diff options
Diffstat (limited to 'src/SMAPI/Framework/Logging')
-rw-r--r-- | src/SMAPI/Framework/Logging/LogManager.cs | 586 |
1 files changed, 586 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/Logging/LogManager.cs b/src/SMAPI/Framework/Logging/LogManager.cs new file mode 100644 index 00000000..3786e940 --- /dev/null +++ b/src/SMAPI/Framework/Logging/LogManager.cs @@ -0,0 +1,586 @@ +using System; +using System.Collections.Generic; +using System.Diagnostics.CodeAnalysis; +using System.IO; +using System.Linq; +using System.Text.RegularExpressions; +using System.Threading; +using StardewModdingAPI.Framework.Commands; +using StardewModdingAPI.Internal.ConsoleWriting; +using StardewModdingAPI.Toolkit.Framework.ModData; +using StardewModdingAPI.Toolkit.Utilities; + +namespace StardewModdingAPI.Framework.Logging +{ + /// <summary>Manages the SMAPI console window and log file.</summary> + internal class LogManager : IDisposable + { + /********* + ** Fields + *********/ + /// <summary>The log file to which to write messages.</summary> + private readonly LogFileManager LogFile; + + /// <summary>Manages console output interception.</summary> + private readonly ConsoleInterceptionManager InterceptionManager = new ConsoleInterceptionManager(); + + /// <summary>Get a named monitor instance.</summary> + private readonly Func<string, Monitor> GetMonitorImpl; + + /// <summary>Regex patterns which match console non-error messages to suppress from the console and log.</summary> + private readonly Regex[] SuppressConsolePatterns = + { + new Regex(@"^TextBox\.Selected is now '(?:True|False)'\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^(?:FRUIT )?TREE: IsClient:(?:True|False) randomOutput: \d+$", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^loadPreferences\(\); begin", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^savePreferences\(\); async=", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^DebugOutput:\s+(?:added CLOUD|added cricket|dismount tile|Ping|playerPos)", RegexOptions.Compiled | RegexOptions.CultureInvariant) + }; + + /// <summary>Regex patterns which match console messages to show a more friendly error for.</summary> + private readonly ReplaceLogPattern[] ReplaceConsolePatterns = + { + // Steam not loaded + new ReplaceLogPattern( + search: new Regex(@"^System\.InvalidOperationException: Steamworks is not initialized\.[\s\S]+$", RegexOptions.Compiled | RegexOptions.CultureInvariant), + replacement: +#if SMAPI_FOR_WINDOWS + "Oops! Steam achievements won't work because Steam isn't loaded. You can launch the game through Steam to fix that (see 'Part 2: Configure Steam' in the install guide for more info: https://smapi.io/install).", +#else + "Oops! Steam achievements won't work because Steam isn't loaded. You can launch the game through Steam to fix that.", +#endif + logLevel: LogLevel.Error + ), + + // save file not found error + new ReplaceLogPattern( + search: new Regex(@"^System\.IO\.FileNotFoundException: [^\n]+\n[^:]+: '[^\n]+[/\\]Saves[/\\]([^'\r\n]+)[/\\]([^'\r\n]+)'[\s\S]+LoadGameMenu\.FindSaveGames[\s\S]+$", RegexOptions.Compiled | RegexOptions.CultureInvariant), + replacement: "The game can't find the '$2' file for your '$1' save. See https://stardewvalleywiki.com/Saves#Troubleshooting for help.", + logLevel: LogLevel.Error + ) + }; + + + /********* + ** Accessors + *********/ + /// <summary>The core logger and monitor for SMAPI.</summary> + public Monitor Monitor { get; } + + /// <summary>The core logger and monitor on behalf of the game.</summary> + public Monitor MonitorForGame { get; } + + + /********* + ** Public methods + *********/ + /**** + ** Initialization + ****/ + /// <summary>Construct an instance.</summary> + /// <param name="logPath">The log file path to write.</param> + /// <param name="colorConfig">The colors to use for text written to the SMAPI console.</param> + /// <param name="writeToConsole">Whether to output log messages to the console.</param> + /// <param name="isVerbose">Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.</param> + /// <param name="isDeveloperMode">Whether to enable full console output for developers.</param> + public LogManager(string logPath, ColorSchemeConfig colorConfig, bool writeToConsole, bool isVerbose, bool isDeveloperMode) + { + // init construction logic + this.GetMonitorImpl = name => new Monitor(name, this.InterceptionManager, this.LogFile, colorConfig, isVerbose) + { + WriteToConsole = writeToConsole, + ShowTraceInConsole = isDeveloperMode, + ShowFullStampInConsole = isDeveloperMode + }; + + // init fields + this.LogFile = new LogFileManager(logPath); + this.Monitor = this.GetMonitor("SMAPI"); + this.MonitorForGame = this.GetMonitor("game"); + + // redirect direct console output + if (this.MonitorForGame.WriteToConsole) + this.InterceptionManager.OnMessageIntercepted += message => this.HandleConsoleMessage(this.MonitorForGame, message); + } + + /// <summary>Get a monitor instance derived from SMAPI's current settings.</summary> + /// <param name="name">The name of the module which will log messages with this instance.</param> + public Monitor GetMonitor(string name) + { + return this.GetMonitorImpl(name); + } + + /// <summary>Set the title of the SMAPI console window.</summary> + /// <param name="title">The new window title.</param> + public void SetConsoleTitle(string title) + { + Console.Title = title; + } + + /**** + ** Console input + ****/ + /// <summary>Run a loop handling console input.</summary> + [SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")] + public void RunConsoleInputLoop(CommandManager commandManager, Action reloadTranslations, Action<string> handleInput, Func<bool> continueWhile) + { + // prepare console + this.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info); + commandManager + .Add(new HelpCommand(commandManager), this.Monitor) + .Add(new HarmonySummaryCommand(), this.Monitor) + .Add(new ReloadI18nCommand(reloadTranslations), this.Monitor); + + // start handling command line input + Thread inputThread = new Thread(() => + { + while (true) + { + // get input + string input = Console.ReadLine(); + if (string.IsNullOrWhiteSpace(input)) + continue; + + // handle command + this.Monitor.LogUserInput(input); + handleInput(input); + } + }); + inputThread.Start(); + + // keep console thread alive while the game is running + while (continueWhile()) + Thread.Sleep(1000 / 10); + if (inputThread.ThreadState == ThreadState.Running) + inputThread.Abort(); + } + + /// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary> + public void PressAnyKeyToExit() + { + this.Monitor.Log("Game has ended. Press any key to exit.", LogLevel.Info); + this.PressAnyKeyToExit(showMessage: false); + } + + /// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary> + /// <param name="showMessage">Whether to print a 'press any key to exit' message to the console.</param> + public void PressAnyKeyToExit(bool showMessage) + { + if (showMessage) + Console.WriteLine("Game has ended. Press any key to exit."); + Thread.Sleep(100); + Console.ReadKey(); + Environment.Exit(0); + } + + /**** + ** Crash/update handling + ****/ + /// <summary>Create a crash marker and duplicate the log into the crash log.</summary> + public void WriteCrashLog() + { + try + { + File.WriteAllText(Constants.FatalCrashMarker, string.Empty); + File.Copy(this.LogFile.Path, Constants.FatalCrashLog, overwrite: true); + } + catch (Exception ex) + { + this.Monitor.Log($"SMAPI failed trying to track the crash details: {ex.GetLogSummary()}", LogLevel.Error); + } + } + + /// <summary>Write an update alert marker file.</summary> + /// <param name="version">The new version found.</param> + public void WriteUpdateMarker(string version) + { + File.WriteAllText(Constants.UpdateMarker, version); + } + + /// <summary>Check whether SMAPI crashed or detected an update during the last session, and display them in the SMAPI console.