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CHANGE: Improve error logging when events get discarded (ISXB-691) (#1929)
* Check event processing after raised error
Improves existing test to make sure a "full" even buffer has in fact discarded events and that they are not processed in the next update
* Add total bytes processed per device in error message
* Fix test
* Update CHANGELOG.md
* Fix formatting
* Move error check to end of while loop
Addresses issues where the warning is not shown even though the bytes of events processed exceed the limit. This turns the check more rigorous.
* Improve string manipulation
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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@@ -20,6 +20,11 @@ however, it has to be formatted properly to pass verification tests.
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- Fixed Scheme Name in Control Scheme editor menu that gets reset when editing devices [ISXB-763](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-763).
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- Fixed an issue where `InputActionAsset.FindAction(string, bool)` would throw `System.NullReferenceException` instead of returning `null` if searching for a non-existent action with an explicit action path and using `throwIfNotFound: false`, e.g. searching for "Map/Action" when `InputActionMap` "Map" exists but no `InputAction` named "Action" exists within that map [ISXB-895](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-895).
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## Added
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- Added additional device information when logging the error due to exceeding the maximum number of events processed
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set by `InputSystem.settings.maxEventsBytesPerUpdate`. This additional information is available in development builds
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