我正在使用下面的Loom脚本在Unity3D中执行一些客户端/服务器通信。我的问题是,当服务器上发生错误时,我使用异常来通知客户端,如果不通过Loom脚本处理,这些异常目前只是退出线程。如果未处理异常,我该如何处理Debug.Log()异常,以通知开发人员?
绝缘线束脚本:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Threading;
using System.Linq;
public class Loom : MonoBehaviour
{
public static int maxThreads = 8;
static int numThreads;
private static Loom _current;
private int _count;
public static Loom Current
{
get
{
Initialize();
return _current;
}
}
void Awake()
{
_current = this;
initialized = true;
}
static bool initialized;
static void UnhandledHandler(object sender, UnhandledExceptionEventArgs args) {
Exception e = (Exception) args.ExceptionObject;
Debug.Log("MyHandler caught : " + e.Message);
Debug.Log("Runtime terminating: {0}" + args.IsTerminating);
}
static void Initialize()
{
if (!initialized)
{
if(!Application.isPlaying)
return;
initialized = true;
var g = new GameObject("Loom");
_current = g.AddComponent<Loom>();
}
}
private List<Action> _actions = new List<Action>();
public struct DelayedQueueItem
{
public float time;
public Action action;
}
private List<DelayedQueueItem> _delayed = new List<DelayedQueueItem>();
List<DelayedQueueItem> _currentDelayed = new List<DelayedQueueItem>();
public static void QueueOnMainThread(Action action)
{
QueueOnMainThread( action, 0f);
}
public static void QueueOnMainThread(Action action, float time)
{
if(time != 0)
{
lock(Current._delayed)
{
Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = action});
}
}
else
{
lock (Current._actions)
{
Current._actions.Add(action);
}
}
}
public static Thread RunAsync(Action a)
{
Initialize();
while(numThreads >= maxThreads)
{
Thread.Sleep(1);
}
Interlocked.Increment(ref numThreads);
ThreadPool.QueueUserWorkItem(RunAction, a);
return null;
}
private static void RunAction(object action)
{
try
{
((Action)action)();
}
catch
{
}
finally
{
Interlocked.Decrement(ref numThreads);
}
}
void OnDisable()
{
if (_current == this)
{
_current = null;
}
}
// Use this for initialization
void Start()
{
}
List<Action> _currentActions = new List<Action>();
// Update is called once per frame
void Update()
{
lock (_actions)
{
_currentActions.Clear();
_currentActions.AddRange(_actions);
_actions.Clear();
}
foreach(var a in _currentActions)
{
a();
}
lock(_delayed)
{
_currentDelayed.Clear();
_currentDelayed.AddRange(_delayed.Where(d=>d.time <= Time.time));
foreach(var item in _currentDelayed)
_delayed.Remove(item);
}
foreach(var delayed in _currentDelayed)
{
delayed.action();
}
}
}发布于 2016-01-08 19:18:09
您可以使用Reporter。通常,它会捕获未处理的错误,并将堆栈跟踪、屏幕截图和日志作为电子邮件发送给开发人员。但您也可以触发发送电子邮件手动,在服务器出错。
https://stackoverflow.com/questions/33082800
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