Ejemplo n.º 1
0
        protected override void Initialize()
        {
            ModeChanged += OnModeChanged;

            SLog.SetLogger(OnLog);

            base.Initialize();
        }
        /// <summary>
        /// Unity start.
        /// </summary>
        private void Start()
        {
            SLog.SetLogger(OnLog);
            DebugHelper.ActivateConsole();

            //use video and audio by default (the UI is toggled on by default as well it will change on click )
            config.Video = true;
            config.Audio = true;
        }
 /// <summary>
 ///
 /// Activates a default logger. This can be
 /// used to monitor the connection process.
 ///
 /// You can add your own logger by calling
 /// SLog.SetLogger(LogHandler); directly instead.
 /// </summary>
 public void SetDefaultLogger(bool active, bool verbose = false)
 {
     sLogVerbose = verbose;
     if (active)
     {
         SLog.SetLogger(OnLog);
     }
     else
     {
         SLog.SetLogger(null);
     }
 }
Ejemplo n.º 4
0
    protected virtual void Init()
    {
        if (uDebugConsole)
        {
            DebugHelper.ActivateConsole();
        }
        if (uLog)
        {
            if (sLogSet == false)
            {
                SLog.SetLogger(OnLog);
                sLogSet = true;
                SLog.L("Log active");
            }
        }

        //This can be used to get the native webrtc log but causes a huge slowdown
        //only use if not webgl
        bool nativeWebrtcLog = true;

        if (nativeWebrtcLog)
        {
#if UNITY_ANDROID
            //uncomment for debug log via log cat
            //Byn.Net.Native.NativeWebRtcNetworkFactory.SetNativeLogLevel(WebRtcCSharp.LoggingSeverity.LS_INFO);
#elif UNITY_IOS
            //uncomment for log output via xcode
            //Byn.Net.Native.NativeWebRtcNetworkFactory.SetNativeLogLevel(WebRtcCSharp.LoggingSeverity.LS_INFO);
#elif (!UNITY_WEBGL || UNITY_EDITOR)
            Byn.Net.Native.NativeWebRtcNetworkFactory.SetNativeLogLevel(WebRtcCSharp.LoggingSeverity.LS_INFO);
            //Byn.Net.Native.NativeWebRtcNetworkFactory.SetNativeLogToSLog(WebRtcCSharp.LoggingSeverity.LS_INFO);
#else
            //webgl. logging isn't supported here and has to be done via the browser.
            Debug.LogWarning("Platform doesn't support native webrtc logging.");
#endif
        }

        if (UnityCallFactory.Instance == null)
        {
            Debug.LogError("UnityCallFactory failed to initialize");
        }

        //not yet implemented
        //CustomUnityVideo.Instance.Register();
    }
Ejemplo n.º 5
0
        /// <summary>
        /// Will route the log messages from the C# side plugin's SLog class to
        /// the Unity log. This method will only change the log level if
        /// a more detailed log level is requested than privously.
        /// This is to allow multiple components that run in parallel to use this
        /// call without overwriting each others logging.
        ///
        /// You could also make sure the log level in this class remains at
        /// None and instead implement your own logger using the class SLog.
        ///
        /// There are some special cases due to platform specific code:
        ///
        /// WebGL: The browser plugin code won't log trough the unity logging
        /// system and instead use the browser API directly. The log level will
        /// still be changed by this call but it won't use the "OnLog" callback
        ///
        /// Native: By default the C++ side won't be logged via Unity as
        /// Unity can get buggy by triggering callbacks from parallel native
        /// threads.
        /// You can activate c++ side logging via the flag NATIVE_VERBOSE_LOG.
        /// Output of the native log is done based on the platform and
        /// the OnLog callback is not used.
        /// (e.g. Xcode debug console, Android LogCat, windows console, ...)
        /// <param name="requestedLevel">Requested level log level.
        /// Will be ignored if the current log level is more detailed already.
        /// </param>
        /// </summary>
        public void RequestLogLevel(LogLevel requestedLevel)
        {
            if (sActiveLogLevel < requestedLevel)
            {
                Debug.Log("Changing log level to " + requestedLevel);
                if (sActiveLogLevel == LogLevel.None)
                {
                    //the log level was off completely -> register callback
                    //Do this only once to avoid overwriting a custom logger
                    //that might have been set after this call.
                    SLog.SetLogger(OnLog);
                }
                sActiveLogLevel = requestedLevel;
            }
#if UNITY_WEBGL && !UNITY_EDITOR
            UpdateLogLevel_WebGl();
#endif
        }
Ejemplo n.º 6
0
    /// <summary>
    /// Will setup webrtc and create the network object
    /// </summary>
    private void Start()
    {
        //shows the console on all platforms. for debugging only
        if (uDebugConsole)
        {
            DebugHelper.ActivateConsole();
        }
        if (uLog)
        {
            SLog.SetLogger(OnLog);
        }

        SLog.LV("Verbose log is active!");
        SLog.LD("Debug mode is active");

        Append("Setting up WebRtcNetworkFactory");
        WebRtcNetworkFactory factory = WebRtcNetworkFactory.Instance;

        if (factory != null)
        {
            Append("WebRtcNetworkFactory created");
        }
    }