#include "actor_log_backend.h" #include #include #include namespace { NActors::NLog::EPriority GetActorLogPriority(ELogPriority priority) { switch (priority) { case TLOG_EMERG: return NActors::NLog::PRI_EMERG; case TLOG_ALERT: return NActors::NLog::PRI_ALERT; case TLOG_CRIT: return NActors::NLog::PRI_CRIT; case TLOG_ERR: return NActors::NLog::PRI_ERROR; case TLOG_WARNING: return NActors::NLog::PRI_WARN; case TLOG_NOTICE: return NActors::NLog::PRI_NOTICE; case TLOG_INFO: return NActors::NLog::PRI_INFO; case TLOG_DEBUG: return NActors::NLog::PRI_DEBUG; default: return NActors::NLog::PRI_TRACE; } } } TActorLogBackend::TActorLogBackend(NActors::TActorSystem* actorSystem, int logComponent) : ActorSystem(actorSystem) , LogComponent(logComponent) { } void TActorLogBackend::WriteData(const TLogRecord& rec) { LOG_LOG(*ActorSystem, GetActorLogPriority(rec.Priority), LogComponent, TString(rec.Data, rec.Len)); }