Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/InputSystem/Plugins/Users/InputUser.cs
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

1965 lines
91 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.Profiling;
////REVIEW: remove users automatically when exiting play mode?
////REVIEW: do we need to handle the case where devices are added to a user that are each associated with a different user account
////REVIEW: how should we handle pairings of devices *not* called for by a control scheme? should that result in a failed match?
////TODO: option to bind to *all* devices instead of just the paired ones (bindToAllDevices)
////TODO: the account selection stuff needs cleanup; the current flow is too convoluted
namespace UnityEngine.InputSystem.Users
{
/// <summary>
/// Represents a specific user/player interacting with one or more devices and input actions.
/// </summary>
/// <remarks>
/// Principally, an InputUser represents a human interacting with the application. Moreover, at any point
/// each InputUser represents a human actor distinct from all other InputUsers in the system.
///
/// Each user has one or more paired devices. In general, these devices are unique to each user. However,
/// it is permitted to use <see cref="PerformPairingWithDevice"/> to pair the same device to multiple users.
/// This can be useful in setups such as split-keyboard (e.g. one user using left side of keyboard and the
/// other the right one) use or hotseat-style gameplay (e.g. two players taking turns on the same game controller).
///
/// Note that the InputUser API, like <see cref="InputAction"/>) is a play mode-only feature. When exiting play mode,
/// all users are automatically removed and all devices automatically unpaired.
/// </remarks>
/// <seealso cref="InputUserChange"/>
public struct InputUser : IEquatable<InputUser>
{
public const uint InvalidId = 0;
/// <summary>
/// Whether this is a currently active user record in <see cref="all"/>.
/// </summary>
/// <remarks>
/// Users that are removed (<see cref="UnpairDevicesAndRemoveUser"/>) will become invalid.
/// </remarks>
/// <seealso cref="UnpairDevicesAndRemoveUser"/>
/// <seealso cref="InputUserChange.Removed"/>
public bool valid
{
get
{
if (m_Id == InvalidId)
return false;
// See if there's a currently active user with the given ID.
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
if (s_GlobalState.allUsers[i].m_Id == m_Id)
return true;
return false;
}
}
/// <summary>
/// The sequence number of the user.
/// </summary>
/// <remarks>
/// It can be useful to establish a sorting of players locally such that it is
/// known who is the first player, who is the second, and so on. This property
/// gives the positioning of the user within <see cref="all"/>.
///
/// Note that the index of a user may change as users are added and removed.
/// </remarks>
/// <seealso cref="all"/>
public int index
{
get
{
if (m_Id == InvalidId)
throw new InvalidOperationException("Invalid user");
var userIndex = TryFindUserIndex(m_Id);
if (userIndex == -1)
throw new InvalidOperationException($"User with ID {m_Id} is no longer valid");
return userIndex;
}
}
/// <summary>
/// The unique numeric ID of the user.
/// </summary>
/// <remarks>
/// The ID of a user is internally assigned and cannot be changed over its lifetime. No two users, even
/// if not concurrently active, will receive the same ID.
///
/// The ID stays valid and unique even if the user is removed and no longer <see cref="valid"/>.
/// </remarks>
public uint id => m_Id;
////TODO: bring documentation for these back when user management is implemented on Xbox and PS
public InputUserAccountHandle? platformUserAccountHandle => s_GlobalState.allUserData[index].platformUserAccountHandle;
public string platformUserAccountName => s_GlobalState.allUserData[index].platformUserAccountName;
public string platformUserAccountId => s_GlobalState.allUserData[index].platformUserAccountId;
////REVIEW: Does it make sense to track used devices separately from paired devices?
/// <summary>
/// Devices assigned/paired/linked to the user.
/// </summary>
/// <remarks>
/// It is generally valid for a device to be assigned to multiple users. For example, two users could
/// both use the local keyboard in a split-keyboard or hot seat setup. However, a platform may restrict this
/// and mandate that a device never belong to more than one user. This is the case on Xbox and PS4, for
/// example.
///
/// To associate devices with users, use <see cref="PerformPairingWithDevice"/>. To remove devices, use
/// <see cref="UnpairDevice"/> or <see cref="UnpairDevicesAndRemoveUser"/>.
///
/// The array will be empty for a user who is currently not paired to any devices.
///
/// If <see cref="actions"/> is set (<see cref="AssociateActionsWithUser(IInputActionCollection)"/>), then
/// <see cref="IInputActionCollection.devices"/> will be kept synchronized with the devices paired to the user.
/// </remarks>
/// <seealso cref="PerformPairingWithDevice"/>
/// <seealso cref="UnpairDevice"/>
/// <seealso cref="UnpairDevices"/>
/// <seealso cref="UnpairDevicesAndRemoveUser"/>
/// <seealso cref="InputUserChange.DevicePaired"/>
/// <seealso cref="InputUserChange.DeviceUnpaired"/>
public ReadOnlyArray<InputDevice> pairedDevices
{
get
{
var userIndex = index;
return new ReadOnlyArray<InputDevice>(s_GlobalState.allPairedDevices, s_GlobalState.allUserData[userIndex].deviceStartIndex,
s_GlobalState.allUserData[userIndex].deviceCount);
}
}
/// <summary>
/// Devices that were removed while they were still paired to the user.
/// </summary>
/// <remarks>
///
/// This list is cleared once the user has either regained lost devices or has regained other devices
/// such that the <see cref="controlScheme"/> is satisfied.
/// </remarks>
/// <seealso cref="InputUserChange.DeviceRegained"/>
/// <seealso cref="InputUserChange.DeviceLost"/>
public ReadOnlyArray<InputDevice> lostDevices
{
get
{
var userIndex = index;
return new ReadOnlyArray<InputDevice>(s_GlobalState.allLostDevices, s_GlobalState.allUserData[userIndex].lostDeviceStartIndex,
s_GlobalState.allUserData[userIndex].lostDeviceCount);
}
}
/// <summary>
/// Actions associated with the user.
/// </summary>
/// <remarks>
/// Associating actions with a user will synchronize the actions with the devices paired to the
/// user. Also, it makes it possible to use support for control scheme activation (<see
/// cref="ActivateControlScheme(InputControlScheme)"/> and related APIs like <see cref="controlScheme"/>
/// and <see cref="controlSchemeMatch"/>).
///
/// Note that is generally does not make sense for users to share actions. Instead, each user should
/// receive a set of actions private to the user.
/// </remarks>
/// <seealso cref="AssociateActionsWithUser(IInputActionCollection)"/>
/// <seealso cref="InputActionMap"/>
/// <seealso cref="InputActionAsset"/>
/// <seealso cref="InputUserChange.ControlsChanged"/>
public IInputActionCollection actions => s_GlobalState.allUserData[index].actions;
/// <summary>
/// The control scheme currently employed by the user.
/// </summary>
/// <remarks>
/// This is null by default.
///
/// Any time the value of this property changes (whether by <see cref="ActivateControlScheme(string)"/>
/// or by automatic switching), a notification is sent on <see cref="onChange"/> with
/// <see cref="InputUserChange.ControlSchemeChanged"/>.
///
/// Be aware that using control schemes with InputUsers requires <see cref="actions"/> to
/// be set, i.e. input actions to be associated with the user (<see
/// cref="AssociateActionsWithUser(IInputActionCollection)"/>).
/// </remarks>
/// <seealso cref="ActivateControlScheme(string)"/>
/// <seealso cref="ActivateControlScheme(InputControlScheme)"/>
/// <seealso cref="InputUserChange.ControlSchemeChanged"/>
public InputControlScheme? controlScheme => s_GlobalState.allUserData[index].controlScheme;
/// <summary>
/// The result of matching the device requirements given by <see cref="controlScheme"/> against
/// the devices paired to the user (<see cref="pairedDevices"/>).
/// </summary>
/// <remarks>
/// When devices are paired to or unpaired from a user, as well as when a new control scheme is
/// activated on a user, this property is updated automatically.
/// </remarks>
/// <seealso cref="InputControlScheme.deviceRequirements"/>
/// <seealso cref="InputControlScheme.PickDevicesFrom{TDevices}"/>
public InputControlScheme.MatchResult controlSchemeMatch => s_GlobalState.allUserData[index].controlSchemeMatch;
/// <summary>
/// Whether the user is missing devices required by the <see cref="controlScheme"/> activated
/// on the user.
/// </summary>
/// <remarks>
/// This will only take required devices into account. Device requirements marked optional (<see
/// cref="InputControlScheme.DeviceRequirement.isOptional"/>) will not be considered missing
/// devices if they cannot be satisfied based on the devices paired to the user.
/// </remarks>
/// <seealso cref="InputControlScheme.deviceRequirements"/>
public bool hasMissingRequiredDevices => s_GlobalState.allUserData[index].controlSchemeMatch.hasMissingRequiredDevices;
/// <summary>
/// List of all current users.
/// </summary>
/// <remarks>
/// Use <see cref="PerformPairingWithDevice"/> to add new users and <see cref="UnpairDevicesAndRemoveUser"/> to
/// remove users.
///
/// Note that this array does not necessarily correspond to the list of users present at the platform level
/// (e.g. Xbox and PS4). There can be users present at the platform level that are not present in this array
/// (e.g. because they are not joined to the game) and users can even be present more than once (e.g. if
/// playing on the user account but as two different players in the game). Also, there can be users in the array
/// that are not present at the platform level.
/// </remarks>
/// <seealso cref="PerformPairingWithDevice"/>
/// <seealso cref="UnpairDevicesAndRemoveUser"/>
public static ReadOnlyArray<InputUser> all => new ReadOnlyArray<InputUser>(s_GlobalState.allUsers, 0, s_GlobalState.allUserCount);
/// <summary>
/// Event that is triggered when the <see cref="InputUser">user</see> setup in the system
/// changes.
/// </summary>
/// <remarks>
/// Each notification receives the user that was affected by the change and, in the form of <see cref="InputUserChange"/>,
/// a description of what has changed about the user. The third parameter may be null but if the change will be related
/// to an input device, will reference the device involved in the change.
/// </remarks>
public static event Action<InputUser, InputUserChange, InputDevice> onChange
{
add
{
if (value == null)
throw new ArgumentNullException(nameof(value));
s_GlobalState.onChange.AddCallback(value);
}
remove
{
if (value == null)
throw new ArgumentNullException(nameof(value));
s_GlobalState.onChange.RemoveCallback(value);
}
}
/// <summary>
/// Event that is triggered when a device is used that is not currently paired to any user.
/// </summary>
/// <remarks>
/// A device is considered "used" when it has magnitude (<see cref="InputControl.EvaluateMagnitude()"/>) greater than zero
/// on a control that is not noisy (<see cref="InputControl.noisy"/>) and not synthetic (i.e. not a control that is
/// "made up" like <see cref="Keyboard.anyKey"/>; <see cref="InputControl.synthetic"/>).
///
/// Detecting the use of unpaired devices has a non-zero cost. While multiple levels of tests are applied to try to
/// cheaply ignore devices that have events sent to them that do not contain user activity, finding out whether
/// a device had real user activity will eventually require going through the device control by control.
///
/// To enable detection of the use of unpaired devices, set <see cref="listenForUnpairedDeviceActivity"/> to true.
/// It is disabled by default.
///
/// The callback is invoked for each non-leaf, non-synthetic, non-noisy control that has been actuated on the device.
/// It being restricted to non-leaf controls means that if, say, the stick on a gamepad is actuated in both X and Y
/// direction, you will see two calls: one with stick/x and one with stick/y.
///
/// The reason that the callback is invoked for each individual control is that pairing often relies on checking
/// for specific kinds of interactions. For example, a pairing callback may listen exclusively for button presses.
///
/// Note that whether the use of unpaired devices leads to them getting paired is under the control of the application.
/// If the device should be paired, invoke <see cref="PerformPairingWithDevice"/> from the callback. If you do so,
/// no further callbacks will get triggered for other controls that may have been actuated in the same event.
///
/// Be aware that the callback is fired <em>before</em> input is actually incorporated into the device (it is
/// indirectly triggered from <see cref="InputSystem.onEvent"/>). This means at the time the callback is run,
/// the state of the given device does not yet have the input that triggered the callback. For this reason, the
/// callback receives a second argument that references the event from which the use of an unpaired device was
/// detected.
///
/// What this sequence allows is to make changes to the system before the input is processed. For example, an
/// action that is enabled as part of the callback will subsequently respond to the input that triggered the
/// callback.
///
/// <example>
/// <code>
/// // Activate support for listening to device activity.
/// ++InputUser.listenForUnpairedDeviceActivity;
///
/// // When a button on an unpaired device is pressed, pair the device to a new
/// // or existing user.
/// InputUser.onUnpairedDeviceUsed +=
/// usedControl =>
/// {
/// // Only react to button presses on unpaired devices.
/// if (!(usedControl is ButtonControl))
/// return;
///
/// // Pair the device to a user.
/// InputUser.PerformPairingWithDevice(usedControl.device);
/// };
/// </code>
/// </example>
///
/// Another possible use of the callback is for implementing automatic control scheme switching for a user such that
/// the user can, for example, switch from keyboard&amp;mouse to gamepad seamlessly by simply picking up the gamepad
/// and starting to play.
/// </remarks>
public static event Action<InputControl, InputEventPtr> onUnpairedDeviceUsed
{
add
{
if (value == null)
throw new ArgumentNullException(nameof(value));
s_GlobalState.onUnpairedDeviceUsed.AddCallback(value);
if (s_GlobalState.listenForUnpairedDeviceActivity > 0)
HookIntoEvents();
}
remove
{
if (value == null)
throw new ArgumentNullException(nameof(value));
s_GlobalState.onUnpairedDeviceUsed.RemoveCallback(value);
if (s_GlobalState.onUnpairedDeviceUsed.length == 0)
UnhookFromDeviceStateChange();
}
}
/// <summary>
/// Callback that works in combination with <see cref="onUnpairedDeviceUsed"/>. If all callbacks
/// added to this event return <c>false</c> for a
/// </summary>
/// <remarks>
/// Checking a given event for activity of interest is relatively fast but is still costlier than
/// not doing it all. In case only certain devices are of interest for <see cref="onUnpairedDeviceUsed"/>,
/// this "pre-filter" can be used to quickly reject entire devices and thus skip looking closer at
/// an event.
///
/// The first argument is the <see cref="InputDevice"/> than an event has been received for.
/// The second argument is the <see cref="InputEvent"/> that is being looked at.
///
/// A callback should return <c>true</c> if it wants <see cref="onUnpairedDeviceUsed"/> to proceed
/// looking at the event and should return <c>false</c> if the event should be skipped.
///
/// If multiple callbacks are added to the event, it is enough for any single one callback
/// to return <c>true</c> for the event to get looked at.
/// </remarks>
/// <seealso cref="onUnpairedDeviceUsed"/>
/// <seealso cref="listenForUnpairedDeviceActivity"/>
public static event Func<InputDevice, InputEventPtr, bool> onPrefilterUnpairedDeviceActivity
{
add
{
if (value == null)
throw new ArgumentNullException(nameof(value));
s_GlobalState.onPreFilterUnpairedDeviceUsed.AddCallback(value);
}
remove
{
if (value == null)
throw new ArgumentNullException(nameof(value));
s_GlobalState.onPreFilterUnpairedDeviceUsed.RemoveCallback(value);
}
}
////TODO: After 1.0, make this a simple bool API that *underneath* uses a counter rather than exposing the counter
//// directly to the user.
/// <summary>
/// Whether to listen for user activity on currently unpaired devices and invoke <see cref="onUnpairedDeviceUsed"/>
/// if such activity is detected.
/// </summary>
/// <remarks>
/// This is off by default.
///
/// Note that enabling this has a non-zero cost. Whenever the state changes of a device that is not currently paired
/// to a user, the system has to spend time figuring out whether there was a meaningful change or whether it's just
/// noise on the device.
///
/// This is an integer rather than a bool to allow multiple systems to concurrently use to listen for unpaired
/// device activity without treading on each other when enabling/disabling the code path.
/// </remarks>
/// <seealso cref="onUnpairedDeviceUsed"/>
/// <seealso cref="pairedDevices"/>
/// <seealso cref="PerformPairingWithDevice"/>
public static int listenForUnpairedDeviceActivity
{
get => s_GlobalState.listenForUnpairedDeviceActivity;
set
{
if (value < 0)
throw new ArgumentOutOfRangeException(nameof(value), "Cannot be negative");
if (value > 0 && s_GlobalState.onUnpairedDeviceUsed.length > 0)
HookIntoEvents();
else if (value == 0)
UnhookFromDeviceStateChange();
s_GlobalState.listenForUnpairedDeviceActivity = value;
}
}
public override string ToString()
{
if (!valid)
return $"<Invalid> (id: {m_Id})";
var deviceList = string.Join(",", pairedDevices);
return $"User #{index} (id: {m_Id}, devices: {deviceList}, actions: {actions})";
}
/// <summary>
/// Associate a collection of <see cref="InputAction"/>s with the user.
/// </summary>
/// <param name="actions">Actions to associate with the user, either an <see cref="InputActionAsset"/>
/// or an <see cref="InputActionMap"/>. Can be <c>null</c> to unset the current association.</param>
/// <exception cref="InvalidOperationException">The user instance is invalid.</exception>
/// <remarks>
/// Associating actions with a user will ensure that the <see cref="IInputActionCollection.devices"/> and
/// <see cref="IInputActionCollection.bindingMask"/> property of the action collection are automatically
/// kept in sync with the device paired to the user (see <see cref="pairedDevices"/>) and the control
/// scheme active on the user (see <see cref="controlScheme"/>).
///
/// <example>
/// <code>
/// var gamepad = Gamepad.all[0];
///
/// // Pair the gamepad to a user.
/// var user = InputUser.PerformPairingWithDevice(gamepad);
///
/// // Create an action map with an action.
/// var actionMap = new InputActionMap():
/// actionMap.AddAction("Fire", binding: "&lt;Gamepad&gt;/buttonSouth");
///
/// // Associate the action map with the user (the same works for an asset).
/// user.AssociateActionsWithUser(actionMap);
///
/// // Now the action map is restricted to just the gamepad that is paired
/// // with the user, even if there are more gamepads currently connected.
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="actions"/>
public void AssociateActionsWithUser(IInputActionCollection actions)
{
var userIndex = index; // Throws if user is invalid.
if (s_GlobalState.allUserData[userIndex].actions == actions)
return;
// If we already had actions associated, reset the binding mask and device list.
var oldActions = s_GlobalState.allUserData[userIndex].actions;
if (oldActions != null)
{
oldActions.devices = null;
oldActions.bindingMask = null;
}
s_GlobalState.allUserData[userIndex].actions = actions;
// If we've switched to a different set of actions, synchronize our state.
if (actions != null)
{
HookIntoActionChange();
actions.devices = pairedDevices;
if (s_GlobalState.allUserData[userIndex].controlScheme != null)
ActivateControlSchemeInternal(userIndex, s_GlobalState.allUserData[userIndex].controlScheme.Value);
}
}
public ControlSchemeChangeSyntax ActivateControlScheme(string schemeName)
{
// Look up control scheme by name in actions.
if (!string.IsNullOrEmpty(schemeName))
{
FindControlScheme(schemeName, out InputControlScheme scheme); // throws if not found
return ActivateControlScheme(scheme);
}
return ActivateControlScheme(new InputControlScheme());
}
private bool TryFindControlScheme(string schemeName, out InputControlScheme scheme)
{
if (string.IsNullOrEmpty(schemeName))
{
scheme = default;
return false;
}
// Need actions to be available to be able to activate control schemes by name only.
if (s_GlobalState.allUserData[index].actions == null)
throw new InvalidOperationException(
$"Cannot set control scheme '{schemeName}' by name on user #{index} as not actions have been associated with the user yet (AssociateActionsWithUser)");
// Attempt to find control scheme by name
var controlSchemes = s_GlobalState.allUserData[index].actions.controlSchemes;
for (var i = 0; i < controlSchemes.Count; ++i)
{
if (string.Compare(controlSchemes[i].name, schemeName,
StringComparison.InvariantCultureIgnoreCase) == 0)
{
scheme = controlSchemes[i];
return true;
}
}
scheme = default;
return false;
}
internal void FindControlScheme(string schemeName, out InputControlScheme scheme)
{
if (TryFindControlScheme(schemeName, out scheme))
return;
throw new ArgumentException(
$"Cannot find control scheme '{schemeName}' in actions '{s_GlobalState.allUserData[index].actions}'");
}
public ControlSchemeChangeSyntax ActivateControlScheme(InputControlScheme scheme)
{
var userIndex = index; // Throws if user is invalid.
if (s_GlobalState.allUserData[userIndex].controlScheme != scheme ||
(scheme == default && s_GlobalState.allUserData[userIndex].controlScheme != null))
{
ActivateControlSchemeInternal(userIndex, scheme);
Notify(userIndex, InputUserChange.ControlSchemeChanged, null);
}
return new ControlSchemeChangeSyntax { m_UserIndex = userIndex };
}
private void ActivateControlSchemeInternal(int userIndex, InputControlScheme scheme)
{
var isEmpty = scheme == default;
if (isEmpty)
s_GlobalState.allUserData[userIndex].controlScheme = null;
else
s_GlobalState.allUserData[userIndex].controlScheme = scheme;
if (s_GlobalState.allUserData[userIndex].actions != null)
{
if (isEmpty)
{
s_GlobalState.allUserData[userIndex].actions.bindingMask = null;
s_GlobalState.allUserData[userIndex].controlSchemeMatch.Dispose();
s_GlobalState.allUserData[userIndex].controlSchemeMatch = new InputControlScheme.MatchResult();
}
else
{
s_GlobalState.allUserData[userIndex].actions.bindingMask = new InputBinding { groups = scheme.bindingGroup };
UpdateControlSchemeMatch(userIndex);
// If we had lost some devices, flush the list. We haven't regained the device
// but we're no longer missing devices to play.
if (s_GlobalState.allUserData[userIndex].controlSchemeMatch.isSuccessfulMatch)
RemoveLostDevicesForUser(userIndex);
}
}
}
/// <summary>
/// Unpair a single device from the user.
/// </summary>
/// <param name="device">Device to unpair from the user. If the device is not currently paired to the user,
/// the method does nothing.</param>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
/// <remarks>
/// If actions are associated with the user (<see cref="actions"/>), the list of devices used by the
/// actions (<see cref="IInputActionCollection.devices"/>) is automatically updated.
///
/// If a control scheme is activated on the user (<see cref="controlScheme"/>), <see cref="controlSchemeMatch"/>
/// is automatically updated.
///
/// Sends <see cref="InputUserChange.DeviceUnpaired"/> through <see cref="onChange"/>.
/// </remarks>
/// <seealso cref="PerformPairingWithDevice"/>
/// <seealso cref="pairedDevices"/>
/// <seealso cref="UnpairDevices"/>
/// <seealso cref="UnpairDevicesAndRemoveUser"/>
/// <seealso cref="InputUserChange.DeviceUnpaired"/>
public void UnpairDevice(InputDevice device)
{
if (device == null)
throw new ArgumentNullException(nameof(device));
var userIndex = index; // Throws if user is invalid.
// Ignore if not currently paired to user.
if (!pairedDevices.ContainsReference(device))
return;
RemoveDeviceFromUser(userIndex, device);
}
/// <summary>
/// Unpair all devices from the user.
/// </summary>
/// <remarks>
/// If actions are associated with the user (<see cref="actions"/>), the list of devices used by the
/// actions (<see cref="IInputActionCollection.devices"/>) is automatically updated.
///
/// If a control scheme is activated on the user (<see cref="controlScheme"/>), <see cref="controlSchemeMatch"/>
/// is automatically updated.
///
/// Sends <see cref="InputUserChange.DeviceUnpaired"/> through <see cref="onChange"/> for every device
/// unpaired from the user.
/// </remarks>
/// <seealso cref="PerformPairingWithDevice"/>
/// <seealso cref="pairedDevices"/>
/// <seealso cref="UnpairDevice"/>
/// <seealso cref="UnpairDevicesAndRemoveUser"/>
/// <seealso cref="InputUserChange.DeviceUnpaired"/>
public void UnpairDevices()
{
var userIndex = index; // Throws if user is invalid.
RemoveLostDevicesForUser(userIndex);
using (InputActionRebindingExtensions.DeferBindingResolution())
{
// We could remove the devices in bulk here but we still have to notify one
// by one which ends up being more complicated than just unpairing the devices
// individually here.
while (s_GlobalState.allUserData[userIndex].deviceCount > 0)
UnpairDevice(s_GlobalState.allPairedDevices[s_GlobalState.allUserData[userIndex].deviceStartIndex + s_GlobalState.allUserData[userIndex].deviceCount - 1]);
}
// Update control scheme, if necessary.
if (s_GlobalState.allUserData[userIndex].controlScheme != null)
UpdateControlSchemeMatch(userIndex);
}
private static void RemoveLostDevicesForUser(int userIndex)
{
var lostDeviceCount = s_GlobalState.allUserData[userIndex].lostDeviceCount;
if (lostDeviceCount > 0)
{
var lostDeviceStartIndex = s_GlobalState.allUserData[userIndex].lostDeviceStartIndex;
ArrayHelpers.EraseSliceWithCapacity(ref s_GlobalState.allLostDevices, ref s_GlobalState.allLostDeviceCount,
lostDeviceStartIndex, lostDeviceCount);
s_GlobalState.allUserData[userIndex].lostDeviceCount = 0;
s_GlobalState.allUserData[userIndex].lostDeviceStartIndex = 0;
// Adjust indices of other users.
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
{
if (s_GlobalState.allUserData[i].lostDeviceStartIndex > lostDeviceStartIndex)
s_GlobalState.allUserData[i].lostDeviceStartIndex -= lostDeviceCount;
}
}
}
/// <summary>
/// Unpair all devices from the user and remove the user.
/// </summary>
/// <remarks>
/// If actions are associated with the user (<see cref="actions"/>), the list of devices used by the
/// actions (<see cref="IInputActionCollection.devices"/>) is reset as is the binding mask (<see
/// cref="IInputActionCollection.bindingMask"/>) in case a control scheme is activated on the user.
///
/// Sends <see cref="InputUserChange.DeviceUnpaired"/> through <see cref="onChange"/> for every device
/// unpaired from the user.
///
/// Sends <see cref="InputUserChange.Removed"/>.
/// </remarks>
/// <seealso cref="PerformPairingWithDevice"/>
/// <seealso cref="pairedDevices"/>
/// <seealso cref="UnpairDevice"/>
/// <seealso cref="UnpairDevicesAndRemoveUser"/>
/// <seealso cref="InputUserChange.DeviceUnpaired"/>
/// <seealso cref="InputUserChange.Removed"/>
public void UnpairDevicesAndRemoveUser()
{
UnpairDevices();
var userIndex = index;
RemoveUser(userIndex);
m_Id = default;
}
/// <summary>
/// Return a list of all currently added devices that are not paired to any user.
/// </summary>
/// <returns>A (possibly empty) list of devices that are currently not paired to a user.</returns>
/// <remarks>
/// The resulting list uses <see cref="Allocator.Temp"> temporary, unmanaged memory</see>. If not disposed of
/// explicitly, the list will automatically be deallocated at the end of the frame and will become unusable.
/// </remarks>
/// <seealso cref="InputSystem.devices"/>
/// <seealso cref="pairedDevices"/>
/// <seealso cref="PerformPairingWithDevice"/>
public static InputControlList<InputDevice> GetUnpairedInputDevices()
{
var list = new InputControlList<InputDevice>(Allocator.Temp);
GetUnpairedInputDevices(ref list);
return list;
}
/// <summary>
/// Add all currently added devices that are not paired to any user to <paramref name="list"/>.
/// </summary>
/// <param name="list">List to add the devices to. Devices will be added to the end.</param>
/// <returns>Number of devices added to <paramref name="list"/>.</returns>
/// <seealso cref="InputSystem.devices"/>
/// <seealso cref="pairedDevices"/>
/// <seealso cref="PerformPairingWithDevice"/>
public static int GetUnpairedInputDevices(ref InputControlList<InputDevice> list)
{
var countBefore = list.Count;
foreach (var device in InputSystem.devices)
{
// If it's in s_AllPairedDevices, there is *some* user that is using the device.
// We don't care which one it is here.
if (ArrayHelpers.ContainsReference(s_GlobalState.allPairedDevices, s_GlobalState.allPairedDeviceCount, device))
continue;
list.Add(device);
}
return list.Count - countBefore;
}
/// <summary>
/// Find the user (if any) that <paramref name="device"/> is currently paired to.
/// </summary>
/// <param name="device">An input device.</param>
/// <returns>The user that <paramref name="device"/> is currently paired to or <c>null</c> if the device
/// is not currently paired to an user.</returns>
/// <remarks>
/// Note that multiple users may be paired to the same device. If that is the case for <paramref name="device"/>,
/// the method will return one of the users with no guarantee which one it is.
///
/// To find all users paired to a device requires manually going through the list of users and their paired
/// devices.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
/// <seealso cref="pairedDevices"/>
/// <seealso cref="PerformPairingWithDevice"/>
public static InputUser? FindUserPairedToDevice(InputDevice device)
{
if (device == null)
throw new ArgumentNullException(nameof(device));
var userIndex = TryFindUserIndex(device);
if (userIndex == -1)
return null;
return s_GlobalState.allUsers[userIndex];
}
public static InputUser? FindUserByAccount(InputUserAccountHandle platformUserAccountHandle)
{
if (platformUserAccountHandle == default(InputUserAccountHandle))
throw new ArgumentException("Empty platform user account handle", nameof(platformUserAccountHandle));
var userIndex = TryFindUserIndex(platformUserAccountHandle);
if (userIndex == -1)
return null;
return s_GlobalState.allUsers[userIndex];
}
public static InputUser CreateUserWithoutPairedDevices()
{
var userIndex = AddUser();
return s_GlobalState.allUsers[userIndex];
}
////REVIEW: allow re-adding a user through this method?
/// <summary>
/// Pair the given device to a user.
/// </summary>
/// <param name="device">Device to pair to a user.</param>
/// <param name="user">Optional parameter. If given, instead of creating a new user to pair the device
/// to, the device is paired to the given user.</param>
/// <param name="options">Optional set of options to modify pairing behavior.</param>
/// <remarks>
/// By default, a new user is created and <paramref name="device"/> is added <see cref="pairedDevices"/>
/// of the user and <see cref="InputUserChange.DevicePaired"/> is sent on <see cref="onChange"/>.
///
/// If a valid user is supplied to <paramref name="user"/>, the device is paired to the given user instead
/// of creating a new user. By default, the device is added to the list of already paired devices for the user.
/// This can be changed by using <see cref="InputUserPairingOptions.UnpairCurrentDevicesFromUser"/> which causes
/// devices currently paired to the user to first be unpaired.
///
/// The method will not prevent pairing of the same device to multiple users.
///
/// Note that if the user has an associated set of actions (<see cref="actions"/>), the list of devices on the
/// actions (<see cref="IInputActionCollection.devices"/>) will automatically be updated meaning that the newly
/// paired devices will automatically reflect in the set of devices available to the user's actions. If the
/// user has a control scheme that is currently activated (<see cref="controlScheme"/>), then <see cref="controlSchemeMatch"/>
/// will also automatically update to reflect the matching of devices to the control scheme's device requirements.
///
/// <example>
/// <code>
/// // Pair device to new user.
/// var user = InputUser.PerformPairingWithDevice(wand1);
///
/// // Pair another device to the same user.
/// InputUser.PerformPairingWithDevice(wand2, user: user);
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="pairedDevices"/>
/// <seealso cref="UnpairDevice"/>
/// <seealso cref="UnpairDevices"/>
/// <seealso cref="UnpairDevicesAndRemoveUser"/>
/// <seealso cref="InputUserChange.DevicePaired"/>
public static InputUser PerformPairingWithDevice(InputDevice device,
InputUser user = default,
InputUserPairingOptions options = InputUserPairingOptions.None)
{
if (device == null)
throw new ArgumentNullException(nameof(device));
if (user != default && !user.valid)
throw new ArgumentException("Invalid user", nameof(user));
// Create new user, if needed.
int userIndex;
if (user == default)
{
userIndex = AddUser();
}
else
{
// We have an existing user.
userIndex = user.index;
// See if we're supposed to clear out the user's currently paired devices first.
if ((options & InputUserPairingOptions.UnpairCurrentDevicesFromUser) != 0)
user.UnpairDevices();
// Ignore call if device is already paired to user.
if (user.pairedDevices.ContainsReference(device))
{
// Still might have to initiate user account selection.
if ((options & InputUserPairingOptions.ForcePlatformUserAccountSelection) != 0)
InitiateUserAccountSelection(userIndex, device, options);
return user;
}
}
// Handle the user account side of pairing.
var accountSelectionInProgress = InitiateUserAccountSelection(userIndex, device, options);
// Except if we have initiate user account selection, pair the device to
// to the user now.
if (!accountSelectionInProgress)
AddDeviceToUser(userIndex, device);
return s_GlobalState.allUsers[userIndex];
}
private static bool InitiateUserAccountSelection(int userIndex, InputDevice device,
InputUserPairingOptions options)
{
// See if there's a platform user account we can get from the device.
// NOTE: We don't query the current user account if the caller has opted to force account selection.
var queryUserAccountResult =
(options & InputUserPairingOptions.ForcePlatformUserAccountSelection) == 0
? UpdatePlatformUserAccount(userIndex, device)
: 0;
////REVIEW: what should we do if there already is an account selection in progress? InvalidOperationException?
// If the device supports user account selection but we didn't get one,
// try to initiate account selection.
if ((options & InputUserPairingOptions.ForcePlatformUserAccountSelection) != 0 ||
(queryUserAccountResult != InputDeviceCommand.GenericFailure &&
(queryUserAccountResult & (long)QueryPairedUserAccountCommand.Result.DevicePairedToUserAccount) == 0 &&
(options & InputUserPairingOptions.ForceNoPlatformUserAccountSelection) == 0))
{
if (InitiateUserAccountSelectionAtPlatformLevel(device))
{
s_GlobalState.allUserData[userIndex].flags |= UserFlags.UserAccountSelectionInProgress;
s_GlobalState.ongoingAccountSelections.Append(
new OngoingAccountSelection
{
device = device,
userId = s_GlobalState.allUsers[userIndex].id,
});
// Make sure we receive a notification for the configuration event.
HookIntoDeviceChange();
// Tell listeners that we started an account selection.
Notify(userIndex, InputUserChange.AccountSelectionInProgress, device);
return true;
}
}
return false;
}
public bool Equals(InputUser other)
{
return m_Id == other.m_Id;
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj))
return false;
return obj is InputUser && Equals((InputUser)obj);
}
public override int GetHashCode()
{
return (int)m_Id;
}
public static bool operator==(InputUser left, InputUser right)
{
return left.m_Id == right.m_Id;
}
public static bool operator!=(InputUser left, InputUser right)
{
return left.m_Id != right.m_Id;
}
/// <summary>
/// Add a new user.
/// </summary>
/// <returns>Index of the newly created user.</returns>
/// <remarks>
/// Adding a user sends a notification with <see cref="InputUserChange.Added"/> through <see cref="onChange"/>.
///
/// The user will start out with no devices and no actions assigned.
///
/// The user is added to <see cref="all"/>.
/// </remarks>
private static int AddUser()
{
var id = ++s_GlobalState.lastUserId;
// Add to list.
var userCount = s_GlobalState.allUserCount;
ArrayHelpers.AppendWithCapacity(ref s_GlobalState.allUsers, ref userCount, new InputUser { m_Id = id });
var userIndex = ArrayHelpers.AppendWithCapacity(ref s_GlobalState.allUserData, ref s_GlobalState.allUserCount, new UserData());
// Send notification.
Notify(userIndex, InputUserChange.Added, null);
return userIndex;
}
/// <summary>
/// Remove an active user.
/// </summary>
/// <param name="userIndex">Index of active user.</param>
/// <remarks>
/// Removing a user also unassigns all currently assigned devices from the user. On completion of this
/// method, <see cref="pairedDevices"/> of <paramref name="user"/> will be empty.
/// </remarks>
private static void RemoveUser(int userIndex)
{
Debug.Assert(userIndex >= 0 && userIndex < s_GlobalState.allUserCount, "User index is invalid");
Debug.Assert(s_GlobalState.allUserData[userIndex].deviceCount == 0, "User must not have paired devices still");
// Reset data from control scheme.
if (s_GlobalState.allUserData[userIndex].controlScheme != null)
{
if (s_GlobalState.allUserData[userIndex].actions != null)
s_GlobalState.allUserData[userIndex].actions.bindingMask = null;
}
s_GlobalState.allUserData[userIndex].controlSchemeMatch.Dispose();
// Remove lost devices.
RemoveLostDevicesForUser(userIndex);
// Remove account selections that are in progress.
for (var i = 0; i < s_GlobalState.ongoingAccountSelections.length; ++i)
{
if (s_GlobalState.ongoingAccountSelections[i].userId != s_GlobalState.allUsers[userIndex].id)
continue;
s_GlobalState.ongoingAccountSelections.RemoveAtByMovingTailWithCapacity(i);
--i;
}
// Send notification (do before we actually remove the user).
Notify(userIndex, InputUserChange.Removed, null);
// Remove.
var userCount = s_GlobalState.allUserCount;
s_GlobalState.allUsers.EraseAtWithCapacity(ref userCount, userIndex);
s_GlobalState.allUserData.EraseAtWithCapacity(ref s_GlobalState.allUserCount, userIndex);
// Remove our hook if we no longer need it.
if (s_GlobalState.allUserCount == 0)
{
UnhookFromDeviceChange();
UnhookFromActionChange();
}
}
private static void Notify(int userIndex, InputUserChange change, InputDevice device)
{
Debug.Assert(userIndex >= 0 && userIndex < s_GlobalState.allUserCount, "User index is invalid");
if (s_GlobalState.onChange.length == 0)
return;
Profiler.BeginSample("InputUser.onChange");
s_GlobalState.onChange.LockForChanges();
for (var i = 0; i < s_GlobalState.onChange.length; ++i)
{
try
{
s_GlobalState.onChange[i](s_GlobalState.allUsers[userIndex], change, device);
}
catch (Exception exception)
{
Debug.LogError($"{exception.GetType().Name} while executing 'InputUser.onChange' callbacks");
Debug.LogException(exception);
}
}
s_GlobalState.onChange.UnlockForChanges();
Profiler.EndSample();
}
private static int TryFindUserIndex(uint userId)
{
Debug.Assert(userId != InvalidId, "User ID is invalid");
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
{
if (s_GlobalState.allUsers[i].m_Id == userId)
return i;
}
return -1;
}
private static int TryFindUserIndex(InputUserAccountHandle platformHandle)
{
Debug.Assert(platformHandle != default, "User platform handle is invalid");
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
{
if (s_GlobalState.allUserData[i].platformUserAccountHandle == platformHandle)
return i;
}
return -1;
}
/// <summary>
/// Find the user (if any) that is currently assigned the given <paramref name="device"/>.
/// </summary>
/// <param name="device">An input device that has been added to the system.</param>
/// <returns>Index of the user that has <paramref name="device"/> among its <see cref="pairedDevices"/> or -1 if
/// no user is currently assigned the given device.</returns>
private static int TryFindUserIndex(InputDevice device)
{
Debug.Assert(device != null, "Device cannot be null");
var indexOfDevice = s_GlobalState.allPairedDevices.IndexOfReference(device, s_GlobalState.allPairedDeviceCount);
if (indexOfDevice == -1)
return -1;
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
{
var startIndex = s_GlobalState.allUserData[i].deviceStartIndex;
if (startIndex <= indexOfDevice && indexOfDevice < startIndex + s_GlobalState.allUserData[i].deviceCount)
return i;
}
return -1;
}
/// <summary>
/// Add the given device to the user as either a lost device or a paired device.
/// </summary>
/// <param name="userIndex"></param>
/// <param name="device"></param>
/// <param name="asLostDevice"></param>
private static void AddDeviceToUser(int userIndex, InputDevice device, bool asLostDevice = false, bool dontUpdateControlScheme = false)
{
Debug.Assert(userIndex >= 0 && userIndex < s_GlobalState.allUserCount, "User index is invalid");
Debug.Assert(device != null, "Device cannot be null");
if (asLostDevice)
Debug.Assert(!s_GlobalState.allUsers[userIndex].lostDevices.ContainsReference(device), "Device already in set of lostDevices for user");
else
Debug.Assert(!s_GlobalState.allUsers[userIndex].pairedDevices.ContainsReference(device), "Device already in set of pairedDevices for user");
var deviceCount = asLostDevice
? s_GlobalState.allUserData[userIndex].lostDeviceCount
: s_GlobalState.allUserData[userIndex].deviceCount;
var deviceStartIndex = asLostDevice
? s_GlobalState.allUserData[userIndex].lostDeviceStartIndex
: s_GlobalState.allUserData[userIndex].deviceStartIndex;
++s_GlobalState.pairingStateVersion;
// Move our devices to end of array.
if (deviceCount > 0)
{
ArrayHelpers.MoveSlice(asLostDevice ? s_GlobalState.allLostDevices : s_GlobalState.allPairedDevices, deviceStartIndex,
asLostDevice ? s_GlobalState.allLostDeviceCount - deviceCount : s_GlobalState.allPairedDeviceCount - deviceCount,
deviceCount);
// Adjust users that have been impacted by the change.
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
{
if (i == userIndex)
continue;
if ((asLostDevice ? s_GlobalState.allUserData[i].lostDeviceStartIndex : s_GlobalState.allUserData[i].deviceStartIndex) <= deviceStartIndex)
continue;
if (asLostDevice)
s_GlobalState.allUserData[i].lostDeviceStartIndex -= deviceCount;
else
s_GlobalState.allUserData[i].deviceStartIndex -= deviceCount;
}
}
// Append to array.
if (asLostDevice)
{
s_GlobalState.allUserData[userIndex].lostDeviceStartIndex = s_GlobalState.allLostDeviceCount - deviceCount;
ArrayHelpers.AppendWithCapacity(ref s_GlobalState.allLostDevices, ref s_GlobalState.allLostDeviceCount, device);
++s_GlobalState.allUserData[userIndex].lostDeviceCount;
}
else
{
s_GlobalState.allUserData[userIndex].deviceStartIndex = s_GlobalState.allPairedDeviceCount - deviceCount;
ArrayHelpers.AppendWithCapacity(ref s_GlobalState.allPairedDevices, ref s_GlobalState.allPairedDeviceCount, device);
++s_GlobalState.allUserData[userIndex].deviceCount;
// If the user has actions, sync the devices on them with what we have now.
var actions = s_GlobalState.allUserData[userIndex].actions;
if (actions != null)
{
actions.devices = s_GlobalState.allUsers[userIndex].pairedDevices;
// Also, if we have a control scheme, update the matching of device requirements
// against the device we now have.
if (!dontUpdateControlScheme && s_GlobalState.allUserData[userIndex].controlScheme != null)
UpdateControlSchemeMatch(userIndex);
}
}
// Make sure we get OnDeviceChange notifications.
HookIntoDeviceChange();
// Let listeners know.
Notify(userIndex, asLostDevice ? InputUserChange.DeviceLost : InputUserChange.DevicePaired, device);
}
private static void RemoveDeviceFromUser(int userIndex, InputDevice device, bool asLostDevice = false)
{
Debug.Assert(userIndex >= 0 && userIndex < s_GlobalState.allUserCount, "User index is invalid");
Debug.Assert(device != null, "Device cannot be null");
var deviceIndex = asLostDevice
? s_GlobalState.allLostDevices.IndexOfReference(device, s_GlobalState.allLostDeviceCount)
: s_GlobalState.allPairedDevices.IndexOfReference(device, s_GlobalState.allUserData[userIndex].deviceStartIndex,
s_GlobalState.allUserData[userIndex].deviceCount);
if (deviceIndex == -1)
{
// Device not in list. Ignore.
return;
}
if (asLostDevice)
{
s_GlobalState.allLostDevices.EraseAtWithCapacity(ref s_GlobalState.allLostDeviceCount, deviceIndex);
--s_GlobalState.allUserData[userIndex].lostDeviceCount;
}
else
{
++s_GlobalState.pairingStateVersion;
s_GlobalState.allPairedDevices.EraseAtWithCapacity(ref s_GlobalState.allPairedDeviceCount, deviceIndex);
--s_GlobalState.allUserData[userIndex].deviceCount;
}
// Adjust indices of other users.
