Unity编辑器的线程安全文件系统监视器

本文关键字:文件系统 监视器 安全 线程 编辑器 Unity | 更新日期: 2023-09-27 18:13:46

我需要一个线程安全类的文件系统监视器在Unity编辑器中使用,我已经知道线程是不可能的协程,但我不知道线程是不允许在编辑器

所以,这是我的错误:

get_isEditor只能从主线程调用。构造函数和字段初始化项将在加载线程中执行加载场景。不要在构造函数或字段中使用这个函数初始化器,而不是将初始化代码移动到Awake或Start函数。0x0000000140E431ED (Unity) StackWalker::GetCurrentCallstack0x0000000140E44EE1 (Unity) StackWalker::ShowCallstack0x00000001405FC603 (Unity) 0x00000001405F97FE (Unity)DebugStringToFile 0x00000001405F9C5C (Unity) DebugStringToFile0x000000014035F7B3 (Unity) threadandserializationsafecheckreportterror0x0000000140E7B988 (Unity) Application_Get_Custom_PropIsEditor告警解释0x0000000015AC46AA (Mono JIT Code)(包装器管理到本机)UnityEngine。应用:get_isEditor () 0x0000000015AC42FE(单声道JIT)代码)[Helpers.cs:585] lerp2api . debuhandler。调试:日志(对象)0x0000000015AC41C2 (Mono JIT Code) [Helpers.cs:578]Lerp2API.DebugHandler。Debug:Log (string) 0x0000000015AC40F7 (Mono JIT)代码)(LerpedEditorCore.cs: 101)Lerp2APIEditor。LerpedEditorCore:重新编译(object,System.IO.FileSystemEventArgs) 0x0000000015AC3F2D(单声道JIT代码)(包装器运行时调用): runtime_invoke_void__this___object_object(object,intptr,intptr,intptr) 0x00007FFB400A519B (mono) [mini.c:4937]mono_jit_runtime_invoke 0x00007FFB3FFF84FD (mono) [object.c:2623]mono_runtime_invoke 0x00007FFB3FFFE8F7 (mono) [object.c:3827]mono_runtime_invoke_array 0x00007FFB3FFFEBCC (mono) [object.c:5457]mono_message_invoke 0x00007FFB4001EB8B (mono) [threadpool.c:1019]mono_async_invoke 0x00007FFB4001F5E2 (mono) [threadpool.c:1455]async_invoke_thread 0x00007FFB4002329F (mono) [threads.c:685]start_wrapper 0x00007FFB400D78C9 (mono) [win32_threads.c:599]thread_start 0x00007FFB77FC8364 (KERNEL32) BaseThreadInitThunk

我复制了完整的堆栈跟踪,以了解任何可能出现问题的帮助器。因为,我搜索了一个解决方案,像任何线程安全的FWS,是的,有一个,但只适用于。net 4,我需要一个。net 2

这是我的代码:

using System.IO; //class, namespace, redundant info...
private static FileSystemWatcher m_Watcher;
[InitializeOnLoadMethod]
static void HookWatcher() 
{
    m_Watcher = new FileSystemWatcher("path", "*.cs");
    m_Watcher.NotifyFilter = NotifyFilters.LastWrite;
    m_Watcher.IncludeSubdirectories = true;
    //m_Watcher.Created += new FileSystemEventHandler(); //Add to the solution before compile
    //m_Watcher.Renamed += new FileSystemEventHandler(); //Rename to the solution before compile
    //m_Watcher.Deleted += new FileSystemEventHandler(); //Remove to the solution before compile
    m_Watcher.Changed += Recompile;
    m_Watcher.EnableRaisingEvents = true;
}
private static void Recompile(object sender, FileSystemEventArgs e) 
{
    Debug.Log("Origin files has been changed!");
}

没有什么特别的,你可以看到…

我看到的FSW是这样的:https://gist.githubusercontent.com/bradsjm/2c839912294d0e2c008a/raw/c4a5c3d920ab46fdaa53b0e111e0d1204b1fe903/FileSystemWatcher.cs

我的目的很简单,我有一个独立的DLL从我当前的Unity项目,这个想法很简单,我想重新编译一切自动从Unity当任何改变从DLL的项目改变,但我不能实现,因为线程,所以我能做什么?是否有其他方法可以监听与Unity兼容的文件?

