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C#

// <copyright file="Logger.cs" company="Google Inc.">
// Copyright (C) 2017 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
namespace Google.Android.AppBundle.Editor.Internal.PlayServices {
/// <summary>
/// Log severity.
/// </summary>
internal enum LogLevel {
Debug,
Verbose,
Info,
Warning,
Error,
};
/// <summary>
/// Writes filtered logs to the Unity log.
/// </summary>
internal class Logger {
/// <summary>
/// Filter the log level.
/// </summary>
internal LogLevel Level { get; set; }
/// <summary>
/// Enable / disable verbose logging.
/// This toggles between Info vs. Verbose levels.
/// </summary>
internal bool Verbose {
set { Level = value ? LogLevel.Verbose : LogLevel.Info; }
get { return Level <= LogLevel.Verbose; }
}
/// <summary>
/// Name of the file to log to, if this is null this will not log to a file.
/// </summary>
internal string LogFilename { get; set; }
/// <summary>
/// Construct a logger.
/// </summary>
internal Logger() {}
/// <summary>
/// Write a message to the log file.
/// </summary>
/// <param name="message">Message to log.</param>
private void LogToFile(string message) {
if (LogFilename != null) {
using (var file = new System.IO.StreamWriter(LogFilename, true)) {
file.WriteLine(message);
}
}
}
/// <summary>
/// Log a filtered message to Unity log and optionally to a file specified by LogFilename.
/// </summary>
/// <param name="message">String to write to the log.</param>
/// <param name="level">Severity of the message, if this is below the currently selected
/// Level property the message will not be logged.</param>
internal virtual void Log(string message, LogLevel level = LogLevel.Info) {
if (level >= Level) {
switch (level) {
case LogLevel.Debug:
case LogLevel.Verbose:
case LogLevel.Info:
UnityEngine.Debug.Log(message);
LogToFile(message);
break;
case LogLevel.Warning:
UnityEngine.Debug.LogWarning(message);
LogToFile("WARNING: " + message);
break;
case LogLevel.Error:
UnityEngine.Debug.LogError(message);
LogToFile("ERROR: " + message);
break;
}
}
}
}
}