex = receiver.FindOrCreateSenderRecord(msg.sender);
var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
while (eventPtr.data.ToInt64() < dataEndPtr.ToInt64())
{
@ -510,7 +565,6 @@ namespace ISX.Remote
return new Message
{
sender = sender.m_SenderId,
type = MessageType.ChangeUsages,
data = SerializeData(data)
};
@ -518,7 +572,7 @@ namespace ISX.Remote
public static void Process(InputRemoting receiver, Message msg)
{
var senderIndex = receiver.FindOrCreateSenderRecord(msg.sender);
var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
var data = DeserializeData<Data>(msg.data);
var device = receiver.TryGetDeviceByRemoteId(data.deviceId, senderIndex);
@ -538,7 +592,6 @@ namespace ISX.Remote
{
return new Message
{
sender = sender.m_SenderId,
type = MessageType.RemoveDevice,
data = BitConverter.GetBytes(device.id)
};
@ -546,7 +599,7 @@ namespace ISX.Remote
public static void Process(InputRemoting receiver, Message msg)
{
var senderIndex = receiver.FindOrCreateSenderRecord(msg.sender);
var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
var remoteDeviceId = BitConverter.ToInt32(msg.data, 0);
var device = receiver.TryGetDeviceByRemoteId(remoteDeviceId, senderIndex);
@ -587,7 +640,6 @@ namespace ISX.Remote
{
return new SerializedState
{
senderId = m_SenderId,
senders = m_Senders,
subscribers = m_Subscribers
};
@ -596,7 +648,6 @@ namespace ISX.Remote
internal void RestoreState(SerializedState state, InputManager manager)
{
m_LocalManager = manager;
m_SenderId = state.senderId;
m_Senders = state.senders;
}

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@ -2,7 +2,7 @@ using System;
using UnityEngine;
using UnityEngine.Networking.PlayerConnection;
namespace ISX.Remote
namespace ISX
{
// Transports input remoting messages from and to players. Can be used to
// make input on either side fully available on the other side. I.e. player
@ -21,18 +21,19 @@ namespace ISX.Remote
public static readonly Guid kRemoveDeviceMsg = new Guid("e5e299b2d9e44255b8990bb71af8922d");
public static readonly Guid kChangeUsagesMsg = new Guid("b9fe706dfc854d7ca109a5e38d7db730");
public void Connect(IEditorPlayerConnection connection)
public void Bind(IEditorPlayerConnection connection, bool isConnected)
{
if (m_Connection != null)
{
if (m_Connection == connection)
return;
throw new InvalidOperationException("Already connected");
throw new InvalidOperationException("Already bound to an IEditorPlayerConnection");
}
// If there's already connections on the given IEditorPlayerConnection,
// calling RegisterConnection() will invoke the given callback for every
// already existing connection.
// already existing connection. However, it seems to do so only in the
// editor which is why we do the 'isConnected' dance below.
