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- using BepInEx.Logging;
- using System;
- using System.Reflection;
- using System.Runtime.CompilerServices;
- using System.Text;
- using BepInEx.Configuration;
- namespace BepInEx.Unity.Logging
- {
- /// <summary>
- /// Logs entries using Unity specific outputs.
- /// </summary>
- public class UnityLogListener : ILogListener
- {
- internal static readonly Action<string> WriteStringToUnityLog;
- static UnityLogListener()
- {
- foreach (MethodInfo methodInfo in typeof(UnityEngine.UnityLogWriter).GetMethods(BindingFlags.Static | BindingFlags.Public))
- {
- try
- {
- methodInfo.Invoke(null, new object[] { "" });
- }
- catch
- {
- continue;
- }
- WriteStringToUnityLog = (Action<string>)Delegate.CreateDelegate(typeof(Action<string>), methodInfo);
- break;
- }
- if (WriteStringToUnityLog == null)
- Logger.LogError("Unable to start Unity log writer");
- }
- /// <inheritdoc />
- public void LogEvent(object sender, LogEventArgs eventArgs)
- {
- if (eventArgs.Source is UnityLogSource)
- return;
- // Special case: don't write console twice since Unity can already do that
- if (LogConsoleToUnity.Value || eventArgs.Source.SourceName != "Console")
- WriteStringToUnityLog?.Invoke(eventArgs.ToStringLine());
- }
- /// <inheritdoc />
- public void Dispose() { }
- private readonly ConfigEntry<bool> LogConsoleToUnity = ConfigFile.CoreConfig.Bind("Logging",
- "LogConsoleToUnityLog", false,
- new StringBuilder()
- .AppendLine("If enabled, writes Standard Output messages to Unity log")
- .AppendLine("NOTE: By default, Unity does so automatically. Only use this option if no console messages are visible in Unity log").ToString());
- }
- }
- namespace UnityEngine
- {
- internal sealed class UnityLogWriter
- {
- [MethodImpl(MethodImplOptions.InternalCall)]
- public static extern void WriteStringToUnityLogImpl(string s);
- [MethodImpl(MethodImplOptions.InternalCall)]
- public static extern void WriteStringToUnityLog(string s);
- }
- }
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