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