| 1 | using System;
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| 2 | using System.Collections;
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| 3 | using System.Collections.Generic;
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| 4 | using System.Security.Cryptography;
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| 5 | using System.Text;
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| 6 | using System.Threading;
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| 7 | using UnityEngine;
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| 8 | using UnityEngine.Events;
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| 9 | using UnityEngine.EventSystems;
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| 10 | using UnityEngine.SceneManagement;
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| 11 | using UnityEngine.UI;
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| 12 |
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| 13 | /**
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| 14 | * This class can be used to monitor the usage of an AR/VR. For this, it needs to be set as a component of
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| 15 | * a game object in a scene. There is a prefab coming with the script, that contains only the script itself.
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| 16 | * The script automatically searches the scene for objects of type Selectable, ScrollRect, and EventTrigger
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| 17 | * and registers with them for any event that they handle. So for example, for any button in the scene, the
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| 18 | * script registers for PointerClick events. If any of the registered events occurs, the method LogEvent()
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| 19 | * is called with respective parameters being the event type and the target. The event type is a string
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| 20 | * denoting which event took place. The event target is the game object on which the event was observed.
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| 21 | * The events are collected until a number of 10 events were observed or the scene is ending. Then the
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| 22 | * collected events are sent in JSON format to a monitoring server, which stores them. The server URL can
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| 23 | * be configured using the public class variable serverURL.
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| 24 | * The events are always connected to an appId and a clientId. This is required by the server to identify
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| 25 | * which events belong to which running instance of an AR/VR. The app id is basically the name of the app.
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| 26 | * It can be changes per instance to allow event separation for different instances of this script. The
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| 27 | * client id is a pseudo id calculated based on environment variables of the system on which the app is
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| 28 | * running. It cannot be used to trace back the individual user.
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| 29 | * The logging can also be triggered in a static fashion from any other script upon request. For this, the
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| 30 | * first instance of this class in the scene graph can be retrieved using the getInstance() method. Then
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| 31 | * on this instance, LogEvent() can be called with the above mentioned parameters. A call of this method
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| 32 | * is handled in the same manner as the other calls caused by the self registration of this class for any
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| 33 | * scene internal events.
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| 34 | * The searching for all objects in a scene for which the usage must be monitored is done continuously in
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| 35 | * form of a coroutine. The reason for this is, that the objects in a scene may change over time and the
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| 36 | * script cannot be notified about new objects of interest. Hence, the coroutine performs a kind of polling
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| 37 | * mechanism. This mechanism is implemented in a fashion so that not too much action happens in a frame. In
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| 38 | * addition, the coroutine prevents to continuously check the full scene graph at once for objects of
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| 39 | * interest but only sub graphs starting at the different root nodes in a scene. This may cause, that some
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| 40 | * events on objects of interest may be lost. But this will not be the default case as the whole scene will
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| 41 | * be reconsidered in only a few frames and afterwards, the coroutine will wait only a further second
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| 42 | * before it starts rescanning the scene.
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| 43 | * In two further coroutines, the class continously traces the movement and rotation of the main camera
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| 44 | * which is considered to be the head of the AR/VR user. It must be done in coroutines as there is no
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| 45 | * notification possibility on location changes for the camera. And in addition, the check can be spread
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| 46 | * over time so that it takes place only once per 100 ms. If the coroutines determine a change in location
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| 47 | * or rotation, they produce corresponding events. Location and rotation changes usually take some time.
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| 48 | * Hence, they are logged, when they are finished. If in the meantime, other events happen, they are
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| 49 | * logged before that. But this is no drawback, as the location and rotation changes are logged together
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| 50 | * with time stamps indicating when the movement or rotation started and ended.
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| 51 | */
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| 52 | public class AutoQUESTGenericMonitorUnity : MonoBehaviour
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| 53 | {
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| 54 | /** The instance of this script which is considered the one to be returned when calling getInstance() */
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| 55 | private static AutoQUESTGenericMonitorUnity instance;
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| 56 |
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| 57 | /** The id of the client, i.e., user, for which the actions are recorded (static, because it is the
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| 58 | * same for all instances of this script) */
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| 59 | private static string clientId;
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| 60 |
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| 61 | /** the registered event targets (static, because this map can become large and should, hence, be shared
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| 62 | * between different instances of this script) */
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| 63 | private static Dictionary<GameObject, string> eventTargetIds = new Dictionary<GameObject, string>();
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| 64 |
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| 65 | /** a lock for multiple reads but only single writes on the collected event target ids */
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| 66 | private static ReaderWriterLockSlim readWriteLockEventTargetIds = new ReaderWriterLockSlim();
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| 67 |
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| 68 | /** the current list of events per server collected so far (static, because multiple instances of this
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| 69 | * script may want to log to the same server and the events should always be sorted in the order in
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| 70 | * which they occurred) */
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| 71 | private static Dictionary<string, List<EventData>> collectedEvents = new Dictionary<string, List<EventData>>();
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| 72 |
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| 73 | /** a lock for multiple reads but only single writes on the collected event target ids */
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| 74 | private static ReaderWriterLockSlim readWriteLockCollectedEvents = new ReaderWriterLockSlim();
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| 75 |
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| 76 | /** The AutoQUEST generic monitor server to send the logged data to (non static to allow for multiple
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| 77 | * script instances logging different things to different servers and to be configurable via unity) */
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| 78 | public string serverURL = "https://swe-tooling.informatik.uni-goettingen.de/autoquest-genericmonitor/";
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| 79 |
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| 80 | /** The id of the application that the client uses (non static to allow for multiple script instances
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| 81 | * logging different things for different virtual apps and to be configurable via unity) */
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| 82 | public string appId;
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| 83 |
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| 84 | /**
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| 85 | * stores for any relevant game object the list of event listeners registered on it. This is required to
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| 86 | * remove them afterwards for clean up as removing can only be done for known listener objects
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| 87 | */
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| 88 | private Dictionary<UnityEngine.Object, Listeners> registeredUnityActions = new Dictionary<UnityEngine.Object, Listeners>();
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| 89 |
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| 90 | /** determine the client id */
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| 91 | static AutoQUESTGenericMonitorUnity()
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| 92 | {
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| 93 | // determine a client id
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| 94 | StringBuilder id = new StringBuilder();
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| 95 | foreach (DictionaryEntry de in Environment.GetEnvironmentVariables())
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| 96 | {
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| 97 | id.Append(de.Key);
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| 98 | id.Append(de.Value);
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| 99 | }
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| 100 |
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| 101 | clientId = toMD5Hash(id.ToString());
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| 102 | }
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| 103 |
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| 104 | /**
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| 105 | * similar to a singleton, returns the single instance of this script in the scene. If there are multiple instances of this
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| 106 | * script, the first one found is taken. If there is not instance of this script attached to any active object in the scene
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| 107 | * an exception is thrown.
