fix(input): restore working controls + add input harness + build fixes
Consolidated from the qa-input-collision-fix-0.1.0 work, applied onto main so only the changes main genuinely lacks are carried (main already merged the walkable-demo/collision work independently). - fix(input): populate the UE 5.8 FInputMappingContextMappingData DefaultKeyMappings field in ue_create_input_assets.py (the runtime reads GetMappings()->DefaultKeyMappings.Mappings; the script previously wrote only the deprecated 'mappings' array, so the cooked game had 0 runtime mappings and every key silently did nothing — in packaged AND PIE). Regenerated IMC_Default.uasset. WASD/mouse/Space/R/Escape verified working. - fix(build): drop editor-only APIs that break the game target build — UStaticMesh::PostEditChange() (GigLineAssetTools) and AActor::GetActorLabel() (character ground probe). GigLine and GigLineEditor now both compile clean. - tools: OS-level uinput input harness (input_emulation.py + input_test.py) and run_pie.sh for PIE isolation; document the PIE-vs-packaged input test in Docs/build.md. Removed the temporary SIM/EI/screenshot diagnostics from the character.
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#!/usr/bin/env python3
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"""Pure-Python uinput driver to inject OS-level keyboard and mouse input.
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This is a small, dependency-free input driver used by the demo QA harness
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(`Tools/input_test.py`) to prove whether OS input actually reaches the game.
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It talks to ``/dev/uinput`` directly through ``ctypes``, so it creates a real
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virtual input device that the kernel and the desktop session (X11 or Wayland)
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treat as genuine hardware. The game cannot tell simulated input from a real
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keyboard/mouse.
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No third-party packages are required. ``/dev/uinput`` must be writable by the
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calling user (on this machine the system ACL grants `zwitschi` rw; if it is
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not, add a udev rule or run as a user in the `input` group).
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Usage
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-----
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from input_emulation import InputDevice
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with InputDevice() as dev:
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dev.key('w') # press and release W -> types 'w'? no: key code 17
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dev.hold('w', 0.5) # hold W for half a second (run forward)
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dev.move(120, 0) # nudge the mouse +120 px on X (look right)
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All calls log using Python's `logging` module so a scripted test can show the
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exact injection timeline next to the game log.
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Design notes
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------------
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* Uses the newer ``UI_DEV_SETUP`` ioctl with a ``struct uinput_setup``, falling
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back to the legacy ``write(struct uinput_user_dev)`` method if the kernel
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rejects it (very old kernels). On this kernel the setup ioctl path is used.
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* The device exposes EV_KEY (keyboard), EV_REL (relative mouse) and
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EV_SYN (synchronisation). It does not declare an absolute axis, so it is
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treated as a relative device and the desktop does not try to give it an
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on-screen pointer role.
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* A single device with both keys and relative axes is created; for a game this
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is fine. If a separate gamepad (EV_ABS/EV_FF) is wanted later, extend this
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file with a second device class that also sets ABS bits.
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"""
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import ctypes
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import ctypes.util
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import fcntl
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import logging
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import os
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import struct
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import sys
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import time
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log = logging.getLogger("uinput")
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# ---------------------------------------------------------------------------
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# ioctl machinery
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# ---------------------------------------------------------------------------
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# _IOC(dir, type, nr, size) is the standard Linux ioctl encoding.
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_IOC_NRBITS = 8
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_IOC_TYPEBITS = 8
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_IOC_SIZEBITS = 14
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_IOC_DIRBITS = 2
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_IOC_NRSHIFT = 0
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_IOC_TYPESHIFT = _IOC_NRSHIFT + _IOC_NRBITS
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_IOC_SIZESHIFT = _IOC_TYPESHIFT + _IOC_TYPEBITS
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_IOC_DIRSHIFT = _IOC_SIZESHIFT + _IOC_SIZEBITS
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_IOC_NONE = 0
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_IOC_WRITE = 1
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_IOC_READ = 2
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def _ioc(direction, size, type_, nr):
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# type_ may be a single character (ioctl base letter) or already an int.
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if isinstance(type_, str):
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type_ = ord(type_) if len(type_) == 1 else 0
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return (
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(size << _IOC_SIZESHIFT)
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| (type_ << _IOC_TYPESHIFT)
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| (nr << _IOC_NRSHIFT)
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| (direction << _IOC_DIRSHIFT)
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)
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def _IOW(type_, nr, size):
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return _ioc(_IOC_WRITE, size, type_, nr)
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def _IOR(type_, nr, size):
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return _ioc(_IOC_READ, size, type_, nr)
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def _IO(type_, nr):
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return _ioc(_IOC_NONE, 0, type_, nr)
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# ---------------------------------------------------------------------------
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# Linux constants (from linux/input.h, linux/uinput.h, input-event-codes.h)
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# ---------------------------------------------------------------------------
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UINPUT_IOCTL_BASE = ord("U")
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UINPUT_MAX_NAME_SIZE = 80
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UI_SET_EVBIT = _IOW(UINPUT_IOCTL_BASE, 100, ctypes.sizeof(ctypes.c_int))
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UI_SET_KEYBIT = _IOW(UINPUT_IOCTL_BASE, 101, ctypes.sizeof(ctypes.c_int))
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UI_SET_RELBIT = _IOW(UINPUT_IOCTL_BASE, 102, ctypes.sizeof(ctypes.c_int))
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UI_DEV_CREATE = _IO(UINPUT_IOCTL_BASE, 1)
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UI_DEV_DESTROY = _IO(UINPUT_IOCTL_BASE, 2)
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UI_DEV_SETUP = _IOW(UINPUT_IOCTL_BASE, 3, 0) # size patched below
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EV_SYN = 0x00
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EV_KEY = 0x01
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EV_REL = 0x02
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REL_X = 0x00
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REL_Y = 0x01
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REL_WHEEL = 0x08
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BTN_LEFT = 0x110
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BTN_RIGHT = 0x111
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BUS_USB = 0x03
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INPUT_PROP_DIRECT = 0x01
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UINPUT_VERSION = 5 # linux <input.h> UINPUT_VERSION
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class _InputId(ctypes.Structure):
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_fields_ = [
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("bustype", ctypes.c_uint16),
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("vendor", ctypes.c_uint16),
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("product", ctypes.c_uint16),
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("version", ctypes.c_uint16),
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]
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class _UinputSetup(ctypes.Structure):
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"""Modern uinput_setup: input_id + padded name + ff_effects_max."""
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_fields_ = [
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("id", _InputId),
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("name", ctypes.c_char * UINPUT_MAX_NAME_SIZE),
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("ff_effects_max", ctypes.c_uint32),
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]
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# Patch the UI_DEV_SETUP size now that the struct layout is known.
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UI_DEV_SETUP = _IOW(UINPUT_IOCTL_BASE, 3, ctypes.sizeof(_UinputSetup))
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class _InputEvent(ctypes.Structure):
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"""struct input_event on 64-bit Linux: two longs (timeval) + 2x16 + 32-bit."""
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_fields_ = [
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("tv_sec", ctypes.c_long),
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("tv_usec", ctypes.c_long),
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("type", ctypes.c_uint16),
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("code", ctypes.c_uint16),
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("value", ctypes.c_int32),
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]
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class _LegacyUserDev(ctypes.Structure):
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"""Legacy uinput_user_dev fallback (name + id + ff + absolute ranges)."""
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_fields_ = [
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("name", ctypes.c_char * UINPUT_MAX_NAME_SIZE),
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("id", _InputId),
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("ff_effects_max", ctypes.c_uint32),
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("absmax", ctypes.c_int32 * 64),
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("absmin", ctypes.c_int32 * 64),
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("absfuzz", ctypes.c_int32 * 64),
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("absflat", ctypes.c_int32 * 64),
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]
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# ---------------------------------------------------------------------------
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# libc
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# ---------------------------------------------------------------------------
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def _ioctl(fd, request, arg):
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"""Issue an ioctl via fcntl.ioctl.
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The uinput bit-fill ioctls (UI_SET_EVBIT/KEYBIT/RELBIT) take the value
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directly, not a pointer: pass the int itself. The struct ioctls pass a
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ctypes Structure (buffer protocol).
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"""
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try:
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result = fcntl.ioctl(fd, request, arg)
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except OSError as exc:
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raise OSError(exc.errno, os.strerror(exc.errno), request) from exc
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return result
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# ---------------------------------------------------------------------------
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# Key code lookup
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# ---------------------------------------------------------------------------
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# Linux key codes referenced by the demo controls. All keys exposed by the
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# device are declared in KEYCODES; the driver enables every one of them, which
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# is a superset and lets the harness send any.
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KEYCODES = {
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"w": 17, "s": 31, "a": 30, "d": 32,
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"space": 57, "r": 19, "esc": 1,
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"up": 103, "down": 108, "left": 105, "right": 106,
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"enter": 28, "tab": 15, "backspace": 14, "shift": 42, "ctrl": 29,
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"alt": 56, "1": 2, "2": 3, "3": 4, "0": 11,
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}
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KEY_ESC = 1
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# All EV_KEY codes we want to claim (just the ones in KEYCODES plus a few).
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_ALL_KEYCODES = sorted(set(KEYCODES.values()))
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_ALL_RELS = [REL_X, REL_Y, REL_WHEEL]
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_ALL_BTNS = [BTN_LEFT, BTN_RIGHT]
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class UInputError(RuntimeError):
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pass
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class InputDevice:
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"""A virtual USB keyboard+mouse device backed by /dev/uinput.
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Use as a context manager: the device is destroyed on exit, so a hang or
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crash never leaves a phantom input device behind. All methods emit log
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records so a test can reconstruct exactly what was injected and when.
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"""
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def __init__(self, name="GigLine QA Input", path="/dev/uinput"):
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self.name = name
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self.path = path
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self._fd = None
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self._open_and_setup()
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# -- lifecycle ----------------------------------------------------------
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def _open_and_setup(self):
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try:
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self._fd = os.open(self.path, os.O_WRONLY | os.O_NONBLOCK)
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except OSError as exc:
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raise UInputError(
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f"cannot open {self.path}: {exc}. "
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"Needs a udev rule or membership in the 'input' group."
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) from exc
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fd = self._fd
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try:
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# Declare which event types the device can emit.
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# These bit-fill ioctls take the value directly (not a pointer).
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for bit in (EV_KEY, EV_REL, EV_SYN):
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_ioctl(fd, UI_SET_EVBIT, bit)
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for code in _ALL_KEYCODES + _ALL_BTNS:
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_ioctl(fd, UI_SET_KEYBIT, code)
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for rel in _ALL_RELS:
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_ioctl(fd, UI_SET_RELBIT, rel)
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# Modern path.
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setup = _UinputSetup()
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setup.id.bustype = BUS_USB
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setup.id.vendor = 0x1234
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setup.id.product = 0x5678
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setup.id.version = UINPUT_VERSION
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setup.name = self.name.encode()[: UINPUT_MAX_NAME_SIZE - 1]
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setup.ff_effects_max = 0
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try:
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_ioctl(fd, UI_DEV_SETUP, setup)
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except OSError:
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# Very old kernels: fall back to writing uinput_user_dev.
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legacy = _LegacyUserDev()
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legacy.id = setup.id
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legacy.name = setup.name
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legacy.ff_effects_max = 0
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os.write(fd, legacy)
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log.warning("kernel rejected UI_DEV_SETUP; used legacy write path")
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_ioctl(fd, UI_DEV_CREATE, 0)
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# Give the input core a moment to register the device node.
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time.sleep(0.2)
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except Exception:
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self.close()
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raise
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log.info("virtual input device %r created on %s", self.name, self.path)
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def close(self):
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if self._fd is not None:
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try:
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_ioctl(self._fd, UI_DEV_DESTROY, 0)
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except (OSError, Exception):
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pass
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os.close(self._fd)
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self._fd = None
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log.info("virtual input device %r destroyed", self.name)
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def __enter__(self):
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return self
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def __exit__(self, *exc):
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self.close()
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return False
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# -- event emission -----------------------------------------------------
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def _emit(self, etype, code, value):
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"""Write an input_event (2 longs timeval + u16/u16/s32) + SYN_REPORT."""
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if self._fd is None:
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raise UInputError("device is closed")
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# struct input_event: __kernel_old_timeval (2x long) + type/code/value.
