CultLib/src/GameCult.Logging/README.md

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# GameCult.Logging
`GameCult.Logging` provides a common logging contract for cache, networking, and Unity-facing code.
## Scope
This package provides a minimal logging abstraction. It does not provide structured logging, external sinks, scopes, or framework integration.
It is designed for:
- simple runtime diagnostics
- lightweight library dependencies
- swapping logging behavior by environment
- avoiding a hard dependency on a specific logging ecosystem
## Included Types
- `ILogger`: interface with `LogInfo`, `LogWarning`, `LogError`, and `LogDebug`
- `NullLogger`: no-op implementation
- `ConsoleLogger`: writes to `System.Console`
- `FileLogger`: appends timestamped log lines to a file
- `UnityLogger`: Unity-specific implementation in `src/GameCult.Logging.Unity`
## Behavior Notes
- `NullLogger` is the safe default used by other libraries when no logger is supplied.
- `ConsoleLogger` colors warnings and errors.
- `FileLogger` writes plain text entries with timestamps.
- `UnityLogger` schedules logging to the next Unity frame instead of writing immediately.
## Typical Usage
```csharp
using GameCult.Logging;
ILogger logger = new ConsoleLogger();
logger.LogInfo("Server starting");
logger.LogWarning("High latency detected");
logger.LogError("Connection failed");
```
## Swapping Implementations
Consumers can choose the implementation that fits the runtime.
```csharp
using GameCult.Logging;
using GameCult.Networking;
var client = new Client
{
Logger = new FileLogger("client.log")
};
client.Connect("127.0.0.1", 3075);
```
## When To Use Something Else
If you need:
- structured events
- sinks to external observability platforms
- log scopes
- sampling and filtering pipelines
- JSON log output
use a logging framework at the application boundary.