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# 日志系统
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ECS 框架提供了功能强大的分级日志系统,支持多种日志级别、颜色输出、自定义前缀和灵活的配置选项。日志系统可以帮助开发者调试代码和监控应用运行状态。
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## 基本概念
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日志系统包含以下核心概念:
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- **日志级别**:Debug < Info < Warn < Error < Fatal < None
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- **日志器**:具名的日志输出器,每个模块可以有自己的日志器
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- **日志管理器**:全局管理所有日志器的单例
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- **颜色配置**:支持控制台颜色输出
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## 日志级别
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```typescript
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import { LogLevel } from '@esengine/ecs-framework';
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// 日志级别从低到高
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LogLevel.Debug // 0 - 调试信息
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LogLevel.Info // 1 - 一般信息
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LogLevel.Warn // 2 - 警告信息
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LogLevel.Error // 3 - 错误信息
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LogLevel.Fatal // 4 - 致命错误
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LogLevel.None // 5 - 不输出任何日志
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```
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## 基本使用
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### 使用默认日志器
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```typescript
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import { Logger } from '@esengine/ecs-framework';
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class GameSystem extends EntitySystem {
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protected process(entities: readonly Entity[]): void {
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// 输出不同级别的日志
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Logger.debug('处理实体数量:', entities.length);
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Logger.info('系统正常运行');
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Logger.warn('检测到性能问题');
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Logger.error('处理过程中发生错误', new Error('示例错误'));
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Logger.fatal('致命错误,系统即将停止');
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}
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}
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```
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### 创建命名日志器
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```typescript
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import { createLogger } from '@esengine/ecs-framework';
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class MovementSystem extends EntitySystem {
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private logger = createLogger('MovementSystem');
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protected process(entities: readonly Entity[]): void {
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this.logger.info(`处理 ${entities.length} 个移动实体`);
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for (const entity of entities) {
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const position = entity.getComponent(Position);
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const velocity = entity.getComponent(Velocity);
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if (position && velocity) {
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position.x += velocity.dx * Time.deltaTime;
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position.y += velocity.dy * Time.deltaTime;
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this.logger.debug(`实体 ${entity.id} 移动到位置 (${position.x}, ${position.y})`);
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}
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}
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}
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protected onAdded(entity: Entity): void {
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this.logger.info(`实体 ${entity.name} 加入移动系统`);
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}
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protected onRemoved(entity: Entity): void {
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this.logger.warn(`实体 ${entity.name} 离开移动系统`);
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}
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}
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```
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### 系统内置日志器
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框架的各个系统都有自己的日志器:
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```typescript
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// 框架内部使用示例
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class Scene {
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private static readonly _logger = createLogger('Scene');
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public addSystem(system: EntitySystem): void {
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Scene._logger.info(`添加系统: ${system.systemName}`);
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// 系统添加逻辑
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}
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public removeSystem(system: EntitySystem): void {
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Scene._logger.warn(`移除系统: ${system.systemName}`);
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// 系统移除逻辑
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}
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}
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```
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## 日志配置
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### 设置全局日志级别
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```typescript
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import { setGlobalLogLevel, LogLevel } from '@esengine/ecs-framework';
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// 在开发环境显示所有日志
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setGlobalLogLevel(LogLevel.Debug);
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// 在生产环境只显示警告及以上级别
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setGlobalLogLevel(LogLevel.Warn);
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// 完全禁用日志输出
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setGlobalLogLevel(LogLevel.None);
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```
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### 创建自定义配置的日志器
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```typescript
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import { ConsoleLogger, LogLevel } from '@esengine/ecs-framework';
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class CustomLoggerExample {
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private debugLogger: ConsoleLogger;
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private productionLogger: ConsoleLogger;
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constructor() {
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// 开发环境日志器
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this.debugLogger = new ConsoleLogger({
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level: LogLevel.Debug,
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enableTimestamp: true,
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enableColors: true,
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prefix: 'DEV'
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});
