XRManagerSettings.cs 21.2 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;

using UnityEditor;

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UIElements;
using UnityEngine.Serialization;
using UnityEngine.XR.Management;

[assembly: InternalsVisibleTo("Unity.XR.Management.Tests")]
[assembly: InternalsVisibleTo("Unity.XR.Management.EditorTests")]
namespace UnityEngine.XR.Management
{
    /// <summary>
    /// Class to handle active loader and subsystem management for XR. This class is to be added as a
    /// ScriptableObject asset in your project and should only be referenced by the <see cref="XRGeneralSettings"/>
    /// instance for its use.
    ///
    /// Given a list of loaders, it will attempt to load each loader in the given order. The first
    /// loader that is successful wins and all remaining loaders are ignored. The loader
    /// that succeeds is accessible through the <see cref="activeLoader"/> property on the manager.
    ///
    /// Depending on configuration the <see cref="XRManagerSettings"/> instance will automatically manage the active loader
    /// at correct points in the application lifecycle. The user can override certain points in the active loader lifecycle
    /// and manually manage them by toggling the <see cref="automaticLoading"/> and <see cref="automaticRunning"/>
    /// properties. Disabling <see cref="automaticLoading"/> implies the the user is responsible for the full lifecycle
    /// of the XR session normally handled by the <see cref="XRManagerSettings"/> instance. Toggling this to false also toggles
    /// <see cref="automaticRunning"/> false.
    ///
    /// Disabling <see cref="automaticRunning"/> only implies that the user is responsible for starting and stopping
    /// the <see cref="activeLoader"/> through the <see cref="StartSubsystems"/> and <see cref="StopSubsystems"/> APIs.
    ///
    /// Automatic lifecycle management is executed as follows
    ///
    /// * OnEnable -> <see cref="InitializeLoader"/>. The loader list will be iterated over and the first successful loader will be set as the active loader.
    /// * Start -> <see cref="StartSubsystems"/>. Ask the active loader to start all subsystems.
    /// * OnDisable -> <see cref="StopSubsystems"/>. Ask the active loader to stop all subsystems.
    /// * OnDestroy -> <see cref="DeinitializeLoader"/>. Deinitialize and remove the active loader.
    /// </summary>
    public sealed class XRManagerSettings : ScriptableObject
    {
        [HideInInspector]
        bool m_InitializationComplete = false;

#pragma warning disable 414
        // This property is only used by the scriptable object editing part of the system and as such no one
        // directly references it. Have to manually disable the console warning here so that we can
        // get a clean console report.
        [HideInInspector]
        [SerializeField]
        bool m_RequiresSettingsUpdate = false;
#pragma warning restore 414

        [SerializeField]
        [Tooltip("Determines if the XR Manager instance is responsible for creating and destroying the appropriate loader instance.")]
        [FormerlySerializedAs("AutomaticLoading")]
        bool m_AutomaticLoading = false;

        /// <summary>
        /// Get and set Automatic Loading state for this manager. When this is true, the manager will automatically call
        /// <see cref="InitializeLoader"/> and <see cref="DeinitializeLoader"/> for you. When false <see cref="automaticRunning"/>
        /// is also set to false and remains that way. This means that disabling automatic loading disables all automatic behavior
        /// for the manager.
        /// </summary>
        public bool automaticLoading
        {
            get { return m_AutomaticLoading; }
            set { m_AutomaticLoading = value; }
        }

        [SerializeField]
        [Tooltip("Determines if the XR Manager instance is responsible for starting and stopping subsystems for the active loader instance.")]
        [FormerlySerializedAs("AutomaticRunning")]
        bool m_AutomaticRunning = false;

        /// <summary>
        /// Get and set automatic running state for this manager. When set to true the manager will call <see cref="StartSubsystems"/>
        /// and <see cref="StopSubsystems"/> APIs at appropriate times. When set to false, or when <see cref="automaticLoading"/> is false
        /// then it is up to the user of the manager to handle that same functionality.
        /// </summary>
        public bool automaticRunning
        {
            get { return m_AutomaticRunning; }
            set { m_AutomaticRunning = value; }
        }


        [SerializeField]
        [Tooltip("List of XR Loader instances arranged in desired load order.")]
        [FormerlySerializedAs("Loaders")]
        List<XRLoader> m_Loaders = new List<XRLoader>();

        // Maintains a list of registered loaders that is immutable at runtime.
        [SerializeField]
        [HideInInspector]
        HashSet<XRLoader> m_RegisteredLoaders = new HashSet<XRLoader>();

