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				+using System; 
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				+using System.IO; 
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				+using System.Text; 
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				+using UnityEditor; 
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				+using UnityEngine; 
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				+using System.Reflection; 
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				+ 
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				+namespace LLM.Editor.PoC 
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				+{ 
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				+    /// <summary> 
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				+    /// A Unity editor utility to export all current console log entries to a text file. 
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				+    /// </summary> 
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				+    public static class ConsoleLogExporter 
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				+    { 
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				+        // --- Internal Unity Types and Methods accessed via Reflection --- 
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				+        private static Type _logEntriesType; 
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				+        private static MethodInfo _startGettingEntriesMethod; 
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				+        private static MethodInfo _endGettingEntriesMethod; 
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				+        private static MethodInfo _getEntryInternalMethod; 
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				+        private static int _logEntryCount; 
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				+        private static object _logEntry; 
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				+ 
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				+        // --- Menu Item to Trigger the Export --- 
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				+        [MenuItem("Tools/Export Console Logs")] 
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				+        public static void ExportLogs() 
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				+        { 
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				+            if (!InitializeReflection()) 
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				+            { 
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				+                Debug.LogError("Failed to initialize reflection for accessing console logs. The Unity Editor API may have changed."); 
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				+                return; 
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				+            } 
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				+ 
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				+            // Prompt user for a save location 
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				+            var path = EditorUtility.SaveFilePanel("Save Console Logs", "", "console_logs.txt", "txt"); 
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				+ 
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				+            if (string.IsNullOrEmpty(path)) 
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				+            { 
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				+                // User cancelled the save dialog 
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				+                return; 
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				+            } 
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				+ 
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				+            try 
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				+            { 
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				+                // Build the formatted log string 
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				+                var formattedLogs = BuildFormattedLogString(); 
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				+ 
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				+                // Write the string to the chosen file 
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				+                File.WriteAllText(path, formattedLogs); 
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				+ 
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				+                Debug.Log($"<color=lime>Successfully exported console logs to:</color> <a href=\"{path}\">{path}</a>"); 
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				+            } 
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				+            catch (Exception e) 
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				+            { 
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				+                Debug.LogError($"Failed to export console logs. Error: {e.Message}"); 
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				+            } 
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				+        } 
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				+ 
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				+        /// <summary> 
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				+        /// Initializes the reflection members needed to access Unity's internal console log API. 
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				+        /// </summary> 
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				+        /// <returns>True if initialization was successful, otherwise false.</returns> 
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				+        private static bool InitializeReflection() 
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				+        { 
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				+            // Get the internal LogEntries class 
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				+            _logEntriesType = Type.GetType("UnityEditor.LogEntries, UnityEditor.dll"); 
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				+            if (_logEntriesType == null) return false; 
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				+ 
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				+            // Get the necessary static methods from LogEntries 
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				+            _startGettingEntriesMethod = _logEntriesType.GetMethod("StartGettingEntries", BindingFlags.Static | BindingFlags.Public); 
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				+            _endGettingEntriesMethod = _logEntriesType.GetMethod("EndGettingEntries", BindingFlags.Static | BindingFlags.Public); 
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				+            _getEntryInternalMethod = _logEntriesType.GetMethod("GetEntryInternal", BindingFlags.Static | BindingFlags.Public); 
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				+         
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				+            // Get the total number of log entries 
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				+            var getCountMethod = _logEntriesType.GetMethod("GetCount", BindingFlags.Static | BindingFlags.Public); 
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				+            if (getCountMethod != null) 
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				+            { 
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				+                _logEntryCount = (int)getCountMethod.Invoke(null, null); 
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				+            } 
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				+ 
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				+            // Create an instance of the internal LogEntry class to reuse 
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				+            var logEntryType = Type.GetType("UnityEditor.LogEntry, UnityEditor.dll"); 
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				+            if (logEntryType == null) return false; 
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				+         
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				+            _logEntry = Activator.CreateInstance(logEntryType); 
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				+ 
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				+            return _startGettingEntriesMethod != null && _endGettingEntriesMethod != null && _getEntryInternalMethod != null; 
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				+        } 
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				+ 
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				+        /// <summary> 
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				+        /// Reads all console entries and formats them into a single, readable string. 
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				+        /// </summary> 
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				+        /// <returns>A formatted string containing all log data.</returns> 
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				+        private static string BuildFormattedLogString() 
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				+        { 
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				+            var stringBuilder = new StringBuilder(); 
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				+ 
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				+            stringBuilder.AppendLine("=================================================="); 
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				+            stringBuilder.AppendLine($" CONSOLE LOGS EXPORTED ON: {DateTime.Now}"); 
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				+            stringBuilder.AppendLine("=================================================="); 
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				+            stringBuilder.AppendLine(); 
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				+ 
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				+            // Safely get all entries 
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				+            _startGettingEntriesMethod.Invoke(null, null); 
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				+ 
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				+            for (var i = 0; i < _logEntryCount; i++) 
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				+            { 
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				+                // Retrieve a single log entry by its index 
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				+                _getEntryInternalMethod.Invoke(null, new[] { i, _logEntry }); 
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				+ 
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				+                // Extract message and stack trace using reflection from the LogEntry instance 
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				+                var messageField = _logEntry.GetType().GetField("message", BindingFlags.Instance | BindingFlags.Public); 
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				+                var stackTraceField = _logEntry.GetType().GetField("stackTrace", BindingFlags.Instance | BindingFlags.Public); 
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				+                var modeField = _logEntry.GetType().GetField("mode", BindingFlags.Instance | BindingFlags.Public); 
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				+ 
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				+                var message = messageField?.GetValue(_logEntry).ToString(); 
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				+                var stackTrace = stackTraceField?.GetValue(_logEntry).ToString(); 
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				+                var mode = (int)(modeField?.GetValue(_logEntry) ?? 0); 
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				+ 
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				+                // Append formatted entry to the string builder 
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				+                stringBuilder.AppendLine("--------------------------------------------------"); 
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				+                stringBuilder.AppendLine($"TYPE: {GetLogTypeFromMode(mode)}"); 
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				+                stringBuilder.AppendLine("--------------------------------------------------"); 
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				+                stringBuilder.AppendLine(message?.Trim()); 
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				+                stringBuilder.AppendLine(); 
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				+ 
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				+                if (string.IsNullOrWhiteSpace(stackTrace)) continue; 
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				+                 
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				+                stringBuilder.AppendLine("STACK TRACE:"); 
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				+                stringBuilder.AppendLine(stackTrace.Trim()); 
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				+                stringBuilder.AppendLine(); 
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				+            } 
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				+ 
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				+            // Clean up 
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				+            _endGettingEntriesMethod.Invoke(null, null); 
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				+ 
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				+            return stringBuilder.ToString(); 
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				+        } 
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				+ 
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				+        /// <summary> 
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				+        /// Converts the internal 'mode' integer from a LogEntry into a human-readable log type. 
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				+        /// </summary> 
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				+        private static string GetLogTypeFromMode(int mode) 
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				+        { 
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				+            // These are flags, so we need to check for them with bitwise operations. 
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				+            // The key is knowing which bits correspond to which log type. 
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				+            // This is based on an analysis of Unity's internal LogEntry class. 
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				+            const int errorFlag = 1; 
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				+            const int assertFlag = 2; 
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				+            const int warningFlag = 4; 
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				+            const int logFlag = 8; 
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				+            // There are other flags for things like compiler errors, etc. 
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				+ 
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				+            if ((mode & errorFlag) != 0) return "Error"; 
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				+            if ((mode & assertFlag) != 0) return "Assert"; 
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				+            if ((mode & warningFlag) != 0) return "Warning"; 
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				+            return (mode & logFlag) != 0 ? "Log" : 
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				+                // It's possible for a log entry to have other modes (e.g., from packages) 
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				+                "Unknown"; 
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				+        } 
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				+    } 
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				+} 
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