我需要一个文件系统观察器的线程安全类才能在Unity编辑器中使用,我已经知道在协同程序中不能使用线程,但我不知道编辑器中也不允许线程化
所以,有我的错误:
get_isEditor只能从主线程调用。建设者和 字段初始化程序将在加载线程时执行 加载场景。不要在构造函数或字段中使用此函数 初始化器,而是将初始化代码移动到Awake或Start 功能。 0x0000000140E431ED(Unity)StackWalker :: GetCurrentCallstack 0x0000000140E44EE1(Unity)StackWalker :: ShowCallstack 0x00000001405FC603(Unity)GetStacktrace 0x00000001405F97FE(Unity) DebugStringToFile 0x00000001405F9C5C(Unity)DebugStringToFile 0x000000014035F7B3(Unity)ThreadAndSerializationSafeCheckReportError 0x0000000140E7B988(Unity)Application_Get_Custom_PropIsEditor 0x0000000015AC46AA(Mono JIT代码)(托管管理到本机) UnityEngine.Application:get_isEditor()0x0000000015AC42FE(Mono JIT 代码)[Helpers.cs:585] Lerp2API.DebugHandler.Debug:Log(object) 0x0000000015AC41C2(Mono JIT代码)[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(Mono 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,以便知道任何可能出现问题的帮助程序。因为,我搜索了一个解决方案,就像任何线程安全的FWS一样,是的,有一个,但仅适用于.NET 4,我需要一个用于.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...
我的目的很简单,我有一个独立的DLL来自我当前的Unity项目,这个想法很简单,我想从DLL的项目发生任何变化后自动重新编译所有内容,但我可以&#因为线程实现了这一点,所以我该怎么办?有没有其他方法可以监听与Unity兼容的文件?
感谢。
答案 0 :(得分:2)
根据我的经验,您可以使用线程,但您必须注意只能从主线程执行对Unity类的访问。我建议每当看门狗发出警报时,将控制权移交给主线程。
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();
}
}
轮询当然有点讨厌和丑陋。一般来说,我更喜欢基于事件的方法但在这种特殊情况下,我认为没有机会欺骗主线程规则。
答案 1 :(得分:1)
我在@Kay的帮助下解决了它,谢谢@Kay!
我想做一个更通用的答案,所以我决定创建自己的课程以达到我想要的目标。这就是结果:
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;
}
}
}
}
我所做的事情非常简单。我只创建了一个创建FSW实例的通用类或者你想听的任何东西。有一次创建,我附加的事件只激活了@Kay建议我使用的bool,以及调用的方法确切地知道调用了什么方法。
稍后在主类中,如果检测到更改,foreach会每秒循环列出的每个方法,并且会调用链接到字符串的方法。