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// 生产环境日志器
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this.productionLogger = new ConsoleLogger({
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level: LogLevel.Error,
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enableTimestamp: true,
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enableColors: false,
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prefix: 'PROD'
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});
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}
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public logDevelopmentInfo(): void {
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this.debugLogger.debug('这是调试信息');
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this.debugLogger.info('开发环境信息');
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}
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public logProductionError(): void {
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this.productionLogger.error('生产环境错误');
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this.productionLogger.fatal('致命错误');
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}
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}
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```
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## 颜色配置
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### 使用预定义颜色
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```typescript
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import { Colors, setLoggerColors } from '@esengine/ecs-framework';
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// 自定义颜色方案
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setLoggerColors({
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debug: Colors.BRIGHT_BLACK,
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info: Colors.BLUE,
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warn: Colors.YELLOW,
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error: Colors.RED,
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fatal: Colors.BRIGHT_RED
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});
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```
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### 完整颜色示例
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```typescript
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import { LoggerManager, Colors, LogLevel } from '@esengine/ecs-framework';
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class ColorLoggerDemo {
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private logger = createLogger('ColorDemo');
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constructor() {
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// 设置自定义颜色
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const manager = LoggerManager.getInstance();
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manager.setGlobalColors({
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debug: Colors.CYAN,
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info: Colors.GREEN,
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warn: Colors.YELLOW,
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error: Colors.RED,
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fatal: `${Colors.BOLD}${Colors.BRIGHT_RED}`
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});
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}
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public demonstrateColors(): void {
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this.logger.debug('这是蓝绿色的调试信息');
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this.logger.info('这是绿色的信息');
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this.logger.warn('这是黄色的警告');
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this.logger.error('这是红色的错误');
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this.logger.fatal('这是加粗的亮红色致命错误');
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}
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public resetToDefaults(): void {
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// 重置为默认颜色
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LoggerManager.getInstance().resetColors();
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}
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}
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```
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## 高级功能
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### 分层日志器
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```typescript
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import { LoggerManager } from '@esengine/ecs-framework';
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class HierarchicalLoggingExample {
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private systemLogger = createLogger('GameSystems');
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private movementLogger: ILogger;
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private renderLogger: ILogger;
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constructor() {
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const manager = LoggerManager.getInstance();
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// 创建子日志器
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this.movementLogger = manager.createChildLogger('GameSystems', 'Movement');
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this.renderLogger = manager.createChildLogger('GameSystems', 'Render');
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}
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public demonstrateHierarchy(): void {
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this.systemLogger.info('游戏系统启动');
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// 子日志器会显示完整路径:[GameSystems.Movement]
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this.movementLogger.debug('移动系统初始化');
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// 子日志器会显示完整路径:[GameSystems.Render]
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this.renderLogger.info('渲染系统启动');
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}
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}
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```
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### 自定义输出
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```typescript
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import { ConsoleLogger, LogLevel } from '@esengine/ecs-framework';
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class CustomOutputLogger {
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private fileLogger: ConsoleLogger;
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private networkLogger: ConsoleLogger;
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constructor() {
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// 输出到文件的日志器(模拟)
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this.fileLogger = new ConsoleLogger({
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level: LogLevel.Info,
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output: (level: LogLevel, message: string) => {
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this.writeToFile(LogLevel[level], message);
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}
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});
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// 发送到网络的日志器(模拟)
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this.networkLogger = new ConsoleLogger({
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level: LogLevel.Error,
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output: (level: LogLevel, message: string) => {
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this.sendToServer(LogLevel[level], message);