</summary> + public void HandleMarkerFiles() + { + // show update alert + if (File.Exists(Constants.UpdateMarker)) + { + string rawUpdateFound = File.ReadAllText(Constants.UpdateMarker); + if (SemanticVersion.TryParse(rawUpdateFound, out ISemanticVersion updateFound)) + { + if (Constants.ApiVersion.IsPrerelease() && updateFound.IsNewerThan(Constants.ApiVersion)) + { + this.Monitor.Log("A new version of SMAPI was detected last time you played.", LogLevel.Error); + this.Monitor.Log($"You can update to {updateFound}: https://smapi.io.", LogLevel.Error); + this.Monitor.Log("Press any key to continue playing anyway. (This only appears when using a SMAPI beta.)", LogLevel.Info); + Console.ReadKey(); + } + } + File.Delete(Constants.UpdateMarker); + } + + // show details if game crashed during last session + if (File.Exists(Constants.FatalCrashMarker)) + { + this.Monitor.Log("The game crashed last time you played. If it happens repeatedly, see 'get help' on https://smapi.io.", LogLevel.Error); + this.Monitor.Log("If you ask for help, make sure to share your SMAPI log: https://smapi.io/log.", LogLevel.Error); + this.Monitor.Log("Press any key to delete the crash data and continue playing.", LogLevel.Info); + Console.ReadKey(); + File.Delete(Constants.FatalCrashLog); + File.Delete(Constants.FatalCrashMarker); + } + } + + /// <summary>Log a fatal exception which prevents SMAPI from launching.</summary> + /// <param name="exception">The exception details.</param> + public void LogFatalLaunchError(Exception exception) + { + switch (exception) + { + // audio crash + case InvalidOperationException ex when ex.Source == "Microsoft.Xna.Framework.Xact" && ex.StackTrace.Contains("Microsoft.Xna.Framework.Audio.AudioEngine..ctor"): + this.Monitor.Log("The game couldn't load audio. Do you have speakers or headphones plugged in?", LogLevel.Error); + this.Monitor.Log($"Technical details: {ex.GetLogSummary()}"); + break; + + // missing content folder exception + case FileNotFoundException ex when ex.Message == "Could not find file 'C:\\Program Files (x86)\\Steam\\SteamApps\\common\\Stardew Valley\\Content\\XACT\\FarmerSounds.xgs'.": // path in error is hardcoded regardless of install path + this.Monitor.Log("The game can't find its Content\\XACT\\FarmerSounds.xgs file. You can usually fix this by resetting your content files (see https://smapi.io/troubleshoot#reset-content ), or by uninstalling and reinstalling the game.", LogLevel.Error); + this.Monitor.Log($"Technical details: {ex.GetLogSummary()}"); + break; + + // generic exception + default: + this.MonitorForGame.Log($"The game failed to launch: {exception.GetLogSummary()}", LogLevel.Error); + break; + } + } + + /**** + ** General log output + ****/ + /// <summary>Log the initial header with general SMAPI and system details.</summary> + /// <param name="modsPath">The path from which mods will be loaded.</param> + /// <param name="customSettings">The custom SMAPI settings.</param> + public void LogIntro(string modsPath, IDictionary<string, object> customSettings) + { + // init logging + this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GameVersion} on {EnvironmentUtility.GetFriendlyPlatformName(Constants.Platform)}", LogLevel.Info); + this.Monitor.Log($"Mods go here: {modsPath}", LogLevel.Info); + if (modsPath != Constants.DefaultModsPath) + this.Monitor.Log("(Using custom --mods-path argument.)"); + this.Monitor.Log($"Log started at {DateTime.UtcNow:s} UTC"); + + // log custom settings + if (customSettings.Any()) + this.Monitor.Log($"Loaded with custom settings: {string.Join(", ", customSettings.OrderBy(p => p.Key).Select(p => $"{p.Key}: {p.Value}"))}"); + } + + /// <summary>Log details for settings that don't match the default.</summary> + /// <param name="isDeveloperMode">Whether to enable full console output for developers.