9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
163 lines
5.9 KiB
C#
163 lines
5.9 KiB
C#
#if UNITY_ANALYTICS || UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using UnityEngine.InputSystem.Layouts;
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#if UNITY_EDITOR
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using UnityEngine.InputSystem.Editor;
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#endif
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////FIXME: apparently shutdown events are not coming through in the analytics backend
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namespace UnityEngine.InputSystem
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{
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internal static class InputAnalytics
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{
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public const string kEventStartup = "input_startup";
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public const string kEventShutdown = "input_shutdown";
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public static void Initialize(InputManager manager)
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{
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Debug.Assert(manager.m_Runtime != null);
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}
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public static void OnStartup(InputManager manager)
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{
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var data = new StartupEventData
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{
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version = InputSystem.version.ToString(),
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};
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// Collect recognized devices.
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var devices = manager.devices;
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var deviceList = new List<StartupEventData.DeviceInfo>();
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for (var i = 0; i < devices.Count; ++i)
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{
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var device = devices[i];
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deviceList.Add(
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StartupEventData.DeviceInfo.FromDescription(device.description, device.native, device.layout));
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}
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data.devices = deviceList.ToArray();
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// Collect unrecognized devices.
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deviceList.Clear();
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var availableDevices = manager.m_AvailableDevices;
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var availableDeviceCount = manager.m_AvailableDeviceCount;
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for (var i = 0; i < availableDeviceCount; ++i)
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{
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var deviceId = availableDevices[i].deviceId;
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if (manager.TryGetDeviceById(deviceId) != null)
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continue;
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deviceList.Add(StartupEventData.DeviceInfo.FromDescription(availableDevices[i].description,
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availableDevices[i].isNative));
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}
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data.unrecognized_devices = deviceList.ToArray();
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#if UNITY_EDITOR
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data.new_enabled = EditorPlayerSettingHelpers.newSystemBackendsEnabled;
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data.old_enabled = EditorPlayerSettingHelpers.oldSystemBackendsEnabled;
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#endif
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manager.m_Runtime.RegisterAnalyticsEvent(kEventStartup, 10, 100);
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manager.m_Runtime.SendAnalyticsEvent(kEventStartup, data);
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}
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public static void OnShutdown(InputManager manager)
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{
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var metrics = manager.metrics;
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var data = new ShutdownEventData
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{
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max_num_devices = metrics.maxNumDevices,
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max_state_size_in_bytes = metrics.maxStateSizeInBytes,
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total_event_bytes = metrics.totalEventBytes,
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total_event_count = metrics.totalEventCount,
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total_frame_count = metrics.totalUpdateCount,
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total_event_processing_time = (float)metrics.totalEventProcessingTime,
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};
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manager.m_Runtime.RegisterAnalyticsEvent(kEventShutdown, 10, 100);
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manager.m_Runtime.SendAnalyticsEvent(kEventShutdown, data);
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}
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/// <summary>
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/// Data about what configuration we start up with.
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/// </summary>
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/// <remarks>
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/// Has data about the devices present at startup so that we can know what's being
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/// used out there. Also has data about devices we couldn't recognize.
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///
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/// Note that we exclude devices that are always present (e.g. keyboard and mouse
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/// on desktops or touchscreen on phones).
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/// </remarks>
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[Serializable]
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public struct StartupEventData
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{
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public string version;
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public DeviceInfo[] devices;
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public DeviceInfo[] unrecognized_devices;
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////REVIEW: ATM we have no way of retrieving these in the player
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#if UNITY_EDITOR
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public bool new_enabled;
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public bool old_enabled;
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#endif
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[Serializable]
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public struct DeviceInfo
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{
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public string layout;
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public string @interface;
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public string product;
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public bool native;
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public static DeviceInfo FromDescription(InputDeviceDescription description, bool native = false, string layout = null)
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{
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string product;
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if (!string.IsNullOrEmpty(description.product) && !string.IsNullOrEmpty(description.manufacturer))
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product = $"{description.manufacturer} {description.product}";
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else if (!string.IsNullOrEmpty(description.product))
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product = description.product;
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else
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product = description.manufacturer;
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if (string.IsNullOrEmpty(layout))
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layout = description.deviceClass;
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return new DeviceInfo
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{
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layout = layout,
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@interface = description.interfaceName,
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product = product,
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native = native
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};
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}
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}
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}
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/// <summary>
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/// Data about when after startup the user first interacted with the application.
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/// </summary>
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[Serializable]
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public struct FirstUserInteractionEventData
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{
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}
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/// <summary>
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/// Data about what level of data we pumped through the system throughout its lifetime.
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/// </summary>
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[Serializable]
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public struct ShutdownEventData
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{
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public int max_num_devices;
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public int max_state_size_in_bytes;
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public int total_event_bytes;
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public int total_event_count;
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public int total_frame_count;
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public float total_event_processing_time;
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}
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}
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}
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#endif // UNITY_ANALYTICS || UNITY_EDITOR
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