Unity日誌輸出存儲

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一般我們在做項目的反饋日誌收集的時候都會根據提交的後臺日誌判斷線後Bug產生的大概原因,直接幫我們縮小範圍。

#region 模塊信息
// **********************************************************************
// Copyright (C) 2019 jiamiantech
// Please contact me if you have any questions
// File Name:             WriteLog
// Author:                幻世界
// WeChat||QQ:            at853394528 || 853394528 
// **********************************************************************
#endregion
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Text;
using UnityEngine;
using Debug = UnityEngine.Debug;

public class WriteLog : MonoBehaviour
{
    private static FileStream FileWriter;
    private static UTF8Encoding encoding;
    private static WriteLog consoleLog;

    public static WriteLog ConsoleLog //開啓單例
    {
        get
        {
            if (consoleLog == null)
                consoleLog = new WriteLog();
            return consoleLog;
        }
    }
   
    public void LogStart()
    {
        Debug.LogError("開始寫入日誌");
        Directory.CreateDirectory(Application.persistentDataPath + "/Log");
        string NowTime = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss").Replace(" ", "_").Replace("/", "_").Replace(":", "_");
        FileInfo fileInfo = new FileInfo(Application.persistentDataPath + "/Log/" + NowTime + "_Log.txt");
        //設置Log文件輸出地址
        FileWriter = fileInfo.Open(FileMode.OpenOrCreate, FileAccess.ReadWrite, FileShare.Read);
        encoding = new UTF8Encoding();
        Application.logMessageReceived += LogCallback;
    }
    /// <summary>
    /// Log回調
    /// </summary>
    /// <param name="condition">輸出內容</param>
    /// <param name="stackTrace">堆棧追蹤</param>
    /// <param name="type">Log日誌類型</param>
    private void LogCallback(string condition, string stackTrace, LogType type) //寫入控制檯數據
    {
        //輸出的日誌類型可以自定義
        string content = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss") + " " + "【" + type + "】" + "【" + stackTrace + "】" + ":" + condition + Environment.NewLine+ Environment.NewLine;
        FileWriter.Write(encoding.GetBytes(content), 0, encoding.GetByteCount(content));
        FileWriter.Flush();
    }

    private void OnDestroy() //關閉寫入
    {
        if ((FileWriter != null))
        {
            Debug.LogError("日誌寫入結束");
            FileWriter.Close();
            Application.logMessageReceived-= LogCallback;
        }
    }
}
2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
Main:DebugPlatformMesaage() (at Assets/Scripts/Main.cs:470)
Main:Start() (at Assets/Scripts/Main.cs:25)
】:Current Platform:UNITY_EDITOR

2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
Main:InitManager() (at Assets/Scripts/Main.cs:54)
Main:Start() (at Assets/Scripts/Main.cs:26)
】:當前設備分辨率:1920 X 1200

2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
GameManager:SetUp() (at Assets/Scripts/Game/Managers/GameManager.cs:50)
Main:InitManager() (at Assets/Scripts/Main.cs:56)
Main:Start() (at Assets/Scripts/Main.cs:26)
】:本地IP :192.168.191.1

2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
GameManager:SetUp() (at Assets/Scripts/Game/Managers/GameManager.cs:53)
Main:InitManager() (at Assets/Scripts/Main.cs:56)
Main:Start() (at Assets/Scripts/Main.cs:26)
】:當前設備唯一ID :a96398d803bbe28559a0992d92b54a418e490271

2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
GameManager:PingNetAddress() (at Assets/Scripts/Game/Managers/GameManager.cs:189)
GameManager:SetUp() (at Assets/Scripts/Game/Managers/GameManager.cs:59)
Main:InitManager() (at Assets/Scripts/Main.cs:56)
Main:Start() (at Assets/Scripts/Main.cs:26)
】:True  

2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
Main:CheckExtractResource() (at Assets/Scripts/Main.cs:218)
Main:Start() (at Assets/Scripts/Main.cs:28)
】:資源已經釋放到本地

2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
Main:CheckExtractResource() (at Assets/Scripts/Main.cs:223)
Main:Start() (at Assets/Scripts/Main.cs:28)
】:當前資源版本 :1.0.0

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