123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866 |
- // note:: This script is using code snippets in InputSystem.
- // https://github.com/Unity-Technologies/InputSystem/blob/develop/Packages/com.unity.inputsystem/InputSystem/Devices/Remote/InputRemoting.cs
- using System;
- using System.Linq;
- using System.Runtime.InteropServices;
- using System.Text;
- using Unity.Collections.LowLevel.Unsafe;
- using UnityEngine;
- using UnityEngine.InputSystem.Layouts;
- using UnityEngine.InputSystem.LowLevel;
- using UnityEngine.InputSystem.Utilities;
- using UnityEngine.InputSystem;
- ////TODO: show remote device IDs in the debugger
- ////TODO: remote timestamps need to be translated to local timestamps; doesn't make sense for remote events getting
- //// processed on the local timeline as is when the originating timeline may be quite different
- ////TODO: support actions
- ////TODO: support input users
- ////TODO: text input events
- ////REVIEW: it seems that the various XXXMsg struct should be public; ATM doesn't seem like working with the message interface is practical
- ////REVIEW: the namespacing mechanism for layouts which changes base layouts means that layouts can't be played
- //// around with on the editor side but will only be changed once they're updated in the player
- namespace Unity.RenderStreaming.InputSystem
- {
- /// <summary>
- /// Makes the activity and data of an InputManager observable in message form.
- /// </summary>
- /// <remarks>
- /// Can act as both the sender and Receiver of these message so the flow is fully bidirectional,
- /// i.e. the InputManager on either end can mirror its layouts, devices, and events over
- /// to the other end. This permits streaming input not just from the player to the editor but
- /// also feeding input from the editor back into the player.
- ///
- /// Remoting sits entirely on top of the input system as an optional piece of functionality.
- /// In development players and the editor, we enable it automatically but in non-development
- /// players it has to be explicitly requested by the user.
- ///
- /// To see devices and input from players in the editor, open the Input Debugger through
- /// "Windows >> Input Debugger".
- /// </remarks>
- /// <seealso cref="InputSystem.remoting"/>
- /// \todo Reuse memory allocated for messages instead of allocating separately for each message.
- /// \todo Inteface to determine what to mirror from the local manager to the remote system.
- public sealed class InputRemoting : IObservable<InputRemoting.Message>, IObserver<InputRemoting.Message>
- {
- /// <summary>
- /// Enumeration of possible types of messages exchanged between two InputRemoting instances.
- /// </summary>
- public enum MessageType
- {
- Connect,
- Disconnect,
- NewLayout,
- NewDevice,
- NewEvents,
- RemoveDevice,
- RemoveLayout,
- ChangeUsages,
- StartSending,
- StopSending,
- NewOtherMessage,
- }
- /// <summary>
- /// A message exchanged between two InputRemoting instances.
- /// </summary>
- [StructLayout(LayoutKind.Sequential)]
- public struct Message
- {
- /// <summary>
- /// For messages coming in, numeric ID of the sender of the message. For messages
- /// going out, numeric ID of the targeted Receiver of the message.
- /// </summary>
- public int participantId;
- public MessageType type;
- public byte[] data;
- }
- public bool sending
- {
- get => (m_Flags & Flags.Sending) == Flags.Sending;
- private set
- {
- if (value)
- m_Flags |= Flags.Sending;
- else
- m_Flags &= ~Flags.Sending;
- }
- }
- static InputRemoting()
- {
- #if UNITY_EDITOR
- //
- // note: This lines are for avoiding issues when running the editor
- // on background. When moved the focus from the editor, input events
- // from another process are ignored.
- // Please attention behaviours are difference several platforms when
- // moving focus from Unity Editor.
- //
- // Additionally, The behaviour is changed Unity2021.2 later (using
- // InputSystem 1.1). Please see "Background behaviour".
- // https://docs.unity3d.com/Packages/com.unity.inputsystem@1.1/manual/Settings.html#background-behavior
- #if INPUTSYSTEM_1_1_OR_NEWER
- // todo(kazuki):
- #else
- // Make sure we're not affected by the user giving focus away from the
- // game view.
