b486678290
Library -Artifacts
214 lines
8.1 KiB
C#
214 lines
8.1 KiB
C#
using System;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.Networking.PlayerConnection;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UnityEngine.InputSystem
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{
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// Transports input remoting messages from and to players. Can be used to
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// make input on either side fully available on the other side. I.e. player
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// input can be fully debugged in the editor and editor input can conversely
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// be fed into the player.
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//
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// NOTE: The Unity EditorConnection/PlayerConnection mechanism requires this to
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// be a ScriptableObject as it will register every listeners as a persistent
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// one.
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[Serializable]
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internal class RemoteInputPlayerConnection :
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#if UNITY_EDITOR
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// In the editor, we need to make sure that we get the same instance after domain reloads.
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// Otherwise, callbacks we have registered before the reload will no longer be valid, because
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// the object instance they point to will not deserialize to a valid object. So we use a
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// ScriptableSingleton instance, which fullfills these requirements. In the player, we need to
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// use a simple ScriptableObject, as ScriptableSingleton is an editor-only class.
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ScriptableSingleton<RemoteInputPlayerConnection>,
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#else
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ScriptableObject,
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#endif
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IObserver<InputRemoting.Message>, IObservable<InputRemoting.Message>
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{
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public static readonly Guid kNewDeviceMsg = new Guid("fcd9651ded40425995dfa6aeb78f1f1c");
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public static readonly Guid kNewLayoutMsg = new Guid("fccfec2b7369466d88502a9dd38505f4");
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public static readonly Guid kNewEventsMsg = new Guid("53546641df1347bc8aa315278a603586");
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public static readonly Guid kRemoveDeviceMsg = new Guid("e5e299b2d9e44255b8990bb71af8922d");
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public static readonly Guid kChangeUsagesMsg = new Guid("b9fe706dfc854d7ca109a5e38d7db730");
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public static readonly Guid kStartSendingMsg = new Guid("0d58e99045904672b3ef34b8797d23cb");
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public static readonly Guid kStopSendingMsg = new Guid("548716b2534a45369ab0c9323fc8b4a8");
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public void Bind(IEditorPlayerConnection connection, bool isConnected)
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{
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if (m_Connection != null)
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{
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if (m_Connection == connection)
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return;
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throw new InvalidOperationException("Already bound to an IEditorPlayerConnection");
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}
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// If there's already connections on the given IEditorPlayerConnection,
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// calling RegisterConnection() will invoke the given callback for every
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// already existing connection. However, it seems to do so only in the
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// editor which is why we do the 'isConnected' dance below.
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connection.RegisterConnection(OnConnected);
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connection.RegisterDisconnection(OnDisconnected);
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connection.Register(kNewDeviceMsg, OnNewDevice);
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connection.Register(kNewLayoutMsg, OnNewLayout);
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connection.Register(kNewEventsMsg, OnNewEvents);
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connection.Register(kRemoveDeviceMsg, OnRemoveDevice);
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connection.Register(kChangeUsagesMsg, OnChangeUsages);
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connection.Register(kStartSendingMsg, OnStartSending);
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connection.Register(kStopSendingMsg, OnStopSending);
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m_Connection = connection;
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if (isConnected)
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OnConnected(0);
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}
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public IDisposable Subscribe(IObserver<InputRemoting.Message> observer)
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{
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if (observer == null)
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throw new System.ArgumentNullException(nameof(observer));
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var subscriber = new Subscriber {owner = this, observer = observer};
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ArrayHelpers.Append(ref m_Subscribers, subscriber);
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if (m_ConnectedIds != null)
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{
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foreach (var id in m_ConnectedIds)
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observer.OnNext(new InputRemoting.Message { type = InputRemoting.MessageType.Connect, participantId = id });
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}
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return subscriber;
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}
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////REVIEW: given that the PlayerConnection will connect to the editor regardless, we end up
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//// on this path whether input remoting is enabled or not
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private void OnConnected(int id)
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{
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if (m_ConnectedIds != null && ArrayHelpers.Contains(m_ConnectedIds, id))
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return;
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ArrayHelpers.Append(ref m_ConnectedIds, id);
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SendToSubscribers(InputRemoting.MessageType.Connect, new MessageEventArgs {playerId = id});
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}
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private void OnDisconnected(int id)
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{
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if (m_ConnectedIds == null || !ArrayHelpers.Contains(m_ConnectedIds, id))
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return;
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ArrayHelpers.Erase(ref m_ConnectedIds, id);
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SendToSubscribers(InputRemoting.MessageType.Disconnect, new MessageEventArgs {playerId = id});
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}
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private void OnNewDevice(MessageEventArgs args)
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{
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SendToSubscribers(InputRemoting.MessageType.NewDevice, args);
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}
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private void OnNewLayout(MessageEventArgs args)
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{
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SendToSubscribers(InputRemoting.MessageType.NewLayout, args);
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}
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private void OnNewEvents(MessageEventArgs args)
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{
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SendToSubscribers(InputRemoting.MessageType.NewEvents, args);
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}
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private void OnRemoveDevice(MessageEventArgs args)
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{
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SendToSubscribers(InputRemoting.MessageType.RemoveDevice, args);
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}
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private void OnChangeUsages(MessageEventArgs args)
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{
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SendToSubscribers(InputRemoting.MessageType.ChangeUsages, args);
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}
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private void OnStartSending(MessageEventArgs args)
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{
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SendToSubscribers(InputRemoting.MessageType.StartSending, args);
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}
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private void OnStopSending(MessageEventArgs args)
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{
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SendToSubscribers(InputRemoting.MessageType.StopSending, args);
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}
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private void SendToSubscribers(InputRemoting.MessageType type, MessageEventArgs args)
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{
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if (m_Subscribers == null)
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return;
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var msg = new InputRemoting.Message
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{
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participantId = args.playerId,
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type = type,
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data = args.data
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};
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for (var i = 0; i < m_Subscribers.Length; ++i)
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m_Subscribers[i].observer.OnNext(msg);
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}
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void IObserver<InputRemoting.Message>.OnNext(InputRemoting.Message msg)
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{
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if (m_Connection == null)
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return;
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////TODO: this should really be sending to a specific player in the editor (can't
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//// do that through the IEditorPlayerConnection interface though)
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switch (msg.type)
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{
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case InputRemoting.MessageType.NewDevice:
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m_Connection.Send(kNewDeviceMsg, msg.data);
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break;
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case InputRemoting.MessageType.NewLayout:
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m_Connection.Send(kNewLayoutMsg, msg.data);
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break;
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case InputRemoting.MessageType.NewEvents:
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m_Connection.Send(kNewEventsMsg, msg.data);
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break;
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case InputRemoting.MessageType.ChangeUsages:
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m_Connection.Send(kChangeUsagesMsg, msg.data);
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break;
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case InputRemoting.MessageType.RemoveDevice:
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m_Connection.Send(kRemoveDeviceMsg, msg.data);
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break;
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}
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}
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void IObserver<InputRemoting.Message>.OnError(Exception error)
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{
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}
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void IObserver<InputRemoting.Message>.OnCompleted()
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{
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}
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[SerializeField] private IEditorPlayerConnection m_Connection;
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[NonSerialized] private Subscriber[] m_Subscribers;
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[SerializeField] private int[] m_ConnectedIds;
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private class Subscriber : IDisposable
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{
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public RemoteInputPlayerConnection owner;
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public IObserver<InputRemoting.Message> observer;
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public void Dispose()
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{
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ArrayHelpers.Erase(ref owner.m_Subscribers, this);
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}
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}
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}
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}
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