Files

77 lines
3.8 KiB
C#

using System.Globalization;
using UnityEditor;
using Unity.Pipeline.Console;
namespace Unity.Pipeline.Editor.Console
{
/// <summary>
/// Editor-only bootstrap for <see cref="ConsoleLogCapture"/>. The capture itself (the shared
/// buffer and the log-callback subscription) lives in the runtime assembly so it also works in
/// player builds; this type adds the things that only make sense in the Editor:
///
/// - <c>[InitializeOnLoad]</c> starts capture on every editor load and after every domain reload.
/// - Persistence to a Temp file across domain reloads, so entries and the cursor survive a
/// <c>recompile</c>. Players have no domain reloads, so the runtime path skips persistence.
/// - Re-subscribing on every play-mode transition: Unity clears
/// <see cref="UnityEngine.Application.logMessageReceivedThreaded"/>'s subscribers on play-mode
/// exit even though exiting play mode does not reload the domain, so capture would otherwise go
/// dead until the next recompile.
/// - A session identifier and a sequence floor in <see cref="SessionState"/>, so a client can
/// tell a cursor this editor session issued from one an earlier session did.
///
/// The static constructor restores the persisted buffer first, then starts capture, so logs are
/// never appended ahead of a restore.
/// </summary>
[InitializeOnLoad]
public static class EditorConsoleCaptureBootstrap
{
// Lives under Temp/ like the recompile status file: cleared by Unity on project-level cleanup,
// survives domain reloads, and never committed.
internal const string PersistencePath = "Temp/pipeline_console_log.json";
// SessionState survives domain reloads and is cleared when the Editor restarts, which is
// exactly the lifetime of the Temp file the buffer persists to. Both therefore start over
// together, and the session identifier is what tells a client that happened.
internal const string SessionKey = "pipeline.console.session";
internal const string SeqFloorKey = "pipeline.console.seq";
static EditorConsoleCaptureBootstrap()
{
var session = SessionState.GetString(SessionKey, string.Empty);
if (string.IsNullOrEmpty(session))
{
session = System.Guid.NewGuid().ToString("N");
SessionState.SetString(SessionKey, session);
}
ConsoleLogCapture.Buffer.SetSession(session);
// Restore before capture starts so restored entries precede any newly captured ones, and
// load before raising the floor: the floor is the same value the snapshot recorded, so
// raising it first would make every snapshot entry look already-issued and drop it.
ConsoleLogCapture.Buffer.Load(PersistencePath);
if (long.TryParse(SessionState.GetString(SeqFloorKey, "0"), NumberStyles.Integer, CultureInfo.InvariantCulture, out var floor))
ConsoleLogCapture.Buffer.RaiseLastSeq(floor);
ConsoleLogCapture.EnsureCapturing();
AssemblyReloadEvents.beforeAssemblyReload -= Persist;
AssemblyReloadEvents.beforeAssemblyReload += Persist;
EditorApplication.quitting -= Persist;
EditorApplication.quitting += Persist;
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
static void Persist()
{
ConsoleLogCapture.Buffer.Save(PersistencePath);
SessionState.SetString(SeqFloorKey, ConsoleLogCapture.Buffer.LastSeq.ToString(CultureInfo.InvariantCulture));
}
static void OnPlayModeStateChanged(PlayModeStateChange state) => ConsoleLogCapture.EnsureCapturing();
}
}