</param> + /// <param name="checkForUpdates">Whether to check for newer versions of SMAPI and mods on startup.</param> + public void LogSettingsHeader(bool isDeveloperMode, bool checkForUpdates) + { + if (isDeveloperMode) + this.Monitor.Log($"You have SMAPI for developers, so the console will be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info); + if (!checkForUpdates) + this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn); + if (!this.Monitor.WriteToConsole) + this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn); + this.Monitor.VerboseLog("Verbose logging enabled."); + } + + /// <summary>Log info about loaded mods.</summary> + /// <param name="loaded">The full list of loaded content packs and mods.</param> + /// <param name="loadedContentPacks">The loaded content packs.</param> + /// <param name="loadedMods">The loaded mods.</param> + /// <param name="skippedMods">The mods which could not be loaded.</param> + /// <param name="logParanoidWarnings">Whether to log issues for mods which directly use potentially sensitive .NET APIs like file or shell access.</param> + public void LogModInfo(IModMetadata[] loaded, IModMetadata[] loadedContentPacks, IModMetadata[] loadedMods, IModMetadata[] skippedMods, bool logParanoidWarnings) + { + // log loaded mods + this.Monitor.Log($"Loaded {loadedMods.Length} mods" + (loadedMods.Length > 0 ? ":" : "."), LogLevel.Info); + foreach (IModMetadata metadata in loadedMods.OrderBy(p => p.DisplayName)) + { + IManifest manifest = metadata.Manifest; + this.Monitor.Log( + $" {metadata.DisplayName} {manifest.Version}" + + (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "") + + (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""), + LogLevel.Info + ); + } + + this.Monitor.Newline(); + + // log loaded content packs + if (loadedContentPacks.Any()) + { + string GetModDisplayName(string id) => loadedMods.FirstOrDefault(p => p.HasID(id))?.DisplayName; + + this.Monitor.Log($"Loaded {loadedContentPacks.Length} content packs:", LogLevel.Info); + foreach (IModMetadata metadata in loadedContentPacks.OrderBy(p => p.DisplayName)) + { + IManifest manifest = metadata.Manifest; + this.Monitor.Log( + $" {metadata.DisplayName} {manifest.Version}" + + (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "") + + $" | for {GetModDisplayName(metadata.Manifest.ContentPackFor.UniqueID)}" + + (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""), + LogLevel.Info + ); + } + + this.Monitor.Newline(); + } + + // log mod warnings + this.LogModWarnings(loaded, skippedMods, logParanoidWarnings); + } + + /// <inheritdoc /> + public void Dispose() + { + this.InterceptionManager.Dispose(); + this.LogFile.Dispose(); + } + + + /********* + ** Protected methods + *********/ + /// <summary>Redirect messages logged directly to the console to the given monitor.</summary> + /// <param name="gameMonitor">The monitor with which to log messages as the game.</param> + /// <param name="message">The message to log.</param> + private void HandleConsoleMessage(IMonitor gameMonitor, string message) + { + // detect exception + LogLevel level = message.Contains("Exception") ? LogLevel.Error : LogLevel.Trace; + + // ignore suppressed message + if (level != LogLevel.Error && this.SuppressConsolePatterns.Any(p => p.IsMatch(message))) + return; + + // show friendly error if applicable + foreach (ReplaceLogPattern entry in this.ReplaceConsolePatterns) + { + string newMessage = entry.Search.Replace(message, entry.Replacement); + if (message != newMessage) + { + gameMonitor.Log(newMessage, entry.LogLevel); + gameMonitor.Log(message); + return; + } + } + + // forward to monitor + gameMonitor.Log(message, level); + } + + /// <summary>Write a summary of mod warnings to the console and log.</summary> + /// <param name="mods">The loaded mods.</param> + /// <param name="skippedMods">The mods which could not be loaded.