using System.Collections.Generic; using System.IO; using System.Text; using System.Threading; namespace BepInEx.Logging { /// /// Logs entries using Unity specific outputs. /// public class DiskLogListener : ILogListener { /// /// Log levels to display. /// public LogLevel DisplayedLogLevel { get; set; } /// /// Writer for the disk log. /// public TextWriter LogWriter { get; protected set; } /// /// Timer for flushing the logs to a file. /// private Timer FlushTimer { get; set; } private bool InstantFlushing { get; set; } /// /// Creates a new disk log listener. /// /// Path to the log. /// Log levels to display. /// Whether to append logs to an already existing log file. /// Whether to delay flushing to disk to improve performance. Useful to set this to false when debugging crashes. /// Maximum amount of concurrently opened log files. Can help with infinite game boot loops. public DiskLogListener(string localPath, LogLevel displayedLogLevel = LogLevel.Info, bool appendLog = false, bool delayedFlushing = true, int fileLimit = 5) { DisplayedLogLevel = displayedLogLevel; int counter = 1; FileStream fileStream; while (!Utility.TryOpenFileStream(Path.Combine(Paths.BepInExRootPath, localPath), appendLog ? FileMode.Append : FileMode.Create, out fileStream, share: FileShare.Read, access: FileAccess.Write)) { if (counter == fileLimit) { Logger.LogError("Couldn't open a log file for writing. Skipping log file creation"); return; } Logger.LogWarning($"Couldn't open log file '{localPath}' for writing, trying another..."); localPath = $"LogOutput.{counter++}.log"; } LogWriter = TextWriter.Synchronized(new StreamWriter(fileStream, Encoding.UTF8)); if (delayedFlushing) { FlushTimer = new Timer(o => { LogWriter?.Flush(); }, null, 2000, 2000); } InstantFlushing = !delayedFlushing; } public static HashSet BlacklistedSources = new HashSet(); /// public void LogEvent(object sender, LogEventArgs eventArgs) { if (LogWriter == null) return; if (BlacklistedSources.Contains(eventArgs.Source.SourceName)) return; if ((eventArgs.Level & DisplayedLogLevel) == 0) return; LogWriter.WriteLine(eventArgs.ToString()); if (InstantFlushing) LogWriter.Flush(); } /// public void Dispose() { FlushTimer?.Dispose(); LogWriter?.Flush(); LogWriter?.Dispose(); } ~DiskLogListener() { Dispose(); } } }