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| 108 | */
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| 109 | public static AutoQUESTGenericMonitorUnity getInstance()
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| 110 | {
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| 111 | readWriteLockCollectedEvents.EnterUpgradeableReadLock();
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| 112 |
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| 113 | if (instance == null)
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| 114 | {
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| 115 | readWriteLockCollectedEvents.EnterWriteLock();
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| 116 | // search for the first instances of this script in active objects and take it as the single instance
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| 117 | instance = FindObjectOfType<AutoQUESTGenericMonitorUnity>();
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| 118 |
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| 119 | if (instance == null)
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| 120 | {
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| 121 | // there is no instance of this script belonging to an active object in this scene. Therefore, we throw an
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| 122 | // exception, as this is a prerequisite
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| 123 | throw new Exception("getInstance() must not be called without an instance of this script attached to an " +
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| 124 | "active object in the scene. This is a programming mistake and must be corrected. You can, e.g., " +
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| 125 | "add the AutoQUEST Monitor Prefab to the scene to solve this problem.");
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| 126 | }
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| 127 |
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| 128 | readWriteLockCollectedEvents.ExitWriteLock();
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| 129 | }
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| 130 |
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| 131 | readWriteLockCollectedEvents.ExitUpgradeableReadLock();
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| 132 | return instance;
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| 133 | }
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| 134 |
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| 135 | /**
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| 136 | * generates an app id if non is already set and starts all coroutines
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| 137 | */
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| 138 | void Start()
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| 139 | {
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| 140 | readWriteLockCollectedEvents.EnterWriteLock();
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| 141 |
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| 142 | // get an id for the application
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| 143 | if ((appId == null) || ("".Equals(appId)))
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| 144 | {
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| 145 | appId = Application.productName;
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| 146 |
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| 147 | if ((appId == null) || ("".Equals(appId)))
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| 148 | {
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| 149 | appId = Application.identifier;
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| 150 | }
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| 151 | }
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| 152 |
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| 153 | StartCoroutine("EventHandlingRegistrationCoroutine");
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| 154 | StartCoroutine("MovementTrackingCoroutine");
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| 155 | StartCoroutine("GazeTrackingCoroutine");
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| 156 |
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| 157 | readWriteLockCollectedEvents.ExitWriteLock();
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| 158 | }
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| 159 |
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| 160 | /**
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| 161 | * Sends all remaining collected events to the server
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| 162 | */
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| 163 | void OnApplicationQuit()
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| 164 | {
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| 165 | StopAllCoroutines();
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| 166 | SendEventsToServer(true);
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| 167 | }
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| 168 |
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| 169 | /**
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| 170 | * collects an event for a given game object and triggers sending events to the server, if sufficient events have been collected
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| 171 | */
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| 172 | public void LogEvent(string eventType, GameObject eventTarget, params KeyValuePair<String, String>[] parameters)
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| 173 | {
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| 174 | // determine the target
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| 175 | RegisterEventTarget(eventTarget);
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| 176 |
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| 177 | Debug.Log("logEvent called: " + eventType + " (" + GetEventTargetId(eventTarget) + ")");
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| 178 |
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| 179 | EventData eventData = new EventData
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| 180 | { type = eventType, target = eventTarget, timestamp = DateTime.UtcNow.Ticks,
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| 181 | x = (float) Math.Round(eventTarget.transform.position.x, 2),
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| 182 | y = (float) Math.Round(eventTarget.transform.position.y, 2),
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| 183 | z = (float) Math.Round(eventTarget.transform.position.z, 2),
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| 184 | parameters = parameters};
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| 185 |
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| 186 | readWriteLockCollectedEvents.EnterUpgradeableReadLock();
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| 187 | List<EventData> eventList;
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| 188 |
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| 189 | if (!collectedEvents.ContainsKey(serverURL))
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| 190 | {
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| 191 | eventList = new List<EventData>();
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| 192 | readWriteLockCollectedEvents.EnterWriteLock();
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| 193 | collectedEvents.Add(serverURL, eventList);
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| 194 | readWriteLockCollectedEvents.ExitWriteLock();
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| 195 | }
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| 196 | else
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| 197 | {
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| 198 | eventList = collectedEvents[serverURL];
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| 199 | }
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| 200 |
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| 201 | eventList.Add(eventData);
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| 202 |
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| 203 | if (eventList.Count >= 10)
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| 204 | {
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| 205 | SendEventsToServer(false);
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| 206 | }
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| 207 |
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| 208 | readWriteLockCollectedEvents.ExitUpgradeableReadLock();
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| 209 | }
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| 210 |
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| 211 | /**
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| 212 | * collects an event and triggers sending events to the server, if sufficient events have been collected.
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| 213 | * The event target considered for the given event is the game object of which the instance of this class
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| 214 | * is a component. Hence, this method must be called with care to ensure, that the correct correct
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| 215 | * event target is considered.
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| 216 | */
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| 217 | public void LogEvent(string eventType, params KeyValuePair<String, String>[] parameters)
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| 218 | {
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| 219 | LogEvent(eventType, this.gameObject, parameters);
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| 220 | }
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| 221 |
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| 222 | /**
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| 223 | * used for storing event targets and their hierarchies and for calculating their unique ids
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| 224 | */
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| 225 | private void RegisterEventTarget(GameObject eventTarget)
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| 226 | {
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| 227 | // check, if the target is already registered. If so, do nothing
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| 228 | readWriteLockEventTargetIds.EnterReadLock();
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| 229 |
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| 230 | if (eventTargetIds.ContainsKey(eventTarget))
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| 231 | {
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| 232 | readWriteLockEventTargetIds.ExitReadLock();
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| 233 | return;
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| 234 | }
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| 235 |
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| 236 | readWriteLockEventTargetIds.ExitReadLock();
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| 237 |
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| 238 | // before adding the target itself, check for the parents
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| 239 | GameObject parent = eventTarget;
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| 240 | string id = "";
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| 241 |
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| 242 | while (parent != null)
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| 243 | {
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| 244 | id += parent.name;
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| 245 | if (parent.transform.parent != null)
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| 246 | {
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| 247 | parent = parent.transform.parent.gameObject;
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| 248 | RegisterEventTarget(parent);
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| 249 | }
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| 250 | else
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| 251 | {
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| 252 | parent = null;
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| 253 | }
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| 254 | }
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| 255 |
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| 256 | // now, register the target. Ensure, that no other thread added it in the meantime
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| 257 | readWriteLockEventTargetIds.EnterUpgradeableReadLock();
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| 258 |
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| 259 | if (eventTargetIds.ContainsKey(eventTarget))
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| 260 | {
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| 261 | readWriteLockEventTargetIds.ExitUpgradeableReadLock();
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| 262 | return;
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| 263 | }
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| 264 |
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| 265 | id += eventTarget.scene.name;
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| 266 |
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| 267 | id = toMD5Hash(id);
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| 268 |
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| 269 | readWriteLockEventTargetIds.EnterWriteLock();
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| 270 | eventTargetIds.Add(eventTarget, id);
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| 271 | readWriteLockEventTargetIds.ExitWriteLock();
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| 272 |
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| 273 | Debug.Log("registerEventTarget called: " + eventTarget.name + " (" + id + ")");
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| 274 |
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| 275 | readWriteLockEventTargetIds.ExitUpgradeableReadLock();
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| 276 | }
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| 277 |
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| 278 | /**
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| 279 | * returns the id calculated for an event target for its identification
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| 280 | */
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| 281 | private string GetEventTargetId(GameObject eventTarget)
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| 282 | {
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| 283 | readWriteLockEventTargetIds.EnterReadLock();
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| 284 | String result = eventTargetIds[eventTarget];
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| 285 | readWriteLockEventTargetIds.ExitReadLock();
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| 286 |
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| 287 | return result;
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| 288 | }
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| 289 |
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| 290 | /**
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| 291 | * sends all events to the server
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| 292 | */
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| 293 | private void SendEventsToServer(Boolean wait)
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| 294 | {
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| 295 | EventData[] eventsToSend = null;
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| 296 |
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| 297 | // get a copy and directly release the lock so that further events can be collected in parallel.