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}
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});
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}
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private writeToFile(level: string, message: string): void {
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// 模拟文件写入
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console.log(`[FILE] ${level}: ${message}`);
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}
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private sendToServer(level: string, message: string): void {
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// 模拟网络发送
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console.log(`[NETWORK] ${level}: ${message}`);
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}
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public logToFile(message: string): void {
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this.fileLogger.info(message);
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}
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public logCriticalError(error: Error): void {
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this.networkLogger.error('Critical error occurred', error);
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}
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}
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```
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## 实际应用示例
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### 游戏系统日志
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```typescript
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class GameWithLogging {
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private gameLogger = createLogger('Game');
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private performanceLogger = createLogger('Performance');
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private networkLogger = createLogger('Network');
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constructor() {
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// 在开发环境启用详细日志
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if (process.env.NODE_ENV === 'development') {
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setGlobalLogLevel(LogLevel.Debug);
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} else {
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setGlobalLogLevel(LogLevel.Warn);
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}
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}
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public startGame(): void {
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this.gameLogger.info('游戏开始启动');
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try {
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this.initializeSystems();
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this.loadResources();
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this.startGameLoop();
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this.gameLogger.info('游戏启动成功');
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} catch (error) {
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this.gameLogger.fatal('游戏启动失败', error);
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throw error;
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}
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}
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private initializeSystems(): void {
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this.gameLogger.debug('初始化游戏系统');
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const systems = [
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new MovementSystem(),
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new RenderSystem(),
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new PhysicsSystem()
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];
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for (const system of systems) {
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const startTime = performance.now();
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// 初始化系统
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system.initialize();
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const endTime = performance.now();
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this.performanceLogger.debug(
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`系统 ${system.systemName} 初始化耗时: ${(endTime - startTime).toFixed(2)}ms`
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);
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}
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}
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private loadResources(): void {
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this.gameLogger.info('开始加载资源');
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const resources = ['textures', 'sounds', 'data'];
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for (const resource of resources) {
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try {
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this.loadResource(resource);
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this.gameLogger.debug(`资源 ${resource} 加载成功`);
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} catch (error) {
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this.gameLogger.error(`资源 ${resource} 加载失败`, error);
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}
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}
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}
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private startGameLoop(): void {
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this.gameLogger.info('启动游戏循环');
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this.performanceLogger.debug('开始性能监控');
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}
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private loadResource(name: string): void {
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// 模拟资源加载
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if (Math.random() < 0.1) {
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throw new Error(`Failed to load ${name}`);
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}
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}
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public handleNetworkEvent(event: string, data: any): void {
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this.networkLogger.info(`网络事件: ${event}`, data);
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if (event === 'connection_lost') {
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this.networkLogger.warn('网络连接丢失,尝试重连');
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} else if (event === 'sync_error') {
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this.networkLogger.error('数据同步错误', data);
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}
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}
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}
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```
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### 错误追踪和调试
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```typescript
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class ErrorTrackingSystem extends EntitySystem {
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private logger = createLogger('ErrorTracker');
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private errorCounts = new Map<string, number>();
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protected process(entities: readonly Entity[]): void {
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for (const entity of entities) {
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try {
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this.processEntity(entity);
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} catch (error) {
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this.handleError(entity, error as Error);
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}
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}
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}
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private processEntity(entity: Entity): void {
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// 模拟可能出错的实体处理
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if (Math.random() < 0.01) { // 1% 概率出错
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throw new Error(`Processing error for entity ${entity.id}`);
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}
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this.logger.debug(`成功处理实体 ${entity.id}`);
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}
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private handleError(entity: Entity, error: Error): void {
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const errorKey = error.message;
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const count = this.errorCounts.get(errorKey) || 0;
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this.errorCounts.set(errorKey, count + 1);
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this.logger.error(
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`实体 ${entity.id} 处理失败 (第${count + 1}次): ${error.message}`,
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{
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entityId: entity.id,
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entityName: entity.name,
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componentCount: entity.components.length,
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errorStack: error.stack
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}
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);
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// 如果同一类型错误发生太多次,升级为警告
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if (count >= 5) {
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this.logger.warn(`错误 "${errorKey}" 已发生 ${count + 1} 次,可能需要关注`);
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}
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// 如果错误次数过多,升级为致命错误
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if (count >= 20) {
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this.logger.fatal(`错误 "${errorKey}" 发生次数过多,系统可能存在严重问题`);
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}
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}
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public getErrorSummary(): void {
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this.logger.info('=== 错误统计 ===');
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for (const [error, count] of this.errorCounts) {
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this.logger.info(`${error}: ${count} 次`);
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}
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}
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}
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```
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## 最佳实践
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### 1. 合理的日志级别选择
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```typescript
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class LoggingBestPractices {
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private logger = createLogger('BestPractices');
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public demonstrateLogLevels(): void {
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// ✅ Debug - 详细的调试信息
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this.logger.debug('变量值', { x: 10, y: 20 });
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// ✅ Info - 重要的状态变化
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this.logger.info('系统启动完成');
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// ✅ Warn - 异常但不致命的情况
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this.logger.warn('资源未找到,使用默认值');
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// ✅ Error - 错误但程序可以继续
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this.logger.error('保存失败,将重试', new Error('Network timeout'));
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// ✅ Fatal - 致命错误,程序无法继续
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this.logger.fatal('内存不足,程序即将退出');
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||||
}
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||||
}
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||||
```
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||||
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||||
### 2. 结构化日志数据
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||||
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||||
```typescript
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class StructuredLogging {
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private logger = createLogger('Structured');
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||||
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||||
public logWithStructuredData(): void {
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||||
// ✅ 提供结构化的上下文信息
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||||
this.logger.info('用户操作', {
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||||
userId: 12345,
|
||||
action: 'move',
|
||||
position: { x: 100, y: 200 },
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||||
timestamp: Date.now()
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||||
});
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||||
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||||
// ✅ 包含相关的错误上下文
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||||
this.logger.error('数据库查询失败', {
|
||||
query: 'SELECT * FROM users',
|
||||
parameters: { id: 123 },
|
||||
connectionId: 'conn_456',
|
||||
retryCount: 3
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 避免日志性能问题
|
||||
|
||||
```typescript
|
||||
class PerformanceConsciousLogging {
|
||||
private logger = createLogger('Performance');
|
||||
|
||||
public efficientLogging(): void {
|
||||
// ✅ 检查日志级别避免不必要的计算
|
||||
if (this.logger.debug) {
|
||||
const expensiveData = this.calculateExpensiveDebugInfo();
|
||||
this.logger.debug('详细调试信息', expensiveData);
|
||||
}
|
||||
|
||||
// ❌ 避免:总是计算昂贵的日志数据
|
||||
// this.logger.debug('调试信息', this.calculateExpensiveDebugInfo());
|
||||
}
|
||||
|
||||
private calculateExpensiveDebugInfo(): any {
|
||||
// 模拟昂贵的计算
|
||||
return { /* 复杂的调试数据 */ };
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 日志配置管理
|
||||
|
||||
```typescript
|
||||
class LoggingConfiguration {
|
||||
public static setupLogging(): void {
|
||||
// 根据环境配置日志级别
|
||||
const isDevelopment = process.env.NODE_ENV === 'development';
|
||||
const isProduction = process.env.NODE_ENV === 'production';
|
||||
|
||||
if (isDevelopment) {
|
||||
setGlobalLogLevel(LogLevel.Debug);
|
||||
setLoggerColors({
|
||||
debug: Colors.CYAN,
|
||||
info: Colors.GREEN,
|
||||
warn: Colors.YELLOW,
|
||||
error: Colors.RED,
|
||||
fatal: Colors.BRIGHT_RED
|
||||
});
|
||||
} else if (isProduction) {
|
||||
setGlobalLogLevel(LogLevel.Warn);
|
||||
// 生产环境禁用颜色
|
||||
LoggerManager.getInstance().resetColors();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 在应用启动时配置日志
|
||||
LoggingConfiguration.setupLogging();
|
||||
```
|
||||
|
||||
日志系统是调试和监控应用的重要工具,正确使用日志系统能大大提高开发效率和问题排查能力。
|
||||
Reference in New Issue
Block a user