I want to add simple logger in to my app.
For this purpose I want to use StreamWriter.
Code:
private StreamWriter OutputStream;
OutputStream = new StreamWriter(this.LogFilePath, true);
// .... message - log from app
DateTime now = DateTime.Now;
message = string.Format("[{0:yyyy-MM-dd H:mm:ss}] {1}", now, message
if (OutputStream != null)
{
OutputStream.WriteLine(message);
OutputStream.Flush();
}
As result all strings are correctly captured and output is correct, but sometimes it can write empty string with invisible characters at the end:
sample:
[1970-08-31 14:56:26] Command response -> !c:65:f9:1b:82:97
and if i check this with some tool that can show invisible characters, I can see next:
As result ~600 lines of log - 125 mb.
I have found that reason could be next:
That happens. When you append a file first its size is corrected in
the directory (and that's transactional in NTFS) and then the actual
new data is written. There's good chance that if you shut down the
system you end up with a file appended with lots of null bytes because
data writes are not transactional unlike metadata (file size) writes.
There's no absolute solution to this problem.
Also tried to
check characters with isControl other similar checks;
tried to Trim last characters;
checked docs - looks like all correct
Any advice?
In case someone faced with same issue - reason for me unknown and i may only guess.... but I rewrite logic with log system and bug disappear:
using System;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
public class EventLogger : MonoBehaviour
{
private string logFileName = "btlog.txt";
public bool EchoToConsole = true;
public bool AddTimeStamp = true;
public bool EnableFileStorage = true;
private string LogFilePath
{
get
{
return Path.Combine(Application.persistentDataPath, logFileName);
}
}
private static EventLogger Singleton = null;
const string format = "yyyy-MM-dd HH:mm:ss.fffffff";
public static EventLogger Instance
{
get { return Singleton; }
}
void Awake()
{
if (Singleton != null)
{
UnityEngine.Debug.LogError("Multiple EventLogger Singletons exist!");
return;
}
Singleton = this;
if (this.EnableFileStorage)
{
if (File.Exists(LogFilePath))
{
long length = new FileInfo(LogFilePath).Length;
int limit = 1024 * 1024 * 5; // 5mb
if (length > limit)
{
File.Delete(LogFilePath);
Log("log file removed");
}
}
Log("-------------------");
Log("NEW SESSION STARTED");
}
}
private async Task Write(string message)
{
if (this.EnableFileStorage)
{
if (AddTimeStamp)
{
DateTime now = DateTime.Now;
string strDate = now.ToString(format);
string trimmed = new string(message.Where(c => !char.IsControl(c)).ToArray());
message = string.Format("[{0}] {1}", strDate, trimmed);
}
using (StreamWriter outputStream = new StreamWriter(this.LogFilePath, true))
{
await outputStream.WriteLineAsync(message);
}
if (EchoToConsole)
{
UnityEngine.Debug.Log(message);
}
}
}
[Conditional("DEBUG"), Conditional("PROFILE")]
public static void Log(string Message)
{
if (EventLogger.Instance != null)
{
_ = EventLogger.Instance.Write(Message);
}
else
{
UnityEngine.Debug.Log(Message);
}
}
}
Related
I'm creating a program which communicates with a serial device which is constantly sending data. I'm reading data from device every 100ms (using a timer). I use port.ReadExisting() to receive all currently available data from the device then I try split it into lines, because I need to check some of the received data and the best way is to check lines. The problem occurs when device sends data which doesn't end with "\r\n" or '\n'.