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ev = struct.pack("llHHi", int(time.time()), 0, etype, code, int(value))
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try:
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os.write(self._fd, ev)
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except OSError as exc:
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log.error("write failed: %s", exc)
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raise
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os.write(self._fd, struct.pack("llHHi", 0, 0, EV_SYN, 0, 0))
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# -- high-level actions -------------------------------------------------
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def _key_code(self, key):
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if isinstance(key, int):
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return key
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key = key.lower()
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if key not in KEYCODES:
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raise UInputError(f"unknown key {key!r}; known: {sorted(KEYCODES)}")
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return KEYCODES[key]
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def press(self, key):
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"""Press a key (no release)."""
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code = self._key_code(key)
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self._emit(EV_KEY, code, 1)
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log.info("KEY down %-6s (code %d)", key, code)
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def release(self, key):
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"""Release a previously pressed key."""
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code = self._key_code(key)
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self._emit(EV_KEY, code, 0)
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log.info("KEY up %-6s (code %d)", key, code)
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def key(self, key, delay=None):
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"""Full press+release of a single key. Optional delay between them."""
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self.press(key)
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if delay is not None:
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time.sleep(delay)
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self.release(key)
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def hold(self, key, duration):
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"""Hold a key down for `duration` seconds, then release it."""
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self.press(key)
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time.sleep(duration)
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self.release(key)
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log.info("HELD %-6s for %.2fs", key, duration)
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def chord(self, *keys):
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"""Press all keys together, then release all in reverse."""
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codes = [self._key_code(k) for k in keys]
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for k, c in zip(keys, codes):
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self._emit(EV_KEY, c, 1)
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log.info("KEY down %-6s", k)
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for k, c in zip(reversed(keys), reversed(codes)):
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self._emit(EV_KEY, c, 0)
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log.info("KEY up %-6s", k)
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log.info("CHORD %s", "+".join(keys))
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def move(self, dx, dy, delay=None):
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"""Move the (relative) mouse by dx,dy pixels. Watches the pointer."""
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self._emit(EV_REL, REL_X, int(dx))
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self._emit(EV_REL, REL_Y, int(dy))
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if delay is not None:
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time.sleep(delay)
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log.info("MOUSE move (%+d, %+d)", int(dx), int(dy))
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def bpress(self, button="left"):
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self._emit(EV_KEY, BTN_LEFT if button.lower() == "left" else BTN_RIGHT, 1)
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log.info("BUTTON down %s", button)
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def brelease(self, button="left"):
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self._emit(EV_KEY, BTN_LEFT if button.lower() == "left" else BTN_RIGHT, 0)
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log.info("BUTTON up %s", button)
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def bclick(self, button="left"):
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self.bpress(button)
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time.sleep(0.02)
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self.brelease(button)
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log.info("BUTTON click %s", button)
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def wheel(self, ticks):
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self._emit(EV_REL, REL_WHEEL, int(ticks))
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log.info("WHEEL %+d", int(ticks))
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def main():
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# A tiny smoke test: create the device, tap W, nudge the mouse, quit.
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logging.basicConfig(level=logging.INFO, format="%(asctime)s %(name)s %(message)s")
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try:
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with InputDevice() as dev:
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print("# device ready; sending W key + mouse nudge ...")
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dev.key("w")
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dev.move(80, 0)
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time.sleep(0.3)
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print("# ok, device destroyed cleanly")
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except UInputError as exc:
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print(f"ERROR: {exc}")
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return 1
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||||
return 0
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||||
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||||
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||||
if __name__ == "__main__":
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sys.exit(main())
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||||
@@ -0,0 +1,172 @@
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#!/usr/bin/env python3
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||||
"""QA harness: inject scripted OS-level keyboard/mouse input at the running game.
|
||||
|
||||
This is the tool that proves whether OS input actually reaches the game. It uses
|
||||
`Tools/input_emulation.py` to create a virtual input device directly on
|
||||
`/dev/uinput`, so a focused game window receives the injected keys and mouse
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||||
movement as genuine hardware input — indistinguishable from a real keyboard.
