Unity日志工具——封装,跳转
Unity日志工具——封装,跳转
By D.S.Qiu
尊重他人的劳动,支持原创,转载请注明出处:http://dsqiu.iteye.com
好久没有写博客分享了,主要有三个原因:1.iteye博客不支持公式等高级特性的支持(不知道iteye的产品经理是怎么想的),就一直想自己搭建一个类似stackedit.io编辑器的博客站点,一直没有憋出来就一直没继续写了;2.自己想做的事情太多了(比如像写一个Visual Studio MFC的那种界面一样的Unity UGUI编辑工具,写博客花了太多时间了,可是还是没有憋出来(忧伤啊);3.之前写的大部分就没有什么含量,当然是作为自己学习的一个途径吧,所以还是需要大量的积累先!
应该所有的团队都会自己封装日志工具,除非引擎已经集成了,在Unity也不例外,当时之前的同事封装了一个有一个很大不爽的地方是:从Unity ConsoleWindow 双击日志跳转到代码总是跳转到封装类中的函数,而不能直接跳转到调用封装类被调用的地方。
切好在准备新项目,我把原来不够优良的地方都进行了改进直至尽可能的完美。之前一直就知道1.利用反射可以获取Unity的private FieldInfo和 MethodInfo 可以做很多事情,2.可以利用Unity提供的api调整到指定的代码中去,3.Unity提供跳转回调的机制。算是理论只是具备了,今天来公司就把这个给写出来了,当然还对LogLevel和StackFrame信息进行了优化(之前的有点丑,是13年一个前前同事写的)。
其实是很简单的,直接说下思路吧(Unity5.3):
1.记录通过封装日志工具的函数调用栈信息 StackFrame。
2.添加UnityEditor.Callbacks.OnOpenAssetAttribute(0)的回调方法,处理从ConsoleWindow双击跳转
3.利用反射获取ConsoleWindow 的 ListeViewState 的 row(当前双击的行)和总行数
4.利用3得到行数反射获取LogEntry信息进行匹配获得对应StackFrame
5.调用AssetDatabase.OpenAsset()即可。
更新到Unity5.3发现,他提供Logger这个类,本来还以为可以实现这些功能,不过简单测试下来发现是不行的,我就还不清楚Unity构造一个Logger类是干嘛的,搞得我把下面的类名改成LoggerUtility。
贴下完整的代码:
/* * File: Assets/Scripts/Game/Utility/LoggerUtility.cs * Project: **** * Company: Lucky * Code Porter: D.S.Qiu * Create Date: 10/9/2015 10:11:53 PM */ using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Text; #if UNITY_EDITOR using System.Reflection; using UnityEditor; using UnityEditor.Callbacks; #endif using UnityEngine; using Debug = UnityEngine.Debug; namespace Utility { public class LogUtility { public enum LogLevel : byte { None = 0, Exception = 1, Error = 2, Warning = 3, Info = 4, } public static LogLevel logLevel = LogLevel.Info; public static string infoColor = "#909090"; public static string warningColor = "orange"; public static string errorColor = "red"; public static void LogBreak(object message, UnityEngine.Object sender = null) { LogInfo(message, sender); Debug.Break(); } public static void LogFormat(string format, UnityEngine.Object sender, params object[] message) { if (logLevel >= LogLevel.Info) LogLevelFormat(LogLevel.Info, string.Format(format, message), sender); } public static void LogFormat(string format, params object[] message) { if (logLevel >= LogLevel.Info) LogLevelFormat(LogLevel.Info, string.Format(format, message), null); } public static void LogInfo(object message, UnityEngine.Object sender = null) { if(logLevel >= LogLevel.Info) LogLevelFormat(LogLevel.Info,message,sender); } public static void LogWarning(object message, UnityEngine.Object sender = null) { if (logLevel >= LogLevel.Warning) LogLevelFormat(LogLevel.Warning, message, sender); } public static void LogError(object message, UnityEngine.Object sender = null) { if (logLevel >= LogLevel.Error) { LogLevelFormat(LogLevel.Error, message, sender); } } public static void LogException(Exception exption, UnityEngine.Object sender = null) { if (logLevel >= LogLevel.Exception) { LogLevelFormat(LogLevel.Exception, exption, sender); } } private static void LogLevelFormat(LogLevel level, object message, UnityEngine.Object sender) { string levelFormat = level.ToString().ToUpper(); StackTrace stackTrace = new StackTrace(true); var stackFrame = stackTrace.GetFrame(2); #if UNITY_EDITOR s_LogStackFrameList.Add(stackFrame); #endif string stackMessageFormat = Path.GetFileName(stackFrame.GetFileName()) + ":" + stackFrame.GetMethod().Name + "():at line " + stackFrame.GetFileLineNumber(); string timeFormat = "Frame:" + Time.frameCount + "," + DateTime.Now.Millisecond + "ms"; string objectName = string.Empty; string colorFormat = infoColor; if (level == LogLevel.Warning) colorFormat = warningColor; else if (level == LogLevel.Error) colorFormat = errorColor; StringBuilder sb = new StringBuilder(); sb.AppendFormat("<color={3}>[{0}][{4}][{1}]{2}</color>", levelFormat, timeFormat, message, colorFormat, stackMessageFormat); Debug.Log(sb,sender); } #if UNITY_EDITOR private static int s_InstanceID; private static