UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/InputMetrics.cs
2024-10-27 10:53:47 +03:00

101 lines
3.8 KiB
C#

using System;
////TODO: provide total metric for amount of unmanaged memory (device state + action state)
////REVIEW: flag to turn it off? disable when analytics is off?
namespace UnityEngine.InputSystem.LowLevel
{
/// <summary>
/// Provides information on the level of throughput going through the system.
/// </summary>
/// <seealso cref="InputSystem.metrics"/>
[Serializable]
public struct InputMetrics
{
/// <summary>
/// Maximum number of devices that were concurrently added to the system.
/// </summary>
/// <seealso cref="InputSystem.devices"/>
public int maxNumDevices { get; set; }
/// <summary>
/// Number of devices currently added to the system.
/// </summary>
/// <seealso cref="InputSystem.devices"/>
public int currentNumDevices { get; set; }
/// <summary>
/// The largest the combined state memory for all devices got.
/// </summary>
public int maxStateSizeInBytes { get; set; }
/// <summary>
/// Total size of the combined state memory for all current devices.
/// </summary>
public int currentStateSizeInBytes { get; set; }
/// <summary>
/// Total number of <see cref="InputControl"/>s currently alive in
/// devices in the system.
/// </summary>
public int currentControlCount { get; set; }
/// <summary>
/// Total number of currently registered layouts.
/// </summary>
public int currentLayoutCount { get; set; }
/// <summary>
/// Total number of bytes of <see cref="InputEvent"/>s consumed so far.
/// </summary>
public int totalEventBytes { get; set; }
/// <summary>
/// Total number of <see cref="InputEvent"/>s consumed so far.
/// </summary>
public int totalEventCount { get; set; }
/// <summary>
/// Total number of input system updates run so far.
/// </summary>
/// <seealso cref="InputSystem.Update"/>
public int totalUpdateCount { get; set; }
/// <summary>
/// Total time in seconds spent processing <see cref="InputEvent"/>s so far.
/// </summary>
/// <remarks>
/// Event processing usually amounts for the majority of time spent in <see cref="InputSystem.Update"/>
/// but not necessarily for all of it.
/// </remarks>
/// <seealso cref="InputSystem.Update"/>
public double totalEventProcessingTime { get; set; }
/// <summary>
/// Total accumulated time that has passed between when events were generated (see <see cref="InputEvent.time"/>)
/// compared to when they were processed.
/// </summary>
public double totalEventLagTime { get; set; }
/// <summary>
/// Average size of the event buffer received on every <see cref="InputSystem.Update"/>.
/// </summary>
public float averageEventBytesPerFrame => (float)totalEventBytes / totalUpdateCount;
////REVIEW: we probably want better averaging than we get with this method; ideally, we should take averages
//// each frame and then compute weighted averages as we go; the current method disregards updating spacing
//// and event clustering entirely
/// <summary>
/// Average time in seconds spend on processing each individual <see cref="InputEvent"/>.
/// </summary>
public double averageProcessingTimePerEvent => totalEventProcessingTime / totalEventCount;
/// <summary>
/// Average time it takes from when an event is generated to when it is processed.
/// </summary>
/// <seealso cref="totalEventLagTime"/>
public double averageLagTimePerEvent => totalEventLagTime / totalEventCount;
}
}