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133
Assets/Mirror/Components/GUIConsole.cs
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133
Assets/Mirror/Components/GUIConsole.cs
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// People should be able to see and report errors to the developer very easily.
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//
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// Unity's Developer Console only works in development builds and it only shows
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// errors. This class provides a console that works in all builds and also shows
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// log and warnings in development builds.
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//
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// Note: we don't include the stack trace, because that can also be grabbed from
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// the log files if needed.
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//
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// Note: there is no 'hide' button because we DO want people to see those errors
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// and report them back to us.
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//
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// Note: normal Debug.Log messages can be shown by building in Debug/Development
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// mode.
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using UnityEngine;
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using System.Collections.Generic;
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namespace Mirror
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{
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struct LogEntry
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{
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public string message;
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public LogType type;
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public LogEntry(string message, LogType type)
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{
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this.message = message;
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this.type = type;
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}
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}
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public class GUIConsole : MonoBehaviour
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{
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public int height = 80;
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public int offsetY = 40;
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// only keep the recent 'n' entries. otherwise memory would grow forever
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// and drawing would get slower and slower.
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public int maxLogCount = 50;
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// Unity Editor has the Console window, we don't need to show it there.
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// unless for testing, so keep it as option.
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public bool showInEditor = false;
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// log as queue so we can remove the first entry easily
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readonly Queue<LogEntry> log = new Queue<LogEntry>();
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// hotkey to show/hide at runtime for easier debugging
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// (sometimes we need to temporarily hide/show it)
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// Default is BackQuote, because F keys are already assigned in browsers
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[Tooltip("Hotkey to show/hide the console at runtime\nBack Quote is usually on the left above Tab\nChange with caution - F keys are generally already taken in Browsers")]
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public KeyCode hotKey = KeyCode.BackQuote;
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// GUI
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bool visible;
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Vector2 scroll = Vector2.zero;
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// only show at runtime, or if showInEditor is enabled
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bool show => !Application.isEditor || showInEditor;
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void Awake()
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{
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// only show at runtime, or if showInEditor is enabled
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if (show)
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Application.logMessageReceived += OnLog;
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}
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// OnLog logs everything, even Debug.Log messages in release builds
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// => this makes a lot of things easier. e.g. addon initialization logs.
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// => it's really better to have than not to have those
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void OnLog(string message, string stackTrace, LogType type)
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{
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// is this important?
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// => always show exceptions & errors
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// => usually a good idea to show warnings too, otherwise it's too
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// easy to miss OnDeserialize warnings etc. in builds
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bool isImportant = type == LogType.Error || type == LogType.Exception || type == LogType.Warning;
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// use stack trace only if important
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// (otherwise users would have to find and search the log file.
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// seeing it in the console directly is way easier to deal with.)
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// => only add \n if stack trace is available (only in debug builds)
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if (isImportant && !string.IsNullOrWhiteSpace(stackTrace))
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message += $"\n{stackTrace}";
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// add to queue
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log.Enqueue(new LogEntry(message, type));
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// respect max entries
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if (log.Count > maxLogCount)
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log.Dequeue();
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// become visible if it was important
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// (no need to become visible for regular log. let the user decide.)
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if (isImportant)
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visible = true;
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// auto scroll
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scroll.y = float.MaxValue;
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}
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void Update()
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{
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if (show && Input.GetKeyDown(hotKey))
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visible = !visible;
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}
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void OnGUI()
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{
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if (!visible) return;
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// If this offset is changed, also change width in NetworkManagerHUD::OnGUI
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int offsetX = 300 + 20;
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GUILayout.BeginArea(new Rect(offsetX, offsetY, Screen.width - offsetX - 10, height));
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scroll = GUILayout.BeginScrollView(scroll, "Box", GUILayout.Width(Screen.width - offsetX - 10), GUILayout.Height(height));
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foreach (LogEntry entry in log)
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{
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if (entry.type == LogType.Error || entry.type == LogType.Exception)
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GUI.color = Color.red;
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else if (entry.type == LogType.Warning)
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GUI.color = Color.yellow;
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GUILayout.Label(entry.message);
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GUI.color = Color.white;
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}
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GUILayout.EndScrollView();
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GUILayout.EndArea();
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}
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}
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}
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