Files
AquaDX/AquaMai/AquaMai.Mods/Utils/ShowErrorLog.cs
Menci 37044dae01 [RF] AquaMai configuration refactor (#82)
更新了配置文件格式,原有的配置文件将被自动无缝迁移,详情请见新的配置文件中的注释(例外:`SlideJudgeTweak` 不再默认启用)
旧配置文件将被重命名备份,如果更新到此版本遇到 Bug 请联系我们

Updated configuration file schema. The old config file will be migrated automatically and seamlessly. See the comments in the new configuration file for details. (Except for `SlideJudgeTweak` is no longer enabled by default)
Your old configuration file will be renamed as a backup. If you encounter any bug with this version, please contact us.
2024-11-25 01:25:19 +08:00

101 lines
3.0 KiB
C#

using System;
using System.Collections;
using System.IO;
using System.Text.RegularExpressions;
using System.Threading;
using AquaMai.Config.Attributes;
using AquaMai.Core.Helpers;
using HarmonyLib;
using Main;
using MelonLoader;
using UnityEngine;
namespace AquaMai.Mods.Utils;
[ConfigSection(
en: "Show error log in the game.",
zh: "在游戏中显示错误日志窗口而不是关闭游戏进程")]
public class ShowErrorLog
{
private static Ui _errorUi;
[HarmonyPostfix]
[HarmonyPatch(typeof(GameMain), "ExceptionHandler")]
private static void ExceptionHandler(GameMain __instance, Exception e)
{
if (_errorUi == null)
{
_errorUi = new GameObject("ErrorUI").AddComponent<Ui>();
_errorUi.gameObject.SetActive(true);
}
string logFile = $"{MAI2System.Path.ErrorLogPath}{DateTime.Now:yyyyMMddHHmmss}.log";
MelonLogger.Msg("Error Log:");
if (File.Exists(logFile))
{
MelonLogger.Error(File.ReadAllText(logFile));
_errorUi.SetErrorLog(File.ReadAllText(logFile));
}
else
{
MelonLogger.Error(e);
_errorUi.SetErrorLog(e.ToString());
}
Application.quitting += ApplicationOnQuitting;
_errorUi.StartCoroutine(_errorUi.Show());
}
private static void ApplicationOnQuitting()
{
Thread.Sleep(Timeout.Infinite);
}
private class Ui : MonoBehaviour
{
private string _errorLog = "";
public void SetErrorLog(string text)
{
_errorLog = "Error Log:\n" + text;
}
public void OnGUI()
{
var labelStyle = new GUIStyle(GUI.skin.label)
{
fontSize = GuiSizes.FontSize,
alignment = TextAnchor.MiddleLeft,
normal = new GUIStyleState(){textColor = Color.black}
};
var boxStyle = new GUIStyle(GUI.skin.box)
{
normal = new GUIStyleState() { background = Texture2D.whiteTexture }
};
int logLineCount = Regex.Matches(_errorLog, "\n").Count + 1;
float offset = GuiSizes.PlayerCenter * 0.12f;
var x = GuiSizes.PlayerCenter / 2f + offset / 2f;
var y = Screen.height / 1.8f;
var width = GuiSizes.PlayerCenter - offset;
var height = GuiSizes.LabelHeight * logLineCount + GuiSizes.Margin * 2;
GUI.Box(new Rect(x, y, width, height), "", boxStyle);
GUI.Label(new Rect(x, y, width, height), _errorLog, labelStyle);
if (!GuiSizes.SinglePlayer)
{
GUI.Box(new Rect(x + GuiSizes.PlayerWidth, y, width, height), "", boxStyle);
GUI.Label(new Rect(x + GuiSizes.PlayerWidth, y, width, height), _errorLog, labelStyle);
}
}
public IEnumerator Show()
{
while (true)
{
yield return null; // 让 Unity 处理一帧
}
}
}
}