zoukankan      html  css  js  c++  java
  • Unity 游戏框架搭建 2017 (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() + "	" + log.Log + "
    ");
                                this.mLogWriter.WriteLine(log.Track);
                                this.mLogWriter.WriteLine("---------------------------------------------------------------------------------------------------------------------"); 
                            }
                            else
                            {
                                this.mLogWriter.WriteLine(System.DateTime.Now.ToString() + "	" + 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!

    转载请注明地址:凉鞋的笔记:liangxiegame.com

    更多内容

  • 相关阅读:
    修改 MyEclipse 中的 jsp 和 servlet 模板
    javaWeb 数据库连接池连接数据库
    发现一个类的方法不够用时,可以使用的3种方法可以增强
    使用 greenDao 框架 操作数据库
    Android之使用Volley框架在ListView中加载大量图片
    js日期选择控件
    mysql 乱码问题
    java 使用反射技术解耦
    javaWeb 使用jsp开发 html过滤标签
    javaWeb 使用jsp开发 foreach 标签
  • 原文地址:https://www.cnblogs.com/liangxiegame/p/Unity-you-xi-kuang-jia-da-jian-ba-jian-shao-jia-ba.html
Copyright © 2011-2022 走看看