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| 298 | readWriteLockCollectedEvents.EnterReadLock();
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| 299 |
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| 300 | if (collectedEvents.ContainsKey(serverURL)) {
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| 301 | eventsToSend = collectedEvents[serverURL].ToArray();
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| 302 | collectedEvents[serverURL].Clear();
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| 303 | }
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| 304 |
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| 305 | readWriteLockCollectedEvents.ExitReadLock();
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| 306 |
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| 307 | // send events only, if there are some
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| 308 | if ((eventsToSend == null) || (eventsToSend.Length <= 0))
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| 309 | {
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| 310 | return;
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| 311 | }
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| 312 |
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| 313 | Debug.Log("sending " + eventsToSend.Length + " events to the server");
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| 314 |
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| 315 | String message = CreateMessage(eventsToSend);
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| 316 |
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| 317 | WWW www = new WWW(serverURL, Encoding.UTF8.GetBytes(message));
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| 318 |
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| 319 | if (wait)
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| 320 | {
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| 321 | while (!www.isDone)
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| 322 | {
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| 323 | new WaitForSeconds(0.1f);
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| 324 | }
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| 325 | }
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| 326 | }
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| 327 |
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| 328 | /**
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| 329 | * creates a message containing the events and the corresponding targets
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| 330 | */
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| 331 | private string CreateMessage(EventData[] eventsToSend)
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| 332 | {
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| 333 | // create the message
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| 334 | StringBuilder message = new StringBuilder();
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| 335 | message.AppendLine("{");
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| 336 | message.AppendLine(" \"message\": {");
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| 337 | message.AppendLine(" \"clientInfos\": {");
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| 338 | message.AppendLine(" \"appId\": \"" + appId + "\"");
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| 339 | message.AppendLine(" \"clientId\": \"" + clientId + "\"");
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| 340 | message.AppendLine(" },");
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| 341 |
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| 342 | // determine the targets to be send to the server
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| 343 | Dictionary<GameObject, List<GameObject>> targetsToSend = new Dictionary<GameObject, List<GameObject>>();
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| 344 | List<GameObject> rootTargets = new List<GameObject>();
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| 345 |
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| 346 | for (int i = 0; i < eventsToSend.Length; i++)
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| 347 | {
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| 348 | GameObject targetToSend = eventsToSend[i].target;
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| 349 | GameObject lastChild = null;
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| 350 |
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| 351 | while (targetToSend != null)
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| 352 | {
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| 353 | List<GameObject> children = null;
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| 354 |
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| 355 | if (!targetsToSend.ContainsKey(targetToSend))
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| 356 | {
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| 357 | children = new List<GameObject>();
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| 358 | if (lastChild != null)
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| 359 | {
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| 360 | children.Add(lastChild);
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| 361 | }
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| 362 |
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| 363 | targetsToSend.Add(targetToSend, children);
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| 364 |
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| 365 | if (targetToSend.transform.parent != null)
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| 366 | {
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| 367 | lastChild = targetToSend;
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| 368 | targetToSend = targetToSend.transform.parent.gameObject;
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| 369 | }
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| 370 | else
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| 371 | {
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| 372 | rootTargets.Add(targetToSend);
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| 373 | targetToSend = null;
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| 374 | }
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| 375 | }
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| 376 | else
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| 377 | {
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| 378 | if (lastChild != null)
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| 379 | {
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| 380 | children = targetsToSend[targetToSend];
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| 381 | children.Add(lastChild);
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| 382 | }
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| 383 | targetToSend = null;
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| 384 | }
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| 385 | }
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| 386 | }
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| 387 |
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| 388 | // add the targets to be send to the server
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| 389 | message.AppendLine(" \"targetStructure\": [");
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| 390 | message.AppendLine(" {");
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| 391 | message.AppendLine(" \"targetId\": \"" + toMD5Hash(SceneManager.GetActiveScene().name) + "\",");
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| 392 | message.AppendLine(" \"name\": \"" + SceneManager.GetActiveScene().name + "\",");
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| 393 | message.AppendLine(" \"children\": [");
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| 394 |
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| 395 | foreach (GameObject root in rootTargets)
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| 396 | {
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| 397 | DumpTarget(message, root, targetsToSend, " ");
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| 398 | message.AppendLine(" ,");
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| 399 | }
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| 400 |
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| 401 | message.AppendLine(" ]");
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| 402 | message.AppendLine(" }");
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| 403 | message.AppendLine(" ],");
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| 404 |
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| 405 | // now add the events
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| 406 | message.AppendLine(" \"events\": [");
|
|---|
| 407 |
|
|---|
| 408 | for (int i = 0; i < eventsToSend.Length; i++)
|
|---|
| 409 | {
|
|---|
| 410 | message.AppendLine(" {");
|
|---|
| 411 | message.AppendLine(" \"time\": \"" + eventsToSend[i].timestamp + "\",");
|
|---|
| 412 | message.AppendLine(" \"type\": \"" + eventsToSend[i].type + "\",");
|
|---|
| 413 | message.AppendLine(" \"targetId\": \"" + GetEventTargetId(eventsToSend[i].target) + "\",");
|
|---|
| 414 | message.AppendLine(" \"targetPosition\": \"(" + eventsToSend[i].x + ", " + eventsToSend[i].y +
|
|---|
| 415 | ", " + eventsToSend[i].z + ")\",");
|
|---|
| 416 | if ((eventsToSend[i].parameters != null) && (eventsToSend[i].parameters.Length > 0))
|
|---|
| 417 | {
|
|---|
| 418 | foreach (KeyValuePair<string, string> parameter in eventsToSend[i].parameters)
|
|---|
| 419 | {
|
|---|
| 420 | message.AppendLine(" \"" + parameter.Key + "\": \"" + parameter.Value + "\",");
|
|---|
| 421 | }
|
|---|
| 422 | }
|
|---|
| 423 |
|
|---|
| 424 | message.AppendLine(" },");
|
|---|
| 425 | }
|
|---|
| 426 |
|
|---|
| 427 | message.AppendLine(" ]");
|
|---|
| 428 |
|
|---|
| 429 | message.AppendLine(" }");
|
|---|
| 430 | message.AppendLine("}");
|
|---|
| 431 |
|
|---|
| 432 | String result = message.ToString();
|
|---|
| 433 | Debug.Log(result);
|
|---|
| 434 |
|
|---|
| 435 | return result;
|
|---|
| 436 | }
|
|---|
| 437 |
|
|---|
| 438 | /**
|
|---|
| 439 | * dumps a target to the given string builder by considering the indentation. Calls itself recursively to dump the target hierarchy.
|
|---|
| 440 | */
|
|---|
| 441 | private void DumpTarget(StringBuilder message, GameObject eventTarget, Dictionary<GameObject, List<GameObject>> targetsToSend, string indent)
|
|---|
| 442 | {
|
|---|
| 443 | message.Append(indent);
|
|---|
| 444 | message.AppendLine("{");
|
|---|
| 445 | message.Append(indent);
|
|---|
| 446 | message.AppendLine(" \"targetId\": \"" + GetEventTargetId(eventTarget) + "\",");
|
|---|
| 447 | message.Append(indent);
|
|---|
| 448 | message.AppendLine(" \"name\": \"" + eventTarget.name + "\",");
|
|---|
| 449 |
|
|---|
| 450 | List<GameObject> children = targetsToSend[eventTarget];
|
|---|
| 451 |
|
|---|
| 452 | if (children.Count > 0)
|
|---|
| 453 | {
|
|---|
| 454 | message.Append(indent);
|
|---|
| 455 | message.AppendLine(" \"children\": [");
|
|---|
| 456 |
|
|---|
| 457 | foreach(GameObject child in children)
|
|---|
| 458 | {
|
|---|
| 459 | DumpTarget(message, child, targetsToSend, indent + " ");
|
|---|
| 460 | message.Append(indent);
|
|---|
| 461 | message.AppendLine(" ,");
|
|---|
| 462 | }
|
|---|
| 463 |
|
|---|
| 464 | message.Append(indent);
|
|---|
| 465 | message.AppendLine(" ]");
|
|---|
| 466 | }
|
|---|
| 467 |
|
|---|
| 468 | message.Append(indent);
|
|---|
| 469 | message.AppendLine("}");
|
|---|
| 470 | }
|
|---|
| 471 |
|
|---|
| 472 | /**
|
|---|
| 473 | * convenience method to calculate MD5 hashes for a given string
|
|---|
| 474 | */
|
|---|
| 475 | private static string toMD5Hash(string str)
|
|---|
| 476 | {
|
|---|
| 477 | MD5 md5Algorithm = new MD5CryptoServiceProvider();
|
|---|
| 478 | byte[] strAsBytes = Encoding.UTF8.GetBytes(str);
|
|---|
| 479 | strAsBytes = md5Algorithm.ComputeHash(strAsBytes);
|
|---|
| 480 |
|
|---|
| 481 | return BitConverter.ToString(strAsBytes).Replace("-", "");
|
|---|
| 482 | }
|
|---|
| 483 |
|
|---|
| 484 |
|
|---|
| 485 | /**
|
|---|
| 486 | * In this coroutine, we continuously check all game objects in the scene for changes so that we can register
|
|---|
| 487 | * event listeners for objects on which they should exist. To not cause too much effort for that, the coroutine yields from
|
|---|
| 488 | * time to time. The event listeners are created only once and then stored in a dictionary. This is required as event listeners
|
|---|
| 489 | * can only be removed using their reference. But we need to be able to remove them to ensure that they are registered only
|
|---|
| 490 | * once per object.
|
|---|
| 491 | * After some time, the objects on which the event listeners are registers may be destroyed. Hence, the dictionary may
|
|---|
| 492 | * contain event listeners for objects that do not exist anymore. To handle this, the coroutine also stores the last time
|
|---|
| 493 | * since when the event listeners have been considered last during a registration cycle of this coroutine. If this point
|
|---|
| 494 | * in time is more than 5 seconds ago, the coroutine considers the object to be destroyed and, therefore, also destroys
|
|---|
| 495 | * the event listeners.
|
|---|
| 496 | */
|
|---|
| 497 | private IEnumerator EventHandlingRegistrationCoroutine()
|
|---|
| 498 | {
|
|---|
| 499 | List<GameObject> currentRootGameObjects = new List<GameObject>(100);
|
|---|
| 500 | int rootGameObjectsPointer = 0;
|
|---|
| 501 | LinkedList<UnityEngine.Object> currentRelevantGameObjects = new LinkedList<UnityEngine.Object>();
|
|---|
| 502 | int gameObjectsHandledPerFrame = 10;
|
|---|
| 503 |
|
|---|
| 504 | while (true)
|
|---|
| 505 | {
|
|---|
| 506 | if (rootGameObjectsPointer > (currentRootGameObjects.Count - 1))
|
|---|
| 507 | {
|
|---|
| 508 | // we need to reread the root objects of all loaded scenes
|
|---|
| 509 | for (int i = 0; i < SceneManager.sceneCount; i++)
|
|---|
| 510 | {
|
|---|
| 511 | Scene scene = SceneManager.GetSceneAt(i);
|
|---|
| 512 | if (scene.isLoaded)
|
|---|
| 513 | {
|
|---|
| 514 | currentRootGameObjects.AddRange(scene.GetRootGameObjects());
|
|---|
| 515 | }
|
|---|
| 516 | }
|
|---|
| 517 |
|
|---|
| 518 | rootGameObjectsPointer = 0;
|
|---|
| 519 |
|
|---|
| 520 | // yield and continue in next frame
|
|---|
| 521 | yield return null;
|
|---|
| 522 | //print("considering " + currentRootGameObjects.Count + " root objects");
|
|---|
| 523 | }
|
|---|
| 524 |
|
|---|
| 525 | // check, if there are enough game objects to be processed in the current frame
|
|---|
| 526 | while ((currentRelevantGameObjects.Count < gameObjectsHandledPerFrame) &&
|
|---|
| 527 | (rootGameObjectsPointer < currentRootGameObjects.Count))
|
|---|
| 528 | {
|
|---|
| 529 | // we need to read some further game objects into the list of those to be handled next
|
|---|
| 530 | addRelevantGameObjects(currentRootGameObjects[rootGameObjectsPointer++], currentRelevantGameObjects);
|
|---|
| 531 | yield return null;
|
|---|
| 532 | }
|
|---|
| 533 |
|
|---|
| 534 | //print("considering next " + currentRelevantGameObjects.Count + " game objects for which actions must be logged");
|
|---|
| 535 |
|
|---|
| 536 | // now handle the relevant objects, but at most gameObjectsHandledPerFrame at once
|
|---|
| 537 | readWriteLockCollectedEvents.EnterWriteLock();
|
|---|
| 538 | int currentlyHandled = 0;
|
|---|
| 539 | while (currentRelevantGameObjects.Count > 0)
|
|---|
| 540 | {
|
|---|
