Files

46 lines
2.4 KiB
C#

using Unity.Pipeline.Commands;
using Unity.Pipeline.Console;
using Unity.Pipeline.Models;
namespace Unity.Pipeline.Runtime.Commands
{
/// <summary>
/// Returns captured Unity console output. Backs the CLI's
/// <c>console [--tail N] [--level log|warn|error] [--follow]</c>.
///
/// Lives in the runtime assembly, so it is available from both the Editor and player builds —
/// console capture is driven by <see cref="ConsoleLogCapture"/>, which runs in both contexts.
///
/// The package has no streaming transport (the HTTP server handles one request at a time), so
/// <c>--follow</c> is realized client-side: the CLI polls this command, prints new entries, and
/// passes the returned <see cref="ConsoleLogResponse.Cursor"/> back as <c>since</c> on the next
/// call. The flag mapping is:
/// --tail N -> tail
/// --level X -> level (minimum severity threshold)
/// --follow -> repeated calls with since = previous cursor
///
/// Reads only the in-memory buffer (no Unity main-thread APIs), so it is marked
/// <c>MainThreadRequired = false</c> for fast polling.
/// </summary>
public static class ConsoleCommand
{
/// <summary>Default number of entries returned when <c>tail</c> is not supplied.</summary>
public const int DefaultTail = 100;
[CliCommand("console", "Get captured Unity console output (Editor or Player; supports tail, level filtering, and follow via a cursor)", MainThreadRequired = false)]
public static ConsoleLogResponse GetConsole(
[CliArg("tail", "Maximum number of most-recent entries to return")] int tail = DefaultTail,
[CliArg("level", "Minimum severity to include: log | warn | error")] string level = ConsoleLogBuffer.LevelLog,
[CliArg("since", "Cursor: only return entries newer than this seq. Use the 'cursor' from a previous response to follow.")] long since = -1)
{
// Guard against nonsensical tail values; <= 0 would otherwise mean "unlimited" in the
// buffer, which is not what a caller passing e.g. --tail 0 expects.
if (tail <= 0)
tail = DefaultTail;
var minSeverity = ConsoleLogBuffer.SeverityFromLevelName(level);
return ConsoleLogCapture.Buffer.Query(since, tail, minSeverity);
}
}
}