You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: logging.rs
    path of file: ./repos/bitmapflow/rust/src
    
    the code of the file until where you have to start completion: use chrono::prelude::*;
use gdnative::prelude::*;
use log::*;

struct GodotLogger;

static GODOT_LOGGER: GodotLogger = GodotLogger;

pub fn init_logging() -> Result<(), SetLoggerError> {
    log::set_logger(&GODOT_LOGGER).map(|()| log::set_max_level(LevelFilter::Info))
}

impl Log for GodotLogger {
    fn enabled(&self, metadata: &Metadata) -> bool {
        metadata.level() <= Level::Info
    }

    fn log(&self, record: &Record) {
        //Format it as:
        //[2017-11-09 02:12:24 DEBUG my_app] this is a debug message

        if self.enabled(record.metadata()) {
            let now = Local::now();
            let fn_name
    
    fn log(&self, record: &Record) {
        //Format it as:
        //[2017-11-09 02:12:24 DEBUG my_app] this is a debug message

        if self.enabled(record.metadata()) {
            let now = Local::now();
            let fn_name = record.file().unwrap_or("(unknown file)");
            let line = record
                .line()
                .map(|line| format!(":{}", line))
                .unwrap_or_default();
            let msg = format!(
                "[{} {} {}{}] {}",
                now.format("%F %T"),
                record.level(),
                fn_name,
                line,
                record.args()
            );

            //TODO temp disabled this, since it makes the log files bloated (it duplicates stack traces)
            /*
            match record.level() {
                Level::Error => {
                    godot_error!("{}", msg);
                }
                Level::Warn => {
                    godot_warn!("{}", msg);
                }
                _ => {
                    godot_print!("{}", msg);
                }
            }
            */

            godot_print!("{}", msg);
        }
    }