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App.cs
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using RSG.Utils;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Serilog;
using Serilog.Events;
using System.IO;
using RSG.Scene.Query;
using Newtonsoft.Json;
using RSG.UnityApp.Internal;
namespace RSG
{
/// <summary>
/// Singleton application class. Used AppInit to bootstrap in a Unity scene.
/// </summary>
public interface IApp
{
/// <summary>
/// Get the factory instance.
/// </summary>
IFactory Factory { get; }
/// <summary>
/// Global logger.
/// </summary>
RSG.Utils.ILogger Logger { get; }
/// <summary>
/// Used to schedule code onto the main thread.
/// </summary>
IDispatcher Dispatcher { get; }
/// <summary>
/// Get the global promise timer.
/// </summary>
IPromiseTimer PromiseTimer { get; }
/// <summary>
/// Global singleton manager.
/// </summary>
ISingletonManager SingletonManager { get; }
/// <summary>
/// The name of the device assigned by the application.
/// </summary>
void SetDeviceName(string newDeviceName);
}
/// <summary>
/// Singleton application class. Used AppInit to bootstrap in a Unity scene.
/// </summary>
public class App : IApp
{
/// <summary>
/// Instance ID for the application. Used to differentuate logs from different runs of the app.
/// </summary>
public static readonly string AppInstanceID = Guid.NewGuid().ToString();
/// <summary>
/// Name of the game object automatically added to the scene that handles events on behalf of the app.
/// </summary>
public static readonly string AppHubObjectName = "_AppHub";
/// <summary>
/// Accessor for the singleton app instance.
/// </summary>
public static IApp Instance { get; private set; }
/// <summary>
/// The path to where persistant device info is stored.
/// </summary>
private string DeviceInfoFilePath
{
get
{
return Path.Combine(Application.persistentDataPath, "DeviceInfo.json");
}
}
/// <summary>
/// The path to where log configuration is stored.
/// </summary>
private string LogConfigFilePath
{
get
{
#if UNITY_ANDROID
return Path.Combine(Application.persistentDataPath, "LogInfo.json");
#else
return Path.Combine(Application.dataPath, "LogInfo.json");
#endif
}
}
/// <summary>
/// Path where the 'running file' is saved. This is a file that is present when the app is running and
/// allows unclean shutdown to be detected.
/// </summary>
private string AppRunningFilePath
{
get
{
return Path.Combine(Application.persistentDataPath, "AppRunning.json");
}
}
/// <summary>
/// Unique identifier that for this device.
/// This is generated on first run and then persisted from instance-to-instance of the app.
/// </summary>
public static Guid DeviceID { get; private set; }
/// <summary>
/// A name for the device. This name can be assigned by the app, although it defaults to the device ID.
/// </summary>
public static string DeviceName { get; private set; }
/// <summary>
/// Initialize the app. Can be called multiple times.
/// </summary>
public static void Init()
{
if (Instance != null)
{
// Already initialised.
return;
}
var app = new App();
Instance = app;
app.InitSingletons();
}
/// <summary>
/// Resolve dependencies on a specific object, first ensuring that the application has been initialized.
