Unity 游戏框架搭建 (八) 减少加班利器-QLog

Unity 游戏框架搭建 (八) 减少加班利器-QLog

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);
        }
    }
}
欢迎讨论!

附:我的框架地址
转载请注明地址:凉鞋的笔记
微信公众号:QWERTeam

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值