fix runtime debug assertion code: this assertion will only be called if the debug mode is enabled

This commit is contained in:
Xingwei Zhu 2021-08-06 16:42:58 +08:00
Родитель 9f84c28afe
Коммит 5547917c8a
4 изменённых файлов: 30 добавлений и 11 удалений

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@ -211,8 +211,6 @@ UIWidgets也支持Gif
在编辑器菜单栏选择```UIWidgets->EnableDebug```
如果想在runtime开启debug模式请在项目代码中设置```UIWidgetsGlobalConfiguration.EnableDebugAtRuntime = true```。在默认情况下debug模式为关闭状态。
## 使用Window Scope保护外部调用
如果您在调试时遇到 `AssertionError: Window.instance is null` 或者在调用 `Window.instance` 时得到空指针, 那么您需要
使用以下方式来保护您的调用使之可以在正确的Isolate上执行回调逻辑

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@ -220,9 +220,7 @@ Long time garbage collection may cause App to stuck frequently. You can enable i
## Debug UIWidgets Application
In Unity editor, you can switch debug/release mode by “UIWidgets->EnableDebug”.
You can also enable debug mode in runtime by setting ```UIWidgetsGlobalConfiguration.EnableDebugAtRuntime = true``` in your project. Note that this value is set to false by default.
You can switch debug/release mode by “UIWidgets->EnableDebug” in the Unity Editor.
## Using Window Scope
If you see the error `AssertionError: Window.instance is null` or null pointer error of `Window.instance`,

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@ -5,8 +5,5 @@ namespace Unity.UIWidgets.engine {
//disable incremental gc by default
public static bool EnableIncrementalGC = false;
//disable debug at runtime by default
public static bool EnableDebugAtRuntime = false;
}
}

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@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Unity.UIWidgets.engine;
@ -53,6 +54,8 @@ namespace Unity.UIWidgets.foundation {
public static bool debugPrintMouseHoverEvents = false;
public const string debugScriptingDefineSymbol = "DebugUIWidgets";
public static HSVColor debugCurrentRepaintColor =
HSVColor.fromAHSV(0.4f, 60.0f, 1.0f, 1.0f);
@ -62,13 +65,14 @@ namespace Unity.UIWidgets.foundation {
Debug.LogException(new AssertionError(message: message, innerException: ex));
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional(debugScriptingDefineSymbol)]
public static void assert(Func<bool> result, Func<string> message = null) {
if ( enableDebug && !result() ) {
throw new AssertionError(message != null ? message() : "");
}
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional(debugScriptingDefineSymbol)]
public static void assert(bool result, Func<string> message = null) {
if ( enableDebug && !result ) {
throw new AssertionError(message != null ? message() : "");
@ -77,6 +81,24 @@ namespace Unity.UIWidgets.foundation {
#if UNITY_EDITOR
static bool? _enableDebug = null;
private static void setRuntimeSymbolsForTarget(BuildTargetGroup targetGroup, bool enabled) {
string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(targetGroup);
var defineList = defines.Split(';');
var newDefineList = new List<string>();
foreach (var define in defineList) {
if (define != debugScriptingDefineSymbol) {
newDefineList.Add(define);
}
}
if (enabled) {
newDefineList.Add(debugScriptingDefineSymbol);
}
PlayerSettings.SetScriptingDefineSymbolsForGroup(targetGroup, String.Join(";", newDefineList));
}
public static bool enableDebug {
get {
if (_enableDebug == null) {
@ -90,10 +112,14 @@ namespace Unity.UIWidgets.foundation {
}
_enableDebug = value;
EditorPrefs.SetInt("UIWidgetsDebug",value ? 1 : 0);
setRuntimeSymbolsForTarget(BuildTargetGroup.Android, value);
setRuntimeSymbolsForTarget(BuildTargetGroup.iOS, value);
setRuntimeSymbolsForTarget(BuildTargetGroup.Standalone, value);
}
}
#else
public static bool enableDebug => UIWidgetsGlobalConfiguration.EnableDebugAtRuntime;
//In runtime, we use the Conditional decorator "debugScriptingDefineSymbol" instead of this to enable/disable debug mode
public static bool enableDebug => true;
#endif
public static void _debugDrawDoubleRect(Canvas canvas, Rect outerRect, Rect innerRect, Color color) {