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 {
///
/// 日志输出接口
///
public interface ILogOutput
{
///
/// 输出日志数据
///
/// 日志数据
void Log(QLog.LogData logData);
///
/// 关闭
///
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 {
///
/// 文本日志输出
///
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 {
///
/// 封装日志模块
///
public class QLog : QSingleton
{
///
/// 日志等级,为不同输出配置用
///
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QFramework地址

转载请注明地址:凉鞋的笔记

微信公众号:liangxiegame

output/writing/Unity游戏框架搭建

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转载自blog.csdn.net/u010125551/article/details/78474629
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