Unity 游戏框架搭建 (八) 减少加班利器-QLog

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为毛要实现这个工具?

  在我小时候,每当游戏到了测试阶段,交给QA测试,QA测试了一会儿拿着设备过来说游戏闪退了。。。。当我拿到设备后测了好久Bug也没有复现,排查了好久也没有头绪,就算接了Bugly拿到的也只是闪退的异常信息,或者干脆拿不到。很抓狂,因为这个我是没少加班。所以当时想着解决下这个小小的痛点。。。

现在框架中的QLog:

  怎么用呢?在初始化的地方调用这句话就够了。

QLog.Instance ();  

  其实做成单例也没有必要。。。。

日志获取方法:

  PC端或者Mac端,日志存放在工程的如下位置:打开之后是这样的:最后一条信息是触发了一个空指针异常,堆栈信息一目了然。 如果是iOS端,需要使用类似同步推或者iTools工具获取日志文件,路径是这样的:Android端的话,类似的方式,但是具体路径没查过,不好意思。。。

初版

  一开始想做一个保存Debug.Log、Debug.LogWaring、Debug.LogErr信息奥本地文件的小工具。上网一查原来有大神实现了,贴上链接:http://www.xuanyusong.com/archives/2477。 其思路是使用Application.RegisterLocCallback注册回调,每次使用Debug.Log等API时候会触发一次回调,在回调中将Log信息保存在本地。而且意外的发现,Application.RegisterLogCallback也能接收到异常和错误信息。
  所以将这份实现作为QLog的初版用了一段时间,发现存在一个问题,如果游戏发生闪退,好多Log信息没来得及存到本地,因为刷入到本地操作是通过Update完成的,每帧之间的间隔,其实很长。

现在的版本:

  后来找到了一份实现,思路和初版一样区别是将Update改成线程来刷。Application.RegisterLogCallback这时候已经弃用了,改成了Application.logMessageReceived,后来又找到了Application.logMessageReceivedThreaded。   如果只是使用Application.logMessageReceived的时候,在真机上如果发生Error或者Exception时,收不到堆栈信息。但是使用了Application.logMessageReceivedThreaded就可以接收到堆栈信息了,不过在处理Log信息的时候要保证线程安全。

说明部分就这些吧,实现起来其实没什么难点,主要就是好好利用Application.logMessageReceived和Application.logMessageReceivedThreaded这两个API就好了。

下面贴上我的框架中的实现,这里要注意一下,这份实现依赖于上篇文章介绍的App类(已经重命名为QApp了)。

接口类ILogOutput:

using System;  using System.Collections.Generic;  using System.Linq;  using System.Text;namespace QFramework {      /// <summary>    /// 日志输出接口    /// </summary>    public interface ILogOutput    {        /// <summary>        /// 输出日志数据        /// </summary>        /// <param name="logData">日志数据</param>        void Log(QLog.LogData logData);        /// <summary>        /// 关闭        /// </summary>        void Close();    }}

接口实现类 QFileLogOutput

using System;  using System.Collections.Generic;  using System.Text;  using System.Threading;  using System.IO;  using UnityEngine;namespace QFramework {      /// <summary>    /// 文本日志输出    /// </summary>    public class QFileLogOutput : ILogOutput    {        #if UNITY_EDITOR        string mDevicePersistentPath = Application.dataPath + "/../PersistentPath";        #elif UNITY_STANDALONE_WIN        string mDevicePersistentPath = Application.dataPath + "/PersistentPath";        #elif UNITY_STANDALONE_OSX        string mDevicePersistentPath = Application.dataPath + "/PersistentPath";        #else        string mDevicePersistentPath = Application.persistentDataPath;        #endif        static string LogPath = "Log";        private Queue<QLog.LogData> mWritingLogQueue = null;        private Queue<QLog.LogData> mWaitingLogQueue = null;        private object mLogLock = null;        private Thread mFileLogThread = null;        private bool mIsRunning = false;        private StreamWriter mLogWriter = null;        public QFileLogOutput()        {            QApp.Instance().onApplicationQuit += Close;            this.mWritingLogQueue = new Queue<QLog.LogData>();            this.mWaitingLogQueue = new Queue<QLog.LogData>();            this.mLogLock = new object();            System.DateTime now = System.DateTime.Now;            string logName = string.Format("Q{0}{1}{2}{3}{4}{5}",                now.Year, now.Month, now.Day, now.Hour, now.Minute, now.Second);        string logPath = string.Format("{0}/{1}/{2}.txt", mDevicePersistentPath, LogPath, logName);            if (File.Exists(logPath))                File.Delete(logPath);            string logDir = Path.GetDirectoryName(logPath);            if (!Directory.Exists(logDir))                Directory.CreateDirectory(logDir);            this.mLogWriter = new StreamWriter(logPath);            this.mLogWriter.AutoFlush = true;            this.mIsRunning = true;            this.mFileLogThread = new Thread(new ThreadStart(WriteLog));            this.mFileLogThread.Start();        }        void WriteLog()        {            while (this.mIsRunning)            {                if (this.mWritingLogQueue.Count == 0)                {                    lock (this.mLogLock)                    {                        while (this.mWaitingLogQueue.Count == 0)                            Monitor.Wait(this.mLogLock);                        Queue<QLog.LogData> tmpQueue = this.mWritingLogQueue;                        this.mWritingLogQueue = this.mWaitingLogQueue;                        this.mWaitingLogQueue = tmpQueue;                    }                }                else                {                    while (this.mWritingLogQueue.Count > 0)                    {                        QLog.LogData log = this.mWritingLogQueue.Dequeue();                        if (log.Level == QLog.LogLevel.ERROR)                        {                            this.mLogWriter.WriteLine("---------------------------------------------------------------------------------------------------------------------");                            this.mLogWriter.WriteLine(System.DateTime.Now.ToString() + "\t" + log.Log + "\n");                            this.mLogWriter.WriteLine(log.Track);                            this.mLogWriter.WriteLine("---------------------------------------------------------------------------------------------------------------------");                         }                        else                        {                            this.mLogWriter.WriteLine(System.DateTime.Now.ToString() + "\t" + log.Log);                        }                    }                }            }        }        public void Log(QLog.LogData logData)        {            lock (this.mLogLock)            {                this.mWaitingLogQueue.Enqueue(logData);                Monitor.Pulse(this.mLogLock);            }        }        public void Close()        {            this.mIsRunning = false;            this.mLogWriter.Close();        }    }}