        /// <summary>
        /// List of loaders currently managed by this XR Manager instance.
        /// </summary>
        /// <remarks>
        /// Modifying the list of loaders at runtime is undefined behavior and could result in a crash or memory leak.
        /// Use <see cref="activeLoaders"/> to retrieve the currently ordered list of loaders. If you need to mutate
        /// the list at runtime, use <see cref="TryAddLoader"/>, <see cref="TryRemoveLoader"/>, and
        /// <see cref="TrySetLoaders"/>.
        /// </remarks>
        [Obsolete("'XRManagerSettings.loaders' property is obsolete. Use 'XRManagerSettings.activeLoaders' instead to get a list of the current loaders.")]
        public List<XRLoader> loaders
        {
            get { return m_Loaders; }
#if UNITY_EDITOR
            set { m_Loaders = value; }
#endif
        }

        /// <summary>
        /// A shallow copy of the list of loaders currently managed by this XR Manager instance.
        /// </summary>
        /// <remarks>
        /// This property returns a read only list. Any changes made to the list itself will not affect the list
        /// used by this XR Manager instance. To mutate the list of loaders currently managed by this instance,
        /// use <see cref="TryAddLoader"/>, <see cref="TryRemoveLoader"/>, and/or <see cref="TrySetLoaders"/>.
        /// </remarks>
        public IReadOnlyList<XRLoader> activeLoaders => m_Loaders;

        /// <summary>
        /// Read only boolean letting us know if initialization is completed. Because initialization is
        /// handled as a Coroutine, people taking advantage of the auto-lifecycle management of XRManager
        /// will need to wait for init to complete before checking for an ActiveLoader and calling StartSubsystems.
        /// </summary>
        public bool isInitializationComplete
        {
            get { return m_InitializationComplete; }
        }

        ///<summary>
        /// Return the current singleton active loader instance.
        ///</summary>
        [HideInInspector]
        public XRLoader activeLoader { get; private set; }

        /// <summary>
        /// Return the current active loader, cast to the requested type. Useful shortcut when you need
        /// to get the active loader as something less generic than XRLoader.
        /// </summary>
        ///
        /// <typeparam name="T">Requested type of the loader</typeparam>
        ///
        /// <returns>The active loader as requested type, or null.</returns>
        public T ActiveLoaderAs<T>() where T : XRLoader
        {
            return activeLoader as T;
        }

        /// <summary>
        /// Iterate over the configured list of loaders and attempt to initialize each one. The first one
        /// that succeeds is set as the active loader and initialization immediately terminates.
        ///
        /// When complete <see cref="isInitializationComplete"/> will be set to true. This will mark that it is safe to
        /// call other parts of the API. This does not guarantee that init successfully created a loader. For that
        /// you need to check that ActiveLoader is not null.
        ///
        /// Note that there can only be one active loader. Any attempt to initialize a new active loader with one
        /// already set will cause a warning to be logged and immediate exit of this function.
        ///
        /// This method is synchronous and on return all state should be immediately checkable.
        /// </summary>
        public void InitializeLoaderSync()
        {
            if (activeLoader != null)
            {
                Debug.LogWarning(
                    "XR Management has already initialized an active loader in this scene." +
                    "Please make sure to stop all subsystems and deinitialize the active loader before initializing a new one.");
                return;
            }

            foreach (var loader in currentLoaders)
            {
                if (loader != null)
                {
                    if (CheckGraphicsAPICompatibility(loader) && loader.Initialize())
                    {
                        activeLoader = loader;
                        m_InitializationComplete = true;
                        return;
                    }
                }
            }

            activeLoader = null;
        }

        /// <summary>
        /// Iterate over the configured list of loaders and attempt to initialize each one. The first one
        /// that succeeds is set as the active loader and initialization immediately terminates.
        ///
        /// When complete <see cref="isInitializationComplete"/> will be set to true. This will mark that it is safe to
        /// call other parts of the API. This does not guarantee that init successfully created a loader. For that
        /// you need to check that ActiveLoader is not null.
        ///
        /// Note that there can only be one active loader. Any attempt to initialize a new active loader with one
        /// already set will cause a warning to be logged and immediate exit of this function.
        ///
        /// Iteration is done asynchronously and this method must be called within the context of a Coroutine.
        /// </summary>
        ///
        /// <returns>Enumerator marking the next spot to continue execution at.</returns>
        public IEnumerator InitializeLoader()
        {
            if (activeLoader != null)
            {
                Debug.LogWarning(
                    "XR Management has already initialized an active loader in this scene." +
                    "Please make sure to stop all subsystems and deinitialize the active loader before initializing a new one.");
                yield break;
            }

