2024-10-17 17:23:05 +03:00

134 lines
4.8 KiB
C#

// People should be able to see and report errors to the developer very easily.
//
// Unity's Developer Console only works in development builds and it only shows
// errors. This class provides a console that works in all builds and also shows
// log and warnings in development builds.
//
// Note: we don't include the stack trace, because that can also be grabbed from
// the log files if needed.
//
// Note: there is no 'hide' button because we DO want people to see those errors
// and report them back to us.
//
// Note: normal Debug.Log messages can be shown by building in Debug/Development
// mode.
using UnityEngine;
using System.Collections.Generic;
namespace Mirror
{
struct LogEntry
{
public string message;
public LogType type;
public LogEntry(string message, LogType type)
{
this.message = message;
this.type = type;
}
}
public class GUIConsole : MonoBehaviour
{
public int height = 80;
public int offsetY = 40;
// only keep the recent 'n' entries. otherwise memory would grow forever
// and drawing would get slower and slower.
public int maxLogCount = 50;
// Unity Editor has the Console window, we don't need to show it there.
// unless for testing, so keep it as option.
public bool showInEditor = false;
// log as queue so we can remove the first entry easily
readonly Queue<LogEntry> log = new Queue<LogEntry>();
// hotkey to show/hide at runtime for easier debugging
// (sometimes we need to temporarily hide/show it)
// Default is BackQuote, because F keys are already assigned in browsers
[Tooltip("Hotkey to show/hide the console at runtime\nBack Quote is usually on the left above Tab\nChange with caution - F keys are generally already taken in Browsers")]
public KeyCode hotKey = KeyCode.BackQuote;
// GUI
bool visible;
Vector2 scroll = Vector2.zero;
// only show at runtime, or if showInEditor is enabled
bool show => !Application.isEditor || showInEditor;
void Awake()
{
// only show at runtime, or if showInEditor is enabled
if (show)
Application.logMessageReceived += OnLog;
}
// OnLog logs everything, even Debug.Log messages in release builds
// => this makes a lot of things easier. e.g. addon initialization logs.
// => it's really better to have than not to have those
void OnLog(string message, string stackTrace, LogType type)
{
// is this important?
// => always show exceptions & errors
// => usually a good idea to show warnings too, otherwise it's too
// easy to miss OnDeserialize warnings etc. in builds
bool isImportant = type == LogType.Error || type == LogType.Exception || type == LogType.Warning;
// use stack trace only if important
// (otherwise users would have to find and search the log file.
// seeing it in the console directly is way easier to deal with.)
// => only add \n if stack trace is available (only in debug builds)
if (isImportant && !string.IsNullOrWhiteSpace(stackTrace))
message += $"\n{stackTrace}";
// add to queue
log.Enqueue(new LogEntry(message, type));
// respect max entries
if (log.Count > maxLogCount)
log.Dequeue();
// become visible if it was important
// (no need to become visible for regular log. let the user decide.)
if (isImportant)
visible = true;
// auto scroll
scroll.y = float.MaxValue;
}
void Update()
{
if (show && Input.GetKeyDown(hotKey))
visible = !visible;
}
void OnGUI()
{
if (!visible) return;
// If this offset is changed, also change width in NetworkManagerHUD::OnGUI
int offsetX = 300 + 20;
GUILayout.BeginArea(new Rect(offsetX, offsetY, Screen.width - offsetX - 10, height));
scroll = GUILayout.BeginScrollView(scroll, "Box", GUILayout.Width(Screen.width - offsetX - 10), GUILayout.Height(height));
foreach (LogEntry entry in log)
{
if (entry.type == LogType.Error || entry.type == LogType.Exception)
GUI.color = Color.red;
else if (entry.type == LogType.Warning)
GUI.color = Color.yellow;
GUILayout.Label(entry.message);
GUI.color = Color.white;
}
GUILayout.EndScrollView();
GUILayout.EndArea();
}
}
}