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Unity3D Log 收集机制

    最近做项目的时候发现,需要有一个完整的log机制。这样不仅方便调试而且方便观察。

一、需求

  目前我认为一个完善的log机制应该是这样的。

  一、双击定位

  二、生命周期是全局的

  三、输出包括consloe 和 log 日志,并且这些log的打印是可配置的。

  四、未完待续,如果你有更好的想法,请留言。

二、代码实现

  不废话,直接上代码

  

using UnityEngine;using System;using System.Text;using System.IO;using System.Collections;namespace LogUtil {        public class LogManager : MonoBehaviour    {        //public         static string LogPath = Application.persistentDataPath + "/";        //public         static string LogFilePath = string.Format("{0}{1}", LogPath, "info");        //public         static int infoCount = 0;        //public         static string LogWaringFilePath = string.Format("{0}{1}", LogPath, "waring");        //public        static int waringCount = 0;        //public        static string LogErrorFilePath = string.Format("{0}{1}", LogPath, "error");        //public         static int errorCount = 0;        //public         static string LogExceptionFilePath = string.Format("{0}{1}", LogPath, "exception");        //public         static int exceptionCount = 0;        static LogManager _instance = null;        //创建第一个实例或引用任何静态成员之前,将自动调用静态构造函数        static LogManager()        {            GameObject tmp = new GameObject("LogManager");            DontDestroyOnLoad(tmp);            _instance = tmp.AddComponent<LogManager>();            //Debug.Log("LogManager");        }		//配置是否生成Log日志        public static bool IsRegister = true;		//配置是否控制台打印        public static bool IsLog = true;        void Awake()        {            //register callback            if (IsRegister) Application.RegisterLogCallbackThreaded(OutPutLog);        }        public static void Log(object message)        {            if (IsLog) Debug.Log(message);        }        public static void LogError(object message)        {            if (IsLog) Debug.LogError(message);        }        public static void LogWarning(object message)        {            if (IsLog) Debug.LogWarning(message);        }        public static void LogException(Exception message)        {            if (IsLog) Debug.LogException(message);        }        public static void LogException(string message)        {            if (IsLog) Debug.LogException(new Exception(message));        }        FileStream logStream = new FileStream(string.Format("{0}.log", LogFilePath), FileMode.Create);        FileStream warningStream = new FileStream(string.Format("{0}.log", LogWaringFilePath), FileMode.Create);        FileStream errorStream = new FileStream(string.Format("{0}.log", LogErrorFilePath), FileMode.Create);        FileStream exceptionStream = new FileStream(string.Format("{0}.log", LogExceptionFilePath), FileMode.Create);        public void OutPutLog(string condition, string stackTrace, LogType type)        {            string curTime = DateTime.Now.ToString();            string hint = string.Format("{0} [{1}] {2}\n{3}\n", curTime, type.ToString(), condition, stackTrace);            byte[] buffer = Encoding.UTF8.GetBytes(hint);            switch (type)            {                case LogType.Error:                    if (errorStream != null)                    {                        errorStream.Write(buffer, 0, buffer.Length);                        if (errorStream.Length > 1024 * 1024)                        {                            errorStream.Close();                            File.Move(string.Format("{0}.log", LogErrorFilePath), string.Format("{0}_{1}.log", LogErrorFilePath, waringCount++));                            errorStream = new FileStream(string.Format("{0}.log", LogErrorFilePath), FileMode.Create);                        }                    }                    break;                case LogType.Exception:                    if (exceptionStream != null)                    {                        exceptionStream.Write(buffer, 0, buffer.Length);                        if (exceptionStream.Length > 1024 * 1024)                        {                            exceptionStream.Close();                            File.Move(string.Format("{0}.log", LogExceptionFilePath), string.Format("{0}_{1}.log", LogExceptionFilePath, waringCount++));                            exceptionStream = new FileStream(string.Format("{0}.log", LogExceptionFilePath), FileMode.Create);                        }                    }                    break;                case LogType.Log:                    if (logStream != null)                    {                        logStream.Write(buffer, 0, buffer.Length);                        if (logStream.Length > 1024 * 1024)                        {                            logStream.Close();                            File.Move(string.Format("{0}.log", LogFilePath), string.Format("{0}_{1}.log", LogFilePath, infoCount++));                            logStream = new FileStream(string.Format("{0}.log", LogFilePath), FileMode.Create);                        }                    }                    break;                case LogType.Warning:                    if (warningStream != null)                    {                        warningStream.Write(buffer, 0, buffer.Length);                        if (warningStream.Length > 1024 * 1024)                        {                            warningStream.Close();                            File.Move(string.Format("{0}.log", LogWaringFilePath), string.Format("{0}_{1}.log", LogWaringFilePath, waringCount++));                            warningStream = new FileStream(string.Format("{0}.log", LogWaringFilePath), FileMode.Create);                        }                    }                    break;                default:                    break;            }        }    }}

 三、完善

  上述的代码基本实现了2,3的需求功能,但是1的双击定位问题却带来了。

  我们可以封装成一个dll,然后就解决了这个问题。

  参考链接如下 注意引用UnityEngine这个链接即可

   http://www.cnblogs.com/errorx/archive/2011/03/29/1999170.html
     

     http://game.ceeger.com/Manual/UsingDLL.html
     file:///C:/Unity3D/Editor/Data/Documentation/html/en/Manual/UsingDLL.html

  

  我把那个类库建在自己的工程目录下,按F6 生成dll

    

  

    放入自己的工程就可以了。原来的cs文件记得删除哟!

 

四、资料

  我把dll与源码共享出来,如果有更好的修改方式,你也可以完善。

  http://yunpan.cn/Q7dukcFjA3tAv  访问密码 ed22

Unity3D Log 收集机制