            foreach (var loader in currentLoaders)
            {
                if (loader != null)
                {
                    if (CheckGraphicsAPICompatibility(loader) && loader.Initialize())
                    {
                        activeLoader = loader;
                        m_InitializationComplete = true;
                        yield break;
                    }
                }

                yield return null;
            }

            activeLoader = null;
        }

        private bool CheckLoaderRegistration(XRLoader loader)
        {
#if UNITY_EDITOR
            // Need to check if the application is in play mode, if not then the set of registered loaders is mutable.
            if (!Application.isPlaying)
            {
                return !m_RegisteredLoaders.Contains(loader);
            }
#endif

            return m_RegisteredLoaders.Contains(loader) && !currentLoaders.Contains(loader);
        }

        /// <summary>
        /// Attempts to append the given loader to the list of loaders at the given index.
        /// </summary>
        /// <param name="loader">
        /// The <see cref="XRLoader"/> to be added to this manager's instance of loaders.
        /// </param>
        /// <param name="index">
        /// The index at which the given <see cref="XRLoader"/> should be added. If you set a negative or otherwise
        /// invalid index, the loader will be appended to the end of the list.
        /// </param>
        /// <returns>
        /// <c>true</c> if the loader is not a duplicate and was added to the list successfully, <c>false</c>
        /// otherwise.
        /// </returns>
        /// <remarks>
        /// This method behaves differently in the Editor and during runtime/Play mode. While your app runs in the Editor and not in
        /// Play mode, attempting to add an <see cref="XRLoader"/> will always succeed and register that loader's type
        /// internally. Attempting to add a loader during runtime/Play mode will trigger a check to see whether a loader of
        /// that type was registered. If the check is successful, the loader is added. If not, the loader is not added and the method
        /// returns <c>false</c>.
        /// </remarks>
        public bool TryAddLoader(XRLoader loader, int index = -1)
        {
            if (loader == null || !CheckLoaderRegistration(loader))
                return false;

#if UNITY_EDITOR
            m_RegisteredLoaders.Add(loader);
#endif

            if (index < 0 || index >= currentLoaders.Count)
                currentLoaders.Add(loader);
            else
                currentLoaders.Insert(index, loader);

            return true;
        }

        /// <summary>
        /// Attempts to remove the first instance of a given loader from the list of loaders.
        /// </summary>
        /// <param name="loader">
        /// The <see cref="XRLoader"/> to be removed from this manager's instance of loaders.
        /// </param>
        /// <returns>
        /// <c>true</c> if the loader was successfully removed from the list, <c>false</c> otherwise.
        /// </returns>
        /// <remarks>
        /// This method behaves differently in the Editor and during runtime/Play mode. During runtime/Play mode, the loader
        /// will be removed with no additional side effects if it is in the list managed by this instance. While in the
        /// Editor and not in Play mode, the loader will be removed if it exists and
        /// it will be unregistered from this instance and any attempts to add it during
        /// runtime/Play mode will fail. You can re-add the loader in the Editor while not in Play mode.
        /// </remarks>
        public bool TryRemoveLoader(XRLoader loader)
        {
#if UNITY_EDITOR
            if (!Application.isPlaying)
                m_RegisteredLoaders.Remove(loader);
#endif
            if (currentLoaders.Contains(loader))
                return currentLoaders.Remove(loader);

            return true;
        }

        /// <summary>
        /// Attempts to set the given loader list as the list of loaders managed by this instance.
        /// </summary>
        /// <param name="reorderedLoaders">
        /// The list of <see cref="XRLoader"/>s to be managed by this manager instance.
        /// </param>
        /// <returns>
        /// <c>true</c> if the loader list was set successfully, <c>false</c> otherwise.
        /// </returns>
        /// <remarks>
        /// This method behaves differently in the Editor and during runtime/Play mode. While in the Editor and not in
        /// Play mode, any attempts to set the list of loaders will succeed without any additional checks. During
        /// runtime/Play mode, the new loader list will be validated against the registered <see cref="XRLoader"/> types.
        /// If any loaders exist in the list that were not registered at startup, the attempt will fail.
        /// </remarks>
        public bool TrySetLoaders(List<XRLoader> reorderedLoaders)
        {
            var originalLoaders = new List<XRLoader>(activeLoaders);
#if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                registeredLoaders.Clear();
                currentLoaders.Clear();
                foreach (var loader in reorderedLoaders)
                {
                    if (!TryAddLoader(loader))
                    {
                        TrySetLoaders(originalLoaders);
                        return false;
                    }
                }