| 541 | UnityEngine.Object relevantObject = currentRelevantGameObjects.First.Value;
|
|---|
| 542 |
|
|---|
| 543 | currentRelevantGameObjects.RemoveFirst();
|
|---|
| 544 | //print("ensuring event handling for " + relevantObject);
|
|---|
| 545 | ensureEventHandling(relevantObject);
|
|---|
| 546 | currentlyHandled++;
|
|---|
| 547 |
|
|---|
| 548 | if (currentlyHandled % gameObjectsHandledPerFrame == 0)
|
|---|
| 549 | {
|
|---|
| 550 | // we handled enough relevant game objects in this frame. Release the lock, yield, and continue in next frame
|
|---|
| 551 | // by obtaining the lock again
|
|---|
| 552 | readWriteLockCollectedEvents.ExitWriteLock();
|
|---|
| 553 | yield return null;
|
|---|
| 554 | readWriteLockCollectedEvents.EnterWriteLock();
|
|---|
| 555 | }
|
|---|
| 556 | }
|
|---|
| 557 | readWriteLockCollectedEvents.ExitWriteLock();
|
|---|
| 558 |
|
|---|
| 559 | yield return null;
|
|---|
| 560 |
|
|---|
| 561 | readWriteLockCollectedEvents.EnterWriteLock();
|
|---|
| 562 | // now check for any listener in the dictionary, if it was touched in the last cycles, and if not, destroy them
|
|---|
| 563 | long thresholdTime = DateTime.UtcNow.Ticks - 50000000;
|
|---|
| 564 | List<UnityEngine.Object> obsoleteEntries = new List<UnityEngine.Object>();
|
|---|
| 565 | foreach (KeyValuePair<UnityEngine.Object, Listeners> entry in registeredUnityActions)
|
|---|
| 566 | {
|
|---|
| 567 | if (entry.Value.lastTouched < thresholdTime)
|
|---|
| 568 | {
|
|---|
| 569 | obsoleteEntries.Add(entry.Key);
|
|---|
| 570 | }
|
|---|
| 571 | }
|
|---|
| 572 |
|
|---|
| 573 | foreach (UnityEngine.Object obsoleteEntry in obsoleteEntries)
|
|---|
| 574 | {
|
|---|
| 575 | registeredUnityActions.Remove(obsoleteEntry);
|
|---|
| 576 | }
|
|---|
| 577 | readWriteLockCollectedEvents.ExitWriteLock();
|
|---|
| 578 |
|
|---|
| 579 | if (rootGameObjectsPointer > (currentRootGameObjects.Count - 1))
|
|---|
| 580 | {
|
|---|
| 581 | // we now checked all relevant objects. Let's wait a second before starting the next registration cycle
|
|---|
| 582 | yield return new WaitForSeconds(1f);
|
|---|
| 583 | //yield return null;
|
|---|
| 584 | }
|
|---|
| 585 | else
|
|---|
| 586 | {
|
|---|
| 587 | yield return null;
|
|---|
| 588 | }
|
|---|
| 589 | }
|
|---|
| 590 | }
|
|---|
| 591 |
|
|---|
| 592 | /**
|
|---|
| 593 | * Traverses a hierarchy of game objects and adds game objects relevant for event logging to the given list
|
|---|
| 594 | */
|
|---|
| 595 | virtual protected void addRelevantGameObjects(GameObject gameObject, LinkedList<UnityEngine.Object> currentRelevantGameObjects)
|
|---|
| 596 | {
|
|---|
| 597 | if (gameObject)
|
|---|
| 598 | {
|
|---|
| 599 | Component[] selectables = gameObject.GetComponentsInChildren(typeof(Selectable));
|
|---|
| 600 | Component[] scrollRects = gameObject.GetComponentsInChildren(typeof(ScrollRect));
|
|---|
| 601 | Component[] eventTriggers = gameObject.GetComponentsInChildren(typeof(EventTrigger));
|
|---|
| 602 |
|
|---|
| 603 | foreach (Component relevantObject in selectables)
|
|---|
| 604 | {
|
|---|
| 605 | currentRelevantGameObjects.AddLast(relevantObject);
|
|---|
| 606 | }
|
|---|
| 607 |
|
|---|
| 608 | foreach (Component relevantObject in scrollRects)
|
|---|
| 609 | {
|
|---|
| 610 | currentRelevantGameObjects.AddLast(relevantObject);
|
|---|
| 611 | }
|
|---|
| 612 |
|
|---|
| 613 | foreach (Component relevantObject in eventTriggers)
|
|---|
| 614 | {
|
|---|
| 615 | currentRelevantGameObjects.AddLast(relevantObject);
|
|---|
| 616 | }
|
|---|
| 617 | }
|
|---|
| 618 | }
|
|---|
| 619 |
|
|---|
| 620 | /**
|
|---|
| 621 | * registers event handling for the given relevant object
|
|---|
| 622 | */
|
|---|
| 623 | virtual protected void ensureEventHandling(UnityEngine.Object relevantObject)
|
|---|
| 624 | {
|
|---|
| 625 | if (relevantObject is Button)
|
|---|
| 626 | {
|
|---|
| 627 | ensureEventHandling(((Button)relevantObject).onClick, "PointerClick", ((Button)relevantObject).gameObject);
|
|---|
| 628 | }
|
|---|
| 629 | else if (relevantObject is Toggle)
|
|---|
| 630 | {
|
|---|
| 631 | ensureEventHandling(((Toggle)relevantObject).onValueChanged, "ValueChanged", ((Toggle)relevantObject).gameObject);
|
|---|
| 632 | }
|
|---|
| 633 | else if (relevantObject is Slider)
|
|---|
| 634 | {
|
|---|
| 635 | ensureEventHandling(((Slider)relevantObject).onValueChanged, "ValueChanged", ((Slider)relevantObject).gameObject);
|
|---|
| 636 | }
|
|---|
| 637 | else if (relevantObject is Scrollbar)
|
|---|
| 638 | {
|
|---|
| 639 | ensureEventHandling(((Scrollbar)relevantObject).onValueChanged, "ValueChanged", ((Scrollbar)relevantObject).gameObject);
|
|---|
| 640 | }
|
|---|
| 641 | else if (relevantObject is Dropdown)
|
|---|
| 642 | {
|
|---|
| 643 | ensureEventHandling(((Dropdown)relevantObject).onValueChanged, "ValueChanged", ((Dropdown)relevantObject).gameObject);
|
|---|
| 644 | }
|
|---|
| 645 | else if (relevantObject is InputField)
|
|---|
| 646 | {
|
|---|
| 647 | ensureEventHandling(((InputField)relevantObject).onValueChanged, "ValueChanged", ((InputField)relevantObject).gameObject);
|
|---|
| 648 | ensureEventHandling(((InputField)relevantObject).onEndEdit, "EditingEnded", ((InputField)relevantObject).gameObject);
|
|---|
| 649 | }
|
|---|
| 650 | else if (relevantObject is ScrollRect)
