UnityLogWriter.cs 4.0 KB

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  1. using System;
  2. using System.Reflection;
  3. using System.Runtime.CompilerServices;
  4. using BepInEx.ConsoleUtil;
  5. using UnityEngine;
  6. namespace BepInEx.Logging
  7. {
  8. /// <summary>
  9. /// Logs entries using Unity specific outputs.
  10. /// </summary>
  11. public class UnityLogWriter : BaseLogger
  12. {
  13. private delegate void WriteStringToUnityLogDelegate(string s);
  14. private static readonly WriteStringToUnityLogDelegate WriteStringToUnityLog;
  15. static UnityLogWriter()
  16. {
  17. Type logWriter = typeof(UnityEngine.Logger).Assembly.GetType("UnityEngine.UnityLogWriter");
  18. MethodInfo writeLog = logWriter.GetMethod("WriteStringToUnityLog",
  19. BindingFlags.Static
  20. | BindingFlags.Public
  21. | BindingFlags.NonPublic);
  22. if (writeLog == null)
  23. {
  24. writeLog = logWriter.GetMethod("WriteStringToUnityLogImpl",
  25. BindingFlags.Static
  26. | BindingFlags.Public
  27. | BindingFlags.NonPublic);
  28. if (writeLog == null)
  29. return;
  30. }
  31. WriteStringToUnityLog = (WriteStringToUnityLogDelegate)Delegate.CreateDelegate(typeof(WriteStringToUnityLogDelegate), writeLog);
  32. }
  33. /// <summary>
  34. /// Writes a string specifically to the game output log.
  35. /// </summary>
  36. /// <param name="value">The value to write.</param>
  37. public void WriteToLog(string value)
  38. {
  39. WriteStringToUnityLog?.Invoke(value);
  40. }
  41. protected void InternalWrite(string value)
  42. {
  43. Console.Write(value);
  44. WriteToLog(value);
  45. }
  46. /// <summary>
  47. /// Logs an entry to the Logger instance.
  48. /// </summary>
  49. /// <param name="level">The level of the entry.</param>
  50. /// <param name="entry">The textual value of the entry.</param>
  51. public override void Log(LogLevel level, object entry)
  52. {
  53. Kon.ForegroundColor = level.GetConsoleColor();
  54. base.Log(level, entry);
  55. Kon.ForegroundColor = ConsoleColor.Gray;
  56. }
  57. public override void WriteLine(string value) => InternalWrite($"{value}\r\n");
  58. public override void Write(char value) => InternalWrite(value.ToString());
  59. public override void Write(string value) => InternalWrite(value);
  60. /// <summary>
  61. /// Start listening to Unity's log message events and sending the messages to BepInEx logger.
  62. /// </summary>
  63. public static void ListenUnityLogs()
  64. {
  65. Type application = typeof(Application);
  66. EventInfo logEvent = application.GetEvent("logMessageReceived", BindingFlags.Public | BindingFlags.Static);
  67. if (logEvent != null)
  68. {
  69. logEvent.AddEventHandler(null, new Application.LogCallback(OnUnityLogMessageReceived));
  70. }
  71. else
  72. {
  73. MethodInfo registerLogCallback = application.GetMethod("RegisterLogCallback", BindingFlags.Public | BindingFlags.Static);
  74. registerLogCallback.Invoke(null, new object[] { new Application.LogCallback(OnUnityLogMessageReceived) });
  75. }
  76. }
  77. private static void OnUnityLogMessageReceived(string message, string stackTrace, LogType type)
  78. {
  79. LogLevel logLevel = LogLevel.Message;
  80. switch (type)
  81. {
  82. case LogType.Error:
  83. case LogType.Assert:
  84. case LogType.Exception:
  85. logLevel = LogLevel.Error;
  86. break;
  87. case LogType.Warning:
  88. logLevel = LogLevel.Warning;
  89. break;
  90. case LogType.Log:
  91. default:
  92. logLevel = LogLevel.Message;
  93. break;
  94. }
  95. Logger.Log(logLevel, message);
  96. if (type == LogType.Exception)
  97. {
  98. Logger.Log(logLevel, $"Stack trace:\n{stackTrace}");
  99. }
  100. }
  101. }
  102. }