In a perfect situation port.ReadExisting() returns: "sampletext\r\nsomesampletext\nsampletext\r\n
But a problem occurs when there's no CR or LF character at the end:
First time port.ReadExisting() returns this: "text\nsamp"
Second time port.ReadExisting() returns this: letext\r\ntext\r\n"
End result should look like this:
text
sampletext
text
But what I get looks like this:
text
samp
letext
text
My code:
This is the timer which runs every 100ms:
private void CommandTimer_Tick(object sender, EventArgs e)
{
BackgroundWorker seriaDataWorker = new BackgroundWorker();
seriaDataWorker.DoWork += (obj, p) => PrintSerialData();
seriaDataWorker.RunWorkerAsync();
}
BackgroundWorker which gets called by the timer:
private void PrintSerialData()
{
try
{
if (RandomReboot)
{
RebootWatch.Start();
}
if (COMport.IsOpen)
{
if (COMport.BytesToRead != 0)
{
SerialPrint(COMport.ReadExisting());
}
}
}
catch (System.IO.IOException SerialException)
{
return;
}
}
Function which parses received data into lines:
private void SerialPrint(string data)
{
using (var buffer = new StringReader(data))
{
string line = "";
while((line = buffer.ReadLine()) != null)
{
if (CheckForAnsw)
{
ReceivedCommandData = line;
if (ReceivedCommandData.Contains(AnswExpected))
{
ReceivedAnsw = true;
ReceivedLine = ReceivedCommandData;
ReceivedCommandData = "";
}
}
this.Invoke(new MethodInvoker(delegate
{
AppendText(TextBox_System_Log, Color.Black, line + "\r\n");
}
));
}
}
}
I know that the problem is that buffer.ReadLine() treats remainder of the string which doesn't end with a CR or LF character as a seperate line but I don't know how to fix it.
I tried using port.ReadLine() in the past but it is way slower and causes problems for me when serial ports get disconnected etc.
I don't think there's an easy way to handle this with the StringReader. Instead, you can split the string yourself:
private static string _buffer = string.Empty;
private static void SerialPrint(string data)
{
// Append the new data to the leftover of the previous operation
data = _buffer + data;
int index = data.IndexOf('\n');
int start = 0;
while (index != -1)
{
var command = data.Substring(start, index - start);
ProcessCommand(command.TrimEnd('\r'));
start = index + 1;
index = data.IndexOf('\n', start);
}
// Store the leftover in the buffer
if (!data.EndsWith("\n"))
{
_buffer = data.Substring(start);
}
else
{
_buffer = string.Empty;
}
}
private static void ProcessCommand(string command)
{
Console.WriteLine(command);
}
You can use AnonymousPipes to transport and buffer the incoming data and read them as lines to output them to somewhere.
Here is a little example which creates a server and client pipe stream, then writes data to the server in one task (with some newline in the data) and reads the data in a different task per line and outputs them to the console.
public class Program
{
public static async Task Main()
{
(var writer, var reader) = CreatePipe();
using (writer)
using (reader)
{
var writerTask = Task.Run(async () =>
{
writer.AutoFlush = true;
writer.Write("?");
for (int i = 0; i < 100; i++)
{
if (i % 10 == 9)
{
await writer.WriteAsync("!");
await writer.WriteAsync(Environment.NewLine);
await writer.WriteAsync("?");
}
else
{
await writer.WriteAsync((i % 10).ToString());
}
await Task.Delay(100);
}
writer.Close();
});
var readerTask = Task.Run(async () =>
{
while (!reader.EndOfStream)
{
var line = await reader.ReadLineAsync();
Console.WriteLine(line);
}
});
await Task.WhenAll(writerTask, readerTask);
}
}
public static (StreamWriter, StreamReader) CreatePipe()
{
var server = new AnonymousPipeServerStream(PipeDirection.Out);
var client = new AnonymousPipeClientStream(server.GetClientHandleAsString());
return
(
new StreamWriter(server, Encoding.UTF8),
new StreamReader(client, Encoding.UTF8)
);
}
}
Try to adapt this code to your use case and comment if there are difficulies.
Your issue with \r\n and \n can be covered by using Environment.NewLine. I'm not sure what AppendText does, but if you're using it to store the values, then you're overdoing it. What you need is to store all data first in a StringBuilder then process them, OR process each data and store them in managed type such as Array, to define each line separately. Only use the string in the presentation layer (if you have some GUI that you want the user to see the results).