|
|---|
| 651 | {
|
|---|
| 652 | ensureEventHandling(((ScrollRect)relevantObject).onValueChanged, "ValueChanged", ((ScrollRect)relevantObject).gameObject);
|
|---|
| 653 | }
|
|---|
| 654 | else if (relevantObject is EventTrigger)
|
|---|
| 655 | {
|
|---|
| 656 | foreach (EventTrigger.Entry entry in ((EventTrigger)relevantObject).triggers)
|
|---|
| 657 | {
|
|---|
| 658 | ensureEventHandling(entry.callback, entry.eventID.ToString(), ((EventTrigger)relevantObject).gameObject);
|
|---|
| 659 | }
|
|---|
| 660 | }
|
|---|
| 661 | else
|
|---|
| 662 | {
|
|---|
| 663 | Debug.Log("unknown type of relevant object: " + relevantObject.GetType());
|
|---|
| 664 | }
|
|---|
| 665 | }
|
|---|
| 666 |
|
|---|
| 667 | /**
|
|---|
| 668 | * ensures that there is a listener for the given event on the given game object
|
|---|
| 669 | */
|
|---|
| 670 | private void ensureEventHandling(UnityEvent unityEvent, string eventType, GameObject eventTarget)
|
|---|
| 671 | {
|
|---|
| 672 | UnityAction listener = getListeners(eventTarget).getCreateListener(eventType, eventTarget);
|
|---|
| 673 |
|
|---|
| 674 | // remove the listener first to ensure, it is not registered twice
|
|---|
| 675 | unityEvent.RemoveListener(listener);
|
|---|
| 676 | unityEvent.AddListener(listener);
|
|---|
| 677 | }
|
|---|
| 678 |
|
|---|
| 679 | /**
|
|---|
| 680 | * ensures that there is a listener for the given event on the given game object
|
|---|
| 681 | */
|
|---|
| 682 | private void ensureEventHandling<T>(UnityEvent<T> unityEvent, string eventType, GameObject eventTarget)
|
|---|
| 683 | {
|
|---|
| 684 | UnityAction<T> listener = getListeners(eventTarget).getCreateListener<T>(eventType, eventTarget);
|
|---|
| 685 |
|
|---|
| 686 | // remove the listener first to ensure, it is not registered twice
|
|---|
| 687 | unityEvent.RemoveListener(listener);
|
|---|
| 688 | unityEvent.AddListener(listener);
|
|---|
| 689 | }
|
|---|
| 690 |
|
|---|
| 691 | /**
|
|---|
| 692 | * Determines the event listeners for a given eventTarget
|
|---|
| 693 | */
|
|---|
| 694 | protected Listeners getListeners(GameObject eventTarget)
|
|---|
| 695 | {
|
|---|
| 696 | Listeners listeners = null;
|
|---|
| 697 |
|
|---|
| 698 | registeredUnityActions.TryGetValue(eventTarget, out listeners);
|
|---|
| 699 |
|
|---|
| 700 | if (listeners == null)
|
|---|
| 701 | {
|
|---|
| 702 | listeners = createListeners();
|
|---|
| 703 | registeredUnityActions.Add(eventTarget, listeners);
|
|---|
| 704 | }
|
|---|
| 705 |
|
|---|
| 706 | return listeners;
|
|---|
| 707 | }
|
|---|
| 708 |
|
|---|
| 709 | /**
|
|---|
| 710 | * used to allow subclasses to create other, more concrete types of listeners
|
|---|
| 711 | */
|
|---|
| 712 | virtual protected Listeners createListeners()
|
|---|
| 713 | {
|
|---|
| 714 | return new Listeners(LogEvent);
|
|---|
| 715 | }
|
|---|
| 716 |
|
|---|
| 717 | /**
|
|---|
| 718 | * In this coroutine, we continuously check the position of the main camera to do movement tracking.
|
|---|
| 719 | * For this the coroutine runs every 100 ms and compares the preceding location with the current one.
|
|---|
| 720 | * If their is a change, then a motion is considered. If there is no change, then no motion is
|
|---|
| 721 | * considered. If before there was a motion, then an event is logged. If the motion continues but
|
|---|
| 722 | * the direction vectors of the previous and the current motion are more different than 5°, also
|
|---|
| 723 | * an event is logged for the first motion.
|
|---|
| 724 | */
|
|---|
| 725 | private IEnumerator MovementTrackingCoroutine()
|
|---|
| 726 | {
|
|---|
| 727 | Vector3 previousPosition = Camera.main.transform.position;
|
|---|
| 728 | Vector3 currentTranslationVector = new Vector3(0, 0, 0);
|
|---|
| 729 | bool headIsMoving = false;
|
|---|
| 730 | long timestamp = 0;
|
|---|
| 731 |
|
|---|
| 732 | while (true)
|
|---|
| 733 | {
|
|---|
| 734 | Vector3 currentPosition = Camera.main.transform.position;
|
|---|
| 735 | Vector3 translationVector = currentPosition - previousPosition;
|
|---|
| 736 |
|
|---|
| 737 | if (translationVector.magnitude > 0.05)
|
|---|
| 738 | {
|
|---|
| 739 | // movement detected (position change larger than 5cm). Check if we are already in a movement
|
|---|
| 740 | if (headIsMoving)
|
|---|
| 741 | {
|
|---|
| 742 | // the movement is continuing. Check, if it is almost the same direction
|
|---|
| 743 | if (Vector3.Angle(currentTranslationVector, translationVector) < 5)
|
|---|
| 744 | {
|
|---|
| 745 | // we are still almost in the same direction. Extend the current translation vector
|
|---|
| 746 | // and continue
|
|---|
| 747 | currentTranslationVector += translationVector;
|
|---|
| 748 | }
|
|---|
| 749 | else
|
|---|
| 750 | {
|
|---|
| 751 | // the movement changed the direction. Therefore, log an event for the previous movement
|
|---|
| 752 | // and set everything as if the new movement just started
|
|---|
| 753 | Vector3 source = previousPosition - currentTranslationVector;
|
|---|
| 754 | roundVector(ref source);
|
|---|
| 755 | Vector3 dest = previousPosition;
|
|---|
| 756 | roundVector(ref dest);
|
|---|
| 757 |
|
|---|
| 758 | LogEvent("headMoved", Camera.main.gameObject,
|
|---|