谢谢。

Unity编辑器的线程安全文件系统监视器

根据我的经验,你可以使用线程,但你必须注意访问Unity类只能从主线程执行。我的建议是,当你的看门狗发出警报时,把控制权交给主线程。

static bool _triggerRecompile = false;
[InitializeOnLoadMethod]
static void HookWatcher() 
{
    m_Watcher = new FileSystemWatcher("path", "*.cs");
    // ....
    m_Watcher.Changed += Recompile;
    EditorApplication.update += OnEditorApplicationUpdate;
}
private static void Recompile(object sender, FileSystemEventArgs e) 
{
    bool _triggerRecompile = true;
    // Never call any Unity classes as we are not in the main thread
}
static void OnEditorApplicationUpdate ()
{
    // note that this is called very often (100/sec)
    if (_triggerRecompile)
    {
        _triggerRecompile = false;
        Debug.Log("Origin files has been changed!");
        DoRecompile();
    }
}

投票当然是一种肮脏和丑陋。一般来说,我更喜欢基于事件的方法。但是在这种特殊情况下,我认为没有机会欺骗主线程规则。

我在@Kay的帮助下解决了,谢谢@Kay!

我想做一个更通用的答案,所以我决定做我自己的类来实现我想要的。结果如下:

using System;
using System.IO;
using System.Collections.Generic;
namespace Lerp2APIEditor.Utility
{
    public class LerpedThread<T>
    {
        public T value = default(T);
        public bool isCalled = false;
        public string methodCalled = "";
        public Dictionary<string, Action> matchedMethods = new Dictionary<string, Action>();
        public FileSystemWatcher FSW
        {
            get
            {
                return (FileSystemWatcher)(object)value;
            }
        }
        public LerpedThread(string name, FSWParams pars)
        {
            if(typeof(T) == typeof(FileSystemWatcher))
            {
                FileSystemWatcher watcher = new FileSystemWatcher(pars.path, pars.filter);
                watcher.NotifyFilter = pars.notifiers;
                watcher.IncludeSubdirectories = pars.includeSubfolders;
                watcher.Changed += new FileSystemEventHandler(OnChanged);
                watcher.Created += new FileSystemEventHandler(OnCreated);
                watcher.Deleted += new FileSystemEventHandler(OnDeleted);
                watcher.Renamed += new RenamedEventHandler(OnRenamed);
                ApplyChanges(watcher);
            }
        }
        private void OnChanged(object source, FileSystemEventArgs e)
        {
            methodCalled = "OnChanged";
            isCalled = true;
        }
        private void OnCreated(object source, FileSystemEventArgs e)
        {
            methodCalled = "OnCreated";
            isCalled = true;
        }
        private void OnDeleted(object source, FileSystemEventArgs e)
        {
            methodCalled = "OnDeleted";
            isCalled = true;
        }
        private void OnRenamed(object source, RenamedEventArgs e)
        {
            methodCalled = "OnRenamed";
            isCalled = true;
        }
        public void StartFSW()
        {
            FSW.EnableRaisingEvents = true;
        }
        public void CancelFSW()
        {
            FSW.EnableRaisingEvents = false;
        }
        public void ApplyChanges<T1>(T1 obj)
        {
            value = (T)(object)obj;
        }
    }
    public class FSWParams
    {
        public string path,
                      filter;
        public NotifyFilters notifiers;
        public bool includeSubfolders;
        public FSWParams(string p, string f, NotifyFilters nf, bool isf)
        {
            path = p;
            filter = f;
            notifiers = nf;
            includeSubfolders = isf;
        }
    }
}
主类代码:
namespace Lerp2APIEditor
{
    public class LerpedEditorCore
    {
        private static LerpedThread<FileSystemWatcher> m_Watcher;
        [InitializeOnLoadMethod]
        static void HookWatchers() 
        {
            EditorApplication.update += OnEditorApplicationUpdate;
            m_Watcher.matchedMethods.Add("OnChanged", () => {
                Debug.Log("Origin files has been changed!");
            });
            m_Watcher.StartFSW();
        }
        static void OnEditorApplicationUpdate()
        {
            if(EditorApplication.timeSinceStartup > nextSeek)
            {
                if (m_Watcher.isCalled)
                {
                    foreach (KeyValuePair<string, Action> kv in m_Watcher.matchedMethods)
                        if (m_Watcher.methodCalled == kv.Key)
                            kv.Value();
                    m_Watcher.isCalled = false;
                }
                nextSeek = EditorApplication.timeSinceStartup + threadSeek;
            }
        }
    }
}
我所做的事很简单。我只创建了一个泛型类,它可以创建一个FSW实例或任何你想听的。创建一次后,我附加了只激活bool @Kay建议我使用的事件,以及调用的方法,以便确切地知道调用了哪个方法。

在主类的后面,如果检测到变化,则每秒循环列出的每个方法,并且调用链接到字符串的方法。