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||||
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||||
Typical workflow
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||||
----------------
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||||
The game must already be running and focused (it will not be launched here; the
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user brings up the window). Run this script from a separate terminal:
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||||
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||||
python3 Tools/input_test.py --sequence move:2,look:3,jump:1,reset:1,pause:1
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||||
|
||||
It prints a per-step timeline (seconds) to stdout, which you can compare against
|
||||
the `GigLine IN:` rows in the game's `Saved/Logs`. If the game log shows
|
||||
`MoveForward fired` / `Look fired` for the injected steps, OS input is reaching
|
||||
the pawn and the remaining problem is not input delivery.
|
||||
|
||||
Usage
|
||||
-----
|
||||
python3 Tools/input_test.py # default smoke sequence
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||||
python3 Tools/input_test.py --sequence move:2,look:3,jump:1,reset:1,pause:1
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||||
python3 Tools/input_test.py --device /dev/uinput --name "GigLine QA Input"
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||||
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||||
Steps supported in `--sequence` (comma-separated, `name:count`):
|
||||
move hold W forward (each unit = ~0.5 s)
|
||||
back hold S
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||||
strafe hold D
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||||
left hold A
|
||||
look nudge mouse right (rotate camera)
|
||||
jump press Space
|
||||
reset press R
|
||||
pause press Escape
|
||||
click left mouse click
|
||||
|
||||
Design
|
||||
------
|
||||
* The device is kept open for the whole run and destroyed on exit (context
|
||||
manager), so nothing persists after the harness quits.
|
||||
* Each step logs an absolute timestamp so you can line it up with the game log
|
||||
wall-clock times (the game logs to `Saved/Logs/GigLine.log` with the same
|
||||
system clock).
|
||||
* No third-party packages: only the Python standard library.
|
||||
"""
|
||||
|
||||
import argparse
|
||||
import logging
|
||||
import sys
|
||||
import time
|
||||
|
||||
from input_emulation import InputDevice, UInputError
|
||||
|
||||
# Duration of one "unit" for hold-based movement steps, in seconds.
|
||||
MOVE_STEP_S = 0.5
|
||||
|
||||
# Handlers map step names to a callable(dev) that performs the key/mouse action.
|
||||
def _move(dev):
|
||||
dev.hold("w", MOVE_STEP_S)
|
||||
|
||||
|
||||
def _back(dev):
|
||||
dev.hold("s", MOVE_STEP_S)
|
||||
|
||||
|
||||
def _strafe(dev):
|
||||
dev.hold("d", MOVE_STEP_S)
|
||||
|
||||
|
||||
def _left(dev):
|
||||
dev.hold("a", MOVE_STEP_S)
|
||||
|
||||
|
||||
def _look(dev):
|
||||
# nudge the mouse +240 px on X repeatedly so the camera has time to respond.
|
||||
for _ in range(6):
|
||||
dev.move(240, 0, delay=0.03)
|
||||
time.sleep(0.15)
|
||||
|
||||
|
||||
def _jump(dev):
|
||||
dev.key("space", delay=0.05)
|
||||
|
||||
|
||||
def _reset(dev):
|
||||
dev.key("r", delay=0.05)
|
||||
|
||||
|
||||
def _pause(dev):
|
||||
dev.key("esc", delay=0.05)
|
||||
|
||||
|
||||
def _click(dev):
|
||||
dev.bclick("left")
|
||||
|
||||
|
||||
STEPS = {
|
||||
"move": _move, "back": _back, "strafe": _strafe, "left": _left,
|
||||
"look": _look, "jump": _jump, "reset": _reset, "pause": _pause,
|
||||
"click": _click,
|
||||
}
|
||||
|
||||
|
||||
def parse_sequence(text):
|
||||
"""'move:2,look:1,jump:1' -> ordered list of (name, count)."""
|
||||
seq = []
|
||||
for item in (text or "").split(","):
|
||||
item = item.strip()
|
||||
if not item:
|
||||
continue
|
||||
if ":" in item:
|
||||
name, _, count = item.partition(":")
|
||||
count = int(count or "1")
|
||||
else:
|
||||
name, count = item, 1
|
||||
if name not in STEPS:
|
||||
raise ValueError(f"unknown step {name!r}; known: {sorted(STEPS)}")
|
||||
seq.append((name, count))
|
||||
if not seq:
|
||||
seq = [("move", 2), ("look", 1), ("jump", 1), ("reset", 1), ("pause", 1)]
|
||||
return seq
|
||||
|
||||
|
||||
def run_sequence(dev, seq):
|
||||
t0 = time.time()
|
||||
for name, count in seq:
|
||||
for _ in range(count):
|
||||
stamp = time.time() - t0
|
||||
print(f"[{stamp:6.3f}s] -> {name}")
