CHANGE: Support entering playmode with Domain Reload disabled ("Faster Enter Playmode")#2343
CHANGE: Support entering playmode with Domain Reload disabled ("Faster Enter Playmode")#2343
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- Rework InputSystem's Init functions to handle optional domain reloads - Bypass InitializeInPlayer() "Reset" and "Restore" functions if DRs disabled Only the first step to getting this working, but enables FEPM support for golden path scenarios.
- Move Reset/Restore state functionality out of InputSystem to the Test assembly (InputTestStateManager.cs)
- Refactor InputManager Init/Dispose to be cleaner and better abstracted:
* Adds CreateAndInitialize static method
* Replaces Destroy() with IDisposable implementation
* InputManager creates "default" InputSettings object if none provided
* Runtime, Settings, and Metrics fields now private
- Update InitializeInEditor() to incorporate changes
- Update and fix tests
For the most part, the logic should be mostly preserved. InitializeInEditor() has the biggest (logical)
change because Reset() (moved to Tests) contained some actual init calls that needed to be pulled out.
However, we *should* be making the same calls in the same order.
However, this change does seem to "break" some of the OnScreenTests(); they're now unstable.
This will need to be fixed in a later commit.
- Rework the class so it operates as a Singleton (basically how it's being used)
- Move actions get/set implementations from InputSystem to ProjectWideActions class
* Combine functionality for tighter cohesion despite being an Editor
* Update #ifefs to allow Player to access some of these members
- Call EnsureInitialized() from Editor init flows to fix the actual bug
Tested using ProjectWideActions sample and verified could move cube when domain reloads disabled.
Ran Package tests (Edit/Play/Player) to verify no (new) failures.
…ns (ISX-1842) - Make InputSystem static fields private with read-only accessors - Add InputSystemTestHooks.cs for "Test Hook" operations that need direct access to fields - Factor out InputSystemObject (and related State) and rename to InputSystemStateManager - Factor out "dirty asset tracking" functionality to a separate Utility class Despite touching a bunch of files, this is a low-risk set of changes; functions are moved to new files and types renamed, but no real changes to functionality. Validated changes with Edit/Play/Player tests.
- Most ProjectWideAction changes discarded since feature was re-implemented (no longer relevant) - Recreate InputSystem "Test Hook" for Enabling/Disabling Actions from tests - Small fixes from unresolved conflicts or bad merges during rebase - Various formatting changes (to be more consistant)
- Consolidate functionality into DeferBindingResolutionContext class - Instantiate Context object as a non-static InputManager field exposed via InputManager methods
- Static field (in each class) initialized via RuntimeInitializeOnLoadMethod() hook - This functionality is a bit clunky and should be refactored but that's out-of-scope for this work
- Add a flag to guard against re-initializing Plugins within PerformDefaultPluginInitialization() - Refactor SteamSupport to fix Init/Shutdown flows and improve state management - Refactor PlayerInput's static fields into a single GlobalState struct (matching other classes) - Move EnhancedTouch static fields into Touch's GlobalState struct - Minor refactoring of SteamSupport to improve init/cleanp-up flows (especially with tests)
…ts (ISX-1840) - Consolidate Touchscreen's cached settings into a separate struct - Rework NativeInputRuntime initialization to (fully) employ Singleton pattern - Refactor Actions_CanHandleModification TestCase generator to work without Domain Reloads - Fix Device static fields not getting reset during SimulateDomainReload()
- Rename some variables - Add update some comments - Other small tweaks.
# Conflicts: # Packages/com.unity.inputsystem/InputSystem/Actions/InputActionMap.cs # Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs # Packages/com.unity.inputsystem/InputSystem/InputAnalytics.cs # Packages/com.unity.inputsystem/InputSystem/InputManager.cs # Packages/com.unity.inputsystem/InputSystem/InputSystem.cs # Packages/com.unity.inputsystem/Tests/TestFixture/InputTestFixture.cs
…invalid formatting
…d from a serialisation thread and force create ScriptableObjects
…er playmode anymore
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Hey Hakan! Here is my branch that is based on yours really, with just a few minor corrections. Let's take a look at it together and define what are the larger bits of work that are still missing. |
| @@ -336,7 +336,7 @@ public void UIActionPoint_FiresUIPointEvents_FromInputsMousePenAndTouch(bool use | |||
| Update(); | |||
| if (!useProjectWideActionsAsset) | |||
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note to self - wonder if we still need to check for the case where we don't use project-wide input actions. We needed in the Tim's branch but now we only run with project-wide input actions, there's no other way.
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| private int m_DeferredCount; | ||
| public bool bindingsNeedResolving; // TODO Revisit: Was previously static, but based on changes by Alex+Tim might no longer be needed?! |
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Note to self - figure an answer to this note, and remove it then
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I think the answer to this is yes, it's not needed to be static any more because it's part of the context that is now logically single instance.
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Or maybe the author of that comment meant that the whole concept is no longer needed? That feels a wrong assumption
| // Moreover, later in GlobalInialize we skip initialization specifically in this case. | ||
| if (!InputSystem.IsDomainReloadDisabledForPlayMode()) | ||
| return; | ||
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In this function, the early-out is something that I added to fix up the problem where we had a reset right after the static init. Everything below the check is original work by Hakan & Tim.
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Persistent review updated to latest commit 55baff2 |
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Persistent review updated to latest commit 1415877 |
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Persistent review updated to latest commit 877bb11 |
Description
This branch aims to enable entering the play mode with Domain Reload disabled, it's also called faster enter playmode internally. The change is a bit non-trivial because we seem to have quite a bunch of statics, and resetting them the right way is not always clear to do.
The branch is basically a straightforward merge of the current develop branch into Hakan's #2016 branch, which in turn is based on incredible Tim's original branch: #1915.
Testing status & QA
Barely tested at this stage of affairs, but appears to be running kinda alright on Anthony's mac locally.
Overall Product Risks
Comments to reviewers
Please describe any additional information such as what to focus on, or historical info for the reviewers.
Checklist
Before review:
Changed,Fixed,Addedsections.Area_CanDoX,Area_CanDoX_EvenIfYIsTheCase,Area_WhenIDoX_AndYHappens_ThisIsTheResult.During merge:
NEW: ___.FIX: ___.DOCS: ___.CHANGE: ___.RELEASE: 1.1.0-preview.3.