Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix attempt for ISXB-1066 where we still process a hold interaction despite having a more dominant interaction #2055

Open
wants to merge 1 commit into
base: develop
Choose a base branch
from

Conversation

adrian-koretski-unity3d
Copy link
Collaborator

Description

Issue stems from having one of the interaction release early, causing the other to become the dominant interaction, then said other interaction releases. When the first is released, the second takes over and the hold interaction is never processed, leaving it to trigger despite both buttons being released.

Proposed solution is to still process the first interaction to ensure the hold is released.

Testing status & QA

Test case provided under the name
Actions_WithMultipleBindingsAndMultipleInteractions_Works

Overall Product Risks

It fixes the issue but may create a different one.

For instance, if we have two buttons, A and W, bound to the same action, we can do

Press A & W
Release A
Press A
Release W

Since both holds were released, no hold will be triggered.

Comments to reviewers

Current state of the fix is rough, PR mostly to open up to discussion if solution is viable.

Checklist

Before review:

  • Changelog entry added.
    • Explains the change in Changed, Fixed, Added sections.
    • For API change contains an example snippet and/or migration example.
    • JIRA ticket linked, example (case %%). If it is a private issue, just add the case ID without a link.
    • Jira port for the next release set as "Resolved".
  • Tests added/changed, if applicable.
    • Functional tests Area_CanDoX, Area_CanDoX_EvenIfYIsTheCase, Area_WhenIDoX_AndYHappens_ThisIsTheResult.
    • Performance tests.
    • Integration tests.
  • Docs for new/changed API's.
    • Xmldoc cross references are set correctly.
    • Added explanation how the API works.
    • Usage code examples added.
    • The manual is updated, if needed.

During merge:

  • Commit message for squash-merge is prefixed with one of the list:
    • NEW: ___.
    • FIX: ___.
    • DOCS: ___.
    • CHANGE: ___.
    • RELEASE: 1.1.0-preview.3.

After merge:

  • Create forward/backward port if needed. If you are blocked from creating a forward port now please add a task to ISX-1444.

…espite having a more dominant interaction. Test case included.
@adrian-koretski-unity3d
Copy link
Collaborator Author

Current state of the fix is rough, PR mostly to open up to discussion if solution is viable

var index = interactionStartIndex + i;
var state = interactionStates[index];
var interaction = interactions[index];
if (interaction is not HoldInteraction)
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This might not be correct, all interaction could be affected depending on the settings.
User's custom interaction might also be affected.

Copy link
Collaborator Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Could you elaborate please? I'm not sure I understand how they might be affected

Assert.That(canceledInteraction, Is.Null);
Assert.That(performedInteraction, Is.Null);

currentTime = 0.01;
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Minor, maybe have

// Release A, W

as comment to follow the pattern here for readability?

InputSystem.Update();
Assert.That(canceledInteraction, Is.Null);
Assert.That(performedInteraction, Is.Null);

Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Excessive white space, remove?

Assert.That(canceledInteraction, Is.Null);
Assert.That(performedInteraction, Is.Null);

currentTime = 11.01;
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

// Release W

InputSystem.Update();

currentTime = 11.02;
InputSystem.QueueStateEvent(keyboard, new KeyboardState());
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

// Release A

@@ -1528,6 +1531,11 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi
if (interactionCount > 0 && !bindingStatePtr->isPartOfComposite)
{
ProcessInteractions(ref trigger, bindingStatePtr->interactionStartIndex, interactionCount);
// We still need to process hold interactions. If we don't, then we risk having a danling hold which triggers after all buttons are unpressed.
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Why wouldn't the hold be allowed to trigger? Is it expected to be canceled?

var index = interactionStartIndex + i;
var state = interactionStates[index];
var interaction = interactions[index];
if (interaction is not HoldInteraction)
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The problem I have with this is that I calls out a specific implementation (HoldInteraction) and not a property of the model. Maybe what @bmalrat suggested is similar (not sure), that if something else is added as an extension, e.g. LongHoldInteraction, it breaks again?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants