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.LogError 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!
相关链接:
我的框架地址:https://github.com/liangxiegame/QFramework
教程源码:https://github.com/liangxiegame/QFramework/tree/master/Assets/HowToWriteUnityGameFramework/
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