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
{
if ((asLostDevice ? s_GlobalState.allUserData[i].lostDeviceStartIndex : s_GlobalState.allUserData[i].deviceStartIndex) <= deviceIndex)
continue;
if (asLostDevice)
--s_GlobalState.allUserData[i].lostDeviceStartIndex;
else
--s_GlobalState.allUserData[i].deviceStartIndex;
}
if (!asLostDevice)
{
// Remove any ongoing account selections for the user on the given device.
for (var i = 0; i < s_GlobalState.ongoingAccountSelections.length; ++i)
{
if (s_GlobalState.ongoingAccountSelections[i].userId != s_GlobalState.allUsers[userIndex].id ||
s_GlobalState.ongoingAccountSelections[i].device != device)
continue;
s_GlobalState.ongoingAccountSelections.RemoveAtByMovingTailWithCapacity(i);
--i;
}
// If the user has actions, sync the devices on them with what we have now.
var actions = s_GlobalState.allUserData[userIndex].actions;
if (actions != null)
{
actions.devices = s_GlobalState.allUsers[userIndex].pairedDevices;
if (s_GlobalState.allUsers[userIndex].controlScheme != null)
UpdateControlSchemeMatch(userIndex);
}
// Notify listeners.
Notify(userIndex, InputUserChange.DeviceUnpaired, device);
}
}
private static void UpdateControlSchemeMatch(int userIndex, bool autoPairMissing = false)
{
Debug.Assert(userIndex >= 0 && userIndex < s_GlobalState.allUserCount, "User index is invalid");
// Nothing to do if we don't have a control scheme.
if (s_GlobalState.allUserData[userIndex].controlScheme == null)
return;
// Get rid of last match result and start new match.
s_GlobalState.allUserData[userIndex].controlSchemeMatch.Dispose();
var matchResult = new InputControlScheme.MatchResult();
try
{
// Match the control scheme's requirements against the devices paired to the user.
var scheme = s_GlobalState.allUserData[userIndex].controlScheme.Value;
if (scheme.deviceRequirements.Count > 0)
{
var availableDevices = new InputControlList<InputDevice>(Allocator.Temp);
try
{
// Add devices already paired to user.
availableDevices.AddSlice(s_GlobalState.allUsers[userIndex].pairedDevices);
// If we're supposed to grab whatever additional devices we need from what's
// available, add all unpaired devices to the list.
// NOTE: These devices go *after* the devices already paired (if any) meaning that
// the control scheme matching will grab already paired devices *first*.
if (autoPairMissing)
{
var startIndex = availableDevices.Count;
var count = GetUnpairedInputDevices(ref availableDevices);
// We want to favor devices that are already assigned to the same platform user account.
// Sort the unpaired devices we've added to the list such that the ones belonging to the
// same user account come first.
if (s_GlobalState.allUserData[userIndex].platformUserAccountHandle != null)
availableDevices.Sort(startIndex, count,
new CompareDevicesByUserAccount
{
platformUserAccountHandle = s_GlobalState.allUserData[userIndex].platformUserAccountHandle.Value
});
}
matchResult = scheme.PickDevicesFrom(availableDevices);
if (matchResult.isSuccessfulMatch)
{
// Control scheme is satisfied with the devices we have available.
// If we may have grabbed as of yet unpaired devices, go and pair them to the user.
if (autoPairMissing)
{
// Update match result on user before potentially invoking callbacks.
s_GlobalState.allUserData[userIndex].controlSchemeMatch = matchResult;
foreach (var device in matchResult.devices)
{
// Skip if already paired to user.
if (s_GlobalState.allUsers[userIndex].pairedDevices.ContainsReference(device))
continue;
AddDeviceToUser(userIndex, device, dontUpdateControlScheme: true);
}
}
}
}
finally
{
availableDevices.Dispose();
}
}
s_GlobalState.allUserData[userIndex].controlSchemeMatch = matchResult;
}
catch (Exception)
{
// If we had an exception and are bailing out, make sure we aren't leaking native memory
// we allocated.
matchResult.Dispose();
throw;
}
}
private static long UpdatePlatformUserAccount(int userIndex, InputDevice device)
{
Debug.Assert(userIndex >= 0 && userIndex < s_GlobalState.allUserCount, "User index is invalid");
// Fetch account details from backend.
var queryResult = QueryPairedPlatformUserAccount(device, out var platformUserAccountHandle,
out var platformUserAccountName, out var platformUserAccountId);
// Nothing much to do if not supported by device.
if (queryResult == InputDeviceCommand.GenericFailure)
{
// Check if there's an account selection in progress. There shouldn't be as it's
// weird for the device to no signal it does not support querying user account, but
// just to be safe, we check.
if ((s_GlobalState.allUserData[userIndex].flags & UserFlags.UserAccountSelectionInProgress) != 0)
Notify(userIndex, InputUserChange.AccountSelectionCanceled, null);
s_GlobalState.allUserData[userIndex].platformUserAccountHandle = null;
s_GlobalState.allUserData[userIndex].platformUserAccountName = null;
s_GlobalState.allUserData[userIndex].platformUserAccountId = null;
return queryResult;
}
// Check if there's an account selection that we have initiated.
if ((s_GlobalState.allUserData[userIndex].flags & UserFlags.UserAccountSelectionInProgress) != 0)
{
// Yes, there is. See if it is complete.
if ((queryResult & (long)QueryPairedUserAccountCommand.Result.UserAccountSelectionInProgress) != 0)
{
// No, still in progress.
}
else if ((queryResult & (long)QueryPairedUserAccountCommand.Result.UserAccountSelectionCanceled) != 0)
{
// Got canceled.
Notify(userIndex, InputUserChange.AccountSelectionCanceled, device);
}
else
{
// Yes, it is complete.
s_GlobalState.allUserData[userIndex].flags &= ~UserFlags.UserAccountSelectionInProgress;
s_GlobalState.allUserData[userIndex].platformUserAccountHandle = platformUserAccountHandle;
s_GlobalState.allUserData[userIndex].platformUserAccountName = platformUserAccountName;
s_GlobalState.allUserData[userIndex].platformUserAccountId = platformUserAccountId;
Notify(userIndex, InputUserChange.AccountSelectionComplete, device);
}
}
// Check if user account details have changed.
else if (s_GlobalState.allUserData[userIndex].platformUserAccountHandle != platformUserAccountHandle ||
s_GlobalState.allUserData[userIndex].platformUserAccountId != platformUserAccountId)
{
s_GlobalState.allUserData[userIndex].platformUserAccountHandle = platformUserAccountHandle;
s_GlobalState.allUserData[userIndex].platformUserAccountName = platformUserAccountName;
s_GlobalState.allUserData[userIndex].platformUserAccountId = platformUserAccountId;
Notify(userIndex, InputUserChange.AccountChanged, device);
}
else if (s_GlobalState.allUserData[userIndex].platformUserAccountName != platformUserAccountName)
{
Notify(userIndex, InputUserChange.AccountNameChanged, device);
}
return queryResult;
}
////TODO: bring documentation for these back when user management is implemented on Xbox and PS
private static long QueryPairedPlatformUserAccount(InputDevice device,
out InputUserAccountHandle? platformAccountHandle, out string platformAccountName, out string platformAccountId)
{
Debug.Assert(device != null, "Device cannot be null");
// Query user account info from backend.
var queryPairedUser = QueryPairedUserAccountCommand.Create();
var result = device.ExecuteCommand(ref queryPairedUser);
if (result == InputDeviceCommand.GenericFailure)
{
// Not currently paired to user account in backend.
platformAccountHandle = null;
platformAccountName = null;
platformAccountId = null;
return InputDeviceCommand.GenericFailure;
}
// Success. There is a user account currently paired to the device and we now have the
// platform's user account details.
if ((result & (long)QueryPairedUserAccountCommand.Result.DevicePairedToUserAccount) != 0)
{
platformAccountHandle =
new InputUserAccountHandle(device.description.interfaceName ?? "<Unknown>", queryPairedUser.handle);
platformAccountName = queryPairedUser.name;
platformAccountId = queryPairedUser.id;
}
else
{
// The device supports QueryPairedUserAccountCommand but reports that the
// device is not currently paired to a user.
//
// NOTE: On Switch, where the system itself does not store account<->pairing, we will always
// end up here until we've initiated an account selection through the backend itself.
platformAccountHandle = null;
platformAccountName = null;
platformAccountId = null;
}
return result;
}
/// <summary>
/// Try to initiate user account pairing for the given device at the platform level.