                return true;
            }
#endif
            currentLoaders.Clear();
            foreach (var loader in reorderedLoaders)
            {
                if (!TryAddLoader(loader))
                {
                    currentLoaders = originalLoaders;
                    return false;
                }
            }

            return true;
        }

        private bool CheckGraphicsAPICompatibility(XRLoader loader)
        {
            GraphicsDeviceType deviceType = SystemInfo.graphicsDeviceType;
            List<GraphicsDeviceType> supportedDeviceTypes = loader.GetSupportedGraphicsDeviceTypes(false);

            // To help with backward compatibility, if the compatibility list is empty we assume that it does not implement the GetSupportedGraphicsDeviceTypes method
            // Therefore we revert to the previous behavior of building or starting the loader regardless of gfx api settings.
            if (supportedDeviceTypes.Count > 0 && !supportedDeviceTypes.Contains(deviceType))
            {
                Debug.LogWarning(String.Format("The {0} does not support the initialized graphics device, {1}. Please change the preffered Graphics API in PlayerSettings. Attempting to start the next XR loader.", loader.name, deviceType.ToString()));
                return false;
            }

            return true;
        }

        /// <summary>
        /// If there is an active loader, this will request the loader to start all the subsystems that it
        /// is managing.
        ///
        /// You must wait for <see cref="isInitializationComplete"/> to be set to true prior to calling this API.
        /// </summary>
        public void StartSubsystems()
        {
            if (!m_InitializationComplete)
            {
                Debug.LogWarning(
                    "Call to StartSubsystems without an initialized manager." +
                    "Please make sure wait for initialization to complete before calling this API.");
                return;
            }

            if (activeLoader != null)
            {
                activeLoader.Start();
            }
        }

        /// <summary>
        /// If there is an active loader, this will request the loader to stop all the subsystems that it
        /// is managing.
        ///
        /// You must wait for <see cref="isInitializationComplete"/> to be set to tru prior to calling this API.
        /// </summary>
        public void StopSubsystems()
        {
            if (!m_InitializationComplete)
            {
                Debug.LogWarning(
                    "Call to StopSubsystems without an initialized manager." +
                    "Please make sure wait for initialization to complete before calling this API.");
                return;
            }

            if (activeLoader != null)
            {
                activeLoader.Stop();
            }
        }

        /// <summary>
        /// If there is an active loader, this function will deinitialize it and remove the active loader instance from
        /// management. We will automatically call <see cref="StopSubsystems"/> prior to deinitialization to make sure
        /// that things are cleaned up appropriately.
        ///
        /// You must wait for <see cref="isInitializationComplete"/> to be set to tru prior to calling this API.
        ///
        /// Upon return <see cref="isInitializationComplete"/> will be rest to false;
        /// </summary>
        public void DeinitializeLoader()
        {
            if (!m_InitializationComplete)
            {
                Debug.LogWarning(
                    "Call to DeinitializeLoader without an initialized manager." +
                    "Please make sure wait for initialization to complete before calling this API.");
                return;
            }

            StopSubsystems();
            if (activeLoader != null)
            {
                activeLoader.Deinitialize();
                activeLoader = null;
            }

            m_InitializationComplete = false;
        }

        // Use this for initialization
        void Start()
        {
            if (automaticLoading && automaticRunning)
            {
                StartSubsystems();
            }
        }

        void OnDisable()
        {
            if (automaticLoading && automaticRunning)
            {
                StopSubsystems();
            }
        }

        void OnDestroy()
        {
            if (automaticLoading)
            {
                DeinitializeLoader();
            }
        }

        // To modify the list of loaders internally use `currentLoaders` as it will return a list reference rather
        // than a shallow copy.
        // TODO @davidmo 10/12/2020: remove this in next major version bump and make 'loaders' internal.
        internal List<XRLoader> currentLoaders
        {
            get { return m_Loaders; }
            set { m_Loaders = value; }
        }

        // To modify the set of registered loaders use `registeredLoaders` as it will return a reference to the
        // hashset of loaders.
        internal HashSet<XRLoader> registeredLoaders
        {
            get { return m_RegisteredLoaders; }
        }
    }
}