connection.RegisterConnection(OnConnected);
connection.RegisterDisconnection(OnDisconnected);
@ -44,6 +45,9 @@ namespace ISX.Remote
connection.Register(kChangeUsagesMsg, OnChangeUsages);
m_Connection = connection;
if (isConnected)
OnConnected(0);
}
public IDisposable Subscribe(IObserver<InputRemoting.Message> observer)
@ -54,7 +58,7 @@ namespace ISX.Remote
if (m_ConnectedIds != null)
{
foreach (var id in m_ConnectedIds)
observer.OnNext(new InputRemoting.Message { type = InputRemoting.MessageType.Connect, sender = id });
observer.OnNext(new InputRemoting.Message { type = InputRemoting.MessageType.Connect, participantId = id });
}
return subscriber;
@ -75,7 +79,7 @@ namespace ISX.Remote
if (m_ConnectedIds == null || !ArrayHelpers.Contains(m_ConnectedIds, id))
return;
ArrayHelpers.Erase(ref m_ConnectedIds, id);
ArrayHelpers.EraseAt(ref m_ConnectedIds, id);
SendToSubscribers(InputRemoting.MessageType.Disconnect, new MessageEventArgs {playerId = id});
}
@ -112,7 +116,7 @@ namespace ISX.Remote
var msg = new InputRemoting.Message
{
sender = args.playerId,
participantId = args.playerId,
type = type,
data = args.data
};
@ -126,6 +130,9 @@ namespace ISX.Remote
if (m_Connection == null)
return;
////TODO: this should really be sending to a specific player in the editor (can't
//// do that through the IEditorPlayerConnection interface though)
switch (msg.type)
{
case InputRemoting.MessageType.NewDevice:

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@ -244,7 +244,7 @@ namespace ISX.Editor
m_ModifierListView.onRemoveCallback =
(list) =>
{
ArrayHelpers.Erase(ref m_Modifiers, list.index);
ArrayHelpers.EraseAt(ref m_Modifiers, list.index);
ApplyModifiers();
};
}

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@ -607,7 +607,7 @@ namespace ISX
// Remove from device array.
var deviceIndex = device.m_DeviceIndex;
ArrayHelpers.Erase(ref m_Devices, deviceIndex);
ArrayHelpers.EraseAt(ref m_Devices, deviceIndex);
device.m_DeviceIndex = InputDevice.kInvalidDeviceIndex;
m_DevicesById.Remove(device.id);

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@ -2,7 +2,6 @@ using System;
using System.Collections.Generic;
using System.Linq.Expressions;
using System.Runtime.CompilerServices;
using ISX.Remote;
using UnityEngine;
#if UNITY_EDITOR
@ -29,7 +28,7 @@ using UnityEngine.Networking.PlayerConnection;
namespace ISX
{
/// <summary>
/// This is the central API for the input system.
/// This is the central hub for the input system.
/// </summary>
// Takes care of the singletons we need and presents a sanitized API.
#if UNITY_EDITOR
@ -458,6 +457,14 @@ namespace ISX
#region Remoting
/// <summary>
/// The local InputRemoting instance which can mirror local input to a remote
/// input system or can make input in a remote system available locally.
/// </summary>
/// <remarks>
/// In the editor, this is always initialized. In players, this will be null
/// if remoting is disabled (which it is by default in release players).
/// </remarks>
public static InputRemoting remoting
{
get
@ -466,8 +473,6 @@ namespace ISX
{
#if UNITY_EDITOR
s_Remote = s_SystemObject.remote;
#else
s_Remote = new InputRemoting(s_Manager);
#endif
}
return s_Remote;
@ -479,7 +484,6 @@ namespace ISX
internal static InputManager s_Manager;
internal static InputRemoting s_Remote;
// The rest here is internal stuff to manage singletons, survive domain reloads,
// and to support the reset ability for tests.
private static bool s_Initialized;
@ -548,7 +552,7 @@ namespace ISX
#else
#if DEVELOPMENT_BUILD
private static RemoteInputPlayerConnection s_RemoteEditorConnection;
private static RemoteInputPlayerConnection s_ConnectionToEditor;
#endif
[RuntimeInitializeOnLoadMethod(loadType: RuntimeInitializeLoadType.BeforeSceneLoad)]
@ -565,12 +569,11 @@ namespace ISX
////TODO: put this behind a switch so that it is off by default
// Automatically enable remoting in development players.
