+ Add Time logs

This commit is contained in:
Jahnisse
2026-03-26 16:09:53 +01:00
parent eb34a44144
commit ad232cea61
2 changed files with 5739 additions and 346 deletions
+166 -53
View File
@@ -1,25 +1,142 @@
using System;
using System.Collections.Generic;
using System.Net.Http;
using System.Text; using System.Text;
using System.Threading.Tasks;
using UnityEditor; using UnityEditor;
using UnityEditor.SceneManagement; using UnityEditor.SceneManagement;
using UnityEngine; using UnityEngine;
using UnityEngine.Networking;
using System.IO;
[InitializeOnLoad] [InitializeOnLoad]
public static class DiscordSceneNotifier public static class SceneNotifier
{ {
private const string WebhookUrl = "https://discord.com/api/webhooks/1486718530765328424/42mP_zYNTEwwBbc_lcuasPbpZppXoC4U14-Pde1YatdxatT5s9vml8lgQXTwAmm0PNe5"; // Replace with your Discord webhook URL
private static readonly string WebhookUrl = "https://discord.com/api/webhooks/1486718530765328424/42mP_zYNTEwwBbc_lcuasPbpZppXoC4U14-Pde1YatdxatT5s9vml8lgQXTwAmm0PNe5";
static DiscordSceneNotifier() private static readonly string UserName = Environment.UserName;
private static readonly string MachineName = Environment.MachineName;
private static readonly HttpClient Http = new HttpClient();
// Key = full scene path, Value = opened timestamp
private static readonly Dictionary<string, DateTime> OpenScenes = new Dictionary<string, DateTime>();
static SceneNotifier()
{ {
EditorSceneManager.sceneOpened += OnSceneOpened; EditorSceneManager.sceneOpened += OnSceneOpened;
EditorSceneManager.sceneClosed += OnSceneClosed; EditorSceneManager.sceneClosed += OnSceneClosed;
EditorApplication.quitting += OnEditorQuitting; EditorApplication.quitting += OnEditorQuitting;
} }
private static string GetUserName() private static void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, OpenSceneMode mode)
{ {
return System.Environment.UserName; if (!IsTrackableScene(scene))
return;
string scenePath = scene.path;
DateTime openedAt = DateTime.Now;
OpenScenes[scenePath] = openedAt;
string message =
$"🚧 **Scene Locked**\n" +
$"👤 **{UserName}**\n" +
$"💻 **{MachineName}**\n" +
$"📁 `{FormatPath(scenePath)}`\n" +
$"🕒 Opened: **{FormatDateTime(openedAt)}**";
_ = SendDiscordMessage(message);
}
private static void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
{
if (!IsTrackableScene(scene))
return;
string scenePath = scene.path;
DateTime closedAt = DateTime.Now;
if (OpenScenes.TryGetValue(scenePath, out DateTime openedAt))
{
TimeSpan duration = closedAt - openedAt;
string message =
$"🔓 **Scene Released**\n" +
$"👤 **{UserName}**\n" +
$"💻 **{MachineName}**\n" +
$"📁 `{FormatPath(scenePath)}`\n" +
$"🕒 Opened: **{FormatDateTime(openedAt)}**\n" +
$"🕒 Closed: **{FormatDateTime(closedAt)}**\n" +
$"⏱ Stayed on scene: **{FormatDuration(duration)}**";
OpenScenes.Remove(scenePath);
_ = SendDiscordMessage(message);
}
else
{
// Safety fallback in case Unity reports a close for a scene we did not track
string message =
$"🔓 **Scene Released**\n" +
$"👤 **{UserName}**\n" +
$"💻 **{MachineName}**\n" +
$"📁 `{FormatPath(scenePath)}`\n" +
$"🕒 Closed: **{FormatDateTime(closedAt)}**\n" +
$"⏱ Stayed on scene: **unknown**";
_ = SendDiscordMessage(message);
}
}
private static void OnEditorQuitting()
{
DateTime quitAt = DateTime.Now;
if (OpenScenes.Count == 0)
{
string message =
$"❌ **Unity Closed**\n" +
$"👤 **{UserName}**\n" +
$"💻 **{MachineName}**\n" +
$"🕒 Closed Unity: **{FormatDateTime(quitAt)}**\n" +
$"📂 No tracked open scenes";
_ = SendDiscordMessage(message);
return;
}
// Copy first so we can safely clear afterward
var scenesToRelease = new List<KeyValuePair<string, DateTime>>(OpenScenes);
foreach (var kvp in scenesToRelease)
{
string scenePath = kvp.Key;
DateTime openedAt = kvp.Value;
