2021-04-16 21:07:45 +10:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityExplorer.Core.Runtime;
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namespace UnityExplorer.UI.Utility
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{
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public static class ToStringUtility
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{
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2021-04-27 21:22:48 +10:00
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internal static Dictionary<string, MethodInfo> toStringMethods = new Dictionary<string, MethodInfo>();
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internal static Dictionary<string, MethodInfo> toStringFormattedMethods = new Dictionary<string, MethodInfo>();
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2021-04-16 21:07:45 +10:00
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2021-04-25 21:21:05 +10:00
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// string allocs
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private static readonly StringBuilder _stringBuilder = new StringBuilder(16384);
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private const string unknownString = "<unknown>";
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private const string nullString = "<color=grey>[null]</color>";
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private const string destroyedString = "<color=red>[Destroyed]</color>";
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2021-04-27 21:22:48 +10:00
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public static string ToString(object value, Type type)
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{
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if (value.IsNullOrDestroyed())
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{
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if (value == null)
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return nullString;
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else // destroyed unity object
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return destroyedString;
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}
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if (!toStringMethods.ContainsKey(type.AssemblyQualifiedName))
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{
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try
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{
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var formatMethod = type.GetMethod("ToString", new Type[] { typeof(string) });
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formatMethod.Invoke(value, new object[] { "F3" });
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toStringFormattedMethods.Add(type.AssemblyQualifiedName, formatMethod);
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toStringMethods.Add(type.AssemblyQualifiedName, null);
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}
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catch
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{
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var toStringMethod = type.GetMethod("ToString", new Type[0]);
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toStringMethods.Add(type.AssemblyQualifiedName, toStringMethod);
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}
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}
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value = value.TryCast(type);
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string toString;
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if (toStringFormattedMethods.TryGetValue(type.AssemblyQualifiedName, out MethodInfo f3method))
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toString = (string)f3method.Invoke(value, new object[] { "F3" });
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else
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toString = (string)toStringMethods[type.AssemblyQualifiedName].Invoke(value, new object[0]);
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return toString;
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}
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public static string ToStringWithType(object value, Type fallbackType, bool includeNamespace = true)
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{
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if (value == null && fallbackType == null)
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return unknownString;
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2021-04-24 04:03:33 +10:00
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Type type = value?.GetActualType() ?? fallbackType;
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string richType = SignatureHighlighter.ParseFullSyntax(type, includeNamespace);
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//if (!includeName)
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// return richType;
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_stringBuilder.Clear();
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if (value.IsNullOrDestroyed())
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2021-04-24 04:03:33 +10:00
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{
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if (value == null)
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{
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_stringBuilder.Append(nullString);
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AppendRichType(_stringBuilder, richType);
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return _stringBuilder.ToString();
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}
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else // destroyed unity object
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{
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_stringBuilder.Append(destroyedString);
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AppendRichType(_stringBuilder, richType);
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return _stringBuilder.ToString();
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}
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2021-04-24 04:03:33 +10:00
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}
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2021-04-25 21:21:05 +10:00
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if (value is UnityEngine.Object obj)
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{
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_stringBuilder.Append(obj.name);
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AppendRichType(_stringBuilder, richType);
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}
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else
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{
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var toString = ToString(value, type);
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if (toString == type.FullName || toString == $"Il2Cpp{type.FullName}" || type.FullName == $"Il2Cpp{toString}")
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{
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// the ToString was just the default object.ToString(), use our
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// syntax highlighted type name instead.
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_stringBuilder.Append(richType);
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}
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else // the ToString contains some actual implementation, use that value.
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{
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if (toString.Length > 200)
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_stringBuilder.Append(toString.Substring(0, 200));
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else
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_stringBuilder.Append(toString);
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AppendRichType(_stringBuilder, richType);
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}
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}
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return _stringBuilder.ToString();
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}
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// Just a little optimization, append chars directly instead of allocating every time
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// we want to do this.
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private static void AppendRichType(StringBuilder sb, string richType)
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{
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sb.Append(' ');
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sb.Append('(');
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sb.Append(richType);
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sb.Append(')');
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}
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}
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}
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