Tolua Log跳转 xlua日志

效果

Tolua Log跳转 xlua日志

双击便弹出lua堆栈

点击即可跳转到对应位置

原cs日志跳转不影响

LuaLogLocate.cs

using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Text;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;

public class PathLine
{
    public PathLine(string s, int l)
    {
        path = s;
        line = l;
    }

    public string path { get; set; }

    public int line { get; set; }

    public override string ToString()
    {
        return $"{path.Substring(path.LastIndexOf('/') + 1)}:{line}";
    }
};

public class LuaLogLocate
{
    private static string[] luaRootPaths =
    {
        "Assets/LuaFramework/Lua/",
        "Assets/LuaFramework/ToLua/Lua/",
    };

    // 处理asset打开的callback函数
    [UnityEditor.Callbacks.OnOpenAssetAttribute(0)]
    static bool OnOpenAsset(int instance, int line)
    {
        //获取资源根目录
        string assetsPath = Application.dataPath.Substring(0,
            Application.dataPath.LastIndexOf("Assets", StringComparison.Ordinal));
        StringBuilder fileFullPathBuilder = new StringBuilder();


        //获取Console中的tolua调用堆栈
        string stackTrace = GetStackTrace();

        string name = EditorUtility.InstanceIDToObject(instance).name;


        if (stackTrace == null || !stackTrace.Contains("stack traceback:")) return false;

        MatchCollection csharpMatchs = Regex.Matches(stackTrace, @"\(at.*\)");
        if (!csharpMatchs[0].Value.Contains(name)) return false;

        MatchCollection luaMatchs = Regex.Matches(stackTrace, @"\t.*:\d+:");
        List<PathLine> pathLines = new List<PathLine>();
        foreach (Match luaMatch in luaMatchs)
        {
            string[] strs;
            if (luaMatch.Value.Contains("\t[string "))
            {
                //例如如    [string "UI/newSecretary2/WndMiShuXiangQing"]:165: in function 'func'
                string temp = luaMatch.Value
                    .Replace("\t[string ", "")
                    .Replace("\"]", "");

                strs = temp.Substring(1, temp.Length - 1).Split(':');
            }
            else
            {
                strs = luaMatch.Value.Substring(1, luaMatch.Value.Length - 1).Split(':');
            }

            foreach (string luaRootPath in luaRootPaths)
            {
                fileFullPathBuilder.Clear();
                fileFullPathBuilder.Append(assetsPath);
                fileFullPathBuilder.Append(luaRootPath);
                fileFullPathBuilder.Append(strs[0]);
                if (!strs[0].EndsWith(".lua")) fileFullPathBuilder.Append(".lua");

                if (File.Exists(fileFullPathBuilder.ToString()))
                {
                    pathLines.Add(new PathLine(fileFullPathBuilder.ToString(), Int32.Parse(strs[1])));
                    break;
                }
            }
        }
        
        //最顶层报错cs文件
        var strs2 = csharpMatchs[0].Value.Substring(4, csharpMatchs[0].Value.Length - 5).Split(':');
        fileFullPathBuilder.Clear();
        fileFullPathBuilder.Append(assetsPath);
        fileFullPathBuilder.Append(strs2[0]);
        if (!strs2[0].EndsWith(".cs")) fileFullPathBuilder.Append(".cs");
        pathLines.Add(new PathLine(fileFullPathBuilder.ToString(), Int32.Parse(strs2[1])));
        
        //可跳转路径
        Vector2 currentMousePosition = Event.current.mousePosition;
        Rect contextRect = new Rect(currentMousePosition.x, currentMousePosition.y, 0, 0);
        List<GUIContent> options = new List<GUIContent>();
        foreach (PathLine pathLine in pathLines)
        {
            options.Add(new GUIContent(pathLine.ToString()));
        }

        EditorUtility.DisplayCustomMenu(contextRect, options.ToArray(), -1, Select, pathLines);
        return true;
    }

    private static void OpenFileLine(PathLine pathLine)
    {
        UnityEditorInternal.InternalEditorUtility.OpenFileAtLineExternal(pathLine.path, pathLine.line);
    }

    private static void Select(object userData, string[] options, int selected)
    {
        List<PathLine> pathLines = (List<PathLine>) userData;
        PathLine selectedPathLine = pathLines[selected];
        OpenFileLine(selectedPathLine);
    }

    static string GetStackTrace()
    {
        // 找到UnityEditor.EditorWindow的assembly
        var assembly_unity_editor = Assembly.GetAssembly(typeof(UnityEditor.EditorWindow));
        if (assembly_unity_editor == null) return null;

        // 找到类UnityEditor.ConsoleWindow
        var type_console_window = assembly_unity_editor.GetType("UnityEditor.ConsoleWindow");
        if (type_console_window == null) return null;
        // 找到UnityEditor.ConsoleWindow中的成员ms_ConsoleWindow
        var field_console_window = type_console_window.GetField("ms_ConsoleWindow",
            System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic);
        if (field_console_window == null) return null;
        // 获取ms_ConsoleWindow的值
        var instance_console_window = field_console_window.GetValue(null);
        if (instance_console_window == null) return null;

        // 如果console窗口时焦点窗口的话,获取stacktrace
        if (EditorWindow.focusedWindow == instance_console_window)
        {
            // 通过assembly获取类ListViewState
            var type_list_view_state = assembly_unity_editor.GetType("UnityEditor.ListViewState");
            if (type_list_view_state == null) return null;

            // 找到类UnityEditor.ConsoleWindow中的成员m_ListView
            var field_list_view = type_console_window.GetField("m_ListView",
                System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
            if (field_list_view == null) return null;

            // 获取m_ListView的值
            var value_list_view = field_list_view.GetValue(instance_console_window);
            if (value_list_view == null) return null;

            // 找到类UnityEditor.ConsoleWindow中的成员m_ActiveText
            var field_active_text = type_console_window.GetField("m_ActiveText",
                System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
            if (field_active_text == null) return null;

            // 获得m_ActiveText的值,就是我们需要的stacktrace
            string value_active_text = field_active_text.GetValue(instance_console_window).ToString();
            return value_active_text;
        }

        return null;
    }
}

Unity菜单->Edit->Preferences

VSCode需修改External Tools,保存当前Vscode 项目工作区,替换路径

添加lua类型至Extentions Handler

Tolua Log跳转 xlua日志

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