- //
- InputEditorUserSettings.lockInputToGameView = true;
- #endif
- #endif
- }
- internal InputRemoting(IInputManager manager, bool startSendingOnConnect = false)
- {
- if (manager == null)
- throw new ArgumentNullException("manager");
- m_LocalManager = manager;
- if (startSendingOnConnect)
- m_Flags |= Flags.StartSendingOnConnect;
- //when listening for newly added layouts, must filter out ones we've added from remote
- }
- /// <summary>
- /// Start sending messages for data and activity in the local input system
- /// to observers.
- /// </summary>
- /// <seealso cref="sending"/>
- /// <seealso cref="StopSending"/>
- public void StartSending()
- {
- if (sending)
- return;
- ////TODO: send events in bulk rather than one-by-one
- m_LocalManager.onMessage += Send;
- m_LocalManager.onEvent += SendEvent;
- m_LocalManager.onDeviceChange += SendDeviceChange;
- m_LocalManager.onLayoutChange += SendLayoutChange;
- sending = true;
- SendInitialMessages();
- }
- public void StopSending()
- {
- if (!sending)
- return;
- m_LocalManager.onMessage -= Send;
- m_LocalManager.onEvent -= SendEvent;
- m_LocalManager.onDeviceChange -= SendDeviceChange;
- m_LocalManager.onLayoutChange -= SendLayoutChange;
- sending = false;
- }
- //RTC 接收到的Message(接收端)
- void IObserver<Message>.OnNext(Message msg)
- {
- switch (msg.type)
- {
- case MessageType.Connect:
- ConnectMsg.Process(this);
- break;
- case MessageType.Disconnect:
- DisconnectMsg.Process(this, msg);
- break;
- case MessageType.NewLayout:
- NewLayoutMsg.Process(this, msg);
- break;
- case MessageType.RemoveLayout:
- RemoveLayoutMsg.Process(this, msg);
- break;
- case MessageType.NewDevice:
- NewDeviceMsg.Process(this, msg);
- break;
- case MessageType.NewEvents:
- NewEventsMsg.Process(this, msg);
- break;
- case MessageType.ChangeUsages:
- ChangeUsageMsg.Process(this, msg);
- break;
- case MessageType.RemoveDevice:
- RemoveDeviceMsg.Process(this, msg);
- break;
- case MessageType.StartSending:
- StartSendingMsg.Process(this);
- break;
- case MessageType.StopSending:
- StopSendingMsg.Process(this);
- break;
- case MessageType.NewOtherMessage:
- Debug.Log("NewOtherMessage===>"+ Encoding.UTF8.GetString(msg.data));
- break;
- }
- }
- void IObserver<Message>.OnError(Exception error)
- {
- }
- void IObserver<Message>.OnCompleted()
- {
- }
- public IDisposable Subscribe(IObserver<Message> observer)
- {
- if (observer == null)
- throw new ArgumentNullException("observer");
- var subscriber = new Subscriber { owner = this, observer = observer };
- ArrayHelpers.Append(ref m_Subscribers, subscriber);
- return subscriber;
- }
- private void SendInitialMessages()
- {
- SendAllGeneratedLayouts();
- SendAllDevices();
- }
- private void SendAllGeneratedLayouts()
- {
- // todo(kazuki)::
- // layputBuilders property is not published from InputSystem
- //
- //foreach (var entry in m_LocalManager.m_Layouts.layoutBuilders)
- // SendLayout(entry.Key);
- foreach (var layout in m_LocalManager.layouts)
- SendLayout(layout);
- }
- private void SendLayout(string layoutName)
- {
- if (m_Subscribers == null)
- return;
- var message = NewLayoutMsg.Create(this, layoutName);
- if (message != null)
- Send(message.Value);
- }
- private void SendAllDevices()
- {
- var devices = m_LocalManager.devices;
- foreach (var device in devices)
- SendDevice(device);
- }
- private void SendDevice(InputDevice device)
- {
- if (m_Subscribers == null)
- return;
- // Don't mirror remote devices to other remotes.
- if (device.remote)
- return;
- var newDeviceMessage = NewDeviceMsg.Create(device);
- Send(newDeviceMessage);
- // Send current state. We do this here in this case as the device
- // may have been added some time ago and thus have already received events.
- var stateEventMessage = NewEventsMsg.CreateStateEvent(device);
- Send(stateEventMessage);
- }
- private unsafe void SendEvent(InputEventPtr eventPtr, InputDevice device)
- {
- if (m_Subscribers == null)
- return;
- ////REVIEW: we probably want to have better control over this and allow producing local events
- //// against remote devices which *are* indeed sent across the wire
- // Don't send events that came in from remote devices.
- if (device != null && device.remote)
- return;
- var message = NewEventsMsg.Create(eventPtr.data, 1);
- Debug.Log("SendEvent==>" + Encoding.UTF8.GetString(message.data));
- Send(message);
- }
- private void SendDeviceChange(InputDevice device, InputDeviceChange change)
- {
- if (m_Subscribers == null)
- return;
- // Don't mirror remoted devices to other remotes.
- if (device.remote)
- return;
- Message msg;
- switch (change)
- {
- case InputDeviceChange.Added:
- msg = NewDeviceMsg.Create(device);
- break;
- case InputDeviceChange.Removed:
- msg = RemoveDeviceMsg.Create(device);
- break;
- case InputDeviceChange.UsageChanged:
- msg = ChangeUsageMsg.Create(device);
- break;
- default:
- return;
- }
- Send(msg);
- }
- private void SendLayoutChange(string layout, InputControlLayoutChange change)
- {
- if (m_Subscribers == null)
- return;
- Message msg;
- switch (change)
- {
- case InputControlLayoutChange.Added:
- case InputControlLayoutChange.Replaced:
- var message = NewLayoutMsg.Create(this, layout);
- if (message == null)
- return;
- msg = message.Value;
- break;
- case InputControlLayoutChange.Removed:
- msg = RemoveLayoutMsg.Create(layout);
- break;
- default:
- return;
- }
- Send(msg);
- }
- public void Send(Message msg)
- {
- foreach (var subscriber in m_Subscribers)
- subscriber.observer.OnNext(msg);
- }
- ////TODO: with C#7 this should be a ref return
- private int FindOrCreateSenderRecord(int senderId)
- {
- // Try to find existing.
- if (m_Senders != null)
- {
- var senderCount = m_Senders.Length;
- for (var i = 0; i < senderCount; ++i)
- if (m_Senders[i].senderId == senderId)
- return i;
- }
- // Create new.
- var sender = new RemoteSender
- {
- senderId = senderId,
- };
- return ArrayHelpers.Append(ref m_Senders, sender);
- }
- private int FindLocalDeviceId(int remoteDeviceId, int senderIndex)
- {
- var localDevices = m_Senders[senderIndex].devices;
- if (localDevices != null)
- {
- var numLocalDevices = localDevices.Length;
- for (var i = 0; i < numLocalDevices; ++i)
- {
- if (localDevices[i].remoteId == remoteDeviceId)
- return localDevices[i].localId;
- }
- }
- return InputDevice.InvalidDeviceId;
- }
- private InputDevice TryGetDeviceByRemoteId(int remoteDeviceId, int senderIndex)
- {
- var localId = FindLocalDeviceId(remoteDeviceId, senderIndex);
- return m_LocalManager.GetDeviceById(localId);
- }
- private Flags m_Flags;
- private IInputManager m_LocalManager; // Input system we mirror input from and to.
- private Subscriber[] m_Subscribers; // Receivers we send input to.
- private RemoteSender[] m_Senders; // Senders we receive input from.
- [Flags]
- private enum Flags
- {
- Sending = 1 << 0,
- StartSendingOnConnect = 1 << 1
- }
- // Data we keep about a unique sender that we receive input data
- // from. We keep track of the layouts and devices we added to
- // the local system.
- [Serializable]
- internal struct RemoteSender
- {
- public int senderId;
- public string[] layouts;
- public RemoteInputDevice[] devices;
- }
- [Serializable]
- internal struct RemoteInputDevice
- {
- public int remoteId; // Device ID used by sender.
- public int localId; // Device ID used by us in local system.
