网上有很多接入bugly的教程 但是没有教unity接入bugly符号表的教程
什么是符号表?
符号表是内存地址与函数名、文件名、行号的映射表。符号表元素如下所示:
为什么要配置符号表?
为了能快速并准确地定位用户APP发生Crash的代码位置,Bugly使用符号表对APP发生Crash的程序堆栈进行解析和还原。
第一步:
先去Bugly下载最新版的SDK 附上连接 BuglySDK下载
因为我们要接入Unity 所以选择下载Unity的 不要下错了
下载后解压出来是这个样子 这里面其他东西目前不需要 只需要将 bugly_unity.unitypackage 拖进Unity
第二步:
去官网添加一个Bugly项目 右上角点我的头像 然后选择我的产品 选择新建产品
填上信息 这里要注意一下 android跟ios 是分开的 根据自己的需求创建 然后点击保存
保存后继续点我的头像----我的产品----这时就能看到刚才我们创建的项目了
鼠标放到这个项目上 右侧操作下边会出现一个 <设置> 按钮 点击设置
这两个值要存下来 待会要用
第三步:
回到unity 创建脚本在第一个场景创建个obj挂上脚本 然后开始写代码
using UnityEngine;
public class BuglySDKMgr : MonoBehaviour
{
private void Awake(){
// 开启SDK的日志打印,发布版本请务必关闭
BuglyAgent.ConfigDebugMode (true);
// 注册日志回调,替换使用 'Application.RegisterLogCallback(Application.LogCallback)'注册日志回调的方式
// BuglyAgent.RegisterLogCallback (CallbackDelegate.Instance.OnApplicationLogCallbackHandler);
#if UNITY_IPHONE || UNITY_IOS
BuglyAgent.InitWithAppId ("这里我没有创建IOS的产品 你们可以自己创建然后把ID填进去");
#elif UNITY_ANDROID
BuglyAgent.InitWithAppId ("9f87a805b9");
#endif
// 如果你确认已在对应的iOS工程或Android工程中初始化SDK,那么在脚本中只需启动C#异常捕获上报功能即可
BuglyAgent.EnableExceptionHandler ();
}
}
到这里Bugly算是接入完成了 这样unity有错误 在bugly后台就可以看到了
第四步:
接入符号表
下载符号表工具 连接: 符号表工具下载
然后解压放在unity项目Assets同级目录里 一会做自动上传符号表
打开settings填写好ID和key
第五步:
因为符号表需要so文件 编写获取复制so文件脚本
using UnityEngine;
using UnityEditor.Callbacks;
using UnityEditor;
using System.IO;
using System;
public class MyBuildPostprocessor
{
[PostProcessBuildAttribute()]
public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject){
if (target == BuildTarget.Android)
PostProcessAndroidBuild(pathToBuiltProject);
}
public static void PostProcessAndroidBuild(string pathToBuiltProject){
UnityEditor.ScriptingImplementation backend =
UnityEditor.PlayerSettings.GetScriptingBackend(UnityEditor.BuildTargetGroup
.Android); //as UnityEditor.ScriptingImplementation;
if (backend == UnityEditor.ScriptingImplementation.IL2CPP) {
CopyAndroidIL2CPPSymbols(pathToBuiltProject, PlayerSettings.Android.targetArchitectures);
}
}
public static void CopyAndroidIL2CPPSymbols(string pathToBuiltProject, AndroidArchitecture targetDevice){
string buildName = Path.GetFileNameWithoutExtension(pathToBuiltProject);
FileInfo fileInfo = new FileInfo(pathToBuiltProject);
string symbolsDir = fileInfo.Directory.Name;
symbolsDir = symbolsDir + "/" + buildName + "_IL2CPPSymbols";
CreateDir(symbolsDir);
switch (PlayerSettings.Android.targetArchitectures) {
case AndroidArchitecture.All:
{
CopyARMSymbols(symbolsDir);
CopyX86Symbols(symbolsDir);
CopyARM64ymbols(symbolsDir);
break;
}
case AndroidArchitecture.ARMv7:
{
CopyARMSymbols(symbolsDir);
break;
}
case AndroidArchitecture.X86:
{
CopyX86Symbols(symbolsDir);
break;
}
default:
break;
}
}
const string libpath = "/../Temp/StagingArea/libs/";
const string libFilename = "libil2cpp.so.debug";
private static void CopyARMSymbols(string symbolsDir){
string sourcefileARM = Path.GetFullPath(Application.dataPath + libpath + "armeabi-v7a/" + libFilename);
CreateDir(symbolsDir + "/armeabi-v7a/");
try {
File.Copy(sourcefileARM, symbolsDir + "/armeabi-v7a/libil2cpp.so.debug");
Debug.Log("sourcefileARM: " + sourcefileARM);
}
catch (Exception e) {
Debug.LogError("CopyARMSymbolsError: " + e.Message);
}
}
private static void CopyX86Symbols(string symbolsDir){
string sourcefileX86 = Path.GetFullPath(Application.dataPath + libpath + "x86/" + libFilename);
try {
