cocos2dx 打印table,打印lua堆栈,重载lua代码

前言:在开发cocos2dx的lua代码的时候,经常会打印log获取信息,不断开关游戏重新更新lua代码。这里分享一份文件,方便大家调试。

function printTT(content, ...)
    local tab = 0
    local out_list = {}

    local function printk(value, key, tab)
        if key == nil then
            return
        end

        if type(key) ~= "number" then
            key = tostring(key)
        else
            key = string.format("[%d]", key)
        end

        if type(value) == "table" then
            if key ~= nil then
                table.insert(out_list, tab .. key .. " =")
            end

            table.insert(out_list, tab .. "{")

            for k, v in pairs(value) do
                printk(v, k, tab .. "|  ")
            end

            table.insert(out_list, tab .. "},")
        else
            local content

            if type(value) == "nil" or value == "^&nil" then
                value = "nil"
            elseif type(value) == "string" then
                value = string.format("\"%s\"", tostring(value))
            else
                value = tostring(value)
            end
            content = string.format("%s%s = %s,", tab, key, value)
            table.insert(out_list, tostring(content))
        end
    end


    local value = type(content) == "string" and string.format(content, ...) or content

    local key = os.date("[\"%X\"]", os.time())
    printk(value, key, "")

    local out_str = table.concat(out_list, "\n")
    print(out_str .. "\n")

    -- local logFileName = os.date("print_tab_%Y_%m_%d.log", os.time())
    local logFileName = "a.log"
    local file = assert(io.open(logFileName, "a+"))
    file:write(out_str .. "\n")
    file:close()
end

function logd(...)
    printt(...)
end

function printString(...)
    local arg = {...}
    local formatString = ""
    for i = 1, #arg do 
        formatString = formatString .. "%s   "
        arg[i] = tostring(arg[i])
    end
    printTT(formatString, unpack(arg))
end

function logdw(content)
    printTT(debug.traceback(content))
end

function logDump(value, desciption, nesting)
    if type(nesting) ~= "number" then nesting = 3 end

    local lookupTable = {}
    local result = {}

    local traceback = string.split(debug.traceback("", 2), "\n")
    print("dump from: " .. string.trim(traceback[3]))

    local function dump_(value, desciption, indent, nest, keylen)
        desciption = desciption or "<var>"
        local spc = ""
        if type(keylen) == "number" then
            spc = string.rep(" ", keylen - string.len(dump_value_(desciption)))
        end
        if type(value) ~= "table" then
            result[#result +1 ] = string.format("%s%s%s = %s", indent, dump_value_(desciption), spc, dump_value_(value))
        elseif lookupTable[tostring(value)] then
            result[#result +1 ] = string.format("%s%s%s = *REF*", indent, dump_value_(desciption), spc)
        else
            lookupTable[tostring(value)] = true
            if nest > nesting then
                result[#result +1 ] = string.format("%s%s = *MAX NESTING*", indent, dump_value_(desciption))
            else
                result[#result +1 ] = string.format("%s%s = {", indent, dump_value_(desciption))
                local indent2 = indent.."    "
                local keys = {}
                local keylen = 0
                local values = {}
                for k, v in pairs(value) do
                    keys[#keys + 1] = k
                    local vk = dump_value_(k)
                    local vkl = string.len(vk)
                    if vkl > keylen then keylen = vkl end
                    values[k] = v
                end
                table.sort(keys, function(a, b)
                    if type(a) == "number" and type(b) == "number" then
                        return a < b
                    else
                        return tostring(a) < tostring(b)
                    end
                end)
                for i, k in ipairs(keys) do
                    dump_(values[k], k, indent2, nest + 1, keylen)
                end
                result[#result +1] = string.format("%s}", indent)
            end
        end
    end
    dump_(value, desciption, "- ", 1)

    local logFileName = "a.log"
    local file = assert(io.open(logFileName, "a+"))
    for i, line in ipairs(result) do
        print(line)
        file:write(line .. "\n")
    end
    file:close()
end

local function dump_value_(v)
    if type(v) == "string" then
        v = "\"" .. v .. "\""
    end
    return tostring(v)
end

function reload(file)
    package.loaded[file] = nil
    require(file)
end


function FightPanel:drawLine(mainNode, len, pos)
    local drawNode = cc.DrawNode:create()
    local r, g, b = "ff", "ff", "ff"
    drawNode:drawSegment(cc.p(0, 0), cc.p(len, 0), 0.2, 
                              ccc4f(tonumber(r, 16)/255, tonumber(g, 16)/255, tonumber(b, 16)/255, 1))
    drawNode:setPosition(pos)
    mainNode:addChild(drawNode, 3322)
    return drawNode
end

function FightPanel:drawCube(mainNode, lenTab, pos)
    local drawNode = cc.DrawNode:create()
    local r, g, b = "ff", "ff", "ff"
    drawNode:drawRect(cc.p(0, 0), cc.p(lenTab.w, 0),cc.p(lenTab.w, lenTab.h), cc.p(0, lenTab.h),
                              ccc4f(tonumber(r, 16)/255, tonumber(g, 16)/255, tonumber(b, 16)/255, 1))
    drawNode:setPosition(pos)
    mainNode:addChild(drawNode, 3333)
    return drawNode
end

--屏幕上画网格
--drawScreenCube(self.fightScene.groundLayer, {h = 50, w = 30})
function FightPanel:drawScreenCube(mainNode, lenTab)
    local size = cc.Director:getInstance():getWinSize()
    local line = size.width / lenTab.w
    local height = size.height / lenTab.h

    for h = 0, height - 1 do 
        local y = lenTab.h * h
        for w = 0, line - 1 do 
            local x = lenTab.w * w
            self:drawCube(mainNode, lenTab, cc.p(x, y))
        end
    end
end

--检测3d模型碰撞
function intersects()
        --add 
    local getNew3D = function(x, y)
        local fileName = "tor.c3b"
        local sprite = cc.Sprite3D:create(fileName)
        sprite:setScale(0.3)
        sprite:setRotation3D(cc.vec3(90,0,180))
        sprite:setPosition3D(cc.vec3(x, y, 0))
        local s = cc.Director:getInstance():getWinSize()
        self.rootNode:addChild(sprite)
        local aabb = sprite:getAABB()
        return cc.OBB:new(aabb)
    end
    local obb1 = getNew3D(200, 200)
    local obb2 = getNew3D(250, 200)
    logd(obb1:intersects(obb2))
end

用法 :
1,在cocos2dx调用到lua的main.lua添加这些测试代码,即可全局调用

2, 打印数据量小的table

local tab = {1, 2, 3}
logd(tab)

3,打印数据量大的table

local bigTab = {...}
logDump(bigTab)

4,打印堆栈调用信息

logw("Stack")

5,(2和3步骤)输出的log都在根目录的docdir目录下,打开a.log查看log即可。

6,不关游戏,直接重载某份lua代码,比如要重载 fight.lua
(我的做法是在主界面的右下角做一个小小的按钮,点击按钮的时候调用reload函数,这样子想重载某些lua文件,点击这个按钮即可重载完成。)

reload("modules/fight/model/fight")

PS : 小小动作但是大大成效,这样子调试各种业务会省去大量的时间

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