public PROTO_NC_LOG_GAME_DATA_TYPE_5(GameLogType nType, int nCharNo, int nInt1, int nInt2) : base(NetworkCommand.NC_LOG_GAME_DATA_TYPE_5)
 {
     Write((int)nType);
     Write(nCharNo);
     Write(nInt1);
     Write(nInt2);
 }
 public PROTO_NC_LOG_GAME_DATA_TYPE_1(GameLogType nType, int nCharNo, string sMap, int nMapX, int nMapY, int nMapZ) : base(NetworkCommand.NC_LOG_GAME_DATA_TYPE_1)
 {
     Write((int)nType);
     Write(nCharNo);
     Write(sMap, 12);
     Write(nMapX);
     Write(nMapY);
     Write(nMapZ);
 }
 public PROTO_NC_LOG_GAME_DATA_TYPE_A(GameLogType nType, int nCharNo, int nTargetCharNo, int nTargetID, long nItemKey, int nInt1, int nInt2, int nInt3) : base(NetworkCommand.NC_LOG_GAME_DATA_TYPE_A)
 {
     Write((int)nType);
     Write(nCharNo);
     Write(nTargetCharNo);
     Write(nTargetID);
     Write(nItemKey);
     Write(nInt1);
     Write(nInt2);
     Write(nInt3);
 }
Beispiel #4
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 public PROTO_NC_LOG_GAME_DATA_TYPE_7(GameLogType nType, int nCharNo, string sMap, int nMapX, int nMapY, int nMapZ, int nTargetCharNo, int nInt1, long nInt2) : base(NetworkCommand.NC_LOG_GAME_DATA_TYPE_7)
 {
     Write((int)nType);
     Write(nCharNo);
     Write(sMap, 12);
     Write(nMapX);
     Write(nMapY);
     Write(nMapZ);
     Write(nTargetCharNo);
     Write(nInt1);
     Write(nInt2);
 }
Beispiel #5
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 public PROTO_NC_LOG_GAME_DATA_TYPE_E(GameLogType nType, string sMap, int nMapX, int nMapY, int nMapZ, int nTargetID, long nItemKey, int nInt1, int nInt2) : base(NetworkCommand.NC_LOG_GAME_DATA_TYPE_E)
 {
     Write((int)nType);
     Write(sMap, 12);
     Write(nMapX);
     Write(nMapY);
     Write(nMapZ);
     Write(nTargetID);
     Write(nItemKey);
     Write(nInt1);
     Write(nInt2);
 }
Beispiel #6
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 public PROTO_NC_LOG_GAME_DATA_TYPE_0(GameLogType nType, int nCharNo, string sMap, int nMapX, int nMapY, int nMapZ, int nTargetCharNo, int nTargetID, long nItemKey, int nInt1, int nInt2, int nInt3, long nBigint1) : base(NetworkCommand.NC_LOG_GAME_DATA_TYPE_0)
 {
     Write((int)nType);
     Write(nCharNo);
     Write(sMap, 12);
     Write(nMapX);
     Write(nMapY);
     Write(nMapZ);
     Write(nTargetCharNo);
     Write(nTargetID);
     Write(nItemKey);
     Write(nInt1);
     Write(nInt2);
     Write(nInt3);
     Write(nBigint1);
 }
Beispiel #7
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        private List <GameLogEntry> ReadVersion(BinaryReader reader)
        {
            List <GameLogEntry> result = new List <GameLogEntry>();
            int count = reader.ReadInt32();

            while (count != 0)
            {
                DateTime timestamp =
                    new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc).AddMilliseconds(reader.ReadDouble());
                GameLogType gameLogType             = (GameLogType)reader.ReadByte();
                string      sender                  = reader.ReadString();
                long        senderId                = reader.ReadInt64();
                int         channelId               = reader.ReadInt32();
                Dictionary <string, string> content = new Dictionary <string, string>();
                int contentCount = reader.ReadInt32();
                for (int i = 0; i < contentCount; i++)
                {
                    string key = reader.ReadString();
                    string val = reader.ReadString();
                    content.Add(key, val);
                }

                result.Add(new GameLogEntry
                {
                    Timestamp     = timestamp,
                    GameLogType   = gameLogType,
                    CharacterName = sender,
                    CharacterId   = senderId,
                    Content       = content,
                    ChannelId     = channelId
                });
                count--;
            }

            return(result);
        }
Beispiel #8
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    public static void Log(GameLogLevel level,GameLogType type,string msg)
    {
        /*判断该级别的log是否要被打印*/

        mySw.WriteLine(MTimer.GetTime());
        string msgType=null; 
        
        switch(level){
            case GameLogLevel.DEBUG:
                if (!_Debug)
                    return ;
                msgType="Debug  ";
                break;
            case GameLogLevel.ERROR:
                if (!_Error)
                    return;
                msgType = "Error  ";
                break;
            case GameLogLevel.FATAL:
                if (!_Fatal)
                    return;
                msgType = "Fatal  ";
                break;
            case GameLogLevel.INFO:
                if (!_Info)
                    return;
                msgType = "Info  ";
                break;
            case GameLogLevel.WARN:
                if (!_Warn)
                    return;
                msgType = "Warn  ";
                break;
        
        
        }
        switch (type) { 
            case GameLogType.GameLog:
                msgType += "GameLog:";
                break;
            case GameLogType.LanuchLog:
                msgType += "LanuchLog:";
                break;
            case GameLogType.RegitLog:
                msgType += "RegitLog:";
                break;
            case GameLogType.ResultLog:
                msgType +="ResultLog:";
                break;
            case GameLogType.RoomLog:
                msgType +="RoomLog:";
                break;
        }
        mySw.WriteLine(msgType + msg);
        mySw.Flush();

        if (isPrint) {
            Debug.Log(msgType + msg);
        }

    }
Beispiel #9
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    public static void SendGameLog(GameLogType logtype, string strContent)
    {
#if !UNITY_EDITOR
        Send("smtp.163.com", string.Empty, "*****@*****.**", "pop120660", "*****@*****.**", "GameLog:" + (int)logtype, strContent);
#endif
    }