#if DEVELOPMENT_BUILD
s_Remote = new InputRemoting(s_Manager);
s_RemoteEditorConnection = ScriptableObject.CreateInstance<RemoteInputPlayerConnection>();
s_RemoteEditorConnection.Connect(PlayerConnection.instance);
s_Remote.Subscribe(s_RemoteEditorConnection);
s_RemoteEditorConnection.Subscribe(s_Remote);
s_Remote.StartSending();
s_ConnectionToEditor = ScriptableObject.CreateInstance<RemoteInputPlayerConnection>();
s_Remote = new InputRemoting(s_Manager, startSendingOnConnect: true);
s_Remote.Subscribe(s_ConnectionToEditor);
s_ConnectionToEditor.Subscribe(s_Remote);
s_ConnectionToEditor.Bind(PlayerConnection.instance, PlayerConnection.instance.isConnected);
#endif
s_Initialized = true;

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@ -1,7 +1,7 @@
#if UNITY_EDITOR
using System;
using ISX.Editor;
using ISX.Remote;
using UnityEditor.Networking.PlayerConnection;
using UnityEngine;
namespace ISX
@ -37,7 +37,7 @@ namespace ISX
private void SetUpRemoting()
{
remote = new InputRemoting(manager, m_RemotingState.senderId);
remote = new InputRemoting(manager);
remote.RestoreState(m_RemotingState, manager);
if (playerConnection == null)
@ -46,6 +46,8 @@ namespace ISX
remote.Subscribe(playerConnection); // Feed messages from players into editor.
playerConnection.Subscribe(remote); // Feed messages from editor into players.
playerConnection.Bind(EditorConnection.instance, false);
// We don't enable sending on the editor's remote by default.
// By default, the editor acts as a receiver only.

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@ -1,6 +1,8 @@
#if DEVELOPMENT_BUILD || UNITY_EDITOR
using NUnit.Framework;
////TODO: when running tests in players, make sure that remoting is turned off
namespace ISX
{
/// <summary>
@ -34,6 +36,15 @@ namespace ISX
/// </example>
public class InputTestFixture
{
/// <summary>
/// Put InputSystem into a known state where it only has a basic set of
/// templates and does not have any input devices.
/// </summary>
/// <remarks>
/// If you derive your own test fixture directly from InputTestFixture, this
/// method will automatically be called. If you embed InputTestFixture into
/// your fixture, you have to explicitly call this method yourself.
/// </remarks>
[SetUp]
public virtual void Setup()
{

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@ -116,7 +116,7 @@ namespace ISX
return index;
}
public static void Insert<TValue>(ref TValue[] array, int index, TValue value)
public static void InsertAt<TValue>(ref TValue[] array, int index, TValue value)
{
if (array == null)
{
@ -224,7 +224,7 @@ namespace ISX
return merged.ToArray();
}
public static void Erase<TValue>(ref TValue[] array, int index)
public static void EraseAt<TValue>(ref TValue[] array, int index)
{
if (array == null)
return;
@ -250,7 +250,7 @@ namespace ISX
{
var index = IndexOf(ref array, value);
if (index != -1)
Erase(ref array, index);
EraseAt(ref array, index);
}
public static TValue[] Clone<TValue>(TValue[] array)

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@ -32,13 +32,13 @@ DOXYFILE_ENCODING = UTF-8
# title of most generated pages and in a few other places.
# The default value is: My Project.
PROJECT_NAME = InputSystem
PROJECT_NAME = "Input System"
# The PROJECT_NUMBER tag can be used to enter a project or revision number. This
# could be handy for archiving the generated documentation or if some version
# control system is used.
PROJECT_NUMBER =
PROJECT_NUMBER = v0.1
# Using the PROJECT_BRIEF tag one can provide an optional one line description
# for a project that appears at the top of each page and should give viewer a
@ -301,7 +301,7 @@ EXTENSION_MAPPING = cs=C#
# case of backward compatibilities issues.
# The default value is: YES.
MARKDOWN_SUPPORT = YES
MARKDOWN_SUPPORT = NO
# When the TOC_INCLUDE_HEADINGS tag is set to a non-zero value, all headings up
# to that level are automatically included in the table of contents, even if
@ -563,7 +563,7 @@ FORCE_LOCAL_INCLUDES = NO
# documentation for inline members.
# The default value is: YES.
INLINE_INFO = YES
INLINE_INFO = NO
# If the SORT_MEMBER_DOCS tag is set to YES then doxygen will sort the
# (detailed) documentation of file and class members alphabetically by member
@ -1088,7 +1088,7 @@ GENERATE_HTML = YES
# The default directory is: html.
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<p>An Xbox-style gamepad with two switcks, a D-Pad, four face buttons, two triggers, two shoulder buttons, and two menu buttons.
