UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/Editor/Analytics/InputBuildAnalytic.cs

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2024-10-27 10:53:47 +03:00
#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Content;
using UnityEditor.Build.Reporting;
using UnityEngine.Serialization;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Analytics for tracking Player Input component user engagement in the editor.
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class InputBuildAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_build_completed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
private readonly BuildReport m_BuildReport;
public InputBuildAnalytic(BuildReport buildReport)
{
m_BuildReport = buildReport;
}
public InputAnalytics.InputAnalyticInfo info =>
new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
#if UNITY_EDITOR && UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
InputSettings defaultSettings = null;
try
{
defaultSettings = ScriptableObject.CreateInstance<InputSettings>();
data = new InputBuildAnalyticData(m_BuildReport, InputSystem.settings, defaultSettings);
error = null;
return true;
}
catch (Exception e)
{
data = null;
error = e;
return false;
}
finally
{
if (defaultSettings != null)
Object.DestroyImmediate(defaultSettings);
}
}
/// <summary>
/// Input system build analytics data structure.
/// </summary>
[Serializable]
internal struct InputBuildAnalyticData : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
#region InputSettings
[Serializable]
public enum UpdateMode
{
ProcessEventsInBothFixedAndDynamicUpdate = 0, // Note: Deprecated
ProcessEventsInDynamicUpdate = 1,
ProcessEventsInFixedUpdate = 2,
ProcessEventsManually = 3,
}
[Serializable]
public enum BackgroundBehavior
{
ResetAndDisableNonBackgroundDevices = 0,
ResetAndDisableAllDevices = 1,
IgnoreFocus = 2
}
[Serializable]
public enum EditorInputBehaviorInPlayMode
{
PointersAndKeyboardsRespectGameViewFocus = 0,
AllDevicesRespectGameViewFocus = 1,
AllDeviceInputAlwaysGoesToGameView = 2
}
[Serializable]
public enum InputActionPropertyDrawerMode
{
Compact = 0,
MultilineEffective = 1,
MultilineBoth = 2
}
public InputBuildAnalyticData(BuildReport report, InputSettings settings, InputSettings defaultSettings)
{
switch (settings.updateMode)
{
case 0: // ProcessEventsInBothFixedAndDynamicUpdate (deprecated/removed)
update_mode = UpdateMode.ProcessEventsInBothFixedAndDynamicUpdate;
break;
case InputSettings.UpdateMode.ProcessEventsManually:
update_mode = UpdateMode.ProcessEventsManually;
break;
case InputSettings.UpdateMode.ProcessEventsInDynamicUpdate:
update_mode = UpdateMode.ProcessEventsInDynamicUpdate;
break;
case InputSettings.UpdateMode.ProcessEventsInFixedUpdate:
update_mode = UpdateMode.ProcessEventsInFixedUpdate;
break;
default:
throw new Exception("Unsupported updateMode");
}
switch (settings.backgroundBehavior)
{
case InputSettings.BackgroundBehavior.IgnoreFocus:
background_behavior = BackgroundBehavior.IgnoreFocus;
break;
case InputSettings.BackgroundBehavior.ResetAndDisableAllDevices:
background_behavior = BackgroundBehavior.ResetAndDisableAllDevices;
break;
case InputSettings.BackgroundBehavior.ResetAndDisableNonBackgroundDevices:
background_behavior = BackgroundBehavior.ResetAndDisableNonBackgroundDevices;
break;
default:
throw new Exception("Unsupported background behavior");
}
switch (settings.editorInputBehaviorInPlayMode)
{
case InputSettings.EditorInputBehaviorInPlayMode.PointersAndKeyboardsRespectGameViewFocus:
editor_input_behavior_in_playmode = EditorInputBehaviorInPlayMode
.PointersAndKeyboardsRespectGameViewFocus;
break;
case InputSettings.EditorInputBehaviorInPlayMode.AllDevicesRespectGameViewFocus:
editor_input_behavior_in_playmode = EditorInputBehaviorInPlayMode
.AllDevicesRespectGameViewFocus;
break;
case InputSettings.EditorInputBehaviorInPlayMode.AllDeviceInputAlwaysGoesToGameView:
editor_input_behavior_in_playmode = EditorInputBehaviorInPlayMode
.AllDeviceInputAlwaysGoesToGameView;
break;
default:
throw new Exception("Unsupported editor background behavior");
}
switch (settings.inputActionPropertyDrawerMode)
{
case InputSettings.InputActionPropertyDrawerMode.Compact:
input_action_property_drawer_mode = InputActionPropertyDrawerMode.Compact;
break;
case InputSettings.InputActionPropertyDrawerMode.MultilineBoth:
input_action_property_drawer_mode = InputActionPropertyDrawerMode.MultilineBoth;
break;
case InputSettings.InputActionPropertyDrawerMode.MultilineEffective:
input_action_property_drawer_mode = InputActionPropertyDrawerMode.MultilineEffective;
break;
default:
throw new Exception("Unsupported editor property drawer mode");
}
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
var inputSystemActions = InputSystem.actions;
var actionsPath = inputSystemActions == null ? null : AssetDatabase.GetAssetPath(inputSystemActions);
has_projectwide_input_action_asset = !string.IsNullOrEmpty(actionsPath);
#else
has_projectwide_input_action_asset = false;
#endif
var settingsPath = settings == null ? null : AssetDatabase.GetAssetPath(settings);
has_settings_asset = !string.IsNullOrEmpty(settingsPath);
compensate_for_screen_orientation = settings.compensateForScreenOrientation;
default_deadzone_min = settings.defaultDeadzoneMin;
default_deadzone_max = settings.defaultDeadzoneMax;
default_button_press_point = settings.defaultButtonPressPoint;
button_release_threshold = settings.buttonReleaseThreshold;
default_tap_time = settings.defaultTapTime;
default_slow_tap_time = settings.defaultSlowTapTime;
default_hold_time = settings.defaultHoldTime;
tap_radius = settings.tapRadius;
multi_tap_delay_time = settings.multiTapDelayTime;
max_event_bytes_per_update = settings.maxEventBytesPerUpdate;
max_queued_events_per_update = settings.maxQueuedEventsPerUpdate;
supported_devices = settings.supportedDevices.ToArray();
disable_redundant_events_merging = settings.disableRedundantEventsMerging;
shortcut_keys_consume_input = settings.shortcutKeysConsumeInput;
feature_optimized_controls_enabled = settings.IsFeatureEnabled(InputFeatureNames.kUseOptimizedControls);
feature_read_value_caching_enabled = settings.IsFeatureEnabled(InputFeatureNames.kUseReadValueCaching);
feature_paranoid_read_value_caching_checks_enabled =
settings.IsFeatureEnabled(InputFeatureNames.kParanoidReadValueCachingChecks);
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
feature_use_imgui_editor_for_assets =
settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets);
#else
feature_use_imgui_editor_for_assets = false;
#endif
feature_disable_unity_remote_support =
settings.IsFeatureEnabled(InputFeatureNames.kDisableUnityRemoteSupport);
feature_run_player_updates_in_editmode =
settings.IsFeatureEnabled(InputFeatureNames.kRunPlayerUpdatesInEditMode);
has_default_settings = InputSettings.AreEqual(settings, defaultSettings);
build_guid = report != null ? report.summary.guid.ToString() : string.Empty; // Allows testing
}
/// <summary>
/// Represents <see cref="InputSettings.updateMode"/> and indicates how the project handles updates.
/// </summary>
public UpdateMode update_mode;
/// <summary>
/// Represents <see cref="InputSettings.compensateForScreenOrientation"/> and if true automatically
/// adjust rotations when the screen orientation changes.
/// </summary>
public bool compensate_for_screen_orientation;
/// <summary>
/// Represents <see cref="InputSettings.backgroundBehavior"/> which determines what happens when application
/// focus changes and how the system handle input while running in the background.
/// </summary>
public BackgroundBehavior background_behavior;
// Note: InputSettings.filterNoiseOnCurrent not present since already deprecated when these analytics
// where added.
/// <summary>
/// Represents <see cref="InputSettings.defaultDeadzoneMin"/>
/// </summary>
public float default_deadzone_min;
/// <summary>
/// Represents <see cref="InputSettings.defaultDeadzoneMax"/>
/// </summary>
public float default_deadzone_max;
/// <summary>
/// Represents <see cref="InputSettings.defaultButtonPressPoint"/>
/// </summary>
public float default_button_press_point;
/// <summary>
/// Represents <see cref="InputSettings.buttonReleaseThreshold"/>
/// </summary>
public float button_release_threshold;
/// <summary>
/// Represents <see cref="InputSettings.defaultSlowTapTime"/>
/// </summary>
public float default_tap_time;
/// <summary>
/// Represents <see cref="InputSettings.defaultSlowTapTime"/>
/// </summary>
public float default_slow_tap_time;
/// <summary>
/// Represents <see cref="InputSettings.defaultHoldTime"/>
/// </summary>
public float default_hold_time;
/// <summary>
/// Represents <see cref="InputSettings.tapRadius"/>
/// </summary>
public float tap_radius;
/// <summary>
/// Represents <see cref="InputSettings.multiTapDelayTime"/>
/// </summary>
public float multi_tap_delay_time;
/// <summary>
/// Represents <see cref="InputSettings.editorInputBehaviorInPlayMode"/>
/// </summary>
public EditorInputBehaviorInPlayMode editor_input_behavior_in_playmode;
/// <summary>
/// Represents <see cref="InputSettings.inputActionPropertyDrawerMode"/>
/// </summary>
public InputActionPropertyDrawerMode input_action_property_drawer_mode;
/// <summary>
/// Represents <see cref="InputSettings.maxEventBytesPerUpdate"/>
/// </summary>
public int max_event_bytes_per_update;
/// <summary>
/// Represents <see cref="InputSettings.maxQueuedEventsPerUpdate"/>
/// </summary>
public int max_queued_events_per_update;
/// <summary>
/// Represents <see cref="InputSettings.supportedDevices"/>
/// </summary>
public string[] supported_devices;
/// <summary>
/// Represents <see cref="InputSettings.disableRedundantEventsMerging"/>
/// </summary>
public bool disable_redundant_events_merging;
/// <summary>
/// Represents <see cref="InputSettings.shortcutKeysConsumeInput"/>
/// </summary>
public bool shortcut_keys_consume_input;
#endregion
#region Feature flag settings
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kUseOptimizedControls"/> as defined
/// in Input System 1.8.x.
/// </summary>
public bool feature_optimized_controls_enabled;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kUseReadValueCaching" /> as defined
/// in Input System 1.8.x.
/// </summary>
public bool feature_read_value_caching_enabled;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kParanoidReadValueCachingChecks" />
/// as defined in InputSystem 1.8.x.
/// </summary>
public bool feature_paranoid_read_value_caching_checks_enabled;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kUseIMGUIEditorForAssets" />
/// as defined in InputSystem 1.8.x.
/// </summary>
public bool feature_use_imgui_editor_for_assets;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kDisableUnityRemoteSupport" />
/// as defined in InputSystem 1.8.x.
/// </summary>
public bool feature_disable_unity_remote_support;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kRunPlayerUpdatesInEditMode" />
/// as defined in InputSystem 1.8.x.
/// </summary>
public bool feature_run_player_updates_in_editmode;
#endregion
#region
/// <summary>
/// Specifies whether the project is using a project-wide input actions asset or not.
/// </summary>
public bool has_projectwide_input_action_asset;
/// <summary>
/// Specifies whether the project is using a user-provided settings asset or not.
/// </summary>
public bool has_settings_asset;
/// <summary>
/// Specifies whether the settings asset (if present) of the built project is equal to default settings
/// or not. In case of no settings asset this is also true since implicitly using default settings.
/// </summary>
public bool has_default_settings;
/// <summary>
/// A unique GUID identifying the build.
/// </summary>
public string build_guid;
#endregion
}
/// <summary>
/// Input System build analytics.
/// </summary>
internal class ReportProcessor : IPostprocessBuildWithReport
{
public int callbackOrder => int.MaxValue;
public void OnPostprocessBuild(BuildReport report)
{
InputSystem.s_Manager?.m_Runtime?.SendAnalytic(new InputBuildAnalytic(report));
}
}
}
}
#endif