UnityLogWriter.cs 3.4 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. /// <summary>
  14. /// Writes a string specifically to the game output log.
  15. /// </summary>
  16. /// <param name="value">The value to write.</param>
  17. public void WriteToLog(string value)
  18. {
  19. UnityEngine.UnityLogWriter.WriteStringToUnityLog(value);
  20. }
  21. protected void InternalWrite(string value)
  22. {
  23. Console.Write(value);
  24. WriteToLog(value);
  25. }
  26. /// <summary>
  27. /// Logs an entry to the Logger instance.
  28. /// </summary>
  29. /// <param name="level">The level of the entry.</param>
  30. /// <param name="entry">The textual value of the entry.</param>
  31. public override void Log(LogLevel level, object entry)
  32. {
  33. Kon.ForegroundColor = level.GetConsoleColor();
  34. base.Log(level, entry);
  35. Kon.ForegroundColor = ConsoleColor.Gray;
  36. // If the display level got ignored, still write it to the log
  37. if ((DisplayedLevels & level) == LogLevel.None)
  38. WriteToLog($"[{level.GetHighestLevel()}] {entry}\r\n");
  39. }
  40. public override void WriteLine(string value) => InternalWrite($"{value}\r\n");
  41. public override void Write(char value) => InternalWrite(value.ToString());
  42. public override void Write(string value) => InternalWrite(value);
  43. /// <summary>
  44. /// Start listening to Unity's log message events and sending the messages to BepInEx logger.
  45. /// </summary>
  46. public static void ListenUnityLogs()
  47. {
  48. Type application = typeof(Application);
  49. EventInfo logEvent = application.GetEvent("logMessageReceived", BindingFlags.Public | BindingFlags.Static);
  50. if (logEvent != null)
  51. {
  52. logEvent.AddEventHandler(null, new Application.LogCallback(OnUnityLogMessageReceived));
  53. }
  54. else
  55. {
  56. MethodInfo registerLogCallback = application.GetMethod("RegisterLogCallback", BindingFlags.Public | BindingFlags.Static);
  57. registerLogCallback.Invoke(null, new object[] { new Application.LogCallback(OnUnityLogMessageReceived) });
  58. }
  59. }
  60. private static void OnUnityLogMessageReceived(string message, string stackTrace, LogType type)
  61. {
  62. LogLevel logLevel = LogLevel.Message;
  63. switch (type)
  64. {
  65. case LogType.Error:
  66. case LogType.Assert:
  67. case LogType.Exception:
  68. logLevel = LogLevel.Error;
  69. break;
  70. case LogType.Warning:
  71. logLevel = LogLevel.Warning;
  72. break;
  73. case LogType.Log:
  74. default:
  75. logLevel = LogLevel.Info;
  76. break;
  77. }
  78. Logger.Log(logLevel, message);
  79. if (type == LogType.Exception)
  80. {
  81. Logger.Log(logLevel, $"Stack trace:\n{stackTrace}");
  82. }
  83. }
  84. }
  85. }
  86. namespace UnityEngine
  87. {
  88. internal sealed class UnityLogWriter
  89. {
  90. [MethodImpl(MethodImplOptions.InternalCall)]
  91. public static extern void WriteStringToUnityLog(string s);
  92. }
  93. }