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<p>Tests for the <a class="el" href="namespace_i_s_x_1_1_h_i_d.html">HID</a> input support module.
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Public Member Functions</h2></td></tr>
<tr class="memitem:ab43aee320952f89b30bd2867e9f65deb"><td class="memItemLeft" align="right" valign="top">override void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_h_i_d_1_1_h_i_d_tests.html#ab43aee320952f89b30bd2867e9f65deb">Setup</a> ()</td></tr>
<tr class="memdesc:ab43aee320952f89b30bd2867e9f65deb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Put <a class="el" href="class_i_s_x_1_1_input_system.html" title="This is the central API for the input system. ">InputSystem</a> into a known state where it only has a basic set of templates and does not have any input devices. <a href="#ab43aee320952f89b30bd2867e9f65deb">More...</a><br /></td></tr>
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<div class="textblock"><p>Tests for the <a class="el" href="namespace_i_s_x_1_1_h_i_d.html">HID</a> input support module. </p>
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<a id="ab43aee320952f89b30bd2867e9f65deb"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ab43aee320952f89b30bd2867e9f65deb">&#9670;&nbsp;</a></span>Setup()</h2>
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<p>Put <a class="el" href="class_i_s_x_1_1_input_system.html" title="This is the central API for the input system. ">InputSystem</a> into a known state where it only has a basic set of templates and does not have any input devices. </p>
<p>If you derive your own test fixture directly from <a class="el" href="class_i_s_x_1_1_input_test_fixture.html" title="A test fixture for writing tests that use the input system. Can be derived from or simply instantiate...">InputTestFixture</a>, this method will automatically be called. If you embed <a class="el" href="class_i_s_x_1_1_input_test_fixture.html" title="A test fixture for writing tests that use the input system. Can be derived from or simply instantiate...">InputTestFixture</a> into your fixture, you have to explicitly call this method yourself. </p>
<p>Reimplemented from <a class="el" href="class_i_s_x_1_1_input_test_fixture.html#ad8df73510739278c5c0e2023d43b4dae">ISX.InputTestFixture</a>.</p>
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<p>The root of a control hierarchy.
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<div class="textblock"><p>The root of a control hierarchy. </p>
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<p>Unlike other controls, usages of InputDevices are allowed to be changed on the fly without requiring a change to the device template. </p>
<dl class="todo"><dt><b><a class="el" href="todo.html#_todo000001">Todo:</a></b></dt><dd>The entire control hierarchy should be a linear array; transition to that with InputData. </dd></dl>
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<p>Makes the activity and data of an InputManager observable in message form.