File.Copy(sourcefileX86, symbolsDir + "/x86/libil2cpp.so.debug");
Debug.Log("sourcefileX86: " + sourcefileX86);
}
catch (Exception e) {
Debug.LogError("CopyX86Symbols: " + e.Message);
}
}
private static void CopyARM64ymbols(string symbolsDir){
string sourcefileX86 = Path.GetFullPath(Application.dataPath + libpath + "arm64-v8a/" + libFilename);
try {
File.Copy(sourcefileX86, symbolsDir + "/x86/libil2cpp.so.debug");
Debug.Log("sourcefileX86: " + sourcefileX86);
}
catch (Exception e) {
Debug.LogError("CopyARM64ymbols: " + e.Message);
}
}
public static void CreateDir(string path){
if (Directory.Exists(path))
return;
Directory.CreateDirectory(path);
}
}
这样打包的时候就会将so文件复制出来 接下来写上传so文件脚本
using System.Diagnostics;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
using Debug = UnityEngine.Debug;
public class UpLoadBuglySo
{
private static string[] soFolders = {"arm64-v8a", "armeabi-v7a", "x86"};
private static string soCmdTemplate =
"java -jar buglySymbolAndroid.jar -i #SOPATH#/libil2cpp.so.debug -u -id #ID# -key #KEY# -package #PACKAGE# -version #VERSION#";
/// <summary>
/// 打完包后调用此方法 自动上传符号表文件
/// </summary>
[MenuItem("Tool/自动上传符号表")]
public static void UploadBuglyso(){
DeleteSo();
CopyBuglySo();
if (EditCommand(out string arg)) {
Debug.Log("EditCommand: " + arg);
RunCmd(arg, BuglyToolPath());
}
}
private static void CopyBuglySo(){
FileTool.CopyFolder(DeBugSOPath(), BuglyToolPath());
FileTool.OpenFolder(BuglyToolPath());
}
private static void DeleteSo(){
foreach (var folder in soFolders) {
FileTool.DeleteFolder(BuglyToolPath() + "/" + folder);
}
}
private static bool EditCommand(out string arg){
bool exists = false;
StringBuilder sb = new StringBuilder();
foreach (var folder in soFolders) {
string soPath = BuglyToolPath() + "/" + folder;
if (FileTool.CheckFolder(soPath)) {
exists = true;
sb.Append(soCmdTemplate).Append(" & ");
sb.Replace("#SOPATH#", soPath);
sb.Replace("#ID#", "9f87a805b9"); //这里注意一下要改成自己的id
sb.Replace("#KEY#", "b649f9ed-94f3-4498-954c-460413075256"); //自己的key
sb.Replace("#PACKAGE#", Application.identifier);
sb.Replace("#VERSION#", Application.version);
}
}
sb.Append("exit").Replace("/", @"\");
arg = sb.ToString();
return exists;
}
public static string DeBugSOPath(){
return Path.GetFullPath(Application.dataPath + "/../Temp/StagingArea/symbols");
}
public static string BuglyToolPath(){
return Path.GetFullPath(Application.dataPath + "/../buglytools");
}
public static void RunCmd(string arg, string workingDirectory,string exe ="cmd.exe"){
ProcessStartInfo info = new ProcessStartInfo(exe);
info.Arguments = "/c " + arg;
info.WorkingDirectory = workingDirectory;
info.CreateNoWindow = false;
info.ErrorDialog = true;
info.UseShellExecute = true;
if (info.UseShellExecute) {
info.RedirectStandardOutput = false;
info.RedirectStandardError = false;
info.RedirectStandardInput = false;
}
else {
info.RedirectStandardOutput = true;
info.RedirectStandardError = true;
info.RedirectStandardInput = true;
info.StandardOutputEncoding = System.Text.UTF8Encoding.UTF8;
info.StandardErrorEncoding = System.Text.UTF8Encoding.UTF8;
}
Debug.Log("RunCmd: "+info.Arguments);
Process process = Process.Start(info);
if (!info.UseShellExecute) {
Debug.Log(process.StandardOutput);
Debug.Log(process.StandardError);
}
process.WaitForExit();
process.Close();
}
}
这是一个工具类 用于复制
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using Debug = UnityEngine.Debug;