int s_Line = 104; private static List<StackFrame> s_LogStackFrameList = new List<StackFrame>(); //ConsoleWindow private static object s_ConsoleWindow; private static object s_LogListView; private static FieldInfo s_LogListViewTotalRows; private static FieldInfo s_LogListViewCurrentRow; //LogEntry private static MethodInfo s_LogEntriesGetEntry; private static object s_LogEntry; //instanceId 非UnityEngine.Object的运行时 InstanceID 为零所以只能用 LogEntry.Condition 判断 private static FieldInfo s_LogEntryInstanceId; private static FieldInfo s_LogEntryLine; private static FieldInfo s_LogEntryCondition; static LogUtility() { s_InstanceID = AssetDatabase.LoadAssetAtPath<MonoScript>("Assets/Scripts/Game/Utility/LoggerUtility.cs").GetInstanceID(); s_LogStackFrameList.Clear(); GetConsoleWindowListView(); } private static void GetConsoleWindowListView() { if (s_LogListView == null) { Assembly unityEditorAssembly = Assembly.GetAssembly(typeof(EditorWindow)); Type consoleWindowType = unityEditorAssembly.GetType("UnityEditor.ConsoleWindow"); FieldInfo fieldInfo = consoleWindowType.GetField("ms_ConsoleWindow", BindingFlags.Static | BindingFlags.NonPublic); s_ConsoleWindow = fieldInfo.GetValue(null); FieldInfo listViewFieldInfo = consoleWindowType.GetField("m_ListView", BindingFlags.Instance | BindingFlags.NonPublic); s_LogListView = listViewFieldInfo.GetValue(s_ConsoleWindow); s_LogListViewTotalRows = listViewFieldInfo.FieldType.GetField("totalRows", BindingFlags.Instance | BindingFlags.Public); s_LogListViewCurrentRow = listViewFieldInfo.FieldType.GetField("row", BindingFlags.Instance | BindingFlags.Public); //LogEntries Type logEntriesType = unityEditorAssembly.GetType("UnityEditorInternal.LogEntries"); s_LogEntriesGetEntry = logEntriesType.GetMethod("GetEntryInternal", BindingFlags.Static | BindingFlags.Public); Type logEntryType = unityEditorAssembly.GetType("UnityEditorInternal.LogEntry"); s_LogEntry = Activator.CreateInstance(logEntryType); s_LogEntryInstanceId = logEntryType.GetField("instanceID", BindingFlags.Instance | BindingFlags.Public); s_LogEntryLine = logEntryType.GetField("line", BindingFlags.Instance | BindingFlags.Public); s_LogEntryCondition = logEntryType.GetField("condition", BindingFlags.Instance | BindingFlags.Public); } } private static StackFrame GetListViewRowCount() { GetConsoleWindowListView(); if (s_LogListView == null) return null; else { int totalRows = (int)s_LogListViewTotalRows.GetValue(s_LogListView); int row = (int)s_LogListViewCurrentRow.GetValue(s_LogListView); int logByThisClassCount = 0; for (int i = totalRows - 1; i >= row; i--) { s_LogEntriesGetEntry.Invoke(null, new object[] { i, s_LogEntry }); string condition = s_LogEntryCondition.GetValue(s_LogEntry) as string; //判断是否是由LoggerUtility打印的日志 if (condition.Contains("][") && condition.Contains("Frame")) logByThisClassCount++; } //同步日志列表,ConsoleWindow 点击Clear 会清理 while (s_LogStackFrameList.Count > totalRows) s_LogStackFrameList.RemoveAt(0); if (s_LogStackFrameList.Count >= logByThisClassCount) return s_LogStackFrameList[s_LogStackFrameList.Count - logByThisClassCount]; return null; } } [UnityEditor.Callbacks.OnOpenAssetAttribute(0)] public static bool OnOpenAsset(int instanceID, int line) { if (instanceID == s_InstanceID && s_Line == line) { var stackFrame = GetListViewRowCount(); if (stackFrame != null) { string fileName = stackFrame.GetFileName(); string fileAssetPath = fileName.Substring(fileName.IndexOf("Assets")); AssetDatabase.OpenAsset(AssetDatabase.LoadAssetAtPath<MonoScript>(fileAssetPath), stackFrame.GetFileLineNumber()); return true; } } return false; } #endif } }
小结:
其实都没有什么小结的,多说几句:对于这个日志工具我还会进一步增加两个优化:远程日志和通过字符串反射查询运行时的值(前端调试还是没有后端的来的方便,打断点太低效了)。雨松MOMO最近分享了很多Editor的小trick,可以去他的博客和微博上找下,这里分享一个他反编译Unity5.3的Bitbucket代码 ,不过还不够完美,反编译的看不到private的 FieldInfo 和 MethdInfo ,这个也很有用。
欢迎各种不爽,各种喷,写这个纯属个人爱好,秉持”分享“之德!
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