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<p>Inherits IObservable&lt; InputRemoting.Message &gt;, and IObserver&lt; InputRemoting.Message &gt;.</p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="nested-classes"></a>
Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_i_s_x_1_1_input_remoting_1_1_message.html">Message</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A message exchanged between two <a class="el" href="class_i_s_x_1_1_input_remoting.html" title="Makes the activity and data of an InputManager observable in message form. ">InputRemoting</a> instances. <a href="struct_i_s_x_1_1_input_remoting_1_1_message.html#details">More...</a><br /></td></tr>
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Public Types</h2></td></tr>
<tr class="memitem:a67a9a0f806eabe3bbc217639bf6d4042"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_input_remoting.html#a67a9a0f806eabe3bbc217639bf6d4042">MessageType</a> <tr class="memdesc:a67a9a0f806eabe3bbc217639bf6d4042"><td class="mdescLeft">&#160;</td><td class="mdescRight">Enumeration of possible types of messages exchanged between two <a class="el" href="class_i_s_x_1_1_input_remoting.html" title="Makes the activity and data of an InputManager observable in message form. ">InputRemoting</a> instances. <a href="class_i_s_x_1_1_input_remoting.html#a67a9a0f806eabe3bbc217639bf6d4042">More...</a><br /></td></tr>
</td></tr>
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Public Member Functions</h2></td></tr>
<tr class="memitem:a59211d2990d4fdf60423b8c2c820cc15"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_input_remoting.html#a59211d2990d4fdf60423b8c2c820cc15">StartSending</a> ()</td></tr>
<tr class="memdesc:a59211d2990d4fdf60423b8c2c820cc15"><td class="mdescLeft">&#160;</td><td class="mdescRight">Start sending messages for data and activity in the local input system to observers. <a href="#a59211d2990d4fdf60423b8c2c820cc15">More...</a><br /></td></tr>
<tr class="separator:a59211d2990d4fdf60423b8c2c820cc15"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Makes the activity and data of an InputManager observable in message form. </p>
<p>Can act as both the sender and receiver of these message so the flow is fully bidirectional, i.e. the InputManager on either end can mirror its templates, devices, and events over to the other end. This permits streaming input not just from the player to the editor but also feeding input from the editor back into the player.</p>
<p>Remoting sits entirely on top of the input system as an optional piece of functionality. In development players and the editor, we enable it automatically but in non-development players it has to be explicitly requested by the user. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="class_i_s_x_1_1_input_system.html#aaecc5e9aab6f76e726533003298628e7" title="The local InputRemoting instance which can mirror local input to a remote input system or can make in...">InputSystem.remoting</a></dd></dl>
<dl class="todo"><dt><b><a class="el" href="todo.html#_todo000002">Todo:</a></b></dt><dd><p class="startdd">Reuse memory allocated for messages instead of allocating separately for each message. </p>
<p class="enddd">Inteface to determine what to mirror from the local manager to the remote system. </p>
</dd></dl>
</div><h2 class="groupheader">Member Enumeration Documentation</h2>
<a id="a67a9a0f806eabe3bbc217639bf6d4042"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a67a9a0f806eabe3bbc217639bf6d4042">&#9670;&nbsp;</a></span>MessageType</h2>
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<td class="memname">enum <a class="el" href="class_i_s_x_1_1_input_remoting.html#a67a9a0f806eabe3bbc217639bf6d4042">ISX.InputRemoting.MessageType</a></td>
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<p>Enumeration of possible types of messages exchanged between two <a class="el" href="class_i_s_x_1_1_input_remoting.html" title="Makes the activity and data of an InputManager observable in message form. ">InputRemoting</a> instances. </p>
</div>
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<h2 class="groupheader">Member Function Documentation</h2>
<a id="a59211d2990d4fdf60423b8c2c820cc15"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a59211d2990d4fdf60423b8c2c820cc15">&#9670;&nbsp;</a></span>StartSending()</h2>
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<td class="memname">void ISX.InputRemoting.StartSending </td>
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<td class="paramname"></td><td>)</td>
<td></td>
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<p>Start sending messages for data and activity in the local input system to observers. </p>
<dl class="section see"><dt>See also</dt><dd>sending, StopSending</dd></dl>
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<tr class="even"><td class="entry"><a class="el" href="class_i_s_x_1_1_input_system.html#aaecc5e9aab6f76e726533003298628e7">remoting</a></td><td class="entry"><a class="el" href="class_i_s_x_1_1_input_system.html">ISX.InputSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
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<div class="header">
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<a href="#properties">Properties</a> &#124;
<a href="class_i_s_x_1_1_input_system-members.html">List of all members</a> </div>
<div class="headertitle">
<div class="title">ISX.InputSystem Class Reference</div> </div>
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<p>This is the central API for the input system.
<p>This is the central hub for the input system.
