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
{
///
/// Provides information on the level of throughput going through the system.
///
///
[Serializable]
public struct InputMetrics
{
///
/// Maximum number of devices that were concurrently added to the system.
///
///
public int maxNumDevices { get; set; }
///
/// Number of devices currently added to the system.
///
///
public int currentNumDevices { get; set; }
///
/// The largest the combined state memory for all devices got.
///
public int maxStateSizeInBytes { get; set; }
///
/// Total size of the combined state memory for all current devices.
///
public int currentStateSizeInBytes { get; set; }
///
/// Total number of s currently alive in
/// devices in the system.
///
public int currentControlCount { get; set; }
///
/// Total number of currently registered layouts.
///
public int currentLayoutCount { get; set; }
///
/// Total number of bytes of s consumed so far.
///
public int totalEventBytes { get; set; }
///
/// Total number of s consumed so far.
///
public int totalEventCount { get; set; }
///
/// Total number of input system updates run so far.
///
///
public int totalUpdateCount { get; set; }
///
/// Total time in seconds spent processing s so far.
///
///
/// Event processing usually amounts for the majority of time spent in
/// but not necessarily for all of it.
///
///
public double totalEventProcessingTime { get; set; }
///
/// Total accumulated time that has passed between when events were generated (see )
/// compared to when they were processed.
///
public double totalEventLagTime { get; set; }
///
/// Average size of the event buffer received on every .
///
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
///
/// Average time in seconds spend on processing each individual .
///
public double averageProcessingTimePerEvent => totalEventProcessingTime / totalEventCount;
///
/// Average time it takes from when an event is generated to when it is processed.
///
///
public double averageLagTimePerEvent => totalEventLagTime / totalEventCount;
}
}