/// </summary>
public static void ResolveDependencies(object obj)
{
Argument.NotNull(() => obj);
Init();
Instance.Factory.ResolveDependencies(obj);
}
public App()
{
InitDeviceId();
var reflection = new Reflection();
var logConfig = LoadLogConfig();
var logger = new SerilogLogger(logConfig, reflection);
var factory = new Factory("App", logger, reflection);
factory.Dep<IApp>(this);
factory.Dep<RSG.Utils.ILogger>(logger);
var dispatcher = new Dispatcher(logger);
this.Dispatcher = dispatcher;
factory.Dep<IDispatcher>(dispatcher);
factory.Dep<IDispatchQueue>(dispatcher);
factory.Dep<ISceneQuery>(new SceneQuery());
factory.Dep<ISceneTraversal>(new SceneTraversal());
this.PromiseTimer = new PromiseTimer();
factory.Dep<IPromiseTimer>(this.PromiseTimer);
var factoryLogger = new FactoryLogger(logger, logConfig.FactoryLogPath);
this.SingletonManager = InitFactory(factoryLogger, factory, reflection);
this.Factory = factory;
this.Logger = factory.ResolveDep<RSG.Utils.ILogger>();
InitRunningFile();
}
private void InitSingletons()
{
SingletonManager.InstantiateSingletons(Factory);
SingletonManager.Startup();
var taskManager = Factory.ResolveDep<ITaskManager>();
SingletonManager.Singletons.ForType((IUpdatable u) => taskManager.RegisterUpdatable(u));
SingletonManager.Singletons.ForType((IRenderable r) => taskManager.RegisterRenderable(r));
SingletonManager.Singletons.ForType((IEndOfFrameUpdatable u) => taskManager.RegisterEndOfFrameUpdatable(u));
SingletonManager.Singletons.ForType((ILateUpdatable u) => taskManager.RegisterLateUpdatable(u));
var appHub = InitAppHub();
appHub.Shutdown =
() =>
{
SingletonManager.Shutdown();
SingletonManager.Singletons.ForType((IUpdatable u) => taskManager.UnregisterUpdatable(u));
SingletonManager.Singletons.ForType((IRenderable r) => taskManager.UnregisterRenderable(r));
SingletonManager.Singletons.ForType((IEndOfFrameUpdatable u) => taskManager.UnregisterEndOfFrameUpdatable(u));
SingletonManager.Singletons.ForType((ILateUpdatable u) => taskManager.UnregisterLateUpdatable(u));
DeleteRunningFile();
};
}
/// <summary>
/// Used to serialize details of the running app.
/// </summary>
private class AppRunning
{
/// <summary>
/// The instance of the app that is running.
/// </summary>
public string AppInstance;
/// <summary>
/// The date the app started running at.
/// </summary>
public DateTime StartedAt;
}
/// <summary>
/// Initialise a file that is present while the app is running.
/// We use this to detect an unclean shutodwn on the next app instance.
/// </summary>
private void InitRunningFile()
{
if (File.Exists(AppRunningFilePath))
{
try
{
var previousAppRunning = JsonConvert.DeserializeObject<AppRunning>(File.ReadAllText(AppRunningFilePath));
Logger.LogError("Unclean shutdown detected from previous application instance {PrevAppInstanceID} which started at {AppStartDate}", previousAppRunning.AppInstance, previousAppRunning.StartedAt);
}
catch (Exception ex)
{
Logger.LogError(ex, "Unclean shutdown detected from previous application instance, was unable to read 'running file' from {AppRunningFilePath}", AppRunningFilePath);
}
}
try
{
File.WriteAllText(AppRunningFilePath,
JsonConvert.SerializeObject(
new AppRunning()
{
AppInstance = App.AppInstanceID,
StartedAt = DateTime.Now
}
)
);
}
catch (Exception ex)
{
Logger.LogError(ex, "Failed to save 'running file'.");
}
}
/// <summary>
/// Delete the file that is present while the app is running.
/// This only happens on clean shutdown.
/// </summary>
private void DeleteRunningFile()
{
try
{
File.Delete(AppRunningFilePath);
}
catch (Exception ex)
{
Logger.LogError(ex, "Failed to delete 'running file' at {AppRunningFilePath}", AppRunningFilePath);
}
}
/// <summary>
/// Used for serializing persistent app info.
/// </summary>
private class DeviceInfo
{
/// <summary>
/// Unique ID for the device.
/// </summary>
public Guid DeviceID;
/// <summary>
/// A name that can be assigned to the device (defaults to the ID).
/// </summary>
public string DeviceName;
}
/// <summary>
/// Initialise an ID for the device the app is running.
/// This allows each device to be uniquely identified.
/// </summary>
private void InitDeviceId()
{
if (LoadDeviceId())
{
// Loaded previously saved device id.
return;
}
// No device info was loaded.
