Serilog Sinks Map
NuGet Serilog.Sinks.Map package re-bundled for convenient consumption and dependency management.
About this mod Author’s original text
Serilog.Sinks.Map
A Serilog sink wrapper that dispatches events based on a property value.
Getting started
Install the package from NuGet:
dotnet add package Serilog.Sinks.Map
The WriteTo.Map() method accepts a property name to use as a sink selector, a default value
to use when the property is not attached, and a function that configures the sinks based on each property value.
For example, when using _Serilog.Sinks.File_:
dotnet add package Serilog.Sinks.File
The value of a log event property like Name can be inserted into log filenames:
Log.Logger = new LoggerConfiguration().WriteTo.Map("Name", "Other", (name, wt) => wt.File($"./logs/log-{name}.txt")).CreateLogger();
Log.Information("Hello, {Name}!", "Alice");
// -> Event written to log-Alice.txt
Log.Information("Hello, {Name}!", "Bob");
// -> Event written to log-Bob.txt
Log.Information("Shutting down");
// -> Event written to log-Other.txt
Log.CloseAndFlush();
Limiting the number of open sinks
By default, the target sinks opened by this sink won't be closed/disposed until the
mapped sink is. This is efficient for dispatching to a finite number of sinks,
e.g. file-per-log-level and so-on, but isn't suitable when the set of possible key values is
open-ended.
To limit the number of target sinks that will be kept open in the map, specify sinkMapCountLimit:.WriteTo.Map("Name",
"Other",
(name, wt) => wt.File($"./logs/log-{name}.txt"),
sinkMapCountLimit: 10)
To keep no sinks open, i.e. close them immediately after processing each event, a sinkMapCountLimit of zero may be specified.
Configuration with ` and appSettings.json`
_Serilog.Sinks.Map_ is built around a mapping function, and as such, isn't able to be configured using XML or JSON configuration.
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: