44 lines
1.8 KiB
C#
44 lines
1.8 KiB
C#
using UnityEditor;
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using Unity.Pipeline.Console;
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namespace Unity.Pipeline.Editor.Console
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{
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/// <summary>
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/// Editor-only bootstrap for <see cref="ConsoleLogCapture"/>. The capture itself (the shared
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/// buffer and the log-callback subscription) lives in the runtime assembly so it also works in
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/// player builds; this type adds the two things that only make sense in the Editor:
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///
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/// - <c>[InitializeOnLoad]</c> starts capture on every editor load and after every domain reload.
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/// - Persistence to a Temp file across domain reloads, so entries and the cursor survive a
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/// <c>recompile</c>. Players have no domain reloads, so the runtime path skips persistence.
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///
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/// The static constructor restores the persisted buffer first, then starts capture, so logs are
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/// never appended ahead of a restore.
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/// </summary>
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[InitializeOnLoad]
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public static class EditorConsoleCaptureBootstrap
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{
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// Lives under Temp/ like the recompile status file: cleared by Unity on project-level cleanup,
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// survives domain reloads, and never committed.
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internal const string PersistencePath = "Temp/pipeline_console_log.json";
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static EditorConsoleCaptureBootstrap()
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{
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// Restore before capture starts so restored entries precede any newly captured ones.
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ConsoleLogCapture.Buffer.Load(PersistencePath);
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ConsoleLogCapture.EnsureCapturing();
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AssemblyReloadEvents.beforeAssemblyReload -= Persist;
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AssemblyReloadEvents.beforeAssemblyReload += Persist;
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EditorApplication.quitting -= Persist;
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EditorApplication.quitting += Persist;
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}
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static void Persist()
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{
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ConsoleLogCapture.Buffer.Save(PersistencePath);
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}
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}
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}
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