// Create a new device ID.
var deviceID = Guid.NewGuid();
App.DeviceID = deviceID;
App.DeviceName = string.Empty;
Debug.Log("Allocated device id " + deviceID);
SaveDeviceInfoFile();
}
/// <summary>
/// The name of the device assigned by the application.
/// </summary>
public void SetDeviceName(string newDeviceName)
{
Argument.StringNotNullOrEmpty(() => newDeviceName);
App.DeviceName = newDeviceName;
SaveDeviceInfoFile();
}
/// <summary>
/// Save the device info file to persistant data.
/// </summary>
private void SaveDeviceInfoFile()
{
try
{
// Serialize device ID, etc, to be remembered at next app instance.
File.WriteAllText(DeviceInfoFilePath,
JsonConvert.SerializeObject(
new DeviceInfo()
{
DeviceID = App.DeviceID,
DeviceName = App.DeviceName
}
)
);
}
catch (Exception ex)
{
Debug.LogError("Failed to save DeviceInfo file: " + DeviceInfoFilePath);
Debug.LogException(ex);
}
}
/// <summary>
/// Load device ID from the device info file.
/// Returns false if the file doesn't exist or failes to load
/// </summary>
private bool LoadDeviceId()
{
//
// Load device ID.
//
if (!File.Exists(DeviceInfoFilePath))
{
return false;
}
Debug.Log("Loading device info file: " + DeviceInfoFilePath);
try
{
var deviceInfo = JsonConvert.DeserializeObject<DeviceInfo>(File.ReadAllText(DeviceInfoFilePath));
App.DeviceID = deviceInfo.DeviceID;
App.DeviceName = deviceInfo.DeviceName;
return true;
}
catch (Exception ex)
{
Debug.LogError("Failed to load DeviceInfo file: " + DeviceInfoFilePath);
Debug.LogException(ex);
return false;
}
}
/// <summary>
/// Load logger configuration from a file.
/// </summary>
private LogConfig LoadLogConfig()
{
//
// Load log configuration.
//
if (!File.Exists(LogConfigFilePath))
{
return new LogConfig();
}
Debug.Log("Loading log configuration file: " + LogConfigFilePath);
try
{
return JsonConvert.DeserializeObject<LogConfig>(File.ReadAllText(LogConfigFilePath));
}
catch (Exception ex)
{
Debug.LogError("Failed to load log configuration file: " + LogConfigFilePath);
Debug.LogException(ex);
return new LogConfig();
}
}
/// <summary>
/// Helper function to initalize the factory.
/// </summary>
private static SingletonManager InitFactory(Utils.ILogger logger, Factory factory, IReflection reflection)
{
//todo: all this code should merge into RSG.Factory.
factory.AutoRegisterTypes();
var singletonManager = new SingletonManager(logger, factory);
factory.Dep(reflection);
factory.AddDependencyProvider(singletonManager);
var singletonScanner = new SingletonScanner(reflection, logger, singletonManager);
singletonScanner.ScanSingletonTypes();
return singletonManager;
}
/// <summary>
/// Helper function to initalize the app hub.
/// </summary>
private static AppHub InitAppHub()
{
var appHubGO = GameObject.Find(AppHubObjectName);
if (appHubGO == null)
{
appHubGO = new GameObject(AppHubObjectName);
GameObject.DontDestroyOnLoad(appHubGO);
}
var appHub = appHubGO.GetComponent<AppHub>();
if (appHub == null)
{
appHub = appHubGO.AddComponent<AppHub>();
}
return appHub;
}
/// <summary>
/// Get the factory instance.
/// </summary>
public IFactory Factory
{
get;
private set;
}
/// <summary>
/// Global logger.
/// </summary>
public RSG.Utils.ILogger Logger
{
get;
private set;
}
/// <summary>
/// Used to schedule code onto the main thread.
/// </summary>
public IDispatcher Dispatcher
{
get;
private set;
}
/// <summary>
/// Get the global promise timer.
/// </summary>
public IPromiseTimer PromiseTimer
{
get;
private set;
}
/// <summary>
/// Global singleton manager.
/// </summary>
public ISingletonManager SingletonManager
{
get;
private set;
}
}
}