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logging.py
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logging.py
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from unrealsdk import *
import unrealsdk
class Logger:
def __init__(self, level, log_calls):
self.level = level
self.log_calls = log_calls
self.levels = ["verbose", "debug", "info", "error"]
def verbose(self, log):
if self.level != self.levels[0]:
return
unrealsdk.Log(f"[VERBOSE] {log}")
def debug(self, log):
if self.level not in self.levels[:2]:
return
unrealsdk.Log(f"[DEBUG] {log}")
def info(self, log):
if self.level not in self.levels[:3]:
return
unrealsdk.Log(f"[INFO] {log}")
def error(self, log):
if self.level not in self.levels:
return
unrealsdk.Log(f"[ERROR] {log}")
def custom(self, log, level):
level_indx = self.levels.index(level)
if self.level not in self.levels[:level_indx + 1]:
return
unrealsdk.Log(log)
logger = None # type: Logger
def call_logger(func):
def wrapper(*args, **kwargs):
if not logger.log_calls:
return func(*args, **kwargs)
_cls = args[0].__class__.__name__
logger.custom(f"*** Called: {_cls}.{func.__name__} ***", "debug")
res = func(*args, **kwargs)
logger.custom(f"*** End function ***", "debug")
return res
return wrapper
def log_all_calls(decorator):
def decorate(cls):
for name, obj in vars(cls).items():
if callable(obj):
setattr(cls, name, decorator(obj))
return cls
return decorate