</param> + /// <param name="logParanoidWarnings">Whether to log issues for mods which directly use potentially sensitive .NET APIs like file or shell access.</param> + private void LogModWarnings(IEnumerable<IModMetadata> mods, IModMetadata[] skippedMods, bool logParanoidWarnings) + { + // get mods with warnings + IModMetadata[] modsWithWarnings = mods.Where(p => p.Warnings != ModWarning.None).ToArray(); + if (!modsWithWarnings.Any() && !skippedMods.Any()) + return; + + // log intro + { + int count = modsWithWarnings.Length + skippedMods.Length; + this.Monitor.Log($"Found {count} mod{(count == 1 ? "" : "s")} with warnings:", LogLevel.Info); + } + + // log skipped mods + if (skippedMods.Any()) + { + // get logging logic + void LogSkippedMod(IModMetadata mod) + { + string message = $" - {mod.DisplayName}{(mod.Manifest?.Version != null ? " " + mod.Manifest.Version.ToString() : "")} because {mod.Error}"; + + this.Monitor.Log(message, LogLevel.Error); + if (mod.ErrorDetails != null) + this.Monitor.Log($" ({mod.ErrorDetails})"); + } + + // find skipped dependencies + IModMetadata[] skippedDependencies; + { + HashSet<string> skippedDependencyIds = new HashSet<string>(StringComparer.OrdinalIgnoreCase); + HashSet<string> skippedModIds = new HashSet<string>(from mod in skippedMods where mod.HasID() select mod.Manifest.UniqueID, StringComparer.OrdinalIgnoreCase); + foreach (IModMetadata mod in skippedMods) + { + foreach (string requiredId in skippedModIds.Intersect(mod.GetRequiredModIds())) + skippedDependencyIds.Add(requiredId); + } + skippedDependencies = skippedMods.Where(p => p.HasID() && skippedDependencyIds.Contains(p.Manifest.UniqueID)).ToArray(); + } + + // log skipped mods + this.Monitor.Log(" Skipped mods", LogLevel.Error); + this.Monitor.Log(" " + "".PadRight(50, '-'), LogLevel.Error); + this.Monitor.Log(" These mods could not be added to your game.", LogLevel.Error); + this.Monitor.Newline(); + + if (skippedDependencies.Any()) + { + foreach (IModMetadata mod in skippedDependencies.OrderBy(p => p.DisplayName)) + LogSkippedMod(mod); + this.Monitor.Newline(); + } + + foreach (IModMetadata mod in skippedMods.OrderBy(p => p.DisplayName)) + LogSkippedMod(mod); + this.Monitor.Newline(); + } + + // log warnings + if (modsWithWarnings.Any()) + { + // broken code + this.LogModWarningGroup(modsWithWarnings, ModWarning.BrokenCodeLoaded, LogLevel.Error, "Broken mods", + "These mods have broken code, but you configured SMAPI to load them anyway. This may cause bugs,", + "errors, or crashes in-game." + ); + + // changes serializer + this.LogModWarningGroup(modsWithWarnings, ModWarning.ChangesSaveSerializer, LogLevel.Warn, "Changed save serializer", + "These mods change the save serializer. They may corrupt your save files, or make them unusable if", + "you uninstall these mods." + ); + + // patched game code + this.LogModWarningGroup(modsWithWarnings, ModWarning.PatchesGame, LogLevel.Info, "Patched game code", + "These mods directly change the game code. They're more likely to cause errors or bugs in-game; if", + "your game has issues, try removing these first. Otherwise you can ignore this warning." + ); + + // unvalidated update tick + this.LogModWarningGroup(modsWithWarnings, ModWarning.UsesUnvalidatedUpdateTick, LogLevel.Info, "Bypassed safety checks", + "These mods bypass SMAPI's normal safety checks, so they're more likely to cause errors or save", + "corruption. If your game has issues, try removing these first." + ); + + // paranoid warnings + if (logParanoidWarnings) + { + this.LogModWarningGroup( + modsWithWarnings, + match: mod => mod.HasUnsuppressedWarnings(ModWarning.AccessesConsole, ModWarning.AccessesFilesystem, ModWarning.AccessesShell), + level: LogLevel.Debug, + heading: "Direct system access", + blurb: new[] + { + "You enabled paranoid warnings and these mods directly access the filesystem, shells/processes, or", + "SMAPI console. (This is usually legitimate and innocent usage; this warning