<a href="class_i_s_x_1_1_input_system.html#details">More...</a></p>
<table class="memberdecls">
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Properties</h2></td></tr>
<tr class="memitem:aaecc5e9aab6f76e726533003298628e7"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_i_s_x_1_1_input_remoting.html">InputRemoting</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_input_system.html#aaecc5e9aab6f76e726533003298628e7">remoting</a><code> [get]</code></td></tr>
<tr class="memdesc:aaecc5e9aab6f76e726533003298628e7"><td class="mdescLeft">&#160;</td><td class="mdescRight">The local <a class="el" href="class_i_s_x_1_1_input_remoting.html" title="Makes the activity and data of an InputManager observable in message form. ">InputRemoting</a> instance which can mirror local input to a remote input system or can make input in a remote system available locally. <a href="#aaecc5e9aab6f76e726533003298628e7">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>This is the central API for the input system. </p>
</div></div><!-- contents -->
<div class="textblock"><p>This is the central hub for the input system. </p>
</div><h2 class="groupheader">Property Documentation</h2>
<a id="aaecc5e9aab6f76e726533003298628e7"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aaecc5e9aab6f76e726533003298628e7">&#9670;&nbsp;</a></span>remoting</h2>
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<td class="memname"><a class="el" href="class_i_s_x_1_1_input_remoting.html">InputRemoting</a> ISX.InputSystem.remoting</td>
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<p>The local <a class="el" href="class_i_s_x_1_1_input_remoting.html" title="Makes the activity and data of an InputManager observable in message form. ">InputRemoting</a> instance which can mirror local input to a remote input system or can make input in a remote system available locally. </p>
<p>In the editor, this is always initialized. In players, this will be null if remoting is disabled (which it is by default in release players). </p>
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<p>This is the complete list of members for <a class="el" href="class_i_s_x_1_1_input_test_fixture.html">ISX.InputTestFixture</a>, including all inherited members.</p>
<table class="directory">
<tr class="even"><td class="entry"><a class="el" href="class_i_s_x_1_1_input_test_fixture.html#ad8df73510739278c5c0e2023d43b4dae">Setup</a>()</td><td class="entry"><a class="el" href="class_i_s_x_1_1_input_test_fixture.html">ISX.InputTestFixture</a></td><td class="entry"><span class="mlabel">virtual</span></td></tr>
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<div class="header">
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@ -90,10 +92,46 @@ $(document).ready(function(){initNavTree('class_i_s_x_1_1_input_test_fixture.htm
<a href="class_i_s_x_1_1_input_test_fixture.html#details">More...</a></p>
<p>Inherited by ISX.HID.HIDTests.</p>
<table class="memberdecls">
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Public Member Functions</h2></td></tr>
<tr class="memitem:ad8df73510739278c5c0e2023d43b4dae"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_input_test_fixture.html#ad8df73510739278c5c0e2023d43b4dae">Setup</a> ()</td></tr>
<tr class="memdesc:ad8df73510739278c5c0e2023d43b4dae"><td class="mdescLeft">&#160;</td><td class="mdescRight">Put <a class="el" href="class_i_s_x_1_1_input_system.html" title="This is the central hub for the input system. ">InputSystem</a> into a known state where it only has a basic set of templates and does not have any input devices. <a href="#ad8df73510739278c5c0e2023d43b4dae">More...</a><br /></td></tr>
<tr class="separator:ad8df73510739278c5c0e2023d43b4dae"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>A test fixture for writing tests that use the input system. Can be derived from or simply instantiated from another test fixture. </p>
<p>The fixture will put the input system into a known state where it has only the built-in set of basic templates and no devices. The state of the system before starting a test is recorded and restored when the test finishes. </p>