public class FileTool
{
public static bool CheckFolder(string path){
if (Directory.Exists(path)) {
return true;
}
UnityEditor.EditorUtility.DisplayDialog("Error", "Path does not exist \n\t" + path, "确认");
return false;
}
public static void OpenFolder(string path){
if (CheckFolder(path)) {
System.Diagnostics.Process.Start( path);
}
}
public static void CopyFolder(Dictionary<string, string> copyDic){
foreach (KeyValuePair<string, string> path in copyDic) {
if (CheckFolder(path.Key)) {
CopyDir(path.Key, path.Value);
Debug.Log("Copy Success : \n\tFrom:" + path.Key + " \n\tTo:" + path.Value);
}
}
EditorUtility.ClearProgressBar();
}
public static void CopyFolder(string fromPath, string toPath){
CopyDir(fromPath, toPath);
Debug.Log("Copy Success : \n\tFrom:" + fromPath + " \n\tTo:" + toPath);
EditorUtility.ClearProgressBar();
}
public static void CreateFolder(string path){
if (Directory.Exists(path)) {
Directory.Delete(path, true);
}
Directory.CreateDirectory(path);
}
public static void DeleteFolder(string path){
if (Directory.Exists(path)) {
Directory.Delete(path, true);
}
}
private static void CopyDir(string origin, string target){
#if UNITY_IOS
if (!origin.EndsWith("/"))
{
origin += "/";
}
if (!target.EndsWith("/"))
{
target += "/";
}
#else
if (!origin.EndsWith("\\")) {
origin += "\\";
}
if (!target.EndsWith("\\")) {
target += "\\";
}
#endif
if (!Directory.Exists(target)) {
Directory.CreateDirectory(target);
}
DirectoryInfo info = new DirectoryInfo(origin);
FileInfo[] fileList = info.GetFiles();
DirectoryInfo[] dirList = info.GetDirectories();
float index = 0;
foreach (FileInfo fi in fileList) {
if (fi.Extension == ".zip" || fi.Extension == ".meta"|| fi.Extension == ".rar") {
Debug.Log("dont copy :"+fi.FullName);
continue;
}
float progress = (index / (float)fileList.Length);
EditorUtility.DisplayProgressBar("Copy ", "Copying: "+Path.GetFileName(fi.FullName),progress);
File.Copy(fi.FullName, target + fi.Name, true);
index++;
}
foreach (DirectoryInfo di in dirList) {
if (di.FullName.Contains(".svn")) {
Debug.Log("Continue SVN "+di.FullName);
continue;
}
CopyDir(di.FullName, target + "\\" + di.Name);
}
}
}
第六步:
编写一个自动出包工具 出完包自动调用上传符号表工具 一些列完成
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
public class BuildTool
{
const string LOCATION_PATH_ANDROID = "./android.apk";
[MenuItem("Tool/打Android包")]
public static void ProjectBuild()
{
ProjectBuildExecute(BuildTarget.Android);
}
public static void ProjectBuildExecute(BuildTarget target)
{
//Switch Platform
SwitchPlatform(target);
List<string> scenes = new List<string>();
foreach (UnityEditor.EditorBuildSettingsScene scene in EditorBuildSettings.scenes)
{
if (scene.enabled)
{
if (System.IO.File.Exists(scene.path))
{
Debug.Log("Add Scene (" + scene.path + ")");
scenes.Add(scene.path);
}
}
}
BuildReport report = BuildPipeline.BuildPlayer(scenes.ToArray(), LOCATION_PATH_ANDROID, target, BuildOptions.None);
if (report.summary.result != BuildResult.Succeeded)
{
Debug.LogError("打包失败。(" + report.summary.ToString() + ")");
}
}
private static void SwitchPlatform(BuildTarget target)
{
if (EditorUserBuildSettings.activeBuildTarget != target)
{
if (target == BuildTarget.iOS)
{
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.iOS, BuildTarget.iOS);
}
if (target == BuildTarget.Android)
{
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
}
}
}
}