1.在主程序(如photonApplication.cs)配置log
添加引用:
using ExitGames.Logging;
using ExitGames.Logging.Log4Net;
using log4net.Config;
using LogManage = ExitGames.Logging.LogManager;
在setup方法配置:
protected override void Setup()
{
// log4net
log4net.GlobalContext.Properties["Photon:ApplicationLogPath"] = Path.Combine(this.ApplicationRootPath, "log");
var configFileInfo = new FileInfo(Path.Combine(this.BinaryPath, "log4net.config"));
if (configFileInfo.Exists)
{
LogManage.SetLoggerFactory(Log4NetLoggerFactory.Instance);
XmlConfigurator.ConfigureAndWatch(configFileInfo);
}
}
2. 配置log4net.config文件;(可从MMODemo里复制出来)
<appender name="RollingFileAppender" type="log4net.Appender.RollingFileAppender">
<file type="log4net.Util.PatternString" value="%property{Photon:ApplicationLogPath}\\<span style="color:#ff0000;">logName.log</span>" />
<appendToFile value="true" />
<maximumFileSize value="5000KB" />
<maxSizeRollBackups value="2" />
<layout type="log4net.Layout.PatternLayout">
<conversionPattern value="%d [%t] %-5p %c - %m%n" />
</layout>
</appender>
3.在需要打印log的程序添加上述引用,定义log
private static readonly ILogger log = LogManage.GetCurrentClassLogger();
就可以在需要的地方打印log
log.Info(“”);
4.在Photon-Server-SDK\deploy\log文件夹下可查看log