- public InputDeviceDescription description;
- }
- internal class Subscriber : IDisposable
- {
- public InputRemoting owner;
- public IObserver<Message> observer;
- public void Dispose()
- {
- ArrayHelpers.Erase(ref owner.m_Subscribers, this);
- }
- }
- private static class ConnectMsg
- {
- public static void Process(InputRemoting Receiver)
- {
- if (Receiver.sending)
- {
- Receiver.SendAllDevices();
- }
- else if ((Receiver.m_Flags & Flags.StartSendingOnConnect) == Flags.StartSendingOnConnect)
- Receiver.StartSending();
- }
- }
- private static class StartSendingMsg
- {
- public static void Process(InputRemoting Receiver)
- {
- Receiver.StartSending();
- }
- }
- private static class StopSendingMsg
- {
- public static void Process(InputRemoting Receiver)
- {
- Receiver.StopSending();
- }
- }
- public void RemoveRemoteDevices(int participantId)
- {
- var senderIndex = FindOrCreateSenderRecord(participantId);
- // Remove devices added by remote.
- var devices = m_Senders[senderIndex].devices;
- if (devices != null)
- {
- foreach (var remoteDevice in devices)
- {
- var device = m_LocalManager.GetDeviceById(remoteDevice.localId);
- if (device != null)
- m_LocalManager.RemoveDevice(device);
- }
- }
- ////TODO: remove layouts added by remote
- ArrayHelpers.EraseAt(ref m_Senders, senderIndex);
- }
- private static class DisconnectMsg
- {
- public static void Process(InputRemoting Receiver, Message msg)
- {
- Receiver.RemoveRemoteDevices(msg.participantId);
- Receiver.StopSending();
- }
- }
- // Tell remote input system that there's a new layout.
- private static class NewLayoutMsg
- {
- [Serializable]
- public struct Data
- {
- public string name;
- public string layoutJson;
- public bool isOverride;
- }
- public static Message? Create(InputRemoting sender, string layoutName)
- {
- // Try to load the layout. Ignore the layout if it couldn't
- // be loaded.
- InputControlLayout layout;
- try
- {
- layout = sender.m_LocalManager.LoadLayout(new InternedString(layoutName));
- if (layout == null)
- {
- Debug.Log(string.Format(
- "Could not find layout '{0}' meant to be sent through remote connection; this should not happen",
- layoutName));
- return null;
- }
- }
- catch (Exception exception)
- {
- Debug.Log(string.Format(
- "Could not load layout '{0}'; not sending to remote listeners (exception: {1})", layoutName,
- exception));
- return null;
- }
- var data = new Data
- {
- name = layoutName,
- layoutJson = layout.ToJson(),
- isOverride = layout.isOverride
- };
- return new Message
- {
- type = MessageType.NewLayout,
- data = SerializeData(data)
- };
- }
- public static void Process(InputRemoting Receiver, Message msg)
- {
- var data = DeserializeData<Data>(msg.data);
- var senderIndex = Receiver.FindOrCreateSenderRecord(msg.participantId);
- var internedLayoutName = new InternedString(data.name);
- Receiver.m_LocalManager.RegisterControlLayout(data.layoutJson, data.name, data.isOverride);
- ArrayHelpers.Append(ref Receiver.m_Senders[senderIndex].layouts, internedLayoutName);
- }
- }
- private static class RemoveLayoutMsg
- {
- public static Message Create(string layoutName)
- {
- var bytes = Encoding.UTF8.GetBytes(layoutName);
- return new Message
- {
- type = MessageType.RemoveLayout,
- data = bytes
- };
- }
- public static void Process(InputRemoting Receiver, Message msg)
- {
- ////REVIEW: we probably don't want to do this blindly
- var layoutName = Encoding.UTF8.GetString(msg.data);
- Receiver.m_LocalManager.RemoveLayout(layoutName);
- }
- }
- // Tell remote input system that there's a new device.