So, what I suggest is to store the lines in StringBuilder Something like this :
private readonly StringBuilder _strDataBuilder = new StringBuilder();
private void PrintSerialData()
{
try
{
if (RandomReboot)
{
RebootWatch.Start();
}
if(COMport.IsOpen && COMport.BytesToRead != 0)
{
var data = COMport.ReadExisting();
if(!string.IsNullOrEmpty(data)) {
_strDataBuilder.Append(data);
}
}
}
catch (System.IO.IOException SerialException)
{
return;
}
}
private void SerialPrint()
{
var data = _strDataBuilder.ToString();
if(string.IsNullOrEmpty(data)) { return; }
var lines = data.Split(Environment.NewLine);
if(lines.Length == 0) { return; }
for(int x = 0; x < lines.Length; x++)
{
var line = lines[x];
if (CheckForAnsw)
{
ReceivedCommandData = line;
if (ReceivedCommandData.Contains(AnswExpected))
{
ReceivedAnsw = true;
ReceivedLine = ReceivedCommandData;
ReceivedCommandData = "";
}
}
this.Invoke(new MethodInvoker(delegate
{
AppendText(TextBox_System_Log, Color.Black, line + Environment.NewLine);
}
));
}
}
Storing them first would make things more maintainability and fixability when you want to add more processing steps or reuse the results.
Although the SerialPrint() is unnessary if you just re-print the data in the GUI. As the data already separated in lines. So, if you do
TextBox_System_Log.Text = _strDataBuilder.ToString();
Directly, would list them in lines in the default color. However, if you intended to split them to process each line separately (to validate for instance), then it would be okay.
You can try like below code:
public void DataReceivedSerialPort(object sender, SerialDataReceivedEventArgs e)
{
readExistingData = "";
SerialPort sp = (SerialPort)sender;
sp.ReadTimeout = 100;
do
{
readExistingData = "";
try
{
readExistingData = sp.ReadLine();
if (readExistingData == "")
{
readExistingData = sp.ReadLine();
}
dataReadFromSerialPort += readExistingData;
}
catch
{
try
{
readExistingData = sp.ReadExisting();
dataReadFromSerialPort += readExistingData + "\r\n";
}
catch { }
}
UI.insert_new_items_into_textBoxUARTLog(readExistingData);
} while (readExistingData != "");
}
I am adding logs to my projects. The logline shows timestamp + current method + current program. I do know how to check currentmethod, but this will always be the loggingmethod itself. How do I find the method that called for the logging method?
The coded attached is doing exactly what I want.
But it would be nice to add the part that gives the current method and project (this.GetType().Name+ currentMethodName) in the actual LogMessageToFile method.
LOGGER.cs
using System.IO;
using System;
namespace LoggerSpace
{
class Logger {
public string GetTempPath()
{
string path = System.Environment.GetEnvironmentVariable("TEMP");
if (!path.EndsWith("\\")) path += "\\";
return path;
}
public void LogMessageToFile(string msg)
{
System.IO.StreamWriter sw = System.IO.File.AppendText(
GetTempPath() + "My Log File.txt");
Console.Write(GetTempPath());
try
{
string logLine = System.String.Format(
"{0:G}: {1}.", System.DateTime.Now, msg);
sw.WriteLine(logLine);
}
finally
{
sw.Close();
}
}
}
}
CODEwithADDEDlogging.cs
using LoggerSpace;
using System.Diagnostics;
private void button2_Click(object sender, EventArgs y)
{
//LOG PART
var st = new StackTrace();
var sf = st.GetFrame(0);
var currentMethodName = sf.GetMethod();
var instance = new Logger();
instance.LogMessageToFile("Button Clicked, Clicktrader, from:"+ this.GetType().Name+ currentMethodName);
}
Use the CallerMemberNameAttribute for this. Something like this:
void LogSomething(string message, [CallerMemberName]string caller="")
{
// caller will have the function or property name of the caller to LogSomething
}
You can also get the source file name and line number with other attributes, all described in the link.
public void LogMessageToFile(string msg,
[CallerMemberName]string propertyName = null
[CallerFilePath] string sourceFilePath = ""
[CallerLineNumber] int sourceLineNumber = 0)
{
}
lets you catch the calling function, the file it was called from and the line number within that file.
My application restarts when one iteration is over.
I need to send email when there's an exception in the code/application.
Let's say an exception has come in the application, I am sending an email.
1st iteration.. exception is sent in an email.
the application restarts the process.
2nd iteration.. when exception comes it has to check last sent email time.. if it is less than 30mins,don't send an email. If it is more than 30mins send email.
How can I code it such way?
I tried timers. that didn't work.
Here are few lines from the code.
catch (Exception ex)
{
Log("An exception has occured in the application: " + ex.Message);
exceptionMessage = ex.Message;
failureEmail = true;
SendFailureMail(exceptionMessage);
}
private void SendFailureMail(String message)
{
emailTime = DateTime.Now.ToString("h:mm");
//if (emailTime.Equals("00:00") || emailTime.Equals("1:00") || emailTime.Equals("2:00") || emailTime.Equals("3:00")
// || emailTime.Equals("4:00") || emailTime.Equals("5:00") || emailTime.Equals("6:00") || emailTime.Equals("7:00")
// || emailTime.Equals("8:00") || emailTime.Equals("9:00") || emailTime.Equals("10:00") || emailTime.Equals("11:00")
// || emailTime.Equals("12:00"))
//{
if (failureEmail)
{
eMailID = string.Empty;
subject = string.Empty;
mailBody = string.Empty;
eMailID = eMailIDFailure;
subject = eMailSubjectFailure;
emailBodyGeneric.Append(message);
mailBody = emailBodyGeneric.ToString();
if (sendmail())
{
Log("Mail Sent");
}
else
{
Log("Sending Mail Failed.");
}
}
}
Write the to a log file with an timestamp when the email was sent.
This can easily be accomplished.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ConsoleApplication1
{
class Program
{
static void Main(string[] args)
{
}
private static void LogEmailSent(DateTime date)
{
using(StreamWriter writer = new StreamWriter("my path"))
{
writer.WriteLine(date);
}
}
private static bool EmailSent()
{
bool logged = false;
//It is a good idea to include try catch and a good idea to check if the file exists;
if (!File.Exists("my file"))
return false;
using(StreamReader rdr = new StreamReader("my path"))
{
while(!rdr.EndOfStream)
{
string line = rdr.ReadLine();
DateTime dateLogged = Convert.ToDateTime(line);
TimeSpan difference = DateTime.Now.Subtract(dateLogged);
if(difference.TotalMinutes <= 30)
{
logged = true;
}
break; //the file contains a line, so try to parse the datetime;
}
}
return logged;
}
}
}
Remeber that is a an example. A lot of tweeking can be done.
I was trying to write a class which let me do read and write operation on multiple files (like 5-10) while locking them from any kind of access. Everytime I access a file (doesn't matter if for read or write) a new file with the same name and a different extension is created, so other threads (belonging to different applications) are notified of the lock (ex. message.msg -> lock file message.lock created).
Every instance of the application will write in it's own file and read in all other applications files (including its).
Unfortunately, when I start several instances (like 3-4) of the application which uses this class, even if at first they look like they're working, then in a matter or seconds / maybe a couple of minutes it looks like one thread fails to release a file. This of course blocks the other threads too which are unable to read that specific file.
I say this because when everything app freezes I can see a permanent .lock file.
Of course I could put a Lock expire time (which probably would work in this scenario), but why is this happening?
To me this code looks reasonable, but of course I'm still a newbie...so...is there any mayor flaw in my ratio?
(Don't be scared by the length of this, they're only 2 functions and they do pretty much the same thing, except than for the central part)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Threading;
namespace y3kMessenger
{
static class FileLockAccess
{
public static string[] readAllLines(string path)
{
bool isLocked = false;
string[] toReturn;
string lockPath = path.Replace(Global.msgExtension, Global.lockExtension);
StreamWriter w;
//locking ...
while (!isLocked)
{
if (!File.Exists(lockPath))
{
try
{
using (w = new StreamWriter(lockPath))
{
w.WriteLine(" ");
}
isLocked = true;
}
catch (Exception e) { }
}
Thread.Sleep(10);
}
//locked, proceed with read
toReturn = File.ReadAllLines(path);
//release the lock
while (isLocked)
{
try
{
File.Delete(lockPath);
}
catch (Exception e) { }
isLocked = false;
}
return toReturn;
}
public static void writeLine(string path, string text, bool append)
{
bool isLocked = false;
string lockPath = path.Replace(Global.msgExtension, Global.lockExtension);
StreamWriter w;
//locking ...
while (!isLocked)
{
if (!File.Exists(lockPath))
{
try
{
using (w = new StreamWriter(lockPath))
{
w.WriteLine(" ");
}
isLocked = true;
}
catch (Exception e) { }
}
Thread.Sleep(10);
}
//locked, proceed with write
using (w = new StreamWriter(path, append))
w.WriteLine(text);
//release the lock
while (isLocked)
{
try
{
File.Delete(lockPath);
}
catch (Exception e) { }
isLocked = false;
}
}
}
}
EDIT: as an add to the discussion, the following code seems to work:
public static string[] readAllLines(string path)
{
bool done = false;
string[] toReturn = null;
while (!done)
{
try
{
toReturn = File.ReadAllLines(path);
done = true;
}
catch (Exception e)
{
Thread.Sleep(50);
}
}
return toReturn;
}
public static void writeLine(string path, string text, bool append)
{
bool done = false;
while (!done)
{
try
{
using (StreamWriter w = File.AppendText(path))
{
w.WriteLine(text);
}
done = true;
}
catch (Exception e)
{
Thread.Sleep(50);
}
}
}
So the problem shouldn't reside in what threads are doing (I haven't changed anything else since the interface exposed by these methods is the same as the first 2)
This is my code
using UnityEngine;
using System.Collections;
using System;
using System.IO;
using System.Net.Sockets;
public class s_TCP : MonoBehaviour {
internal Boolean socketReady = false;
TcpClient mySocket;
NetworkStream theStream;
StreamWriter theWriter;
StreamReader theReader;
String Host = "198.57.44.231";
Int32 Port = 1337;
string channel = "testingSona";
void Start () {
setupSocket();
//string msg = "__SUBSCRIBE__"+channel+"__ENDSUBSCRIBE__";
string msg = "Sending By Sona";
writeSocket(msg);
readSocket();
}
void Update () {
//readSocket();
}
public void setupSocket() {
try {
mySocket = new TcpClient(Host, Port);
theStream = mySocket.GetStream();
theWriter = new StreamWriter(theStream);
theReader = new StreamReader(theStream);
socketReady = true;
}
catch (Exception e) {
Debug.Log("Socket error: " + e);
}
}
public void writeSocket(string theLine) {
if (!socketReady)
return;
String foo = theLine + "\r\n";
theWriter.Write(foo);
theWriter.Flush();
}
public String readSocket() {
if (!socketReady)
return "";
if (theStream.DataAvailable){
string message = theReader.ReadLine();
print(message);print(12345);
return theReader.ReadLine();
}
else{print("no value");
return "";
}
}
public void closeSocket() {
if (!socketReady)
return;
theWriter.Close();
theReader.Close();
mySocket.Close();
socketReady = false;
}
}
Connection created. But message not writing into server and reading
How can i do it
I think you have taken this code from http://answers.unity3d.com/questions/15422/unity-project-and-3rd-party-apps.html, but I think there is an error in this code. I'll repeat here what I posted there.
The following code does not work correctly:
public String readSocket() {
if (!socketReady)
return "";
if (theStream.DataAvailable)
return theReader.ReadLine();
return "";
}
This caused me a headache for quite few hours. I think that checking DataAvailable on the stream is not a reliable way to check if there is data to be read on the streamreader. So you do not want to check for DataAvailable. However, if you just remove that, then the code will block on ReadLine when there is no more to read. So instead, you need to set a timeout for reading from the stream, so that you won't wait longer than (say) a millisecond:
theStream.ReadTimeout = 1;
And then, you can use something like:
public String readSocket() {
if (!socketReady)
return "";
try {
return theReader.ReadLine();
} catch (Exception e) {
return "";
}
}
This code isn't perfect, I still need to improve it (e.g., check what kind of exception was raised, and deal with it appropriately). And maybe there's a better way overall to do this (I experimented with using Peek(), but the -1 it returns I suspect is for when the socket closes, and not just when there is no more data to read for now). However, this should solve problems with the posted code, like those I was having. If you're finding data is missing from the server, then it's probably sitting in your reader stream, and won't be read until new data is sent from the server and stored in the stream such that theStream.DataAvailable returns true.