QLog类

using UnityEngine;  using System.Collections;  using System.Text;  using System.Collections.Generic;  using System.Threading;  namespace  QFramework {      /// <summary>    /// 封装日志模块    /// </summary>    public class QLog : QSingleton<QLog>    {        /// <summary>        /// 日志等级,为不同输出配置用        /// </summary>        public enum LogLevel        {            LOG     = 0,            WARNING = 1,            ASSERT  = 2,            ERROR   = 3,            MAX     = 4,        }        /// <summary>        /// 日志数据类        /// </summary>        public class LogData        {            public string Log { get; set; }            public string Track { get; set; }            public LogLevel Level { get; set; }        }        /// <summary>        /// OnGUI回调        /// </summary>        public delegate void OnGUICallback();        /// <summary>        /// UI输出日志等级,只要大于等于这个级别的日志,都会输出到屏幕        /// </summary>        public LogLevel uiOutputLogLevel = LogLevel.LOG;        /// <summary>        /// 文本输出日志等级,只要大于等于这个级别的日志,都会输出到文本        /// </summary>        public LogLevel fileOutputLogLevel = LogLevel.MAX;        /// <summary>        /// unity日志和日志输出等级的映射        /// </summary>        private Dictionary<LogType, LogLevel> logTypeLevelDict = null;        /// <summary>        /// OnGUI回调        /// </summary>        public OnGUICallback onGUICallback = null;        /// <summary>        /// 日志输出列表        /// </summary>        private List<ILogOutput> logOutputList = null;        private int mainThreadID = -1;        /// <summary>        /// Unity的Debug.Assert()在发布版本有问题        /// </summary>        /// <param name="condition">条件</param>        /// <param name="info">输出信息</param>        public static void Assert(bool condition, string info)        {            if (condition)                return;            Debug.LogError(info);        }        private QLog()        {            Application.logMessageReceived += LogCallback;            Application.logMessageReceivedThreaded += LogMultiThreadCallback;            this.logTypeLevelDict = new Dictionary<LogType, LogLevel>            {                { LogType.Log, LogLevel.LOG },                { LogType.Warning, LogLevel.WARNING },                { LogType.Assert, LogLevel.ASSERT },                { LogType.Error, LogLevel.ERROR },                { LogType.Exception, LogLevel.ERROR },            };            this.uiOutputLogLevel = LogLevel.LOG;            this.fileOutputLogLevel = LogLevel.ERROR;            this.mainThreadID = Thread.CurrentThread.ManagedThreadId;            this.logOutputList = new List<ILogOutput>            {                new QFileLogOutput(),            };            QApp.Instance().onGUI += OnGUI;            QApp.Instance().onDestroy += OnDestroy;        }        void OnGUI()        {            if (this.onGUICallback != null)                this.onGUICallback();        }        void OnDestroy()        {            Application.logMessageReceived -= LogCallback;            Application.logMessageReceivedThreaded -= LogMultiThreadCallback;        }        /// <summary>        /// 日志调用回调,主线程和其他线程都会回调这个函数,在其中根据配置输出日志        /// </summary>        /// <param name="log">日志</param>        /// <param name="track">堆栈追踪</param>        /// <param name="type">日志类型</param>        void LogCallback(string log, string track, LogType type)        {            if (this.mainThreadID == Thread.CurrentThread.ManagedThreadId)                Output(log, track, type);        }        void LogMultiThreadCallback(string log, string track, LogType type)        {            if (this.mainThreadID != Thread.CurrentThread.ManagedThreadId)                Output(log, track, type);        }        void Output(string log, string track, LogType type)        {            LogLevel level = this.logTypeLevelDict[type];            LogData logData = new LogData            {                Log = log,                Track = track,                Level = level,            };            for (int i = 0; i < this.logOutputList.Count; ++i)                this.logOutputList[i].Log(logData);        }    }}
转自:Unity 游戏框架搭建 (八) 减少加班利器-QLog
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