public ActionResult Index() { LogHelp.Debug("Debug"); LogHelp.Info("Info"); LogHelp.Error("Error"); return(View()); }
public override void OnException(ExceptionContext filterContext) { base.OnException(filterContext); //处理错误消息,将其跳转到一个页面 LogHelp.Debug(filterContext.Exception.ToString()); //页面跳转到错误页面 filterContext.HttpContext.Response.Redirect("/Home/Index"); }
public JsonResult Login(Login login) { Response <object> result = new Response <object>() { code = Convert.ToInt32(Status.Failed) }; var count = SqlDapperHelper.ReturnT <int>("select count(1) from [User] where Phone=@Phone and Password=@Password", login); if (count > 0) { result.code = Convert.ToInt32(Status.Succeed); result.msg = "登录成功"; Login tokens = SqlDapperHelper.ReturnT <Login>("select * from [User] where Phone=@Phone and Password=@Password", login); try { //存redis RedisManager.redisHelp.SetValue("Login", JsonConvert.SerializeObject(tokens)); } catch (Exception ex) { LogHelp.Error(ex); } try { //登录加密保存信息 //var token = AESEncrypt(JsonConvert.SerializeObject(tokens)); // Convert.ToBase64String(Encode(Encoding.UTF8.GetBytes(password))); var token = Convert.ToBase64String(AESEncrypt(JsonConvert.SerializeObject(tokens))); //SignIn(tokens, true).Wait(); //登录成功,信息加入MQ PushMQ.SendMQ(tokens, Key.PushMQUserKey); } catch (Exception ex) { LogHelp.Error(ex); } return(Json(new { result })); } //测试日志 LogHelp.Debug("登录失败:账号" + login.Phone + " 密码:" + login.Password); result.msg = "登录失败"; return(Json(new { result })); }
/// <summary> /// Entity更新逻辑 /// 用于做一些定时操作 /// </summary> public override void Update() { Program.TimerManager.Insert(50, 50, int.MaxValue, null, (obj) => { // 根据当前AI状态进行不同逻辑 switch (AIState) { // 巡逻 在出生点一定范围内随机一个位置移动 case EAIState.PATROL: //log.Debug($"i'm monster, i'm in partrol, my position is ({Position.x},{Position.y})."); foreach (var target in this.Sight.SetInSightEntity) { if (this.Dungeon.GridSystem.GetDistanceFromTwoPosition(target.Position, this.BirthPosition) > AutoAttackDistance) { continue; } if (EEntity.IsRole(target.Id)) { TargetId = target.Id; AIState = EAIState.ATTACK; this.Movement.IsNavAuto = false; log.Debug($"i'm monster, i'm in partrol, i found a target({target.Id}, ready to attcck."); break; } } if (TargetId == 0) { if (this.Movement.IsNavAuto) { NavMove(); } else { // 巡逻时在自己出生点一定距离内随机一个位置寻路 SMove.Instance.OnEntityNavAuto(this, SUtilities.GetRandomInt((int)BirthPosition.x - 25, (int)BirthPosition.x + 25), SUtilities.GetRandomInt((int)BirthPosition.y - 25, (int)BirthPosition.y + 25)); log.Debug($"i'm monster, i'm in partrol."); } } break; // 攻击 case EAIState.ATTACK: if (this.Dungeon.DicEntity.TryGetValue(TargetId, out var entity)) { //log.Debug($"i'm monster, i'm in attack, target is {TargetId}, my position is ({Position.x},{Position.y}), target position is ({entity.Position.x},{entity.Position.y})."); if (this.Movement.IsNavAuto) { NavMove(); } else { log.Debug($"i'm monster, i'm in attack, target is {TargetId}"); SMove.Instance.OnEntityNavAuto(this, entity.Position.x, entity.Position.y); } //目标超出索敌范围 切换为寻路状态 if (this.Dungeon.GridSystem.GetDistanceFromTwoPosition(entity.Position, this.BirthPosition) > this.LeaveCombatDistance) { TargetId = 0; AIState = EAIState.PATROL; log.Debug($"i'm monster, i'm in attack, but target({TargetId}) is lost."); } } else { TargetId = 0; AIState = EAIState.PATROL; log.Debug($"i'm monster, i'm in attack, but target({TargetId}) is lost."); } break; // 逃跑 case EAIState.FLEE: log.Debug($"i'm monster, i'm in flee."); break; // 预警 case EAIState.INVESTIGATE: log.Debug($"i'm monster, i'm in investigate."); break; } }); }
public void Register(Guid guid, C2SRegister pack) { log.Debug($"Guid:{guid} --- {pack.Name} register, passwordis {pack.Password}."); }