TimeSpan duration = quitAt - openedAt;
string message =
$"❌ **Unity Closed — Scene Auto-Released**\n" +
$"👤 **{UserName}**\n" +
$"💻 **{MachineName}**\n" +
$"📁 `{FormatPath(scenePath)}`\n" +
$"🕒 Opened: **{FormatDateTime(openedAt)}**\n" +
$"🕒 Unity closed: **{FormatDateTime(quitAt)}**\n" +
$"⏱ Stayed on scene: **{FormatDuration(duration)}**";
_ = SendDiscordMessage(message);
}
OpenScenes.Clear();
}
private static bool IsTrackableScene(UnityEngine.SceneManagement.Scene scene)
{
// Prevent false notifications on startup / editor internals / untitled scenes
if (string.IsNullOrWhiteSpace(scene.path))
return false;
if (!scene.path.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
return false;
return true;
} }
private static string FormatPath(string path) private static string FormatPath(string path)
@@ -27,64 +144,60 @@ public static class DiscordSceneNotifier
return path.Replace("Assets/", ""); return path.Replace("Assets/", "");
} }
private static void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, OpenSceneMode mode) private static string FormatDateTime(DateTime dt)
{ {
string user = GetUserName(); return dt.ToString("yyyy-MM-dd HH:mm:ss");
string path = FormatPath(scene.path);
string message =
$"🚧 **Scene Locked**\n" +
$"👤 **{user}**\n" +
$"📁 `{path}`";
SendDiscordMessage(message);
} }
private static void OnSceneClosed(UnityEngine.SceneManagement.Scene scene) private static string FormatDuration(TimeSpan duration)
{ {
string user = GetUserName(); if (duration.TotalSeconds < 60)
string path = FormatPath(scene.path); return $"{(int)duration.TotalSeconds}s";
string message = if (duration.TotalMinutes < 60)
$"🔓 **Scene Released**\n" + return $"{(int)duration.TotalMinutes}m {duration.Seconds}s";
$"👤 **{user}**\n" +
$"📁 `{path}`";
SendDiscordMessage(message); return $"{(int)duration.TotalHours}h {duration.Minutes}m {duration.Seconds}s";
} }
private static void OnEditorQuitting() private static async Task SendDiscordMessage(string content)
{ {
string user = GetUserName(); try
string message =
$"❌ **Unity Closed**\n" +
$"👤 **{user}**\n" +
$"All scenes released";
SendDiscordMessage(message);
}
private static async void SendDiscordMessage(string content)
{ {
string json = JsonUtility.ToJson(new DiscordMessage { content = content }); string escapedContent = EscapeJson(content);
string json = $"{{\"content\":\"{escapedContent}\"}}";
using var request = new UnityWebRequest(WebhookUrl, "POST"); using var httpContent = new StringContent(json, Encoding.UTF8, "application/json");
byte[] bodyRaw = Encoding.UTF8.GetBytes(json); using var response = await Http.PostAsync(WebhookUrl, httpContent);
request.uploadHandler = new UploadHandlerRaw(bodyRaw); if (response.IsSuccessStatusCode)
request.downloadHandler = new DownloadHandlerBuffer();
request.SetRequestHeader("Content-Type", "application/json");
await request.SendWebRequest();
if (request.result != UnityWebRequest.Result.Success)
Debug.LogWarning("Discord webhook failed: " + request.error);
}
[System.Serializable]
private class DiscordMessage
{ {
public string content; Debug.Log($"[SceneNotifier] Sent to Discord:\n{content}");
}
else
{
string responseBody = await response.Content.ReadAsStringAsync();
Debug.LogWarning(
$"[SceneNotifier] Discord webhook failed. Status: {(int)response.StatusCode} {response.StatusCode}\n{responseBody}"
);
}
}
catch (Exception e)
{
Debug.LogWarning($"[SceneNotifier] Failed to notify Discord: {e.Message}");
}
}
private static string EscapeJson(string value)
{
if (string.IsNullOrEmpty(value))
return string.Empty;
return value
.Replace("\\", "\\\\")
.Replace("\"", "\\\"")
.Replace("\r", "\\r")
.Replace("\n", "\\n")
.Replace("\t", "\\t");
} }
} }
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