您的位置:首页 > 移动开发 > Unity3D

Unity日志工具——封装,跳转

2017-05-09 15:20 253 查看
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。

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)。

###思路

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!

如果您对D.S.Qiu有任何建议或意见可以在文章后面评论,或者发邮件(gd.s.qiu@gmail.com)交流,您的鼓励和支持是我前进的动力,希望能有更多更好的分享。
转载请在文首注明出处:http://dsqiu.iteye.com/blog/2263664


更多精彩请关注D.S.Qiu的博客和微博(ID:静水逐风)
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: