public static void DebugPlayableGraph(this PlayableGraph playableGraph, string prefixString) { DLog.Log($"{prefixString}.isDone: {playableGraph.isDone}"); DLog.Log($"{prefixString}.playableCount: {playableGraph.playableCount}"); DLog.Log($"{prefixString}.rootPlayableCount: {playableGraph.rootPlayableCount}"); DLog.Log($"{prefixString}.scriptOutputCount: {playableGraph.scriptOutputCount}"); }
public virtual byte[] ReadAllBytes() { if (IsEncrypt) { long pos = mStream.Position; byte[] tbytes = ReadBytes((int)Length); mStream.Seek(pos, SeekOrigin.Current); byte[] ret = new byte[tbytes.Length - SafeByteLen]; System.Array.Copy(tbytes, 0, ret, 0, tbytes.Length - SafeByteLen); return ret; } else { if (mBuffer != null) return mBuffer; byte[] ret = new byte[mStream.Length]; DLog.Log(mStream.Length); long pos = mStream.Position; mStream.Seek(0, SeekOrigin.Begin); mStream.Read(ret, 0, (int)mStream.Length); mStream.Seek(pos, SeekOrigin.Current); return ret; } }
private void HandleHotkeys() { Event e = Event.current; if (e.type == EventType.KeyDown) { /*if (e.control && e.keyCode == KeyCode.M) * { * DungeonSpawnConfig.Config.DebugRects();SWSS * } * * if (e.control && e.keyCode == KeyCode.N) * { * debugged = true; * }*/ if (e.control && e.keyCode == KeyCode.S) { ForceSave(); } } if (debugged && e.type == EventType.Repaint) { debugged = false; Rect rect = GUILayoutUtility.GetLastRect(); DLog.Log($"yMin: {rect.yMin} | yMax: {rect.yMax} | height: {rect.height}"); } }
public static void DebugMinMaxGradient(this ParticleSystem.MinMaxGradient minMaxGradient, string prefixString) { DLog.Log($"{prefixString}.color: {minMaxGradient.color}"); DLog.Log($"{prefixString}.colorMax: {minMaxGradient.colorMax}"); DLog.Log($"{prefixString}.colorMin: {minMaxGradient.colorMin}"); if (minMaxGradient.gradient == null) { DLog.Log($"{prefixString}.gradient: NULL"); } else { minMaxGradient.gradient.DebugGradient($"{prefixString}.gradient"); } if (minMaxGradient.gradientMax == null) { DLog.Log($"{prefixString}.gradientMax: NULL"); } else { minMaxGradient.gradientMax.DebugGradient($"{prefixString}.gradientMax"); } if (minMaxGradient.gradientMin == null) { DLog.Log($"{prefixString}.gradientMin: NULL"); } else { minMaxGradient.gradientMin.DebugGradient($"{prefixString}.gradientMin"); } DLog.Log($"{prefixString}.mode: {minMaxGradient.mode}"); }
public virtual Node <Type> createNode(Node <Type> headNode, Type val) { if (headNode != null || head == null) { Node <Type> node = ((Transform)Instantiate(nodePrefab, Vector3.zero, Quaternion.identity)).GetComponent <Node <Type> > (); node.value = val; DLog.Log("Node " + val + " created.", Color.green); if (headNode != null) { headNode.addConnection(node, SearchConstants.WEIGHT_CONSTANT); } if (head == null) { head = node; node.isHead = true; DLog.Log("Node " + val + " set to head.", Color.yellow); } DLog.Log("Assigned new depths: " + assignDepth(head, 0), Color.yellow); return(node); } return(null); }
virtual protected bool TCPConnect() { bool ret = false; List <IPAddress> tipds = GetServerIpAddress(mHostName); if (tipds.Count == 0) { DLog.LogError("IPAddress List.Count = 0!"); } foreach (IPAddress tip in tipds) { try { DLog.Log(string.Format("[开始连接]" + " HostName:{0} IpAddress:{1} AddressFamily:{2}", mHostName, tip.ToString(), tip.AddressFamily.ToString())); mSocket = new Socket(tip.AddressFamily, SocketType.Stream, ProtocolType.Tcp); ChoseSocketTimeOutAndBuffer(); mSocket.Connect(tip, mPort); DLog.Log("连接成功!"); ret = true; break; } catch (Exception e) { DLog.LogError(string.Format("[网络连接异常]" + " HostName:{0} IpAddress:{1} AddressFamily:{2} ErrorMessage:{3}", mHostName, tip.ToString(), tip.AddressFamily.ToString(), e.ToString())); } } return(ret); }
public static void DebugAvatar(this Avatar avatar, string prefixString) { DLog.Log($"{prefixString}.hideFlags: {avatar.hideFlags}"); DLog.Log($"{prefixString}.isHuman: {avatar.isHuman}"); DLog.Log($"{prefixString}.isValid: {avatar.isValid}"); DLog.Log($"{prefixString}.name: {avatar.name}"); }
public static void DebugTextGenerator(this TextGenerator textGenerator, string prefixString) { DLog.Log($"{prefixString}.characterCount: {textGenerator.characterCount}"); DLog.Log($"{prefixString}.characterCountVisible: {textGenerator.characterCountVisible}"); foreach (UICharInfo uICharInfo in textGenerator.characters) { uICharInfo.DebugUICharInfo($"{prefixString}.characters"); } DLog.Log($"{prefixString}.fontSizeUsedForBestFit: {textGenerator.fontSizeUsedForBestFit}"); DLog.Log($"{prefixString}.lineCount: {textGenerator.lineCount}"); foreach (UILineInfo uILineInfo in textGenerator.lines) { uILineInfo.DebugUILineInfo($"{prefixString}.lines"); } DLog.Log($"{prefixString}.rectExtents: {textGenerator.rectExtents}"); DLog.Log($"{prefixString}.vertexCount: {textGenerator.vertexCount}"); foreach (UIVertex uIVertex in textGenerator.verts) { uIVertex.DebugUIVertex($"{prefixString}.verts"); } }
public static void DebugGameObject(this GameObject gameObject, string prefixString = null, bool debugChilds = false) { if (prefixString == null) { DLog.Log($"\n[GameObject] ({gameObject.name})"); prefixString = "this"; } DLog.Log($"{prefixString}.activeInHierarchy: {gameObject.activeInHierarchy}"); DLog.Log($"{prefixString}.activeSelf: {gameObject.activeSelf}"); DLog.Log($"{prefixString}.hideFlags: {gameObject.hideFlags}"); DLog.Log($"{prefixString}.isStatic: {gameObject.isStatic}"); DLog.Log($"{prefixString}.layer: {gameObject.layer}"); DLog.Log($"{prefixString}.name: {gameObject.name}"); gameObject.scene.DebugScene($"{prefixString}.scene"); DLog.Log($"{prefixString}.tag: {gameObject.tag}"); DLog.Log($"{prefixString}.transform: {gameObject.transform.name}"); DLog.Log($"Components of this GameObject: {gameObject.name}"); foreach (Component component in gameObject.GetComponents <Component>()) { DLog.Log($"{prefixString}.{component.GetType()}"); } if (debugChilds) { gameObject.DebugChildObjects(); } }
//only the server should ever get this.. //this should happen before fixedupdate was called for this frame. public void ReceiveInput(PhysicsInputCommand e) { //keep track of ALL inputs from ALL players (for rigidbody players) //we need this so we can apply their inputs and simulate that frame to validate it if (!playerInputs.ContainsKey(e.frame)) { playerInputs.Add(e.frame, new List <PhysicsInputState>()); } playerInputs[e.frame].Add(new PhysicsInputState() { onlineIndex = e.onlineIndex, inputDir = e.inputDir, dash = e.dash, frame = e.frame }); if (playerInputs[e.frame] != null) { if (playerInputs[e.frame].Count == waitForPlayerInputs) //we dynamically increase waitForPlayerInputs whenever a player connects. //If we do not and run the server physics step it never gets validated before //they connect, which means if they take 10,000 frames to connect, //validate tries to validate (and step) [0->10,000] which causes hangs. //we have all the inputs for this frame, validate it now! { DLog.Log("Received all inputs for frame: " + e.frame); t2.text = "Rec all inputs for frame " + e.frame; ValidatePhysics(e.frame); } } }
public void OnGUI() { using (new EditorHelper.Horizontal()) { GUIStyle guiStyle = new GUIStyle(EditorStyles.label); guiStyle.fontStyle = FontStyle.Bold; EditorGUILayout.LabelField($"Min time: {totalTime}s", guiStyle, GUILayout.MaxWidth(150)); EditorGUILayout.LabelField($"Last update: {lastUpdate}", GUILayout.MaxWidth(250)); if (GUILayout.Button("Calculate Min Time")) { Process(); } if (GUILayout.Button("Log", GUILayout.Width(50))) { for (int i = 0; i < waveMinTimes.Count; i++) { DLog.Log($"Wave {i+1}: {waveMinTimes[i]}s"); } DLog.Log("-------------------"); foreach (KeyValuePair <int, float> pair in trackerMinWaitTimeByEventID) { DLog.Log($"EventID: {pair.Key} | Time: {pair.Value}s"); } DLog.Log("-------------------"); } } }
virtual protected void DebugMsg(int _cmd, byte[] _buffer, int offset, int _len, string _title, bool pIsComplete = true) { if (IsShowDebugLog) { System.Text.StringBuilder bufferstr = new System.Text.StringBuilder(); bufferstr.Append("{"); for (int i = offset; i < _len; i++) { if (i != offset) { bufferstr.Append(","); } bufferstr.Append(_buffer[i]); } bufferstr.Append("}"); string tmsg = string.Format("{0}-cmd:{1} title:{2} 长度:{3} 内容:{4}", mNetTag, _cmd, _title, _len, bufferstr); if (pIsComplete) { DLog.Log(tmsg); } else { DLog.LOGColor(DLogType.Log, tmsg, LogColor.YELLO); } } }
public static void DoLogs(Object context) { // Examples of DLog.Log() DLog.Log("Log a message"); DLog.Log("Log a message with a specific color", Color.blue); DLog.Log("Log a message with a user-defined color", new Color(0f, 0.5f, 0f)); // Examples of DLog.LogWarning() DLog.LogWarning("Log a warning message"); DLog.LogWarning("Log a warning message with a specific color", Color.yellow); DLog.LogWarning("Log a warning message with a user-defined color", new Color(1f, 0.5f, 0.25f)); // Examples of DLog.LogError() DLog.LogError("Log an error message"); DLog.LogError("Log an error message with a specific color", Color.red); DLog.LogError("Log an error message with a user-defined color", new Color(1f, 0f, 1f)); // Examples of DLog.LogException() DLog.LogException(new System.Exception("Log an exception message")); DLog.LogException(new System.Exception("Log an exception message with a specific color"), Color.red); DLog.LogException(new System.Exception("Log an exception message with a user-defined color"), new Color(1f, 0f, 1f)); // Examples of logging With Context DLog.Log("Log a message with a context", context); DLog.Log("Log a message with a specific color and context", Color.green, context); DLog.LogWarning("Log a warning message with a context", context); DLog.LogWarning("Log a warning message with a specific color and context", Color.cyan, context); DLog.LogError("Log an error message with a context", context); DLog.LogError("Log an error message with a specific color and context", Color.red, context); DLog.LogException(new System.Exception("Log an exception message with a context"), context); DLog.LogException(new System.Exception("Log an exception message with a specific color and context"), Color.red, context); }
protected List <IPAddress> GetServerIpAddress(string _hostname) { List <IPAddress> ret = new List <IPAddress>(); try { IPAddress[] tips = Dns.GetHostEntry(mHostName).AddressList; DLog.Log("HostName: " + mHostName + " Length:" + tips.Length); for (int i = 0; i < tips.Length; i++) { // DLog.Log( "IpAddress: " + tips[i].ToString() + " AddressFamily:" + tips[i].AddressFamily.ToString()); if (tips[i].AddressFamily == AddressFamily.InterNetwork) { ret.Insert(0, tips[i]); } else { ret.Add(tips[i]); } } } catch (Exception e) { DLog.LogError(string.Format("[获取IPAddress失败]" + " HostName:{0} IP:{1} ErrorMessage:{2}", mHostName, ret.Count, e.ToString())); } return(ret); }
/// <summary> /// Initializes the static <see cref="MultiThreading"/> class. /// Start seperate abort thread, to handle when the application stops playing or is shutdown. /// Create MultiThreading obj of type static update, to act as main unity thread. /// </summary> static MultiThreading() { mainIsRunning = true; new MultiThreading(); Thread abortThread = new Thread(() => { try{ bool running = true; while (running) { if (!mainIsRunning) { stopAll(); Thread.CurrentThread.Abort(); running = false; } Thread.Sleep(1000); } }catch (ThreadAbortException e) { DLog.Log("ABORTED THREAD ENDED", UnityEngine.Color.yellow); } }, 131072); abortThread.IsBackground = true; abortThread.Start(); }
public void ApplyServerInput(PhysicsInputState e) { DLog.Log(string.Format("ApplyingServerInput for player {1} - frame: {0}", e.frame, e.onlineIndex)); Vector2 input = e.inputDir; r.AddForce(new Vector3(input.x, 0f, input.y) * moveSpeed); }
private void ReceiveMessage() { DLog.Log("TCP Start ReceiveMessage"); try { while (mStartThread) { if (mSocket.Available != 0) { int receiveNumber = 0; receiveNumber = mSocket.Receive(mRecbuffer, 0, mReadMaxLen, SocketFlags.None); if (receiveNumber > 0) { Processingdata(receiveNumber, mRecbuffer); } } } } catch (Exception e) { if (mStartThread) { DLog.LogError(mNetTag + ":ReceiveMessage->" + e.ToString()); CloseSRThread(); AddMainThreadMsgReCall(GetMsgReCallData(MSG_RECALL.ReceiveError, mNetTag + "-" + e.ToString())); } } DLog.Log("TCP End ReceiveMessage"); }
public static void DebugAtlasSprite(this Atlas.Sprite sprite, string prefixString = null) { if (prefixString == null) { DLog.Log($"\n[Sprite]"); prefixString = "this"; } DLog.Log($"{prefixString}.border: {sprite.border}"); DLog.Log($"{prefixString}.inner: {sprite.inner}"); DLog.Log($"{prefixString}.outer: {sprite.outer}"); DLog.Log($"{prefixString}.padding: {sprite.padding}"); DLog.Log($"{prefixString}.pixelsPerUnit: {sprite.pixelsPerUnit}"); DLog.Log($"{prefixString}.size: {sprite.size}"); DLog.Log($"{prefixString}.slice9Grid: {sprite.slice9Grid}"); sprite.texture.DebugTexture2D($"{prefixString}.texture"); for (int i = 0; i < sprite.triangles.Length; i++) { DLog.Log($"{prefixString}.triangles[{i}]: {sprite.triangles[i]}"); } for (int i = 0; i < sprite.uv0.Length; i++) { DLog.Log($"{prefixString}.uv0[{i}]: {sprite.uv0[i]}"); } for (int i = 0; i < sprite.vertices.Length; i++) { DLog.Log($"{prefixString}.vertices[{i}]: {sprite.vertices[i]}"); } }
public static void DebugUILineInfo(this UILineInfo uILineInfo, string prefixString) { DLog.Log($"{prefixString}.height: {uILineInfo.height}"); DLog.Log($"{prefixString}.leading: {uILineInfo.leading}"); DLog.Log($"{prefixString}.startCharIdx: {uILineInfo.startCharIdx}"); DLog.Log($"{prefixString}.topY: {uILineInfo.topY}"); }
public static void DebugCanvas(this Canvas canvas, string prefixString = null) { if (prefixString == null) { DLog.Log($"\n[Canvas] ({canvas.name})"); prefixString = "this"; } DLog.Log($"{prefixString}.additionalShaderChannels: {canvas.additionalShaderChannels}"); DLog.Log($"{prefixString}.cachedSortingLayerValue: {canvas.cachedSortingLayerValue}"); DLog.Log($"{prefixString}.enabled: {canvas.enabled}"); DLog.Log($"{prefixString}.gameObject: {canvas.gameObject.name}"); DLog.Log($"{prefixString}.hideFlags: {canvas.hideFlags}"); DLog.Log($"{prefixString}.isActiveAndEnabled: {canvas.isActiveAndEnabled}"); DLog.Log($"{prefixString}.isRootCanvas: {canvas.isRootCanvas}"); DLog.Log($"{prefixString}.name: {canvas.name}"); DLog.Log($"{prefixString}.normalizedSortingGridSize: {canvas.normalizedSortingGridSize}"); DLog.Log($"{prefixString}.overridePixelPerfect: {canvas.overridePixelPerfect}"); DLog.Log($"{prefixString}.overrideSorting: {canvas.overrideSorting}"); DLog.Log($"{prefixString}.pixelPerfect: {canvas.pixelPerfect}"); DLog.Log($"{prefixString}.pixelRect: {canvas.pixelRect}"); DLog.Log($"{prefixString}.planeDistance: {canvas.planeDistance}"); DLog.Log($"{prefixString}.referencePixelsPerUnit: {canvas.referencePixelsPerUnit}"); DLog.Log($"{prefixString}.renderMode: {canvas.renderMode}"); DLog.Log($"{prefixString}.renderOrder: {canvas.renderOrder}"); DLog.Log($"{prefixString}.rootCanvas: {canvas.rootCanvas.name}"); DLog.Log($"{prefixString}.scaleFactor: {canvas.scaleFactor}"); DLog.Log($"{prefixString}.sortingLayerID: {canvas.sortingLayerID}"); DLog.Log($"{prefixString}.sortingLayerName: {canvas.sortingLayerName}"); DLog.Log($"{prefixString}.sortingOrder: {canvas.sortingOrder}"); DLog.Log($"{prefixString}.tag: {canvas.tag}"); DLog.Log($"{prefixString}.targetDisplay: {canvas.targetDisplay}"); DLog.Log($"{prefixString}.transform: {canvas.transform.name}"); canvas.worldCamera.DebugCamera($"{prefixString}.worldCamera"); }