/// </summary>
/// <param name="device"></param>
/// <returns>True if the device accepted the request and an account picker has been raised.</returns>
/// <remarks>
/// Sends <see cref="InitiateUserAccountPairingCommand"/> to the device.
/// </remarks>
private static bool InitiateUserAccountSelectionAtPlatformLevel(InputDevice device)
{
Debug.Assert(device != null, "Device cannot be null");
var initiateUserPairing = InitiateUserAccountPairingCommand.Create();
var initiatePairingResult = device.ExecuteCommand(ref initiateUserPairing);
if (initiatePairingResult == (long)InitiateUserAccountPairingCommand.Result.ErrorAlreadyInProgress)
throw new InvalidOperationException("User pairing already in progress");
return initiatePairingResult == (long)InitiateUserAccountPairingCommand.Result.SuccessfullyInitiated;
}
private static void OnActionChange(object obj, InputActionChange change)
{
if (change == InputActionChange.BoundControlsChanged)
{
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
{
ref var user = ref s_GlobalState.allUsers[i];
if (ReferenceEquals(user.actions, obj))
Notify(i, InputUserChange.ControlsChanged, null);
}
}
}
/// <summary>
/// Invoked in response to <see cref="InputSystem.onDeviceChange"/>.
/// </summary>
/// <param name="device"></param>
/// <param name="change"></param>
/// <remarks>
/// We monitor the device setup in the system for activity that impacts the user setup.
/// </remarks>
private static void OnDeviceChange(InputDevice device, InputDeviceChange change)
{
switch (change)
{
// Existing device removed. May mean a user has lost a device due to the battery running
// out or the device being unplugged.
// NOTE: We ignore Disconnected here. Removed is what gets sent whenever a device is taken off of
// InputSystem.devices -- which is what we're interested in here.
case InputDeviceChange.Removed:
{
// Could have been removed from multiple users. Repeatedly search in s_AllPairedDevices
// until we can't find the device anymore.
var deviceIndex = s_GlobalState.allPairedDevices.IndexOfReference(device, s_GlobalState.allPairedDeviceCount);
while (deviceIndex != -1)
{
// Find user. Must be there as we found the device in s_AllPairedDevices.
var userIndex = -1;
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
{
var deviceStartIndex = s_GlobalState.allUserData[i].deviceStartIndex;
if (deviceStartIndex <= deviceIndex && deviceIndex < deviceStartIndex + s_GlobalState.allUserData[i].deviceCount)
{
userIndex = i;
break;
}
}
// Add device to list of lost devices.
// NOTE: This will also send a DeviceLost notification.
// NOTE: Temporarily the device is on both lists.
AddDeviceToUser(userIndex, device, asLostDevice: true);
// Remove it from the user.
RemoveDeviceFromUser(userIndex, device);
// Search for another user paired to the same device.
deviceIndex = s_GlobalState.allPairedDevices.IndexOfReference(device, s_GlobalState.allPairedDeviceCount);
}
break;
}
// New device was added. See if it was a device we previously lost on a user.
case InputDeviceChange.Added:
{
// Search all lost devices. Could affect multiple users.
// Note that RemoveDeviceFromUser removes one element, hence no advancement of deviceIndex.
for (var deviceIndex = FindLostDevice(device); deviceIndex != -1;
deviceIndex = FindLostDevice(device, deviceIndex))
{
// Find user. Must be there as we found the device in s_AllLostDevices.
var userIndex = -1;
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
{
var deviceStartIndex = s_GlobalState.allUserData[i].lostDeviceStartIndex;
if (deviceStartIndex <= deviceIndex && deviceIndex < deviceStartIndex + s_GlobalState.allUserData[i].lostDeviceCount)
{
userIndex = i;
break;
}
}
// Remove from list of lost devices. No notification. Notice that we need to use device
// from lost device list even if its another instance.
RemoveDeviceFromUser(userIndex, s_GlobalState.allLostDevices[deviceIndex], asLostDevice: true);
// Notify.
Notify(userIndex, InputUserChange.DeviceRegained, device);
// Add back as normally paired device.
AddDeviceToUser(userIndex, device);
}
break;
}
// Device had its configuration changed which may mean we have a different user account paired
// to the device now.
case InputDeviceChange.ConfigurationChanged:
{
// See if the this is a device that we were waiting for an account selection on. If so, pair
// it to the user that was waiting.
var wasOngoingAccountSelection = false;
for (var i = 0; i < s_GlobalState.ongoingAccountSelections.length; ++i)
{
if (s_GlobalState.ongoingAccountSelections[i].device != device)
continue;
var userIndex = new InputUser { m_Id = s_GlobalState.ongoingAccountSelections[i].userId }.index;
var queryResult = UpdatePlatformUserAccount(userIndex, device);
if ((queryResult & (long)QueryPairedUserAccountCommand.Result.UserAccountSelectionInProgress) == 0)
{
wasOngoingAccountSelection = true;
s_GlobalState.ongoingAccountSelections.RemoveAtByMovingTailWithCapacity(i);
--i;
// If the device wasn't paired to the user, pair it now.
if (!s_GlobalState.allUsers[userIndex].pairedDevices.ContainsReference(device))
AddDeviceToUser(userIndex, device);
}
}
// If it wasn't a configuration change event from an account selection, go and check whether
// there was a user account change that happened outside the application.
if (!wasOngoingAccountSelection)
{
// Could be paired to multiple users. Repeatedly search in s_AllPairedDevices
// until we can't find the device anymore.
var deviceIndex = s_GlobalState.allPairedDevices.IndexOfReference(device, s_GlobalState.allPairedDeviceCount);
while (deviceIndex != -1)
{
// Find user. Must be there as we found the device in s_AllPairedDevices.
var userIndex = -1;
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
{
var deviceStartIndex = s_GlobalState.allUserData[i].deviceStartIndex;
if (deviceStartIndex <= deviceIndex && deviceIndex < deviceStartIndex + s_GlobalState.allUserData[i].deviceCount)
{
userIndex = i;
break;
}
}
// Check user account.
UpdatePlatformUserAccount(userIndex, device);
// Search for another user paired to the same device.
// Note that action is tied to user and hence we can skip to end of slice associated
// with the current user or at least one element forward.
var offsetNextSlice = deviceIndex + Math.Max(1, s_GlobalState.allUserData[userIndex].deviceCount);
deviceIndex = s_GlobalState.allPairedDevices.IndexOfReference(device, offsetNextSlice, s_GlobalState.allPairedDeviceCount - offsetNextSlice);
}
}
break;
}
}
}
private static int FindLostDevice(InputDevice device, int startIndex = 0)
{
// Compare both by device ID and by reference. We may be looking at a device that was recreated
// due to layout changes (new InputDevice instance, same ID) or a device that was reconnected
// and thus fetched out of `disconnectedDevices` (same InputDevice instance, new ID).
var newDeviceId = device.deviceId;
for (var i = startIndex; i < s_GlobalState.allLostDeviceCount; ++i)
{
var lostDevice = s_GlobalState.allLostDevices[i];
if (device == lostDevice || lostDevice.deviceId == newDeviceId) return i;
}
return -1;
}
// We hook this into InputSystem.onEvent when listening for activity on unpaired devices.
// What this means is that we get to run *before* state reaches the device. This in turn
// means that should the device get paired as a result, actions that are enabled as part
// of the pairing will immediately get triggered. This would not be the case if we hook
// into InputState.onDeviceChange instead which only triggers once state has been altered.
//
// NOTE: This also means that unpaired device activity will *only* be detected from events,
// NOT from state changes applied directly through InputState.Change.
private static void OnEvent(InputEventPtr eventPtr, InputDevice device)
{
Debug.Assert(s_GlobalState.listenForUnpairedDeviceActivity != 0,
"This should only be called while listening for unpaired device activity");
if (s_GlobalState.listenForUnpairedDeviceActivity == 0)
return;
// Ignore input in editor.