<div class="fragment"><div class="line"><span class="keyword">public</span> <span class="keyword">class </span>MyTests : InputTestFixture</div><div class="line">{</div><div class="line"> <span class="keyword">public</span> <span class="keyword">override</span> <span class="keywordtype">void</span> Setup()</div><div class="line"> {</div><div class="line"> base.Setup();</div><div class="line"></div><div class="line"> InputSystem.RegisterTemplate&lt;MyDevice&gt;();</div><div class="line"> }</div><div class="line"></div><div class="line"> [Test]</div><div class="line"> <span class="keyword">public</span> <span class="keywordtype">void</span> CanCreateMyDevice()</div><div class="line"> {</div><div class="line"> InputSystem.AddDevice(<span class="stringliteral">&quot;MyDevice&quot;</span>);</div><div class="line"> Assert.That(InputSystem.devices, Has.Exactly(1).TypeOf&lt;MyDevice&gt;());</div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --> </div></div><!-- contents -->
<div class="fragment"><div class="line"><span class="keyword">public</span> <span class="keyword">class </span>MyTests : InputTestFixture</div><div class="line">{</div><div class="line"> <span class="keyword">public</span> <span class="keyword">override</span> <span class="keywordtype">void</span> <a class="code" href="class_i_s_x_1_1_input_test_fixture.html#ad8df73510739278c5c0e2023d43b4dae">Setup</a>()</div><div class="line"> {</div><div class="line"> base.Setup();</div><div class="line"></div><div class="line"> InputSystem.RegisterTemplate&lt;MyDevice&gt;();</div><div class="line"> }</div><div class="line"></div><div class="line"> [Test]</div><div class="line"> <span class="keyword">public</span> <span class="keywordtype">void</span> CanCreateMyDevice()</div><div class="line"> {</div><div class="line"> InputSystem.AddDevice(<span class="stringliteral">&quot;MyDevice&quot;</span>);</div><div class="line"> Assert.That(InputSystem.devices, Has.Exactly(1).TypeOf&lt;MyDevice&gt;());</div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --> </div><h2 class="groupheader">Member Function Documentation</h2>
<a id="ad8df73510739278c5c0e2023d43b4dae"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad8df73510739278c5c0e2023d43b4dae">&#9670;&nbsp;</a></span>Setup()</h2>
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<td class="memname">virtual void ISX.InputTestFixture.Setup </td>
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<p>Put <a class="el" href="class_i_s_x_1_1_input_system.html" title="This is the central hub for the input system. ">InputSystem</a> into a known state where it only has a basic set of templates and does not have any input devices. </p>
<p>If you derive your own test fixture directly from <a class="el" href="class_i_s_x_1_1_input_test_fixture.html" title="A test fixture for writing tests that use the input system. Can be derived from or simply instantiate...">InputTestFixture</a>, this method will automatically be called. If you embed <a class="el" href="class_i_s_x_1_1_input_test_fixture.html" title="A test fixture for writing tests that use the input system. Can be derived from or simply instantiate...">InputTestFixture</a> into your fixture, you have to explicitly call this method yourself. </p>
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<p>Makes the activity and data of an InputManager observable in message form. Can act as both the sender and receiver of these message so the flow is fully bidirectional, i.e. the InputManager on either end can mirror its templates, devices, and events over to the other end. This permits streaming input not just from the player to the editor but also feeding input from the editor back into the player.
<a href="class_i_s_x_1_1_remote_1_1_input_remoting.html#details">More...</a></p>
<p>Inherits IObservable&lt; InputRemoting.Message &gt;, and IObserver&lt; InputRemoting.Message &gt;.</p>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Makes the activity and data of an InputManager observable in message form. Can act as both the sender and receiver of these message so the flow is fully bidirectional, i.e. the InputManager on either end can mirror its templates, devices, and events over to the other end. This permits streaming input not just from the player to the editor but also feeding input from the editor back into the player. </p>
<p>Remoting sits entirely on top of the input system as an optional piece of functionality. In development players and the editor, we enable it automatically but in non-development players it has to be explicitly requested by the user. </p>
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&#160;<ul>
<li>participantId
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