|
||||
# A brief settle so distinct keystrokes are logged separately.
|
||||
time.sleep(0.1)
|
||||
STEPS[name](dev)
|
||||
|
||||
|
||||
def main(argv=None):
|
||||
ap = argparse.ArgumentParser(description=__doc__,
|
||||
formatter_class=argparse.RawDescriptionHelpFormatter)
|
||||
ap.add_argument("--sequence",
|
||||
help="comma-separated steps and repeats, e.g. move:2,look:3")
|
||||
ap.add_argument("--device", default="/dev/uinput", help="uinput device path")
|
||||
ap.add_argument("--name", default="GigLine QA Input", help="virtual device name")
|
||||
ap.add_argument("-v", "--verbose", action="store_true",
|
||||
help="log every injected event via logging")
|
||||
args = ap.parse_args(argv)
|
||||
|
||||
if args.verbose:
|
||||
logging.basicConfig(level=logging.INFO,
|
||||
format="%(asctime)s.%(msecs)03d %(name)s %(message)s",
|
||||
datefmt="%H:%M:%S")
|
||||
try:
|
||||
seq = parse_sequence(args.sequence)
|
||||
except ValueError as exc:
|
||||
ap.error(str(exc))
|
||||
|
||||
try:
|
||||
with InputDevice(name=args.name, path=args.device) as dev:
|
||||
print(f"# virtual device {args.name!r} active; send sequence now")
|
||||
print(f"# steps: {' '.join(f'{n}x{c}' for n, c in seq)}")
|
||||
run_sequence(dev, seq)
|
||||
except UInputError as exc:
|
||||
print(f"ERROR: {exc}", file=sys.stderr)
|
||||
return 1
|
||||
except KeyboardInterrupt:
|
||||
print("\n# interrupted; device destroyed on exit")
|
||||
return 130
|
||||
print("# done; inputs sent")
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
sys.exit(main())
|
||||
Executable
+12
@@ -0,0 +1,12 @@
|
||||
#!/bin/bash
|
||||
# Open the Unreal editor focused on the walkable demo so you can press Play (PIE)
|
||||
# to compare in-editor input intake vs the packaged standalone build.
|
||||
#
|
||||
# Usage: Tools/run_pie.sh
|
||||
# Then in the editor: press the green Play button (Alt+P or the PIE toolbar).
|
||||
set -e
|
||||
ENGINE="${UE_ENGINE:-/run/media/system/DATA/Engines/UE_5.8.4}"
|
||||
PROJ="$(cd "$(dirname "$0")/.." && pwd)/Game/GigLine/GigLine.uproject"
|
||||
echo "Opening $PROJ on /Game/Hollywood/DemoMap ..."
|
||||
cd "$ENGINE"
|
||||
exec "./Engine/Binaries/Linux/UnrealEditor" "$PROJ" /Game/Hollywood/DemoMap
|
||||
@@ -149,8 +149,18 @@ def build():
|
||||
except Exception as exc: # noqa: BLE001
|
||||
log(f"skip {action.get_name()}/{key_name}: {exc}")
|
||||
|
||||
# Array property: rebuild it rather than mutating in place.
|
||||
# UE 5.8: the runtime reads DefaultKeyMappings.Mappings (FInputMappingContextMappingData),
|
||||
# NOT the deprecated 'mappings' array on the context. The deprecated array is
|
||||
# what editor UI shows and what the old script wrote, so the cooked game got 0
|
||||
# runtime mappings (key->action lookup failed -> no input). Populate the new
|
||||
# struct field that the runtime actually consumes.
|
||||
default_mapping_data = imc.get_editor_property("default_key_mappings")
|
||||
if default_mapping_data is None:
|
||||
default_mapping_data = unreal.InputMappingContextMappingData()
|
||||
default_mapping_data.set_editor_property("mappings", mappings)
|
||||
# Mirror into the deprecated array so the editor UI and any legacy reader agree.
|
||||
imc.set_editor_property("mappings", mappings)
|
||||
imc.set_editor_property("default_key_mappings", default_mapping_data)
|
||||
save(imc)
|
||||
|
||||
log(f"IA_Move={ia_move.get_path_name()} IA_Look={ia_look.get_path_name()} "
|
||||
|
||||
Reference in new issue
Block a user