| 759 | new KeyValuePair<string, string>("movementStart", timestamp.ToString()),
|
|---|
| 760 | new KeyValuePair<string, string>("movementStop", DateTime.UtcNow.Ticks.ToString()),
|
|---|
| 761 | new KeyValuePair<string, string>("from", "(" + source.x + ", " + source.y +
|
|---|
| 762 | ", " + source.z + ")"),
|
|---|
| 763 | new KeyValuePair<string, string>("to", "(" + dest.x + ", " + dest.y +
|
|---|
| 764 | ", " + dest.z + ")"));
|
|---|
| 765 |
|
|---|
| 766 | currentTranslationVector = translationVector;
|
|---|
| 767 | timestamp = DateTime.UtcNow.Ticks;
|
|---|
| 768 | }
|
|---|
| 769 | }
|
|---|
| 770 | else
|
|---|
| 771 | {
|
|---|
| 772 | // head is started moving--> store the translation vector, set the flag, and continue
|
|---|
| 773 | currentTranslationVector = translationVector;
|
|---|
| 774 | headIsMoving = true;
|
|---|
| 775 | timestamp = DateTime.UtcNow.Ticks;
|
|---|
| 776 | }
|
|---|
| 777 | }
|
|---|
| 778 | else
|
|---|
| 779 | {
|
|---|
| 780 | if (headIsMoving)
|
|---|
| 781 | {
|
|---|
| 782 | // the movement of the head stopped --> log event and store that movement stopped
|
|---|
| 783 | Vector3 source = previousPosition - currentTranslationVector;
|
|---|
| 784 | roundVector(ref source);
|
|---|
| 785 | Vector3 dest = previousPosition;
|
|---|
| 786 | roundVector(ref dest);
|
|---|
| 787 |
|
|---|
| 788 | LogEvent("headMoved", Camera.main.gameObject,
|
|---|
| 789 | new KeyValuePair<string, string>("movementStart", timestamp.ToString()),
|
|---|
| 790 | new KeyValuePair<string, string>("movementStop", DateTime.UtcNow.Ticks.ToString()),
|
|---|
| 791 | new KeyValuePair<string, string>("from", "(" + source.x + ", " + source.y +
|
|---|
| 792 | ", " + source.z + ")"),
|
|---|
| 793 | new KeyValuePair<string, string>("to", "(" + dest.x + ", " + dest.y +
|
|---|
| 794 | ", " + dest.z + ")"));
|
|---|
| 795 |
|
|---|
| 796 | currentTranslationVector = new Vector3(0, 0, 0);
|
|---|
| 797 | headIsMoving = false;
|
|---|
| 798 | timestamp = 0;
|
|---|
| 799 | }
|
|---|
| 800 | // else no movement. Do nothing.
|
|---|
| 801 | }
|
|---|
| 802 |
|
|---|
| 803 | previousPosition = currentPosition;
|
|---|
| 804 |
|
|---|
| 805 | // wait for the next execution
|
|---|
| 806 | yield return new WaitForSeconds(0.1f);
|
|---|
| 807 | }
|
|---|
| 808 | }
|
|---|
| 809 |
|
|---|
| 810 | /**
|
|---|
| 811 | * In this coroutine, we continuously check the rotation of the main camera to do rotation tracking.
|
|---|
| 812 | * For this the coroutine runs every 100 ms and compares the preceding rotation with the current one.
|
|---|
| 813 | * If their is a change, then a rotation is considered. If there is no change, then no rotation is
|
|---|
| 814 | * considered. If before there was a rotation, then an event is logged.
|
|---|
| 815 | */
|
|---|
| 816 | private IEnumerator GazeTrackingCoroutine()
|
|---|
| 817 | {
|
|---|
| 818 | Vector3 initialOrientation = new Vector3(0, 0, 0);
|
|---|
| 819 | Vector3 previousOrientation = Camera.main.transform.forward;
|
|---|
| 820 | float currentRotationAngle = 0f;
|
|---|
| 821 | bool headIsRotating = false;
|
|---|
| 822 | long timestamp = 0;
|
|---|
| 823 |
|
|---|
| 824 | while (true)
|
|---|
| 825 | {
|
|---|
| 826 | Vector3 currentOrientation = Camera.main.transform.forward;
|
|---|
| 827 | float rotationAngle = Vector3.Angle(previousOrientation, currentOrientation);
|
|---|
| 828 |
|
|---|
| 829 | if (rotationAngle > 2)
|
|---|
| 830 | {
|
|---|
| 831 | // rotation detected (gaze direction change larger than 5°). Check if we are already in a rotation
|
|---|
| 832 | if (headIsRotating)
|
|---|
| 833 | {
|
|---|
| 834 | // the rotation is continuing. Extend the current rotation angle and continue
|
|---|
| 835 | currentRotationAngle += rotationAngle;
|
|---|
| 836 | }
|
|---|
| 837 | else
|
|---|
| 838 | {
|
|---|
| 839 | // head has started rotating--> store the roation angle, set the flag, and continue
|
|---|
| 840 | initialOrientation = previousOrientation;
|
|---|
| 841 | currentRotationAngle = rotationAngle;
|
|---|
| 842 | headIsRotating = true;
|
|---|
| 843 | timestamp = DateTime.UtcNow.Ticks;
|
|---|
| 844 | }
|
|---|
| 845 | }
|
|---|
| 846 | else
|
|---|
| 847 | {
|
|---|
| 848 | if (headIsRotating)
|
|---|
| 849 | {
|
|---|
| 850 | // the rotation of the head stopped --> log event and store that rotation stopped
|
|---|
| 851 | Vector3 source = initialOrientation;
|
|---|
| 852 | roundVector(ref source);
|
|---|
| 853 | Vector3 dest = currentOrientation;
|
|---|
| 854 | roundVector(ref dest);
|
|---|
| 855 |
|
|---|
| 856 | LogEvent("headRotated", Camera.main.gameObject,
|
|---|
| 857 | new KeyValuePair<string, string>("rotationStart", timestamp.ToString()),
|
|---|
| 858 | new KeyValuePair<string, string>("rotationStop", DateTime.UtcNow.Ticks.ToString()),
|
|---|
| 859 | new KeyValuePair<string, string>("from", "(" + source.x + ", " + source.y +
|
|---|
| 860 | ", " + source.z + ")"),
|
|---|
| 861 | new KeyValuePair<string, string>("to", "(" + dest.x + ", " + dest.y +
|
|---|
| 862 | ", " + dest.z + ")"));
|
|---|
| 863 |
|
|---|
| 864 | initialOrientation = new Vector3(0, 0, 0);
|
|---|
| 865 | currentRotationAngle = 0;
|
|---|
| 866 | headIsRotating = false;
|
|---|
| 867 | timestamp = 0;
|
|---|
| 868 | }
|
|---|
| 869 | // else no movement. Do nothing.
