#if NOT_CLIENT using NLog; using NLog.Config; namespace ET { public class NLogger: ILog { private readonly Logger logger; public NLogger(string name) { if (Game.Options.Develop == 0) LogManager.Configuration.LoggingRules[4].SetLoggingLevels(LogLevel.Error, LogLevel.Off); this.logger = LogManager.GetLogger(name); } public void Trace(string message) { this.logger.Trace(message); } public void Warning(string message) { this.logger.Warn(message); } public void Info(string message) { this.logger.Info(message); } public void Debug(string message) { this.logger.Debug(message); } public void Error(string message) { this.logger.Error(message); } public void Fatal(string message) { this.logger.Fatal(message); } public void Trace(string message, params object[] args) { this.logger.Trace(message, args); } public void Warning(string message, params object[] args) { this.logger.Warn(message, args); } public void Info(string message, params object[] args) { this.logger.Info(message, args); } public void Debug(string message, params object[] args) { this.logger.Debug(message, args); } public void Error(string message, params object[] args) { this.logger.Error(message, args); } public void Fatal(string message, params object[] args) { this.logger.Fatal(message, args); } } } #endif