public static void SortOutputHandler(object sendingProcess, System.Diagnostics.DataReceivedEventArgs outLine) { DLog.Log(outLine.Data); // Collect the sort command output. if (!string.IsNullOrEmpty(outLine.Data)) { } }
public void PollPhysicsInputs(int frame) { DLog.Log("PM::PollPhysicsInputs(" + frame + ")"); for (int i = 0; i < rewindables.Count; i++) { rewindables[i].GetComponent <NetworkedBubbleControllerBehaviour>().PollPhysicsInputs(frame); // <--- BAD!!!!!!!!!!!!! But ok for now ᕕ( ᐛ )ᕗ } }
public static void DebugKeyFrame(this Keyframe keyframe, string prefixString) { DLog.Log($"{prefixString}.inTangent: {keyframe.inTangent}"); DLog.Log($"{prefixString}.outTangent: {keyframe.outTangent}"); DLog.Log($"{prefixString}.tangentMode: {keyframe.tangentMode}"); DLog.Log($"{prefixString}.time: {keyframe.time}"); DLog.Log($"{prefixString}.value: {keyframe.value}"); }
public static void ChangeState <T>(System.Action _complete, params object[] _objects) where T : StateBase, new() { Instance.completeDelegate = _complete; Instance.NextState = new T(); Instance.NextState.SetStateData(_objects); Instance.SelfAction = MAction.kst_change; DLog.Log("Change State to " + Instance.NextState.GetType().Name); }
public void StopListening() { listen = false; CTS.Cancel(); DLog.Log("Listening Closed"); }
public static void DebugRects() { DLog.Log($"Scroll Position: {scrollPosition} - Window Height: {windowHeight}"); foreach (KeyValuePair <int, Rect> pair in entryRects) { DLog.Log($"UID: {pair.Key} - yMin: {pair.Value.yMin} | yMax: {pair.Value.yMax} | height: {pair.Value.height}"); } }
public void ApplyLocalInput(PhysicsInputCommand e) { //here we apply commands as we generate them, while they're in trasit to the server for validation. //doing this gives us LOCAL PREDICTION DLog.Log(string.Format("Applying local input {1} - frame: {0}", e.frame, e.onlineIndex)); Vector2 input = e.inputDir; r.AddForce(new Vector3(input.x, 0f, input.y) * moveSpeed); }
void Start() { DLog.Log("PhysicsManager Initialized"); Physics.autoSimulation = false; //if(BoltNetwork.isClient) { // simMode = PhysicsSimulationMode.NoSimulate; //} DLog.LogF("{0}:{1} words {2}", 1, 2, 3); }
public static void DebugAnimatorControllerParameter(this AnimatorControllerParameter animatorControllerParameter, string prefixString) { DLog.Log($"{prefixString}.defaultBool: {animatorControllerParameter.defaultBool}"); DLog.Log($"{prefixString}.defaultFloat: {animatorControllerParameter.defaultFloat}"); DLog.Log($"{prefixString}.defaultInt: {animatorControllerParameter.defaultInt}"); DLog.Log($"{prefixString}.name: {animatorControllerParameter.name}"); DLog.Log($"{prefixString}.nameHash: {animatorControllerParameter.nameHash}"); DLog.Log($"{prefixString}.type: {animatorControllerParameter.type}"); }
public static void DebugScene(this Scene scene, string prefixString) { DLog.Log($"{prefixString}.buildIndex: {scene.buildIndex}"); DLog.Log($"{prefixString}.isDirty: {scene.isDirty}"); DLog.Log($"{prefixString}.isLoaded: {scene.isLoaded}"); DLog.Log($"{prefixString}.name: {scene.name}"); DLog.Log($"{prefixString}.path: {scene.path}"); DLog.Log($"{prefixString}.rootCount: {scene.rootCount}"); }