#if UNITY_EDITOR
if (InputState.currentUpdateType == InputUpdateType.Editor)
return;
#endif
// Ignore any state change not triggered from a state event.
var eventType = eventPtr.type;
if (eventType != StateEvent.Type && eventType != DeltaStateEvent.Type)
return;
// Ignore event if device is disabled.
if (!device.enabled)
return;
// See if it's a device not belonging to any user.
if (ArrayHelpers.ContainsReference(s_GlobalState.allPairedDevices, s_GlobalState.allPairedDeviceCount, device))
{
// No, it's a device already paired to a player so do nothing.
return;
}
Profiler.BeginSample("InputCheckForUnpairedDeviceActivity");
// Apply the pre-filter. If there's callbacks and none of them return true,
// we early out and ignore the event entirely.
if (!DelegateHelpers.InvokeCallbacksSafe_AnyCallbackReturnsTrue(
ref s_GlobalState.onPreFilterUnpairedDeviceUsed, device, eventPtr, "InputUser.onPreFilterUnpairedDeviceActivity"))
return;
// Go through the changed controls in the event and look for ones actuated
// above a magnitude of a little above zero.
foreach (var control in eventPtr.EnumerateChangedControls(device: device, magnitudeThreshold: 0.0001f))
{
var deviceHasBeenPaired = false;
s_GlobalState.onUnpairedDeviceUsed.LockForChanges();
for (var n = 0; n < s_GlobalState.onUnpairedDeviceUsed.length; ++n)
{
var pairingStateVersionBefore = s_GlobalState.pairingStateVersion;
try
{
s_GlobalState.onUnpairedDeviceUsed[n](control, eventPtr);
}
catch (Exception exception)
{
Debug.LogError($"{exception.GetType().Name} while executing 'InputUser.onUnpairedDeviceUsed' callbacks");
Debug.LogException(exception);
}
if (pairingStateVersionBefore != s_GlobalState.pairingStateVersion
&& FindUserPairedToDevice(device) != null)
{
deviceHasBeenPaired = true;
break;
}
}
s_GlobalState.onUnpairedDeviceUsed.UnlockForChanges();
// If the device was paired in one of the callbacks, stop processing
// changes on it.
if (deviceHasBeenPaired)
break;
}
Profiler.EndSample();
}
/// <summary>
/// Syntax for configuring a control scheme on a user.
/// </summary>
public struct ControlSchemeChangeSyntax
{
/// <summary>
/// Leave the user's paired devices in place but pair any available devices
/// that are still required by the control scheme.
/// </summary>
/// <returns></returns>
/// <remarks>
/// If there are unpaired devices that, at the platform level, are associated with the same
/// user account, those will take precedence over other unpaired devices.
/// </remarks>
public ControlSchemeChangeSyntax AndPairRemainingDevices()
{
UpdateControlSchemeMatch(m_UserIndex, autoPairMissing: true);
return this;
}
internal int m_UserIndex;
}
private uint m_Id;
[Flags]
internal enum UserFlags
{
BindToAllDevices = 1 << 0,
/// <summary>
/// Whether we have initiated a user account selection.
/// </summary>
UserAccountSelectionInProgress = 1 << 1,
}
/// <summary>
/// Data we store for each user.
/// </summary>
private struct UserData
{
/// <summary>
/// The platform handle associated with the user.
/// </summary>
/// <remarks>
/// If set, this identifies the user on the platform. It also means that the devices
/// assigned to the user may be paired at the platform level.
/// </remarks>
public InputUserAccountHandle? platformUserAccountHandle;
/// <summary>
/// Plain-text user name as returned by the underlying platform. Null if not associated with user on platform.
/// </summary>
public string platformUserAccountName;
/// <summary>
/// Platform-specific ID that identifies the user across sessions even if the user
/// name changes.
/// </summary>
/// <remarks>
/// This might not be a human-readable string.
/// </remarks>
public string platformUserAccountId;
/// <summary>
/// Number of devices in <see cref="InputUser.s_AllPairedDevices"/> assigned to the user.
/// </summary>
public int deviceCount;
/// <summary>
/// Index in <see cref="InputUser.s_AllPairedDevices"/> where the devices for this user start. Only valid
/// if <see cref="deviceCount"/> is greater than zero.
/// </summary>
public int deviceStartIndex;
/// <summary>
/// Input actions associated with the user.
/// </summary>
public IInputActionCollection actions;
/// <summary>
/// Currently active control scheme or null if no control scheme has been set on the user.
/// </summary>
/// <remarks>
/// This also dictates the binding mask that we're using with <see cref="actions"/>.
/// </remarks>
public InputControlScheme? controlScheme;
public InputControlScheme.MatchResult controlSchemeMatch;
/// <summary>
/// Number of devices in <see cref="InputUser.s_AllLostDevices"/> assigned to the user.
/// </summary>
public int lostDeviceCount;
/// <summary>
/// Index in <see cref="InputUser.s_AllLostDevices"/> where the lost devices for this user start. Only valid
/// if <see cref="lostDeviceCount"/> is greater than zero.
/// </summary>
public int lostDeviceStartIndex;
////TODO
//public InputUserSettings settings;
public UserFlags flags;
}
/// <summary>
/// Compare two devices for being associated with a specific platform user account.
/// </summary>
private struct CompareDevicesByUserAccount : IComparer<InputDevice>
{
public InputUserAccountHandle platformUserAccountHandle;
public int Compare(InputDevice x, InputDevice y)
{
var firstAccountHandle = GetUserAccountHandleForDevice(x);
var secondAccountHandle = GetUserAccountHandleForDevice(x);
if (firstAccountHandle == platformUserAccountHandle &&
secondAccountHandle == platformUserAccountHandle)
return 0;
if (firstAccountHandle == platformUserAccountHandle)
return -1;
if (secondAccountHandle == platformUserAccountHandle)
return 1;
return 0;
}
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Usage", "CA1801:ReviewUnusedParameters", MessageId = "device", Justification = "Keep this for future implementation")]
private static InputUserAccountHandle? GetUserAccountHandleForDevice(InputDevice device)
{
////TODO (need to cache this)
return null;
}
}
private struct OngoingAccountSelection
{
public InputDevice device;
public uint userId;
}
private struct GlobalState
{
internal int pairingStateVersion;
internal uint lastUserId;
internal int allUserCount;
internal int allPairedDeviceCount;
internal int allLostDeviceCount;
internal InputUser[] allUsers;
internal UserData[] allUserData;
internal InputDevice[] allPairedDevices; // We keep a single array that we slice out to each user.
internal InputDevice[] allLostDevices; // We keep a single array that we slice out to each user.
internal InlinedArray<OngoingAccountSelection> ongoingAccountSelections;
internal CallbackArray<Action<InputUser, InputUserChange, InputDevice>> onChange;
internal CallbackArray<Action<InputControl, InputEventPtr>> onUnpairedDeviceUsed;
internal CallbackArray<Func<InputDevice, InputEventPtr, bool>> onPreFilterUnpairedDeviceUsed;
internal Action<object, InputActionChange> actionChangeDelegate;
internal Action<InputDevice, InputDeviceChange> onDeviceChangeDelegate;
internal Action<InputEventPtr, InputDevice> onEventDelegate;
internal bool onActionChangeHooked;
internal bool onDeviceChangeHooked;
internal bool onEventHooked;
internal int listenForUnpairedDeviceActivity;
}
private static GlobalState s_GlobalState;
internal static ISavedState SaveAndResetState()
{
// Save current state and provide an opaque interface to restore it
var savedState = new SavedStructState<GlobalState>(
ref s_GlobalState,
(ref GlobalState state) => s_GlobalState = state, // restore
() => DisposeAndResetGlobalState()); // static dispose
// Reset global state
s_GlobalState = default;
return savedState;
}
private static void HookIntoActionChange()
{
if (s_GlobalState.onActionChangeHooked)
return;
if (s_GlobalState.actionChangeDelegate == null)
s_GlobalState.actionChangeDelegate = OnActionChange;
InputSystem.onActionChange += OnActionChange;
s_GlobalState.onActionChangeHooked = true;
}
private static void UnhookFromActionChange()
{
if (!s_GlobalState.onActionChangeHooked)
return;
InputSystem.onActionChange -= OnActionChange;
s_GlobalState.onActionChangeHooked = false;
}
private static void HookIntoDeviceChange()
{
if (s_GlobalState.onDeviceChangeHooked)
return;
if (s_GlobalState.onDeviceChangeDelegate == null)
s_GlobalState.onDeviceChangeDelegate = OnDeviceChange;
InputSystem.onDeviceChange += s_GlobalState.onDeviceChangeDelegate;
s_GlobalState.onDeviceChangeHooked = true;
}
private static void UnhookFromDeviceChange()
{
if (!s_GlobalState.onDeviceChangeHooked)
return;
InputSystem.onDeviceChange -= s_GlobalState.onDeviceChangeDelegate;
s_GlobalState.onDeviceChangeHooked = false;
}
private static void HookIntoEvents()
{
if (s_GlobalState.onEventHooked)
return;
if (s_GlobalState.onEventDelegate == null)
s_GlobalState.onEventDelegate = OnEvent;
InputSystem.onEvent += s_GlobalState.onEventDelegate;
s_GlobalState.onEventHooked = true;
}
private static void UnhookFromDeviceStateChange()
{
if (!s_GlobalState.onEventHooked)
return;
InputSystem.onEvent -= s_GlobalState.onEventDelegate;
s_GlobalState.onEventHooked = false;
}
private static void DisposeAndResetGlobalState()
{
// Release native memory held by control scheme match results.
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
s_GlobalState.allUserData[i].controlSchemeMatch.Dispose();
// Don't reset s_LastUserId and just let it increment instead so we never generate
// the same ID twice.
var storedLastUserId = s_GlobalState.lastUserId;
s_GlobalState = default;
s_GlobalState.lastUserId = storedLastUserId;
}
internal static void ResetGlobals()
{
UnhookFromActionChange();
UnhookFromDeviceChange();
UnhookFromDeviceStateChange();
DisposeAndResetGlobalState();
}
}
}