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();
}
}
}