- private static class NewDeviceMsg
- {
- [Serializable]
- public struct Data
- {
- public string name;
- public string layout;
- public int deviceId;
- public string[] usages;
- public InputDeviceDescription description;
- }
- public static Message Create(InputDevice device)
- {
- Debug.Assert(!device.remote, "Device being sent to remotes should be a local device, not a remote one");
- var data = new Data
- {
- name = device.name,
- layout = device.layout,
- deviceId = device.deviceId,
- description = device.description,
- usages = device.usages.Select(x => x.ToString()).ToArray()
- };
- var json = JsonUtility.ToJson(data);
- var bytes = Encoding.UTF8.GetBytes(json);
- return new Message
- {
- type = MessageType.NewDevice,
- data = bytes
- };
- }
- public static void Process(InputRemoting Receiver, Message msg)
- {
- var senderIndex = Receiver.FindOrCreateSenderRecord(msg.participantId);
- var data = DeserializeData<Data>(msg.data);
- // Make sure we haven't already seen the device.
- var devices = Receiver.m_Senders[senderIndex].devices;
- if (devices != null)
- {
- foreach (var entry in devices)
- if (entry.remoteId == data.deviceId)
- {
- Debug.LogError(string.Format(
- "Already received device with id {0} (layout '{1}', description '{3}) from remote {2}",
- data.deviceId,
- data.layout, msg.participantId, data.description));
- return;
- }
- }
- // Create device.
- InputDevice device;
- try
- {
- ////REVIEW: this gives remote devices names the same way that local devices receive them; should we make remote status visible in the name?
- device = Receiver.m_LocalManager.AddDevice(data.layout, data.name);
- }
- catch (Exception exception)
- {
- Debug.LogError(
- $"Could not create remote device '{data.description}' with layout '{data.layout}' locally (exception: {exception})");
- return;
- }
- // todo(kazuki)::Avoid to use reflection
- // device.m_ParticipantId = msg.participantId;
- device.SetParticipantId(msg.participantId);
- // todo(kazuki)::Avoid to use reflection
- // device.m_Description = data.description;
- // device.m_DeviceFlags |= InputDevice.DeviceFlags.Remote;
- device.SetDescription(data.description);
- var deviceFlagsRemote = 1 << 3;
- device.SetDeviceFlags(device.GetDeviceFlags() | deviceFlagsRemote);
- if(data.usages != null)
- foreach (var usage in data.usages)
- Receiver.m_LocalManager.AddDeviceUsage(device, usage);
- // Remember it.
- var record = new RemoteInputDevice
- {
- remoteId = data.deviceId,
- localId = device.deviceId,
- description = data.description
- };
- ArrayHelpers.Append(ref Receiver.m_Senders[senderIndex].devices, record);
- }
- }
- // Tell remote system there's new input events.
- private static class NewEventsMsg
- {
- // todo(kazuki):: not found DeviceResetEvent
- //public static unsafe Message CreateResetEvent(InputDevice device, bool isHardReset)
- //{
- // var resetEvent = DeviceResetEvent.Create(device.deviceId, isHardReset);
- // return Create((InputEvent*)UnsafeUtility.AddressOf(ref resetEvent), 1);
- //}
- public static unsafe Message CreateStateEvent(InputDevice device)
- {
- using (StateEvent.From(device, out var eventPtr))
- return Create(eventPtr.data, 1);
- }
- public static unsafe Message Create(InputEvent* events, int eventCount)
- {
- // Find total size of event buffer we need.
- var totalSize = 0u;
- var eventPtr = new InputEventPtr(events);
- for (var i = 0; i < eventCount; ++i, eventPtr = eventPtr.Next())
- {
- totalSize += eventPtr.sizeInBytes;
- }
- // Copy event data to buffer. Would be nice if we didn't have to do that
- // but unfortunately we need a byte[] and can't just pass the 'events' IntPtr
- // directly.
- var data = new byte[totalSize];
- fixed (byte* dataPtr = data)
- {
- UnsafeUtility.MemCpy(dataPtr, events, totalSize);
- }
- // Done.
- return new Message
- {
- type = MessageType.NewEvents,
- data = data
- };
- }
- public static unsafe void Process(InputRemoting Receiver, Message msg)
- {
- var manager = Receiver.m_LocalManager;
- fixed (byte* dataPtr = msg.data)
- {
- var dataEndPtr = new IntPtr(dataPtr + msg.data.Length);
- var eventCount = 0;
- var eventPtr = new InputEventPtr((InputEvent*)dataPtr);
- var senderIndex = Receiver.FindOrCreateSenderRecord(msg.participantId);
- while ((Int64)eventPtr.data < dataEndPtr.ToInt64())
- {
- // Patch up device ID to refer to local device and send event.
- var remoteDeviceId = eventPtr.deviceId;
- var localDeviceId = Receiver.FindLocalDeviceId(remoteDeviceId, senderIndex);
- eventPtr.deviceId = localDeviceId;
- if (localDeviceId != InputDevice.InvalidDeviceId)
- {
- ////TODO: add API to send events in bulk rather than one by one
- manager.QueueEvent(eventPtr);
- }
- ++eventCount;
- eventPtr = eventPtr.Next();
- }
- }
- }
- }
- private static class ChangeUsageMsg
- {
- [Serializable]
- public struct Data
- {
- public int deviceId;
- public string[] usages;
- }
- public static Message Create(InputDevice device)
- {
- var data = new Data
- {
- deviceId = device.deviceId,
- usages = device.usages.Select(x => x.ToString()).ToArray()
- };
- return new Message
- {
- type = MessageType.ChangeUsages,
- data = SerializeData(data)
- };
- }
- public static void Process(InputRemoting Receiver, Message msg)
- {
- var senderIndex = Receiver.FindOrCreateSenderRecord(msg.participantId);
- var data = DeserializeData<Data>(msg.data);
- var device = Receiver.TryGetDeviceByRemoteId(data.deviceId, senderIndex);
- if (device != null)
- {
- foreach (var deviceUsage in device.usages)
- {
- if (!data.usages.Contains(deviceUsage))
- Receiver.m_LocalManager.RemoveDeviceUsage(device, new InternedString(deviceUsage));
- }
- if (data.usages.Length == 1)
- Receiver.m_LocalManager.AddDeviceUsage(device, new InternedString(data.usages[0]));
- foreach (var dataUsage in data.usages)
- {
- var internedDataUsage = new InternedString(dataUsage);
- if (!device.usages.Contains(internedDataUsage))
- Receiver.m_LocalManager.AddDeviceUsage(device, new InternedString(dataUsage));
- }
- }
- }
- }
- private static class RemoveDeviceMsg
- {
- public static Message Create(InputDevice device)
- {
- return new Message
- {
- type = MessageType.RemoveDevice,
- data = BitConverter.GetBytes(device.deviceId)
- };
- }
- public static void Process(InputRemoting Receiver, Message msg)
- {
- var senderIndex = Receiver.FindOrCreateSenderRecord(msg.participantId);
- var remoteDeviceId = BitConverter.ToInt32(msg.data, 0);
- var device = Receiver.TryGetDeviceByRemoteId(remoteDeviceId, senderIndex);
- if (device != null)
- Receiver.m_LocalManager.RemoveDevice(device);
- }
- }
- private static byte[] SerializeData<TData>(TData data)
- {
- var json = JsonUtility.ToJson(data);
- return Encoding.UTF8.GetBytes(json);
- }
- private static TData DeserializeData<TData>(byte[] data)
- {
- var json = Encoding.UTF8.GetString(data);
- return JsonUtility.FromJson<TData>(json);
- }
- #if UNITY_EDITOR || DEVELOPMENT_BUILD
- // State we want to take across domain reloads. We can only take some of the
- // state across. Subscriptions will be lost and have to be manually restored.
- [Serializable]
- internal struct SerializedState
- {
- public int senderId;
- public RemoteSender[] senders;
- // We can't take these across domain reloads but we want to take them across
- // InputSystem.Save/Restore.
- [NonSerialized] public Subscriber[] subscribers;
- }
- internal SerializedState SaveState()
- {
- return new SerializedState
- {
- senders = m_Senders,
- subscribers = m_Subscribers
- };
- }
- internal void RestoreState(SerializedState state, IInputManager manager)
- {
- m_LocalManager = manager;
- m_Senders = state.senders;
- }
- #endif
- }
- }
- // #endif
|