|
|---|
| 870 | }
|
|---|
| 871 |
|
|---|
| 872 | previousOrientation = currentOrientation;
|
|---|
| 873 |
|
|---|
| 874 | // wait for the next execution
|
|---|
| 875 | yield return new WaitForSeconds(0.1f);
|
|---|
| 876 | }
|
|---|
| 877 | }
|
|---|
| 878 |
|
|---|
| 879 | /**
|
|---|
| 880 | * convenience method to round the values of a vector to two decimal positions
|
|---|
| 881 | */
|
|---|
| 882 | private void roundVector(ref Vector3 vector)
|
|---|
| 883 | {
|
|---|
| 884 | vector.x = (float) Math.Round(vector.x, 2);
|
|---|
| 885 | vector.y = (float) Math.Round(vector.y, 2);
|
|---|
| 886 | vector.z = (float) Math.Round(vector.z, 2);
|
|---|
| 887 | }
|
|---|
| 888 |
|
|---|
| 889 | /**
|
|---|
| 890 | * inner structure to use for storing event data
|
|---|
| 891 | */
|
|---|
| 892 | private struct EventData
|
|---|
| 893 | {
|
|---|
| 894 | public string type;
|
|---|
| 895 | public GameObject target;
|
|---|
| 896 | public long timestamp;
|
|---|
| 897 | public float x;
|
|---|
| 898 | public float y;
|
|---|
| 899 | public float z;
|
|---|
| 900 | public KeyValuePair<string, string>[] parameters;
|
|---|
| 901 | }
|
|---|
| 902 |
|
|---|
| 903 | /**
|
|---|
| 904 | * inner structure to use for storing listeners for scene objects
|
|---|
| 905 | */
|
|---|
| 906 | protected class Listeners
|
|---|
| 907 | {
|
|---|
| 908 | /** the delegate for callback methods to call when events occur */
|
|---|
| 909 | public delegate void EventHandlingCallback(string eventType, GameObject eventTarget, params KeyValuePair<String, String>[] parameters);
|
|---|
| 910 |
|
|---|
| 911 | /** stores when this information has been touched the last time */
|
|---|
| 912 | internal long lastTouched = DateTime.UtcNow.Ticks;
|
|---|
| 913 |
|
|---|
| 914 | /** stores the list of listener managed in this structure */
|
|---|
| 915 | protected List<KeyValuePair<string, object>> listeners = new List<KeyValuePair<string, object>>();
|
|---|
| 916 |
|
|---|
| 917 | /** the callback method to call if an event occurs */
|
|---|
| 918 | protected EventHandlingCallback callback;
|
|---|
| 919 |
|
|---|
| 920 | /**
|
|---|
| 921 | * used to pass the event handling callback method
|
|---|
| 922 | */
|
|---|
| 923 | public Listeners(EventHandlingCallback callback)
|
|---|
| 924 | {
|
|---|
| 925 | this.callback = callback;
|
|---|
| 926 | }
|
|---|
| 927 |
|
|---|
| 928 | /**
|
|---|
| 929 | * returns a listener for the given event type and updates the internal timestamp. If there is no listener
|
|---|
| 930 | * one will be created and registered.
|
|---|
| 931 | */
|
|---|
| 932 | internal UnityAction getCreateListener(string eventType, GameObject eventTarget)
|
|---|
| 933 | {
|
|---|
| 934 | UnityAction listener = null;
|
|---|
| 935 |
|
|---|
| 936 | foreach (KeyValuePair<string, object> candidate in listeners)
|
|---|
| 937 | {
|
|---|
| 938 | if (candidate.Key == eventType)
|
|---|
| 939 | {
|
|---|
| 940 | listener = (UnityAction)candidate.Value;
|
|---|
| 941 | break;
|
|---|
| 942 | }
|
|---|
| 943 | }
|
|---|
| 944 |
|
|---|
| 945 | if (listener == null)
|
|---|
| 946 | {
|
|---|
| 947 | listener = delegate { callback(eventType, eventTarget); };
|
|---|
| 948 | addListener(eventType, listener);
|
|---|
| 949 | //Debug.Log("ensuring handling of event " + eventType + " for " + eventTarget);
|
|---|
| 950 | }
|
|---|
| 951 |
|
|---|
| 952 | lastTouched = DateTime.UtcNow.Ticks;
|
|---|
| 953 | return listener;
|
|---|
| 954 | }
|
|---|
| 955 |
|
|---|
| 956 | /**
|
|---|
| 957 | * returns a listener for the given event type and updates the internal timestamp. If there is no listener
|
|---|
| 958 | * one will be created and registered.
|
|---|
| 959 | */
|
|---|
| 960 | internal UnityAction<T> getCreateListener<T>(string eventType, GameObject eventTarget)
|
|---|
| 961 | {
|
|---|
| 962 | UnityAction<T> listener = null;
|
|---|
| 963 |
|
|---|
| 964 | foreach (KeyValuePair<string, object> candidate in listeners)
|
|---|
| 965 | {
|
|---|
| 966 | if (candidate.Key == eventType)
|
|---|
| 967 | {
|
|---|
| 968 | listener = (UnityAction<T>)candidate.Value;
|
|---|
| 969 | break;
|
|---|
| 970 | }
|
|---|
| 971 | }
|
|---|
| 972 |
|
|---|
| 973 | if (listener == null)
|
|---|
| 974 | {
|
|---|
| 975 | listener = delegate (T arg)
|
|---|
| 976 | {
|
|---|
| 977 | if (arg != null)
|
|---|
| 978 | {
|
|---|
| 979 | if (arg.Equals(eventTarget))
|
|---|
| 980 | {
|
|---|
| 981 | callback(eventType, eventTarget);
|
|---|
| 982 | }
|
|---|
| 983 | else if (arg is PointerEventData)
|
|---|
| 984 | {
|
|---|
| 985 | PointerEventData eventData = arg as PointerEventData;
|
|---|
| 986 | callback(eventType, eventTarget,
|
|---|
| 987 | new KeyValuePair<string, string>("distance", eventData.pointerCurrentRaycast.distance.ToString()));
|
|---|
| 988 | }
|
|---|
| 989 | else
|
|---|
| 990 | {
|
|---|
| 991 | callback(eventType, eventTarget, new KeyValuePair<string, string>("value", arg.ToString()));
|
|---|
| 992 | }
|
|---|
| 993 | }
|
|---|
| 994 | else
|
|---|
| 995 | {
|
|---|
| 996 | callback(eventType, eventTarget);
|
|---|
| 997 | }
|
|---|
| 998 | };
|
|---|
| 999 |
|
|---|
| 1000 | addListener(eventType, listener);
|
|---|
| 1001 | //Debug.Log("ensuring handling of event " + eventType + " for " + eventTarget);
|
|---|
| 1002 | }
|
|---|
| 1003 |
|
|---|
| 1004 | lastTouched = DateTime.UtcNow.Ticks;
|
|---|
| 1005 | return listener;
|
|---|
| 1006 | }
|
|---|
| 1007 |
|
|---|
| 1008 | /**
|
|---|
| 1009 | * Adds a listener to the internal listener list while also updating the timestamp
|
|---|
| 1010 | */
|
|---|
| 1011 | internal void addListener(string eventType, object listener)
|
|---|
| 1012 | {
|
|---|
| 1013 | listeners.Add(new KeyValuePair<string, object>(eventType, listener));
|
|---|
| 1014 | lastTouched = DateTime.UtcNow.Ticks;
|
|---|
| 1015 | }
|
|---|
| 1016 | }
|
|---|
| 1017 |
|
|---|
| 1018 | }
|
|---|
| 1019 | |
|---|