is only useful for", + "further investigation.)" + }, + modLabel: mod => + { + List<string> labels = new List<string>(); + if (mod.HasUnsuppressedWarnings(ModWarning.AccessesConsole)) + labels.Add("console"); + if (mod.HasUnsuppressedWarnings(ModWarning.AccessesFilesystem)) + labels.Add("files"); + if (mod.HasUnsuppressedWarnings(ModWarning.AccessesShell)) + labels.Add("shells/processes"); + + return $"{mod.DisplayName} ({string.Join(", ", labels)})"; + } + ); + } + + // no update keys + this.LogModWarningGroup(modsWithWarnings, ModWarning.NoUpdateKeys, LogLevel.Debug, "No update keys", + "These mods have no update keys in their manifest. SMAPI may not notify you about updates for these", + "mods. Consider notifying the mod authors about this problem." + ); + + // not crossplatform + this.LogModWarningGroup(modsWithWarnings, ModWarning.UsesDynamic, LogLevel.Debug, "Not crossplatform", + "These mods use the 'dynamic' keyword, and won't work on Linux/Mac." + ); + } + } + + /// <summary>Write a mod warning group to the console and log.</summary> + /// <param name="mods">The mods to search.</param> + /// <param name="match">Matches mods to include in the warning group.</param> + /// <param name="level">The log level for the logged messages.</param> + /// <param name="heading">A brief heading label for the group.</param> + /// <param name="blurb">A detailed explanation of the warning, split into lines.</param> + /// <param name="modLabel">Formats the mod label, or <c>null</c> to use the <see cref="IModMetadata.DisplayName"/>.</param> + private void LogModWarningGroup(IModMetadata[] mods, Func<IModMetadata, bool> match, LogLevel level, string heading, string[] blurb, Func<IModMetadata, string> modLabel = null) + { + // get matching mods + string[] modLabels = mods + .Where(match) + .Select(mod => modLabel?.Invoke(mod) ?? mod.DisplayName) + .OrderBy(p => p) + .ToArray(); + if (!modLabels.Any()) + return; + + // log header/blurb + this.Monitor.Log(" " + heading, level); + this.Monitor.Log(" " + "".PadRight(50, '-'), level); + foreach (string line in blurb) + this.Monitor.Log(" " + line, level); + this.Monitor.Newline(); + + // log mod list + foreach (string label in modLabels) + this.Monitor.Log($" - {label}", level); + + this.Monitor.Newline(); + } + + /// <summary>Write a mod warning group to the console and log.</summary> + /// <param name="mods">The mods to search.</param> + /// <param name="warning">The mod warning to match.</param> + /// <param name="level">The log level for the logged messages.</param> + /// <param name="heading">A brief heading label for the group.</param> + /// <param name="blurb">A detailed explanation of the warning, split into lines.</param> + private void LogModWarningGroup(IModMetadata[] mods, ModWarning warning, LogLevel level, string heading, params string[] blurb) + { + this.LogModWarningGroup(mods, mod => mod.HasUnsuppressedWarnings(warning), level, heading, blurb); + } + + + /********* + ** Protected types + *********/ + /// <summary>A console log pattern to replace with a different message.</summary> + private class ReplaceLogPattern + { + /********* + ** Accessors + *********/ + /// <summary>The regex pattern matching the portion of the message to replace.</summary> + public Regex Search { get; } + + /// <summary>The replacement string.</summary> + public string Replacement { get; } + + /// <summary>The log level for the new message.</summary> + public LogLevel LogLevel { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="search">The regex pattern matching the portion of the message to replace.</param> + /// <param name="replacement">The replacement string.</param> + /// <param name="logLevel">The log level for the new message.</param> + public ReplaceLogPattern(Regex search, string replacement, LogLevel logLevel) + { + this.Search = search; + this.Replacement = replacement; + this.LogLevel = logLevel; + } + } + } +} |