Unity editor will not response if I used AddZLoggerRollingFile and dispose
LacusCon opened this issue · comments
//Unity ver: 2019.1.14
// step 1 : use AddZLoggerRollingFile
// step 2: use log print(ZLogTrace, ZLogWarning
// step 3: use dispose
// operation: change unity run mode from play to stop
// result: unity not response
static LogManager()
{
// Standard LoggerFactory does not work on IL2CPP,
// But you can use ZLogger's UnityLoggerFactory instead,
// it works on IL2CPP, all platforms(includes mobile).
loggerFactory = UnityLoggerFactory.Create(builder =>
{
// or more configuration, you can use builder.AddFilter
builder.SetMinimumLevel(LogLevel.Trace);
// AddZLoggerUnityDebug is only available for Unity, it send log to UnityEngine.Debug.Log.
// LogLevels are translate to
// * Trace/Debug/Information -> LogType.Log
// * Warning/Critical -> LogType.Warning
// * Error without Exception -> LogType.Error
// * Error with Exception -> LogException
builder.AddZLoggerUnityDebug();
// and other configuration(AddFileLog, etc...)
//TODO step 1
builder.AddZLoggerRollingFile((offset, i) => $"Debug_Logs/{DateTime.Now.ToLocalTime():yyyy-MM-dd}_{i:000}.log", x => x.ToLocalTime().Date, 1024);
});
globalLogger = loggerFactory.CreateLogger("Global");
Application.quitting += () =>
{
// when quit, flush unfinished log entries.
//TODO step 3
loggerFactory.Dispose();
};
}
Thanks, I've found bug.
Fix quickly and release soon.
I've released 1.3.0
.